; FILE: CivilianUnit.ini //////////////////////////////////////////////////////
; This file contains only units that are not part of any specific
; game faction.  An example is an object with "behavior" that isn't
; specifically tied to any player/faction such as a bird, bear, or 
; donkey.  Any related objects to those civilian units also appear in
; here such as debris or necessary weapon firing objects
;//////////////////////////////////////////////////////////////////////////////


;------------------------------------------------------------------------------
Object MilitiaTank

  ; *** ART Parameters ***
  Draw = W3DTankDraw ModuleTag_01
    DefaultConditionState        
      Model               = CVTank
      Turret              = Turret01
      WeaponFireFXBone    = PRIMARY MuzzleFX
      WeaponRecoilBone    = PRIMARY Barrel
      WeaponMuzzleFlash   = PRIMARY MuzzleFX
      WeaponLaunchBone = PRIMARY MuzzleFX
    End
    ConditionState       = REALLYDAMAGED
      Model              = CVTank_D
    End
    ConditionState       = RUBBLE
      Model              = CVTank_D
    End

    TrackMarks           = EXTnkTrack.tga
    OkToChangeModelColor = Yes
  End

  ; ***DESIGN parameters ***
  DisplayName      = OBJECT:MilitiaTank
  Side                   = Civilian
  EditorSorting          = VEHICLE
  TransportSlotCount     = 3
  WeaponSet
    Conditions           = None 
    Weapon               = PRIMARY MilitiaTankGun
  End
  ArmorSet
    Conditions           = None
    Armor                = TankArmor
    DamageFX             = TankDamageFX
  End
  ArmorSet
    Conditions           = PLAYER_UPGRADE
    Armor                = UpgradedTankArmor
    DamageFX             = TankDamageFX
  End
  BuildCost              = 500
  BuildTime              = 12.0          ;in seconds    
  VisionRange            = 150
  ShroudClearingRange = 300
  Prerequisites
    Object = AmericaWarFactory
  End
  ExperienceValue        = 100 100 200 400 ;Experience point value at each level
  ExperienceRequired     = 0 200 300 600 ;Experience points needed to gain each level
  IsTrainable            = Yes  ;Can gain experience
  CrusherLevel           = 1  ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles
  CrushableLevel         = 2  ;What am I?:        0 = for infantry, 1 = for trees, 2 = general vehicles
  CommandSet             = GenericCommandSet
  
  ; *** AUDIO Parameters ***
  VoiceSelect           = NoSound ; MilitiaTankVoiceSelect
  VoiceMove             = NoSound ; MilitiaTankVoiceMove
  VoiceAttack           = NoSound ; MilitiaTankVoiceAttack
  SoundMoveStart        = NoSound ; MilitiaTankMoveStart
  SoundMoveStartDamaged = NoSound
  UnitSpecificSounds
    ; These have the syntax of SomeNameSomewhereInCode = SomeNameSomewhereInLookupINIs
    TurretMoveStart        = NoSound
    TurretMoveLoop         = NoSound
  End

  ; *** ENGINEERING Parameters ***
  RadarPriority          = UNIT
  KindOf                 = PRELOAD SELECTABLE CAN_ATTACK CAN_CAST_REFLECTIONS VEHICLE SCORE
  
  Body                   = ActiveBody ModuleTag_02
    MaxHealth       = 480
    InitialHealth   = 480
  End

  Behavior = AIUpdateInterface ModuleTag_03
    Turret
      TurretTurnRate       = 140 // turn rate, in degrees per sec
      ControlledWeaponSlots= PRIMARY
    End
    AutoAcquireEnemiesWhenIdle = Yes
  End
  Locomotor            = SET_NORMAL MilitiaTankLocomotor
  Behavior = PhysicsBehavior ModuleTag_04
    Mass                 = 50.0
  End

  Behavior = ProductionUpdate ModuleTag_05
    ; nothing
  End

  ; Turret fly off death
  Behavior = SlowDeathBehavior ModuleTag_06
    DeathTypes = ALL -CRUSHED -SPLATTED
    ProbabilityModifier  = 50
    DestructionDelay  = 500
    DestructionDelayVariance  = 100
    FX  = INITIAL  FX_GenericTankDeathEffect
    OCL = MIDPOINT OCL_MilitiaTankDeathEffect
    FX  = FINAL    FX_GenericTankDeathExplosion
  End

  ; Catch fire, and explode death
  Behavior = SlowDeathBehavior ModuleTag_07
    DeathTypes = ALL -CRUSHED -SPLATTED
    ProbabilityModifier  = 50
    DestructionDelay  = 2000
    DestructionDelayVariance  = 300
    FX  = INITIAL  FX_CrusaderCatchFire
    OCL = FINAL    OCL_MilitiaTankDeathEffect  
    FX  = FINAL    FX_GenericTankDeathExplosion 
  End

  Behavior                 = TransitionDamageFX ModuleTag_08
    ReallyDamagedParticleSystem1 = Bone:Smoke RandomBone:Yes PSys:SmallLightSmokeColumn
    ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_CrusaderDamageTransition
  End

  Behavior = DestroyDie ModuleTag_09
    DeathTypes = NONE +CRUSHED +SPLATTED
  End

  ; A crushing defeat
  Behavior = FXListDie ModuleTag_10
    DeathTypes = NONE +CRUSHED +SPLATTED
    DeathFX = FX_CarCrush
  End

  Behavior = CreateObjectDie ModuleTag_11
    DeathTypes = NONE +CRUSHED +SPLATTED
    CreationList = OCL_CrusaderTank_CrushEffect
  End

  Behavior                    = CreateCrateDie ModuleTag_CratesChange
   CrateData             = SalvageCrateData
  End

  Behavior = FlammableUpdate ModuleTag_21
    AflameDuration = 5000         ; If I catch fire, I'll burn for this long...
    AflameDamageAmount = 5       ; taking this much damage...
    AflameDamageDelay = 500       ; this often.
  End

  Geometry               = BOX
  GeometryMajorRadius    = 15.0
  GeometryMinorRadius    = 10.0
  GeometryHeight         = 10.0     
  GeometryIsSmall        = Yes    
  Shadow = SHADOW_VOLUME
  ShadowSizeX = 45  ; minimum elevation angle above horizon. Used to limit shadow length

End

;------------------------------------------------------------------------------
Object MogadishuMaleCivilian01

  ; *** ART Parameters ***
  Draw = W3DModelDraw ModuleTag_01
    DefaultConditionState
      Model = CIUMC01_SKN
      IdleAnimation = CIUMC01_SKL.CIUMC01_STN 0 30
      IdleAnimation = CIUMC01_SKL.CIUMC01_IDA
      AnimationMode = ONCE
    End

    ConditionState = MOVING
      Animation = CIUMC01_SKL.CIUMC01_WKA 50
      AnimationMode = LOOP
      Flags = RANDOMSTART
    End

    ConditionState = MOVING PANICKING
      Animation = CIUMC01_SKL.CIUMC01_PKA 20
      AnimationMode = LOOP
      Flags = RANDOMSTART
    End

    ConditionState = DYING
      Animation = CIUMC01_SKL.CIUMC01_DTA
      AnimationMode = ONCE
    End  
  End

  ; ***DESIGN parameters ***
  Side = Civilian
  EditorSorting = INFANTRY
  TransportSlotCount = 1
  ArmorSet
    Conditions      = None
    Armor           = HumanArmor
    DamageFX        = None
  End
  VisionRange = 150
  DisplayName = OBJECT:MogadishuMaleCivilian
  CrushableLevel = 0  ;What am I?:        0 = for infantry, 1 = for trees, 2 = general vehicles

  ; *** AUDIO Parameters ***

  ; *** ENGINEERING Parameters ***
  RadarPriority = NOT_ON_RADAR
  KindOf = CAN_CAST_REFLECTIONS INFANTRY CAN_BE_REPULSED 

  Body = ActiveBody ModuleTag_02
    MaxHealth       = 50.0
    InitialHealth   = 50.0
  End

  Behavior = AIUpdateInterface ModuleTag_03
  End
  Locomotor = SET_NORMAL BasicHumanLocomotor
  Locomotor = SET_WANDER WanderHumanLocomotor
  Locomotor = SET_PANIC PanicHumanLocomotor

  Behavior = PhysicsBehavior ModuleTag_04
    Mass = 5.0
  End

  Behavior = SlowDeathBehavior ModuleTag_05
    DeathTypes = ALL -POISONED_BETA -POISONED -BURNED -POISONED_GAMMA
    SinkDelay = 3000
    SinkRate = 0.5     ; in Dist/Sec
    DestructionDelay = 8000
  End

 
  Behavior = SquishCollide ModuleTag_06
    ;nothing
  End

  Behavior = FXListDie ModuleTag_07
    DeathTypes = ALL -CRUSHED -SPLATTED -POISONED_BETA -POISONED -BURNED -POISONED_GAMMA
    DeathFX = FX_CivilianArabMaleDie
  End
  Behavior = FXListDie ModuleTag_08
    DeathTypes = NONE +CRUSHED +SPLATTED
    DeathFX = FX_GIDieCrushed
  End
  Behavior = SlowDeathBehavior ModuleTag_Death06 
    DeathTypes          = NONE +POISONED_BETA
    DestructionDelay    = 0
    FX                  = INITIAL FX_DieByToxinGLA
    OCL                 = INITIAL OCL_ToxicInfantryBeta 
  End
  
  Behavior = SlowDeathBehavior ModuleTag_Death05
    DeathTypes          = NONE +POISONED
    DestructionDelay    = 0
    FX                  = INITIAL FX_DieByToxinGLA
    OCL                 = INITIAL OCL_ToxicInfantry
  End
  
  Behavior = SlowDeathBehavior ModuleTag_DeathBurned
    DeathTypes          = NONE +BURNED
    DestructionDelay    = 0
    FX                  = INITIAL FX_DieByFireGLA
    OCL                 = INITIAL OCL_FlamingInfantry
  End

  Behavior = SlowDeathBehavior ModuleTag_Death07
    DeathTypes          = NONE +POISONED_GAMMA
    DestructionDelay    = 0
    FX                  = INITIAL FX_DieByToxinGLA
    OCL                 = INITIAL OCL_ToxicInfantryGamma
  End

  Behavior = PoisonedBehavior ModuleTag_09
    PoisonDamageInterval = 100  ; Every this many msec I will retake the poison damage dealt me...
    PoisonDuration = 3000       ; ... for this long after last hit by poison damage
  End
 
  Geometry = CYLINDER
  GeometryMajorRadius = 3.0
  GeometryMinorRadius = 3.0
  GeometryHeight = 12.0
  GeometryIsSmall = Yes
  Shadow = SHADOW_DECAL
  ShadowSizeX = 14;
  ShadowSizeY = 14;
  ShadowTexture = ShadowI;

End

;------------------------------------------------------------------------------
Object MogadishuMaleCivilian02

  ; *** ART Parameters ***
  Draw = W3DModelDraw ModuleTag_01
    DefaultConditionState
      Model = CISTV01_SKN
      IdleAnimation = CISTV01_SKL.CISTV01_STN 0 30
      IdleAnimation = CISTV01_SKL.CISTV01_IDA
      AnimationMode = ONCE
    End

    ConditionState = MOVING
      Animation = CISTV01_SKL.CISTV01_WKA 30
      AnimationMode = LOOP
      Flags = RANDOMSTART
    End

    ConditionState = MOVING PANICKING
      Animation = CISTV01_SKL.CISTV01_PKA
      AnimationMode = LOOP
      Flags = RANDOMSTART
    End

    ConditionState = DYING
      Animation = CISTV01_SKL.CISTV01_DTA
      AnimationMode = ONCE
    End  
  End

  ; ***DESIGN parameters ***
  Side = Civilian
  EditorSorting = INFANTRY
  TransportSlotCount = 1
  ArmorSet
    Conditions      = None
    Armor           = HumanArmor
    DamageFX        = None
  End
  VisionRange = 150
  DisplayName = OBJECT:MogadishuMaleCivilian
  CrushableLevel = 0  ;What am I?:        0 = for infantry, 1 = for trees, 2 = general vehicles

  ; *** AUDIO Parameters ***

  ; *** ENGINEERING Parameters ***
  RadarPriority = NOT_ON_RADAR
  KindOf = CAN_CAST_REFLECTIONS INFANTRY CAN_BE_REPULSED

  Body = ActiveBody ModuleTag_02
    MaxHealth       = 50.0
    InitialHealth   = 50.0
  End

  Behavior = AIUpdateInterface ModuleTag_03
  End
  Locomotor = SET_NORMAL BasicHumanLocomotor
  Locomotor = SET_WANDER WanderHumanLocomotor
  Locomotor = SET_PANIC PanicHumanLocomotor

  Behavior = PhysicsBehavior ModuleTag_04
    Mass = 5.0
  End
  Behavior = SlowDeathBehavior ModuleTag_05
    DeathTypes = ALL -POISONED_BETA -POISONED -BURNED -POISONED_GAMMA
    SinkDelay = 3000
    SinkRate = 0.5     ; in Dist/Sec
    DestructionDelay = 8000
  End

 
  Behavior = SquishCollide ModuleTag_06
    ;nothing
  End

  Behavior = FXListDie ModuleTag_07
    DeathTypes = ALL -CRUSHED -SPLATTED -POISONED_BETA -POISONED -BURNED -POISONED_GAMMA
    DeathFX = FX_CivilianArabMaleDie
  End
  Behavior = FXListDie ModuleTag_08
    DeathTypes = NONE +CRUSHED +SPLATTED
    DeathFX = FX_GIDieCrushed
  End
  Behavior = SlowDeathBehavior ModuleTag_Death06 
    DeathTypes          = NONE +POISONED_BETA
    DestructionDelay    = 0
    FX                  = INITIAL FX_DieByToxinGLA
    OCL                 = INITIAL OCL_ToxicInfantryBeta 
  End
  
  Behavior = SlowDeathBehavior ModuleTag_Death05
    DeathTypes          = NONE +POISONED
    DestructionDelay    = 0
    FX                  = INITIAL FX_DieByToxinGLA
    OCL                 = INITIAL OCL_ToxicInfantry
  End
  
  Behavior = SlowDeathBehavior ModuleTag_DeathBurned
    DeathTypes          = NONE +BURNED
    DestructionDelay    = 0
    FX                  = INITIAL FX_DieByFireGLA
    OCL                 = INITIAL OCL_FlamingInfantry
  End  

  Behavior = SlowDeathBehavior ModuleTag_Death07
    DeathTypes          = NONE +POISONED_GAMMA
    DestructionDelay    = 0
    FX                  = INITIAL FX_DieByToxinGLA
    OCL                 = INITIAL OCL_ToxicInfantryGamma
  End

  Behavior = PoisonedBehavior ModuleTag_09
    PoisonDamageInterval = 100  ; Every this many msec I will retake the poison damage dealt me...
    PoisonDuration = 3000       ; ... for this long after last hit by poison damage
  End
 
  Geometry = CYLINDER
  GeometryMajorRadius = 3.0
  GeometryMinorRadius = 3.0
  GeometryHeight = 12.0
  GeometryIsSmall = Yes
  Shadow = SHADOW_DECAL
  ShadowSizeX = 14;
  ShadowSizeY = 14;
  ShadowTexture = ShadowI;

End

;------------------------------------------------------------------------------
Object MogadishuMaleCivilian03

  ; *** ART Parameters ***
  Draw = W3DModelDraw ModuleTag_01
    DefaultConditionState
      Model = cisciv02_SKN
      IdleAnimation = cisciv02_SKL.cisciv02_STA 0 30
      IdleAnimation = cisciv02_SKL.cisciv02_IDA
      IdleAnimation = cisciv02_SKL.cisciv02_IDB
      AnimationMode = ONCE
    End

    ConditionState = MOVING
      Animation = cisciv02_SKL.cisciv02_WKA 42
      AnimationMode = LOOP
      Flags = RANDOMSTART
    End

    ConditionState = MOVING PANICKING
      Animation = cisciv02_SKL.cisciv02_RNA 
      AnimationMode = LOOP
      Flags = RANDOMSTART
    End

    ConditionState = DYING
      Animation = cisciv02_SKL.cisciv02_DTA
      Animation = cisciv02_SKL.cisciv02_DTB
      AnimationMode = ONCE
      TransitionKey = TRANS_Dying
    End

    TransitionState = TRANS_Dying TRANS_Flailing
      Animation = cisciv02_SKL.cisciv02_ADTA1
      AnimationMode = ONCE
    End

    ConditionState = DYING EXPLODED_FLAILING
      Animation = cisciv02_SKL.cisciv02_ADTA2
      AnimationMode = LOOP
      TransitionKey = TRANS_Flailing
    End

    ConditionState = DYING EXPLODED_BOUNCING
      Animation = cisciv02_SKL.cisciv02_ADTA3
      AnimationMode = ONCE
      TransitionKey = None
    End

  End

  ; ***DESIGN parameters ***
  Side = Civilian
  EditorSorting = INFANTRY
  TransportSlotCount = 1
  ArmorSet
    Conditions      = None
    Armor           = HumanArmor
    DamageFX        = None
  End
  VisionRange = 150
  DisplayName = OBJECT:MogadishuMaleCivilian
  CrushableLevel = 0  ;What am I?:        0 = for infantry, 1 = for trees, 2 = general vehicles

  ; *** AUDIO Parameters ***

  ; *** ENGINEERING Parameters ***
  RadarPriority = NOT_ON_RADAR
  KindOf = CAN_CAST_REFLECTIONS INFANTRY CAN_BE_REPULSED

  Body = ActiveBody ModuleTag_02
    MaxHealth       = 50.0
    InitialHealth   = 50.0
  End

  Behavior = AIUpdateInterface ModuleTag_03
  End
  Locomotor = SET_NORMAL BasicHumanLocomotor
  Locomotor = SET_WANDER WanderHumanLocomotor
  Locomotor = SET_PANIC PanicHumanLocomotor

  Behavior = PhysicsBehavior ModuleTag_04
    Mass = 5.0
  End

 
  Behavior = SquishCollide ModuleTag_06
    ;nothing
  End


; --- begin Death modules ---
  Behavior = SlowDeathBehavior ModuleTag_Death01
    DeathTypes          = ALL -CRUSHED -SPLATTED -EXPLODED -BURNED -POISONED -POISONED_BETA -POISONED_GAMMA
    SinkDelay           = 3000
    SinkRate            = 0.5     ; in Dist/Sec
    DestructionDelay    = 8000
    FX                  = INITIAL FX_CivilianChinaMaleDie
  End
  Behavior = SlowDeathBehavior ModuleTag_Death02
    DeathTypes          = NONE +CRUSHED +SPLATTED
    SinkDelay           = 3000
    SinkRate            = 0.5     ; in Dist/Sec
    DestructionDelay    = 8000
    FX                  = INITIAL FX_GIDieCrushed
  End
  Behavior = SlowDeathBehavior ModuleTag_Death03
    DeathTypes          = NONE +EXPLODED
    SinkDelay           = 3000
    SinkRate            = 0.5     ; in Dist/Sec
    DestructionDelay    = 8000
    FX                  = INITIAL FX_CivilianChinaMaleDie
    FlingForce          = 8
    FlingForceVariance  = 3
    FlingPitch          = 60
    FlingPitchVariance  = 10
  End
  Behavior = SlowDeathBehavior ModuleTag_Death04
    DeathTypes          = NONE +BURNED
    DestructionDelay    = 0
    FX                  = INITIAL FX_DieByFireChina
    OCL                 = INITIAL OCL_FlamingInfantry
  End
  Behavior = SlowDeathBehavior ModuleTag_Death05
    DeathTypes          = NONE +POISONED
    DestructionDelay    = 0
    FX                  = INITIAL FX_DieByToxinChina
    OCL                 = INITIAL OCL_ToxicInfantry
  End
  Behavior = SlowDeathBehavior ModuleTag_Death06 
    DeathTypes          = NONE +POISONED_BETA
    DestructionDelay    = 0
    FX                  = INITIAL FX_DieByToxinChina
    OCL                 = INITIAL OCL_ToxicInfantryBeta 
  End
  Behavior = SlowDeathBehavior ModuleTag_Death07
    DeathTypes          = NONE +POISONED_GAMMA
    DestructionDelay    = 0
    FX                  = INITIAL FX_DieByToxinChina
    OCL                 = INITIAL OCL_ToxicInfantryGamma
  End

; --- end Death modules ---

  Behavior = PoisonedBehavior ModuleTag_09
    PoisonDamageInterval = 100  ; Every this many msec I will retake the poison damage dealt me...
    PoisonDuration = 3000       ; ... for this long after last hit by poison damage
  End
 
  Geometry = CYLINDER
  GeometryMajorRadius = 3.0
  GeometryMinorRadius = 3.0
  GeometryHeight = 12.0
  GeometryIsSmall = Yes
  Shadow = SHADOW_DECAL
  ShadowSizeX = 14;
  ShadowSizeY = 14;
  ShadowTexture = ShadowI;

End

;------------------------------------------------------------------------------
Object MogadishuFemaleCivilian02

  ; *** ART Parameters ***
  Draw = W3DModelDraw ModuleTag_01
     DefaultConditionState
      Model = CIUMC3S_SKN
      IdleAnimation = CIUMC3S_SKL.CIUMC3S_STA 0 30
      IdleAnimation = CIUMC3S_SKL.CIUMC3S_IDA
      IdleAnimation = CIUMC3S_SKL.CIUMC3S_IDB
      AnimationMode = ONCE
      TransitionKey = TRANS_Stand
    End

    ConditionState = MOVING
      Animation = CIUMC3S_SKL.CIUMC3S_WKA 22
      AnimationMode = LOOP 
      Flags = RANDOMSTART
      TransitionKey = TRANS_STAND
    End
    
    TransitionState = TRANS_Stand TRANS_Panic
      Animation = CIUMC3S_SKL.CIUMC3S_RNA
      AnimationMode = ONCE
    End

    ConditionState = MOVING PANICKING
      Animation = CIUMC3S_SKL.CIUMC3S_RNA
      AnimationMode = LOOP
      Flags = RANDOMSTART
      TransitionKey = TRANS_Panic
    End

    ConditionState = DYING
      Animation = CIUMC3S_SKL.CIUMC3S_DTA
      Animation = CIUMC3S_SKL.CIUMC3S_DTB
      AnimationMode = ONCE
      TransitionKey = TRANS_Dying
    End

    TransitionState = TRANS_Dying TRANS_Flailing
      Animation = CIUMC3S_SKL.CIUMC3S_ATDE1
      AnimationMode = ONCE
    End

    ConditionState = DYING EXPLODED_FLAILING
      Animation = CIUMC3S_SKL.CIUMC3S_ATDE2
      AnimationMode = LOOP
      TransitionKey = TRANS_Flailing
    End

    ConditionState = DYING EXPLODED_BOUNCING
      Animation = CIUMC3S_SKL.CIUMC3S_ATDE3
      AnimationMode = ONCE
      TransitionKey = None
    End
  End

  ; ***DESIGN parameters ***
  Side = Civilian
  EditorSorting = INFANTRY
  TransportSlotCount = 1
  ArmorSet
    Conditions      = None
    Armor           = HumanArmor
    DamageFX        = None
  End
  VisionRange = 150
  DisplayName = OBJECT:MogadishuFemaleCivilian
  CrushableLevel = 0  ;What am I?:        0 = for infantry, 1 = for trees, 2 = general vehicles

  ; *** AUDIO Parameters ***

  ; *** ENGINEERING Parameters ***
  RadarPriority = NOT_ON_RADAR
  KindOf = CAN_CAST_REFLECTIONS INFANTRY CAN_BE_REPULSED

  Body = ActiveBody ModuleTag_02
    MaxHealth       = 50.0
    InitialHealth   = 50.0
  End

  Behavior = AIUpdateInterface ModuleTag_03
  End
  Locomotor = SET_NORMAL BasicHumanLocomotor
  Locomotor = SET_WANDER WanderHumanLocomotor
  Locomotor = SET_PANIC PanicHumanLocomotor

  Behavior = PhysicsBehavior ModuleTag_04
    Mass = 5.0
  End


  Behavior = SlowDeathBehavior ModuleTag_05
    DeathTypes = ALL -POISONED_BETA -POISONED -BURNED -POISONED_GAMMA
    SinkDelay = 3000
    SinkRate = 0.5     ; in Dist/Sec
    DestructionDelay = 8000
  End

 
  Behavior = SquishCollide ModuleTag_06
    ;nothing
  End

  Behavior = FXListDie ModuleTag_07
    DeathTypes = ALL -CRUSHED -SPLATTED -POISONED -POISONED_BETA -BURNED -POISONED_GAMMA
    DeathFX = FX_CivilianArabFemaleDie
  End
  Behavior = FXListDie ModuleTag_08
    DeathTypes = NONE +CRUSHED +SPLATTED
    DeathFX = FX_GIDieCrushed
  End
  Behavior = SlowDeathBehavior ModuleTag_Death06 
    DeathTypes          = NONE +POISONED_BETA
    DestructionDelay    = 0
    FX                  = INITIAL FX_DieByToxinFemale
    OCL                 = INITIAL OCL_ToxicInfantryBeta 
  End
  
  Behavior = SlowDeathBehavior ModuleTag_Death05
    DeathTypes          = NONE +POISONED
    DestructionDelay    = 0
    FX                  = INITIAL FX_DieByToxinFemale
    OCL                 = INITIAL OCL_ToxicInfantry
  End
  
  Behavior = SlowDeathBehavior ModuleTag_Death07
    DeathTypes          = NONE +POISONED_GAMMA
    DestructionDelay    = 0
    FX                  = INITIAL FX_DieByToxinFemale
    OCL                 = INITIAL OCL_ToxicInfantryGamma
  End

  Behavior = PoisonedBehavior ModuleTag_09
    PoisonDamageInterval = 100  ; Every this many msec I will retake the poison damage dealt me...
    PoisonDuration = 3000       ; ... for this long after last hit by poison damage
  End
  
  Behavior = SlowDeathBehavior ModuleTag_DeathBurned
    DeathTypes          = NONE +BURNED
    DestructionDelay    = 0
    FX                  = INITIAL FX_DieByFireFemale
    OCL                 = INITIAL OCL_FlamingInfantry
  End
 
  Geometry = CYLINDER
  GeometryMajorRadius = 3.0
  GeometryMinorRadius = 3.0
  GeometryHeight = 12.0
  GeometryIsSmall = Yes
  Shadow = SHADOW_DECAL
  ShadowSizeX = 14;
  ShadowSizeY = 14;
  ShadowTexture = ShadowI;

End

;------------------------------------------------------------------------------
Object MogadishuFemaleCivilian01

  ; *** ART Parameters ***
  Draw = W3DModelDraw ModuleTag_01

    DefaultConditionState
      Model = CIUC01_SKN
      IdleAnimation = CIUC01_SKL.CIUC01_STA 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
      AnimationMode = LOOP
      Flags = RANDOMSTART
    End

    ConditionState = MOVING PANICKING
      Animation = CIUC01_SKL.CIUC01_PNA 30
      Animation = CIUC01_SKL.CIUC01_PNB 20
      AnimationMode = LOOP
      Flags = RANDOMSTART
    End

    ConditionState = DYING
      Animation = CIUC01_SKL.CIUC01_DTA
      Animation = CIUC01_SKL.CIUC01_DTB
      AnimationMode = ONCE
    End

  End

  ; ***DESIGN parameters ***
  Side = Civilian
  EditorSorting = INFANTRY
  TransportSlotCount = 1
  ArmorSet
    Conditions      = None
    Armor           = HumanArmor
    DamageFX        = None
  End
  VisionRange = 150
  DisplayName = OBJECT:MogadishuFemaleCivilian
  CrushableLevel = 0  ;What am I?:        0 = for infantry, 1 = for trees, 2 = general vehicles

  ; *** AUDIO Parameters ***

  ; *** ENGINEERING Parameters ***
  RadarPriority = NOT_ON_RADAR
  KindOf = CAN_CAST_REFLECTIONS INFANTRY CAN_BE_REPULSED

  Body = ActiveBody ModuleTag_02
    MaxHealth       = 50.0
    InitialHealth   = 50.0
  End

  Behavior = AIUpdateInterface ModuleTag_03
  End
  Locomotor = SET_NORMAL BasicHumanLocomotor
  Locomotor = SET_WANDER WanderHumanLocomotor
  Locomotor = SET_PANIC PanicHumanLocomotor

  Behavior = PhysicsBehavior ModuleTag_04
    Mass = 5.0
  End
  Behavior = SlowDeathBehavior ModuleTag_05
    DeathTypes = ALL -POISONED_BETA -POISONED -BURNED -POISONED_GAMMA
    SinkDelay = 3000
    SinkRate = 0.5     ; in Dist/Sec
    DestructionDelay = 8000
  End

 
  Behavior = SquishCollide ModuleTag_06
    ;nothing
  End

  Behavior = FXListDie ModuleTag_07
    DeathTypes = ALL -CRUSHED -SPLATTED -POISONED_BETA -POISONED -BURNED -POISONED_GAMMA
    DeathFX = FX_CivilianArabFemaleDie
  End
  Behavior = FXListDie ModuleTag_08
    DeathTypes = NONE +CRUSHED +SPLATTED
    DeathFX = FX_GIDieCrushed
  End
  Behavior = SlowDeathBehavior ModuleTag_Death06 
    DeathTypes          = NONE +POISONED_BETA
    DestructionDelay    = 0
    FX                  = INITIAL FX_DieByToxinFemale
    OCL                 = INITIAL OCL_ToxicInfantryBeta 
  End
  
  Behavior = SlowDeathBehavior ModuleTag_Death05
    DeathTypes          = NONE +POISONED
    DestructionDelay    = 0
    FX                  = INITIAL FX_DieByToxinFemale
    OCL                 = INITIAL OCL_ToxicInfantry
  End

  Behavior = SlowDeathBehavior ModuleTag_Death07
    DeathTypes          = NONE +POISONED_GAMMA
    DestructionDelay    = 0
    FX                  = INITIAL FX_DieByToxinFemale
    OCL                 = INITIAL OCL_ToxicInfantryGamma
  End

  Behavior = PoisonedBehavior ModuleTag_09
    PoisonDamageInterval = 100  ; Every this many msec I will retake the poison damage dealt me...
    PoisonDuration = 3000       ; ... for this long after last hit by poison damage
  End
  
  Behavior = SlowDeathBehavior ModuleTag_DeathBurned
    DeathTypes          = NONE +BURNED
    DestructionDelay    = 0
    FX                  = INITIAL FX_DieByFireFemale
    OCL                 = INITIAL OCL_FlamingInfantry
  End
 
  Geometry = CYLINDER
  GeometryMajorRadius = 3.0
  GeometryMinorRadius = 3.0
  GeometryHeight = 12.0
  GeometryIsSmall = Yes
  Shadow = SHADOW_DECAL
  ShadowSizeX = 14;
  ShadowSizeY = 14;
  ShadowTexture = ShadowI;

End
;------------------------------------------------------------------------------
Object CarCamaro

  ; *** ART Parameters ***
  SelectPortrait         = SUTerrorist_L
  ButtonImage            = SUTerrorist

  Draw = W3DModelDraw ModuleTag_01
    ConditionState = NONE
      Model = CVCamaro
    End
    ConditionState = FRONTCRUSHED BACKCRUSHED
      Model = CVCamaro_d
    End
    ConditionState = BACKCRUSHED
      Model = CVCamaro_d2
    End
    ConditionState = FRONTCRUSHED
      Model = CVCamaro_d1
    End
  End

  ; ***DESIGN parameters ***
  DisplayName      = OBJECT:Camaro
  EditorSorting   = VEHICLE

  TransportSlotCount  = 3                 ;how many "slots" we take in a transport (0 == not transportable)
  WeaponSet
    Conditions = None
    Weapon = PRIMARY None
  End
  WeaponSet
    Conditions = CARBOMB
    Weapon = PRIMARY  SuicideCarBomb
  End

  ArmorSet
    Armor           = TruckArmor
    DamageFX        = CrushableCarDamageFX
  End
  VisionRange     = 80
  CrusherLevel           = 1  ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles
  CrushableLevel         = 1  ;What am I?:        0 = for infantry, 1 = for trees, 2 = general vehicles
  CommandSet = CivilianCarBombCommandSet

  ; *** AUDIO Parameters ***
  SoundMoveStart = CarMoveStart


  ; *** ENGINEERING Parameters ***  
  KindOf          = SELECTABLE CAN_ATTACK VEHICLE SHOW_PORTRAIT_WHEN_CONTROLLED
  RadarPriority   = LOCAL_UNIT_ONLY
  
  Body            = ActiveBody ModuleTag_02
    MaxHealth       = 100.0
    InitialHealth   = 100.0
  End



  Behavior = DestroyDie ModuleTag_03
    DeathTypes = ALL -CRUSHED -SPLATTED
  End
  Behavior = CrushDie ModuleTag_04
    DeathTypes = NONE +CRUSHED +SPLATTED
    TotalCrushSound     = CarAlarm
    BackEndCrushSound   = CarAlarm
    FrontEndCrushSound  = CarAlarm
    TotalCrushSoundPercent    = 50   
    BackEndCrushSoundPercent  = 50
    FrontEndCrushSoundPercent = 50
  End
  Behavior = SlowDeathBehavior ModuleTag_11
    DeathTypes = NONE +CRUSHED +SPLATTED
    SinkDelay = 14000
    SinkRate = 2     ; in Dist/Sec
    DestructionDelay = 20000
  End

  Behavior = FXListDie ModuleTag_05
    DeathTypes = NONE +CRUSHED +SPLATTED
    DeathFX = FX_CarCrush
  End
  Behavior = CreateObjectDie ModuleTag_06
    DeathTypes = ALL -CRUSHED -SPLATTED
    CreationList = OCL_GenericCarExplode
  End
  Behavior = FXListDie ModuleTag_07
    DeathTypes = ALL -CRUSHED -SPLATTED -FLOODED
    DeathFX = FX_GenericCarExplode
  End
  Behavior = CreateObjectDie ModuleTag_08
    DeathTypes = NONE +SUICIDED
    CreationList = OCL_BurnedCarHull
  End

  Behavior = AIUpdateInterface ModuleTag_09
  End
  Locomotor = SET_NORMAL BasicCarLocomotor
  Locomotor = SET_WANDER WanderCarLocomotor
  Locomotor = SET_PANIC PanicCarLocomotor

  Behavior = PhysicsBehavior ModuleTag_10
    Mass = 30.0
  End

  Behavior = FlammableUpdate ModuleTag_21
    AflameDuration = 5000         ; If I catch fire, I'll burn for this long...
    AflameDamageAmount = 5       ; taking this much damage...
    AflameDamageDelay = 500       ; this often.
  End

  Geometry        = BOX
  GeometryIsSmall = Yes
  GeometryMajorRadius = 11.0
  GeometryMinorRadius = 4.0
  GeometryHeight  = 7.0
  Shadow          = SHADOW_VOLUME

End

;------------------------------------------------------------------------------
Object CarSport01

  ; *** ART Parameters ***
  SelectPortrait         = SUTerrorist_L
  ButtonImage            = SUTerrorist

  Draw = W3DModelDraw ModuleTag_01
    ConditionState = NONE
      Model = CVSptCar01
    End
    ConditionState = FRONTCRUSHED BACKCRUSHED
      Model = CVSptCar01_d
    End
    ConditionState = BACKCRUSHED
      Model = CVSptCar01_d2
    End
    ConditionState = FRONTCRUSHED
      Model = CVSptCar01_d1
    End
  End

  ; ***DESIGN parameters ***
  DisplayName      = OBJECT:SportCar
  EditorSorting   = VEHICLE
 
  TransportSlotCount  = 3                 ;how many "slots" we take in a transport (0 == not transportable)
  WeaponSet
    Conditions = None
    Weapon = PRIMARY None
  End
  WeaponSet
    Conditions = CARBOMB
    Weapon = PRIMARY  SuicideCarBomb
  End
 
  ArmorSet
    Armor           = TruckArmor
    DamageFX        = CrushableCarDamageFX
  End
  CrusherLevel           = 1  ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles
  CrushableLevel         = 1  ;What am I?:        0 = for infantry, 1 = for trees, 2 = general vehicles
  CommandSet = CivilianCarBombCommandSet

  ; *** AUDIO Parameters ***
  SoundMoveStart = CarMoveStart


  ; *** ENGINEERING Parameters ***  
  KindOf          = SELECTABLE CAN_ATTACK VEHICLE SHOW_PORTRAIT_WHEN_CONTROLLED
  RadarPriority   = LOCAL_UNIT_ONLY

  Body            = ActiveBody ModuleTag_02
    MaxHealth       = 100.0
    InitialHealth   = 100.0
  End



  Behavior = DestroyDie ModuleTag_03
    DeathTypes = ALL -CRUSHED -SPLATTED
  End
  Behavior = CrushDie ModuleTag_04
    DeathTypes = NONE +CRUSHED +SPLATTED
    TotalCrushSound     = CarAlarm
    BackEndCrushSound   = CarAlarm
    FrontEndCrushSound  = CarAlarm
    TotalCrushSoundPercent    = 50   
    BackEndCrushSoundPercent  = 50
    FrontEndCrushSoundPercent = 50
  End
  Behavior = SlowDeathBehavior ModuleTag_11
    DeathTypes = NONE +CRUSHED +SPLATTED
    SinkDelay = 14000
    SinkRate = 2     ; in Dist/Sec
    DestructionDelay = 20000
  End

  Behavior = FXListDie ModuleTag_05
    DeathTypes = NONE +CRUSHED +SPLATTED
    DeathFX = FX_CarCrush
  End
  Behavior = CreateObjectDie ModuleTag_06
    DeathTypes = ALL -CRUSHED -SPLATTED
    CreationList = OCL_GenericCarExplode
  End
  Behavior = FXListDie ModuleTag_07
    DeathTypes = ALL -CRUSHED -SPLATTED -FLOODED
    DeathFX = FX_GenericCarExplode
  End
  Behavior = CreateObjectDie ModuleTag_08
    DeathTypes = NONE +SUICIDED
    CreationList = OCL_BurnedCarHull
  End

  Behavior = AIUpdateInterface ModuleTag_09
  End
  Locomotor = SET_NORMAL BasicCarLocomotor
  Locomotor = SET_WANDER WanderCarLocomotor
  Locomotor = SET_PANIC PanicCarLocomotor

  Behavior = PhysicsBehavior ModuleTag_10
    Mass = 30.0
  End

  Behavior = FlammableUpdate ModuleTag_21
    AflameDuration = 5000         ; If I catch fire, I'll burn for this long...
    AflameDamageAmount = 5       ; taking this much damage...
    AflameDamageDelay = 500       ; this often.
  End

  Geometry        = BOX
  GeometryIsSmall = Yes
  GeometryMajorRadius = 11.0
  GeometryMinorRadius = 4.0
  GeometryHeight  = 7.0
  Shadow          = SHADOW_VOLUME

End

;------------------------------------------------------------------------------
; @todo srj -- remove after E3, for demo purposes only
Object CarScrapSuicide

  ; *** ART Parameters ***
  SelectPortrait         = SUTerrorist_L
  ButtonImage            = SUTerrorist

  Draw = W3DModelDraw ModuleTag_01
    ConditionState = NONE
      Model = CVScrpCar1
    End
  End

  ; ***DESIGN parameters ***
  DisplayName      = OBJECT:ScrapCar
  EditorSorting   = VEHICLE

  TransportSlotCount  = 3                 ;how many "slots" we take in a transport (0 == not transportable)
  WeaponSet
    Conditions = None
    Weapon = PRIMARY SuicideCarBomb
  End
  ArmorSet
    Armor           = TruckArmor
    DamageFX        = CrushableCarDamageFX
  End
  CrusherLevel           = 1  ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles
  CrushableLevel         = 1  ;What am I?:        0 = for infantry, 1 = for trees, 2 = general vehicles
  CommandSet = CivilianCarBombCommandSet

  ; *** AUDIO Parameters ***
  SoundMoveStart = CarMoveStart


  ; *** ENGINEERING Parameters ***  
  KindOf          = SELECTABLE CAN_ATTACK VEHICLE SHOW_PORTRAIT_WHEN_CONTROLLED
  RadarPriority   = LOCAL_UNIT_ONLY

  Body            = ActiveBody ModuleTag_02
    MaxHealth       = 100.0
    InitialHealth   = 100.0
  End



  Behavior = DestroyDie ModuleTag_03
    DeathTypes = ALL -CRUSHED -SPLATTED
  End
  Behavior = CrushDie ModuleTag_04
    DeathTypes = NONE +CRUSHED +SPLATTED
    TotalCrushSound     = CarAlarm
    BackEndCrushSound   = CarAlarm
    FrontEndCrushSound  = CarAlarm
    TotalCrushSoundPercent    = 50   
    BackEndCrushSoundPercent  = 50
    FrontEndCrushSoundPercent = 50
  End
  Behavior = SlowDeathBehavior ModuleTag_11
    DeathTypes = NONE +CRUSHED +SPLATTED
    SinkDelay = 14000
    SinkRate = 2     ; in Dist/Sec
    DestructionDelay = 20000
  End

  Behavior = FXListDie ModuleTag_05
    DeathTypes = NONE +CRUSHED +SPLATTED
    DeathFX = FX_CarCrush
  End
  Behavior = CreateObjectDie ModuleTag_06
    DeathTypes = ALL -CRUSHED -SPLATTED
    CreationList = OCL_GenericCarExplode
  End
  Behavior = FXListDie ModuleTag_07
    DeathTypes = ALL -CRUSHED -SPLATTED -FLOODED
    DeathFX = FX_GenericCarExplode
  End
  Behavior = CreateObjectDie ModuleTag_08
    DeathTypes = NONE +SUICIDED
    CreationList = OCL_BurnedCarHull
  End

  Behavior = AIUpdateInterface ModuleTag_09
  End
  Locomotor = SET_NORMAL BasicCarLocomotor
  Locomotor = SET_WANDER WanderCarLocomotor
  Locomotor = SET_PANIC PanicCarLocomotor

  Behavior = PhysicsBehavior ModuleTag_10
    Mass = 30.0
  End

  Behavior = FlammableUpdate ModuleTag_21
    AflameDuration = 5000         ; If I catch fire, I'll burn for this long...
    AflameDamageAmount = 5       ; taking this much damage...
    AflameDamageDelay = 500       ; this often.
  End

  Geometry        = BOX
  GeometryIsSmall = Yes
  GeometryMajorRadius = 11.0
  GeometryMinorRadius = 4.0
  GeometryHeight  = 7.0
  Shadow          = SHADOW_VOLUME

End
;------------------------------------------------------------------------------
;*************************Required For CHI01 INTRO*****************************
Object CINE_CarScrapSuicide

  ; *** ART Parameters ***
  SelectPortrait         = SUTerrorist_L
  ButtonImage            = SUTerrorist

  Draw = W3DModelDraw ModuleTag_01
    ConditionState = NONE
      Model = CVScrpCar1
    End
  End

  ; ***DESIGN parameters ***
  DisplayName      = OBJECT:ScrapCar
  EditorSorting   = VEHICLE

  TransportSlotCount  = 3                 ;how many "slots" we take in a transport (0 == not transportable)
  WeaponSet
    Conditions = None
    Weapon = PRIMARY SuicideCarBomb
  End
  ArmorSet
    Armor           = TruckArmor
    DamageFX        = CrushableCarDamageFX
  End
  CrusherLevel           = 1  ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles
  CrushableLevel         = 1  ;What am I?:        0 = for infantry, 1 = for trees, 2 = general vehicles
  CommandSet = CivilianCarBombCommandSet

  ; *** AUDIO Parameters ***
  SoundMoveStart = CarMoveStart


  ; *** ENGINEERING Parameters ***  
  KindOf          = SELECTABLE CAN_ATTACK VEHICLE SHOW_PORTRAIT_WHEN_CONTROLLED
  RadarPriority   = LOCAL_UNIT_ONLY

  Body            = ActiveBody ModuleTag_02
    MaxHealth       = 100.0
    InitialHealth   = 100.0
  End



  Behavior = DestroyDie ModuleTag_03
    DeathTypes = ALL -CRUSHED -SPLATTED
  End
  Behavior = CrushDie ModuleTag_04
    DeathTypes = NONE +CRUSHED +SPLATTED
    TotalCrushSound     = CarAlarm
    BackEndCrushSound   = CarAlarm
    FrontEndCrushSound  = CarAlarm
    TotalCrushSoundPercent    = 50   
    BackEndCrushSoundPercent  = 50
    FrontEndCrushSoundPercent = 50
  End
  Behavior = SlowDeathBehavior ModuleTag_11
    DeathTypes = NONE +CRUSHED +SPLATTED
    SinkDelay = 14000
    SinkRate = 2     ; in Dist/Sec
    DestructionDelay = 20000
  End

  Behavior = FXListDie ModuleTag_05
    DeathTypes = NONE +CRUSHED +SPLATTED
    DeathFX = FX_CarCrush
  End
  Behavior = CreateObjectDie ModuleTag_06
    DeathTypes = ALL -CRUSHED -SPLATTED
    CreationList = OCL_GenericCarExplode
  End
  Behavior = FXListDie ModuleTag_07
    DeathTypes = ALL -CRUSHED -SPLATTED -FLOODED
    DeathFX = FX_GenericCarExplode
  End
  Behavior = CreateObjectDie ModuleTag_08
    DeathTypes = NONE +SUICIDED
    CreationList = OCL_BurnedCarHull
  End

  Behavior = AIUpdateInterface ModuleTag_09
  End
  Locomotor = SET_NORMAL BasicCarLocomotor
  Locomotor = SET_WANDER WanderCarLocomotor
  Locomotor = SET_PANIC PanicCarLocomotor

  Behavior = PhysicsBehavior ModuleTag_10
    Mass = 30.0
  End

  Behavior = FlammableUpdate ModuleTag_21
    AflameDuration = 5000         ; If I catch fire, I'll burn for this long...
    AflameDamageAmount = 5       ; taking this much damage...
    AflameDamageDelay = 500       ; this often.
  End

  Geometry        = BOX
  GeometryIsSmall = Yes
  GeometryMajorRadius = 11.0
  GeometryMinorRadius = 1.0
  GeometryHeight  = 7.0
  Shadow          = SHADOW_VOLUME

End

;------------------------------------------------------------------------------
;******************* Cinematic-Only unit **************************************
Object CINE_ConvoyNuke

  ; *** ART Parameters ***
  Draw              = W3DTruckDraw ModuleTag_01
    ConditionState  = NONE
      Model         = CINE_ConvNuke
    End
    ConditionState  = LOADED
      Model         = CINE_ConvNuke
    End  

   CabRotationMultiplier = 1.5
   TrailerRotationMultiplier = 0.2
   CabBone = CAB
   TrailerBone = TRAILER
   RotationDamping = 0.7

   RightFrontTireBone = Tire01
   LeftFrontTireBone = Tire02
   MidRightFrontTireBone = Tire03
   MidLeftFrontTireBone = Tire04
   MidRightMidTireBone = Tire05
   MidLeftMidTireBone = Tire06
   MidRightRearTireBone = Tire07
   MidLeftRearTireBone = Tire08
   RightRearTireBone = Tire09
   LeftRearTireBone = Tire10;

    TireRotationMultiplier = 0.2   ; this * speed = rotation.
    
    TrackMarks = EXTireTrack.tga

  End

  ; ***DESIGN parameters ***
  DisplayName       = OBJECT:ConvoyTruck
  EditorSorting     = VEHICLE
  ArmorSet
    Armor           = TruckArmor
    DamageFX        = CrushableCarDamageFX
  End

  WeaponSet
    Conditions      = None
    Weapon          = PRIMARY CINEConvoyNuke
  End
  VisionRange       = 150
  CrusherLevel           = 2  ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles
  CrushableLevel         = 2  ;What am I?:        0 = for infantry, 1 = for trees, 2 = general vehicles

  ; *** AUDIO Parameters ***
  VoiceSelect           = ConvoyTruckSelect
  SoundAmbient        = NukeTruckMoveLoop
  UnitSpecificSounds
    TruckPowerslideSound  = NoSound
    TruckLandingSound     = NoSound
  End

   ; *** ENGINEERING Parameters ***  
  KindOf            = SELECTABLE CAN_ATTACK VEHICLE

  Body              = ActiveBody ModuleTag_03
    MaxHealth       = 100.0
    InitialHealth   = 100.0
  End

  Behavior               = DestroyDie ModuleTag_04
                    ;nothing
  End
  Behavior               = CreateObjectDie ModuleTag_05
    DeathTypes = ALL 
    CreationList    = OCL_LargeStructureDebris
  End

  Behavior = AIUpdateInterface ModuleTag_07
  End
  Locomotor       = SET_NORMAL CINE_NukeTruckLocomotor
  Locomotor       = SET_WANDER WanderCarLocomotor
  Locomotor       = SET_PANIC PanicCarLocomotor
  Behavior          = PhysicsBehavior ModuleTag_08
    Mass            = 30.0
  End

  Behavior = FlammableUpdate ModuleTag_21
    AflameDuration = 5000         ; If I catch fire, I'll burn for this long...
    AflameDamageAmount = 5       ; taking this much damage...
    AflameDamageDelay = 500       ; this often.
  End

  Geometry            = BOX
  GeometryIsSmall     = NO
  GeometryMajorRadius = 36.0
  GeometryMinorRadius = 8.0
  GeometryHeight      = 16.0
  Shadow              = SHADOW_VOLUME

End

;------------------------------------------------------------------------------
Object CarScrap

  ; *** ART Parameters ***
  SelectPortrait         = SUTerrorist_L
  ButtonImage            = SUTerrorist

  Draw = W3DModelDraw ModuleTag_01
    ConditionState = NONE
      Model = CVScrpCar1
    End
  End

  ; ***DESIGN parameters ***
  DisplayName      = OBJECT:ScrapCar
  EditorSorting   = VEHICLE

  TransportSlotCount  = 3                 ;how many "slots" we take in a transport (0 == not transportable)
  WeaponSet
    Conditions = None
    Weapon = PRIMARY None
  End
  WeaponSet
    Conditions = CARBOMB
    Weapon = PRIMARY  SuicideCarBomb
  End

  ArmorSet
    Armor           = TruckArmor
    DamageFX        = CrushableCarDamageFX
  End
  CrusherLevel           = 1  ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles
  CrushableLevel         = 1  ;What am I?:        0 = for infantry, 1 = for trees, 2 = general vehicles
  CommandSet = CivilianCarBombCommandSet

  ; *** AUDIO Parameters ***
  SoundMoveStart = CarMoveStart


  ; *** ENGINEERING Parameters ***  
  KindOf          = SELECTABLE CAN_ATTACK VEHICLE SHOW_PORTRAIT_WHEN_CONTROLLED
  RadarPriority   = LOCAL_UNIT_ONLY

  Body            = ActiveBody ModuleTag_02
    MaxHealth       = 100.0
    InitialHealth   = 100.0
  End



  Behavior = DestroyDie ModuleTag_03
    DeathTypes = ALL -CRUSHED -SPLATTED
  End
  Behavior = CrushDie ModuleTag_04
    DeathTypes = NONE +CRUSHED +SPLATTED
    TotalCrushSound     = CarAlarm
    BackEndCrushSound   = CarAlarm
    FrontEndCrushSound  = CarAlarm
    TotalCrushSoundPercent    = 50   
    BackEndCrushSoundPercent  = 50
    FrontEndCrushSoundPercent = 50
  End
  Behavior = SlowDeathBehavior ModuleTag_11
    DeathTypes = NONE +CRUSHED +SPLATTED
    SinkDelay = 14000
    SinkRate = 2     ; in Dist/Sec
    DestructionDelay = 20000
  End

  Behavior = FXListDie ModuleTag_05
    DeathTypes = NONE +CRUSHED +SPLATTED
    DeathFX = FX_CarCrush
  End
  Behavior = CreateObjectDie ModuleTag_06
    DeathTypes = ALL -CRUSHED -SPLATTED
    CreationList = OCL_GenericCarExplode
  End
  Behavior = FXListDie ModuleTag_07
    DeathTypes = ALL -CRUSHED -SPLATTED -FLOODED
    DeathFX = FX_GenericCarExplode
  End
  Behavior = CreateObjectDie ModuleTag_08
    DeathTypes = NONE +SUICIDED
    CreationList = OCL_BurnedCarHull
  End

  Behavior = AIUpdateInterface ModuleTag_09
  End
  Locomotor = SET_NORMAL BasicCarLocomotor
  Locomotor = SET_WANDER WanderCarLocomotor
  Locomotor = SET_PANIC PanicCarLocomotor

  Behavior = PhysicsBehavior ModuleTag_10
    Mass = 30.0
  End

  Behavior = FlammableUpdate ModuleTag_21
    AflameDuration = 5000         ; If I catch fire, I'll burn for this long...
    AflameDamageAmount = 5       ; taking this much damage...
    AflameDamageDelay = 500       ; this often.
  End

  Geometry        = BOX
  GeometryIsSmall = Yes
  GeometryMajorRadius = 11.0
  GeometryMinorRadius = 4.0
  GeometryHeight  = 7.0
  Shadow          = SHADOW_VOLUME

End

;------------------------------------------------------------------------------
Object CarLimo1

  ; *** ART Parameters ***
  SelectPortrait         = SUTerrorist_L
  ButtonImage            = SUTerrorist

  Draw = W3DModelDraw ModuleTag_01
    ConditionState = NONE
      Model = CVLimo1
    End
  End

  ; ***DESIGN parameters ***
  DisplayName       = OBJECT:Limo
  EditorSorting     = VEHICLE
  ArmorSet
    Conditions      = None
    Armor           = TruckArmor
    DamageFX        = LimoDamageFX
  End
  CommandSet        = CivilianVehicleLimoCommandSet

  ;Behavior = TransportContain ModuleTag_02 ; Commented out, ML. Design wants no transport caps for limo
  ;  Slots = 5
  ;End

  TransportSlotCount  = 3                 ;how many "slots" we take in a transport (0 == not transportable)
  WeaponSet
    Conditions = None
    Weapon = PRIMARY None
  End
  WeaponSet
    Conditions = CARBOMB
    Weapon = PRIMARY  SuicideCarBomb
  End
  CrusherLevel           = 1  ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles
  CrushableLevel         = 1  ;What am I?:        0 = for infantry, 1 = for trees, 2 = general vehicles
  CommandSet = CivilianCarBombCommandSet

  ; *** AUDIO Parameters ***


  ; *** ENGINEERING Parameters ***  
  KindOf          = SELECTABLE CAN_ATTACK VEHICLE SHOW_PORTRAIT_WHEN_CONTROLLED
  RadarPriority   = LOCAL_UNIT_ONLY

  Body            = ActiveBody ModuleTag_03
    MaxHealth       = 800.0
    InitialHealth   = 800.0
  End

  Behavior = DestroyDie ModuleTag_DeathTag03
    ;nothing
  End
  
  Behavior = CreateObjectDie ModuleTag_DeathTag04
    CreationList = OCL_GenericCarExplode
  End
  
  Behavior = FXListDie ModuleTag_DeathTag05
    DeathFX = FX_GenericCarExplode
  End


  ;Behavior = DestroyDie ModuleTag_04
  ;  DeathTypes = ALL -CRUSHED -SPLATTED
  ;End
  ;Behavior = CrushDie ModuleTag_05
  ;  DeathTypes = NONE +CRUSHED +SPLATTED
  ;  TotalCrushSound     = CarAlarm
  ;  BackEndCrushSound   = CarAlarm
  ;  FrontEndCrushSound  = CarAlarm
  ;  TotalCrushSoundPercent    = 50   
  ;  BackEndCrushSoundPercent  = 50
  ;  FrontEndCrushSoundPercent = 50
  ;End
  ;Behavior = SlowDeathBehavior ModuleTag_12
  ;  DeathTypes = NONE +CRUSHED +SPLATTED
  ;  SinkDelay = 14000
  ;  SinkRate = 2     ; in Dist/Sec
  ;  DestructionDelay = 20000
  ;End

 ; Behavior = FXListDie ModuleTag_06
 ;   DeathTypes = NONE +CRUSHED +SPLATTED
 ;   DeathFX = FX_CarCrush
 ; End
 ; Behavior = CreateObjectDie ModuleTag_07
 ;   DeathTypes = ALL -CRUSHED -SPLATTED
 ;   CreationList = OCL_GenericCarExplode
 ; End
;  Behavior = FXListDie ModuleTag_08
;    DeathTypes = ALL -CRUSHED -SPLATTED -FLOODED
;    DeathFX = FX_GenericCarExplode
;  End
;  Behavior = CreateObjectDie ModuleTag_09
;    DeathTypes = NONE +SUICIDED
;    CreationList = OCL_BurnedCarHull
;  End

  Behavior = AIUpdateInterface ModuleTag_10
  End
  Locomotor = SET_NORMAL BasicCarLocomotor
  Locomotor = SET_WANDER WanderCarLocomotor
  Locomotor = SET_PANIC PanicCarLocomotor

  Behavior = PhysicsBehavior ModuleTag_11
    Mass = 30.0
  End

  Behavior = FlammableUpdate ModuleTag_21
    AflameDuration = 5000         ; If I catch fire, I'll burn for this long...
    AflameDamageAmount = 5       ; taking this much damage...
    AflameDamageDelay = 500       ; this often.
  End

  Geometry        = BOX
  GeometryIsSmall = No
  GeometryMajorRadius = 21.0
  GeometryMinorRadius = 6.0
  GeometryHeight  = 7.0
  Shadow          = SHADOW_VOLUME

End

;------------------------------------------------------------------------------
Object CarLimo2

  ; *** ART Parameters ***
  SelectPortrait         = SUTerrorist_L
  ButtonImage            = SUTerrorist

  Draw = W3DModelDraw ModuleTag_01
    ConditionState = NONE
      Model = CVLimo2
    End
  End

  ; ***DESIGN parameters ***
  DisplayName      = OBJECT:Limo
  EditorSorting   = VEHICLE
  ArmorSet
    Conditions      = None
    Armor           = TruckArmor
    DamageFX        = LimoDamageFX
  End
  CommandSet        = CivilianVehicleLimoCommandSet

  ;Behavior = TransportContain ModuleTag_02 ; Commented out, ML. Design wants no transport caps for limo
  ;  Slots = 5
  ;End

  TransportSlotCount  = 3                 ;how many "slots" we take in a transport (0 == not transportable)
  WeaponSet
    Conditions = None
    Weapon = PRIMARY None
  End
  WeaponSet
    Conditions = CARBOMB
    Weapon = PRIMARY  SuicideCarBomb
  End
  CrusherLevel           = 1  ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles
  CrushableLevel         = 1  ;What am I?:        0 = for infantry, 1 = for trees, 2 = general vehicles
  CommandSet = CivilianCarBombCommandSet

  ; *** AUDIO Parameters ***


  ; *** ENGINEERING Parameters ***  
  KindOf          = SELECTABLE CAN_ATTACK VEHICLE SHOW_PORTRAIT_WHEN_CONTROLLED
  RadarPriority   = LOCAL_UNIT_ONLY

  Body            = ActiveBody ModuleTag_03
    MaxHealth       = 800.0
    InitialHealth   = 800.0
  End
  
  
  Behavior = DestroyDie ModuleTag_DeathTag03
    ;nothing
  End
  Behavior = CreateObjectDie ModuleTag_DeathTag04
    CreationList = OCL_GenericCarExplode
  End
  Behavior = FXListDie ModuleTag_DeathTag05
    DeathFX = FX_GenericCarExplode
  End



 ; Behavior = DestroyDie ModuleTag_04
 ;   DeathTypes = ALL -CRUSHED -SPLATTED
 ; End
 ; Behavior = CrushDie ModuleTag_05
 ;   DeathTypes = NONE +CRUSHED +SPLATTED
 ;   TotalCrushSound     = CarAlarm
 ;   BackEndCrushSound   = CarAlarm
 ;   FrontEndCrushSound  = CarAlarm
 ;   TotalCrushSoundPercent    = 50   
 ;   BackEndCrushSoundPercent  = 50
 ;   FrontEndCrushSoundPercent = 50
 ; End
 ; Behavior = SlowDeathBehavior ModuleTag_12
 ;   DeathTypes = NONE +CRUSHED +SPLATTED
 ;   SinkDelay = 14000
 ;   SinkRate = 2     ; in Dist/Sec
 ;   DestructionDelay = 20000
 ; End

 ; Behavior = FXListDie ModuleTag_06
 ;   DeathTypes = NONE +CRUSHED +SPLATTED
 ;   DeathFX = FX_CarCrush
 ; End
 ; Behavior = CreateObjectDie ModuleTag_07
 ;   DeathTypes = ALL -CRUSHED -SPLATTED
 ;   CreationList = OCL_GenericCarExplode
 ; End
 ; Behavior = FXListDie ModuleTag_08
 ;   DeathTypes = ALL -CRUSHED -SPLATTED -FLOODED
 ;   DeathFX = FX_GenericCarExplode
 ; End
 ; Behavior = CreateObjectDie ModuleTag_09
 ;   DeathTypes = NONE +SUICIDED
 ;   CreationList = OCL_BurnedCarHull
 ; End

  Behavior = AIUpdateInterface ModuleTag_10
  End
  Locomotor = SET_NORMAL BasicCarLocomotor
  Locomotor = SET_WANDER WanderCarLocomotor
  Locomotor = SET_PANIC PanicCarLocomotor

  Behavior = PhysicsBehavior ModuleTag_11
    Mass = 30.0
  End

  Behavior = FlammableUpdate ModuleTag_21
    AflameDuration = 5000         ; If I catch fire, I'll burn for this long...
    AflameDamageAmount = 5       ; taking this much damage...
    AflameDamageDelay = 500       ; this often.
  End

  Geometry        = BOX
  GeometryIsSmall = Yes
  GeometryMajorRadius = 20.0
  GeometryMinorRadius = 5.0
  GeometryHeight  = 7.0
  Shadow          = SHADOW_VOLUME

End

;------------------------------------------------------------------------------
Object CarLimo3

  ; *** ART Parameters ***
  SelectPortrait         = SUTerrorist_L
  ButtonImage            = SUTerrorist

  Draw = W3DModelDraw ModuleTag_01
    ConditionState = NONE
      Model = CVLimo3
    End
    ConditionState  = REALLYDAMAGED
      Model = CVLimo3_D
    End
    ConditionState  = RUBBLE
      Model = CVLimo3_D
    End
  End

  ; ***DESIGN parameters ***
  DisplayName      = OBJECT:Limo
  EditorSorting   = VEHICLE
  ArmorSet
    Conditions      = None
    Armor           = TruckArmor
    DamageFX        = LimoDamageFX
  End
  CommandSet        = CivilianVehicleLimoCommandSet

  WeaponSet
    Conditions = None
    Weapon = PRIMARY None
  End

  ;Behavior = TransportContain ModuleTag_02 ; Commented out, ML. Design wants no transport caps for limo
  ;  Slots = 5
  ;End

  TransportSlotCount  = 3                 ;how many "slots" we take in a transport (0 == not transportable)
  WeaponSet
    Conditions = CARBOMB
    Weapon = PRIMARY  SuicideCarBomb
  End
  CrusherLevel           = 1  ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles
  CrushableLevel         = 1  ;What am I?:        0 = for infantry, 1 = for trees, 2 = general vehicles
  CommandSet = CivilianCarBombCommandSet

  ; *** AUDIO Parameters ***

  ; *** ENGINEERING Parameters ***  
  KindOf          = SELECTABLE CAN_ATTACK VEHICLE SHOW_PORTRAIT_WHEN_CONTROLLED
  RadarPriority   = LOCAL_UNIT_ONLY

  Body            = ActiveBody ModuleTag_03
    MaxHealth       = 800.0
    InitialHealth   = 800.0
  End

  Behavior = DestroyDie ModuleTag_04
    DeathTypes = ALL -CRUSHED -SPLATTED
  End
  Behavior = CrushDie ModuleTag_05
    DeathTypes = NONE +CRUSHED +SPLATTED
    TotalCrushSound     = CarAlarm
    BackEndCrushSound   = CarAlarm
    FrontEndCrushSound  = CarAlarm
    TotalCrushSoundPercent    = 50   
    BackEndCrushSoundPercent  = 50
    FrontEndCrushSoundPercent = 50
  End
  Behavior = SlowDeathBehavior ModuleTag_12
    DeathTypes = NONE +CRUSHED +SPLATTED
    SinkDelay = 14000
    SinkRate = 2     ; in Dist/Sec
    DestructionDelay = 20000
  End

  Behavior = FXListDie ModuleTag_06
    DeathTypes = NONE +CRUSHED +SPLATTED
    DeathFX = FX_CarCrush
  End
  Behavior = CreateObjectDie ModuleTag_07
    DeathTypes = ALL -CRUSHED -SPLATTED
    CreationList = OCL_LimoExplode
  End
  Behavior = FXListDie ModuleTag_08
    DeathTypes = ALL -CRUSHED -SPLATTED -FLOODED
    DeathFX = FX_LimoExplode
  End
;  Behavior = CreateObjectDie
;;    DeathTypes = NONE +SUICIDED
;    CreationList = OCL_BurnedCarHull
;  End

  Behavior = AIUpdateInterface ModuleTag_09
  End
  Locomotor = SET_NORMAL BasicCarLocomotor
  Locomotor = SET_WANDER WanderCarLocomotor
  Locomotor = SET_PANIC PanicCarLocomotor

  Behavior = PhysicsBehavior ModuleTag_10
    Mass = 30.0
  End

  Behavior = TransitionDamageFX ModuleTag_11
    ReallyDamagedParticleSystem1 = Bone:Smoke RandomBone:No PSys:SmokeSmallContinuous01
    ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_LimoDamageTransition
  End

  Behavior = FlammableUpdate ModuleTag_21
    AflameDuration = 5000         ; If I catch fire, I'll burn for this long...
    AflameDamageAmount = 5       ; taking this much damage...
    AflameDamageDelay = 500       ; this often.
  End

  Geometry        = BOX
  GeometryIsSmall = Yes
  GeometryMajorRadius = 19.0
  GeometryMinorRadius = 5.0
  GeometryHeight  = 7.0
  Shadow          = SHADOW_VOLUME

End

;------------------------------------------------------------------------------
Object ShiekLimo

  ; *** ART Parameters ***
  SelectPortrait         = SUTerrorist_L
  ButtonImage            = SUTerrorist

  Draw = W3DModelDraw ModuleTag_01
    ConditionState = NONE
      Model = CVShkLimo
    End
    ConditionState  = REALLYDAMAGED
      Model = CVShkLimo_D
    End
    ConditionState  = RUBBLE
      Model = CVShkLimo_D1
    End
  End

  ; ***DESIGN parameters ***
  DisplayName     = OBJECT:Limo
  EditorSorting   = VEHICLE
  ArmorSet
    Conditions      = None
    Armor           = TruckArmor
    DamageFX        = LimoDamageFX
  End
  CommandSet        = CivilianVehicleLimoCommandSet

  WeaponSet
    Conditions = None
    Weapon = PRIMARY None
  End

  ;Behavior = TransportContain ModuleTag_02 ; Commented out, ML. Design wants no transport caps for limo
  ;  Slots = 5
  ;End

  TransportSlotCount  = 3                 ;how many "slots" we take in a transport (0 == not transportable)
  CrusherLevel           = 1  ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles
  CrushableLevel         = 1  ;What am I?:        0 = for infantry, 1 = for trees, 2 = general vehicles
  CommandSet = CivilianCarBombCommandSet

  ; *** AUDIO Parameters ***
  VoiceSelect           = SUVVoiceSelect
  VoiceMove             = SUVVoiceMove
  VoiceAttack           = NoSound
  SoundMoveStart        = CarMoveStart
  SoundMoveStartDamaged = CarMoveStart

  ; *** ENGINEERING Parameters ***  
  KindOf          = SELECTABLE CAN_ATTACK VEHICLE SHOW_PORTRAIT_WHEN_CONTROLLED IGNORES_SELECT_ALL
  RadarPriority   = LOCAL_UNIT_ONLY

  Body            = ActiveBody ModuleTag_03
    MaxHealth       = 500.0
    InitialHealth   = 500.0
  End

  Behavior = DestroyDie ModuleTag_04
    DeathTypes = ALL -CRUSHED -SPLATTED
  End
  Behavior = CrushDie ModuleTag_05
    DeathTypes = NONE +CRUSHED +SPLATTED
    TotalCrushSound     = CarAlarm
    BackEndCrushSound   = CarAlarm
    FrontEndCrushSound  = CarAlarm
    TotalCrushSoundPercent    = 50   
    BackEndCrushSoundPercent  = 50
    FrontEndCrushSoundPercent = 50
  End
  Behavior = SlowDeathBehavior ModuleTag_12
    DeathTypes = NONE +CRUSHED +SPLATTED
    SinkDelay = 14000
    SinkRate = 2     ; in Dist/Sec
    DestructionDelay = 20000
  End

  Behavior = FXListDie ModuleTag_06
    DeathTypes = NONE +CRUSHED +SPLATTED
    DeathFX = FX_CarCrush
  End
  Behavior = CreateObjectDie ModuleTag_07
    DeathTypes = ALL -CRUSHED -SPLATTED
    CreationList = OCL_LimoExplode
  End
  Behavior = FXListDie ModuleTag_08
    DeathTypes = ALL -CRUSHED -SPLATTED -FLOODED
    DeathFX = FX_LimoExplode
  End
;  Behavior = CreateObjectDie
;;    DeathTypes = NONE +SUICIDED
;    CreationList = OCL_BurnedCarHull
;  End

  Behavior = AIUpdateInterface ModuleTag_09
  End
  Locomotor = SET_NORMAL HumveeLocomotor
  Locomotor = SET_WANDER HumveeLocomotor
  Locomotor = SET_PANIC HumveeLocomotor

  Behavior = PhysicsBehavior ModuleTag_10
    Mass = 30.0
  End

  Behavior = TransitionDamageFX ModuleTag_11
    ReallyDamagedParticleSystem1 = Bone:Smoke RandomBone:No PSys:SmokeSmallContinuous01
    ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_LimoDamageTransition
  End

  Behavior = FlammableUpdate ModuleTag_21
    AflameDuration = 5000         ; If I catch fire, I'll burn for this long...
    AflameDamageAmount = 5       ; taking this much damage...
    AflameDamageDelay = 500       ; this often.
  End

  Geometry        = BOX
  GeometryIsSmall = Yes
  GeometryMajorRadius = 19.0
  GeometryMinorRadius = 5.0
  GeometryHeight  = 7.0
  Shadow          = SHADOW_VOLUME

End

;------------------------------------------------------------------------------
Object CarLimo03DeadHull

  ; *** ART Parameters ***
  Draw = W3DModelDraw ModuleTag_01
    OkToChangeModelColor = Yes

    ConditionState = NONE
      Model = CVLimo3_D1
    End
  End

  ; ***DESIGN parameters ***
  DisplayName      = OBJECT:Limo
  EditorSorting   = SYSTEM
  TransportSlotCount = 3                 ;how many "slots" we take in a transport (0 == not transportable)

  ; *** AUDIO Parameters ***
  ; *** ENGINEERING Parameters ***
  RadarPriority = UNIT
  KindOf = CAN_CAST_REFLECTIONS IMMOBILE

  Body = ActiveBody ModuleTag_02
    MaxHealth       = 1.0
    InitialHealth   = 1.0
  End


  Behavior = PhysicsBehavior ModuleTag_03
    Mass = 50
    AllowBouncing = Yes
  End

  Behavior = LifetimeUpdate ModuleTag_04
    MinLifetime = 0   ; min lifetime in msec
    MaxLifetime = 0   ; max lifetime in msec
  End

  Behavior = SlowDeathBehavior ModuleTag_05
    SinkDelay = 14000
    SinkRate = 2     ; in Dist/Sec
    DestructionDelay = 20000
  End

  Behavior = TransitionDamageFX ModuleTag_06
    RubbleParticleSystem1 = Bone:Smoke RandomBone:Yes PSys:SmokeSmallContinuous01
  End

  Geometry = BOX
  GeometryMajorRadius = 9.0
  GeometryMinorRadius = 6.0
  GeometryHeight = 7.5     
  GeometryIsSmall = Yes    

End

;------------------------------------------------------------------------------
Object CarLuxury01

  ; *** ART Parameters ***
  SelectPortrait         = SUTerrorist_L
  ButtonImage            = SUTerrorist

  Draw = W3DModelDraw ModuleTag_01
    ConditionState = NONE
      Model = CVBMW
    End
    ConditionState = FRONTCRUSHED BACKCRUSHED
      Model = CVBMW_d
    End
    ConditionState = BACKCRUSHED
      Model = CVBMW_d2
    End
    ConditionState = FRONTCRUSHED
      Model = CVBMW_d1
    End
  End

  ; ***DESIGN parameters ***
  DisplayName      = OBJECT:BMW
  EditorSorting   = VEHICLE

  TransportSlotCount  = 3                 ;how many "slots" we take in a transport (0 == not transportable)
  WeaponSet
    Conditions = None
    Weapon = PRIMARY None
  End
  WeaponSet
    Conditions = CARBOMB
    Weapon = PRIMARY  SuicideCarBomb
  End

  ArmorSet
    Armor           = TruckArmor
    DamageFX        = CrushableCarDamageFX
  End
  CrusherLevel           = 1  ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles
  CrushableLevel         = 1  ;What am I?:        0 = for infantry, 1 = for trees, 2 = general vehicles
  CommandSet = CivilianCarBombCommandSet

  ; *** AUDIO Parameters ***
  SoundMoveStart = CarMoveStart


  ; *** ENGINEERING Parameters ***  
  KindOf          = SELECTABLE CAN_ATTACK VEHICLE SHOW_PORTRAIT_WHEN_CONTROLLED
  RadarPriority   = LOCAL_UNIT_ONLY

  Body            = ActiveBody ModuleTag_02
    MaxHealth       = 100.0
    InitialHealth   = 100.0
  End



  Behavior = DestroyDie ModuleTag_03
    DeathTypes = ALL -CRUSHED -SPLATTED
  End
  Behavior = CrushDie ModuleTag_04
    DeathTypes = NONE +CRUSHED +SPLATTED
    TotalCrushSound     = CarAlarm
    BackEndCrushSound   = CarAlarm
    FrontEndCrushSound  = CarAlarm
    TotalCrushSoundPercent    = 50   
    BackEndCrushSoundPercent  = 50
    FrontEndCrushSoundPercent = 50
  End
  Behavior = SlowDeathBehavior ModuleTag_11
    DeathTypes = NONE +CRUSHED +SPLATTED
    SinkDelay = 14000
    SinkRate = 2     ; in Dist/Sec
    DestructionDelay = 20000
  End

  Behavior = FXListDie ModuleTag_05
    DeathTypes = NONE +CRUSHED +SPLATTED
    DeathFX = FX_CarCrush
  End
  Behavior = CreateObjectDie ModuleTag_06
    DeathTypes = ALL -CRUSHED -SPLATTED
    CreationList = OCL_GenericCarExplode
  End
  Behavior = FXListDie ModuleTag_07
    DeathTypes = ALL -CRUSHED -SPLATTED -FLOODED
    DeathFX = FX_GenericCarExplode
  End
  Behavior = CreateObjectDie ModuleTag_08
    DeathTypes = NONE +SUICIDED
    CreationList = OCL_BurnedCarHull
  End

  Behavior = AIUpdateInterface ModuleTag_09
  End
  Locomotor = SET_NORMAL BasicCarLocomotor
  Locomotor = SET_WANDER WanderCarLocomotor
  Locomotor = SET_PANIC PanicCarLocomotor

  Behavior = PhysicsBehavior ModuleTag_10
    Mass = 30.0
  End

  Behavior = FlammableUpdate ModuleTag_21
    AflameDuration = 5000         ; If I catch fire, I'll burn for this long...
    AflameDamageAmount = 5       ; taking this much damage...
    AflameDamageDelay = 500       ; this often.
  End

  Geometry        = BOX
  GeometryIsSmall = Yes
  GeometryMajorRadius = 11.0
  GeometryMinorRadius = 4.0
  GeometryHeight  = 7.0
  Shadow          = SHADOW_VOLUME

End

;------------------------------------------------------------------------------
Object CarLuxury02

  ; *** ART Parameters ***
  SelectPortrait         = SUTerrorist_L
  ButtonImage            = SUTerrorist

  Draw = W3DModelDraw ModuleTag_01
    ConditionState = NONE
      Model = CVBMW2
    End
    ConditionState = FRONTCRUSHED BACKCRUSHED
      Model = CVBMW2_d
    End
    ConditionState = BACKCRUSHED
      Model = CVBMW2_d2
    End
    ConditionState = FRONTCRUSHED
      Model = CVBMW2_d1
    End
  End

  ; ***DESIGN parameters ***
  DisplayName      = OBJECT:BMW
  EditorSorting   = VEHICLE

  TransportSlotCount  = 3                 ;how many "slots" we take in a transport (0 == not transportable)
  WeaponSet
    Conditions = None
    Weapon = PRIMARY None
  End
  WeaponSet
    Conditions = CARBOMB
    Weapon = PRIMARY  SuicideCarBomb
  End

  ArmorSet
    Armor           = TruckArmor
    DamageFX        = CrushableCarDamageFX
  End
  CrusherLevel           = 1  ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles
  CrushableLevel         = 1  ;What am I?:        0 = for infantry, 1 = for trees, 2 = general vehicles
  CommandSet = CivilianCarBombCommandSet

  ; *** AUDIO Parameters ***
  SoundMoveStart = CarMoveStart


  ; *** ENGINEERING Parameters ***  
  KindOf          = SELECTABLE CAN_ATTACK VEHICLE SHOW_PORTRAIT_WHEN_CONTROLLED
  RadarPriority   = LOCAL_UNIT_ONLY

  Body            = ActiveBody ModuleTag_02
    MaxHealth       = 100.0
    InitialHealth   = 100.0
  End



  Behavior = DestroyDie ModuleTag_03
    DeathTypes = ALL -CRUSHED -SPLATTED
  End
  Behavior = CrushDie ModuleTag_04
    DeathTypes = NONE +CRUSHED +SPLATTED
    TotalCrushSound     = CarAlarm
    BackEndCrushSound   = CarAlarm
    FrontEndCrushSound  = CarAlarm
    TotalCrushSoundPercent    = 50   
    BackEndCrushSoundPercent  = 50
    FrontEndCrushSoundPercent = 50
  End
  Behavior = SlowDeathBehavior ModuleTag_11
    DeathTypes = NONE +CRUSHED +SPLATTED
    SinkDelay = 14000
    SinkRate = 2     ; in Dist/Sec
    DestructionDelay = 20000
  End

  Behavior = FXListDie ModuleTag_05
    DeathTypes = NONE +CRUSHED +SPLATTED
    DeathFX = FX_CarCrush
  End
  Behavior = CreateObjectDie ModuleTag_06
    DeathTypes = ALL -CRUSHED -SPLATTED
    CreationList = OCL_GenericCarExplode
  End
  Behavior = FXListDie ModuleTag_07
    DeathTypes = ALL -CRUSHED -SPLATTED -FLOODED
    DeathFX = FX_GenericCarExplode
  End
  Behavior = CreateObjectDie ModuleTag_08
    DeathTypes = NONE +SUICIDED
    CreationList = OCL_BurnedCarHull
  End

  Behavior = AIUpdateInterface ModuleTag_09
  End
  Locomotor = SET_NORMAL BasicCarLocomotor
  Locomotor = SET_WANDER WanderCarLocomotor
  Locomotor = SET_PANIC PanicCarLocomotor

  Behavior = PhysicsBehavior ModuleTag_10
    Mass = 30.0
  End

  Behavior = FlammableUpdate ModuleTag_21
    AflameDuration = 5000         ; If I catch fire, I'll burn for this long...
    AflameDamageAmount = 5       ; taking this much damage...
    AflameDamageDelay = 500       ; this often.
  End

  Geometry        = BOX
  GeometryIsSmall = Yes
  GeometryMajorRadius = 11.0
  GeometryMinorRadius = 4.0
  GeometryHeight  = 7.0
  Shadow          = SHADOW_VOLUME

End

;------------------------------------------------------------------------------
Object CarLuxury03

  ; *** ART Parameters ***
  SelectPortrait         = SUTerrorist_L
  ButtonImage            = SUTerrorist

  Draw = W3DModelDraw ModuleTag_01
    ConditionState = NONE
      Model = CVBMW3
    End
        ConditionState = FRONTCRUSHED BACKCRUSHED
      Model = CVBMW3_d
    End
    ConditionState = BACKCRUSHED
      Model = CVBMW3_d2
    End
    ConditionState = FRONTCRUSHED
      Model = CVBMW3_d1
    End
  End

  ; ***DESIGN parameters ***
  DisplayName      = OBJECT:BMW
  EditorSorting   = VEHICLE

  TransportSlotCount  = 3                 ;how many "slots" we take in a transport (0 == not transportable)
  WeaponSet
    Conditions = None
    Weapon = PRIMARY None
  End
  WeaponSet
    Conditions = CARBOMB
    Weapon = PRIMARY  SuicideCarBomb
  End

  ArmorSet
    Armor           = TruckArmor
    DamageFX        = CrushableCarDamageFX
  End
  CrusherLevel           = 1  ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles
  CrushableLevel         = 1  ;What am I?:        0 = for infantry, 1 = for trees, 2 = general vehicles
  CommandSet = CivilianCarBombCommandSet

  ; *** AUDIO Parameters ***
  SoundMoveStart = CarMoveStart


  ; *** ENGINEERING Parameters ***  
  KindOf          = SELECTABLE CAN_ATTACK VEHICLE SHOW_PORTRAIT_WHEN_CONTROLLED
  RadarPriority   = LOCAL_UNIT_ONLY

  Body            = ActiveBody ModuleTag_02
    MaxHealth       = 100.0
    InitialHealth   = 100.0
  End



  Behavior = DestroyDie ModuleTag_03
    DeathTypes = ALL -CRUSHED -SPLATTED
  End
  Behavior = CrushDie ModuleTag_04
    DeathTypes = NONE +CRUSHED +SPLATTED
    TotalCrushSound     = CarAlarm
    BackEndCrushSound   = CarAlarm
    FrontEndCrushSound  = CarAlarm
    TotalCrushSoundPercent    = 50   
    BackEndCrushSoundPercent  = 50
    FrontEndCrushSoundPercent = 50
  End
  Behavior = SlowDeathBehavior ModuleTag_11
    DeathTypes = NONE +CRUSHED +SPLATTED
    SinkDelay = 14000
    SinkRate = 2     ; in Dist/Sec
    DestructionDelay = 20000
  End

  Behavior = FXListDie ModuleTag_05
    DeathTypes = NONE +CRUSHED +SPLATTED
    DeathFX = FX_CarCrush
  End
  Behavior = CreateObjectDie ModuleTag_06
    DeathTypes = ALL -CRUSHED -SPLATTED
    CreationList = OCL_GenericCarExplode
  End
  Behavior = FXListDie ModuleTag_07
    DeathTypes = ALL -CRUSHED -SPLATTED -FLOODED
    DeathFX = FX_GenericCarExplode
  End
  Behavior = CreateObjectDie ModuleTag_08
    DeathTypes = NONE +SUICIDED
    CreationList = OCL_BurnedCarHull
  End

  Behavior = AIUpdateInterface ModuleTag_09
  End
  Locomotor = SET_NORMAL BasicCarLocomotor
  Locomotor = SET_WANDER WanderCarLocomotor
  Locomotor = SET_PANIC PanicCarLocomotor

  Behavior = PhysicsBehavior ModuleTag_10
    Mass = 30.0
  End

  Behavior = FlammableUpdate ModuleTag_21
    AflameDuration = 5000         ; If I catch fire, I'll burn for this long...
    AflameDamageAmount = 5       ; taking this much damage...
    AflameDamageDelay = 500       ; this often.
  End

  Geometry        = BOX
  GeometryIsSmall = Yes
  GeometryMajorRadius = 11.0
  GeometryMinorRadius = 4.0
  GeometryHeight  = 7.0
  Shadow          = SHADOW_VOLUME

End

;------------------------------------------------------------------------------
;------------------------------------------------------------------------------
Object CINE_CarLuxury03XXX

  ; *** ART Parameters ***
  SelectPortrait         = SUTerrorist_L
  ButtonImage            = SUTerrorist

  Draw = W3DModelDraw ModuleTag_01
    ConditionState = NONE
      Model = UITech_SKN
    End
  ConditionState = DAMAGED
      Model = UVTechTrck_d
    End
    ConditionState = BACKCRUSHED
      Model = CVBMW3_d2
    End
    ConditionState = FRONTCRUSHED
      Model = CVBMW3_d1
    End
  End

  ; ***DESIGN parameters ***
  DisplayName      = OBJECT:BMW
  EditorSorting   = VEHICLE

  TransportSlotCount  = 3                 ;how many "slots" we take in a transport (0 == not transportable)
  WeaponSet
    Conditions = None
    Weapon = PRIMARY None
  End
  WeaponSet
    Conditions = CARBOMB
    Weapon = PRIMARY  SuicideCarBomb
  End

  ArmorSet
    Armor           = TruckArmor
    DamageFX        = CrushableCarDamageFX
  End
  CrusherLevel           = 2  ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles
  CrushableLevel         = 3  ;What am I?:        0 = for infantry, 1 = for trees, 2 = general vehicles
  CommandSet = CivilianCarBombCommandSet

  ; *** AUDIO Parameters ***
  SoundMoveStart = CarMoveStart


  ; *** ENGINEERING Parameters ***  
  KindOf          = SELECTABLE CAN_ATTACK VEHICLE SHOW_PORTRAIT_WHEN_CONTROLLED
  RadarPriority   = LOCAL_UNIT_ONLY

  Body            = ActiveBody ModuleTag_02
    MaxHealth       = 100.0
    InitialHealth   = 100.0
  End



  Behavior = DestroyDie ModuleTag_03
    DeathTypes = ALL -CRUSHED -SPLATTED
  End
  Behavior = CrushDie ModuleTag_04
    DeathTypes = NONE +CRUSHED +SPLATTED
    TotalCrushSound     = CarAlarm
    BackEndCrushSound   = CarAlarm
    FrontEndCrushSound  = CarAlarm
    TotalCrushSoundPercent    = 50   
    BackEndCrushSoundPercent  = 50
    FrontEndCrushSoundPercent = 50
  End
  Behavior = SlowDeathBehavior ModuleTag_11
    DeathTypes = NONE +CRUSHED +SPLATTED
    SinkDelay = 14000
    SinkRate = 2     ; in Dist/Sec
    DestructionDelay = 20000
  End

  Behavior = FXListDie ModuleTag_05
    DeathTypes = NONE +CRUSHED +SPLATTED
    DeathFX = FX_CarCrush
  End
  Behavior = CreateObjectDie ModuleTag_06
    DeathTypes = ALL -CRUSHED -SPLATTED
    CreationList = OCL_GenericCarExplode
  End
  Behavior = FXListDie ModuleTag_07
    DeathTypes = ALL -CRUSHED -SPLATTED -FLOODED
    DeathFX = FX_GenericCarExplode
  End
  Behavior = CreateObjectDie ModuleTag_08
    DeathTypes = NONE +SUICIDED
    CreationList = OCL_BurnedCarHull
  End

  Behavior = AIUpdateInterface ModuleTag_09
  End
  Locomotor = SET_NORMAL CINE_U05_BasicCarLocomotor
  Locomotor = SET_WANDER WanderCarLocomotor
  Locomotor = SET_PANIC PanicCarLocomotor

  Behavior = PhysicsBehavior ModuleTag_10
    Mass = 30.0
  End

  Behavior = FlammableUpdate ModuleTag_21
    AflameDuration = 5000         ; If I catch fire, I'll burn for this long...
    AflameDamageAmount = 5       ; taking this much damage...
    AflameDamageDelay = 500       ; this often.
  End

  Geometry        = BOX
  GeometryIsSmall = Yes
  GeometryMajorRadius = 11.0
  GeometryMinorRadius = 4.0
  GeometryHeight  = 7.0
  Shadow          = SHADOW_VOLUME

End

;------------------------------------------------------------------------------
Object CINE_ShiekLimo

  ; *** ART Parameters ***
  Draw = W3DTruckDraw ModuleTag_01
    OkToChangeModelColor = Yes

    DefaultConditionState
      Model = CVShkLimo
      Animation = CVShkLimo.CVShkLimo
      AnimationMode = LOOP
    End

    LeftFrontTireBone = Tire01
    RightFrontTireBone = Tire02
    LeftRearTireBone = Tire03
    RightRearTireBone = Tire04
    TireRotationMultiplier = 0.2   ; this * speed = rotation.
    PowerslideRotationAddition = 2.5   ; This speed is added to the rotation speed when powersliding.

  End

  ; ***DESIGN parameters ***
  DisplayName      = OBJECT:ShiekLimo
  EditorSorting   = VEHICLE

  TransportSlotCount  = 3                 ;how many "slots" we take in a transport (0 == not transportable)
  WeaponSet
    Conditions = None
    Weapon = PRIMARY None
  End
  WeaponSet
    Conditions = CARBOMB
    Weapon = PRIMARY  SuicideCarBomb
  End

  ArmorSet
    Armor           = TruckArmor
    DamageFX        = CrushableCarDamageFX
  End
  CrusherLevel           = 2  ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles
  CrushableLevel         = 3  ;What am I?:        0 = for infantry, 1 = for trees, 2 = general vehicles
  CommandSet = CivilianCarBombCommandSet

  ; *** AUDIO Parameters ***
  SoundMoveStart = CarMoveStart


  ; *** ENGINEERING Parameters ***  
  KindOf          = SELECTABLE CAN_ATTACK VEHICLE SHOW_PORTRAIT_WHEN_CONTROLLED
  RadarPriority   = LOCAL_UNIT_ONLY

  Body            = ActiveBody ModuleTag_02
    MaxHealth       = 100.0
    InitialHealth   = 100.0
  End



  Behavior = DestroyDie ModuleTag_03
    DeathTypes = ALL -CRUSHED -SPLATTED
  End
  Behavior = CrushDie ModuleTag_04
    DeathTypes = NONE +CRUSHED +SPLATTED
    TotalCrushSound     = CarAlarm
    BackEndCrushSound   = CarAlarm
    FrontEndCrushSound  = CarAlarm
    TotalCrushSoundPercent    = 50   
    BackEndCrushSoundPercent  = 50
    FrontEndCrushSoundPercent = 50
  End
  Behavior = SlowDeathBehavior ModuleTag_11
    DeathTypes = NONE +CRUSHED +SPLATTED
    SinkDelay = 14000
    SinkRate = 2     ; in Dist/Sec
    DestructionDelay = 20000
  End

  Behavior = FXListDie ModuleTag_05
    DeathTypes = NONE +CRUSHED +SPLATTED
    DeathFX = FX_CarCrush
  End
  Behavior = CreateObjectDie ModuleTag_06
    DeathTypes = ALL -CRUSHED -SPLATTED
    CreationList = OCL_GenericCarExplode
  End
  Behavior = FXListDie ModuleTag_07
    DeathTypes = ALL -CRUSHED -SPLATTED -FLOODED
    DeathFX = FX_GenericCarExplode
  End
  Behavior = CreateObjectDie ModuleTag_08
    DeathTypes = NONE +SUICIDED
    CreationList = OCL_BurnedCarHull
  End

  Behavior = AIUpdateInterface ModuleTag_09
  End
  Locomotor = SET_NORMAL CINE_U05_BasicCarLocomotorShiek
  Locomotor = SET_WANDER WanderCarLocomotor
  Locomotor = SET_PANIC PanicCarLocomotor

  Behavior = PhysicsBehavior ModuleTag_10
    Mass = 30.0
  End

  Behavior = FlammableUpdate ModuleTag_21
    AflameDuration = 5000         ; If I catch fire, I'll burn for this long...
    AflameDamageAmount = 5       ; taking this much damage...
    AflameDamageDelay = 500       ; this often.
  End

  Geometry        = BOX
  GeometryIsSmall = Yes
  GeometryMajorRadius = 20.0
  GeometryMinorRadius = 5.0
  GeometryHeight  = 7.0
  Shadow          = SHADOW_VOLUME

End

;------------------------------------------------------------------------------
Object CINE_CarLuxury03

  ; *** ART Parameters ***
  SelectPortrait         = SUTechnical_L 
  ButtonImage            = SUTechnical

  UpgradeCameo1 = Upgrade_GLAAPBullets
  UpgradeCameo2 = Upgrade_GLAJunkRepair
  ;UpgradeCameo3 = NONE
  ;UpgradeCameo4 = NONE
  ;UpgradeCameo5 = NONE

  Draw = W3DTruckDraw ModuleTag_01

    ExtraPublicBone = Dum_Turret 

    DefaultConditionState
      Model         = UVTechTrck
    End
    ConditionState  = REALLYDAMAGED
      Model         = UVTechTrck_d
    End
    ConditionState  = RUBBLE
      Model         = UVTechTrck_d
    End

    OkToChangeModelColor        = Yes
    TrackMarks                  = EXTireTrack.tga
       
    Dust = CINE_U05_RocketBuggyDust
    DirtSpray = CINE_U05_RocketBuggyDirtSpray
    PowerslideSpray = RocketBuggyDirtPowerSlide

    ; These parameters are only used if the model has a separate suspension, 
    ; and the locomotor has HasSuspension = Yes.
    LeftFrontTireBone           = Tire01
    RightFrontTireBone          = Tire02
    LeftRearTireBone            = Tire03
    RightRearTireBone           = Tire04
    TireRotationMultiplier      = 0.2        ; this * speed = rotation.
    PowerslideRotationAddition  = 2.5    ; This speed is added to the rotation speed when powersliding.
  End

  Draw = W3DModelDraw ModuleTag_02

    OkToChangeModelColor        = Yes
    AttachToBoneInAnotherModule = Dum_Turret

    ; ------------------ basic technical ------------------------
    DefaultConditionState
      Model = UITech_SKN
      Turret = Dum-TurManMVR
      TurretArtAngle = 180  ; 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_IDA
      IdleAnimation = UITech_SKL.UITech_IDB
      AnimationMode = ONCE
      ShowSubObject = 20Cal
      WeaponMuzzleFlash = PRIMARY MuzzleFX01
      WeaponFireFXBone = PRIMARY Muzzle01
    End

    ConditionState = RUBBLE MOVING TURRET_ROTATE
      Animation = None
      HideSubObject = UITech-SKN
      ShowSubObject = 20Cal
      WeaponMuzzleFlash = PRIMARY MuzzleFX01
      WeaponFireFXBone = PRIMARY Muzzle01
    End

    ConditionState = MOVING
      Animation = UITech_SKL.UITech_MVB
      AnimationMode = LOOP
      ShowSubObject = 20Cal
      WeaponMuzzleFlash = PRIMARY MuzzleFX01
      WeaponFireFXBone = PRIMARY Muzzle01
    End

    ConditionState = TURRET_ROTATE
      Animation = UITech_SKL.UITech_TNA
      AnimationMode = LOOP
      ShowSubObject = 20Cal
      WeaponMuzzleFlash = PRIMARY MuzzleFX01
      WeaponFireFXBone = PRIMARY Muzzle01
    End
    AliasConditionState = TURRET_ROTATE MOVING
    AliasConditionState = TURRET_ROTATE FIRING_A
    AliasConditionState = TURRET_ROTATE BETWEEN_FIRING_SHOTS_A
    AliasConditionState = TURRET_ROTATE RELOADING_A
    AliasConditionState = TURRET_ROTATE MOVING FIRING_A
    AliasConditionState = TURRET_ROTATE MOVING BETWEEN_FIRING_SHOTS_A
    AliasConditionState = TURRET_ROTATE MOVING RELOADING_A

    ConditionState = FIRING_A 
      Animation = UITech_SKL.UITech_ATA
      AnimationMode = LOOP
      ShowSubObject = 20Cal
      WeaponMuzzleFlash = PRIMARY MuzzleFX01
      WeaponFireFXBone = PRIMARY Muzzle01
    End

    ; AliasConditionState is a new keyword that says,
    ; "give me another ConditionState exactly like the previous
    ; one, except with different conditions". Useful when you
    ; have several states that are the same with only different condition bits.
    AliasConditionState = BETWEEN_FIRING_SHOTS_A
    AliasConditionState = RELOADING_A

    ; these aliases handle the moving-between-shots case. (we can't actually move-and-fire at the same time.).
    AliasConditionState = MOVING FIRING_A
    AliasConditionState = MOVING BETWEEN_FIRING_SHOTS_A
    AliasConditionState = MOVING RELOADING_A

    ; ------------------ technical with WEAPONSET_CRATEUPGRADE_ONE ------------------------
    ConditionState = WEAPONSET_CRATEUPGRADE_ONE
      IdleAnimation = UITech_SKL.UITech_STA 0 6
      IdleAnimation = UITech_SKL.UITech_IDA
      IdleAnimation = UITech_SKL.UITech_IDB
      AnimationMode = ONCE
      ShowSubObject = 50Cal
      WeaponMuzzleFlash = PRIMARY MuzzleFX02
      WeaponFireFXBone = PRIMARY Muzzle02
      WeaponLaunchBone = PRIMARY Muzzle02
    End

    ConditionState = WEAPONSET_CRATEUPGRADE_ONE RUBBLE MOVING TURRET_ROTATE
      Animation = None
      HideSubObject = UITech-SKN
      ShowSubObject = 50Cal
      WeaponMuzzleFlash = PRIMARY MuzzleFX02
      WeaponFireFXBone = PRIMARY Muzzle02
      WeaponLaunchBone = PRIMARY Muzzle02
    End

    ConditionState = MOVING WEAPONSET_CRATEUPGRADE_ONE
      Animation = UITech_SKL.UITech_MVB
      AnimationMode = LOOP
      ShowSubObject = 50Cal
      WeaponMuzzleFlash = PRIMARY MuzzleFX02
      WeaponFireFXBone = PRIMARY Muzzle02
      WeaponLaunchBone = PRIMARY Muzzle02
    End

    ConditionState = WEAPONSET_CRATEUPGRADE_ONE TURRET_ROTATE
      Animation = UITech_SKL.UITech_TNA
      AnimationMode = LOOP
      ShowSubObject = 50Cal
      WeaponMuzzleFlash = PRIMARY MuzzleFX02
      WeaponFireFXBone = PRIMARY Muzzle02
      WeaponLaunchBone = PRIMARY Muzzle02
    End
    AliasConditionState = WEAPONSET_CRATEUPGRADE_ONE TURRET_ROTATE MOVING
    AliasConditionState = WEAPONSET_CRATEUPGRADE_ONE TURRET_ROTATE FIRING_A
    AliasConditionState = WEAPONSET_CRATEUPGRADE_ONE TURRET_ROTATE BETWEEN_FIRING_SHOTS_A
    AliasConditionState = WEAPONSET_CRATEUPGRADE_ONE TURRET_ROTATE RELOADING_A
    AliasConditionState = WEAPONSET_CRATEUPGRADE_ONE TURRET_ROTATE MOVING FIRING_A
    AliasConditionState = WEAPONSET_CRATEUPGRADE_ONE TURRET_ROTATE MOVING BETWEEN_FIRING_SHOTS_A
    AliasConditionState = WEAPONSET_CRATEUPGRADE_ONE TURRET_ROTATE MOVING RELOADING_A

    ConditionState = WEAPONSET_CRATEUPGRADE_ONE FIRING_A 
      Animation = UITech_SKL.UITech_ATA
      AnimationMode = LOOP
      ShowSubObject = 50Cal
      WeaponMuzzleFlash = PRIMARY MuzzleFX02
      WeaponFireFXBone = PRIMARY Muzzle02
      WeaponLaunchBone = PRIMARY Muzzle02
    End

    ; AliasConditionState is a new keyword that says,
    ; "give me another ConditionState exactly like the previous
    ; one, except with different conditions". Useful when you
    ; have several states that are the same with only different condition bits.
    AliasConditionState = WEAPONSET_CRATEUPGRADE_ONE BETWEEN_FIRING_SHOTS_A
    AliasConditionState = WEAPONSET_CRATEUPGRADE_ONE RELOADING_A

    ; these aliases handle the moving-between-shots case. (we can't actually move-and-fire at the same time.).
    AliasConditionState = WEAPONSET_CRATEUPGRADE_ONE MOVING FIRING_A
    AliasConditionState = WEAPONSET_CRATEUPGRADE_ONE MOVING BETWEEN_FIRING_SHOTS_A
    AliasConditionState = WEAPONSET_CRATEUPGRADE_ONE MOVING RELOADING_A

    ; ------------------ technical with WEAPONSET_CRATEUPGRADE_TWO ------------------------
    ConditionState = WEAPONSET_CRATEUPGRADE_TWO
      IdleAnimation = UITech_SKL.UITech_STA 0 6
      IdleAnimation = UITech_SKL.UITech_IDA
      IdleAnimation = UITech_SKL.UITech_IDB
      AnimationMode = ONCE
      ShowSubObject = RPG
      WeaponFireFXBone = PRIMARY Muzzle03
      WeaponLaunchBone = PRIMARY Muzzle03
    End

    ConditionState = WEAPONSET_CRATEUPGRADE_TWO RUBBLE MOVING TURRET_ROTATE
      Animation = None
      HideSubObject = UITech-SKN
      ShowSubObject = RPG
      WeaponFireFXBone = PRIMARY Muzzle03
      WeaponLaunchBone = PRIMARY Muzzle03
    End

    ConditionState = MOVING WEAPONSET_CRATEUPGRADE_TWO
      Animation = UITech_SKL.UITech_MVB
      AnimationMode = LOOP
      ShowSubObject = RPG
      WeaponFireFXBone = PRIMARY Muzzle03
      WeaponLaunchBone = PRIMARY Muzzle03
    End

    ConditionState = WEAPONSET_CRATEUPGRADE_TWO TURRET_ROTATE
      Animation = UITech_SKL.UITech_TNA
      AnimationMode = LOOP
      ShowSubObject = RPG
      WeaponFireFXBone = PRIMARY Muzzle03
      WeaponLaunchBone = PRIMARY Muzzle03
    End
    AliasConditionState = WEAPONSET_CRATEUPGRADE_TWO TURRET_ROTATE MOVING
    AliasConditionState = WEAPONSET_CRATEUPGRADE_TWO TURRET_ROTATE FIRING_A
    AliasConditionState = WEAPONSET_CRATEUPGRADE_TWO TURRET_ROTATE BETWEEN_FIRING_SHOTS_A
    AliasConditionState = WEAPONSET_CRATEUPGRADE_TWO TURRET_ROTATE RELOADING_A
    AliasConditionState = WEAPONSET_CRATEUPGRADE_TWO TURRET_ROTATE MOVING FIRING_A
    AliasConditionState = WEAPONSET_CRATEUPGRADE_TWO TURRET_ROTATE MOVING BETWEEN_FIRING_SHOTS_A
    AliasConditionState = WEAPONSET_CRATEUPGRADE_TWO TURRET_ROTATE MOVING RELOADING_A

    ConditionState = WEAPONSET_CRATEUPGRADE_TWO FIRING_A 
      Animation = UITech_SKL.UITech_ATA
      AnimationMode = LOOP
      ShowSubObject = RPG
      WeaponFireFXBone = PRIMARY Muzzle03
      WeaponLaunchBone = PRIMARY Muzzle03
    End

    ; AliasConditionState is a new keyword that says,
    ; "give me another ConditionState exactly like the previous
    ; one, except with different conditions". Useful when you
    ; have several states that are the same with only different condition bits.
    AliasConditionState = WEAPONSET_CRATEUPGRADE_TWO BETWEEN_FIRING_SHOTS_A
    AliasConditionState = WEAPONSET_CRATEUPGRADE_TWO RELOADING_A

    ; these aliases handle the moving-between-shots case. (we can't actually move-and-fire at the same time.).
    AliasConditionState = WEAPONSET_CRATEUPGRADE_TWO MOVING FIRING_A
    AliasConditionState = WEAPONSET_CRATEUPGRADE_TWO MOVING BETWEEN_FIRING_SHOTS_A
    AliasConditionState = WEAPONSET_CRATEUPGRADE_TWO MOVING RELOADING_A

  End

  ; ***DESIGN parameters ***
  DisplayName         = OBJECT:Technical
  Side                = GLA
  EditorSorting       = VEHICLE
  TransportSlotCount  = 3                 ;how many "slots" we take in a transport (0 == not transportable)

  WeaponSet
    Conditions = None 
    Weapon = PRIMARY TechnicalMachineGunWeapon
  End
  WeaponSet
    Conditions = CRATEUPGRADE_ONE 
    Weapon = PRIMARY TechnicalCannonWeapon
  End
  WeaponSet
    Conditions = CRATEUPGRADE_TWO 
    Weapon = PRIMARY TechnicalRPGWeapon
  End
  ArmorSet
    Conditions      = None
    Armor           = TruckArmor
    DamageFX        = TruckDamageFX
  End
  ;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
  Prerequisites
    Object = GLAArmsDealer
  End

  ExperienceValue         = 25 25 50 100    ;Experience point value at each level
  ExperienceRequired      = 0 50 75 150  ;Experience points needed to gain each level
  IsTrainable             = Yes             ;Can gain experience
  CrusherLevel            = 2  ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles
  CrushableLevel          = 2  ;What am I?:        0 = for infantry, 1 = for trees, 2 = general vehicles
  CommandSet              = GLAVehicleTechnicalCommandSet

  ; *** AUDIO Parameters ***
  VoiceSelect = TechnicalVoiceSelect
  VoiceMove = TechnicalVoiceMove
  VoiceGuard = TechnicalVoiceMove
  VoiceAttack = TechnicalVoiceAttack
  SoundMoveStart = TechnicalMoveStart
  SoundMoveStartDamaged = TechnicalMoveStart
  SoundEnter = HumveeEnter
  SoundExit = HumveeExit

  UnitSpecificSounds
  ; These have the syntax of SomeNameSomewhereInCode = SomeNameSomewhereInLookupINIs
    VoiceCreate          = TechnicalVoiceCreate
    TurretMoveStart = NoSound
    TurretMoveLoop = TurretMoveLoop
    TruckLandingSound = RocketBuggyLand
    TruckPowerslideSound = RocketBuggyPowerslide
    VoiceSalvage = TechnicalVoiceSalvage
    VoiceCrush      = TechnicalVoiceCrush
    VoiceUnload     = TechnicalVoiceUnload
    VoiceEnter = TechnicalVoiceMove
  End

  ; *** ENGINEERING Parameters ***
  RadarPriority = UNIT
  KindOf = PRELOAD SELECTABLE CAN_ATTACK ATTACK_NEEDS_LINE_OF_SIGHT CAN_CAST_REFLECTIONS SALVAGER WEAPON_SALVAGER VEHICLE SCORE TRANSPORT

  Behavior = VeterancyGainCreate ModuleTag_03
    StartingLevel = VETERAN
    ScienceRequired = SCIENCE_TechnicalTraining
  End

  Body = ActiveBody ModuleTag_04
    MaxHealth       = 180000  ; Gave massive health so the humvee's wont kill them early.
    InitialHealth   = 180000
  End
  Behavior = AIUpdateInterface ModuleTag_05
    Turret
      TurretTurnRate = 240       ; turn rate, in degrees per sec
      NaturalTurretAngle = 0
      MinIdleScanAngle = 30      ; in degrees off the natural turret angle
      MaxIdleScanAngle = 60      ; in degrees off the natural turret angle
      MinIdleScanInterval = 5000 ; in milliseconds
      MaxIdleScanInterval = 10000 ; in milliseconds
      ControlledWeaponSlots = PRIMARY SECONDARY TERTIARY
    End
    AutoAcquireEnemiesWhenIdle = Yes
  End
  Locomotor = SET_NORMAL CINE_U05_BasicCarLocomotor
  Behavior = PhysicsBehavior ModuleTag_06
    Mass = 30.0
  End
  Behavior = AutoHealBehavior ModuleTag_07
    HealingAmount = 2
    HealingDelay = 1000 ; msec
    TriggeredBy = Upgrade_GLAJunkRepair
  End

  Behavior = FlammableUpdate ModuleTag_09
    AflameDuration = 5000         ; If I catch fire, I'll burn for this long...
    AflameDamageAmount = 3       ; taking this much damage...
    AflameDamageDelay = 500       ; this often.
  End

  Behavior                 = TransitionDamageFX ModuleTag_10
    ReallyDamagedParticleSystem1 = Bone:Smoke RandomBone:Yes PSys:SmallLightSmokeColumn
    ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_BattleMasterDamageTransition
  End

  Behavior = DestroyDie ModuleTag_11
    DeathTypes = NONE +CRUSHED +SPLATTED
  End

  ; A crushing defeat
  Behavior = FXListDie ModuleTag_12
    DeathTypes = NONE +CRUSHED +SPLATTED
    DeathFX = FX_CarCrush
  End
  Behavior = CreateObjectDie ModuleTag_13
    DeathTypes = NONE +CRUSHED +SPLATTED
    CreationList = OCL_TechnicalJeep_CrushEffect
  End
  Behavior = CreateCrateDie ModuleTag_14
    CrateData = SalvageCrateData
    ;CrateData = EliteTankCrateData
    ;CrateData = HeroicTankCrateData
  End

  Behavior = SlowDeathBehavior ModuleTag_15
    DeathTypes = ALL -CRUSHED -SPLATTED
    DestructionDelay = 3000
    DestructionDelayVariance = 0
    OCL = INITIAL OCL_CINE_U05_TechnicalAirDeathStart
    FX = INITIAL FX_TechnicalAirDeathGroundPart
    OCL = FINAL OCL_RocketBuggyAirDeath
    FX = FINAL FX_RocketBuggyAirDeathAirPart    ; This happens in the air
  End

  Behavior = TransportContain ModuleTag_16
    Slots = 5
    AllowInsideKindOf   = INFANTRY
    DamagePercentToUnits = 10%
    GoAggressiveOnExit = Yes ; AI Will tell people to set their mood to Aggressive on exiting
   End

  Behavior = WeaponBonusUpgrade ModuleTag_17 ; Not a full weapon set switch, just a number tweak reflected in a weapon. 
    TriggeredBy = Upgrade_GLAAPBullets
  End 

  Geometry = BOX
  GeometryMajorRadius = 18.0
  GeometryMinorRadius = 9.0
  GeometryHeight = 7.5     
  GeometryIsSmall = No    
  Shadow = SHADOW_VOLUME
  ShadowSizeX = 45  ; minimum elevation angle above horizon. Used to limit shadow length

End

;------------------------------------------------------------------------------
Object CINE_U05_Technical02

  ; *** ART Parameters ***
  SelectPortrait         = SUTechnical_L 
  ButtonImage            = SUTechnical

  UpgradeCameo1 = Upgrade_GLAAPBullets
  UpgradeCameo2 = Upgrade_GLAJunkRepair
  ;UpgradeCameo3 = NONE
  ;UpgradeCameo4 = NONE
  ;UpgradeCameo5 = NONE

  Draw = W3DTruckDraw ModuleTag_01

    ExtraPublicBone = Dum_Turret 

    DefaultConditionState
      Model         = UVTechTrck
    End
    ConditionState  = REALLYDAMAGED
      Model         = UVTechTrck_d
      ParticleSysBone = Tire01 CINE_U05_SootySmokeColumn02
      ParticleSysBone = Tire02 CINE_U05_SootySmokeColumn02
      ParticleSysBone = Tire03 CINE_U05_SootySmokeColumn02
      ParticleSysBone = Tire04 CINE_U05_SootySmokeColumn02
    End
    ConditionState  = RUBBLE
      Model         = UVTechTrck_d
    End

    OkToChangeModelColor        = Yes
    TrackMarks                  = EXTireTrack.tga
    Dust                        = TechnicalDust
    DirtSpray                   = RocketBuggyDirtSpray
    PowerslideSpray             = RocketBuggyDirtPowerSlide

    ; These parameters are only used if the model has a separate suspension, 
    ; and the locomotor has HasSuspension = Yes.
    LeftFrontTireBone           = Tire01
    RightFrontTireBone          = Tire02
    LeftRearTireBone            = Tire03
    RightRearTireBone           = Tire04
    TireRotationMultiplier      = 0.2        ; this * speed = rotation.
    PowerslideRotationAddition  = 2.5    ; This speed is added to the rotation speed when powersliding.
  End

  Draw = W3DModelDraw ModuleTag_02

    OkToChangeModelColor        = Yes
    AttachToBoneInAnotherModule = Dum_Turret

    ; ------------------ basic technical ------------------------
    DefaultConditionState
      Model = UITech_SKN
      Turret = Dum-TurManMVR
      TurretArtAngle = 180  ; 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_IDA
      IdleAnimation = UITech_SKL.UITech_IDB
      AnimationMode = ONCE
      ShowSubObject = 20Cal
      WeaponMuzzleFlash = PRIMARY MuzzleFX01
      WeaponFireFXBone = PRIMARY Muzzle01
    End

    ConditionState = RUBBLE MOVING TURRET_ROTATE
      Animation = None
      HideSubObject = UITech-SKN
      ShowSubObject = 20Cal
      WeaponMuzzleFlash = PRIMARY MuzzleFX01
      WeaponFireFXBone = PRIMARY Muzzle01
    End

    ConditionState = MOVING
      Animation = UITech_SKL.UITech_MVB
      AnimationMode = LOOP
      ShowSubObject = 20Cal
      WeaponMuzzleFlash = PRIMARY MuzzleFX01
      WeaponFireFXBone = PRIMARY Muzzle01
    End

    ConditionState = TURRET_ROTATE
      Animation = UITech_SKL.UITech_TNA
      AnimationMode = LOOP
      ShowSubObject = 20Cal
      WeaponMuzzleFlash = PRIMARY MuzzleFX01
      WeaponFireFXBone = PRIMARY Muzzle01
    End
    AliasConditionState = TURRET_ROTATE MOVING
    AliasConditionState = TURRET_ROTATE FIRING_A
    AliasConditionState = TURRET_ROTATE BETWEEN_FIRING_SHOTS_A
    AliasConditionState = TURRET_ROTATE RELOADING_A
    AliasConditionState = TURRET_ROTATE MOVING FIRING_A
    AliasConditionState = TURRET_ROTATE MOVING BETWEEN_FIRING_SHOTS_A
    AliasConditionState = TURRET_ROTATE MOVING RELOADING_A

    ConditionState = FIRING_A 
      Animation = UITech_SKL.UITech_ATA
      AnimationMode = LOOP
      ShowSubObject = 20Cal
      WeaponMuzzleFlash = PRIMARY MuzzleFX01
      WeaponFireFXBone = PRIMARY Muzzle01
    End

    ; AliasConditionState is a new keyword that says,
    ; "give me another ConditionState exactly like the previous
    ; one, except with different conditions". Useful when you
    ; have several states that are the same with only different condition bits.
    AliasConditionState = BETWEEN_FIRING_SHOTS_A
    AliasConditionState = RELOADING_A

    ; these aliases handle the moving-between-shots case. (we can't actually move-and-fire at the same time.).
    AliasConditionState = MOVING FIRING_A
    AliasConditionState = MOVING BETWEEN_FIRING_SHOTS_A
    AliasConditionState = MOVING RELOADING_A

    ; ------------------ technical with WEAPONSET_CRATEUPGRADE_ONE ------------------------
    ConditionState = WEAPONSET_CRATEUPGRADE_ONE
      IdleAnimation = UITech_SKL.UITech_STA 0 6
      IdleAnimation = UITech_SKL.UITech_IDA
      IdleAnimation = UITech_SKL.UITech_IDB
      AnimationMode = ONCE
      ShowSubObject = 50Cal
      WeaponMuzzleFlash = PRIMARY MuzzleFX02
      WeaponFireFXBone = PRIMARY Muzzle02
      WeaponLaunchBone = PRIMARY Muzzle02
    End

    ConditionState = WEAPONSET_CRATEUPGRADE_ONE RUBBLE MOVING TURRET_ROTATE
      Animation = None
      HideSubObject = UITech-SKN
      ShowSubObject = 50Cal
      WeaponMuzzleFlash = PRIMARY MuzzleFX02
      WeaponFireFXBone = PRIMARY Muzzle02
      WeaponLaunchBone = PRIMARY Muzzle02
    End

    ConditionState = MOVING WEAPONSET_CRATEUPGRADE_ONE
      Animation = UITech_SKL.UITech_MVB
      AnimationMode = LOOP
      ShowSubObject = 50Cal
      WeaponMuzzleFlash = PRIMARY MuzzleFX02
      WeaponFireFXBone = PRIMARY Muzzle02
      WeaponLaunchBone = PRIMARY Muzzle02
    End

    ConditionState = WEAPONSET_CRATEUPGRADE_ONE TURRET_ROTATE
      Animation = UITech_SKL.UITech_TNA
      AnimationMode = LOOP
      ShowSubObject = 50Cal
      WeaponMuzzleFlash = PRIMARY MuzzleFX02
      WeaponFireFXBone = PRIMARY Muzzle02
      WeaponLaunchBone = PRIMARY Muzzle02
    End
    AliasConditionState = WEAPONSET_CRATEUPGRADE_ONE TURRET_ROTATE MOVING
    AliasConditionState = WEAPONSET_CRATEUPGRADE_ONE TURRET_ROTATE FIRING_A
    AliasConditionState = WEAPONSET_CRATEUPGRADE_ONE TURRET_ROTATE BETWEEN_FIRING_SHOTS_A
    AliasConditionState = WEAPONSET_CRATEUPGRADE_ONE TURRET_ROTATE RELOADING_A
    AliasConditionState = WEAPONSET_CRATEUPGRADE_ONE TURRET_ROTATE MOVING FIRING_A
    AliasConditionState = WEAPONSET_CRATEUPGRADE_ONE TURRET_ROTATE MOVING BETWEEN_FIRING_SHOTS_A
    AliasConditionState = WEAPONSET_CRATEUPGRADE_ONE TURRET_ROTATE MOVING RELOADING_A

    ConditionState = WEAPONSET_CRATEUPGRADE_ONE FIRING_A 
      Animation = UITech_SKL.UITech_ATA
      AnimationMode = LOOP
      ShowSubObject = 50Cal
      WeaponMuzzleFlash = PRIMARY MuzzleFX02
      WeaponFireFXBone = PRIMARY Muzzle02
      WeaponLaunchBone = PRIMARY Muzzle02
    End

    ; AliasConditionState is a new keyword that says,
    ; "give me another ConditionState exactly like the previous
    ; one, except with different conditions". Useful when you
    ; have several states that are the same with only different condition bits.
    AliasConditionState = WEAPONSET_CRATEUPGRADE_ONE BETWEEN_FIRING_SHOTS_A
    AliasConditionState = WEAPONSET_CRATEUPGRADE_ONE RELOADING_A

    ; these aliases handle the moving-between-shots case. (we can't actually move-and-fire at the same time.).
    AliasConditionState = WEAPONSET_CRATEUPGRADE_ONE MOVING FIRING_A
    AliasConditionState = WEAPONSET_CRATEUPGRADE_ONE MOVING BETWEEN_FIRING_SHOTS_A
    AliasConditionState = WEAPONSET_CRATEUPGRADE_ONE MOVING RELOADING_A

    ; ------------------ technical with WEAPONSET_CRATEUPGRADE_TWO ------------------------
    ConditionState = WEAPONSET_CRATEUPGRADE_TWO
      IdleAnimation = UITech_SKL.UITech_STA 0 6
      IdleAnimation = UITech_SKL.UITech_IDA
      IdleAnimation = UITech_SKL.UITech_IDB
      AnimationMode = ONCE
      ShowSubObject = RPG
      WeaponFireFXBone = PRIMARY Muzzle03
      WeaponLaunchBone = PRIMARY Muzzle03
    End

    ConditionState = WEAPONSET_CRATEUPGRADE_TWO RUBBLE MOVING TURRET_ROTATE
      Animation = None
      HideSubObject = UITech-SKN
      ShowSubObject = RPG
      WeaponFireFXBone = PRIMARY Muzzle03
      WeaponLaunchBone = PRIMARY Muzzle03
    End

    ConditionState = MOVING WEAPONSET_CRATEUPGRADE_TWO
      Animation = UITech_SKL.UITech_MVB
      AnimationMode = LOOP
      ShowSubObject = RPG
      WeaponFireFXBone = PRIMARY Muzzle03
      WeaponLaunchBone = PRIMARY Muzzle03
    End

    ConditionState = WEAPONSET_CRATEUPGRADE_TWO TURRET_ROTATE
      Animation = UITech_SKL.UITech_TNA
      AnimationMode = LOOP
      ShowSubObject = RPG
      WeaponFireFXBone = PRIMARY Muzzle03
      WeaponLaunchBone = PRIMARY Muzzle03
    End
    AliasConditionState = WEAPONSET_CRATEUPGRADE_TWO TURRET_ROTATE MOVING
    AliasConditionState = WEAPONSET_CRATEUPGRADE_TWO TURRET_ROTATE FIRING_A
    AliasConditionState = WEAPONSET_CRATEUPGRADE_TWO TURRET_ROTATE BETWEEN_FIRING_SHOTS_A
    AliasConditionState = WEAPONSET_CRATEUPGRADE_TWO TURRET_ROTATE RELOADING_A
    AliasConditionState = WEAPONSET_CRATEUPGRADE_TWO TURRET_ROTATE MOVING FIRING_A
    AliasConditionState = WEAPONSET_CRATEUPGRADE_TWO TURRET_ROTATE MOVING BETWEEN_FIRING_SHOTS_A
    AliasConditionState = WEAPONSET_CRATEUPGRADE_TWO TURRET_ROTATE MOVING RELOADING_A

    ConditionState = WEAPONSET_CRATEUPGRADE_TWO FIRING_A 
      Animation = UITech_SKL.UITech_ATA
      AnimationMode = LOOP
      ShowSubObject = RPG
      WeaponFireFXBone = PRIMARY Muzzle03
      WeaponLaunchBone = PRIMARY Muzzle03
    End

    ; AliasConditionState is a new keyword that says,
    ; "give me another ConditionState exactly like the previous
    ; one, except with different conditions". Useful when you
    ; have several states that are the same with only different condition bits.
    AliasConditionState = WEAPONSET_CRATEUPGRADE_TWO BETWEEN_FIRING_SHOTS_A
    AliasConditionState = WEAPONSET_CRATEUPGRADE_TWO RELOADING_A

    ; these aliases handle the moving-between-shots case. (we can't actually move-and-fire at the same time.).
    AliasConditionState = WEAPONSET_CRATEUPGRADE_TWO MOVING FIRING_A
    AliasConditionState = WEAPONSET_CRATEUPGRADE_TWO MOVING BETWEEN_FIRING_SHOTS_A
    AliasConditionState = WEAPONSET_CRATEUPGRADE_TWO MOVING RELOADING_A

  End

  ; ***DESIGN parameters ***
  DisplayName         = OBJECT:Technical
  Side                = GLA
  EditorSorting       = VEHICLE
  TransportSlotCount  = 3                 ;how many "slots" we take in a transport (0 == not transportable)

  WeaponSet
    Conditions = None 
    Weapon = PRIMARY TechnicalMachineGunWeapon
  End
  WeaponSet
    Conditions = CRATEUPGRADE_ONE 
    Weapon = PRIMARY TechnicalCannonWeapon
  End
  WeaponSet
    Conditions = CRATEUPGRADE_TWO 
    Weapon = PRIMARY TechnicalRPGWeapon
  End
  ArmorSet
    Conditions      = None
    Armor           = TruckArmor
    DamageFX        = TruckDamageFX
  End
  ;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
  Prerequisites
    Object = GLAArmsDealer
  End

  ExperienceValue         = 25 25 50 100    ;Experience point value at each level
  ExperienceRequired      = 0 50 75 150  ;Experience points needed to gain each level
  IsTrainable             = Yes             ;Can gain experience
  CrusherLevel            = 2  ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles
  CrushableLevel          = 2  ;What am I?:        0 = for infantry, 1 = for trees, 2 = general vehicles
  CommandSet              = GLAVehicleTechnicalCommandSet

  ; *** AUDIO Parameters ***
  VoiceSelect = TechnicalVoiceSelect
  VoiceMove = TechnicalVoiceMove
  VoiceGuard = TechnicalVoiceMove
  VoiceAttack = TechnicalVoiceAttack
  SoundMoveStart = TechnicalMoveStart
  SoundMoveStartDamaged = TechnicalMoveStart
  SoundEnter = HumveeEnter
  SoundExit = HumveeExit

  UnitSpecificSounds
  ; These have the syntax of SomeNameSomewhereInCode = SomeNameSomewhereInLookupINIs
    VoiceCreate          = TechnicalVoiceCreate
    TurretMoveStart = NoSound
    TurretMoveLoop = TurretMoveLoop
    TruckLandingSound = RocketBuggyLand
    TruckPowerslideSound = RocketBuggyPowerslide
    VoiceSalvage = TechnicalVoiceSalvage
    VoiceCrush      = TechnicalVoiceCrush
    VoiceUnload     = TechnicalVoiceUnload
    VoiceEnter = TechnicalVoiceMove
  End

  ; *** ENGINEERING Parameters ***
  RadarPriority = UNIT
  KindOf = PRELOAD SELECTABLE CAN_ATTACK ATTACK_NEEDS_LINE_OF_SIGHT CAN_CAST_REFLECTIONS SALVAGER WEAPON_SALVAGER VEHICLE SCORE TRANSPORT

  Behavior = VeterancyGainCreate ModuleTag_03
    StartingLevel = VETERAN
    ScienceRequired = SCIENCE_TechnicalTraining
  End

  Body = ActiveBody ModuleTag_04
    MaxHealth       = 180000  ; Gave massive health so the humvee's wont kill them early.
    InitialHealth   = 180000
  End
  Behavior = AIUpdateInterface ModuleTag_05
    Turret
      TurretTurnRate = 240       ; turn rate, in degrees per sec
      NaturalTurretAngle = 0
      MinIdleScanAngle = 30      ; in degrees off the natural turret angle
      MaxIdleScanAngle = 60      ; in degrees off the natural turret angle
      MinIdleScanInterval = 5000 ; in milliseconds
      MaxIdleScanInterval = 10000 ; in milliseconds
      ControlledWeaponSlots = PRIMARY SECONDARY TERTIARY
    End
    AutoAcquireEnemiesWhenIdle = Yes
  End
  Locomotor = SET_NORMAL CINE_U05_BasicCarLocomotor
  Behavior = PhysicsBehavior ModuleTag_06
    Mass = 30.0
  End
  Behavior = AutoHealBehavior ModuleTag_07
    HealingAmount = 2
    HealingDelay = 1000 ; msec
    TriggeredBy = Upgrade_GLAJunkRepair
  End

  Behavior = FlammableUpdate ModuleTag_09
    AflameDuration = 5000         ; If I catch fire, I'll burn for this long...
    AflameDamageAmount = 3       ; taking this much damage...
    AflameDamageDelay = 500       ; this often.
  End

  Behavior                 = TransitionDamageFX ModuleTag_10
    ReallyDamagedParticleSystem1 = Bone:Smoke RandomBone:Yes PSys:SmallLightSmokeColumn
    ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_BattleMasterDamageTransition
  End

  Behavior = DestroyDie ModuleTag_11
    DeathTypes = NONE +CRUSHED +SPLATTED
  End

  ; A crushing defeat
  Behavior = FXListDie ModuleTag_12
    DeathTypes = NONE +CRUSHED +SPLATTED
    DeathFX = FX_CarCrush
  End
  Behavior = CreateObjectDie ModuleTag_13
    DeathTypes = NONE +CRUSHED +SPLATTED
    CreationList = OCL_TechnicalJeep_CrushEffect
  End
  Behavior = CreateCrateDie ModuleTag_14
    CrateData = SalvageCrateData
    ;CrateData = EliteTankCrateData
    ;CrateData = HeroicTankCrateData
  End

  Behavior = SlowDeathBehavior ModuleTag_15
    DeathTypes = ALL -CRUSHED -SPLATTED
    DestructionDelay = 3000
    DestructionDelayVariance = 0
    OCL = INITIAL OCL_CINE_U05_TechnicalAirDeathStart02  ;No Crazy Flying Hulks
    FX = INITIAL FX_TechnicalAirDeathGroundPart
    OCL = FINAL OCL_RocketBuggyAirDeath
    FX = FINAL FX_RocketBuggyAirDeathAirPart    ; This happens in the air
  End

  Behavior = TransportContain ModuleTag_16
    Slots = 5
    AllowInsideKindOf   = INFANTRY
    DamagePercentToUnits = 10%
    GoAggressiveOnExit = Yes ; AI Will tell people to set their mood to Aggressive on exiting
   End

  Behavior = WeaponBonusUpgrade ModuleTag_17 ; Not a full weapon set switch, just a number tweak reflected in a weapon. 
    TriggeredBy = Upgrade_GLAAPBullets
  End 

  Geometry = BOX
  GeometryMajorRadius = 18.0
  GeometryMinorRadius = 9.0
  GeometryHeight = 7.5     
  GeometryIsSmall = No    
  Shadow = SHADOW_VOLUME
  ShadowSizeX = 45  ; minimum elevation angle above horizon. Used to limit shadow length

End

;------------------------------------------------------------------------------
Object CarLuxury04

  ; *** ART Parameters ***
  SelectPortrait         = SUTerrorist_L
  ButtonImage            = SUTerrorist

  Draw = W3DModelDraw ModuleTag_01
    ConditionState = NONE
      Model = CVBMW4
    End
    ConditionState = FRONTCRUSHED BACKCRUSHED
      Model = CVBMW4_d
    End
    ConditionState = BACKCRUSHED
      Model = CVBMW4_d2
    End
    ConditionState = FRONTCRUSHED
      Model = CVBMW4_d1
    End
  End

  ; ***DESIGN parameters ***
  DisplayName      = OBJECT:BMW
  EditorSorting   = VEHICLE

  TransportSlotCount  = 3                 ;how many "slots" we take in a transport (0 == not transportable)
  WeaponSet
    Conditions = None
    Weapon = PRIMARY None
  End
  WeaponSet
    Conditions = CARBOMB
    Weapon = PRIMARY  SuicideCarBomb
  End

  ArmorSet
    Armor           = TruckArmor
    DamageFX        = CrushableCarDamageFX
  End
  CrusherLevel           = 1  ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles
  CrushableLevel         = 1  ;What am I?:        0 = for infantry, 1 = for trees, 2 = general vehicles
  CommandSet = CivilianCarBombCommandSet

  ; *** AUDIO Parameters ***
  SoundMoveStart = CarMoveStart


  ; *** ENGINEERING Parameters ***  
  KindOf          = SELECTABLE CAN_ATTACK VEHICLE SHOW_PORTRAIT_WHEN_CONTROLLED
  RadarPriority   = LOCAL_UNIT_ONLY

  Body            = ActiveBody ModuleTag_02
    MaxHealth       = 100.0
    InitialHealth   = 100.0
  End



  Behavior = DestroyDie ModuleTag_03
    DeathTypes = ALL -CRUSHED -SPLATTED
  End
  Behavior = CrushDie ModuleTag_04
    DeathTypes = NONE +CRUSHED +SPLATTED
    TotalCrushSound     = CarAlarm
    BackEndCrushSound   = CarAlarm
    FrontEndCrushSound  = CarAlarm
    TotalCrushSoundPercent    = 50   
    BackEndCrushSoundPercent  = 50
    FrontEndCrushSoundPercent = 50
  End
  Behavior = SlowDeathBehavior ModuleTag_11
    DeathTypes = NONE +CRUSHED +SPLATTED
    SinkDelay = 14000
    SinkRate = 2     ; in Dist/Sec
    DestructionDelay = 20000
  End

  Behavior = FXListDie ModuleTag_05
    DeathTypes = NONE +CRUSHED +SPLATTED

    DeathFX = FX_CarCrush
  End
  Behavior = CreateObjectDie ModuleTag_06
    DeathTypes = ALL -CRUSHED -SPLATTED
    CreationList = OCL_GenericCarExplode
  End
  Behavior = FXListDie ModuleTag_07
    DeathTypes = ALL -CRUSHED -SPLATTED -FLOODED
    DeathFX = FX_GenericCarExplode
  End
  Behavior = CreateObjectDie ModuleTag_08
    DeathTypes = NONE +SUICIDED
    CreationList = OCL_BurnedCarHull
  End

  Behavior = AIUpdateInterface ModuleTag_09
  End
  Locomotor = SET_NORMAL BasicCarLocomotor
  Locomotor = SET_WANDER WanderCarLocomotor
  Locomotor = SET_PANIC PanicCarLocomotor

  Behavior = PhysicsBehavior ModuleTag_10
    Mass = 30.0
  End

  Behavior = FlammableUpdate ModuleTag_21
    AflameDuration = 5000         ; If I catch fire, I'll burn for this long...
    AflameDamageAmount = 5       ; taking this much damage...
    AflameDamageDelay = 500       ; this often.
  End

  Geometry        = BOX
  GeometryIsSmall = Yes
  GeometryMajorRadius = 11.0
  GeometryMinorRadius = 4.0
  GeometryHeight  = 7.0
  Shadow          = SHADOW_VOLUME

End

;------------------------------------------------------------------------------
Object CarSedan01

  ; *** ART Parameters ***
  SelectPortrait         = SUTerrorist_L
  ButtonImage            = SUTerrorist

  Draw = W3DModelDraw ModuleTag_01
    ConditionState = NONE
      Model = CVSedan01
    End
    ConditionState = FRONTCRUSHED BACKCRUSHED
      Model = CVSedan01_d
    End
    ConditionState = BACKCRUSHED
      Model = CVSedan01_d2
    End
    ConditionState = FRONTCRUSHED
      Model = CVSedan01_d1
    End
  End

  ; ***DESIGN parameters ***
  DisplayName      = OBJECT:Sedan
  EditorSorting   = VEHICLE

  TransportSlotCount  = 3                 ;how many "slots" we take in a transport (0 == not transportable)
  WeaponSet
    Conditions = None
    Weapon = PRIMARY None
  End
  WeaponSet
    Conditions = CARBOMB
    Weapon = PRIMARY  SuicideCarBomb
  End

  ArmorSet
    Armor           = TruckArmor
    DamageFX        = CrushableCarDamageFX
  End
  CrusherLevel           = 1  ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles
  CrushableLevel         = 1  ;What am I?:        0 = for infantry, 1 = for trees, 2 = general vehicles
  CommandSet = CivilianCarBombCommandSet

  ; *** AUDIO Parameters ***
  SoundMoveStart = CarMoveStart


  ; *** ENGINEERING Parameters ***  
  KindOf          = SELECTABLE CAN_ATTACK VEHICLE SHOW_PORTRAIT_WHEN_CONTROLLED
  RadarPriority   = LOCAL_UNIT_ONLY

  Body            = ActiveBody ModuleTag_02
    MaxHealth       = 100.0
    InitialHealth   = 100.0
  End



  Behavior = DestroyDie ModuleTag_03
    DeathTypes = ALL -CRUSHED -SPLATTED
  End
  Behavior = CrushDie ModuleTag_04
    DeathTypes = NONE +CRUSHED +SPLATTED
    TotalCrushSound     = CarAlarm
    BackEndCrushSound   = CarAlarm
    FrontEndCrushSound  = CarAlarm
    TotalCrushSoundPercent    = 50   
    BackEndCrushSoundPercent  = 50
    FrontEndCrushSoundPercent = 50
  End
  Behavior = SlowDeathBehavior ModuleTag_11
    DeathTypes = NONE +CRUSHED +SPLATTED
    SinkDelay = 14000
    SinkRate = 2     ; in Dist/Sec
    DestructionDelay = 20000
  End

  Behavior = FXListDie ModuleTag_05
    DeathTypes = NONE +CRUSHED +SPLATTED
    DeathFX = FX_CarCrush
  End
  Behavior = CreateObjectDie ModuleTag_06
    DeathTypes = ALL -CRUSHED -SPLATTED
    CreationList = OCL_GenericCarExplode
  End
  Behavior = FXListDie ModuleTag_07
    DeathTypes = ALL -CRUSHED -SPLATTED -FLOODED
    DeathFX = FX_GenericCarExplode
  End
  Behavior = CreateObjectDie ModuleTag_08
    DeathTypes = NONE +SUICIDED
    CreationList = OCL_BurnedCarHull
  End

  Behavior = AIUpdateInterface ModuleTag_09
  End
  Locomotor = SET_NORMAL BasicCarLocomotor
  Locomotor = SET_WANDER WanderCarLocomotor
  Locomotor = SET_PANIC PanicCarLocomotor

  Behavior = PhysicsBehavior ModuleTag_10
    Mass = 30.0
  End

  Behavior = FlammableUpdate ModuleTag_21
    AflameDuration = 5000         ; If I catch fire, I'll burn for this long...
    AflameDamageAmount = 5       ; taking this much damage...
    AflameDamageDelay = 500       ; this often.
  End

  Geometry        = BOX
  GeometryIsSmall = Yes
  GeometryMajorRadius = 11.0
  GeometryMinorRadius = 4.0
  GeometryHeight  = 7.0
  Shadow          = SHADOW_VOLUME

End


;------------------------------------------------------------------------------
; @todo srj -- remove after E3, for demo purposes only
Object CarSUV01Suicide

  ; *** ART Parameters ***
  Draw = W3DModelDraw ModuleTag_01
    ConditionState = NONE
      Model = CVSUV01
    End
    ConditionState = FRONTCRUSHED BACKCRUSHED
      Model = CVSUV01_d
    End
    ConditionState = BACKCRUSHED
      Model = CVSUV01_d2
    End
    ConditionState = FRONTCRUSHED
      Model = CVSUV01_d1
    End
  End

  ; ***DESIGN parameters ***
  DisplayName      = OBJECT:SUV
  EditorSorting   = VEHICLE

  TransportSlotCount  = 3                 ;how many "slots" we take in a transport (0 == not transportable)
  WeaponSet
    Conditions = None
    Weapon = PRIMARY SuicideCarBomb
  End

  ArmorSet
    Armor           = TruckArmor
    DamageFX        = CrushableCarDamageFX
  End
  CrusherLevel           = 1  ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles
  CrushableLevel         = 1  ;What am I?:        0 = for infantry, 1 = for trees, 2 = general vehicles
  CommandSet = CivilianCarBombCommandSet

  ; *** AUDIO Parameters ***
  SoundMoveStart = CarMoveStart


  ; *** ENGINEERING Parameters ***  
  KindOf          = SELECTABLE CAN_ATTACK VEHICLE
  RadarPriority   = LOCAL_UNIT_ONLY

  Body            = ActiveBody ModuleTag_02
    MaxHealth       = 100.0
    InitialHealth   = 100.0
  End


  
  Behavior = DestroyDie ModuleTag_03
    DeathTypes = ALL -CRUSHED -SPLATTED
  End
  Behavior = CrushDie ModuleTag_04
    DeathTypes = NONE +CRUSHED +SPLATTED
    TotalCrushSound     = CarAlarm
    BackEndCrushSound   = CarAlarm
    FrontEndCrushSound  = CarAlarm
    TotalCrushSoundPercent    = 50   
    BackEndCrushSoundPercent  = 50
    FrontEndCrushSoundPercent = 50
  End
  Behavior = SlowDeathBehavior ModuleTag_11
    DeathTypes = NONE +CRUSHED +SPLATTED
    SinkDelay = 14000
    SinkRate = 2     ; in Dist/Sec
    DestructionDelay = 20000
  End

  Behavior = FXListDie ModuleTag_05
    DeathTypes = NONE +CRUSHED +SPLATTED
    DeathFX = FX_CarCrush
  End
  Behavior = CreateObjectDie ModuleTag_06
    DeathTypes = ALL -CRUSHED -SPLATTED
    CreationList = OCL_GenericCarExplode
  End
  Behavior = FXListDie ModuleTag_07
    DeathTypes = ALL -CRUSHED -SPLATTED -FLOODED
    DeathFX = FX_GenericCarExplode
  End
  Behavior = CreateObjectDie ModuleTag_08
    DeathTypes = NONE +SUICIDED
    CreationList = OCL_BurnedCarHull
  End

  Behavior = AIUpdateInterface ModuleTag_09
  End
  Locomotor     = SET_NORMAL BasicCarLocomotor

  Behavior = PhysicsBehavior ModuleTag_10
    Mass          = 30.0
  End
  
  Behavior = FlammableUpdate ModuleTag_21
    AflameDuration = 5000         ; If I catch fire, I'll burn for this long...
    AflameDamageAmount = 5       ; taking this much damage...
    AflameDamageDelay = 500       ; this often.
  End

  Geometry        = BOX
  GeometryIsSmall = Yes
  GeometryMajorRadius = 11.0
  GeometryMinorRadius = 4.0
  GeometryHeight  = 7.0
  Shadow          = SHADOW_VOLUME

End


;------------------------------------------------------------------------------
Object CarSUV01

  ; *** ART Parameters ***
  SelectPortrait         = SUTerrorist_L
  ButtonImage            = SUTerrorist

  Draw = W3DModelDraw ModuleTag_01
    ConditionState = NONE
      Model = CVSUV01
    End
    ConditionState = FRONTCRUSHED BACKCRUSHED
      Model = CVSUV01_d
    End
    ConditionState = BACKCRUSHED
      Model = CVSUV01_d2
    End
    ConditionState = FRONTCRUSHED
      Model = CVSUV01_d1
    End
  End

  ; ***DESIGN parameters ***
  DisplayName      = OBJECT:SUV
  EditorSorting   = VEHICLE

  TransportSlotCount  = 3                 ;how many "slots" we take in a transport (0 == not transportable)
  WeaponSet
    Conditions = None
    Weapon = PRIMARY None
  End
  WeaponSet
    Conditions = CARBOMB
    Weapon = PRIMARY  SuicideCarBomb
  End

  ArmorSet
    Armor           = TruckArmor
    DamageFX        = CrushableCarDamageFX
  End
  CrusherLevel           = 1  ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles
  CrushableLevel         = 1  ;What am I?:        0 = for infantry, 1 = for trees, 2 = general vehicles
  CommandSet = CivilianCarBombCommandSet

  ; *** AUDIO Parameters ***
  SoundMoveStart = CarMoveStart


  ; *** ENGINEERING Parameters ***  
  KindOf          = SELECTABLE CAN_ATTACK VEHICLE SHOW_PORTRAIT_WHEN_CONTROLLED
  RadarPriority   = LOCAL_UNIT_ONLY

  Body            = ActiveBody ModuleTag_02
    MaxHealth       = 100.0
    InitialHealth   = 100.0
  End


  
  Behavior = DestroyDie ModuleTag_03
    DeathTypes = ALL -CRUSHED -SPLATTED
  End
  Behavior = CrushDie ModuleTag_04
    DeathTypes = NONE +CRUSHED +SPLATTED
    TotalCrushSound     = CarAlarm
    BackEndCrushSound   = CarAlarm
    FrontEndCrushSound  = CarAlarm
    TotalCrushSoundPercent    = 50   
    BackEndCrushSoundPercent  = 50
    FrontEndCrushSoundPercent = 50
  End
  Behavior = SlowDeathBehavior ModuleTag_11
    DeathTypes = NONE +CRUSHED +SPLATTED
    SinkDelay = 14000
    SinkRate = 2     ; in Dist/Sec
    DestructionDelay = 20000
  End

  Behavior = FXListDie ModuleTag_05
    DeathTypes = NONE +CRUSHED +SPLATTED
    DeathFX = FX_CarCrush
  End
  Behavior = CreateObjectDie ModuleTag_06
    DeathTypes = ALL -CRUSHED -SPLATTED
    CreationList = OCL_GenericCarExplode
  End
  Behavior = FXListDie ModuleTag_07
    DeathTypes = ALL -CRUSHED -SPLATTED -FLOODED
    DeathFX = FX_GenericCarExplode
  End
  Behavior = CreateObjectDie ModuleTag_08
    DeathTypes = NONE +SUICIDED
    CreationList = OCL_BurnedCarHull
  End

  Behavior = AIUpdateInterface ModuleTag_09
  End
  Locomotor     = SET_NORMAL BasicCarLocomotor

  Behavior = PhysicsBehavior ModuleTag_10
    Mass          = 30.0
  End
  
  Behavior = FlammableUpdate ModuleTag_21
    AflameDuration = 5000         ; If I catch fire, I'll burn for this long...
    AflameDamageAmount = 5       ; taking this much damage...
    AflameDamageDelay = 500       ; this often.
  End

  Geometry        = BOX
  GeometryIsSmall = Yes
  GeometryMajorRadius = 11.0
  GeometryMinorRadius = 4.0
  GeometryHeight  = 7.0
  Shadow          = SHADOW_VOLUME

End


;------------------------------------------------------------------------------
Object CarCompact

  ; *** ART Parameters ***
  SelectPortrait         = SUTerrorist_L
  ButtonImage            = SUTerrorist

  Draw = W3DModelDraw ModuleTag_01
    ConditionState = NONE
      Model = CVCmpCar
    End
    ConditionState = FRONTCRUSHED BACKCRUSHED
      Model = CVCmpCar_d
    End
    ConditionState = BACKCRUSHED
      Model = CVCmpCar_d2
    End
    ConditionState = FRONTCRUSHED
      Model = CVCmpCar_d1
    End
  End

  ; ***DESIGN parameters ***
  DisplayName      = OBJECT:CompactCar
  EditorSorting   = VEHICLE

  TransportSlotCount  = 3                 ;how many "slots" we take in a transport (0 == not transportable)
  WeaponSet
    Conditions = None
    Weapon = PRIMARY None
  End
  WeaponSet
    Conditions = CARBOMB
    Weapon = PRIMARY  SuicideCarBomb
  End

  ArmorSet
    Armor           = TruckArmor
    DamageFX        = CrushableCarDamageFX
  End
  CrusherLevel           = 1  ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles
  CrushableLevel         = 1  ;What am I?:        0 = for infantry, 1 = for trees, 2 = general vehicles
  CommandSet = CivilianCarBombCommandSet

  ; *** AUDIO Parameters ***
  SoundMoveStart = CarMoveStart


  ; *** ENGINEERING Parameters ***  
  KindOf          = SELECTABLE CAN_ATTACK VEHICLE SHOW_PORTRAIT_WHEN_CONTROLLED
  RadarPriority   = LOCAL_UNIT_ONLY

  Body            = ActiveBody ModuleTag_02
    MaxHealth       = 100.0
    InitialHealth   = 100.0
  End



  Behavior = DestroyDie ModuleTag_03
    DeathTypes = ALL -CRUSHED -SPLATTED
  End
  Behavior = CrushDie ModuleTag_04
    DeathTypes = NONE +CRUSHED +SPLATTED
    TotalCrushSound     = CarAlarm
    BackEndCrushSound   = CarAlarm
    FrontEndCrushSound  = CarAlarm
    TotalCrushSoundPercent    = 50   
    BackEndCrushSoundPercent  = 50
    FrontEndCrushSoundPercent = 50
  End
  Behavior = SlowDeathBehavior ModuleTag_11
    DeathTypes = NONE +CRUSHED +SPLATTED
    SinkDelay = 14000
    SinkRate = 2     ; in Dist/Sec
    DestructionDelay = 20000
  End

  Behavior = FXListDie ModuleTag_05
    DeathTypes = NONE +CRUSHED +SPLATTED
    DeathFX = FX_CarCrush
  End
  Behavior = CreateObjectDie ModuleTag_06
    DeathTypes = ALL -CRUSHED -SPLATTED
    CreationList = OCL_GenericCarExplode
  End
  Behavior = FXListDie ModuleTag_07
    DeathTypes = ALL -CRUSHED -SPLATTED -FLOODED
    DeathFX = FX_GenericCarExplode
  End
  Behavior = CreateObjectDie ModuleTag_08
    DeathTypes = NONE +SUICIDED
    CreationList = OCL_BurnedCarHull
  End

  Behavior = AIUpdateInterface ModuleTag_09
  End
  Locomotor = SET_NORMAL BasicCarLocomotor
  Locomotor = SET_WANDER WanderCarLocomotor
  Locomotor = SET_PANIC PanicCarLocomotor

  Behavior = PhysicsBehavior ModuleTag_10
    Mass = 30.0
  End

  Behavior = FlammableUpdate ModuleTag_21
    AflameDuration = 5000         ; If I catch fire, I'll burn for this long...
    AflameDamageAmount = 5       ; taking this much damage...
    AflameDamageDelay = 500       ; this often.
  End

  Geometry        = BOX
  GeometryIsSmall = Yes
  GeometryMajorRadius = 11.0
  GeometryMinorRadius = 4.0
  GeometryHeight  = 7.0
  Shadow          = SHADOW_VOLUME

End


;------------------------------------------------------------------------------
Object CarTaxiCab01

  ; *** ART Parameters ***
  SelectPortrait         = SUTerrorist_L
  ButtonImage            = SUTerrorist

  Draw = W3DModelDraw ModuleTag_01
    ConditionState = NONE
      Model = CVTaxi01
    End
    ConditionState = FRONTCRUSHED BACKCRUSHED
      Model = CVTaxi01_d
    End
    ConditionState = BACKCRUSHED
      Model = CVTaxi01_d2
    End
    ConditionState = FRONTCRUSHED
      Model = CVTaxi01_d1
    End
  End

  ; ***DESIGN parameters ***
  DisplayName      = OBJECT:TaxiCab
  EditorSorting   = VEHICLE

  TransportSlotCount  = 3                 ;how many "slots" we take in a transport (0 == not transportable)
  WeaponSet
    Conditions = None
    Weapon = PRIMARY None
  End
  WeaponSet
    Conditions = CARBOMB
    Weapon = PRIMARY  SuicideCarBomb
  End

  ArmorSet
    Armor           = TruckArmor
    DamageFX        = CrushableCarDamageFX
  End
  CrusherLevel           = 1  ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles
  CrushableLevel         = 1  ;What am I?:        0 = for infantry, 1 = for trees, 2 = general vehicles
  CommandSet = CivilianCarBombCommandSet

  ; *** AUDIO Parameters ***
  SoundMoveStart = CarMoveStart


  ; *** ENGINEERING Parameters ***  
  KindOf          = SELECTABLE CAN_ATTACK VEHICLE SHOW_PORTRAIT_WHEN_CONTROLLED
  RadarPriority   = LOCAL_UNIT_ONLY

  Body            = ActiveBody ModuleTag_02
    MaxHealth       = 100.0
    InitialHealth   = 100.0
  End



  Behavior = DestroyDie ModuleTag_03
    DeathTypes = ALL -CRUSHED -SPLATTED
  End
  Behavior = CrushDie ModuleTag_04
    DeathTypes = NONE +CRUSHED +SPLATTED
    TotalCrushSound     = CarAlarm
    BackEndCrushSound   = CarAlarm
    FrontEndCrushSound  = CarAlarm
    TotalCrushSoundPercent    = 50   
    BackEndCrushSoundPercent  = 50
    FrontEndCrushSoundPercent = 50
  End
  Behavior = SlowDeathBehavior ModuleTag_11
    DeathTypes = NONE +CRUSHED +SPLATTED
    SinkDelay = 14000
    SinkRate = 2     ; in Dist/Sec
    DestructionDelay = 20000
  End

  Behavior = FXListDie ModuleTag_05
    DeathTypes = NONE +CRUSHED +SPLATTED
    DeathFX = FX_CarCrush
  End
  Behavior = CreateObjectDie ModuleTag_06
    DeathTypes = ALL -CRUSHED -SPLATTED
    CreationList = OCL_GenericCarExplode
  End
  Behavior = FXListDie ModuleTag_07
    DeathTypes = ALL -CRUSHED -SPLATTED -FLOODED
    DeathFX = FX_GenericCarExplode
  End
  Behavior = CreateObjectDie ModuleTag_08
    DeathTypes = NONE +SUICIDED
    CreationList = OCL_BurnedCarHull
  End

  Behavior = AIUpdateInterface ModuleTag_09
  End
  Locomotor = SET_NORMAL BasicCarLocomotor
  Locomotor = SET_WANDER WanderCarLocomotor
  Locomotor = SET_PANIC PanicCarLocomotor

  Behavior = PhysicsBehavior ModuleTag_10
    Mass = 30.0
  End

  Behavior = FlammableUpdate ModuleTag_21
    AflameDuration = 5000         ; If I catch fire, I'll burn for this long...
    AflameDamageAmount = 5       ; taking this much damage...
    AflameDamageDelay = 500       ; this often.
  End

  Geometry        = BOX
  GeometryIsSmall = Yes
  GeometryMajorRadius = 11.0
  GeometryMinorRadius = 4.0
  GeometryHeight  = 7.0
  Shadow          = SHADOW_VOLUME

End

;------------------------------------------------------------------------------
Object CarTaxiCab02

  ; *** ART Parameters ***
  SelectPortrait         = SUTerrorist_L
  ButtonImage            = SUTerrorist

  Draw = W3DModelDraw ModuleTag_01
    ConditionState = NONE
      Model = CVTaxi02
    End
  End

  ; ***DESIGN parameters ***
  DisplayName      = OBJECT:TaxiCab
  EditorSorting   = VEHICLE

  TransportSlotCount  = 3                 ;how many "slots" we take in a transport (0 == not transportable)
  WeaponSet
    Conditions = None
    Weapon = PRIMARY None
  End
  WeaponSet
    Conditions = CARBOMB
    Weapon = PRIMARY  SuicideCarBomb
  End

  ArmorSet
    Armor           = TruckArmor
    DamageFX        = CrushableCarDamageFX
  End
  CrusherLevel           = 1  ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles
  CrushableLevel         = 1  ;What am I?:        0 = for infantry, 1 = for trees, 2 = general vehicles
  CommandSet = CivilianCarBombCommandSet

  ; *** AUDIO Parameters ***
  SoundMoveStart = CarMoveStart


  ; *** ENGINEERING Parameters ***  
  KindOf          = SELECTABLE CAN_ATTACK VEHICLE SHOW_PORTRAIT_WHEN_CONTROLLED
  RadarPriority   = LOCAL_UNIT_ONLY

  Body            = ActiveBody ModuleTag_02
    MaxHealth       = 100.0
    InitialHealth   = 100.0
  End


  Behavior = CreateObjectDie ModuleTag_DeathTag04
  DeathTypes = NONE +CRUSHED +SPLATTED
    CreationList = OCL_GenericCarExplode
  End
  Behavior = FXListDie ModuleTag_DeathTag05
  DeathTypes = NONE +CRUSHED +SPLATTED
    DeathFX = FX_GenericCarExplode
  End


  Behavior = DestroyDie ModuleTag_03
    DeathTypes = ALL
  End
;  Behavior = CrushDie ModuleTag_04
;    DeathTypes = NONE +CRUSHED +SPLATTED
;    TotalCrushSound     = CarAlarm
;    BackEndCrushSound   = CarAlarm
;    FrontEndCrushSound  = CarAlarm
;    TotalCrushSoundPercent    = 50   
;    BackEndCrushSoundPercent  = 50
;    FrontEndCrushSoundPercent = 50
;  End
;  Behavior = SlowDeathBehavior ModuleTag_11
;    DeathTypes = NONE +CRUSHED +SPLATTED
;    SinkDelay = 14000
;    SinkRate = 2     ; in Dist/Sec
;    DestructionDelay = 20000
;  End
;
;  Behavior = FXListDie ModuleTag_05
;    DeathTypes = NONE +CRUSHED +SPLATTED
;    DeathFX = FX_CarCrush
;  End
  Behavior = CreateObjectDie ModuleTag_06
    DeathTypes = ALL -CRUSHED -SPLATTED
    CreationList = OCL_GenericCarExplode
  End
  Behavior = FXListDie ModuleTag_07
    DeathTypes = ALL -CRUSHED -SPLATTED -FLOODED
    DeathFX = FX_GenericCarExplode
  End
  Behavior = CreateObjectDie ModuleTag_08
    DeathTypes = NONE +SUICIDED
    CreationList = OCL_BurnedCarHull
  End

  Behavior = AIUpdateInterface ModuleTag_09
  End
  Locomotor = SET_NORMAL BasicCarLocomotor
  Locomotor = SET_WANDER WanderCarLocomotor
  Locomotor = SET_PANIC PanicCarLocomotor

  Behavior = PhysicsBehavior ModuleTag_10
    Mass = 30.0
  End

  Behavior = FlammableUpdate ModuleTag_21
    AflameDuration = 5000         ; If I catch fire, I'll burn for this long...
    AflameDamageAmount = 5       ; taking this much damage...
    AflameDamageDelay = 500       ; this often.
  End

  Geometry        = BOX
  GeometryIsSmall = Yes
  GeometryMajorRadius = 11.0
  GeometryMinorRadius = 4.0
  GeometryHeight  = 7.0
  Shadow          = SHADOW_VOLUME

End

;------------------------------------------------------------------------------
Object CarTaxiCab03

  ; *** ART Parameters ***
  SelectPortrait         = SUTerrorist_L
  ButtonImage            = SUTerrorist

  Draw = W3DModelDraw ModuleTag_01
    ConditionState = NONE
      Model = CVTaxi03g
    End
  End

  ; ***DESIGN parameters ***
  DisplayName      = OBJECT:TaxiCab
  EditorSorting   = VEHICLE

  TransportSlotCount  = 3                 ;how many "slots" we take in a transport (0 == not transportable)
  WeaponSet
    Conditions = None
    Weapon = PRIMARY None
  End
  WeaponSet
    Conditions = CARBOMB
    Weapon = PRIMARY  SuicideCarBomb
  End

  ArmorSet
    Armor           = TruckArmor
    DamageFX        = CrushableCarDamageFX
  End
  CrusherLevel           = 1  ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles
  CrushableLevel         = 1  ;What am I?:        0 = for infantry, 1 = for trees, 2 = general vehicles
  CommandSet = CivilianCarBombCommandSet

  ; *** AUDIO Parameters ***
  SoundMoveStart = CarMoveStart


  ; *** ENGINEERING Parameters ***  
  KindOf          = SELECTABLE CAN_ATTACK VEHICLE SHOW_PORTRAIT_WHEN_CONTROLLED
  RadarPriority   = LOCAL_UNIT_ONLY

  Body            = ActiveBody ModuleTag_02
    MaxHealth       = 100.0
    InitialHealth   = 100.0
  End



  Behavior = DestroyDie ModuleTag_03
    DeathTypes = ALL -CRUSHED -SPLATTED
  End
  Behavior = CrushDie ModuleTag_04
    DeathTypes = NONE +CRUSHED +SPLATTED
    TotalCrushSound     = CarAlarm
    BackEndCrushSound   = CarAlarm
    FrontEndCrushSound  = CarAlarm
    TotalCrushSoundPercent    = 50   
    BackEndCrushSoundPercent  = 50
    FrontEndCrushSoundPercent = 50
  End
  Behavior = SlowDeathBehavior ModuleTag_11
    DeathTypes = NONE +CRUSHED +SPLATTED
    SinkDelay = 14000
    SinkRate = 2     ; in Dist/Sec
    DestructionDelay = 20000
  End

  Behavior = FXListDie ModuleTag_05
    DeathTypes = NONE +CRUSHED +SPLATTED
    DeathFX = FX_CarCrush
  End
  Behavior = CreateObjectDie ModuleTag_06
    DeathTypes = ALL -CRUSHED -SPLATTED
    CreationList = OCL_GenericCarExplode
  End
  Behavior = FXListDie ModuleTag_07
    DeathTypes = ALL -CRUSHED -SPLATTED -FLOODED
    DeathFX = FX_GenericCarExplode
  End
  Behavior = CreateObjectDie ModuleTag_08
    DeathTypes = NONE +SUICIDED
    CreationList = OCL_BurnedCarHull
  End

  Behavior = AIUpdateInterface ModuleTag_09
  End
  Locomotor = SET_NORMAL BasicCarLocomotor
  Locomotor = SET_WANDER WanderCarLocomotor
  Locomotor = SET_PANIC PanicCarLocomotor

  Behavior = PhysicsBehavior ModuleTag_10
    Mass = 30.0
  End

  Behavior = FlammableUpdate ModuleTag_21
    AflameDuration = 5000         ; If I catch fire, I'll burn for this long...
    AflameDamageAmount = 5       ; taking this much damage...
    AflameDamageDelay = 500       ; this often.
  End

  Geometry        = BOX
  GeometryIsSmall = Yes
  GeometryMajorRadius = 11.0
  GeometryMinorRadius = 4.0
  GeometryHeight  = 7.0
  Shadow          = SHADOW_VOLUME

End

;------------------------------------------------------------------------------
Object CarTaxiCab04

  ; *** ART Parameters ***
  SelectPortrait         = SUTerrorist_L
  ButtonImage            = SUTerrorist

  Draw = W3DModelDraw ModuleTag_01
    ConditionState = NONE
      Model = CVTaxi04r
    End
  End

  ; ***DESIGN parameters ***
  DisplayName      = OBJECT:TaxiCab
  EditorSorting   = VEHICLE

  TransportSlotCount  = 3                 ;how many "slots" we take in a transport (0 == not transportable)
  WeaponSet
    Conditions = None
    Weapon = PRIMARY None
  End
  WeaponSet
    Conditions = CARBOMB
    Weapon = PRIMARY  SuicideCarBomb
  End

  ArmorSet
    Armor           = TruckArmor
    DamageFX        = CrushableCarDamageFX
  End
  CrusherLevel           = 1  ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles
  CrushableLevel         = 1  ;What am I?:        0 = for infantry, 1 = for trees, 2 = general vehicles
  CommandSet = CivilianCarBombCommandSet

  ; *** AUDIO Parameters ***
  SoundMoveStart = CarMoveStart


  ; *** ENGINEERING Parameters ***  
  KindOf          = SELECTABLE CAN_ATTACK VEHICLE SHOW_PORTRAIT_WHEN_CONTROLLED
  RadarPriority   = LOCAL_UNIT_ONLY

  Body            = ActiveBody ModuleTag_02
    MaxHealth       = 100.0
    InitialHealth   = 100.0
  End



  Behavior = DestroyDie ModuleTag_03
    DeathTypes = ALL -CRUSHED -SPLATTED
  End
  Behavior = CrushDie ModuleTag_04
    DeathTypes = NONE +CRUSHED +SPLATTED
    TotalCrushSound     = CarAlarm
    BackEndCrushSound   = CarAlarm
    FrontEndCrushSound  = CarAlarm
    TotalCrushSoundPercent    = 50   
    BackEndCrushSoundPercent  = 50
    FrontEndCrushSoundPercent = 50
  End
  Behavior = SlowDeathBehavior ModuleTag_11
    DeathTypes = NONE +CRUSHED +SPLATTED
    SinkDelay = 14000
    SinkRate = 2     ; in Dist/Sec
    DestructionDelay = 20000
  End

  Behavior = FXListDie ModuleTag_05
    DeathTypes = NONE +CRUSHED +SPLATTED
    DeathFX = FX_CarCrush
  End
  Behavior = CreateObjectDie ModuleTag_06
    DeathTypes = ALL -CRUSHED -SPLATTED
    CreationList = OCL_GenericCarExplode
  End
  Behavior = FXListDie ModuleTag_07
    DeathTypes = ALL -CRUSHED -SPLATTED -FLOODED
    DeathFX = FX_GenericCarExplode
  End
  Behavior = CreateObjectDie ModuleTag_08
    DeathTypes = NONE +SUICIDED
    CreationList = OCL_BurnedCarHull
  End

  Behavior = AIUpdateInterface ModuleTag_09
  End
  Locomotor = SET_NORMAL BasicCarLocomotor
  Locomotor = SET_WANDER WanderCarLocomotor
  Locomotor = SET_PANIC PanicCarLocomotor

  Behavior = PhysicsBehavior ModuleTag_10
    Mass = 30.0
  End

  Behavior = FlammableUpdate ModuleTag_21
    AflameDuration = 5000         ; If I catch fire, I'll burn for this long...
    AflameDamageAmount = 5       ; taking this much damage...
    AflameDamageDelay = 500       ; this often.
  End

  Geometry        = BOX
  GeometryIsSmall = Yes
  GeometryMajorRadius = 11.0
  GeometryMinorRadius = 4.0
  GeometryHeight  = 7.0
  Shadow          = SHADOW_VOLUME

End

;------------------------------------------------------------------------------
Object CarTaxiCab05

  ; *** ART Parameters ***
  SelectPortrait         = SUTerrorist_L
  ButtonImage            = SUTerrorist

  Draw = W3DModelDraw ModuleTag_01
    ConditionState = NONE
      Model = CVTaxi05
    End
  End

  ; ***DESIGN parameters ***
  DisplayName      = OBJECT:TaxiCab
  EditorSorting   = VEHICLE

  TransportSlotCount  = 3                 ;how many "slots" we take in a transport (0 == not transportable)
  WeaponSet
    Conditions = None
    Weapon = PRIMARY None
  End
  WeaponSet
    Conditions = CARBOMB
    Weapon = PRIMARY  SuicideCarBomb
  End

  ArmorSet
    Armor           = TruckArmor
    DamageFX        = CrushableCarDamageFX
  End
  CrusherLevel           = 1  ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles
  CrushableLevel         = 1  ;What am I?:        0 = for infantry, 1 = for trees, 2 = general vehicles
  CommandSet = CivilianCarBombCommandSet

  ; *** AUDIO Parameters ***
  SoundMoveStart = CarMoveStart


  ; *** ENGINEERING Parameters ***  
  KindOf          = SELECTABLE CAN_ATTACK VEHICLE SHOW_PORTRAIT_WHEN_CONTROLLED
  RadarPriority   = LOCAL_UNIT_ONLY

  Body            = ActiveBody ModuleTag_02
    MaxHealth       = 100.0
    InitialHealth   = 100.0
  End

 Behavior = CreateObjectDie ModuleTag_DeathTag04
    DeathTypes = NONE +CRUSHED +SPLATTED
    CreationList = OCL_GenericCarExplode
  End
  Behavior = FXListDie ModuleTag_DeathTag05
  DeathTypes = NONE +CRUSHED +SPLATTED
    DeathFX = FX_GenericCarExplode
  End

  Behavior = DestroyDie ModuleTag_03
    DeathTypes = ALL
  End
;  Behavior = CrushDie ModuleTag_04
;    DeathTypes = NONE +CRUSHED +SPLATTED
;    TotalCrushSound     = CarAlarm
;    BackEndCrushSound   = CarAlarm
;    FrontEndCrushSound  = CarAlarm
;    TotalCrushSoundPercent    = 50   
;    BackEndCrushSoundPercent  = 50
;    FrontEndCrushSoundPercent = 50
;  End
;  Behavior = SlowDeathBehavior ModuleTag_11
;    DeathTypes = NONE +CRUSHED +SPLATTED
;    SinkDelay = 14000
;    SinkRate = 2     ; in Dist/Sec
;    DestructionDelay = 20000
;  End
;
;  Behavior = FXListDie ModuleTag_05
;    DeathTypes = NONE +CRUSHED +SPLATTED
;    DeathFX = FX_CarCrush
;  End
  Behavior = CreateObjectDie ModuleTag_06
    DeathTypes = ALL -CRUSHED -SPLATTED
    CreationList = OCL_GenericCarExplode
  End
  Behavior = FXListDie ModuleTag_07
    DeathTypes = ALL -CRUSHED -SPLATTED -FLOODED
    DeathFX = FX_GenericCarExplode
  End
  Behavior = CreateObjectDie ModuleTag_08
    DeathTypes = NONE +SUICIDED
    CreationList = OCL_BurnedCarHull
  End

  Behavior = AIUpdateInterface ModuleTag_09
  End
  Locomotor = SET_NORMAL BasicCarLocomotor
  Locomotor = SET_WANDER WanderCarLocomotor
  Locomotor = SET_PANIC PanicCarLocomotor

  Behavior = PhysicsBehavior ModuleTag_10
    Mass = 30.0
  End

  Behavior = FlammableUpdate ModuleTag_21
    AflameDuration = 5000         ; If I catch fire, I'll burn for this long...
    AflameDamageAmount = 5       ; taking this much damage...
    AflameDamageDelay = 500       ; this often.
  End

  Geometry        = BOX
  GeometryIsSmall = Yes
  GeometryMajorRadius = 11.0
  GeometryMinorRadius = 4.0
  GeometryHeight  = 7.0
  Shadow          = SHADOW_VOLUME

End

;------------------------------------------------------------------------------
Object CarBug1

  ; *** ART Parameters ***
  SelectPortrait         = SUTerrorist_L
  ButtonImage            = SUTerrorist


  Draw = W3DModelDraw ModuleTag_01



    ConditionState = NONE
      Model = CVBug1
    End
  End

  ; ***DESIGN parameters ***
  DisplayName      = OBJECT:CarBug
  EditorSorting   = VEHICLE

  TransportSlotCount  = 3                 ;how many "slots" we take in a transport (0 == not transportable)
  WeaponSet
    Conditions = None
    Weapon = PRIMARY None
  End
  WeaponSet
    Conditions = CARBOMB
    Weapon = PRIMARY  SuicideCarBomb
  End

  ArmorSet
    Armor           = TruckArmor
    DamageFX        = CrushableCarDamageFX
  End
  CrusherLevel           = 1  ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles
  CrushableLevel         = 1  ;What am I?:        0 = for infantry, 1 = for trees, 2 = general vehicles
  CommandSet = CivilianCarBombCommandSet

  ; *** AUDIO Parameters ***
  SoundMoveStart = CarMoveStart


  ; *** ENGINEERING Parameters ***  
  KindOf          = SELECTABLE CAN_ATTACK VEHICLE SHOW_PORTRAIT_WHEN_CONTROLLED
  RadarPriority   = LOCAL_UNIT_ONLY

  Body            = ActiveBody ModuleTag_02
    MaxHealth       = 100.0
    InitialHealth   = 100.0
  End
  Behavior = DestroyDie ModuleTag_03
    ;nothing
  End
  Behavior = CreateObjectDie ModuleTag_04
    CreationList = OCL_GenericCarExplode
  End
  Behavior = FXListDie ModuleTag_05
    DeathFX = FX_GenericCarExplode
  End
  Behavior = CreateObjectDie ModuleTag_06
    DeathTypes = NONE +SUICIDED
    CreationList = OCL_BurnedCarHull
  End
  Behavior = AIUpdateInterface ModuleTag_07
  End
  Locomotor = SET_NORMAL BasicCarLocomotor
  Locomotor = SET_WANDER WanderCarLocomotor
  Locomotor = SET_PANIC PanicCarLocomotor

  Behavior = PhysicsBehavior ModuleTag_08
    Mass = 30.0
  End

  Behavior = FlammableUpdate ModuleTag_09
    AflameDuration = 5000         ; If I catch fire, I'll burn for this long...
    AflameDamageAmount = 5       ; taking this much damage...
    AflameDamageDelay = 500       ; this often.
  End

  Geometry        = BOX
  GeometryIsSmall = Yes
  GeometryMajorRadius = 11.0
  GeometryMinorRadius = 4.0
  GeometryHeight  = 9.0
  Shadow          = SHADOW_VOLUME

End

;------------------------------------------------------------------------------
Object CarBug2

  ; *** ART Parameters ***
  SelectPortrait         = SUTerrorist_L
  ButtonImage            = SUTerrorist

  Draw = W3DModelDraw ModuleTag_01
    ConditionState = NONE
      Model = CVBug2
    End
  End

  ; ***DESIGN parameters ***
  DisplayName      = OBJECT:CarBug
  EditorSorting   = VEHICLE

  TransportSlotCount  = 3                 ;how many "slots" we take in a transport (0 == not transportable)
  WeaponSet
    Conditions = None
    Weapon = PRIMARY None
  End
  WeaponSet
    Conditions = CARBOMB
    Weapon = PRIMARY  SuicideCarBomb
  End

  ArmorSet
    Armor           = TruckArmor
    DamageFX        = CrushableCarDamageFX
  End
  CrusherLevel           = 1  ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles
  CrushableLevel         = 1  ;What am I?:        0 = for infantry, 1 = for trees, 2 = general vehicles
  CommandSet = CivilianCarBombCommandSet

  ; *** AUDIO Parameters ***
  SoundMoveStart = CarMoveStart

  ; *** ENGINEERING Parameters ***  
  KindOf          = SELECTABLE CAN_ATTACK VEHICLE SHOW_PORTRAIT_WHEN_CONTROLLED
  RadarPriority   = LOCAL_UNIT_ONLY

  Body            = ActiveBody ModuleTag_02
    MaxHealth       = 100.0
    InitialHealth   = 100.0
  End



  Behavior = DestroyDie ModuleTag_03
    ;nothing
  End
  Behavior = CreateObjectDie ModuleTag_04
    CreationList = OCL_GenericCarExplode
  End
  Behavior = FXListDie ModuleTag_05
    DeathFX = FX_GenericCarExplode
  End
  Behavior = CreateObjectDie ModuleTag_06
    DeathTypes = NONE +SUICIDED
    CreationList = OCL_BurnedCarHull
  End

  Behavior = AIUpdateInterface ModuleTag_07
  End
  Locomotor = SET_NORMAL BasicCarLocomotor
  Locomotor = SET_WANDER WanderCarLocomotor
  Locomotor = SET_PANIC PanicCarLocomotor

  Behavior = PhysicsBehavior ModuleTag_08
    Mass = 30.0
  End

  Behavior = FlammableUpdate ModuleTag_21
    AflameDuration = 5000         ; If I catch fire, I'll burn for this long...
    AflameDamageAmount = 5       ; taking this much damage...
    AflameDamageDelay = 500       ; this often.
  End

  Geometry        = BOX
  GeometryIsSmall = Yes
  GeometryMajorRadius = 11.0
  GeometryMinorRadius = 4.0
  GeometryHeight  = 9.0
  Shadow          = SHADOW_VOLUME

End

;------------------------------------------------------------------------------
Object CarBug3

  ; *** ART Parameters ***
  SelectPortrait         = SUTerrorist_L
  ButtonImage            = SUTerrorist

  Draw = W3DModelDraw ModuleTag_01
    ConditionState = NONE
      Model = CVBug3
    End
  End

  ; ***DESIGN parameters ***
  DisplayName      = OBJECT:CarBug
  EditorSorting   = VEHICLE

  TransportSlotCount  = 3                 ;how many "slots" we take in a transport (0 == not transportable)
  WeaponSet
    Conditions = None
    Weapon = PRIMARY None
  End
  WeaponSet
    Conditions = CARBOMB
    Weapon = PRIMARY  SuicideCarBomb
  End

  ArmorSet
    Armor           = TruckArmor
    DamageFX        = CrushableCarDamageFX
  End
  CrusherLevel           = 1  ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles
  CrushableLevel         = 1  ;What am I?:        0 = for infantry, 1 = for trees, 2 = general vehicles
  CommandSet = CivilianCarBombCommandSet

  ; *** AUDIO Parameters ***
  SoundMoveStart = CarMoveStart

  ; *** ENGINEERING Parameters ***  
  KindOf          = SELECTABLE CAN_ATTACK VEHICLE SHOW_PORTRAIT_WHEN_CONTROLLED
  RadarPriority   = LOCAL_UNIT_ONLY

  Body            = ActiveBody ModuleTag_02
    MaxHealth       = 100.0
    InitialHealth   = 100.0
  End



  Behavior = DestroyDie ModuleTag_03
    ;nothing
  End
  Behavior = CreateObjectDie ModuleTag_04
    CreationList = OCL_GenericCarExplode
  End
  Behavior = FXListDie ModuleTag_05
    DeathFX = FX_GenericCarExplode
  End
  Behavior = CreateObjectDie ModuleTag_06
    DeathTypes = NONE +SUICIDED
    CreationList = OCL_BurnedCarHull
  End

  Behavior = AIUpdateInterface ModuleTag_07
  End
  Locomotor = SET_NORMAL BasicCarLocomotor
  Locomotor = SET_WANDER WanderCarLocomotor
  Locomotor = SET_PANIC PanicCarLocomotor

  Behavior = PhysicsBehavior ModuleTag_08
    Mass = 30.0
  End

  Behavior = FlammableUpdate ModuleTag_21
    AflameDuration = 5000         ; If I catch fire, I'll burn for this long...
    AflameDamageAmount = 5       ; taking this much damage...
    AflameDamageDelay = 500       ; this often.
  End

  Geometry        = BOX
  GeometryIsSmall = Yes
  GeometryMajorRadius = 11.0
  GeometryMinorRadius = 4.0
  GeometryHeight  = 9.0
  Shadow          = SHADOW_VOLUME

End
;------------------------------------------------------------------------------
Object Humvee1

  ; *** ART Parameters ***
  Draw = W3DTruckDraw ModuleTag_01
    OkToChangeModelColor = Yes

    DefaultConditionState
      Model = CVHUMVEE
      Turret = Turret
      WeaponFireFXBone = PRIMARY Muzzle
      WeaponMuzzleFlash = PRIMARY MuzzleFX
    End

    ConditionState = REALLYDAMAGED
      Model = CVHUMVEE_D
      Turret = Turret
      WeaponFireFXBone = PRIMARY Muzzle
      WeaponMuzzleFlash = PRIMARY MuzzleFX
    End

    ConditionState = RUBBLE
      Model = CVHUMVEE_D
    End

    LeftFrontTireBone = Tire01
    RightFrontTireBone = Tire02
    LeftRearTireBone = Tire03
    RightRearTireBone = Tire04
    TireRotationMultiplier = 0.2   ; this * speed = rotation.
    PowerslideRotationAddition = 2.5   ; This speed is added to the rotation speed when powersliding.

  End

  ; ***DESIGN parameters ***
  Side = Civilian
  DisplayName      = OBJECT:UNHumvee
  EditorSorting   = VEHICLE
  TransportSlotCount    = 3                 ;how many "slots" we take in a transport (0 == not transportable)
  VisionRange     = 200

  WeaponSet
    Conditions = None 
    Weapon = PRIMARY HumveeGun
  End

  ArmorSet
    Conditions      = None
    Armor           = TruckArmor
    DamageFX        = TankDamageFX
  End

  CommandSet      = AmericaVehicleHumveeCommandSet
  ExperienceValue = 50 100 150 400    ;Experience point value at each level
  ExperienceRequired = 0 150 450 900  ;Experience points needed to gain each level
  CrusherLevel           = 1  ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles
  CrushableLevel         = 2  ;What am I?:        0 = for infantry, 1 = for trees, 2 = general vehicles
  IsTrainable = Yes             ;Can gain experience
  CrusherLevel           = 1  ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles
  CrushableLevel         = 2  ;What am I?:        0 = for infantry, 1 = for trees, 2 = general vehicles

  ; *** AUDIO Parameters ***
  UnitSpecificSounds
    ; These have the syntax of SomeNameSomewhereInCode = SomeNameSomewhereInLookupINIs
    ;TurretMoveStart = NoSound
    TurretMoveLoop = NoSound
    SoundEject = NoSound
    VoiceEject = NoSound
  ; Required for the W3DTruckDraw module
    TruckLandingSound = RocketBuggyLand
    TruckPowerslideSound = RocketBuggyPowerslide
  End

  ; *** ENGINEERING Parameters ***  
  RadarPriority = UNIT
  KindOf = PRELOAD SELECTABLE CAN_ATTACK CAN_CAST_REFLECTIONS VEHICLE TRANSPORT

  Body = ActiveBody ModuleTag_02
    MaxHealth       = 200.0
    InitialHealth   = 200.0
  End

  Behavior = TransportAIUpdate ModuleTag_03
     
    Turret
      TurretTurnRate = 180
      RecenterTime = 5000   ; how long to wait during idle before recentering
      ControlledWeaponSlots = PRIMARY SECONDARY
    End
    AutoAcquireEnemiesWhenIdle = Yes
  End
  Locomotor = SET_NORMAL HumveeLocomotor
  Locomotor = SET_WANDER WanderCarSuspensionLocomotor
  Locomotor = SET_PANIC PanicCarSuspensionLocomotor

  Behavior = TransportContain ModuleTag_05
    PassengersAllowedToFire = Yes
    Slots             = 5
    EnterSound          = GarrisonEnter
    ExitSound           = GarrisonExit
    DamagePercentToUnits = 20%
    AllowInsideKindOf  = INFANTRY
  End

  Behavior = SlowDeathBehavior ModuleTag_06
    DeathTypes = ALL -CRUSHED -SPLATTED
    ProbabilityModifier = 25
    DestructionDelay = 1
    FX  = INITIAL  FX_HumveeExplosionOneInitial
    OCL = INITIAL  OCL_InitialHumveeDebris
    FX  = FINAL    FX_HumveeExplosionOneFinal
    OCL = FINAL    OCL_FinalHumveeDebris
  End

  Behavior = DestroyDie ModuleTag_07
    DeathTypes = NONE +CRUSHED +SPLATTED
  End

  Behavior = FXListDie ModuleTag_08
    DeathTypes = NONE +CRUSHED +SPLATTED
    DeathFX = FX_CarCrush
  End

  Behavior = CreateCrateDie ModuleTag_CratesChange
    CrateData = SalvageCrateData
    ;CrateData = EliteTankCrateData
    ;CrateData = HeroicTankCrateData
  End

  ;***CUT***
  ;Cinematics and civ units don't want to spawn rangers and pilots!
  ;Behavior = CreateObjectDie ModuleTag_SoloChange
  ;  DeathTypes = ALL -CRUSHED -SPLATTED
  ;  CreationList = OCL_AmericanRangerDebris01
  ;  ExemptStatus = HIJACKED
  ;End
  ;Behavior = EjectPilotDie ModuleTag_11
  ;  DeathTypes = ALL -CRUSHED -SPLATTED
  ;  ExemptStatus = HIJACKED
  ;  CreationList = OCL_EjectPilotOnGround
  ;End

  Behavior = TransitionDamageFX ModuleTag_12
    ReallyDamagedParticleSystem1 = Bone:Smoke RandomBone:Yes PSys:SmokeSmallContinuous01
    ReallyDamagedParticleSystem2 = Bone:Smoke RandomBone:Yes PSys:ArmExplosionSmall01
    ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_HumveeDamageTransition
  End

  Behavior = FlammableUpdate ModuleTag_21
    AflameDuration = 5000         ; If I catch fire, I'll burn for this long...
    AflameDamageAmount = 5       ; taking this much damage...
    AflameDamageDelay = 500       ; this often.
  End

  Geometry = BOX
  GeometryMajorRadius = 14.0
  GeometryMinorRadius = 7.0
  GeometryHeight = 11.5     
  GeometryIsSmall = Yes 
  Shadow = SHADOW_VOLUME   


  Behavior = PhysicsBehavior ModuleTag_13
    Mass = 30.0
  End

End

;------------------------------------------------------------------------------
;****************************Required For Various Intros***********************
Object CINEExplBox

  ; *** ART Parameters ***
  Draw = W3DModelDraw ModuleTag_01
    ConditionState = NONE
      Model = CINEExplBox
    End
  End

  ; ***DESIGN parameters ***
  DisplayName      = OBJECT:Prop
  EditorSorting   = VEHICLE

  WeaponSet
    Conditions = None
    Weapon = PRIMARY None
  End

  ; *** ENGINEERING Parameters ***  
  KindOf          = SELECTABLE

  Body = ActiveBody ModuleTag_BODY
    MaxHealth       = 1.0
    InitialHealth   = 1.0
  End

  Behavior = InstantDeathBehavior ModuleTag_DIE
    DeathTypes = ALL
    FX         = FX_GenericCarExplode
  End

  Geometry        = BOX
  GeometryIsSmall = Yes
  GeometryMajorRadius = 4.0
  GeometryMinorRadius = 4.0
  GeometryHeight  = 4.0

End

;------------------------------------------------------------------------------
;****************************Required For Various Intros***********************
Object CINEExplBox02

  ; *** ART Parameters ***
  Draw = W3DModelDraw ModuleTag_01
    ConditionState = NONE
      Model = CINEExplBox
    End
  End

  ; ***DESIGN parameters ***
  DisplayName      = OBJECT:Prop
  EditorSorting   = VEHICLE

  WeaponSet
    Conditions = None
    Weapon = PRIMARY None
  End

  ; *** ENGINEERING Parameters ***  
  KindOf          = SELECTABLE

  Body = ActiveBody ModuleTag_BODY
    MaxHealth       = 9999.0
    InitialHealth   = 9999.0
  End

  Behavior = InstantDeathBehavior ModuleTag_DIE
    DeathTypes = ALL
    FX         = FX_GenericCarExplode
  End

  Geometry        = BOX
  GeometryIsSmall = Yes
  GeometryMajorRadius = 4.0
  GeometryMinorRadius = 4.0
  GeometryHeight  = 4.0

End

;------------------------------------------------------------------------------
;****************************Required For CHI01********************************
Object CINE_Confetti

  ; *** ART Parameters ***
  Draw = W3DModelDraw ModuleTag_01
    ConditionState = NONE
      Model = CINE_Confetti
      ParticleSysBone      = SparksL01 ParadeConfetti
    End
  End
  ; ***DESIGN parameters ***
  DisplayName      = OBJECT:Prop
  EditorSorting   = VEHICLE

  WeaponSet
    Conditions = None
    Weapon = PRIMARY None
  End

  ; *** ENGINEERING Parameters ***  
  KindOf          = SELECTABLE

  Body            = ActiveBody ModuleTag_02
    MaxHealth       = 2.0
    InitialHealth   = 2.0
  End

  Behavior = DestroyDie ModuleTag_03
    ;nothing
  End

  Behavior = FXListDie ModuleTag_05
    DeathFX = FX_GenericCarExplode
  End

  Geometry        = BOX
  GeometryIsSmall = Yes
  GeometryMajorRadius = 4.0
  GeometryMinorRadius = 4.0
  GeometryHeight  = 4.0

End

;------------------------------------------------------------------------------
;****************************Required For MD_USA04********************************
Object CINE_Flak

  ; *** ART Parameters ***
  Draw = W3DModelDraw ModuleTag_01
    ConditionState = NONE
      Model = CINE_Flak
      ParticleSysBone      = Flak01 Flak
      ParticleSysBone      = Flak02 Flak
      ParticleSysBone      = Flak03 Flak
      ParticleSysBone      = Flak04 Flak
      ParticleSysBone      = Flak05 Flak
      ParticleSysBone      = Flak06 Flak
      ParticleSysBone      = Flak07 Flak
      ParticleSysBone      = Flak08 Flak
      ParticleSysBone      = Flak09 Flak
      ParticleSysBone      = Flak10 Flak
      ParticleSysBone      = Flak11 Flak
      ParticleSysBone      = Flak12 Flak
      ParticleSysBone      = Flak13 Flak
      ParticleSysBone      = Flak14 Flak
      ParticleSysBone      = Flak15 Flak
      ParticleSysBone      = Flak16 Flak
      ParticleSysBone      = Flak17 Flak
      ParticleSysBone      = Flak18 Flak
      ParticleSysBone      = Flak19 Flak
      ParticleSysBone      = Flak20 Flak
      ParticleSysBone      = Flak21 Flak
      ParticleSysBone      = Flak22 Flak
      ParticleSysBone      = Flak23 Flak
      ParticleSysBone      = Flak24 Flak
      ParticleSysBone      = Flak25 Flak
      ParticleSysBone      = Flak26 Flak
      ParticleSysBone      = Flak27 Flak
      ParticleSysBone      = Flak28 Flak
      ParticleSysBone      = Flak29 Flak
      ParticleSysBone      = Flak30 Flak
      ParticleSysBone      = Flak31 Flak
      ParticleSysBone      = Flak32 Flak
      ParticleSysBone      = Flak33 Flak
      ParticleSysBone      = Flak34 Flak
      ParticleSysBone      = Flak35 Flak
      ParticleSysBone      = Flak36 Flak
      ParticleSysBone      = Flak37 Flak
      ParticleSysBone      = Flak38 Flak
      ParticleSysBone      = Flak39 Flak
      ParticleSysBone      = Flak40 Flak
      ParticleSysBone      = Flak41 Flak
      ParticleSysBone      = Flak42 Flak
      ParticleSysBone      = Flak43 Flak
      ParticleSysBone      = Flak44 Flak
      ParticleSysBone      = Flak45 Flak
      ParticleSysBone      = Flak46 Flak
      ParticleSysBone      = Flak47 Flak
      ParticleSysBone      = Flak48 Flak
      ParticleSysBone      = Flak49 Flak
      ParticleSysBone      = Flak50 Flak
      ParticleSysBone      = Flak51 Flak
      ParticleSysBone      = Flak52 Flak
      ParticleSysBone      = Flak53 Flak
      ParticleSysBone      = Flak54 Flak
      ParticleSysBone      = Flak55 Flak
      ParticleSysBone      = Flak56 Flak
      ParticleSysBone      = Flak57 Flak
      ParticleSysBone      = Flak58 Flak
      ParticleSysBone      = Flak59 Flak
      ParticleSysBone      = Flak60 Flak
      ParticleSysBone      = Flak61 Flak
      ParticleSysBone      = Flak62 Flak
      ParticleSysBone      = Flak63 Flak
      ParticleSysBone      = Flak64 Flak
      ParticleSysBone      = Flak65 Flak
      ParticleSysBone      = Flak66 Flak
      ParticleSysBone      = Flak67 Flak
      ParticleSysBone      = Flak68 Flak
      ParticleSysBone      = Flak69 Flak
      ParticleSysBone      = Flak70 Flak
      ParticleSysBone      = Flak71 Flak
      ParticleSysBone      = Flak72 Flak
      ParticleSysBone      = Flak73 Flak
      ParticleSysBone      = Flak74 Flak
      ParticleSysBone      = Flak75 Flak
      ParticleSysBone      = Flak76 Flak
      ParticleSysBone      = Flak77 Flak
      ParticleSysBone      = Flak78 Flak
      ParticleSysBone      = Flak79 Flak
      ParticleSysBone      = Flak80 Flak
      ParticleSysBone      = Flak81 Flak
      ParticleSysBone      = Flak82 Flak
      ParticleSysBone      = Flak83 Flak
      ParticleSysBone      = Flak84 Flak
      ParticleSysBone      = Flak85 Flak
      ParticleSysBone      = Flak86 Flak
      ParticleSysBone      = Flak87 Flak
      ParticleSysBone      = Flak88 Flak
      ParticleSysBone      = Flak89 Flak
      ParticleSysBone      = Flak90 Flak
      ParticleSysBone      = Flak91 Flak
    End
  End

  ; ***DESIGN parameters ***
  DisplayName      = OBJECT:Prop
  EditorSorting   = VEHICLE

  WeaponSet
    Conditions = None
    Weapon = PRIMARY None
  End

  ; *** ENGINEERING Parameters ***  
  KindOf          = SELECTABLE

  Body            = ActiveBody ModuleTag_02
    MaxHealth       = 9999.0
    InitialHealth   = 9999.0
  End

  Behavior = DestroyDie ModuleTag_03
    ;nothing
  End

  Behavior = FXListDie ModuleTag_05
    DeathFX = FX_GenericCarExplode
  End

  Geometry        = BOX
  GeometryIsSmall = Yes
  GeometryMajorRadius = 4.0
  GeometryMinorRadius = 4.0
  GeometryHeight  = 4.0

End

;------------------------------------------------------------------------------
Object Humvee1DeadHull

  ; *** ART Parameters ***
  Draw = W3DModelDraw ModuleTag_01
    OkToChangeModelColor = Yes

    ConditionState = NONE
      Model = CVHUMVEE_D1
    End
  End

  ; ***DESIGN parameters ***
  Side = China
  EditorSorting   = SYSTEM
  TransportSlotCount = 3                 ;how many "slots" we take in a transport (0 == not transportable)

  ; *** AUDIO Parameters ***
  ; *** ENGINEERING Parameters ***
  RadarPriority = UNIT
  KindOf = CAN_CAST_REFLECTIONS IMMOBILE

  Body = ActiveBody ModuleTag_02
    MaxHealth       = 1.0
    InitialHealth   = 1.0
  End


  Behavior = PhysicsBehavior ModuleTag_03
    Mass = 50
    AllowBouncing = Yes
  End

  Behavior = LifetimeUpdate ModuleTag_04
    MinLifetime = 0   ; min lifetime in msec
    MaxLifetime = 0   ; max lifetime in msec
  End

  Behavior = SlowDeathBehavior ModuleTag_05
    SinkDelay = 14000
    SinkRate = 2     ; in Dist/Sec
    DestructionDelay = 20000
  End

  Behavior = TransitionDamageFX ModuleTag_06
    RubbleParticleSystem1 = Bone:Smoke RandomBone:Yes PSys:SmokeSmallContinuous01
  End

  Geometry = BOX
  GeometryMajorRadius = 9.0
  GeometryMinorRadius = 6.0
  GeometryHeight = 7.5     
  GeometryIsSmall = Yes    

End

;------------------------------------------------------------------------------
Object CarSport02

  ; *** ART Parameters ***
  SelectPortrait         = SUTerrorist_L
  ButtonImage            = SUTerrorist

  Draw = W3DModelDraw ModuleTag_01
    ConditionState = NONE
      Model = CVSptCar02
    End
  End

  ; ***DESIGN parameters ***
  DisplayName      = OBJECT:SportCar
  EditorSorting   = VEHICLE

  TransportSlotCount  = 3                 ;how many "slots" we take in a transport (0 == not transportable)
  WeaponSet
    Conditions = None
    Weapon = PRIMARY None
  End
  WeaponSet
    Conditions = CARBOMB
    Weapon = PRIMARY  SuicideCarBomb
  End

  ArmorSet
    Armor           = TruckArmor
    DamageFX        = CrushableCarDamageFX
  End
  CrusherLevel           = 1  ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles
  CrushableLevel         = 1  ;What am I?:        0 = for infantry, 1 = for trees, 2 = general vehicles
  CommandSet = CivilianCarBombCommandSet

  ; *** AUDIO Parameters ***
  SoundMoveStart = CarMoveStart


  ; *** ENGINEERING Parameters ***  
  KindOf          = SELECTABLE CAN_ATTACK VEHICLE SHOW_PORTRAIT_WHEN_CONTROLLED
  RadarPriority   = LOCAL_UNIT_ONLY

  Body            = ActiveBody ModuleTag_02
    MaxHealth       = 100.0
    InitialHealth   = 100.0
  End



  Behavior = DestroyDie ModuleTag_03
    ;nothing
  End
  Behavior = CreateObjectDie ModuleTag_04
    CreationList = OCL_GenericCarExplode
  End
  Behavior = FXListDie ModuleTag_05
    DeathFX = FX_GenericCarExplode
  End
  Behavior = CreateObjectDie ModuleTag_06
    DeathTypes = NONE +SUICIDED
    CreationList = OCL_BurnedCarHull
  End

  Behavior = AIUpdateInterface ModuleTag_07
  End
  Locomotor = SET_NORMAL BasicCarLocomotor
  Locomotor = SET_WANDER WanderCarLocomotor
  Locomotor = SET_PANIC PanicCarLocomotor

  Behavior = PhysicsBehavior ModuleTag_08
    Mass = 30.0
  End

  Behavior = FlammableUpdate ModuleTag_21
    AflameDuration = 5000         ; If I catch fire, I'll burn for this long...
    AflameDamageAmount = 5       ; taking this much damage...
    AflameDamageDelay = 500       ; this often.
  End

  Geometry        = BOX
  GeometryIsSmall = Yes
  GeometryMajorRadius = 11.0
  GeometryMinorRadius = 4.0
  GeometryHeight  = 9.0
  Shadow          = SHADOW_VOLUME

End

;------------------------------------------------------------------------------
Object CarSwatchEuro

  ; *** ART Parameters ***
  SelectPortrait         = SUTerrorist_L
  ButtonImage            = SUTerrorist

  Draw = W3DModelDraw ModuleTag_01
    ConditionState = NONE
      Model = CVSwatch01
    End
  End

  ; ***DESIGN parameters ***
  DisplayName      = OBJECT:CarSwatchEuro
  EditorSorting   = VEHICLE

  TransportSlotCount  = 3                 ;how many "slots" we take in a transport (0 == not transportable)
  WeaponSet
    Conditions = None
    Weapon = PRIMARY None
  End
  WeaponSet
    Conditions = CARBOMB
    Weapon = PRIMARY  SuicideCarBomb
  End

  ArmorSet
    Armor           = TruckArmor
    DamageFX        = CrushableCarDamageFX
  End
  CrusherLevel           = 1  ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles
  CrushableLevel         = 1  ;What am I?:        0 = for infantry, 1 = for trees, 2 = general vehicles
  CommandSet = CivilianCarBombCommandSet

  ; *** AUDIO Parameters ***
  SoundMoveStart = CarMoveStart


  ; *** ENGINEERING Parameters ***  
  KindOf          = SELECTABLE CAN_ATTACK VEHICLE SHOW_PORTRAIT_WHEN_CONTROLLED
  RadarPriority   = LOCAL_UNIT_ONLY

  Body            = ActiveBody ModuleTag_02
    MaxHealth       = 100.0
    InitialHealth   = 100.0
  End



  Behavior = DestroyDie ModuleTag_03
    ;nothing
  End
  Behavior = CreateObjectDie ModuleTag_04
    CreationList = OCL_GenericCarExplode
  End
  Behavior = FXListDie ModuleTag_05
    DeathFX = FX_GenericCarExplode
  End
  Behavior = CreateObjectDie ModuleTag_06
    DeathTypes = NONE +SUICIDED
    CreationList = OCL_BurnedCarHull
  End

  Behavior = AIUpdateInterface ModuleTag_07
  End
  Locomotor = SET_NORMAL BasicCarLocomotor
  Locomotor = SET_WANDER WanderCarLocomotor
  Locomotor = SET_PANIC PanicCarLocomotor
  Behavior = PhysicsBehavior ModuleTag_08
    Mass = 30.0
  End

  Behavior = FlammableUpdate ModuleTag_21
    AflameDuration = 5000         ; If I catch fire, I'll burn for this long...
    AflameDamageAmount = 5       ; taking this much damage...
    AflameDamageDelay = 500       ; this often.
  End

  Geometry        = BOX
  GeometryIsSmall = Yes
  GeometryMajorRadius = 11.0
  GeometryMinorRadius = 4.0
  GeometryHeight  = 9.0
  Shadow          = SHADOW_VOLUME

End

;------------------------------------------------------------------------------
Object PoliceCar

  ; *** ART Parameters ***
  SelectPortrait         = SUTerrorist_L
  ButtonImage            = SUTerrorist

  Draw = W3DPoliceCarDraw ModuleTag_01
    DefaultConditionState
      Model = CVPoliceCar
      Animation = CVPoliceCar.CVPoliceCar
      AnimationMode = LOOP
    End
    ConditionState = FRONTCRUSHED BACKCRUSHED
      Model = CVPoliceCar_d
    End
    ConditionState = BACKCRUSHED
      Model = CVPoliceCar_d2
    End
    ConditionState = FRONTCRUSHED
      Model = CVPoliceCar_d1
    End
  End

  ; ***DESIGN parameters ***
  DisplayName      = OBJECT:PoliceCar
  EditorSorting   = VEHICLE

  TransportSlotCount  = 3                 ;how many "slots" we take in a transport (0 == not transportable)
  WeaponSet
    Conditions = None
    Weapon = PRIMARY None
  End
  WeaponSet
    Conditions = CARBOMB
    Weapon = PRIMARY  SuicideCarBomb
  End

  ArmorSet
    Armor           = TruckArmor
    DamageFX        = CrushableCarDamageFX
  End
  CrusherLevel           = 1  ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles
  CrushableLevel         = 1  ;What am I?:        0 = for infantry, 1 = for trees, 2 = general vehicles
  CommandSet = CivilianCarBombCommandSet

  ; *** AUDIO Parameters ***
  SoundMoveStart = CarMoveStart
  SoundAmbient = PoliceCarSirenLoop


  ; *** ENGINEERING Parameters ***  
  KindOf          = SELECTABLE CAN_ATTACK VEHICLE SHOW_PORTRAIT_WHEN_CONTROLLED
  RadarPriority   = LOCAL_UNIT_ONLY

  Body            = ActiveBody ModuleTag_02
    MaxHealth       = 100.0
    InitialHealth   = 100.0
  End



  Behavior = DestroyDie ModuleTag_03
    DeathTypes = ALL -CRUSHED -SPLATTED
  End
  Behavior = CrushDie ModuleTag_04
    DeathTypes = NONE +CRUSHED +SPLATTED
    TotalCrushSound     = CarAlarm
    BackEndCrushSound   = CarAlarm
    FrontEndCrushSound  = CarAlarm
    TotalCrushSoundPercent    = 50   
    BackEndCrushSoundPercent  = 50
    FrontEndCrushSoundPercent = 50
  End
  Behavior = SlowDeathBehavior ModuleTag_11
    DeathTypes = NONE +CRUSHED +SPLATTED
    SinkDelay = 14000
    SinkRate = 2     ; in Dist/Sec
    DestructionDelay = 20000
  End

  Behavior = FXListDie ModuleTag_05
    DeathTypes = NONE +CRUSHED +SPLATTED
    DeathFX = FX_CarCrush
  End
  Behavior = CreateObjectDie ModuleTag_06
    DeathTypes = ALL -CRUSHED -SPLATTED
    CreationList = OCL_PoliceCarExplode
  End
  Behavior = FXListDie ModuleTag_07
    DeathTypes = ALL -CRUSHED -SPLATTED -FLOODED
    DeathFX = FX_PoliceCarExplode
  End

  Behavior = AIUpdateInterface ModuleTag_08
  End
  Locomotor = SET_NORMAL BasicCarLocomotor
  Locomotor = SET_WANDER WanderCarLocomotor
  Locomotor = SET_PANIC PanicCarLocomotor

  Behavior = PhysicsBehavior ModuleTag_09
    Mass = 30.0
  End

  Behavior = FlammableUpdate ModuleTag_21
    AflameDuration = 5000         ; If I catch fire, I'll burn for this long...
    AflameDamageAmount = 5       ; taking this much damage...
    AflameDamageDelay = 500       ; this often.
  End

  Geometry        = BOX
  GeometryIsSmall = Yes
  GeometryMajorRadius = 11.0
  GeometryMinorRadius = 4.0
  GeometryHeight  = 9.0
  Shadow          = SHADOW_VOLUME

End

;------------------------------------------------------------------------------
Object CINE_U05_PoliceCar

  ; *** ART Parameters ***
  SelectPortrait         = SUTerrorist_L
  ButtonImage            = SUTerrorist

  Draw = W3DPoliceCarDraw ModuleTag_01
    DefaultConditionState
      Model = CVPoliceCar
      Animation = CVPoliceCar.CVPoliceCar
      AnimationMode = LOOP
    End
    ConditionState = FRONTCRUSHED BACKCRUSHED
      Model = CVPoliceCar_d
    End
    ConditionState = BACKCRUSHED
      Model = CVPoliceCar_d2
    End
    ConditionState = FRONTCRUSHED
      Model = CVPoliceCar_d1
    End
  End

  ; ***DESIGN parameters ***
  DisplayName      = OBJECT:PoliceCar
  EditorSorting   = VEHICLE

  TransportSlotCount  = 3                 ;how many "slots" we take in a transport (0 == not transportable)
  WeaponSet
    Conditions = None
    Weapon = PRIMARY None
  End
  WeaponSet
    Conditions = CARBOMB
    Weapon = PRIMARY  SuicideCarBomb
  End

  ArmorSet
    Armor           = TruckArmor
    DamageFX        = CrushableCarDamageFX
  End
  CrusherLevel           = 1  ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles
  CrushableLevel         = 1  ;What am I?:        0 = for infantry, 1 = for trees, 2 = general vehicles
  CommandSet = CivilianCarBombCommandSet

  ; *** AUDIO Parameters ***
  SoundMoveStart = CarMoveStart
  SoundAmbient = PoliceCarSirenLoop


  ; *** ENGINEERING Parameters ***  
  KindOf          = SELECTABLE CAN_ATTACK VEHICLE SHOW_PORTRAIT_WHEN_CONTROLLED
  RadarPriority   = LOCAL_UNIT_ONLY

  Body            = ActiveBody ModuleTag_02
    MaxHealth       = 100.0
    InitialHealth   = 100.0
  End



  Behavior = DestroyDie ModuleTag_03
    DeathTypes = ALL -CRUSHED -SPLATTED
  End
  Behavior = CrushDie ModuleTag_04
    DeathTypes = NONE +CRUSHED +SPLATTED
    TotalCrushSound     = CarAlarm
    BackEndCrushSound   = CarAlarm
    FrontEndCrushSound  = CarAlarm
    TotalCrushSoundPercent    = 50   
    BackEndCrushSoundPercent  = 50
    FrontEndCrushSoundPercent = 50
  End
  Behavior = SlowDeathBehavior ModuleTag_11
    DeathTypes = NONE +CRUSHED +SPLATTED
    SinkDelay = 14000
    SinkRate = 2     ; in Dist/Sec
    DestructionDelay = 20000
  End

  Behavior = FXListDie ModuleTag_05
    DeathTypes = NONE +CRUSHED +SPLATTED
    DeathFX = FX_CarCrush
  End
  Behavior = CreateObjectDie ModuleTag_06
    DeathTypes = ALL -CRUSHED -SPLATTED
    CreationList = OCL_PoliceCarExplode
  End
  Behavior = FXListDie ModuleTag_07
    DeathTypes = ALL -CRUSHED -SPLATTED -FLOODED
    DeathFX = FX_PoliceCarExplode
  End

  Behavior = AIUpdateInterface ModuleTag_08
  End
  Locomotor = SET_NORMAL CINE_U05_BasicCarLocomotor
  Locomotor = SET_WANDER WanderCarLocomotor
  Locomotor = SET_PANIC PanicCarLocomotor

  Behavior = PhysicsBehavior ModuleTag_09
    Mass = 30.0
  End

  Behavior = FlammableUpdate ModuleTag_21
    AflameDuration = 5000         ; If I catch fire, I'll burn for this long...
    AflameDamageAmount = 5       ; taking this much damage...
    AflameDamageDelay = 500       ; this often.
  End

  Geometry        = BOX
  GeometryIsSmall = Yes
  GeometryMajorRadius = 11.0
  GeometryMinorRadius = 4.0
  GeometryHeight  = 9.0
  Shadow          = SHADOW_VOLUME

End

;------------------------------------------------------------------------------
Object BigRig

  ; *** ART Parameters ***
  SelectPortrait         = SUTerrorist_L
  ButtonImage            = SUTerrorist

  Draw = W3DTruckDraw ModuleTag_01
    ConditionState = NONE
      Model = CVBigRig
    End
    CabRotationMultiplier = 1.5

    TrailerRotationMultiplier = 0.2
    CabBone = CAB
    TrailerBone = TRAILER
    RotationDamping = 0.7

    RightFrontTireBone = Tire01
    LeftFrontTireBone = Tire02
    MidRightFrontTireBone = Tire03
    MidLeftFrontTireBone = Tire04
    MidRightMidTireBone = Tire05
    MidLeftMidTireBone = Tire06
    MidRightRearTireBone = Tire07
    MidLeftRearTireBone = Tire08
    RightRearTireBone = Tire09
    LeftRearTireBone = Tire10

    TireRotationMultiplier = 0.2   ; this * speed = rotation.
  End

  ; ***DESIGN parameters ***
  DisplayName      = OBJECT:BigRig
  EditorSorting   = VEHICLE

  TransportSlotCount  = 3                 ;how many "slots" we take in a transport (0 == not transportable)
  WeaponSet
    Conditions = None
    Weapon = PRIMARY None
  End
  WeaponSet
    Conditions = CARBOMB
    Weapon = PRIMARY  SuicideCarBomb
  End

  ArmorSet
    Armor           = TruckArmor
    DamageFX        = CrushableCarDamageFX
  End
  CrusherLevel           = 2  ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles
  CrushableLevel         = 2  ;What am I?:        0 = for infantry, 1 = for trees, 2 = general vehicles
  CommandSet = CivilianCarBombCommandSet

  ; *** AUDIO Parameters ***
  VoiceSelect           = ConvoyTruckSelect
  SoundMoveStart        = ConvoyTruckMoveStart
  UnitSpecificSounds
    TruckPowerslideSound  = NoSound
    TruckLandingSound     = NoSound
  End


  ; *** ENGINEERING Parameters ***  
  KindOf          = SELECTABLE CAN_ATTACK VEHICLE SHOW_PORTRAIT_WHEN_CONTROLLED
  RadarPriority   = LOCAL_UNIT_ONLY

  Body            = ActiveBody ModuleTag_02
    MaxHealth       = 100.0
    InitialHealth   = 100.0
  End



  Behavior = DestroyDie ModuleTag_03
    ;nothing
  End
  Behavior = CreateObjectDie ModuleTag_04
    CreationList = OCL_BigRigExplode
  End
  Behavior = FXListDie ModuleTag_05
    DeathFX = FX_BigRigExplode
  End

  Behavior = AIUpdateInterface ModuleTag_06
  End
  Locomotor = SET_NORMAL SupplyTruckLocomotor

  Behavior = PhysicsBehavior ModuleTag_07
    Mass = 30.0
  End

  Behavior = FlammableUpdate ModuleTag_21
    AflameDuration = 5000         ; If I catch fire, I'll burn for this long...
    AflameDamageAmount = 5       ; taking this much damage...
    AflameDamageDelay = 500       ; this often.
  End

  Geometry        = BOX
  GeometryIsSmall = No
  GeometryMajorRadius = 22.0
  GeometryMinorRadius = 7.0
  GeometryHeight  = 14.0
  Shadow          = SHADOW_VOLUME

End


;------------------------------------------------------------------------------
Object TankerTruck

  ; *** ART Parameters ***
  SelectPortrait         = SUTerrorist_L
  ButtonImage            = SUTerrorist

  Draw = W3DTruckDraw ModuleTag_01
    ConditionState = NONE
      Model = CVTanker
    End
    CabRotationMultiplier = 1.5

    TrailerRotationMultiplier = 0.2
    CabBone = CAB
    TrailerBone = TRAILER
    RotationDamping = 0.7

    RightFrontTireBone = Tire01
    LeftFrontTireBone = Tire02
    MidRightFrontTireBone = Tire03
    MidLeftFrontTireBone = Tire04
    MidRightMidTireBone = Tire05
    MidLeftMidTireBone = Tire06
    MidRightRearTireBone = Tire07
    MidLeftRearTireBone = Tire08
    RightRearTireBone = Tire09
    LeftRearTireBone = Tire10

    TireRotationMultiplier = 0.2   ; this * speed = rotation.
  End

  ; ***DESIGN parameters ***
  DisplayName      = OBJECT:TankerTruck
  EditorSorting   = VEHICLE

  TransportSlotCount  = 3                 ;how many "slots" we take in a transport (0 == not transportable)
  WeaponSet
    Conditions = None
    Weapon = PRIMARY None
  End
  WeaponSet
    Conditions = CARBOMB
    Weapon = PRIMARY  SuicideCarBomb
  End

  ArmorSet
    Armor           = TruckArmor
    DamageFX        = CrushableCarDamageFX
  End
  CrusherLevel           = 2  ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles
  CrushableLevel         = 2  ;What am I?:        0 = for infantry, 1 = for trees, 2 = general vehicles
  CommandSet = CivilianCarBombCommandSet

  ; *** AUDIO Parameters ***
  VoiceSelect           = ConvoyTruckSelect
  SoundMoveStart        = ConvoyTruckMoveStart
  UnitSpecificSounds
    TruckPowerslideSound  = NoSound
    TruckLandingSound     = NoSound
  End


  ; *** ENGINEERING Parameters ***  
  KindOf          = SELECTABLE CAN_ATTACK VEHICLE SHOW_PORTRAIT_WHEN_CONTROLLED
  RadarPriority   = LOCAL_UNIT_ONLY

  Body            = ActiveBody ModuleTag_02
    MaxHealth       = 100.0
    InitialHealth   = 100.0
  End



  Behavior = DestroyDie ModuleTag_03
    ;nothing
  End
  Behavior = CreateObjectDie ModuleTag_04
    CreationList = OCL_TankerTruckExplode
  End
  Behavior = FXListDie ModuleTag_05
    DeathFX = WeaponFX_BombTruckHighExplosiveBombDetonation
  End
  Behavior = FireWeaponWhenDeadBehavior ModuleTag_06
    DeathWeapon = TankerTruckWeapon
    StartsActive  = Yes
  End

  Behavior = AIUpdateInterface ModuleTag_07
  End
  Locomotor = SET_NORMAL SupplyTruckLocomotor

  Behavior = PhysicsBehavior ModuleTag_08
    Mass = 30.0
  End

  Behavior = FlammableUpdate ModuleTag_21
    AflameDuration = 5000         ; If I catch fire, I'll burn for this long...
    AflameDamageAmount = 5       ; taking this much damage...
    AflameDamageDelay = 500       ; this often.
  End

  Geometry        = BOX
  GeometryIsSmall = Yes
  GeometryMajorRadius = 18.0
  GeometryMinorRadius = 7.0
  GeometryHeight  = 14.0
  Shadow          = SHADOW_VOLUME

End

;------------------------------------------------------------------------------
Object CINE_U05_TankerTruck

  ; *** ART Parameters ***
  SelectPortrait         = SUTerrorist_L
  ButtonImage            = SUTerrorist

  Draw = W3DTruckDraw ModuleTag_01
    ConditionState = NONE
      Model = CVTankerHD
    End
    CabRotationMultiplier = 1.5

    TrailerRotationMultiplier = 0.2
    CabBone = CAB
    TrailerBone = TRAILER
    RotationDamping = 0.7

    RightFrontTireBone = Tire01
    LeftFrontTireBone = Tire02
    MidRightFrontTireBone = Tire03
    MidLeftFrontTireBone = Tire04
    MidRightMidTireBone = Tire05
    MidLeftMidTireBone = Tire06
    MidRightRearTireBone = Tire07
    MidLeftRearTireBone = Tire08
    RightRearTireBone = Tire09
    LeftRearTireBone = Tire10

    TireRotationMultiplier = 0.2   ; this * speed = rotation.
  End

  ; ***DESIGN parameters ***
  DisplayName      = OBJECT:TankerTruck
  EditorSorting   = VEHICLE

  TransportSlotCount  = 3                 ;how many "slots" we take in a transport (0 == not transportable)
  WeaponSet
    Conditions = None
    Weapon = PRIMARY None
  End
  WeaponSet
    Conditions = CARBOMB
    Weapon = PRIMARY  SuicideCarBomb
  End

  ArmorSet
    Armor           = TruckArmor
    DamageFX        = CrushableCarDamageFX
  End
  CrusherLevel           = 2  ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles
  CrushableLevel         = 2  ;What am I?:        0 = for infantry, 1 = for trees, 2 = general vehicles
  CommandSet = CivilianCarBombCommandSet

  ; *** AUDIO Parameters ***
  VoiceSelect           = ConvoyTruckSelect
  SoundMoveStart        = ConvoyTruckMoveStart
  UnitSpecificSounds
    TruckPowerslideSound  = NoSound
    TruckLandingSound     = NoSound
  End


  ; *** ENGINEERING Parameters ***  
  KindOf          = SELECTABLE CAN_ATTACK VEHICLE SHOW_PORTRAIT_WHEN_CONTROLLED
  RadarPriority   = LOCAL_UNIT_ONLY

  Body            = ActiveBody ModuleTag_02
    MaxHealth       = 100.0
    InitialHealth   = 100.0
  End



  Behavior = DestroyDie ModuleTag_03
    ;nothing
  End
  Behavior = CreateObjectDie ModuleTag_04
    CreationList = OCL_TankerTruckExplode
  End
  Behavior = FXListDie ModuleTag_05
    DeathFX = WeaponFX_BombTruckHighExplosiveBombDetonation
  End
  Behavior = FireWeaponWhenDeadBehavior ModuleTag_06
    DeathWeapon = TankerTruckWeapon
    StartsActive  = Yes
  End

  Behavior = AIUpdateInterface ModuleTag_07
  End
  Locomotor = SET_NORMAL CINE_U5_SupplyTruckLocomotor

  Behavior = PhysicsBehavior ModuleTag_08
    Mass = 30.0
  End

  Behavior = FlammableUpdate ModuleTag_21
    AflameDuration = 5000         ; If I catch fire, I'll burn for this long...
    AflameDamageAmount = 5       ; taking this much damage...
    AflameDamageDelay = 500       ; this often.
  End

  Geometry        = BOX
  GeometryIsSmall = Yes
  GeometryMajorRadius = 18.0
  GeometryMinorRadius = 7.0
  GeometryHeight  = 14.0
  Shadow          = SHADOW_VOLUME

End


;------ This section is for Ambient Sound Objects-------

; Dummy object just for attaching customized ambient sounds to
; Weird name is to sort in front of objects named Amb_*
Object AGenericSound
  EditorSorting = AUDIO
  KindOf = IMMOBILE
  Draw = W3DDefaultDraw ModuleTag_01
    ;nothing
  End
End

Object AmbientVillage1
  EditorSorting = AUDIO
  KindOf = IMMOBILE
  SoundAmbient = AmbientVillage1
  Draw = W3DDefaultDraw ModuleTag_01
    ;nothing
  End
End

Object AmbientArabMarket1
  EditorSorting = AUDIO
  KindOf = IMMOBILE
  SoundAmbient = AmbientArabMarket1
  Draw = W3DDefaultDraw ModuleTag_01
    ;nothing
  End
End

Object AmbientArabMarket2
  EditorSorting = AUDIO
  KindOf = IMMOBILE
  SoundAmbient = AmbientArabMarket2
  Draw = W3DDefaultDraw ModuleTag_01
    ;nothing
  End
End

Object AmbientArabMarket3
  EditorSorting = AUDIO
  KindOf = IMMOBILE
  SoundAmbient = AmbientArabMarket3
  Draw = W3DDefaultDraw ModuleTag_01
    ;nothing
  End
End

Object AmbientDogBarking
  EditorSorting = AUDIO
  KindOf = IMMOBILE
  SoundAmbient = AmbientDogBarking
  Draw = W3DDefaultDraw ModuleTag_01
    ;nothing
  End
End

Object AmbientNightOwl
  EditorSorting = AUDIO
  KindOf = IMMOBILE
  SoundAmbient = AmbientNightOwl
  Draw = W3DDefaultDraw ModuleTag_01
    ;nothing
  End
End


Object AmbientWindDesert
  EditorSorting = AUDIO
  KindOf = IMMOBILE
  SoundAmbient = AmbientWindDesert
  Draw = W3DDefaultDraw ModuleTag_01
    ;nothing
  End
End

Object AmbientWindMountain
  EditorSorting = AUDIO
  KindOf = IMMOBILE
  SoundAmbient = AmbientWindMountain
  Draw = W3DDefaultDraw ModuleTag_01
    ;nothing
  End
End

Object AmbientWindCold
  EditorSorting = AUDIO
  KindOf = IMMOBILE
  SoundAmbient = AmbientWindCold
  Draw = W3DDefaultDraw ModuleTag_01
    ;nothing
  End
End

Object AmbientWavesLake
  EditorSorting = AUDIO
  KindOf = IMMOBILE
  SoundAmbient = AmbientWavesLake
  Draw = W3DDefaultDraw ModuleTag_01
    ;nothing
  End
End

Object AmbientRiver
  EditorSorting = AUDIO
  KindOf = IMMOBILE
  SoundAmbient = AmbientRiver
  Draw = W3DDefaultDraw ModuleTag_01
    ;nothing
  End
End

Object AmbientMeadow
  EditorSorting = AUDIO
  KindOf = IMMOBILE
  SoundAmbient = AmbientMeadow
  Draw = W3DDefaultDraw ModuleTag_01
    ;nothing
  End
End

Object AmbientMarsh
  EditorSorting = AUDIO
  KindOf = IMMOBILE
  SoundAmbient = AmbientMarsh
  Draw = W3DDefaultDraw ModuleTag_01
    ;nothing
  End
End

Object AmbientWavesOcean1
  EditorSorting = AUDIO
  KindOf = IMMOBILE
  SoundAmbient = AmbientWavesOcean1
  Draw = W3DDefaultDraw ModuleTag_01
    ;nothing
  End
End

Object AmbientInfantryCharge1
  EditorSorting = AUDIO
  KindOf = IMMOBILE
  SoundAmbient = AmbientInfantryCharge1
  Draw = W3DDefaultDraw ModuleTag_01
    ;nothing
  End
End

Object AmbientCrowdAngryArabs1
  EditorSorting = AUDIO
  KindOf = IMMOBILE
  SoundAmbient = AmbientCrowdAngryArabs1
  Draw = W3DDefaultDraw ModuleTag_01
    ;nothing
  End
End

Object AmbientGLABase
  EditorSorting = AUDIO
  KindOf = IMMOBILE
  SoundAmbient = AmbientGLABase
  Draw = W3DDefaultDraw ModuleTag_01
    ;nothing
  End
End

Object Amb_DesertFarmGoat
  EditorSorting = AUDIO
  KindOf = IMMOBILE
  SoundAmbient = Amb_DesertFarmGoat
  Draw = W3DDefaultDraw ModuleTag_01
    ;nothing
  End
End

Object Amb_BattleSweetener
  EditorSorting = AUDIO
  KindOf = IMMOBILE
  SoundAmbient = Cin_U02_BattleSweetener
  Draw = W3DDefaultDraw ModuleTag_01
    ;nothing
  End
End

Object Amb_DesertFarmAmbience
  EditorSorting = AUDIO
  KindOf = IMMOBILE
  SoundAmbient = FarmAmbientLoop
  Draw = W3DDefaultDraw ModuleTag_01
    ;nothing
  End
End

Object Amb_DesertFarmCow
  EditorSorting = AUDIO
  KindOf = IMMOBILE
  SoundAmbient = CowAmbience
  Draw = W3DDefaultDraw ModuleTag_01
    ;nothing
  End
End

Object Amb_DesertFarmSheep
  EditorSorting = AUDIO
  KindOf = IMMOBILE
  SoundAmbient = Amb_DesertFarmSheep
  Draw = W3DDefaultDraw ModuleTag_01
    ;nothing
  End
End

Object Amb_DesertFarmRooster
  EditorSorting = AUDIO
  KindOf = IMMOBILE
  SoundAmbient = Amb_DesertFarmRooster
  Draw = W3DDefaultDraw ModuleTag_01
    ;nothing
  End
End

Object Amb_DesertMarketBell
  EditorSorting = AUDIO
  KindOf = IMMOBILE
  SoundAmbient = Amb_DesertMarketBell
  Draw = W3DDefaultDraw ModuleTag_01
    ;nothing
  End
End

Object Amb_DesertMarketCarHorn
  EditorSorting = AUDIO
  KindOf = IMMOBILE
  SoundAmbient = Amb_DesertMarketCarHorn
  Draw = W3DDefaultDraw ModuleTag_01
    ;nothing
  End
End

Object Amb_DesertMarketDog
  EditorSorting = AUDIO
  KindOf = IMMOBILE
  SoundAmbient = Amb_DesertMarketDog
  Draw = W3DDefaultDraw ModuleTag_01
    ;nothing
  End
End

Object Amb_DesertMarketDog2
  EditorSorting = AUDIO
  KindOf = IMMOBILE
  SoundAmbient = Amb_DesertMarketDog2
  Draw = W3DDefaultDraw ModuleTag_01
    ;nothing
  End
End


Object Amb_DesertMarketGoat
  EditorSorting = AUDIO
  KindOf = IMMOBILE
  SoundAmbient = Amb_DesertMarketGoat
  Draw = W3DDefaultDraw ModuleTag_01
    ;nothing
  End
End

Object Amb_DesertMarketMoped
  EditorSorting = AUDIO
  KindOf = IMMOBILE
  SoundAmbient = Amb_DesertMarketMoped
  Draw = W3DDefaultDraw ModuleTag_01
    ;nothing
  End
End

Object Amb_DesertMarketWallaMusicLoop
  EditorSorting = AUDIO
  KindOf = IMMOBILE
  SoundAmbient = Amb_DesertMarketWallaMusicLoop
  Draw = W3DDefaultDraw ModuleTag_01
    ;nothing
  End
End

Object Amb_DesertMarketWallaLoop
  EditorSorting = AUDIO
  KindOf = IMMOBILE
  SoundAmbient = Amb_DesertMarketWallaLoop
  Draw = W3DDefaultDraw ModuleTag_01
    ;nothing
  End
End

Object Amb_DesertMarketWallaWomenLoop
  EditorSorting = AUDIO
  KindOf = IMMOBILE
  SoundAmbient = Amb_DesertMarketWallaWomenLoop
  Draw = W3DDefaultDraw ModuleTag_01
    ;nothing
  End
End

Object Amb_DesertNatureDayBirds
  EditorSorting = AUDIO
  KindOf = IMMOBILE
  SoundAmbient = Amb_DesertNatureDayBirds
  Draw = W3DDefaultDraw ModuleTag_01
    ;nothing
  End
End

Object Amb_DesertNatureDayBirds2
  EditorSorting = AUDIO
  KindOf = IMMOBILE
  SoundAmbient = Amb_DesertNatureDayBirds2
  Draw = W3DDefaultDraw ModuleTag_01
    ;nothing
  End
End

Object Amb_DesertNatureDayInsects
  EditorSorting = AUDIO
  KindOf = IMMOBILE
  SoundAmbient = Amb_DesertNatureDayInsects
  Draw = W3DDefaultDraw ModuleTag_01
    ;nothing
  End
End

Object Amb_DesertNatureDayInsects2
  EditorSorting = AUDIO
  KindOf = IMMOBILE
  SoundAmbient = Amb_DesertNatureDayInsects2
  Draw = W3DDefaultDraw ModuleTag_01
    ;nothing
  End
End

Object Amb_DesertNatureDayInsects3
  EditorSorting = AUDIO
  KindOf = IMMOBILE
  SoundAmbient = Amb_DesertNatureDayInsects3
  Draw = W3DDefaultDraw ModuleTag_01
    ;nothing
  End
End

Object Amb_DesertNatureWindThinLoop
  EditorSorting = AUDIO
  KindOf = IMMOBILE
  SoundAmbient = Amb_DesertNatureWindThinLoop
  Draw = W3DDefaultDraw ModuleTag_01
    ;nothing
  End
End

Object Amb_DesertNatureWindTreesLoop
  EditorSorting = AUDIO
  KindOf = IMMOBILE
  SoundAmbient = Amb_DesertNatureWindTreesLoop
  Draw = W3DDefaultDraw ModuleTag_01
    ;nothing
  End
End

Object Amb_DesertNatureWindThickLoop
  EditorSorting = AUDIO
  KindOf = IMMOBILE
  SoundAmbient = Amb_DesertNatureWindThickLoop
  Draw = W3DDefaultDraw ModuleTag_01
    ;nothing
  End
End

Object Amb_DesertVillageDayBirds
  EditorSorting = AUDIO
  KindOf = IMMOBILE
  SoundAmbient = Amb_DesertVillageDayBirds
  Draw = W3DDefaultDraw ModuleTag_01
    ;nothing
  End
End

Object Amb_DesertVillageDayBirds2
  EditorSorting = AUDIO
  KindOf = IMMOBILE
  SoundAmbient = Amb_DesertVillageDayBirds2
  Draw = W3DDefaultDraw ModuleTag_01
    ;nothing
  End
End

Object Amb_DesertVillageDayDog
  EditorSorting = AUDIO
  KindOf = IMMOBILE
  SoundAmbient = Amb_DesertVillageDayDog
  Draw = W3DDefaultDraw ModuleTag_01
    ;nothing
  End
End

Object Amb_DesertVillageKids
  EditorSorting = AUDIO
  KindOf = IMMOBILE
  SoundAmbient = Amb_DesertVillageKids
  Draw = W3DDefaultDraw ModuleTag_01
    ;nothing
  End
End

Object Amb_DesertVillageKids2
  EditorSorting = AUDIO
  KindOf = IMMOBILE
  SoundAmbient = Amb_DesertVillageKids2
  Draw = W3DDefaultDraw ModuleTag_01
    ;nothing
  End
End

;Object Amb_DesertVillageDayMenLoop
;  EditorSorting = AUDIO
;  KindOf = IMMOBILE
;  SoundAmbient = Amb_DesertVillageDayMenLoop
;  Draw = W3DDefaultDraw ModuleTag_01
;    ;nothing
;  End
;End

Object Amb_DesertVillageDayMoped
  EditorSorting = AUDIO
  KindOf = IMMOBILE
  SoundAmbient = Amb_DesertVillageDayMoped
  Draw = W3DDefaultDraw ModuleTag_01
    ;nothing
  End
End

Object Amb_DesertVillageDayRooster
  EditorSorting = AUDIO
  KindOf = IMMOBILE
  SoundAmbient = Amb_DesertVillageDayRooster
  Draw = W3DDefaultDraw ModuleTag_01
    ;nothing
  End
End

Object Amb_DesertVillageDayWallaLoop
  EditorSorting = AUDIO
  KindOf = IMMOBILE
  SoundAmbient = Amb_DesertVillageDayWallaLoop
  Draw = W3DDefaultDraw ModuleTag_01
    ;nothing
  End
End

Object Amb_DesertNatureNightInsectLoop
  EditorSorting = AUDIO
  KindOf = IMMOBILE
  SoundAmbient = Amb_DesertNatureNightInsectLoop
  Draw = W3DDefaultDraw ModuleTag_01
    ;nothing
  End
End

Object Amb_DesertVillageNightCat
  EditorSorting = AUDIO
  KindOf = IMMOBILE
  SoundAmbient = Amb_DesertVillageNightCat
  Draw = W3DDefaultDraw ModuleTag_01
    ;nothing
  End
End

Object Amb_DesertVillageNightDog
  EditorSorting = AUDIO
  KindOf = IMMOBILE
  SoundAmbient = Amb_DesertVillageNightDog
  Draw = W3DDefaultDraw ModuleTag_01
    ;nothing
  End
End

Object Amb_DesertVillageNightDog2
  EditorSorting = AUDIO
  KindOf = IMMOBILE
  SoundAmbient = Amb_DesertVillageNightDog2
  Draw = W3DDefaultDraw ModuleTag_01
    ;nothing
  End
End

Object Amb_DesertVillageNightDrummerLoop
  EditorSorting = AUDIO
  KindOf = IMMOBILE
  SoundAmbient = Amb_DesertVillageNightDrummerLoop
  Draw = W3DDefaultDraw ModuleTag_01
    ;nothing
  End
End

Object Amb_DesertVillageNightInsect
  EditorSorting = AUDIO
  KindOf = IMMOBILE
  SoundAmbient = Amb_DesertVillageNightInsect
  Draw = W3DDefaultDraw ModuleTag_01
    ;nothing
  End
End

Object Amb_DesertVillageNightInsect2
  EditorSorting = AUDIO
  KindOf = IMMOBILE
  SoundAmbient = Amb_DesertVillageNightInsect2
  Draw = W3DDefaultDraw ModuleTag_01
    ;nothing
  End
End

Object Amb_DesertVillageNightMenLoop
  EditorSorting = AUDIO
  KindOf = IMMOBILE
  SoundAmbient = Amb_DesertVillageNightMenLoop
  Draw = W3DDefaultDraw ModuleTag_01
    ;nothing
  End
End

Object Amb_DesertVillageNightTrash
  EditorSorting = AUDIO
  KindOf = IMMOBILE
  SoundAmbient = Amb_DesertVillageNightTrash
  Draw = W3DDefaultDraw ModuleTag_01
    ;nothing
  End
End

Object Amb_UrbanTrainStationAmbientLoop
  EditorSorting = AUDIO
  KindOf = IMMOBILE
  SoundAmbient = Amb_UrbanTrainStationAmbientLoop
  Draw = W3DDefaultDraw ModuleTag_01
    ;nothing
  End
End


Object Amb_UrbanTrainStationAmbientLoop2
  EditorSorting = AUDIO
  KindOf = IMMOBILE
  SoundAmbient = Amb_UrbanTrainStationAmbientLoop2
  Draw = W3DDefaultDraw ModuleTag_01
    ;nothing
  End
End



Object Amb_UrbanBusStationAmbientLoop
  EditorSorting = AUDIO
  KindOf = IMMOBILE
  SoundAmbient = Amb_UrbanBusStationAmbientLoop
  Draw = W3DDefaultDraw ModuleTag_01
    ;nothing
  End
End

Object Amb_UrbanBusStationPAVoice
  EditorSorting = AUDIO
  KindOf = IMMOBILE
  SoundAmbient = Amb_UrbanBusStationPAVoice
  Draw = W3DDefaultDraw ModuleTag_01
    ;nothing
  End
End

Object Amb_UrbanBusStationBuses
  EditorSorting = AUDIO
  KindOf = IMMOBILE
  SoundAmbient = Amb_UrbanBusStationBuses
  Draw = W3DDefaultDraw ModuleTag_01
    ;nothing
  End
End

Object Amb_UrbanCemetaryBell
  EditorSorting = AUDIO
  KindOf = IMMOBILE
  SoundAmbient = Amb_UrbanCemetaryBell
  Draw = W3DDefaultDraw ModuleTag_01
    ;nothing
  End
End

Object Amb_UrbanCemetaryDigging
  EditorSorting = AUDIO
  KindOf = IMMOBILE
  SoundAmbient = Amb_UrbanCemetaryDigging
  Draw = W3DDefaultDraw ModuleTag_01
    ;nothing
  End
End

Object Amb_UrbanNightChinaBikeBell
  EditorSorting = AUDIO
  KindOf = IMMOBILE
  SoundAmbient = Amb_UrbanNightChinaBikeBell
  Draw = W3DDefaultDraw ModuleTag_01
    ;nothing
  End
End

Object Amb_UrbanNightChinaClub2
  EditorSorting = AUDIO
  KindOf = IMMOBILE
  SoundAmbient = Amb_UrbanNightChinaClub2
  Draw = W3DDefaultDraw ModuleTag_01
    ;nothing
  End
End

Object Amb_UrbanParkAmbientLoop
  EditorSorting = AUDIO
  KindOf = IMMOBILE
  SoundAmbient = Amb_UrbanParkAmbientLoop
  Draw = W3DDefaultDraw ModuleTag_01
    ;nothing
  End
End

Object Amb_UrbanParkBirds
  EditorSorting = AUDIO
  KindOf = IMMOBILE
  SoundAmbient = Amb_UrbanParkBirds
  Draw = W3DDefaultDraw ModuleTag_01
    ;nothing
  End
End

Object Amb_UrbanParkDucks
  EditorSorting = AUDIO
  KindOf = IMMOBILE
  SoundAmbient = Amb_UrbanParkDucks
  Draw = W3DDefaultDraw ModuleTag_01
    ;nothing
  End
End

Object Amb_UrbanParkChimes
  EditorSorting = AUDIO
  KindOf = IMMOBILE
  SoundAmbient = Amb_UrbanParkChimes
  Draw = W3DDefaultDraw ModuleTag_01
    ;nothing
  End
End

Object Amb_UrbanSwimmingPoolAmbientLoop
  EditorSorting = AUDIO
  KindOf = IMMOBILE
  SoundAmbient = HotelAmbientSwimmerLoop
  Draw = W3DDefaultDraw ModuleTag_01
    ;nothing
  End
End

Object Amb_UrbanSwimmingPoolDiver
  EditorSorting = AUDIO
  KindOf = IMMOBILE
  SoundAmbient = HotelAmbientDiver
  Draw = W3DDefaultDraw ModuleTag_01
    ;nothing
  End
End

Object Amb_UrbanPoliceSiren
  EditorSorting = AUDIO
  KindOf = IMMOBILE
  SoundAmbient = Amb_UrbanPoliceSiren
  Draw = W3DDefaultDraw ModuleTag_01
    ;nothing
  End
End

Object Amb_UrbanPoliceSirenLoop
  EditorSorting = AUDIO
  KindOf = IMMOBILE
  SoundAmbient = Amb_UrbanPoliceSirenLoop
  Draw = W3DDefaultDraw ModuleTag_01
    ;nothing
  End
End

Object Amb_UrbanCityAmbientLoop
  EditorSorting = AUDIO
  KindOf = IMMOBILE
  SoundAmbient = Amb_UrbanCityAmbientLoop
  Draw = W3DDefaultDraw ModuleTag_01
    ;nothing
  End
End

Object Amb_UrbanCityAmbientLoop2
  EditorSorting = AUDIO
  KindOf = IMMOBILE
  SoundAmbient = Amb_UrbanCityAmbientLoop2
  Draw = W3DDefaultDraw ModuleTag_01
    ;nothing
  End
End

Object Amb_UrbanDocksBirds
  EditorSorting = AUDIO
  KindOf = IMMOBILE
  SoundAmbient = Amb_UrbanDocksBirds
  Draw = W3DDefaultDraw ModuleTag_01
    ;nothing
  End
End

Object Amb_UrbanDocksAmbientLoop
  EditorSorting = AUDIO
  KindOf = IMMOBILE
  SoundAmbient = Amb_UrbanDocksAmbientLoop
  Draw = W3DDefaultDraw ModuleTag_01
    ;nothing
  End
End

Object Amb_UrbanDocksBouy
  EditorSorting = AUDIO
  KindOf = IMMOBILE
  SoundAmbient = Amb_UrbanDocksBouy
  Draw = W3DDefaultDraw ModuleTag_01
    ;nothing
  End
End

Object Amb_UrbanDocksFoghorn
  EditorSorting = AUDIO
  KindOf = IMMOBILE
  SoundAmbient = Amb_UrbanDocksFoghorn
  Draw = W3DDefaultDraw ModuleTag_01
    ;nothing
  End
End

Object Amb_UrbanDocksMachineryLoop
  EditorSorting = AUDIO
  KindOf = IMMOBILE
  SoundAmbient = Amb_UrbanDocksMachineryLoop
  Draw = W3DDefaultDraw ModuleTag_01
    ;nothing
  End
End

Object Amb_WinterNatureWoodpecker
  EditorSorting = AUDIO
  KindOf = IMMOBILE
  SoundAmbient = Amb_WinterNatureWoodpecker
  Draw = W3DDefaultDraw ModuleTag_01
    ;nothing
  End
End

Object Amb_WinterNatureCrows
  EditorSorting = AUDIO
  KindOf = IMMOBILE
  SoundAmbient = Amb_WinterNatureCrows
  Draw = W3DDefaultDraw ModuleTag_01
    ;nothing
  End
End

Object Amb_WinterNatureCrows2
  EditorSorting = AUDIO
  KindOf = IMMOBILE
  SoundAmbient = Amb_WinterNatureCrows2
  Draw = W3DDefaultDraw ModuleTag_01
    ;nothing
  End
End

Object Amb_WinterNatureWindLoop
  EditorSorting = AUDIO
  KindOf = IMMOBILE
  SoundAmbient = Amb_WinterNatureWindLoop
  Draw = W3DDefaultDraw ModuleTag_01
    ;nothing
  End
End

Object Amb_WinterNatureNightWolves
  EditorSorting = AUDIO
  KindOf = IMMOBILE
  SoundAmbient = Amb_WinterNatureNightWolves
  Draw = W3DDefaultDraw ModuleTag_01
    ;nothing
  End
End

Object Amb_UrbanIndustrialYardPileDriver
  EditorSorting = AUDIO
  KindOf = IMMOBILE
  SoundAmbient = Amb_UrbanIndustrialYardPileDriver
  Draw = W3DDefaultDraw ModuleTag_01
    ;nothing
  End
End

Object Amb_UrbanIndustrialYardAmbientLoop
  EditorSorting = AUDIO
  KindOf = IMMOBILE
  SoundAmbient = IndustrialYardAmbientLoop
  Draw = W3DDefaultDraw ModuleTag_01
    ;nothing
  End
End

;Object Amb_UrbanIndustrialYardGeneratorLoop
;  EditorSorting = AUDIO
;  KindOf = IMMOBILE
;  SoundAmbient = Amb_UrbanIndustrialYardGeneratorLoop
;  Draw = W3DDefaultDraw ModuleTag_01
;    ;nothing
;  End
;End

Object Amb_WaterOceanWaves
  EditorSorting = AUDIO
  KindOf = IMMOBILE
  SoundAmbient = Amb_WaterOceanWaves
  Draw = W3DDefaultDraw ModuleTag_01
    ;nothing
  End
End

;Object Amb_WaterLakeWaves
;  EditorSorting = AUDIO
;  KindOf = IMMOBILE
;  SoundAmbient = Amb_WaterLakeWaves
;  Draw = W3DDefaultDraw ModuleTag_01
;    ;nothing
;  End
;End

Object Amb_WaterRiverLoop
  EditorSorting = AUDIO
  KindOf = IMMOBILE
  SoundAmbient = Amb_WaterRiverLoop
  Draw = W3DDefaultDraw ModuleTag_01
    ;nothing
  End
End

Object Amb_WaterStreamLoop
  EditorSorting = AUDIO
  KindOf = IMMOBILE
  SoundAmbient = Amb_WaterStreamLoop
  Draw = W3DDefaultDraw ModuleTag_01
    ;nothing
  End
End


Object Amb_WinterNatureWindCold
  EditorSorting = AUDIO
  KindOf = IMMOBILE
  SoundAmbient = Amb_WinterNatureWindCold
  Draw = W3DDefaultDraw ModuleTag_01
    ;nothing
  End
End

Object Amb_WinterNatureWind
  EditorSorting = AUDIO
  KindOf = IMMOBILE
  SoundAmbient = Amb_WinterNatureWind
  Draw = W3DDefaultDraw ModuleTag_01
    ;nothing
  End
End

Object Amb_DesertVillageDayDog2
  EditorSorting = AUDIO
  KindOf = IMMOBILE
  SoundAmbient = Amb_DesertVillageDayDog2
  Draw = W3DDefaultDraw ModuleTag_01
    ;nothing
  End
End

Object Amb_TemperateNightOwl
  EditorSorting = AUDIO
  KindOf = IMMOBILE
  SoundAmbient = Amb_TemperateNightOwl
  Draw = W3DDefaultDraw ModuleTag_01
    ;nothing
  End
End

Object Amb_DesertNatureWindNight
  EditorSorting = AUDIO
  KindOf = IMMOBILE
  SoundAmbient = Amb_DesertNatureWindNight
  Draw = W3DDefaultDraw ModuleTag_01
    ;nothing
  End
End

Object Amb_TemperateMeadowAmbientLoop
  EditorSorting = AUDIO
  KindOf = IMMOBILE
  SoundAmbient = Amb_TemperateMeadowAmbientLoop
  Draw = W3DDefaultDraw ModuleTag_01
    ;nothing
  End
End

Object Amb_TemperateMarshAmbientLoop
  EditorSorting = AUDIO
  KindOf = IMMOBILE
  SoundAmbient = Amb_TemperateMarshAmbientLoop
  Draw = W3DDefaultDraw ModuleTag_01
    ;nothing
  End
End

Object Amb_DesertMarketWallaLoop2
  EditorSorting = AUDIO
  KindOf = IMMOBILE
  SoundAmbient = Amb_DesertMarketWallaLoop2
  Draw = W3DDefaultDraw ModuleTag_01
    ;nothing
  End
End

Object Amb_DesertMarketWallaLoop3
  EditorSorting = AUDIO
  KindOf = IMMOBILE
  SoundAmbient = Amb_DesertMarketWallaLoop3
  Draw = W3DDefaultDraw ModuleTag_01
    ;nothing
  End
End

Object Amb_DesertVillageDayWallaLoop2
  EditorSorting = AUDIO
  KindOf = IMMOBILE
  SoundAmbient = Amb_DesertVillageDayWallaLoop2
  Draw = W3DDefaultDraw ModuleTag_01
    ;nothing
  End
End

Object Amb_JungleDayDenseAmbientLoop
  EditorSorting = AUDIO
  KindOf = IMMOBILE
  SoundAmbient = Amb_JungleDayDenseAmbientLoop
  Draw = W3DDefaultDraw ModuleTag_01
    ;nothing
  End
End


Object Amb_JungleDayDenseAmbientLoop2
  EditorSorting = AUDIO
  KindOf = IMMOBILE
  SoundAmbient = Amb_JungleDayDenseAmbientLoop2
  Draw = W3DDefaultDraw ModuleTag_01
    ;nothing
  End
End

Object Amb_JungleDayDenseAmbientBirds
  EditorSorting = AUDIO
  KindOf = IMMOBILE
  SoundAmbient = Amb_JungleDayDenseAmbientBirds
  Draw = W3DDefaultDraw ModuleTag_01
    ;nothing
  End
End

Object Amb_JungleDaySparseAmbientLoop
  EditorSorting = AUDIO
  KindOf = IMMOBILE
  SoundAmbient = Amb_JungleDaySparseAmbientLoop
  Draw = W3DDefaultDraw ModuleTag_01
    ;nothing
  End
End


Object Amb_JungleDaySparseAmbientAnimal
  EditorSorting = AUDIO
  KindOf = IMMOBILE
  SoundAmbient = Amb_JungleDaySparseAmbientAnimal
  Draw = W3DDefaultDraw ModuleTag_01
    ;nothing
  End
End

Object Amb_JungleNightAmbientLoop
  EditorSorting = AUDIO
  KindOf = IMMOBILE
  SoundAmbient = Amb_JungleNightAmbientLoop
  Draw = W3DDefaultDraw ModuleTag_01
    ;nothing
  End
End

Object Amb_JungleNightAmbientLoop2
  EditorSorting = AUDIO
  KindOf = IMMOBILE
  SoundAmbient = Amb_JungleNightAmbientLoop2
  Draw = W3DDefaultDraw ModuleTag_01
    ;nothing
  End
End


Object Amb_MountainNatureAmbientLoop
  EditorSorting = AUDIO
  KindOf = IMMOBILE
  SoundAmbient = Amb_MountainNatureAmbientLoop
  Draw = W3DDefaultDraw ModuleTag_01
    ;nothing
  End
End

;Object Amb_MountainBell
;  EditorSorting = AUDIO
;  KindOf = IMMOBILE
;  SoundAmbient = Amb_MountainBell
;  Draw = W3DDefaultDraw ModuleTag_01
;    ;nothing
;  End
;End

Object Amb_MountainBirds
  EditorSorting = AUDIO
  KindOf = IMMOBILE
  SoundAmbient = Amb_MountainBirds
  Draw = W3DDefaultDraw ModuleTag_01
    ;nothing
  End
End

Object Amb_MountainBirds2
  EditorSorting = AUDIO
  KindOf = IMMOBILE
  SoundAmbient = Amb_MountainBirds2
  Draw = W3DDefaultDraw ModuleTag_01
    ;nothing
  End
End

Object Amb_TemperateForestBirdsLoop
  EditorSorting = AUDIO
  KindOf = IMMOBILE
  SoundAmbient = Amb_TemperateForestBirdsLoop
  Draw = W3DDefaultDraw ModuleTag_01
    ;nothing
  End
End

Object Amb_TemperateForestBirds
  EditorSorting = AUDIO
  KindOf = IMMOBILE
  SoundAmbient = Amb_TemperateForestBirds
  Draw = W3DDefaultDraw ModuleTag_01
    ;nothing
  End
End

Object Amb_TemperateForestTreesLoop
  EditorSorting = AUDIO
  KindOf = IMMOBILE
  SoundAmbient = Amb_TemperateForestTreesLoop
  Draw = W3DDefaultDraw ModuleTag_01
    ;nothing
  End
End

Object Amb_TemperateForestTrees
  EditorSorting = AUDIO
  KindOf = IMMOBILE
  SoundAmbient = Amb_TemperateForestTrees
  Draw = W3DDefaultDraw ModuleTag_01
    ;nothing
  End
End


Object Amb_TemperateMeadowBirdsLoop
  EditorSorting = AUDIO
  KindOf = IMMOBILE
  SoundAmbient = Amb_TemperateMeadowBirdsLoop
  Draw = W3DDefaultDraw ModuleTag_01
    ;nothing
  End
End

Object Amb_TemperateMeadowBirdsLoop2
  EditorSorting = AUDIO
  KindOf = IMMOBILE
  SoundAmbient = Amb_TemperateMeadowBirdsLoop2
  Draw = W3DDefaultDraw ModuleTag_01
    ;nothing
  End
End

Object Amb_TemperateMeadowBirds
  EditorSorting = AUDIO
  KindOf = IMMOBILE
  SoundAmbient = Amb_TemperateMeadowBirds
  Draw = W3DDefaultDraw ModuleTag_01
    ;nothing
  End
End

Object Amb_UrbanChinaCourtyardLoop
  EditorSorting = AUDIO
  KindOf = IMMOBILE
  SoundAmbient = Amb_UrbanChinaCourtyardLoop
  Draw = W3DDefaultDraw ModuleTag_01
    ;nothing
  End
End

Object Amb_UrbanChinaCourtyardBirds
  EditorSorting = AUDIO
  KindOf = IMMOBILE
  SoundAmbient = Amb_UrbanChinaCourtyardBirds
  Draw = W3DDefaultDraw ModuleTag_01
    ;nothing
  End
End

Object Amb_UrbanChinaCourtyardWallaLoop
  EditorSorting = AUDIO
  KindOf = IMMOBILE
  SoundAmbient = Amb_UrbanChinaCourtyardWallaLoop
  Draw = W3DDefaultDraw ModuleTag_01
    ;nothing
  End
End

;Object Amb_WaterFountainLoop
;  EditorSorting = AUDIO
;  KindOf = IMMOBILE
;  SoundAmbient = Amb_WaterFountainLoop
;  Draw = W3DDefaultDraw ModuleTag_01
;    ;nothing
;  End
;End

Object Amb_WaterLakeAmbientLoop
  EditorSorting = AUDIO
  KindOf = IMMOBILE
  SoundAmbient = Amb_WaterLakeAmbientLoop
  Draw = W3DDefaultDraw ModuleTag_01
    ;nothing
  End
End


Object Amb_WaterLakeLappingLoop
  EditorSorting = AUDIO
  KindOf = IMMOBILE
  SoundAmbient = Amb_WaterLakeLappingLoop
  Draw = W3DDefaultDraw ModuleTag_01
    ;nothing
  End
End

Object Amb_WaterLakeLapping
  EditorSorting = AUDIO
  KindOf = IMMOBILE
  SoundAmbient = Amb_WaterLakeLapping
  Draw = W3DDefaultDraw ModuleTag_01
    ;nothing
  End
End

Object Amb_TemperateTownDayAmbientLoop
  EditorSorting = AUDIO
  KindOf = IMMOBILE
  SoundAmbient = Amb_TemperateTownDayAmbientLoop
  Draw = W3DDefaultDraw ModuleTag_01
    ;nothing
  End
End

Object Amb_TemperateTownDayPigDog
  EditorSorting = AUDIO
  KindOf = IMMOBILE
  SoundAmbient = Amb_TemperateTownDayPigDog
  Draw = W3DDefaultDraw ModuleTag_01
    ;nothing
  End
End

Object Amb_TemperateTownDayPig
  EditorSorting = AUDIO
  KindOf = IMMOBILE
  SoundAmbient = Amb_TemperateTownDayPig
  Draw = W3DDefaultDraw ModuleTag_01
    ;nothing
  End
End

Object Amb_DesertVillageMilitary
  EditorSorting = AUDIO
  KindOf = IMMOBILE
  SoundAmbient = Amb_TemperateTownDayPig
  Draw = W3DDefaultDraw ModuleTag_01
    ;nothing
  End
End

Object Cin_InfantryChargeLoop
  EditorSorting = AUDIO
  KindOf = IMMOBILE
  SoundAmbient = AmbientInfantryCharge1
  Draw = W3DDefaultDraw ModuleTag_01
    ;nothing
  End
End

Object Cin_TankAmbientLoop
  EditorSorting = AUDIO
  KindOf = IMMOBILE
  SoundAmbient = Cin_TankAmbientLoop
  Draw = W3DDefaultDraw ModuleTag_01
    ;nothing
  End
End



Object Cin_ParadeAmbientLoop
  EditorSorting = AUDIO
  KindOf = IMMOBILE
  SoundAmbient = Cin_ParadeAmbientLoop
  Draw = W3DDefaultDraw ModuleTag_01
    ;nothing
  End
End

Object Cin_ParadeMarchingLoop
  EditorSorting = AUDIO
  KindOf = IMMOBILE
  SoundAmbient = Cin_ParadeMarchingLoop
  Draw = W3DDefaultDraw ModuleTag_01
    ;nothing
  End
End

Object Cin_ParadePanicFemaleLoop
  EditorSorting = AUDIO
  KindOf = IMMOBILE
  SoundAmbient = Cin_ParadePanicFemaleLoop
  Draw = W3DDefaultDraw ModuleTag_01
    ;nothing
  End
End

Object Cin_ParadeCrowdLoop
  EditorSorting = AUDIO
  KindOf = IMMOBILE
  SoundAmbient = Cin_ParadeCrowdLoop
  Draw = W3DDefaultDraw ModuleTag_01
    ;nothing
  End
End

Object Cin_NukeAftermathAmbientLoop
  EditorSorting = AUDIO
  KindOf = IMMOBILE
  SoundAmbient = Cin_NukeAftermathAmbientLoop
  Draw = W3DDefaultDraw ModuleTag_01
    ;nothing
  End
End

Object Cin_NukeAftermathAmbientFX
  EditorSorting = AUDIO
  KindOf = IMMOBILE
  SoundAmbient = Cin_NukeAftermathAmbientFX
  Draw = W3DDefaultDraw ModuleTag_01
    ;nothing
  End
End

Object Cin_ScudStormLaunchAlertLoop
  EditorSorting = AUDIO
  KindOf = IMMOBILE
  SoundAmbient = Cin_ScudStormLaunchAlertLoop
  Draw = W3DDefaultDraw ModuleTag_01
    ;nothing
  End
End

Object Cin_BridgeDemoChargeBeep
  EditorSorting = AUDIO
  KindOf = IMMOBILE
  SoundAmbient = Cin_BridgeDemoChargeBeep
  Draw = W3DDefaultDraw ModuleTag_01
    ;nothing
  End
End

Object Cin_BaikonurRocketPadHissLoop
  EditorSorting = AUDIO
  KindOf = IMMOBILE
  SoundAmbient = Cin_BaikonurRocketPadHissLoop
  Draw = W3DDefaultDraw ModuleTag_01
    ;nothing
  End
End

Object Cin_BaikonurGLACheerSquad
  EditorSorting = AUDIO
  KindOf = IMMOBILE
  SoundAmbient = Cin_BaikonurGLACheerSquad
  Draw = W3DDefaultDraw ModuleTag_01
    ;nothing
  End
End


Object Cin_AngryMobAmbientLoop
  EditorSorting = AUDIO
  KindOf = IMMOBILE
  SoundAmbient = Cin_AngryMobAmbientLoop
  Draw = W3DDefaultDraw ModuleTag_01
    ;nothing
  End
End


Object Cin_DirtRollingLoop
  EditorSorting = AUDIO
  KindOf = IMMOBILE
  SoundAmbient = Cin_DirtRollingLoop
  Draw = W3DDefaultDraw ModuleTag_01
    ;nothing
  End
End

Object Cin_TrainRunningLoop
  EditorSorting = AUDIO
  KindOf = IMMOBILE
  SoundAmbient = Cin_TrainRunningLoop
  Draw = W3DDefaultDraw ModuleTag_01
    ;nothing
  End
End

Object Cin_CombatCycleMainLoop
  EditorSorting = AUDIO
  KindOf = IMMOBILE
  SoundAmbient = Cin_CombatCycleMainLoop
  Draw = W3DDefaultDraw ModuleTag_01
    ;nothing
  End
End

Object Cin_CombatCycleRumbleLoop
  EditorSorting = AUDIO
  KindOf = IMMOBILE
  SoundAmbient = Cin_CombatCycleRumbleLoop
  Draw = W3DDefaultDraw ModuleTag_01
    ;nothing
  End
End

Object Cin_CombatCycleByLoop
  EditorSorting = AUDIO
  KindOf = IMMOBILE
  SoundAmbient = Cin_CombatCycleByLoop
  Draw = W3DDefaultDraw ModuleTag_01
    ;nothing
  End
End

Object Cin_CombatCycleByElements
  EditorSorting = AUDIO
  KindOf = IMMOBILE
  SoundAmbient = Cin_CombatCycleByElements
  Draw = W3DDefaultDraw ModuleTag_01
    ;nothing
  End
End

;------------------------------------------------------------------------------
Object AmphibiousTransport

  ; *** ART Parameters ***
  Draw              = W3DModelDraw ModuleTag_01
    ConditionState  = NONE
      Model         = AVAMPHIB

      Animation     = AVAMPHIB.AVAMPHIB ; fans off
      AnimationMode = MANUAL
      Flags         = START_FRAME_FIRST
    End

    ConditionState  = OVER_WATER
      Model         = AVAMPHIB
      ParticleSysBone = TreadFX01 AmphibWaveRest
      Animation     = AVAMPHIB.AVAMPHIB ; fans off
      AnimationMode = MANUAL
      Flags         = START_FRAME_FIRST
    End

    ConditionState  = MOVING
      Model         = AVAMPHIB
;      ParticleSysBone = Exhaust01 SteamVent ;Want turned off until better solution or final cut solution is reached
;      ParticleSysBone = Exhaust02 SteamVent
       ParticleSysBone = Mist01 AmphibDirt
;      ParticleSysBone = Mist01 AmphibDirtClods

;      ParticleSysBone = TreadFX01 RocketBuggyDust

      Animation     = AVAMPHIB.AVAMPHIB ; fans on
      AnimationMode = LOOP
      Flags         = START_FRAME_FIRST
    End
    ConditionState  = MOVING OVER_WATER
      Model         = AVAMPHIB
;      ParticleSysBone = Exhaust01 SteamVent
;      ParticleSysBone = Exhaust02 SteamVent

      ParticleSysBone = Mist01 AmphibMist
      ParticleSysBone = Mist02 AmphibMist
      ParticleSysBone = Mist03 AmphibMistSide
      ParticleSysBone = Mist04 AmphibMistSide
      ParticleSysBone = TreadFX01 AmphibWave
      ParticleSysBone = TreadFX02 AmphibWave
      Animation     = AVAMPHIB.AVAMPHIB ; fans on
      AnimationMode = LOOP
      Flags         = START_FRAME_FIRST
    End
  End

  ; The exit door
  Draw = W3DModelDraw ModuleTag_02
    DefaultConditionState
      Model         = AVAMPHIB_A
      Animation     = AVAMPHIB_A.AVAMPHIB_A
      AnimationMode = MANUAL
      Flags         = START_FRAME_FIRST
    End
    ConditionState  = DOOR_1_OPENING
      Model         = AVAMPHIB_A
      Animation     = AVAMPHIB_A.AVAMPHIB_A
      AnimationMode = ONCE
      Flags         = START_FRAME_FIRST
    End
    ConditionState  = DOOR_1_CLOSING
      Model         = AVAMPHIB_A1
      Animation     = AVAMPHIB_A1.AVAMPHIB_A1
      AnimationMode = ONCE
      Flags         = START_FRAME_FIRST
    End
  End

  ; ***DESIGN parameters ***
  DisplayName       = OBJECT:AmphibiousTransport
  EditorSorting     = VEHICLE
  CommandSet        = CivilianTransportCommandSet

  
  ArmorSet
    Armor           = TruckArmor
    DamageFX        = DefaultDamageFX
  End

  WeaponSet
    Conditions      = None
    Weapon          = PRIMARY None
  End

  VisionRange       = 150
  CrusherLevel           = 1  ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles
  CrushableLevel         = 3  ;What am I?:        0 = for infantry, 1 = for trees, 2 = general vehicles

  ; *** AUDIO Parameters ***
  SoundMoveLoop = AmphibiousTransportMoveLoop

  ; *** ENGINEERING Parameters ***  
  KindOf            = SELECTABLE VEHICLE TRANSPORT

  Body              = ActiveBody ModuleTag_03
    MaxHealth       = 4100.0 ;Was 100
    InitialHealth   = 4100.0 ;Was 100
  End
  Behavior              = TransportContain ModuleTag_04
    Slots               = 8
    AllowInsideKindOf   = INFANTRY VEHICLE
    DoorOpenTime        = 2000
    ScatterNearbyOnExit = No ; I have bones for exiting
  End 
  Behavior          = PhysicsBehavior ModuleTag_05
    Mass            = 30.0
  End
  Behavior = TransportAIUpdate ModuleTag_06
    ;<NO DATA>
  End
  Locomotor         = SET_NORMAL BasicAmphibiousLocomotor
  Behavior               = DestroyDie ModuleTag_07
    ;<NO DATA>
  End
  Behavior               = CreateObjectDie ModuleTag_08
    DeathTypes = ALL
    CreationList    = OCL_GenericCarExplode
  End
  Behavior               = FXListDie ModuleTag_09
    DeathTypes = ALL -FLOODED
    DeathFX         = FX_GenericCarExplode
  End

  Behavior = FlammableUpdate ModuleTag_21
    AflameDuration = 5000         ; If I catch fire, I'll burn for this long...
    AflameDamageAmount = 5       ; taking this much damage...
    AflameDamageDelay = 500       ; this often.
  End

  Geometry            = BOX
  Scale = 0.7                            ;Scaling
  GeometryIsSmall     = No
  GeometryMajorRadius = 23.0
  GeometryMinorRadius = 17.0
  GeometryHeight      = 20.0
  Shadow              = SHADOW_VOLUME

End

;------------------------------------------------------------------------------
Object CivilianVehicleFerry

  ; *** ART Parameters ***
  SelectPortrait         = SSFerry_L
  Draw                = W3DModelDraw ModuleTag_01
  
    ConditionState    = NONE
      Model           = CVFerry
    End

    ConditionState    = OVER_WATER
      Model           = CVFerry
      ParticleSysBone = Smoke01 FerrySmokeStop
    End

    ConditionState    = MOVING OVER_WATER
      Model           = CVFerry
      ParticleSysBone = Smoke01 FerrySmoke

      ParticleSysBone = TreadFX01 AmphibWave
      ParticleSysBone = TreadFX02 AmphibWave
    End
    
  End

  ; ***DESIGN parameters ***
  DisplayName         = OBJECT:AutoFerry
  EditorSorting       = VEHICLE
  CommandSet          = RailedTransportCommandSet
  ArmorSet
    Armor             = None
    DamageFX          = DefaultDamageFX
  End
  WeaponSet
    Conditions        = None
    Weapon            = PRIMARY None
  End
  VisionRange         = 150
  CrushableLevel      = 3  ;What am I?:        0 = for infantry, 1 = for trees, 2 = general vehicles

  ; *** AUDIO Parameters ***
  SoundMoveLoop       = FerryMoveLoop
  SoundAmbient        = Amb_UrbanDocksFoghorn


  ; *** ENGINEERING Parameters ***  
  RadarPriority = UNIT
  KindOf              = SELECTABLE TRANSPORT 

  Body                = ActiveBody ModuleTag_02
    MaxHealth         = 100.0
    InitialHealth     = 100.0
  End 
  Behavior              = RailedTransportContain ModuleTag_03
    Slots               = 10
    AllowInsideKindOf   = INFANTRY VEHICLE BOAT
    DoorOpenTime        = 2000
    ScatterNearbyOnExit = No ; I have bones for exiting
  End
  Behavior            = PhysicsBehavior ModuleTag_04
    Mass              = 30.0
  End
  Behavior = RailedTransportAIUpdate ModuleTag_05
    PathPrefixName    = Ferry
  End
  Behavior = RailedTransportDockUpdate ModuleTag_06
    NumberApproachPositions = 9
    PullInsideDuration      = 4500  ; in milliseconds
    PushOutsideDuration     = 4500  ; in milliseconds
    ToleranceDistance       = 400.0  ; max distance from ferry in order to successfully dock.
  End
  Locomotor           = SET_NORMAL BasicBoatLocomotor
  Behavior                 = DestroyDie ModuleTag_07
    ;<NO DATA>
  End

  Behavior = FlammableUpdate ModuleTag_21
    AflameDuration = 5000         ; If I catch fire, I'll burn for this long...
    AflameDamageAmount = 5       ; taking this much damage...
    AflameDamageDelay = 500       ; this often.
  End

  Behavior = FloatUpdate UpdateTag_01
    Enabled = No ; 'no' because we dont want to be lifted by this update, just swayed around like a buoy
  End


  Geometry            = BOX
  GeometryIsSmall     = No
  GeometryMajorRadius = 72.0
  GeometryMinorRadius = 25.0
  GeometryHeight      = 20.0
  Shadow              = SHADOW_VOLUME

End

;------------------------------------------------------------------------------
Object CivilianVehiclePTBoat

  ; *** ART Parameters ***
  Draw              = W3DModelDraw ModuleTag_01 ; Boat 
    OkToChangeModelColor = Yes
    ConditionState  = NONE
      Model         = AVPTBoat
    End

    ConditionState  = OVER_WATER
      Model         = AVPTBoat
    End

    ConditionState  = MOVING OVER_WATER
      Model         = AVPTBoat
      ParticleSysBone = TreadFX01 AmphibWave
    End
  End

  Draw = W3DModelDraw             ModuleTag_02 ; Gunner 
    OkToChangeModelColor = Yes
    AttachToBoneInAnotherModule = Dum_Turret

       DefaultConditionState
      Model = UITech_SKN
      Turret = Dum-TurManMVR
      TurretArtAngle = 180  ; 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_IDA
      IdleAnimation = UITech_SKL.UITech_IDB
      AnimationMode = ONCE
      ShowSubObject = 20Cal
      WeaponMuzzleFlash = PRIMARY MuzzleFX01
      WeaponFireFXBone = PRIMARY Muzzle01
    End

    ConditionState = RUBBLE MOVING TURRET_ROTATE
      Animation = None
      HideSubObject = UITech-SKN
      ShowSubObject = 20Cal
      WeaponMuzzleFlash = PRIMARY MuzzleFX01
      WeaponFireFXBone = PRIMARY Muzzle01
    End

    ConditionState = MOVING
      Animation = UITech_SKL.UITech_MVB
      AnimationMode = LOOP
      ShowSubObject = 20Cal
      WeaponMuzzleFlash = PRIMARY MuzzleFX01
      WeaponFireFXBone = PRIMARY Muzzle01
    End

    ConditionState = TURRET_ROTATE
      Animation = UITech_SKL.UITech_TNA
      AnimationMode = LOOP
      ShowSubObject = 20Cal
      WeaponMuzzleFlash = PRIMARY MuzzleFX01
      WeaponFireFXBone = PRIMARY Muzzle01
    End
    AliasConditionState = TURRET_ROTATE MOVING
    AliasConditionState = TURRET_ROTATE FIRING_A
    AliasConditionState = TURRET_ROTATE BETWEEN_FIRING_SHOTS_A
    AliasConditionState = TURRET_ROTATE RELOADING_A
    AliasConditionState = TURRET_ROTATE MOVING FIRING_A
    AliasConditionState = TURRET_ROTATE MOVING BETWEEN_FIRING_SHOTS_A
    AliasConditionState = TURRET_ROTATE MOVING RELOADING_A

    ConditionState = FIRING_A 
      Animation = UITech_SKL.UITech_ATA
      AnimationMode = LOOP
      ShowSubObject = 20Cal
      WeaponMuzzleFlash = PRIMARY MuzzleFX01
      WeaponFireFXBone = PRIMARY Muzzle01
    End

    ; AliasConditionState is a new keyword that says,
    ; "give me another ConditionState exactly like the previous
    ; one, except with different conditions". Useful when you
    ; have several states that are the same with only different condition bits.
    AliasConditionState = BETWEEN_FIRING_SHOTS_A
    AliasConditionState = RELOADING_A

    ; these aliases handle the moving-between-shots case. (we can't actually move-and-fire at the same time.).
    AliasConditionState = MOVING FIRING_A
    AliasConditionState = MOVING BETWEEN_FIRING_SHOTS_A
    AliasConditionState = MOVING RELOADING_A
  End  
  

  ; ***DESIGN parameters ***
  DisplayName       = OBJECT:PTBoat
  EditorSorting     = VEHICLE
  CommandSet        = GenericCommandSet
  
  ArmorSet
    Armor           = TruckArmor
    DamageFX        = DefaultDamageFX
  End

  WeaponSet
    Conditions      = None
    Weapon          = PRIMARY PTBoatGun
  End

  VisionRange       = 150
  CrusherLevel      = 0  ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles
  CrushableLevel    = 3  ;What am I?:        0 = for infantry, 1 = for trees, 2 = general vehicles

  ; *** AUDIO Parameters ***
  SoundMoveLoop = AmphibiousTransportMoveLoop

  ; *** ENGINEERING Parameters ***  
  KindOf            = SELECTABLE VEHICLE BOAT

  Body              = ActiveBody ModuleTag_03
    MaxHealth       = 100.0
    InitialHealth   = 100.0
  End
  
  Behavior               = DestroyDie ModuleTag_04
                    ;nothing
  End
  Behavior               = CreateObjectDie ModuleTag_05
    DeathTypes = ALL
    CreationList    = OCL_GenericCarExplode
  End
  Behavior               = FXListDie ModuleTag_06
    DeathTypes = ALL -FLOODED
    DeathFX         = FX_GenericCarExplode
  End

  Behavior = AIUpdateInterface ModuleTag_07
    Turret
      TurretTurnRate = 180       ; turn rate, in degrees per sec
      NaturalTurretAngle = 0
      MinIdleScanAngle = 30      ; in degrees off the natural turret angle
      MaxIdleScanAngle = 60      ; in degrees off the natural turret angle
      MinIdleScanInterval = 5000 ; in milliseconds
      MaxIdleScanInterval = 10000 ; in milliseconds
      ControlledWeaponSlots = PRIMARY SECONDARY TERTIARY
    End
    AutoAcquireEnemiesWhenIdle = Yes
  End
  Locomotor       = SET_NORMAL BasicBoatLocomotor

  Behavior          = PhysicsBehavior ModuleTag_08
    Mass            = 30.0
  End

  Behavior = FlammableUpdate ModuleTag_21
    AflameDuration = 5000         ; If I catch fire, I'll burn for this long...
    AflameDamageAmount = 5       ; taking this much damage...
    AflameDamageDelay = 500       ; this often.
  End

  Behavior = FloatUpdate UpdateTag_01
    Enabled = No ; 'no' because we dont want to be lifted by this update, just swayed around like a buoy
  End

  Geometry            = BOX
  Scale = 1.0                            ;Scaling
  GeometryIsSmall     = No
  GeometryMajorRadius = 48.0
  GeometryMinorRadius = 12.0
  GeometryHeight      = 14.0
  Shadow              = SHADOW_VOLUME

End

;------------------------------------------------------------------------------
Object ConvoyTruck01

  ; *** ART Parameters ***
  SelectPortrait         = SUTerrorist_L
  ButtonImage            = SUTerrorist
  Draw              = W3DTruckDraw ModuleTag_01
    ConditionState  = NONE
      Model         = CVConvoy1
    End
    ConditionState  = LOADED
      Model         = CVConvoy2
    End
    CabRotationMultiplier = 1.5

    TrailerRotationMultiplier = 0.2
    CabBone = CAB
    TrailerBone = TRAILER
    RotationDamping = 0.7

    RightFrontTireBone = Tire01
    LeftFrontTireBone = Tire02
    MidRightFrontTireBone = Tire03
    MidLeftFrontTireBone = Tire04
    MidRightMidTireBone = Tire05
    MidLeftMidTireBone = Tire06
    MidRightRearTireBone = Tire07
    MidLeftRearTireBone = Tire08
    RightRearTireBone = Tire09
    LeftRearTireBone = Tire10

    TireRotationMultiplier = 0.2   ; this * speed = rotation.
  End


  ; ***DESIGN parameters ***
  DisplayName       = OBJECT:ConvoyTruck
  EditorSorting     = VEHICLE
  ArmorSet
    Armor           = TruckArmor
    DamageFX        = CrushableCarDamageFX
  End

  TransportSlotCount  = 3                 ;how many "slots" we take in a transport (0 == not transportable)
  WeaponSet
    Conditions      = None
    Weapon          = PRIMARY None
  End
  WeaponSet
    Conditions      = CARBOMB
    Weapon          = PRIMARY SuicideCarBomb
  End

  VisionRange       = 150
  ShroudClearingRange = 350

  CrusherLevel           = 2  ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles
  CrushableLevel         = 2  ;What am I?:        0 = for infantry, 1 = for trees, 2 = general vehicles
  CommandSet = CivilianCarBombCommandSet

  ; *** AUDIO Parameters ***
  VoiceSelect             = ConvoyTruckSelect
  SoundMoveStart          = ConvoyTruckMoveStart
  UnitSpecificSounds
    TruckPowerslideSound  = NoSound
    TruckLandingSound     = NoSound
  End

  ; *** ENGINEERING Parameters ***  
  KindOf            = SELECTABLE CAN_ATTACK VEHICLE SHOW_PORTRAIT_WHEN_CONTROLLED
  RadarPriority     = LOCAL_UNIT_ONLY

;Lorenzen disabled transport on 12/16, please do not restore
;  Behavior            = TransportContain ModuleTag_TransportContain
;    Slots             = 8
;    AllowInsideKindOf = INFANTRY VEHICLE
;  End

  Body              = ActiveBody ModuleTag_03
    MaxHealth       = 100.0
    InitialHealth   = 100.0
  End
  
  Behavior               = DestroyDie ModuleTag_04
                    ;nothing
  End
  Behavior               = CreateObjectDie ModuleTag_05
    DeathTypes = ALL 
    CreationList    = OCL_GenericCarExplode
  End
  Behavior               = CreateObjectDie ModuleTag_06
    DeathTypes = NONE +SUICIDED
    CreationList    = OCL_BurnedCarHull
  End

  Behavior = AIUpdateInterface ModuleTag_07
  End
  Locomotor       = SET_NORMAL SupplyTruckLocomotor
  Locomotor       = SET_WANDER WanderCarLocomotor
  Locomotor       = SET_PANIC PanicCarLocomotor
  Behavior          = PhysicsBehavior ModuleTag_08
    Mass            = 30.0
  End

  Behavior = FXListDie ModuleTag_09
    DeathFX = FX_BattleMasterExplosionOneFinal
  End

  Behavior = FlammableUpdate ModuleTag_21
    AflameDuration = 5000         ; If I catch fire, I'll burn for this long...
    AflameDamageAmount = 5       ; taking this much damage...
    AflameDamageDelay = 500       ; this often.
  End

  Geometry            = BOX
  GeometryIsSmall     = No
  GeometryMajorRadius = 25.0
  GeometryMinorRadius = 6.0
  GeometryHeight      = 16.0
  Shadow              = SHADOW_VOLUME

End

;------------------------------------------------------------------------------
Object ConvoyTruck02

  ; *** ART Parameters ***
  SelectPortrait         = SUTerrorist_L
  ButtonImage            = SUTerrorist
  Draw              = W3DTruckDraw ModuleTag_01
    ConditionState  = NONE
      Model         = CVConvoy2
    End
    ConditionState  = LOADED
      Model         = CVConvoy2
    End  
    CabRotationMultiplier = 1.5

    TrailerRotationMultiplier = 0.2
    CabBone = CAB
    TrailerBone = TRAILER
    RotationDamping = 0.7

    RightFrontTireBone = Tire01
    LeftFrontTireBone = Tire02
    MidRightFrontTireBone = Tire03
    MidLeftFrontTireBone = Tire04
    MidRightMidTireBone = Tire05
    MidLeftMidTireBone = Tire06
    MidRightRearTireBone = Tire07
    MidLeftRearTireBone = Tire08
    RightRearTireBone = Tire09
    LeftRearTireBone = Tire10

    TireRotationMultiplier = 0.2   ; this * speed = rotation.
  End

  ; ***DESIGN parameters ***
  DisplayName       = OBJECT:ConvoyTruck
  EditorSorting     = VEHICLE
  ArmorSet
    Armor           = TruckArmor
    DamageFX        = CrushableCarDamageFX
  End

  TransportSlotCount  = 3                 ;how many "slots" we take in a transport (0 == not transportable)
  WeaponSet
    Conditions      = None
    Weapon          = PRIMARY None
  End
  WeaponSet
    Conditions      = CARBOMB
    Weapon          = PRIMARY SuicideCarBomb
  End

  VisionRange       = 150
  ShroudClearingRange = 350

  CrusherLevel           = 2  ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles
  CrushableLevel         = 2  ;What am I?:        0 = for infantry, 1 = for trees, 2 = general vehicles
  CommandSet = CivilianCarBombCommandSet

  ; *** AUDIO Parameters ***
  VoiceSelect             = ConvoyTruckSelect
  SoundMoveStart          = ConvoyTruckMoveStart
  UnitSpecificSounds
    TruckPowerslideSound  = NoSound
    TruckLandingSound     = NoSound
  End

   ; *** ENGINEERING Parameters ***  
  KindOf            = SELECTABLE CAN_ATTACK VEHICLE SHOW_PORTRAIT_WHEN_CONTROLLED
  RadarPriority     = LOCAL_UNIT_ONLY

;Lorenzen disabled transport on 12/16, please do not restore
;  Behavior            = TransportContain ModuleTag_02
;    Slots             = 8
;    AllowInsideKindOf = INFANTRY; VEHICLE
;  End

  Body              = ActiveBody ModuleTag_03
    MaxHealth       = 100.0
    InitialHealth   = 100.0
  End

  Behavior               = DestroyDie ModuleTag_04
                    ;nothing
  End
  Behavior               = CreateObjectDie ModuleTag_05
    DeathTypes = ALL 
    CreationList    = OCL_GenericCarExplode
  End
  Behavior               = CreateObjectDie ModuleTag_06
    DeathTypes = NONE +SUICIDED
    CreationList    = OCL_BurnedCarHull
  End

  Behavior = AIUpdateInterface ModuleTag_07
  End
  Locomotor       = SET_NORMAL SupplyTruckLocomotor
  Locomotor       = SET_WANDER WanderCarLocomotor
  Locomotor       = SET_PANIC PanicCarLocomotor

  Behavior          = PhysicsBehavior ModuleTag_08
    Mass            = 30.0
  End

  Behavior = FXListDie ModuleTag_09
    DeathFX = FX_BattleMasterExplosionOneFinal
  End

  Behavior = FlammableUpdate ModuleTag_21
    AflameDuration = 5000         ; If I catch fire, I'll burn for this long...
    AflameDamageAmount = 5       ; taking this much damage...
    AflameDamageDelay = 500       ; this often.
  End

  Geometry            = BOX
  GeometryIsSmall     = No
  GeometryMajorRadius = 25.0
  GeometryMinorRadius = 6.0
  GeometryHeight      = 16.0
  Shadow              = SHADOW_VOLUME

End

;------------------------------------------------------------------------------
Object ConvoyTruckArmedWithNuke

  ; *** ART Parameters ***
  SelectPortrait         = SSConvoy_L
  ButtonImage            = SSConvoy_L
  Draw              = W3DTruckDraw ModuleTag_01
  OkToChangeModelColor = Yes
    ConditionState  = NONE
      Model         = NVConvoy
    End
    ConditionState  = LOADED
      Model         = NVConvoy
    End  
    CabRotationMultiplier = 1.5

    TrailerRotationMultiplier = 0.2
    ;CabBone = CAB
    ;TrailerBone = TRAILER
    RotationDamping = 0.7

    RightFrontTireBone = Tire01
    LeftFrontTireBone = Tire02
    ;MidRightFrontTireBone = Tire03
    ;MidLeftFrontTireBone = Tire04
    ;MidRightMidTireBone = Tire05
    ;MidLeftMidTireBone = Tire06
    MidRightRearTireBone = Tire07
    MidLeftRearTireBone = Tire08
    RightRearTireBone = Tire09
    LeftRearTireBone = Tire10

    TireRotationMultiplier = 0.2   ; this * speed = rotation.
    
    TrackMarks = EXTireTrack.tga
    Dust = RocketBuggyDust
    DirtSpray = RocketBuggyDirtSpray
  End

  ; ***DESIGN parameters ***
  DisplayName       = OBJECT:ConvoyTruck
  EditorSorting     = VEHICLE
  ArmorSet
    Armor           = TruckArmor
    DamageFX        = CrushableCarDamageFX
  End

  TransportSlotCount  = 3                 ;how many "slots" we take in a transport (0 == not transportable)
  WeaponSet
    Conditions = None 
    Weapon = PRIMARY ConvoyTruckSuicideWeapon 
  End
  VisionRange       = 150
  ShroudClearingRange = 350

  CrusherLevel           = 2  ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles
  CrushableLevel         = 2  ;What am I?:        0 = for infantry, 1 = for trees, 2 = general vehicles
  CommandSet = CivilianTransportWithNukeCommandSet

  ; *** AUDIO Parameters ***
  VoiceSelect             = ConvoyTruckVoiceSelect
  VoiceMove               = ConvoyTruckVoiceMove
  SoundMoveStart          = ConvoyTruckMoveStart
  UnitSpecificSounds
    TruckPowerslideSound  = NoSound
    TruckLandingSound     = NoSound
  End

   ; *** ENGINEERING Parameters ***  
  KindOf            = SELECTABLE CAN_ATTACK VEHICLE SHOW_PORTRAIT_WHEN_CONTROLLED 

  Body              = ActiveBody ModuleTag_02
    MaxHealth       = 100.0
    InitialHealth   = 100.0
  End

;  Behavior               = DestroyDie ModuleTag_03
;                    ;nothing
;  End
;  Behavior               = CreateObjectDie ModuleTag_04
;    DeathTypes = ALL 
;    CreationList    = OCL_GenericCarExplode
;  End

  Behavior = AIUpdateInterface ModuleTag_06
  End
  Locomotor       = SET_NORMAL SupplyTruckLocomotor
  Locomotor       = SET_WANDER WanderCarLocomotor
  Locomotor       = SET_PANIC PanicCarLocomotor

  Behavior          = PhysicsBehavior ModuleTag_07
    Mass            = 30.0
  End

;  Behavior           = OCLSpecialPower ModuleTag_08
;    SpecialPowerTemplate = SuperweaponDetonateDirtyNuke
;    OCL                  = SUPERWEAPON_DetonateDirtyNuke
;    CreateLocation       = USE_OWNER_OBJECT
;  End

; Switched to death weapon so that if killed he will explode right away, 
  Behavior = SlowDeathBehavior ModuleTag_09
    DeathTypes = NONE +SUICIDED
    DestructionDelay = 1500
    OCL = FINAL OCL_GenericCarExplode
    Weapon = FINAL DirtyNukeCreationWeapon
  End
  Behavior = SlowDeathBehavior ModuleTag_10
    DeathTypes = ALL -SUICIDED
    DestructionDelay = 0
    OCL = FINAL OCL_GenericCarExplode
    Weapon = FINAL DirtyNukeCreationWeapon
  End

  Behavior = FlammableUpdate ModuleTag_21
    AflameDuration = 5000         ; If I catch fire, I'll burn for this long...
    AflameDamageAmount = 5       ; taking this much damage...
    AflameDamageDelay = 500       ; this often.
  End

  Geometry            = BOX
  GeometryIsSmall     = NO
  GeometryMajorRadius = 20.0
  GeometryMinorRadius = 8.0
  GeometryHeight      = 16.0
  Shadow              = SHADOW_VOLUME

End

;------------------------------------------------------------------------------
Object ConvoyTruck04

  ; *** ART Parameters ***
  SelectPortrait         = SUTerrorist_L
  ButtonImage            = SUTerrorist
  Draw              = W3DTruckDraw ModuleTag_01
    ConditionState  = NONE
      Model         = CVConvoy4
    End
    ConditionState  = LOADED
      Model         = CVConvoy4
    End  

    CabRotationMultiplier = 1.5

    TrailerRotationMultiplier = 0.2
    CabBone = CAB
    TrailerBone = TRAILER
    RotationDamping = 0.7

    RightFrontTireBone = Tire01
    LeftFrontTireBone = Tire02
    MidRightFrontTireBone = Tire03
    MidLeftFrontTireBone = Tire04
    MidRightMidTireBone = Tire05
    MidLeftMidTireBone = Tire06
    MidRightRearTireBone = Tire07
    MidLeftRearTireBone = Tire08
    RightRearTireBone = Tire09
    LeftRearTireBone = Tire10

    TireRotationMultiplier = 0.2   ; this * speed = rotation.
  End

  ; ***DESIGN parameters ***
  DisplayName       = OBJECT:ConvoyTruck
  EditorSorting     = VEHICLE
  ArmorSet
    Armor           = TruckArmor
    DamageFX        = CrushableCarDamageFX
  End

  TransportSlotCount  = 3                 ;how many "slots" we take in a transport (0 == not transportable)
  WeaponSet
    Conditions      = None
    Weapon          = PRIMARY None
  End
  WeaponSet
    Conditions      = CARBOMB
    Weapon          = PRIMARY SuicideCarBomb
  End

  VisionRange       = 150
  ShroudClearingRange = 350

  CrusherLevel           = 2  ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles
  CrushableLevel         = 2  ;What am I?:        0 = for infantry, 1 = for trees, 2 = general vehicles
  CommandSet = CivilianCarBombCommandSet

  ; *** AUDIO Parameters ***
  VoiceSelect             = ConvoyTruckSelect
  SoundMoveStart          = ConvoyTruckMoveStart
  UnitSpecificSounds
    TruckPowerslideSound  = NoSound
    TruckLandingSound     = NoSound
  End

   ; *** ENGINEERING Parameters ***  
  KindOf            = SELECTABLE CAN_ATTACK VEHICLE SHOW_PORTRAIT_WHEN_CONTROLLED
  RadarPriority     = LOCAL_UNIT_ONLY

;Lorenzen disabled transport on 12/16, please do not restore
;  Behavior            = TransportContain ModuleTag_TransportContain
;    Slots             = 8
;    AllowInsideKindOf = INFANTRY; VEHICLE
;  End

  Body              = ActiveBody ModuleTag_03
    MaxHealth       = 100.0
    InitialHealth   = 100.0
  End

  Behavior               = DestroyDie ModuleTag_04
                    ;nothing
  End
  Behavior               = CreateObjectDie ModuleTag_05
    DeathTypes = ALL 
    CreationList    = OCL_GenericCarExplode
  End
  Behavior               = CreateObjectDie ModuleTag_06
    DeathTypes = NONE +SUICIDED
    CreationList    = OCL_BurnedCarHull
  End

  Behavior = AIUpdateInterface ModuleTag_07
  End
  Locomotor       = SET_NORMAL SupplyTruckLocomotor
  Locomotor       = SET_WANDER WanderCarLocomotor
  Locomotor       = SET_PANIC PanicCarLocomotor
  Behavior          = PhysicsBehavior ModuleTag_08
    Mass            = 30.0
  End

  Behavior = FXListDie ModuleTag_09
    DeathFX = FX_BattleMasterExplosionOneFinal
  End

  Behavior = FlammableUpdate ModuleTag_21
    AflameDuration = 5000         ; If I catch fire, I'll burn for this long...
    AflameDamageAmount = 5       ; taking this much damage...
    AflameDamageDelay = 500       ; this often.
  End

  Geometry            = BOX
  GeometryIsSmall     = NO
  GeometryMajorRadius = 30.0
  GeometryMinorRadius = 8.0
  GeometryHeight      = 16.0
  Shadow              = SHADOW_VOLUME

End

;------------------------------------------------------------------------------
Object Partisan01

    ; *** ART Parameters ***
  Draw = W3DModelDraw ModuleTag_01
    OkToChangeModelColor = Yes

    DefaultConditionState
      Model = UIPART_SKN
      Animation = UIPART_SKL.UIPART_STA
      AnimationMode = LOOP
    End
  End

  ; ***DESIGN parameters ***
  Side = Civilian
  EditorSorting = INFANTRY
  TransportSlotCount = 1
  ArmorSet
    Conditions      = None
    Armor           = HumanArmor
    DamageFX        = None
  End
  VisionRange = 150
  DisplayName = OBJECT:MogadishuFemaleCivilian
  CrushableLevel = 0  ;What am I?:        0 = for infantry, 1 = for trees, 2 = general vehicles

  ; *** AUDIO Parameters ***

  ; *** ENGINEERING Parameters ***
  RadarPriority = NOT_ON_RADAR
  KindOf = CAN_CAST_REFLECTIONS INFANTRY SELECTABLE

  Body = ActiveBody ModuleTag_02
    MaxHealth       = 50.0
    InitialHealth   = 50.0
  End

  Behavior = AIUpdateInterface ModuleTag_03
  End
  Locomotor = SET_NORMAL BasicHumanLocomotor
  Locomotor = SET_WANDER WanderHumanLocomotor
  Locomotor = SET_PANIC PanicHumanLocomotor
  Behavior = PhysicsBehavior ModuleTag_04
    Mass = 5.0
  End
  Behavior = SlowDeathBehavior ModuleTag_05
    SinkDelay = 3000
    SinkRate = 0.5     ; in Dist/Sec
    DestructionDelay = 8000
  End

 
  Behavior = SquishCollide ModuleTag_06
    ;nothing
  End

  Behavior = FXListDie ModuleTag_07
    DeathTypes = ALL -CRUSHED -SPLATTED
    DeathFX = FX_CivilianArabMaleDie
  End
  Behavior = FXListDie ModuleTag_08
    DeathTypes = NONE +CRUSHED +SPLATTED
    DeathFX = FX_GIDieCrushed
  End

  Behavior = PoisonedBehavior ModuleTag_09
    PoisonDamageInterval = 100  ; Every this many msec I will retake the poison damage dealt me...
    PoisonDuration = 3000       ; ... for this long after last hit by poison damage
  End
 
  Geometry = CYLINDER
  GeometryMajorRadius = 3.0
  GeometryMinorRadius = 3.0
  GeometryHeight = 12.0
  GeometryIsSmall = Yes
  Shadow = SHADOW_DECAL
  ShadowSizeX = 14;
  ShadowSizeY = 14;
  ShadowTexture = ShadowI;

End

;------------------------------------------------------------------------------
Object Partisan02

    ; *** ART Parameters ***
  Draw = W3DModelDraw ModuleTag_01
    OkToChangeModelColor = Yes

    DefaultConditionState
      Model = UIPART2_SKN
      Animation = UIPART2_SKL.UIPART2_STA
      AnimationMode = LOOP
    End
  End

  ; ***DESIGN parameters ***
  Side = Civilian
  EditorSorting = INFANTRY
  TransportSlotCount = 1
  ArmorSet
    Conditions      = None
    Armor           = HumanArmor
    DamageFX        = None
  End
  VisionRange = 150
  DisplayName = OBJECT:MogadishuFemaleCivilian
  CrushableLevel = 0  ;What am I?:        0 = for infantry, 1 = for trees, 2 = general vehicles

  ; *** AUDIO Parameters ***

  ; *** ENGINEERING Parameters ***
  RadarPriority = NOT_ON_RADAR
  KindOf = CAN_CAST_REFLECTIONS INFANTRY SELECTABLE

  Body = ActiveBody ModuleTag_02
    MaxHealth       = 50.0
    InitialHealth   = 50.0
  End

  Behavior = AIUpdateInterface ModuleTag_03
  End
  Locomotor = SET_NORMAL BasicHumanLocomotor
  Locomotor = SET_WANDER WanderHumanLocomotor
  Locomotor = SET_PANIC PanicHumanLocomotor
  Behavior = PhysicsBehavior ModuleTag_04
    Mass = 5.0
  End
  Behavior = SlowDeathBehavior ModuleTag_05
    SinkDelay = 3000
    SinkRate = 0.5     ; in Dist/Sec
    DestructionDelay = 8000
  End

 
  Behavior = SquishCollide ModuleTag_06
    ;nothing
  End

  Behavior = FXListDie ModuleTag_07
    DeathTypes = ALL -CRUSHED -SPLATTED
    DeathFX = FX_CivilianArabMaleDie
  End
  Behavior = FXListDie ModuleTag_08
    DeathTypes = NONE +CRUSHED +SPLATTED
    DeathFX = FX_GIDieCrushed
  End

  Behavior = PoisonedBehavior ModuleTag_09
    PoisonDamageInterval = 100  ; Every this many msec I will retake the poison damage dealt me...
    PoisonDuration = 3000       ; ... for this long after last hit by poison damage
  End
 
  Geometry = CYLINDER
  GeometryMajorRadius = 3.0
  GeometryMinorRadius = 3.0
  GeometryHeight = 12.0
  GeometryIsSmall = Yes
  Shadow = SHADOW_DECAL
  ShadowSizeX = 14;
  ShadowSizeY = 14;
  ShadowTexture = ShadowI;

End

;------------------------------------------------------------------------------
Object Partisan03

    ; *** ART Parameters ***
  Draw = W3DModelDraw ModuleTag_01
    OkToChangeModelColor = Yes

    DefaultConditionState
      Model = UIPRTSN3_SKN
      Animation = UIPRTSN3_SKL.UIPRTSN3_STA
      AnimationMode = LOOP
    End
  End

  ; ***DESIGN parameters ***
  Side = Civilian
  EditorSorting = INFANTRY
  TransportSlotCount = 1
  ArmorSet
    Conditions      = None
    Armor           = HumanArmor
    DamageFX        = None
  End
  VisionRange = 150
  DisplayName = OBJECT:MogadishuFemaleCivilian
  CrushableLevel = 0  ;What am I?:        0 = for infantry, 1 = for trees, 2 = general vehicles

  ; *** AUDIO Parameters ***

  ; *** ENGINEERING Parameters ***
  RadarPriority = NOT_ON_RADAR
  KindOf = CAN_CAST_REFLECTIONS INFANTRY SELECTABLE

  Body = ActiveBody ModuleTag_02
    MaxHealth       = 50.0
    InitialHealth   = 50.0
  End

  Behavior = AIUpdateInterface ModuleTag_03
  End
  Locomotor = SET_NORMAL BasicHumanLocomotor
  Locomotor = SET_WANDER WanderHumanLocomotor
  Locomotor = SET_PANIC PanicHumanLocomotor

  Behavior = PhysicsBehavior ModuleTag_04
    Mass = 5.0
  End
  Behavior = SlowDeathBehavior ModuleTag_05
    SinkDelay = 3000
    SinkRate = 0.5     ; in Dist/Sec
    DestructionDelay = 8000
  End

 
  Behavior = SquishCollide ModuleTag_06
    ;nothing
  End

  Behavior = FXListDie ModuleTag_07
    DeathTypes = ALL -CRUSHED -SPLATTED
    DeathFX = FX_CivilianArabFemaleDie
  End
  Behavior = FXListDie ModuleTag_08
    DeathTypes = NONE +CRUSHED +SPLATTED
    DeathFX = FX_GIDieCrushed
  End

  Behavior = PoisonedBehavior ModuleTag_09
    PoisonDamageInterval = 100  ; Every this many msec I will retake the poison damage dealt me...
    PoisonDuration = 3000       ; ... for this long after last hit by poison damage
  End
 
  Geometry = CYLINDER
  GeometryMajorRadius = 3.0
  GeometryMinorRadius = 3.0
  GeometryHeight = 12.0
  GeometryIsSmall = Yes
  Shadow = SHADOW_DECAL
  ShadowSizeX = 14;
  ShadowSizeY = 14;
  ShadowTexture = ShadowI;

End
;------------------------------------------------------------------------------
Object UNSoldier

  ; *** ART Parameters ***
  Draw = W3DModelDraw ModuleTag_01

    OkToChangeModelColor = Yes

    DefaultConditionState
      Model             = CIUNSL_SKN
      IdleAnimation     = CIUNSL_SKL.CIUNSL_STA 0 21
      IdleAnimation     = CIUNSL_SKL.CIUNSL_ID1
      IdleAnimation     = CIUNSL_SKL.CIUNSL_ID2
      AnimationMode     = ONCE
      WeaponFireFXBone  = PRIMARY Muzzle
      WeaponMuzzleFlash = PRIMARY MuzzleFX
      TransitionKey     = TRANS_Stand
    End

    ConditionState      = FIRING_A 
      Animation         = CIUNSL_SKL.CIUNSL_ATA1_LP
      AnimationMode     = LOOP
      TransitionKey     = TRANS_FiringA
    End
    AliasConditionState = BETWEEN_FIRING_SHOTS_A
    AliasConditionState = RELOADING_A

    TransitionState     = TRANS_Stand TRANS_FiringA
      Animation         = CIUNSL_SKL.CIUNSL_ATA1_ST
      AnimationMode     = ONCE
      AnimationSpeedFactorRange = 4 4
    End

    TransitionState     = TRANS_FiringA TRANS_Stand
      Animation         = CIUNSL_SKL.CIUNSL_ATA1_ED
      AnimationMode     = ONCE
      AnimationSpeedFactorRange = 4 4
    End

    ; these aliases handle the attack-move case.
    AliasConditionState = MOVING FIRING_A
    AliasConditionState = MOVING BETWEEN_FIRING_SHOTS_A
    AliasConditionState = MOVING RELOADING_A

    ConditionState      = FREEFALL
      Animation         = CIUNSL_SKL.CIUNSL_PFL
      AnimationMode     = LOOP
      TransitionKey     = TRANS_Falling
    End

    ConditionState      = PARACHUTING
      Animation         = CIUNSL_SKL.CIUNSL_PHG
      AnimationMode     = LOOP
      TransitionKey     = TRANS_Chute
    End
    AliasConditionState = PARACHUTING DYING

    ConditionState      = MOVING
      Animation         = CIUNSL_SKL.CIUNSL_RNA 
      AnimationMode     = LOOP
      Flags             = RANDOMSTART
      TransitionKey     = None
    End

    ConditionState      = DYING
      Animation         = CIUNSL_SKL.CIUNSL_DTA
      Animation         = CIUNSL_SKL.CIUNSL_DTB
      AnimationMode     = ONCE
      TransitionKey     = TRANS_Dying
    End

    TransitionState     = TRANS_Dying TRANS_Flailing
      Animation         = CIUNSL_SKL.CIUNSL_ADTA1
      AnimationMode     = ONCE
    End

    ConditionState      = DYING EXPLODED_FLAILING
      Animation         = CIUNSL_SKL.CIUNSL_ADTA2
      AnimationMode     = LOOP
      TransitionKey     = TRANS_Flailing
    End

    ConditionState      = DYING EXPLODED_BOUNCING
      Animation         = CIUNSL_SKL.CIUNSL_ADTA3
      AnimationMode     = ONCE
      TransitionKey     = None
    End
    AliasConditionState = DYING SPLATTED

    TransitionState     = TRANS_Falling TRANS_Chute
      Animation         = CIUNSL_SKL.CIUNSL_POP
      AnimationMode     = ONCE
    End

    TransitionState     = TRANS_Chute TRANS_Stand
      Animation         = CIUNSL_SKL.CIUNSL_PTD
      AnimationMode     = ONCE
    End

  End

  ; ***DESIGN parameters ***
  Side = Civilian
  EditorSorting = INFANTRY
  TransportSlotCount = 1

  DisplayName      = OBJECT:UNSoldier
  EditorSorting = INFANTRY
  TransportSlotCount = 1                 ;how many "slots" we take in a transport (0 == not transportable)
  
  WeaponSet
    Conditions = None 
    Weapon = PRIMARY RangerAdvancedCombatRifle
  End
  ArmorSet
    Conditions      = None
    Armor           = HumanArmor
    DamageFX        = InfantryDamageFX
  End

  VisionRange = 100
  ShroudClearingRange = 300

  ExperienceValue = 20 20 40 60    ;Experience point value at each level
  ExperienceRequired = 0 20 40 60 120  ;Experience points needed to gain each level
  IsTrainable = Yes             ;Can gain experience
  CrushableLevel      = 0  ;What am I?:        0 = for infantry, 1 = for trees, 2 = general vehicles
  
  ; *** AUDIO Parameters ***
  VoiceSelect = RangerVoiceSelect
  VoiceMove = RangerVoiceMove
  VoiceAttack = RangerVoiceAttack

  ; *** ENGINEERING Parameters ***
  RadarPriority = UNIT
  KindOf = PRELOAD SELECTABLE CAN_ATTACK CAN_CAST_REFLECTIONS INFANTRY

  Body = ActiveBody ModuleTag_02
    MaxHealth       = 125.0
    InitialHealth   = 125.0
  End

  Behavior = AIUpdateInterface ModuleTag_03
    AutoAcquireEnemiesWhenIdle = Yes
  End
  Locomotor = SET_NORMAL BasicHumanLocomotor

  Behavior = PhysicsBehavior ModuleTag_04
    Mass = 5.0
  End
  Behavior = ProductionUpdate ModuleTag_05
    ; nothing
  End

  Behavior = SquishCollide ModuleTag_07
    ;nothing
  End


; --- begin Death modules ---
  Behavior = SlowDeathBehavior ModuleTag_Death01
    DeathTypes          = ALL -CRUSHED -SPLATTED -EXPLODED -BURNED -POISONED -POISONED_BETA -POISONED_GAMMA
    SinkDelay           = 3000
    SinkRate            = 0.5     ; in Dist/Sec
    DestructionDelay    = 8000
    FX                  = INITIAL FX_RangerDie
  End
  Behavior = SlowDeathBehavior ModuleTag_Death02
    DeathTypes          = NONE +CRUSHED +SPLATTED
    SinkDelay           = 3000
    SinkRate            = 0.5     ; in Dist/Sec
    DestructionDelay    = 8000
    FX                  = INITIAL FX_GIDieCrushed
  End
  Behavior = SlowDeathBehavior ModuleTag_Death03
    DeathTypes          = NONE +EXPLODED
    SinkDelay           = 3000
    SinkRate            = 0.5     ; in Dist/Sec
    DestructionDelay    = 8000
    FX                  = INITIAL FX_RangerDie
    FlingForce          = 8
    FlingForceVariance  = 3
    FlingPitch          = 60
    FlingPitchVariance  = 10
  End
  Behavior = SlowDeathBehavior ModuleTag_Death04
    DeathTypes          = NONE +BURNED
    DestructionDelay    = 0
    FX                  = INITIAL FX_DieByFireUSA
    OCL                 = INITIAL OCL_FlamingInfantry
  End
  Behavior = SlowDeathBehavior ModuleTag_Death05
    DeathTypes          = NONE +POISONED
    DestructionDelay    = 0
    FX                  = INITIAL FX_DieByToxinUSA
    OCL                 = INITIAL OCL_ToxicInfantry
  End
  Behavior = SlowDeathBehavior ModuleTag_Death06 
    DeathTypes          = NONE +POISONED_BETA
    DestructionDelay    = 0
    FX                  = INITIAL FX_DieByToxinUSA
    OCL                 = INITIAL OCL_ToxicInfantryBeta 
  End
  Behavior = SlowDeathBehavior ModuleTag_Death07
    DeathTypes          = NONE +POISONED_GAMMA
    DestructionDelay    = 0
    FX                  = INITIAL FX_DieByToxinUSA
    OCL                 = INITIAL OCL_ToxicInfantryGamma
  End


; --- end Death modules ---

  Behavior = PoisonedBehavior ModuleTag_12
    PoisonDamageInterval = 100  ; Every this many msec I will retake the poison damage dealt me...
    PoisonDuration = 3000       ; ... for this long after last hit by poison damage
  End
 
  Geometry = CYLINDER
  GeometryMajorRadius = 10.0
  GeometryMinorRadius = 10.0
  GeometryHeight = 13.0
  GeometryIsSmall = Yes
  Shadow = SHADOW_DECAL
  ShadowSizeX = 14;
  ShadowSizeY = 14;
  ShadowTexture = ShadowI;
  BuildCompletion = APPEARS_AT_RALLY_POINT

End
;------------------------------------------------------------------------------
Object GenericMale01

    ; *** ART Parameters ***
  Draw = W3DModelDraw ModuleTag_01
    OkToChangeModelColor = Yes

    DefaultConditionState
      Model = CIAMan01_SKN
      IdleAnimation = CIAMan01_SKL.CIAMan01_STA 0 30
      IdleAnimation = CIAMan01_SKL.CIAMan01_IDA
      IdleAnimation = CIAMan01_SKL.CIAMan01_IDB
      AnimationMode = ONCE
    End

    ConditionState = MOVING
      Animation = CIAMan01_SKL.CIAMan01_WKA 30
      AnimationMode = LOOP
      Flags = RANDOMSTART
    End

    ConditionState = MOVING PANICKING
      Animation = CIAMan01_SKL.CIAMan01_RNA 35

      AnimationMode = LOOP
      Flags = RANDOMSTART
    End

    ConditionState = DYING
      Animation = CIAMan01_SKL.CIAMan01_DTA
      Animation = CIAMan01_SKL.CIAMan01_DTB
      AnimationMode = ONCE
      TransitionKey = TRANS_Dying
    End

    TransitionState = TRANS_Dying TRANS_Flailing
      Animation = CIAMan01_SKL.CIAMan01_ADTD1
      AnimationMode = ONCE
    End

    ConditionState = DYING EXPLODED_FLAILING
      Animation = CIAMan01_SKL.CIAMan01_ADTD2
      AnimationMode = LOOP
      TransitionKey = TRANS_Flailing
    End

    ConditionState = DYING EXPLODED_BOUNCING
      Animation = CIAMan01_SKL.CIAMan01_ADTD3
      AnimationMode = ONCE
      TransitionKey = None
    End

  End

  ; ***DESIGN parameters ***
  Side = Civilian
  EditorSorting = INFANTRY
  TransportSlotCount = 1
  ArmorSet
    Conditions      = None
    Armor           = HumanArmor
    DamageFX        = None
  End
  VisionRange = 150
  DisplayName = OBJECT:GenericMale
  CrushableLevel = 0  ;What am I?:        0 = for infantry, 1 = for trees, 2 = general vehicles

  ; *** AUDIO Parameters ***

  ; *** ENGINEERING Parameters ***
  RadarPriority = NOT_ON_RADAR
  KindOf = CAN_CAST_REFLECTIONS INFANTRY CAN_BE_REPULSED

  Body = ActiveBody ModuleTag_02
    MaxHealth       = 50.0
    InitialHealth   = 50.0
  End

  Behavior = AIUpdateInterface ModuleTag_03
  End
  Locomotor = SET_NORMAL BasicHumanLocomotor
  Locomotor = SET_WANDER WanderHumanLocomotor
  Locomotor = SET_PANIC PanicHumanLocomotor
  Behavior = PhysicsBehavior ModuleTag_04
    Mass = 5.0
  End
 
  Behavior = SquishCollide ModuleTag_06
    ;nothing
  End


; --- begin Death modules ---
  Behavior = SlowDeathBehavior ModuleTag_Death01
    DeathTypes          = ALL -CRUSHED -SPLATTED -EXPLODED -BURNED -POISONED -POISONED_BETA -POISONED_GAMMA
    SinkDelay           = 3000
    SinkRate            = 0.5     ; in Dist/Sec
    DestructionDelay    = 8000
    FX                  = INITIAL FX_CivilianArabMaleDie
  End
  Behavior = SlowDeathBehavior ModuleTag_Death02
    DeathTypes          = NONE +CRUSHED +SPLATTED
    SinkDelay           = 3000
    SinkRate            = 0.5     ; in Dist/Sec
    DestructionDelay    = 8000
    FX                  = INITIAL FX_GIDieCrushed
  End
  Behavior = SlowDeathBehavior ModuleTag_Death03
    DeathTypes          = NONE +EXPLODED
    SinkDelay           = 3000
    SinkRate            = 0.5     ; in Dist/Sec
    DestructionDelay    = 8000
    FX                  = INITIAL FX_CivilianArabMaleDie
    FlingForce          = 8
    FlingForceVariance  = 3
    FlingPitch          = 60
    FlingPitchVariance  = 10
  End
  Behavior = SlowDeathBehavior ModuleTag_Death04
    DeathTypes          = NONE +BURNED
    DestructionDelay    = 0
    FX                  = INITIAL FX_DieByFireUSA
    OCL                 = INITIAL OCL_FlamingInfantry
  End
  Behavior = SlowDeathBehavior ModuleTag_Death05
    DeathTypes          = NONE +POISONED
    DestructionDelay    = 0
    FX                  = INITIAL FX_DieByToxinUSA
    OCL                 = INITIAL OCL_ToxicInfantry
  End
  Behavior = SlowDeathBehavior ModuleTag_Death06 
    DeathTypes          = NONE +POISONED_BETA
    DestructionDelay    = 0
    FX                  = INITIAL FX_DieByToxinUSA
    OCL                 = INITIAL OCL_ToxicInfantryBeta 
  End
  Behavior = SlowDeathBehavior ModuleTag_Death07
    DeathTypes          = NONE +POISONED_GAMMA
    DestructionDelay    = 0
    FX                  = INITIAL FX_DieByToxinUSA
    OCL                 = INITIAL OCL_ToxicInfantryGamma
  End

; --- end Death modules ---

  Behavior = PoisonedBehavior ModuleTag_09
    PoisonDamageInterval = 100  ; Every this many msec I will retake the poison damage dealt me...
    PoisonDuration = 3000       ; ... for this long after last hit by poison damage

  End
 
  Geometry = CYLINDER
  GeometryMajorRadius = 3.0
  GeometryMinorRadius = 3.0
  GeometryHeight = 12.0
  GeometryIsSmall = Yes
  Shadow = SHADOW_DECAL
  ShadowSizeX = 14;
  ShadowSizeY = 14;
  ShadowTexture = ShadowI;

End
;------------------------------------------------------------------------------
Object GenericFemale01

    ; *** ART Parameters ***
  Draw = W3DModelDraw ModuleTag_01
    OkToChangeModelColor = Yes

    DefaultConditionState
      Model = CIAFem01_SKN
      IdleAnimation = CIAFem01_SKL.CIAFem01_STA 0 30
      IdleAnimation = CIAFem01_SKL.CIAFem01_IDA
      IdleAnimation = CIAFem01_SKL.CIAFem01_IDB
      AnimationMode = ONCE
    End

    ConditionState = MOVING
      Animation = CIAFem01_SKL.CIAFem01_WKA 25
      AnimationMode = LOOP
      Flags = RANDOMSTART
    End

    ConditionState = MOVING PANICKING
      Animation = CIAFem01_SKL.CIAFem01_RNA 20
      AnimationMode = LOOP
      Flags = RANDOMSTART
    End

    ConditionState = DYING
      Animation = CIAFem01_SKL.CIAFem01_DTA
      Animation = CIAFem01_SKL.CIAFem01_DTB
      AnimationMode = ONCE
      TransitionKey = TRANS_Dying
    End

    TransitionState = TRANS_Dying TRANS_Flailing
      Animation = CIAFem01_SKL.CIAFem01_ADTE1
      AnimationMode = ONCE
    End

    ConditionState = DYING EXPLODED_FLAILING
      Animation = CIAFem01_SKL.CIAFem01_ADTE2
      AnimationMode = LOOP
      TransitionKey = TRANS_Flailing
    End

    ConditionState = DYING EXPLODED_BOUNCING
      Animation = CIAFem01_SKL.CIAFem01_ADTE3
      AnimationMode = ONCE
      TransitionKey = None
    End
  End

  ; ***DESIGN parameters ***
  Side = Civilian
  EditorSorting = INFANTRY
  TransportSlotCount = 1
  ArmorSet
    Conditions      = None
    Armor           = HumanArmor
    DamageFX        = None
  End
  VisionRange = 150
  DisplayName = OBJECT:GenericFemale
  CrushableLevel = 0  ;What am I?:        0 = for infantry, 1 = for trees, 2 = general vehicles

  ; *** AUDIO Parameters ***

  ; *** ENGINEERING Parameters ***
  RadarPriority = NOT_ON_RADAR
  KindOf = CAN_CAST_REFLECTIONS INFANTRY CAN_BE_REPULSED

  Body = ActiveBody ModuleTag_02
    MaxHealth       = 50.0
    InitialHealth   = 50.0
  End

  Behavior = AIUpdateInterface ModuleTag_03
  End
  Locomotor = SET_NORMAL BasicHumanLocomotor
  Locomotor = SET_WANDER WanderHumanLocomotor
  Locomotor = SET_PANIC PanicHumanLocomotor
  Behavior = PhysicsBehavior ModuleTag_04
    Mass = 5.0
  End
  Behavior = SlowDeathBehavior ModuleTag_05
    DeathTypes = ALL -POISONED_BETA -POISONED -BURNED -POISONED_GAMMA
    SinkDelay = 3000
    SinkRate = 0.5     ; in Dist/Sec
    DestructionDelay = 8000
  End

 
  Behavior = SquishCollide ModuleTag_06
    ;nothing
  End

  Behavior = FXListDie ModuleTag_07
    DeathTypes = ALL -CRUSHED -SPLATTED -POISONED -POISONED_BETA -BURNED -POISONED_GAMMA
    DeathFX = FX_CivilianArabFemaleDie
  End
  Behavior = FXListDie ModuleTag_08
    DeathTypes = NONE +CRUSHED +SPLATTED
    DeathFX = FX_GIDieCrushed
  End
  Behavior = SlowDeathBehavior ModuleTag_Death06 
    DeathTypes          = NONE +POISONED_BETA
    DestructionDelay    = 0
    FX                  = INITIAL FX_DieByToxinFemale
    OCL                 = INITIAL OCL_ToxicInfantryBeta 
  End
  Behavior = SlowDeathBehavior ModuleTag_Death05
    DeathTypes          = NONE +POISONED
    DestructionDelay    = 0
    FX                  = INITIAL FX_DieByToxinFemale
    OCL                 = INITIAL OCL_ToxicInfantry
  End
  
  Behavior = SlowDeathBehavior ModuleTag_DeathBurned
    DeathTypes          = NONE +BURNED
    DestructionDelay    = 0
    FX                  = INITIAL FX_DieByFireFemale
    OCL                 = INITIAL OCL_FlamingInfantry
  End

  Behavior = SlowDeathBehavior ModuleTag_Death07
    DeathTypes          = NONE +POISONED_GAMMA
    DestructionDelay    = 0
    FX                  = INITIAL FX_DieByToxinFemale
    OCL                 = INITIAL OCL_ToxicInfantryGamma
  End

  Behavior = PoisonedBehavior ModuleTag_09
    PoisonDamageInterval = 100  ; Every this many msec I will retake the poison damage dealt me...
    PoisonDuration = 3000       ; ... for this long after last hit by poison damage
  End
 
  Geometry = CYLINDER
  GeometryMajorRadius = 3.0
  GeometryMinorRadius = 3.0
  GeometryHeight = 12.0
  GeometryIsSmall = Yes
  Shadow = SHADOW_DECAL
  ShadowSizeX = 14;
  ShadowSizeY = 14;
  ShadowTexture = ShadowI;

End
;------------------------------------------------------------------------------
;------------------------------------------------------------------------------
Object AmericanFarmer01

    ; *** ART Parameters ***
  Draw = W3DModelDraw ModuleTag_01
    OkToChangeModelColor = Yes

     DefaultConditionState
      Model = CIEFMR1_SKN
      IdleAnimation = CIEFMR1_SKL.CIEFMR1_STA 0 30
      IdleAnimation = CIEFMR1_SKL.CIEFMR1_IDA
      IdleAnimation = CIEFMR1_SKL.CIEFMR1_IDB
      AnimationMode = ONCE
    End

    ConditionState = MOVING
      Animation = CIEFMR1_SKL.CIEFMR1_WKA 30
      AnimationMode = LOOP
      Flags = RANDOMSTART
    End

    ConditionState = MOVING PANICKING
      Animation = CIEFMR1_SKL.CIEFMR1_PNA 35

      AnimationMode = LOOP
      Flags = RANDOMSTART
    End

    ConditionState = DYING
      Animation = CIEFMR1_SKL.CIEFMR1_DTA
      Animation = CIEFMR1_SKL.CIEFMR1_DTB
      AnimationMode = ONCE
      TransitionKey = TRANS_Dying
    End

    TransitionState = TRANS_Dying TRANS_Flailing
      Animation = CIEFMR1_SKL.CIEFMR1_ATDT1
      AnimationMode = ONCE
    End

    ConditionState = DYING EXPLODED_FLAILING
      Animation = CIEFMR1_SKL.CIEFMR1_ATDT2
      AnimationMode = LOOP
      TransitionKey = TRANS_Flailing
    End

    ConditionState = DYING EXPLODED_BOUNCING
      Animation = CIEFMR1_SKL.CIEFMR1_ATDT3
      AnimationMode = ONCE
      TransitionKey = None
    End
  End

  ; ***DESIGN parameters ***
  Side = Civilian
  EditorSorting = INFANTRY
  TransportSlotCount = 1
  ArmorSet
    Conditions      = None
    Armor           = HumanArmor
    DamageFX        = None
  End
  VisionRange = 150
  DisplayName = OBJECT:MogadishuFemaleCivilian
  CrushableLevel = 0  ;What am I?:        0 = for infantry, 1 = for trees, 2 = general vehicles

  ; *** AUDIO Parameters ***

  ; *** ENGINEERING Parameters ***
  RadarPriority = NOT_ON_RADAR
  KindOf = CAN_CAST_REFLECTIONS INFANTRY CAN_BE_REPULSED

  Body = ActiveBody ModuleTag_02
    MaxHealth       = 50.0
    InitialHealth   = 50.0
  End

  Behavior = AIUpdateInterface ModuleTag_03
  End
  Locomotor = SET_NORMAL BasicHumanLocomotor
  Locomotor = SET_WANDER WanderHumanLocomotor
  Locomotor = SET_PANIC PanicHumanLocomotor
  Behavior = PhysicsBehavior ModuleTag_04
    Mass = 5.0
  End
  Behavior = SlowDeathBehavior ModuleTag_05
    DeathTypes = ALL -POISONED_BETA -POISONED -BURNED -POISONED_GAMMA
    SinkDelay = 3000
    SinkRate = 0.5     ; in Dist/Sec
    DestructionDelay = 8000
  End

 
  Behavior = SquishCollide ModuleTag_06
    ;nothing
  End

  Behavior = FXListDie ModuleTag_07
    DeathTypes = ALL -CRUSHED -SPLATTED -POISONED_BETA -POISONED -BURNED -POISONED_GAMMA
    DeathFX = FX_CivilianArabMaleDie
  End
  Behavior = FXListDie ModuleTag_08
    DeathTypes = NONE +CRUSHED +SPLATTED
    DeathFX = FX_GIDieCrushed
  End
  
  Behavior = SlowDeathBehavior ModuleTag_Death06 
    DeathTypes          = NONE +POISONED_BETA
    DestructionDelay    = 0
    FX                  = INITIAL FX_DieByToxinUSA
    OCL                 = INITIAL OCL_ToxicInfantryBeta 
  End
  
  Behavior = SlowDeathBehavior ModuleTag_Death05
    DeathTypes          = NONE +POISONED
    DestructionDelay    = 0
    FX                  = INITIAL FX_DieByToxinUSA
    OCL                 = INITIAL OCL_ToxicInfantry
  End
  
  Behavior = SlowDeathBehavior ModuleTag_DeathBurned
    DeathTypes          = NONE +BURNED
    DestructionDelay    = 0
    FX                  = INITIAL DieByFireUSA
    OCL                 = INITIAL OCL_FlamingInfantry
  End

  Behavior = SlowDeathBehavior ModuleTag_Death07
    DeathTypes          = NONE +POISONED_GAMMA
    DestructionDelay    = 0
    FX                  = INITIAL FX_DieByToxinUSA
    OCL                 = INITIAL OCL_ToxicInfantryGamma
  End

  Behavior = PoisonedBehavior ModuleTag_09
    PoisonDamageInterval = 100  ; Every this many msec I will retake the poison damage dealt me...
    PoisonDuration = 3000       ; ... for this long after last hit by poison damage
  End
 
  Geometry = CYLINDER
  GeometryMajorRadius = 3.0
  GeometryMinorRadius = 3.0
  GeometryHeight = 12.0
  GeometryIsSmall = Yes
  Shadow = SHADOW_DECAL
  ShadowSizeX = 14;
  ShadowSizeY = 14;
  ShadowTexture = ShadowI;

End
;------------------------------------------------------------------------------
Object AsianFarmer01

    ; *** ART Parameters ***
  Draw = W3DModelDraw ModuleTag_01
    OkToChangeModelColor = Yes

    DefaultConditionState
      Model = CIUFrm1_SKN
      IdleAnimation = CIUFrm1_SKL.CIUFrm1_STA 0 30
      IdleAnimation = CIUFrm1_SKL.CIUFrm1_IDA
      IdleAnimation = CIUFrm1_SKL.CIUFrm1_IDB
      AnimationMode = ONCE
      TransitionKey = TRANS_Stand
    End

    ConditionState = MOVING
      Animation = CIUFrm1_SKL.CIUFrm1_WKA 16
      AnimationMode = LOOP 
      Flags = RANDOMSTART
      TransitionKey = TRANS_STAND
    End
    
    TransitionState = TRANS_Stand TRANS_Panic
      Animation = CIUFrm1_SKL.CIUFrm1_PKA_ST
      AnimationMode = ONCE
    End

    ConditionState = MOVING PANICKING
      Animation = CIUFrm1_SKL.CIUFrm1_PKA_LP
      AnimationMode = LOOP
      Flags = RANDOMSTART
      TransitionKey = TRANS_Panic
    End

    ConditionState = DYING
      Animation = CIUFrm1_SKL.CIUFrm1_DTA
      Animation = CIUFrm1_SKL.CIUFrm1_DTB
      AnimationMode = ONCE
      TransitionKey = TRANS_Dying
    End

    TransitionState = TRANS_Dying TRANS_Flailing
      Animation = CIUFrm1_SKL.CIUFrm1_ADTA1
      AnimationMode = ONCE
    End

    ConditionState = DYING EXPLODED_FLAILING
      Animation = CIUFrm1_SKL.CIUFrm1_ADTA2
      AnimationMode = LOOP
      TransitionKey = TRANS_Flailing
    End

    ConditionState = DYING EXPLODED_BOUNCING
      Animation = CIUFrm1_SKL.CIUFrm1_ADTA3
      AnimationMode = ONCE
      TransitionKey = None
    End

  End

  ; ***DESIGN parameters ***
  Side = Civilian
  EditorSorting = INFANTRY
  TransportSlotCount = 1
  ArmorSet
    Conditions      = None
    Armor           = HumanArmor

    DamageFX        = None
  End
  VisionRange = 150
  DisplayName = OBJECT:MogadishuFemaleCivilian
  CrushableLevel = 0  ;What am I?:        0 = for infantry, 1 = for trees, 2 = general vehicles

  ; *** AUDIO Parameters ***

  ; *** ENGINEERING Parameters ***
  RadarPriority = NOT_ON_RADAR
  KindOf = CAN_CAST_REFLECTIONS INFANTRY CAN_BE_REPULSED

  Body = ActiveBody ModuleTag_02
    MaxHealth       = 50.0
    InitialHealth   = 50.0
  End

  Behavior = AIUpdateInterface ModuleTag_03
  End
  Locomotor = SET_NORMAL BasicHumanLocomotor
  Locomotor = SET_WANDER WanderHumanLocomotor
  Locomotor = SET_PANIC PanicHumanLocomotor
  Behavior = PhysicsBehavior ModuleTag_04
    Mass = 5.0
  End
  Behavior = SlowDeathBehavior ModuleTag_05
    DeathTypes = ALL -POISONED_BETA -POISONED -BURNED -POISONED_GAMMA
    SinkDelay = 3000
    SinkRate = 0.5     ; in Dist/Sec
    DestructionDelay = 8000
  End

 
  Behavior = SquishCollide ModuleTag_06
    ;nothing
  End

  Behavior = FXListDie ModuleTag_07
    DeathTypes = ALL -CRUSHED -SPLATTED -POISONED_BETA -POISONED -BURNED -POISONED_GAMMA
    DeathFX = FX_CivilianChinaMaleDie
  End
  Behavior = FXListDie ModuleTag_08
    DeathTypes = NONE +CRUSHED +SPLATTED
    DeathFX = FX_GIDieCrushed
  End
  Behavior = SlowDeathBehavior ModuleTag_Death06 
    DeathTypes          = NONE +POISONED_BETA
    DestructionDelay    = 0
    FX                  = INITIAL FX_DieByToxinChina
    OCL                 = INITIAL OCL_ToxicInfantryBeta 
  End
  
  Behavior = SlowDeathBehavior ModuleTag_Death05
    DeathTypes          = NONE +POISONED
    DestructionDelay    = 0
    FX                  = INITIAL FX_DieByToxinChina
    OCL                 = INITIAL OCL_ToxicInfantry
  End
  
  Behavior = SlowDeathBehavior ModuleTag_DeathBurned
    DeathTypes          = NONE +BURNED
    DestructionDelay    = 0
    FX                  = INITIAL FX_DieByFireChina
    OCL                 = INITIAL OCL_FlamingInfantry
  End

  Behavior = SlowDeathBehavior ModuleTag_Death07
    DeathTypes          = NONE +POISONED_GAMMA
    DestructionDelay    = 0
    FX                  = INITIAL FX_DieByToxinChina
    OCL                 = INITIAL OCL_ToxicInfantryGamma
  End

  Behavior = PoisonedBehavior ModuleTag_09
    PoisonDamageInterval = 100  ; Every this many msec I will retake the poison damage dealt me...
    PoisonDuration = 3000       ; ... for this long after last hit by poison damage
  End
 
  Geometry = CYLINDER
  GeometryMajorRadius = 3.0
  GeometryMinorRadius = 3.0
  GeometryHeight = 12.0
  GeometryIsSmall = Yes
  Shadow = SHADOW_DECAL
  ShadowSizeX = 14;
  ShadowSizeY = 14;
  ShadowTexture = ShadowI;

End
;------------------------------------------------------------------------------
Object HomelessGuy      

    ; *** ART Parameters ***
  Draw = W3DModelDraw ModuleTag_01
    OkToChangeModelColor = Yes

    DefaultConditionState
      Model = CIHMLSS01_SKN
      IdleAnimation = CIHMLSS01_SKL.CIHMLSS01_STA 0 35
      IdleAnimation = CIHMLSS01_SKL.CIHMLSS01_IDA
      AnimationMode = ONCE
      TransitionKey = TRANS_Sleep
    End
    
    TransitionState = TRANS_Sleep TRANS_Move
      Animation = CIHMLSS01_SKL.CIHMLSS01_STUP
      AnimationMode = ONCE
    End
    
    ConditionState = MOVING
      Animation = CIHMLSS01_SKL.CIHMLSS01_WKA 
      AnimationMode = LOOP 
      Flags = RANDOMSTART
      TransitionKey = TRANS_Move
    End
        
    TransitionState = TRANS_Move TRANS_Panick
      Animation = CIHMLSS01_SKL.CIHMLSS01_RNA
      AnimationMode = ONCE
    End
    
    ConditionState = MOVING PANICKING
      Animation = CIHMLSS01_SKL.CIHMLSS01_RNA 35
      AnimationMode = LOOP
      Flags = RANDOMSTART
      TransitionKey = TRANS_Panick
    End

    ConditionState = DYING
      Animation = CIHMLSS01_SKL.CIHMLSS01_DTA
      AnimationMode = ONCE
      TransitionKey = TRANS_Dying
    End

    TransitionState = TRANS_Dying TRANS_Flailing
      Animation = CIHMLSS01_SKL.CIHMLSS01_ADTF1
      AnimationMode = ONCE
    End

    ConditionState = DYING EXPLODED_FLAILING
      Animation = CIHMLSS01_SKL.CIHMLSS01_ADTF2
      AnimationMode = LOOP
      TransitionKey = TRANS_Flailing
    End

    ConditionState = DYING EXPLODED_BOUNCING
      Animation = CIHMLSS01_SKL.CIHMLSS01_ADTF3
      AnimationMode = ONCE
      TransitionKey = None
    End
  End

  ; ***DESIGN parameters ***
  Side = Civilian
  EditorSorting = INFANTRY
  TransportSlotCount = 1
  ArmorSet
    Conditions      = None
    Armor           = HumanArmor

    DamageFX        = None
  End
  VisionRange = 150
  DisplayName = OBJECT:MogadishuFemaleCivilian
  CrushableLevel = 0  ;What am I?:        0 = for infantry, 1 = for trees, 2 = general vehicles

  ; *** AUDIO Parameters ***

  ; *** ENGINEERING Parameters ***
  RadarPriority = NOT_ON_RADAR
  KindOf = CAN_CAST_REFLECTIONS INFANTRY CAN_BE_REPULSED

  Body = ActiveBody ModuleTag_02
    MaxHealth       = 50.0
    InitialHealth   = 50.0
  End

  Behavior = AIUpdateInterface ModuleTag_03
  End
  Locomotor = SET_NORMAL BasicHumanLocomotor
  Locomotor = SET_WANDER WanderHumanLocomotor
  Locomotor = SET_PANIC PanicHumanLocomotor
  Behavior = PhysicsBehavior ModuleTag_04
    Mass = 5.0
  End
  Behavior = SlowDeathBehavior ModuleTag_05
    DeathTypes = ALL -POISONED_BETA -POISONED -BURNED -POISONED_GAMMA
    SinkDelay = 3000
    SinkRate = 0.5     ; in Dist/Sec
    DestructionDelay = 8000
  End

 
  Behavior = SquishCollide ModuleTag_06
    ;nothing
  End

  Behavior = FXListDie ModuleTag_07
    DeathTypes = ALL -CRUSHED -SPLATTED -POISONED_BETA -POISONED -BURNED -POISONED_GAMMA
    DeathFX = FX_CivilianChinaMaleDie
  End
  Behavior = FXListDie ModuleTag_08
    DeathTypes = NONE +CRUSHED +SPLATTED
    DeathFX = FX_GIDieCrushed
  End
  Behavior = SlowDeathBehavior ModuleTag_Death06 
    DeathTypes          = NONE +POISONED_BETA
    DestructionDelay    = 0
    FX                  = INITIAL FX_DieByToxinChina
    OCL                 = INITIAL OCL_ToxicInfantryBeta 
  End
  
  Behavior = SlowDeathBehavior ModuleTag_Death05
    DeathTypes          = NONE +POISONED
    DestructionDelay    = 0
    FX                  = INITIAL FX_DieByToxinChina
    OCL                 = INITIAL OCL_ToxicInfantry
  End
  
  Behavior = SlowDeathBehavior ModuleTag_DeathBurned
    DeathTypes          = NONE +BURNED
    DestructionDelay    = 0
    FX                  = INITIAL FX_DieByFireChina
    OCL                 = INITIAL OCL_FlamingInfantry
  End
  
  Behavior = SlowDeathBehavior ModuleTag_Death07
    DeathTypes          = NONE +POISONED_GAMMA
    DestructionDelay    = 0
    FX                  = INITIAL FX_DieByToxinChina
    OCL                 = INITIAL OCL_ToxicInfantryGamma
  End

  Behavior = PoisonedBehavior ModuleTag_09
    PoisonDamageInterval = 100  ; Every this many msec I will retake the poison damage dealt me...
    PoisonDuration = 3000       ; ... for this long after last hit by poison damage
  End
 
  Geometry = CYLINDER
  GeometryMajorRadius = 3.0
  GeometryMinorRadius = 3.0
  GeometryHeight = 12.0
  GeometryIsSmall = Yes
  Shadow = SHADOW_DECAL
  ShadowSizeX = 14;
  ShadowSizeY = 14;
  ShadowTexture = ShadowI;

End
;------------------------------------------------------------------------------
Object AsianFarmer02

    ; *** ART Parameters ***
  Draw = W3DModelDraw ModuleTag_01
    OkToChangeModelColor = Yes

    DefaultConditionState
      Model = CIUFrm2_SKN
      IdleAnimation = CIUFrm2_SKL.CIUFrm2_STA 0 5
      IdleAnimation = CIUFrm2_SKL.CIUFrm2_IDA
      IdleAnimation = CIUFrm2_SKL.CIUFrm2_IDB
      AnimationMode = ONCE
      TransitionKey = TRANS_Stand
    End

    ConditionState = MOVING
      Animation = CIUFrm2_SKL.CIUFrm2_WKA 
      AnimationMode = LOOP
      Flags = RANDOMSTART
      TransitionKey = TRANS_STAND
    End

    ConditionState = MOVING PANICKING
      Animation = CIUFrm2_SKL.CIUFrm2_PKA
      AnimationMode = LOOP
      Flags = RANDOMSTART
      TransitionKey = TRANS_Panic
    End

    ConditionState = DYING
      Animation = CIUFrm2_SKL.CIUFrm2_DTA
      Animation = CIUFrm2_SKL.CIUFrm2_DTB
      Animation = CIUFrm2_SKL.CIUFrm2_DTC
      AnimationMode = ONCE
      TransitionKey = TRANS_Dying
    End

    TransitionState = TRANS_Dying TRANS_Flailing
      Animation = CIUFrm2_SKL.CIUFrm2_ADTD1
      AnimationMode = ONCE
    End

    ConditionState = DYING EXPLODED_FLAILING
      Animation = CIUFrm2_SKL.CIUFrm2_ADTD2
      AnimationMode = LOOP
      TransitionKey = TRANS_Flailing
    End

    ConditionState = DYING EXPLODED_BOUNCING
      Animation = CIUFrm2_SKL.CIUFrm2_ADTD3
      AnimationMode = ONCE
      TransitionKey = None
    End
End

  ; ***DESIGN parameters ***
  Side = Civilian
  EditorSorting = INFANTRY
  TransportSlotCount = 1
  ArmorSet
    Conditions      = None
    Armor           = HumanArmor
    DamageFX        = None
  End
  VisionRange = 150
  DisplayName = OBJECT:MogadishuFemaleCivilian
  CrushableLevel = 0  ;What am I?:        0 = for infantry, 1 = for trees, 2 = general vehicles

  ; *** AUDIO Parameters ***

  ; *** ENGINEERING Parameters ***
  RadarPriority = NOT_ON_RADAR
  KindOf = CAN_CAST_REFLECTIONS INFANTRY CAN_BE_REPULSED

  Body = ActiveBody ModuleTag_02
    MaxHealth       = 50.0
    InitialHealth   = 50.0
  End

  Behavior = AIUpdateInterface ModuleTag_03
  End
  Locomotor = SET_NORMAL BasicHumanLocomotor
  Locomotor = SET_WANDER WanderHumanLocomotor
  Locomotor = SET_PANIC PanicHumanLocomotor
  Behavior = PhysicsBehavior ModuleTag_04
    Mass = 5.0
  End
  Behavior = SlowDeathBehavior ModuleTag_05
    DeathTypes = ALL -POISONED_BETA -POISONED -BURNED -POISONED_GAMMA
    SinkDelay = 3000
    SinkRate = 0.5     ; in Dist/Sec
    DestructionDelay = 8000
  End

 
  Behavior = SquishCollide ModuleTag_06
    ;nothing
  End

  Behavior = FXListDie ModuleTag_07
    DeathTypes = ALL -CRUSHED -SPLATTED -POISONED_BETA -POISONED -BURNED -POISONED_GAMMA
    DeathFX = FX_CivilianChinaMaleDie
  End
  Behavior = FXListDie ModuleTag_08
    DeathTypes = NONE +CRUSHED +SPLATTED
    DeathFX = FX_GIDieCrushed
  End
  Behavior = SlowDeathBehavior ModuleTag_Death06 
    DeathTypes          = NONE +POISONED_BETA
    DestructionDelay    = 0
    FX                  = INITIAL FX_DieByToxinChina
    OCL                 = INITIAL OCL_ToxicInfantryBeta 
  End
  
  Behavior = SlowDeathBehavior ModuleTag_Death05
    DeathTypes          = NONE +POISONED
    DestructionDelay    = 0
    FX                  = INITIAL FX_DieByToxinChina
    OCL                 = INITIAL OCL_ToxicInfantry
  End

  Behavior = SlowDeathBehavior ModuleTag_Death07
    DeathTypes          = NONE +POISONED_GAMMA
    DestructionDelay    = 0
    FX                  = INITIAL FX_DieByToxinChina
    OCL                 = INITIAL OCL_ToxicInfantryGamma
  End

  Behavior = PoisonedBehavior ModuleTag_09
    PoisonDamageInterval = 100  ; Every this many msec I will retake the poison damage dealt me...
    PoisonDuration = 3000       ; ... for this long after last hit by poison damage
  End
  
  Behavior = SlowDeathBehavior ModuleTag_DeathBurned
    DeathTypes          = NONE +BURNED
    DestructionDelay    = 0
    FX                  = INITIAL FX_DieByFireChina
    OCL                 = INITIAL OCL_FlamingInfantry
  End
 
  Geometry = CYLINDER
  GeometryMajorRadius = 3.0
  GeometryMinorRadius = 3.0
  GeometryHeight = 12.0
  GeometryIsSmall = Yes
  Shadow = SHADOW_DECAL
  ShadowSizeX = 14;
  ShadowSizeY = 14;
  ShadowTexture = ShadowI;



End
;------------------------------------------------------------------------------
Object AsianFarmer3

    ; *** ART Parameters ***
  Draw = W3DModelDraw ModuleTag_01
    OkToChangeModelColor = Yes

    DefaultConditionState
      Model = CIUFrm3_SKN
      IdleAnimation = CIUFrm3_SKL.CIUFrm3_STA 0 30
      IdleAnimation = CIUFrm3_SKL.CIUFrm3_IDA
      IdleAnimation = CIUFrm3_SKL.CIUFrm3_IDB
      AnimationMode = ONCE
    End

    ConditionState = MOVING
      Animation = CIUFrm3_SKL.CIUFrm3_WKA 
      AnimationMode = LOOP
      Flags = RANDOMSTART
    End
    
    ConditionState = MOVING PANICKING
      Animation = CIUFrm3_SKL.CIUFrm3_PKA
      AnimationMode = LOOP
      Flags = RANDOMSTART
    End

    ConditionState = DYING
      Animation = CIUFrm3_SKL.CIUFrm3_DTA
      Animation = CIUFrm3_SKL.CIUFrm3_DTB
      Animation = CIUFrm3_SKL.CIUFrm3_DTC
      AnimationMode = ONCE
      TransitionKey = TRANS_Dying
    End

    TransitionState = TRANS_Dying TRANS_Flailing
      Animation = CIUFrm3_SKL.CIUFrm3_ADTE1
      AnimationMode = ONCE
    End

    ConditionState = DYING EXPLODED_FLAILING
      Animation = CIUFrm3_SKL.CIUFrm3_ADTE2
      AnimationMode = LOOP
      TransitionKey = TRANS_Flailing
    End

    ConditionState = DYING EXPLODED_BOUNCING
      Animation = CIUFrm3_SKL.CIUFrm3_ADTE3
      AnimationMode = ONCE
      TransitionKey = None
    End
  End

  ; ***DESIGN parameters ***
  Side = Civilian
  EditorSorting = INFANTRY
  TransportSlotCount = 1

  ArmorSet
    Conditions      = None
    Armor           = HumanArmor
    DamageFX        = None
  End
  VisionRange = 150
  DisplayName = OBJECT:MogadishuFemaleCivilian
  CrushableLevel = 0  ;What am I?:        0 = for infantry, 1 = for trees, 2 = general vehicles

  ; *** AUDIO Parameters ***

  ; *** ENGINEERING Parameters ***
  RadarPriority = NOT_ON_RADAR
  KindOf = CAN_CAST_REFLECTIONS INFANTRY CAN_BE_REPULSED

  Body = ActiveBody ModuleTag_02
    MaxHealth       = 50.0
    InitialHealth   = 50.0
  End

  Behavior = AIUpdateInterface ModuleTag_03
  End
  Locomotor = SET_NORMAL BasicHumanLocomotor
  Locomotor = SET_WANDER WanderHumanLocomotor
  Locomotor = SET_PANIC PanicHumanLocomotor
  Behavior = PhysicsBehavior ModuleTag_04
    Mass = 5.0
  End
  Behavior = SlowDeathBehavior ModuleTag_05
    DeathTypes = ALL -POISONED_BETA -POISONED -BURNED -POISONED_GAMMA
    SinkDelay = 3000
    SinkRate = 0.5     ; in Dist/Sec
    DestructionDelay = 8000
  End

  Behavior = SquishCollide ModuleTag_06
    ;nothing
  End

  Behavior = FXListDie ModuleTag_07
    DeathTypes = ALL -CRUSHED -SPLATTED -POISONED_BETA -POISONED -BURNED -POISONED_GAMMA
    DeathFX = FX_CivilianChinaMaleDie
  End
  Behavior = FXListDie ModuleTag_08
    DeathTypes = NONE +CRUSHED +SPLATTED
    DeathFX = FX_GIDieCrushed
  End

  Behavior = PoisonedBehavior ModuleTag_09
    PoisonDamageInterval = 100  ; Every this many msec I will retake the poison damage dealt me...
    PoisonDuration = 3000       ; ... for this long after last hit by poison damage
  End
  
  Behavior = SlowDeathBehavior ModuleTag_Death06 
    DeathTypes          = NONE +POISONED_BETA
    DestructionDelay    = 0
    FX                  = INITIAL FX_DieByToxinChina
    OCL                 = INITIAL OCL_ToxicInfantryBeta 
  End
  
  Behavior = SlowDeathBehavior ModuleTag_Death05
    DeathTypes          = NONE +POISONED
    DestructionDelay    = 0
    FX                  = INITIAL FX_DieByToxinChina
    OCL                 = INITIAL OCL_ToxicInfantry
  End
  
  Behavior = SlowDeathBehavior ModuleTag_DeathBurned
    DeathTypes          = NONE +BURNED
    DestructionDelay    = 0
    FX                  = INITIAL FX_DieByFireChina
    OCL                 = INITIAL OCL_FlamingInfantry
  End
  
  Behavior = SlowDeathBehavior ModuleTag_Death07
    DeathTypes          = NONE +POISONED_GAMMA
    DestructionDelay    = 0
    FX                  = INITIAL FX_DieByToxinChina
    OCL                 = INITIAL OCL_ToxicInfantryGamma
  End

  Geometry = CYLINDER
  GeometryMajorRadius = 3.0
  GeometryMinorRadius = 3.0
  GeometryHeight = 12.0
  GeometryIsSmall = Yes
  Shadow = SHADOW_DECAL
  ShadowSizeX = 14;
  ShadowSizeY = 14;
  ShadowTexture = ShadowI;

End
;------------------------------------------------------------------------------

;------------------------------------------------------------------------------
Object CarAmbulance

  ; *** ART Parameters ***
  SelectPortrait         = SUTerrorist_L
  ButtonImage            = SUTerrorist

  Draw = W3DModelDraw ModuleTag_01
    ConditionState = NONE
      Model = CVAMBLNCE
    End
  End

  ; ***DESIGN parameters ***
  DisplayName      = OBJECT:Ambulance
  EditorSorting   = VEHICLE
 
  TransportSlotCount  = 3                 ;how many "slots" we take in a transport (0 == not transportable)
  WeaponSet
    Conditions = None
    Weapon = PRIMARY None
  End
  WeaponSet
    Conditions = CARBOMB
    Weapon = PRIMARY  SuicideCarBomb
  End
 
  ArmorSet
    Armor           = TruckArmor
    DamageFX        = CrushableCarDamageFX
  End
  CrusherLevel           = 1  ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles
  CrushableLevel         = 1  ;What am I?:        0 = for infantry, 1 = for trees, 2 = general vehicles
  CommandSet = CivilianCarBombCommandSet

  ; *** AUDIO Parameters ***
  SoundMoveStart = CarMoveStart


  ; *** ENGINEERING Parameters ***  
  KindOf          = SELECTABLE CAN_ATTACK VEHICLE SHOW_PORTRAIT_WHEN_CONTROLLED
  RadarPriority   = LOCAL_UNIT_ONLY

  Body            = ActiveBody ModuleTag_02
    MaxHealth       = 100.0
    InitialHealth   = 100.0
  End
  
  
  Behavior = DestroyDie ModuleTag_DeathTag03
    ;nothing
  End
  Behavior = CreateObjectDie ModuleTag_DeathTag04
    CreationList = OCL_GenericCarExplode
  End
  Behavior = FXListDie ModuleTag_DeathTag05
    DeathFX = FX_GenericCarExplode
  End


;  Behavior = DestroyDie ModuleTag_03
;    DeathTypes = ALL -CRUSHED -SPLATTED
;  End
;  Behavior = CrushDie ModuleTag_04
;    DeathTypes = NONE +CRUSHED +SPLATTED
;    TotalCrushSound     = CarAlarm
;    BackEndCrushSound   = CarAlarm
;    FrontEndCrushSound  = CarAlarm
;    TotalCrushSoundPercent    = 50   
;    BackEndCrushSoundPercent  = 50
;    FrontEndCrushSoundPercent = 50
;  End
;  Behavior = SlowDeathBehavior ModuleTag_11
;    DeathTypes = NONE +CRUSHED +SPLATTED
;    SinkDelay = 14000
;    SinkRate = 2     ; in Dist/Sec
;    DestructionDelay = 20000
;  End
;
;  Behavior = FXListDie ModuleTag_05
;    DeathTypes = NONE +CRUSHED +SPLATTED
;    DeathFX = FX_CarCrush
;  End
;  Behavior = CreateObjectDie ModuleTag_06
;    DeathTypes = ALL -CRUSHED -SPLATTED
;    CreationList = OCL_GenericCarExplode
;  End
;  Behavior = FXListDie ModuleTag_07
;    DeathTypes = ALL -CRUSHED -SPLATTED -FLOODED
;    DeathFX = FX_GenericCarExplode
;  End
;  Behavior = CreateObjectDie ModuleTag_08
;    DeathTypes = NONE +SUICIDED
;    CreationList = OCL_BurnedCarHull
;  End

  Behavior = AIUpdateInterface ModuleTag_09
  End
  Locomotor = SET_NORMAL BasicCarLocomotor
  Locomotor = SET_WANDER WanderCarLocomotor
  Locomotor = SET_PANIC PanicCarLocomotor

  Behavior = PhysicsBehavior ModuleTag_10
    Mass = 30.0
  End

  Behavior = FlammableUpdate ModuleTag_21
    AflameDuration = 5000         ; If I catch fire, I'll burn for this long...
    AflameDamageAmount = 5       ; taking this much damage...
    AflameDamageDelay = 500       ; this often.
  End

  Geometry        = BOX
  GeometryIsSmall = Yes
  GeometryMajorRadius = 15.0
  GeometryMinorRadius = 7.0
  GeometryHeight  = 13.0
  Shadow          = SHADOW_VOLUME

End

;------------------------------------------------------------------------------
Object CarAsian1

  ; *** ART Parameters ***
  SelectPortrait         = SUTerrorist_L
  ButtonImage            = SUTerrorist

  Draw = W3DModelDraw ModuleTag_01
    ConditionState = NONE
      Model = CVASNCAR1
    End
    
    ConditionState = REALLYDAMAGED
      Model = CVASNCAR1_D
    End
    
    ConditionState = RUBBLE
      Model = CVASNCAR1_D
    End
  End

  ; ***DESIGN parameters ***
  DisplayName      = OBJECT:AsianCar
  EditorSorting   = VEHICLE
 
  TransportSlotCount  = 3                 ;how many "slots" we take in a transport (0 == not transportable)
  WeaponSet
    Conditions = None
    Weapon = PRIMARY None
  End
  WeaponSet
    Conditions = CARBOMB
    Weapon = PRIMARY  SuicideCarBomb
  End
 
  ArmorSet
    Armor           = TruckArmor
    DamageFX        = CrushableCarDamageFX
  End
  CrusherLevel           = 1  ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles
  CrushableLevel         = 1  ;What am I?:        0 = for infantry, 1 = for trees, 2 = general vehicles
  CommandSet = CivilianCarBombCommandSet

  ; *** AUDIO Parameters ***
  SoundMoveStart = CarMoveStart


  ; *** ENGINEERING Parameters ***  
  KindOf          = SELECTABLE CAN_ATTACK VEHICLE SHOW_PORTRAIT_WHEN_CONTROLLED
  RadarPriority   = LOCAL_UNIT_ONLY

  Body            = ActiveBody ModuleTag_02
    MaxHealth       = 100.0
    InitialHealth   = 100.0
  End



  Behavior = DestroyDie ModuleTag_03
    DeathTypes = ALL -CRUSHED -SPLATTED
  End
  Behavior = CrushDie ModuleTag_04
    DeathTypes = NONE +CRUSHED +SPLATTED
    TotalCrushSound     = CarAlarm
    BackEndCrushSound   = CarAlarm
    FrontEndCrushSound  = CarAlarm
    TotalCrushSoundPercent    = 50   
    BackEndCrushSoundPercent  = 50
    FrontEndCrushSoundPercent = 50
  End
  Behavior = SlowDeathBehavior ModuleTag_11
    DeathTypes = NONE +CRUSHED +SPLATTED
    SinkDelay = 14000
    SinkRate = 2     ; in Dist/Sec
    DestructionDelay = 20000
  End

  Behavior = FXListDie ModuleTag_05
    DeathTypes = NONE +CRUSHED +SPLATTED
    DeathFX = FX_CarCrush
  End
  Behavior = CreateObjectDie ModuleTag_06
    DeathTypes = ALL -CRUSHED -SPLATTED
    CreationList = OCL_GenericCarExplode
  End
  Behavior = FXListDie ModuleTag_07
    DeathTypes = ALL -CRUSHED -SPLATTED -FLOODED
    DeathFX = FX_GenericCarExplode
  End
  Behavior = CreateObjectDie ModuleTag_08
    DeathTypes = NONE +SUICIDED
    CreationList = OCL_BurnedCarHull
  End

  Behavior = AIUpdateInterface ModuleTag_09
  End
  Locomotor = SET_NORMAL BasicCarLocomotor
  Locomotor = SET_WANDER WanderCarLocomotor
  Locomotor = SET_PANIC PanicCarLocomotor

  Behavior = PhysicsBehavior ModuleTag_10
    Mass = 30.0
  End

  Behavior = FlammableUpdate ModuleTag_21
    AflameDuration = 5000         ; If I catch fire, I'll burn for this long...
    AflameDamageAmount = 5       ; taking this much damage...
    AflameDamageDelay = 500       ; this often.
  End

  Geometry        = BOX
  GeometryIsSmall = Yes
  GeometryMajorRadius = 11.0
  GeometryMinorRadius = 4.0
  GeometryHeight  = 7.0
  Shadow          = SHADOW_VOLUME

End


;------------------------------------------------------------------------------
Object FarmerChickenTruck

  ; *** ART Parameters ***
  SelectPortrait         = SUTerrorist_L
  ButtonImage            = SUTerrorist

  Draw = W3DModelDraw ModuleTag_01
    ConditionState = NONE
      Model = CVChkntrk
    End
    
    ConditionState = REALLYDAMAGED
      Model = CVChkntrk_D
    End
    
    ConditionState = RUBBLE
      Model = CVChkntrk_D
    End
  End

  ; ***DESIGN parameters ***
  DisplayName      = OBJECT:AsianCar
  EditorSorting   = VEHICLE
 
  TransportSlotCount  = 3                 ;how many "slots" we take in a transport (0 == not transportable)
  WeaponSet
    Conditions = None
    Weapon = PRIMARY None
  End
  WeaponSet
    Conditions = CARBOMB
    Weapon = PRIMARY  SuicideCarBomb
  End
 
  ArmorSet
    Armor           = TruckArmor
    DamageFX        = CrushableCarDamageFX
  End
  CrusherLevel           = 1  ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles
  CrushableLevel         = 1  ;What am I?:        0 = for infantry, 1 = for trees, 2 = general vehicles
  CommandSet = CivilianCarBombCommandSet

  ; *** AUDIO Parameters ***
  SoundMoveStart = CarMoveStart


  ; *** ENGINEERING Parameters ***  
  KindOf          = SELECTABLE CAN_ATTACK VEHICLE SHOW_PORTRAIT_WHEN_CONTROLLED
  RadarPriority   = LOCAL_UNIT_ONLY

  Body            = ActiveBody ModuleTag_02
    MaxHealth       = 100.0
    InitialHealth   = 100.0
  End


  Behavior = DestroyDie ModuleTag_DeathTag03
    ;nothing
  End
  Behavior = CreateObjectDie ModuleTag_DeathTag04
    CreationList = OCL_GenericCarExplode
  End
  Behavior = FXListDie ModuleTag_DeathTag05
    DeathFX = FX_GenericCarExplode
  End


;  Behavior = DestroyDie ModuleTag_03
;    DeathTypes = ALL -CRUSHED -SPLATTED
;  End
;  Behavior = CrushDie ModuleTag_04
;    DeathTypes = NONE +CRUSHED +SPLATTED
;    TotalCrushSound     = CarAlarm
;    BackEndCrushSound   = CarAlarm
;    FrontEndCrushSound  = CarAlarm
;    TotalCrushSoundPercent    = 50   
;    BackEndCrushSoundPercent  = 50
;    FrontEndCrushSoundPercent = 50
;  End
;  Behavior = SlowDeathBehavior ModuleTag_11
;    DeathTypes = NONE +CRUSHED +SPLATTED
;    SinkDelay = 14000
;    SinkRate = 2     ; in Dist/Sec
;    DestructionDelay = 20000
;  End
;
;  Behavior = FXListDie ModuleTag_05
;    DeathTypes = NONE +CRUSHED +SPLATTED
;    DeathFX = FX_CarCrush
;  End
;  Behavior = CreateObjectDie ModuleTag_06
;    DeathTypes = ALL -CRUSHED -SPLATTED
;    CreationList = OCL_GenericCarExplode
;  End
;  Behavior = FXListDie ModuleTag_07
;    DeathTypes = ALL -CRUSHED -SPLATTED -FLOODED
;    DeathFX = FX_GenericCarExplode
;  End
;  Behavior = CreateObjectDie ModuleTag_08
;    DeathTypes = NONE +SUICIDED
;    CreationList = OCL_BurnedCarHull
;  End

  Behavior = AIUpdateInterface ModuleTag_09
  End
  Locomotor = SET_NORMAL BasicCarLocomotor
  Locomotor = SET_WANDER WanderCarLocomotor
  Locomotor = SET_PANIC PanicCarLocomotor

  Behavior = PhysicsBehavior ModuleTag_10
    Mass = 30.0
  End

  Behavior = FlammableUpdate ModuleTag_21
    AflameDuration = 5000         ; If I catch fire, I'll burn for this long...
    AflameDamageAmount = 5       ; taking this much damage...
    AflameDamageDelay = 500       ; this often.
  End

  Geometry        = BOX
  GeometryIsSmall = Yes
  GeometryMajorRadius = 16.0
  GeometryMinorRadius = 7.0
  GeometryHeight  = 12.0
  Shadow          = SHADOW_VOLUME

End


;-------------------------------------------------------------------
Object FarmerTruck

  ; *** ART Parameters ***
  SelectPortrait         = SUTerrorist_L
  ButtonImage            = SUTerrorist

  Draw = W3DModelDraw ModuleTag_01
    ConditionState = NONE
      Model = CVFrmrtk
    End
    
    ConditionState = REALLYDAMAGED
      Model = CVFrmrtk_D
    End
    
    ConditionState = RUBBLE
      Model = CVFrmrtk_D
    End
  End

  ; ***DESIGN parameters ***
  DisplayName      = OBJECT:AsianCar
  EditorSorting   = VEHICLE
 
  TransportSlotCount  = 3                 ;how many "slots" we take in a transport (0 == not transportable)
  WeaponSet
    Conditions = None
    Weapon = PRIMARY None
  End
  WeaponSet
    Conditions = CARBOMB
    Weapon = PRIMARY  SuicideCarBomb
  End
 
  ArmorSet
    Armor           = TruckArmor
    DamageFX        = CrushableCarDamageFX
  End
  CrusherLevel           = 1  ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles
  CrushableLevel         = 1  ;What am I?:        0 = for infantry, 1 = for trees, 2 = general vehicles
  CommandSet = CivilianCarBombCommandSet

  ; *** AUDIO Parameters ***
  SoundMoveStart = CarMoveStart


  ; *** ENGINEERING Parameters ***  
  KindOf          = SELECTABLE CAN_ATTACK VEHICLE SHOW_PORTRAIT_WHEN_CONTROLLED
  RadarPriority   = LOCAL_UNIT_ONLY

  Body            = ActiveBody ModuleTag_02
    MaxHealth       = 100.0
    InitialHealth   = 100.0
  End



  Behavior = DestroyDie ModuleTag_03
    DeathTypes = ALL -CRUSHED -SPLATTED
  End
  Behavior = CrushDie ModuleTag_04
    DeathTypes = NONE +CRUSHED +SPLATTED
    TotalCrushSound     = CarAlarm
    BackEndCrushSound   = CarAlarm
    FrontEndCrushSound  = CarAlarm
    TotalCrushSoundPercent    = 50   
    BackEndCrushSoundPercent  = 50
    FrontEndCrushSoundPercent = 50
  End
  Behavior = SlowDeathBehavior ModuleTag_11
    DeathTypes = NONE +CRUSHED +SPLATTED
    SinkDelay = 14000
    SinkRate = 2     ; in Dist/Sec
    DestructionDelay = 20000
  End

  Behavior = FXListDie ModuleTag_05
    DeathTypes = NONE +CRUSHED +SPLATTED
    DeathFX = FX_CarCrush
  End
  Behavior = CreateObjectDie ModuleTag_06
    DeathTypes = ALL -CRUSHED -SPLATTED
    CreationList = OCL_GenericCarExplode
  End
  Behavior = FXListDie ModuleTag_07
    DeathTypes = ALL -CRUSHED -SPLATTED -FLOODED
    DeathFX = FX_GenericCarExplode
  End
  Behavior = CreateObjectDie ModuleTag_08
    DeathTypes = NONE +SUICIDED
    CreationList = OCL_BurnedCarHull
  End

  Behavior = AIUpdateInterface ModuleTag_09
  End
  Locomotor = SET_NORMAL BasicCarLocomotor
  Locomotor = SET_WANDER WanderCarLocomotor
  Locomotor = SET_PANIC PanicCarLocomotor

  Behavior = PhysicsBehavior ModuleTag_10
    Mass = 30.0
  End

  Behavior = FlammableUpdate ModuleTag_21
    AflameDuration = 5000         ; If I catch fire, I'll burn for this long...
    AflameDamageAmount = 5       ; taking this much damage...
    AflameDamageDelay = 500       ; this often.
  End

  Geometry        = BOX
  GeometryIsSmall = Yes
  GeometryMajorRadius = 11.0
  GeometryMinorRadius = 4.0
  GeometryHeight  = 7.0
  Shadow          = SHADOW_VOLUME

End


;-------------------------------------------------------------------
Object SupplyTruck

  ; *** ART Parameters ***
  SelectPortrait         = SUTerrorist_L
  ButtonImage            = SUTerrorist

  Draw = W3DModelDraw ModuleTag_01
    ConditionState = NONE
      Model = CVSpplyTrk
    End
    
    ConditionState = REALLYDAMAGED
      Model = CVSpplyTrk_D
    End
    
    ConditionState = RUBBLE
      Model = CVSpplyTrk_D1
    End
  End

  ; ***DESIGN parameters ***
  DisplayName      = OBJECT:SupplyTruck
  EditorSorting   = VEHICLE
 
  TransportSlotCount  = 3                 ;how many "slots" we take in a transport (0 == not transportable)
  WeaponSet
    Conditions = None
    Weapon = PRIMARY None
  End
  WeaponSet
    Conditions = CARBOMB
    Weapon = PRIMARY  SuicideCarBomb
  End
 
  ArmorSet
    Armor           = TruckArmor
    DamageFX        = CrushableCarDamageFX
  End
  CrusherLevel           = 1  ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles
  CrushableLevel         = 1  ;What am I?:        0 = for infantry, 1 = for trees, 2 = general vehicles
  CommandSet = CivilianCarBombCommandSet

  ; *** AUDIO Parameters ***
  SoundMoveStart = CarMoveStart


  ; *** ENGINEERING Parameters ***  
  KindOf          = SELECTABLE CAN_ATTACK VEHICLE SHOW_PORTRAIT_WHEN_CONTROLLED
  RadarPriority   = LOCAL_UNIT_ONLY

  Body            = ActiveBody ModuleTag_02
    MaxHealth       = 100.0
    InitialHealth   = 100.0
  End



  Behavior = DestroyDie ModuleTag_03
    DeathTypes = ALL -CRUSHED -SPLATTED
  End
  Behavior = CrushDie ModuleTag_04
    DeathTypes = NONE +CRUSHED +SPLATTED
    TotalCrushSound     = CarAlarm
    BackEndCrushSound   = CarAlarm
    FrontEndCrushSound  = CarAlarm
    TotalCrushSoundPercent    = 50   
    BackEndCrushSoundPercent  = 50
    FrontEndCrushSoundPercent = 50
  End
  Behavior = SlowDeathBehavior ModuleTag_11
    DeathTypes = NONE +CRUSHED +SPLATTED
    SinkDelay = 14000
    SinkRate = 2     ; in Dist/Sec
    DestructionDelay = 20000
  End

  Behavior = FXListDie ModuleTag_05
    DeathTypes = NONE +CRUSHED +SPLATTED
    DeathFX = FX_CarCrush
  End
  Behavior = CreateObjectDie ModuleTag_06
    DeathTypes = ALL -CRUSHED -SPLATTED
    CreationList = OCL_GenericCarExplode
  End
  Behavior = FXListDie ModuleTag_07
    DeathTypes = ALL -CRUSHED -SPLATTED -FLOODED
    DeathFX = FX_GenericCarExplode
  End
  Behavior = CreateObjectDie ModuleTag_08
    DeathTypes = NONE +SUICIDED
    CreationList = OCL_BurnedCarHull
  End

  Behavior = AIUpdateInterface ModuleTag_09
  End
  Locomotor = SET_NORMAL BasicCarLocomotor
  Locomotor = SET_WANDER WanderCarLocomotor
  Locomotor = SET_PANIC PanicCarLocomotor

  Behavior = PhysicsBehavior ModuleTag_10
    Mass = 30.0
  End

  Behavior = FlammableUpdate ModuleTag_21
    AflameDuration = 5000         ; If I catch fire, I'll burn for this long...
    AflameDamageAmount = 5       ; taking this much damage...
    AflameDamageDelay = 500       ; this often.
  End

  Geometry        = BOX
  GeometryIsSmall = Yes
  GeometryMajorRadius = 18.0
  GeometryMinorRadius = 8.0
  GeometryHeight  = 10.0
  Shadow          = SHADOW_VOLUME

End


;-------------------------------------------------------------------
Object ToxicSupplyTruck

  ; *** ART Parameters ***
  SelectPortrait         = SUTerrorist_L
  ButtonImage            = SUTerrorist

  Draw = W3DTruckDraw ModuleTag_01
    OkToChangeModelColor = Yes

    DefaultConditionState
      Model           = CVToxSpplyTk
      HideSubObject   = BOX04
    End

    ConditionState    = REALLYDAMAGED
      Model           = CVToxSpplyTk_D
    End

    ConditionState    = RUBBLE
      Model           = CVToxSpplyTk_D1
    End

    ConditionState    = CARRYING
      ShowSubObject   = BOX04
    End

    ConditionState    = REALLYDAMAGED CARRYING
      Model           = CVToxSpplyTk_D
      ShowSubObject   = BOX04
    End

    ConditionState    = RUBBLE CARRYING
      Model           = CVToxSpplyTk_D1
      ShowSubObject   = BOX04
    End

    TrackMarks              = EXTireTrack.tga

    LeftFrontTireBone           = TIRE01
    RightFrontTireBone          = TIRE02
    LeftRearTireBone            = TIRE03
    RightRearTireBone           = TIRE04
    TireRotationMultiplier      = 0.2   ; this * speed = rotation.
    PowerslideRotationAddition  = 2.5   ; This speed is added to the rotation speed when powersliding.

    Dust                    = RocketBuggyDust
    DirtSpray               = RocketBuggyDirtSpray
    PowerslideSpray         = RocketBuggyDirtPowerSlide

  End

  ; ***DESIGN parameters ***
  DisplayName   = OBJECT:SupplyTruck
  Side          = Civilian
  EditorSorting = VEHICLE
  TransportSlotCount  = 2                 ;how many "slots" we take in a transport (0 == not transportable)
  BuildCost           = 600
  BuildTime           = 10.0      ;in seconds
  VisionRange         = 150
  ShroudClearingRange = 300
  Prerequisites
    Object = ToxinRepository
  End

  ArmorSet
    Conditions      = None
    Armor           = TruckArmor
    DamageFX        = TankDamageFX
  End

  CrusherLevel            = 2  ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles
  CrushableLevel          = 2  ;What am I?:        0 = for infantry, 1 = for trees, 2 = general vehicles
  CommandSet              = ChinaSupplyTruckCommandSet

  ; *** AUDIO Parameters ***
;  VoiceSelect             = SupplyTruckVoiceSelect
;  VoiceMove               = SupplyTruckVoiceMove
;  VoiceAttack             = SupplyTruckVoiceAttack
  SoundMoveStart          = SupplyTruckMoveStart
  SoundMoveStartDamaged   = SupplyTruckMoveStart
;  UnitSpecificSounds
;    VoiceCreate           = SupplyTruckVoiceCreate
;    TruckLandingSound     = NoSound
;    TruckPowerslideSound  = NoSound
;    VoiceSupply           = SupplyTruckVoiceSupply
;    VoiceCrush            = SupplyTruckVoiceCrush
;    VoiceEnter            = SupplyTruckVoiceMove
;  End

  ; *** ENGINEERING Parameters ***
  RadarPriority = UNIT
  ;@todo lorenzen removed the CAN_ATTACK from the chinasupplytruck... ok?
  KindOf = PRELOAD SELECTABLE CAN_CAST_REFLECTIONS VEHICLE HARVESTER SCORE

  Body = ActiveBody ModuleTag_02
    MaxHealth       = 300.0
    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 detemine how fast it drains away on its own.
    SubdualDamageCap = 600
    SubdualDamageHealRate = 500
    SubdualDamageHealAmount = 50
  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.  (Direct dock command on warehouse overrides, and no max on Center Scan)
    SuppliesDepletedVoice = SupplyTruckVoiceSuppliesDepleted
  End

  Locomotor = SET_NORMAL SupplyTruckLocomotor

  Behavior = PhysicsBehavior ModuleTag_04
    Mass = 5.0
  End

  ExperienceValue    = 50 50 50 50 ;Experience point value at each level

  Behavior = SlowDeathBehavior ModuleTag_05
    DeathTypes = ALL -CRUSHED -SPLATTED
    DestructionDelay = 200
    DestructionDelayVariance = 100
    FX  = FINAL    FX_SupplyTruckExplosionOneFinal
    OCL = FINAL    OCL_GLAToxicSupplyTruckDeathEffect
  End

  Behavior = FXListDie ModuleTag_06
    DeathTypes = NONE +CRUSHED +SPLATTED
    DeathFX = FX_CarCrush
  End

  Behavior = CreateObjectDie ModuleTag_07
    DeathTypes = NONE +CRUSHED +SPLATTED
    CreationList = OCL_GLAToxicSupplyTruck_CrushEffect
  End

  Behavior                       = TransitionDamageFX ModuleTag_08
    ReallyDamagedParticleSystem1 = Bone:SMOKE01 RandomBone:Yes PSys:SmallLightSmokeColumn
    ReallyDamagedFXList1         = Loc: X:0 Y:0 Z:0 FXList:FX_NukeCannonDamageTransition
  End

  Behavior = FlammableUpdate ModuleTag_09
    AflameDuration = 5000         ; If I catch fire, I'll burn for this long...
    AflameDamageAmount = 3       ; taking this much damage...
    AflameDamageDelay = 500       ; this often.
  End

  ; A crushing defeat
  Behavior = DestroyDie ModuleTag_10
    DeathTypes = NONE +CRUSHED +SPLATTED
  End

  Behavior        = CreateCrateDie ModuleTag_11
    CrateData     = SalvageCrateData
  End

  Geometry = BOX
  GeometryMajorRadius = 17.0
  GeometryMinorRadius = 7.0
  GeometryHeight = 14.0     
  GeometryIsSmall = No
  Shadow = SHADOW_VOLUME
  ShadowSizeX = 45  ; minimum elevation angle above horizon. Used to limit shadow length    

End

;-------------------------------------------------------------------

Object CarAsian2

  ; *** ART Parameters ***
  SelectPortrait         = SUTerrorist_L
  ButtonImage            = SUTerrorist

 Draw = W3DModelDraw ModuleTag_01
    ConditionState = NONE
      Model = CVASNCAR2
    End
   
    ConditionState = REALLYDAMAGED
      Model = CVASNCAR2_D
    End
    
    ConditionState = RUBBLE
      Model = CVASNCAR2_D
    End
  End

  ; ***DESIGN parameters ***
  DisplayName      = OBJECT:AsianCar
  EditorSorting   = VEHICLE
 
  TransportSlotCount  = 3                 ;how many "slots" we take in a transport (0 == not transportable)
  WeaponSet
    Conditions = None
    Weapon = PRIMARY None
  End
  WeaponSet
    Conditions = CARBOMB
    Weapon = PRIMARY  SuicideCarBomb
  End
 
  ArmorSet
    Armor           = TruckArmor
    DamageFX        = CrushableCarDamageFX
  End
  CrusherLevel           = 1  ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles
  CrushableLevel         = 1  ;What am I?:        0 = for infantry, 1 = for trees, 2 = general vehicles
  CommandSet = CivilianCarBombCommandSet

  ; *** AUDIO Parameters ***
  SoundMoveStart = CarMoveStart


  ; *** ENGINEERING Parameters ***  
  KindOf          = SELECTABLE CAN_ATTACK VEHICLE SHOW_PORTRAIT_WHEN_CONTROLLED
  RadarPriority   = LOCAL_UNIT_ONLY

  Body            = ActiveBody ModuleTag_02
    MaxHealth       = 100.0
    InitialHealth   = 100.0
  End



  Behavior = DestroyDie ModuleTag_03
    DeathTypes = ALL -CRUSHED -SPLATTED
  End
  Behavior = CrushDie ModuleTag_04
    DeathTypes = NONE +CRUSHED +SPLATTED
    TotalCrushSound     = CarAlarm
    BackEndCrushSound   = CarAlarm
    FrontEndCrushSound  = CarAlarm
    TotalCrushSoundPercent    = 50   
    BackEndCrushSoundPercent  = 50
    FrontEndCrushSoundPercent = 50
  End
  Behavior = SlowDeathBehavior ModuleTag_11
    DeathTypes = NONE +CRUSHED +SPLATTED
    SinkDelay = 14000
    SinkRate = 2     ; in Dist/Sec
    DestructionDelay = 20000
  End

  Behavior = FXListDie ModuleTag_05
    DeathTypes = NONE +CRUSHED +SPLATTED
    DeathFX = FX_CarCrush
  End
  Behavior = CreateObjectDie ModuleTag_06
    DeathTypes = ALL -CRUSHED -SPLATTED
    CreationList = OCL_GenericCarExplode
  End
  Behavior = FXListDie ModuleTag_07
    DeathTypes = ALL -CRUSHED -SPLATTED -FLOODED
    DeathFX = FX_GenericCarExplode
  End
  Behavior = CreateObjectDie ModuleTag_08
    DeathTypes = NONE +SUICIDED
    CreationList = OCL_BurnedCarHull
  End

  Behavior = AIUpdateInterface ModuleTag_09
  End
  Locomotor = SET_NORMAL BasicCarLocomotor
  Locomotor = SET_WANDER WanderCarLocomotor
  Locomotor = SET_PANIC PanicCarLocomotor

  Behavior = PhysicsBehavior ModuleTag_10
    Mass = 30.0
  End

  Behavior = FlammableUpdate ModuleTag_21
    AflameDuration = 5000         ; If I catch fire, I'll burn for this long...
    AflameDamageAmount = 5       ; taking this much damage...
    AflameDamageDelay = 500       ; this often.
  End

  Geometry        = BOX
  GeometryIsSmall = Yes
  GeometryMajorRadius = 11.0
  GeometryMinorRadius = 4.0
  GeometryHeight  = 7.0
  Shadow          = SHADOW_VOLUME

End

;------------------------------------------------------------------------------
Object TractorBackhoe

  ; *** ART Parameters ***
  SelectPortrait         = SUTerrorist_L
  ButtonImage            = SUTerrorist

  ;Draw = W3DModelDraw ModuleTag_01
  Draw = W3DTruckDraw ModuleTag_TruckDraw
    ConditionState = NONE
      Model = CVBACKHOE
    End
    
    ConditionState = REALLYDAMAGED
      Model = CVBACKHOE_D
    End
    
    ConditionState = RUBBLE
      Model = CVBACKHOE_D1
    End
    
    LeftFrontTireBone = Tire01
    RightFrontTireBone = Tire02
    LeftRearTireBone = Tire03
    RightRearTireBone = Tire04
    TireRotationMultiplier = 0.2   ; this * speed = rotation.
    PowerslideRotationAddition = 2.5   ; This speed is added to the rotation speed when powersliding.

  End

  ; ***DESIGN parameters ***
  DisplayName      = OBJECT:Backhoe
  EditorSorting   = VEHICLE
 
  TransportSlotCount  = 3                 ;how many "slots" we take in a transport (0 == not transportable)
  WeaponSet
    Conditions = None
    Weapon = PRIMARY None
  End
  WeaponSet
    Conditions = CARBOMB
    Weapon = PRIMARY  SuicideCarBomb
  End
 
  ArmorSet
    Armor           = TruckArmor
    DamageFX        = CrushableCarDamageFX
  End
  CrusherLevel           = 2  ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles
  CrushableLevel         = 2  ;What am I?:        0 = for infantry, 1 = for trees, 2 = general vehicles
  CommandSet = CivilianCarBombCommandSet

  ; *** AUDIO Parameters ***
  SoundMoveStart = CarMoveStart


  ; *** ENGINEERING Parameters ***  
  KindOf          = SELECTABLE CAN_ATTACK VEHICLE SHOW_PORTRAIT_WHEN_CONTROLLED
  RadarPriority   = LOCAL_UNIT_ONLY

  Body            = ActiveBody ModuleTag_02
    MaxHealth       = 100.0
    InitialHealth   = 100.0
  End

  Behavior = DestroyDie ModuleTag_DeathTag03
    ;nothing
  End
  Behavior = CreateObjectDie ModuleTag_DeathTag04
    CreationList = OCL_GenericCarExplode
  End
  Behavior = FXListDie ModuleTag_DeathTag05
    DeathFX = FX_GenericCarExplode
  End

  ;Behavior = DestroyDie ModuleTag_03
  ;  DeathTypes = ALL -CRUSHED -SPLATTED
  ;End
  ;Behavior = CrushDie ModuleTag_04
  ;  DeathTypes = NONE +CRUSHED +SPLATTED
  ;  TotalCrushSound     = CarAlarm
  ;  BackEndCrushSound   = CarAlarm
  ;  FrontEndCrushSound  = CarAlarm
  ;  TotalCrushSoundPercent    = 50   
  ;  BackEndCrushSoundPercent  = 50
  ;  FrontEndCrushSoundPercent = 50
  ;End
  ;Behavior = SlowDeathBehavior ModuleTag_11
  ;  DeathTypes = NONE +CRUSHED +SPLATTED
  ;  SinkDelay = 14000
  ;  SinkRate = 2     ; in Dist/Sec
  ;  DestructionDelay = 20000
  ;End

  ;Behavior = FXListDie ModuleTag_05
  ;  DeathTypes = NONE +CRUSHED +SPLATTED
  ;  DeathFX = FX_CarCrush
  ;End
  ;Behavior = CreateObjectDie ModuleTag_06
  ;  DeathTypes = ALL -CRUSHED -SPLATTED
  ;  CreationList = OCL_GenericCarExplode
  ;End
  ;Behavior = FXListDie ModuleTag_07
  ;  DeathTypes = ALL -CRUSHED -SPLATTED -FLOODED
  ;  DeathFX = FX_GenericCarExplode
  ;End
  ;Behavior = CreateObjectDie ModuleTag_08
  ;  DeathTypes = NONE +SUICIDED
  ;  CreationList = OCL_BurnedCarHull
  ;End

  Behavior = AIUpdateInterface ModuleTag_09
  End
  Locomotor = SET_NORMAL BasicCarLocomotor
  Locomotor = SET_WANDER WanderCarLocomotor
  Locomotor = SET_PANIC PanicCarLocomotor

  Behavior = PhysicsBehavior ModuleTag_10
    Mass = 30.0
  End

  Behavior = FlammableUpdate ModuleTag_21
    AflameDuration = 5000         ; If I catch fire, I'll burn for this long...
    AflameDamageAmount = 5       ; taking this much damage...
    AflameDamageDelay = 500       ; this often.
  End

  Geometry        = BOX
  GeometryIsSmall = Yes
  GeometryMajorRadius = 15.0
  GeometryMinorRadius = 8.0
  GeometryHeight  = 12.0
  Shadow          = SHADOW_VOLUME

End


;------------------------------------------------------------------------------
Object ForkliftLarge

  ; *** ART Parameters ***
  SelectPortrait         = SUTerrorist_L
  ButtonImage            = SUTerrorist

  Draw = W3DModelDraw ModuleTag_01
    ConditionState = NONE
      Model = CVCARGOBM
    End
  End

  ; ***DESIGN parameters ***
  DisplayName      = OBJECT:LargeForklift
  EditorSorting   = VEHICLE
 
  TransportSlotCount  = 3                 ;how many "slots" we take in a transport (0 == not transportable)
  WeaponSet
    Conditions = None
    Weapon = PRIMARY None
  End
  WeaponSet
    Conditions = CARBOMB
    Weapon = PRIMARY  SuicideCarBomb
  End
 
  ArmorSet
    Armor           = TruckArmor
    DamageFX        = CrushableCarDamageFX
  End
  CrusherLevel           = 2  ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles
  CrushableLevel         = 3  ;What am I?:        0 = for infantry, 1 = for trees, 2 = general vehicles
  CommandSet = CivilianCarBombCommandSet

  ; *** AUDIO Parameters ***
  SoundMoveStart = CarMoveStart


  ; *** ENGINEERING Parameters ***  
  KindOf          = SELECTABLE CAN_ATTACK VEHICLE SHOW_PORTRAIT_WHEN_CONTROLLED
  RadarPriority   = LOCAL_UNIT_ONLY

  Body            = ActiveBody ModuleTag_02
    MaxHealth       = 100.0
    InitialHealth   = 100.0
  End

  Behavior = DestroyDie ModuleTag_DeathTag03
    ;nothing
  End
  Behavior = CreateObjectDie ModuleTag_DeathTag04
    CreationList = OCL_GenericCarExplode
  End
  Behavior = FXListDie ModuleTag_DeathTag05
    DeathFX = FX_GenericCarExplode
  End


;  Behavior = DestroyDie ModuleTag_03
;    DeathTypes = ALL -CRUSHED -SPLATTED
;  End
;  Behavior = CrushDie ModuleTag_04
;    DeathTypes = NONE +CRUSHED +SPLATTED
;    TotalCrushSound     = CarAlarm
;    BackEndCrushSound   = CarAlarm
;    FrontEndCrushSound  = CarAlarm
;    TotalCrushSoundPercent    = 50   
;    BackEndCrushSoundPercent  = 50
;    FrontEndCrushSoundPercent = 50
;  End
;  Behavior = SlowDeathBehavior ModuleTag_11
;    DeathTypes = NONE +CRUSHED +SPLATTED
;    SinkDelay = 14000
;    SinkRate = 2     ; in Dist/Sec
;    DestructionDelay = 20000
;  End

;  Behavior = FXListDie ModuleTag_05
;    DeathTypes = NONE +CRUSHED +SPLATTED
;    DeathFX = FX_CarCrush
;  End
;  Behavior = CreateObjectDie ModuleTag_06
;    DeathTypes = ALL -CRUSHED -SPLATTED
;    CreationList = OCL_GenericCarExplode
;  End
;  Behavior = FXListDie ModuleTag_07
;    DeathTypes = ALL -CRUSHED -SPLATTED -FLOODED
;    DeathFX = FX_GenericCarExplode
;  End
;  Behavior = CreateObjectDie ModuleTag_08
;    DeathTypes = NONE +SUICIDED
;    CreationList = OCL_BurnedCarHull
;  End

  Behavior = AIUpdateInterface ModuleTag_09
  End
  Locomotor = SET_NORMAL BasicCarLocomotor
  Locomotor = SET_WANDER WanderCarLocomotor
  Locomotor = SET_PANIC PanicCarLocomotor

  Behavior = PhysicsBehavior ModuleTag_10
    Mass = 30.0
  End

  Behavior = FlammableUpdate ModuleTag_21
    AflameDuration = 5000         ; If I catch fire, I'll burn for this long...
    AflameDamageAmount = 5       ; taking this much damage...
    AflameDamageDelay = 500       ; this often.
  End

  Geometry        = BOX
  GeometryIsSmall = Yes
  GeometryMajorRadius = 17.0
  GeometryMinorRadius = 5.0
  GeometryHeight  = 7.0
  Shadow          = SHADOW_VOLUME

End

;------------------------------------------------------------------------------
Object AircraftCropDuster

  ; *** ART Parameters ***

  Draw = W3DModelDraw ModuleTag_01
    ConditionState = NONE
      Model = CVCDTPLN
      Animation           = CVCDTPLN.CVCDTPLN
      AnimationMode       = LOOP
    End
    
    ConditionState = REALLYDAMAGED
      Model = CVCDTPLN_D
    End
    
    ConditionState = RUBBLE
      Model = CVCDTPLN
    End
  End

  ; ***DESIGN parameters ***
  DisplayName      = OBJECT:CropDuster
  EditorSorting   = VEHICLE
 
  TransportSlotCount  = 1                 ;how many "slots" we take in a transport (0 == not transportable)
  WeaponSet
    Conditions = None
    Weapon = PRIMARY None
  End
;  WeaponSet
;    Conditions = CARBOMB
;    Weapon = PRIMARY  SuicideCarBomb
;  End
 
  ArmorSet
    Armor           = TruckArmor
    DamageFX        = CrushableCarDamageFX
  End
  CrusherLevel           = 1  ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles
  CrushableLevel         = 2  ;What am I?:        0 = for infantry, 1 = for trees, 2 = general vehicles
  CommandSet = GenericCommandSet

  ; *** AUDIO Parameters ***
  SoundAmbient = CivPropPlaneAmbientLoop


  ; *** ENGINEERING Parameters ***  
  KindOf          = SELECTABLE CAN_ATTACK VEHICLE
  RadarPriority   = LOCAL_UNIT_ONLY

  Body            = ActiveBody ModuleTag_02
    MaxHealth       = 100.0
    InitialHealth   = 100.0
  End

  Behavior = DestroyDie ModuleTag_DeathTag03
    ;nothing
  End
  Behavior = CreateObjectDie ModuleTag_DeathTag04
    CreationList = OCL_GenericCarExplode
  End
  Behavior = FXListDie ModuleTag_DeathTag05
    DeathFX = FX_GenericCarExplode
  End

;  Behavior = DestroyDie ModuleTag_03
;    DeathTypes = ALL -CRUSHED -SPLATTED
;  End
;  Behavior = CrushDie ModuleTag_04
;    DeathTypes = NONE +CRUSHED +SPLATTED
;    TotalCrushSound     = CarAlarm
;    BackEndCrushSound   = CarAlarm
;    FrontEndCrushSound  = CarAlarm
;    TotalCrushSoundPercent    = 50   
;    BackEndCrushSoundPercent  = 50
;    FrontEndCrushSoundPercent = 50
;  End
;  Behavior = SlowDeathBehavior ModuleTag_11
;    DeathTypes = NONE +CRUSHED +SPLATTED
;    SinkDelay = 14000
;    SinkRate = 2     ; in Dist/Sec
;    DestructionDelay = 20000
;  End
;
;  Behavior = FXListDie ModuleTag_05
;    DeathTypes = NONE +CRUSHED +SPLATTED
;    DeathFX = FX_CarCrush
;  End
;  Behavior = CreateObjectDie ModuleTag_06
;    DeathTypes = ALL -CRUSHED -SPLATTED
;    CreationList = OCL_GenericCarExplode
;  End
;  Behavior = FXListDie ModuleTag_07
;    DeathTypes = ALL -CRUSHED -SPLATTED -FLOODED
;   DeathFX = FX_GenericCarExplode
;  End
;  Behavior = CreateObjectDie ModuleTag_08
;    DeathTypes = NONE +SUICIDED
;    CreationList = OCL_BurnedCarHull
;  End

  Behavior = AIUpdateInterface ModuleTag_09
  End
  Locomotor = SET_NORMAL BasicCarLocomotor
  Locomotor = SET_WANDER WanderCarLocomotor
  Locomotor = SET_PANIC PanicCarLocomotor

  Behavior = PhysicsBehavior ModuleTag_10
    Mass = 30.0
  End

  Behavior = FlammableUpdate ModuleTag_21
    AflameDuration = 5000         ; If I catch fire, I'll burn for this long...
    AflameDamageAmount = 5       ; taking this much damage...
    AflameDamageDelay = 500       ; this often.
  End

  Geometry        = BOX
  GeometryIsSmall = Yes
  GeometryMajorRadius = 16.0
  GeometryMinorRadius = 4.0
  GeometryHeight  = 7.0
  Shadow          = SHADOW_VOLUME

End

;------------------------------------------------------------------------------
Object AircraftCessna

  ; *** ART Parameters ***

  Draw = W3DModelDraw ModuleTag_01
    ConditionState = NONE
      Model = CVCESSNA
    End
    
    ConditionState = REALLYDAMAGED
      Model = CVCESSNA_D
    End
    
    ConditionState = RUBBLE
      Model = CVCESSNA_D
    End
  End

  ; ***DESIGN parameters ***
  DisplayName      = OBJECT:Cessna
  EditorSorting   = VEHICLE
 
  TransportSlotCount  = 1                 ;how many "slots" we take in a transport (0 == not transportable)
  WeaponSet
    Conditions = None
    Weapon = PRIMARY None
  End
  WeaponSet
    Conditions = CARBOMB
    Weapon = PRIMARY  SuicideCarBomb
  End
 
  ArmorSet
    Armor           = TruckArmor
    DamageFX        = CrushableCarDamageFX
  End
  CrusherLevel           = 1  ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles
  CrushableLevel         = 2  ;What am I?:        0 = for infantry, 1 = for trees, 2 = general vehicles
  CommandSet = CivilianCarBombCommandSet

  ; *** AUDIO Parameters ***
  SoundAmbient = CivPropPlaneAmbientLoop


  ; *** ENGINEERING Parameters ***  
  KindOf          = SELECTABLE CAN_ATTACK VEHICLE
  RadarPriority   = LOCAL_UNIT_ONLY

  Body            = ActiveBody ModuleTag_02
    MaxHealth       = 100.0
    InitialHealth   = 100.0
  End



  Behavior = DestroyDie ModuleTag_03
    DeathTypes = ALL -CRUSHED -SPLATTED
  End
  Behavior = CrushDie ModuleTag_04
    DeathTypes = NONE +CRUSHED +SPLATTED
    TotalCrushSound     = CarAlarm
    BackEndCrushSound   = CarAlarm
    FrontEndCrushSound  = CarAlarm
    TotalCrushSoundPercent    = 50   
    BackEndCrushSoundPercent  = 50
    FrontEndCrushSoundPercent = 50
  End
  Behavior = SlowDeathBehavior ModuleTag_11
    DeathTypes = NONE +CRUSHED +SPLATTED
    SinkDelay = 14000
    SinkRate = 2     ; in Dist/Sec
    DestructionDelay = 20000
  End

  Behavior = FXListDie ModuleTag_05
    DeathTypes = NONE +CRUSHED +SPLATTED
    DeathFX = FX_CarCrush
  End
  Behavior = CreateObjectDie ModuleTag_06
    DeathTypes = ALL -CRUSHED -SPLATTED
    CreationList = OCL_GenericCarExplode
  End
  Behavior = FXListDie ModuleTag_07
    DeathTypes = ALL -CRUSHED -SPLATTED -FLOODED
    DeathFX = FX_GenericCarExplode
  End
  Behavior = CreateObjectDie ModuleTag_08
    DeathTypes = NONE +SUICIDED
    CreationList = OCL_BurnedCarHull
  End

  Behavior = AIUpdateInterface ModuleTag_09
  End
  Locomotor = SET_NORMAL BasicCarLocomotor
  Locomotor = SET_WANDER WanderCarLocomotor
  Locomotor = SET_PANIC PanicCarLocomotor

  Behavior = PhysicsBehavior ModuleTag_10
    Mass = 30.0
  End

  Behavior = FlammableUpdate ModuleTag_21
    AflameDuration = 5000         ; If I catch fire, I'll burn for this long...
    AflameDamageAmount = 5       ; taking this much damage...
    AflameDamageDelay = 500       ; this often.
  End

  Geometry        = BOX
  GeometryIsSmall = No
  GeometryMajorRadius = 20.0
  GeometryMinorRadius = 4.0
  GeometryHeight  = 7.0
  Shadow          = SHADOW_VOLUME

End

;------------------------------------------------------------------------------
Object TruckChicken

  ; *** ART Parameters ***
  SelectPortrait         = SUTerrorist_L
  ButtonImage            = SUTerrorist

  Draw = W3DModelDraw ModuleTag_01
    ConditionState = NONE
      Model = CVCHKNTRK
    End
  End

  ; ***DESIGN parameters ***
  DisplayName      = OBJECT:ChickenTruck
  EditorSorting   = VEHICLE
 
  TransportSlotCount  = 3                 ;how many "slots" we take in a transport (0 == not transportable)
  WeaponSet
    Conditions = None
    Weapon = PRIMARY None
  End
  WeaponSet
    Conditions = CARBOMB
    Weapon = PRIMARY  SuicideCarBomb
  End
 
  ArmorSet
    Armor           = TruckArmor
    DamageFX        = CrushableCarDamageFX
  End
  CrusherLevel           = 1  ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles
  CrushableLevel         = 2  ;What am I?:        0 = for infantry, 1 = for trees, 2 = general vehicles
  CommandSet = CivilianCarBombCommandSet

  ; *** AUDIO Parameters ***
  SoundMoveStart = CarMoveStart


  ; *** ENGINEERING Parameters ***  
  KindOf          = SELECTABLE CAN_ATTACK VEHICLE SHOW_PORTRAIT_WHEN_CONTROLLED
  RadarPriority   = LOCAL_UNIT_ONLY

  Body            = ActiveBody ModuleTag_02
    MaxHealth       = 100.0
    InitialHealth   = 100.0
  End


  Behavior = DestroyDie ModuleTag_DeathTag03
    ;nothing
  End
  Behavior = CreateObjectDie ModuleTag_DeathTag04
    CreationList = OCL_GenericCarExplode
  End
  Behavior = FXListDie ModuleTag_DeathTag05
    DeathFX = FX_GenericCarExplode
  End


;  Behavior = DestroyDie ModuleTag_03
;    DeathTypes = ALL -CRUSHED -SPLATTED
;  End
;  Behavior = CrushDie ModuleTag_04
;    DeathTypes = NONE +CRUSHED +SPLATTED
;    TotalCrushSound     = CarAlarm
;    BackEndCrushSound   = CarAlarm
;    FrontEndCrushSound  = CarAlarm
;    TotalCrushSoundPercent    = 50   
;    BackEndCrushSoundPercent  = 50
;    FrontEndCrushSoundPercent = 50
;  End
;  Behavior = SlowDeathBehavior ModuleTag_11
;    DeathTypes = NONE +CRUSHED +SPLATTED
;    SinkDelay = 14000
;    SinkRate = 2     ; in Dist/Sec
;    DestructionDelay = 20000
;  End
;
;  Behavior = FXListDie ModuleTag_05
;    DeathTypes = NONE +CRUSHED +SPLATTED
;    DeathFX = FX_CarCrush
;  End
;  Behavior = CreateObjectDie ModuleTag_06
;    DeathTypes = ALL -CRUSHED -SPLATTED
;    CreationList = OCL_GenericCarExplode
;  End
;  Behavior = FXListDie ModuleTag_07
;    DeathTypes = ALL -CRUSHED -SPLATTED -FLOODED
;    DeathFX = FX_GenericCarExplode
;  End
;  Behavior = CreateObjectDie ModuleTag_08
;    DeathTypes = NONE +SUICIDED
;    CreationList = OCL_BurnedCarHull
;  End

  Behavior = AIUpdateInterface ModuleTag_09
  End
  Locomotor = SET_NORMAL BasicCarLocomotor
  Locomotor = SET_WANDER WanderCarLocomotor
  Locomotor = SET_PANIC PanicCarLocomotor

  Behavior = PhysicsBehavior ModuleTag_10
    Mass = 30.0
  End

  Behavior = FlammableUpdate ModuleTag_21
    AflameDuration = 5000         ; If I catch fire, I'll burn for this long...
    AflameDamageAmount = 5       ; taking this much damage...
    AflameDamageDelay = 500       ; this often.
  End

  Geometry        = BOX
  GeometryIsSmall = Yes
  GeometryMajorRadius = 16.0
  GeometryMinorRadius = 7.0
  GeometryHeight  = 12.0
  Shadow          = SHADOW_VOLUME

End

;------------------------------------------------------------------------------
Object TractorCombine

  ; *** ART Parameters ***
  SelectPortrait         = SUTerrorist_L
  ButtonImage            = SUTerrorist

  Draw = W3DModelDraw ModuleTag_01
    ConditionState = NONE
      Model = CVCOMBINE
    End
  End

  ; ***DESIGN parameters ***
  DisplayName      = OBJECT:Combine
  EditorSorting   = VEHICLE
 
  TransportSlotCount  = 3                 ;how many "slots" we take in a transport (0 == not transportable)
  WeaponSet
    Conditions = None
    Weapon = PRIMARY None
  End
  WeaponSet
    Conditions = CARBOMB
    Weapon = PRIMARY  SuicideCarBomb
  End
 
  ArmorSet
    Armor           = TruckArmor
    DamageFX        = CrushableCarDamageFX
  End
  CrusherLevel           = 2  ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles
  CrushableLevel         = 2  ;What am I?:        0 = for infantry, 1 = for trees, 2 = general vehicles
  CommandSet = CivilianCarBombCommandSet

  ; *** AUDIO Parameters ***
  SoundMoveStart = CarMoveStart


  ; *** ENGINEERING Parameters ***  
  KindOf          = SELECTABLE CAN_ATTACK VEHICLE SHOW_PORTRAIT_WHEN_CONTROLLED
  RadarPriority   = LOCAL_UNIT_ONLY

  Body            = ActiveBody ModuleTag_02
    MaxHealth       = 100.0
    InitialHealth   = 100.0
  End

  Behavior = DestroyDie ModuleTag_DeathTag03
    ;nothing
  End
  Behavior = CreateObjectDie ModuleTag_DeathTag04
    CreationList = OCL_GenericCarExplode
  End
  Behavior = FXListDie ModuleTag_DeathTag05
    DeathFX = FX_GenericCarExplode
  End

 ; Behavior = DestroyDie ModuleTag_03
 ;   DeathTypes = ALL -CRUSHED -SPLATTED
 ; End
 ; Behavior = CrushDie ModuleTag_04
 ;   DeathTypes = NONE +CRUSHED +SPLATTED
 ;   TotalCrushSound     = CarAlarm
 ;   BackEndCrushSound   = CarAlarm
 ;   FrontEndCrushSound  = CarAlarm
 ;   TotalCrushSoundPercent    = 50   
 ;   BackEndCrushSoundPercent  = 50
 ;   FrontEndCrushSoundPercent = 50
 ; End
 ; Behavior = SlowDeathBehavior ModuleTag_11
 ;   DeathTypes = NONE +CRUSHED +SPLATTED
 ;   SinkDelay = 14000
 ;   SinkRate = 2     ; in Dist/Sec
 ;   DestructionDelay = 20000
 ; End
 ;
 ; Behavior = FXListDie ModuleTag_05
 ;   DeathTypes = NONE +CRUSHED +SPLATTED
 ;   DeathFX = FX_CarCrush
 ; End
 ; Behavior = CreateObjectDie ModuleTag_06
 ;   DeathTypes = ALL -CRUSHED -SPLATTED
 ;   CreationList = OCL_GenericCarExplode
 ; End
 ; Behavior = FXListDie ModuleTag_07
 ;   DeathTypes = ALL -CRUSHED -SPLATTED -FLOODED
 ;   DeathFX = FX_GenericCarExplode
 ; End
 ; Behavior = CreateObjectDie ModuleTag_08
 ;   DeathTypes = NONE +SUICIDED
 ;   CreationList = OCL_BurnedCarHull
 ; End

  Behavior = AIUpdateInterface ModuleTag_09
  End
  Locomotor = SET_NORMAL BasicCarLocomotor
  Locomotor = SET_WANDER WanderCarLocomotor
  Locomotor = SET_PANIC PanicCarLocomotor

  Behavior = PhysicsBehavior ModuleTag_10
    Mass = 30.0
  End

  Behavior = FlammableUpdate ModuleTag_21
    AflameDuration = 5000         ; If I catch fire, I'll burn for this long...
    AflameDamageAmount = 5       ; taking this much damage...
    AflameDamageDelay = 500       ; this often.
  End

  Geometry        = BOX
  GeometryIsSmall = Yes
  GeometryMajorRadius = 11.0
  GeometryMinorRadius = 4.0
  GeometryHeight  = 7.0
  Shadow          = SHADOW_VOLUME

End

;------------------------------------------------------------------------------
Object CarEuroVan1

  ; *** ART Parameters ***
  SelectPortrait         = SUTerrorist_L
  ButtonImage            = SUTerrorist

  Draw = W3DModelDraw ModuleTag_01
    ConditionState = NONE
      Model = CVEUROVAN1
    End
  End

  ; ***DESIGN parameters ***
  DisplayName      = OBJECT:EuroVan
  EditorSorting   = VEHICLE
 
  TransportSlotCount  = 3                 ;how many "slots" we take in a transport (0 == not transportable)
  WeaponSet
    Conditions = None
    Weapon = PRIMARY None
  End
  WeaponSet
    Conditions = CARBOMB
    Weapon = PRIMARY  SuicideCarBomb
  End
 
  ArmorSet
    Armor           = TruckArmor
    DamageFX        = CrushableCarDamageFX
  End
  CrusherLevel           = 1  ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles
  CrushableLevel         = 1  ;What am I?:        0 = for infantry, 1 = for trees, 2 = general vehicles
  CommandSet = CivilianCarBombCommandSet

  ; *** AUDIO Parameters ***
  SoundMoveStart = CarMoveStart


  ; *** ENGINEERING Parameters ***  
  KindOf          = SELECTABLE CAN_ATTACK VEHICLE SHOW_PORTRAIT_WHEN_CONTROLLED
  RadarPriority   = LOCAL_UNIT_ONLY

  Body            = ActiveBody ModuleTag_02
    MaxHealth       = 100.0
    InitialHealth   = 100.0
  End

  Behavior = DestroyDie ModuleTag_DeathTag03
    ;nothing
  End
  Behavior = CreateObjectDie ModuleTag_DeathTag04
    CreationList = OCL_GenericCarExplode
  End
  Behavior = FXListDie ModuleTag_DeathTag05
    DeathFX = FX_GenericCarExplode
  End

;  Behavior = DestroyDie ModuleTag_03
;    DeathTypes = ALL -CRUSHED -SPLATTED
;  End
;  Behavior = CrushDie ModuleTag_04;
;   DeathTypes = NONE +CRUSHED +SPLATTED
;    TotalCrushSound     = CarAlarm
;    BackEndCrushSound   = CarAlarm
;    FrontEndCrushSound  = CarAlarm
;    TotalCrushSoundPercent    = 50   
;    BackEndCrushSoundPercent  = 50
;    FrontEndCrushSoundPercent = 50
;  End
;  Behavior = SlowDeathBehavior ModuleTag_11
;    DeathTypes = NONE +CRUSHED +SPLATTED
;    SinkDelay = 14000
;    SinkRate = 2     ; in Dist/Sec
;    DestructionDelay = 20000
;  End

;  Behavior = FXListDie ModuleTag_05
;    DeathTypes = NONE +CRUSHED +SPLATTED
;    DeathFX = FX_CarCrush
;  End
;  Behavior = CreateObjectDie ModuleTag_06
;    DeathTypes = ALL -CRUSHED -SPLATTED
;    CreationList = OCL_GenericCarExplode
;  End
;  Behavior = FXListDie ModuleTag_07
;    DeathTypes = ALL -CRUSHED -SPLATTED -FLOODED
;    DeathFX = FX_GenericCarExplode
;  End
;  Behavior = CreateObjectDie ModuleTag_08
;    DeathTypes = NONE +SUICIDED
;    CreationList = OCL_BurnedCarHull
;  End

  Behavior = AIUpdateInterface ModuleTag_09
  End
  Locomotor = SET_NORMAL BasicCarLocomotor
  Locomotor = SET_WANDER WanderCarLocomotor
  Locomotor = SET_PANIC PanicCarLocomotor

  Behavior = PhysicsBehavior ModuleTag_10
    Mass = 30.0
  End

  Behavior = FlammableUpdate ModuleTag_21
    AflameDuration = 5000         ; If I catch fire, I'll burn for this long...
    AflameDamageAmount = 5       ; taking this much damage...
    AflameDamageDelay = 500       ; this often.
  End

  Geometry        = BOX
  GeometryIsSmall = Yes
  GeometryMajorRadius = 11.0
  GeometryMinorRadius = 5.0
  GeometryHeight  = 13.0
  Shadow          = SHADOW_VOLUME

End

;------------------------------------------------------------------------------
Object CarEuroVan2

  ; *** ART Parameters ***
  SelectPortrait         = SUTerrorist_L
  ButtonImage            = SUTerrorist

  Draw = W3DModelDraw ModuleTag_01
    ConditionState = NONE
      Model = CVEUROVAN2
    End
  End

  ; ***DESIGN parameters ***
  DisplayName      = OBJECT:EuroVan
  EditorSorting   = VEHICLE
 
  TransportSlotCount  = 3                 ;how many "slots" we take in a transport (0 == not transportable)
  WeaponSet
    Conditions = None
    Weapon = PRIMARY None
  End
  WeaponSet
    Conditions = CARBOMB
    Weapon = PRIMARY  SuicideCarBomb
  End
 
  ArmorSet
    Armor           = TruckArmor
    DamageFX        = CrushableCarDamageFX
  End
  CrusherLevel           = 1  ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles
  CrushableLevel         = 1  ;What am I?:        0 = for infantry, 1 = for trees, 2 = general vehicles
  CommandSet = CivilianCarBombCommandSet

  ; *** AUDIO Parameters ***
  SoundMoveStart = CarMoveStart


  ; *** ENGINEERING Parameters ***  
  KindOf          = SELECTABLE CAN_ATTACK VEHICLE SHOW_PORTRAIT_WHEN_CONTROLLED
  RadarPriority   = LOCAL_UNIT_ONLY

  Body            = ActiveBody ModuleTag_02
    MaxHealth       = 100.0
    InitialHealth   = 100.0
  End

  
  Behavior = DestroyDie ModuleTag_DeathTag03
    ;nothing
  End
  Behavior = CreateObjectDie ModuleTag_DeathTag04
    CreationList = OCL_GenericCarExplode
  End
  Behavior = FXListDie ModuleTag_DeathTag05
    DeathFX = FX_GenericCarExplode
  End

 ; Behavior = DestroyDie ModuleTag_03
 ;   DeathTypes = ALL -CRUSHED -SPLATTED
 ; End
 ; Behavior = CrushDie ModuleTag_04
 ;   DeathTypes = NONE +CRUSHED +SPLATTED
 ;   TotalCrushSound     = CarAlarm
 ;   BackEndCrushSound   = CarAlarm
 ;   FrontEndCrushSound  = CarAlarm
 ;   TotalCrushSoundPercent    = 50   
 ;   BackEndCrushSoundPercent  = 50
 ;   FrontEndCrushSoundPercent = 50
 ; End
 ; Behavior = SlowDeathBehavior ModuleTag_11
 ;   DeathTypes = NONE +CRUSHED +SPLATTED
 ;   SinkDelay = 14000
 ;   SinkRate = 2     ; in Dist/Sec
 ;   DestructionDelay = 20000
 ; End

 ; Behavior = FXListDie ModuleTag_05
 ;   DeathTypes = NONE +CRUSHED +SPLATTED
 ;   DeathFX = FX_CarCrush
 ; End
 ; Behavior = CreateObjectDie ModuleTag_06
 ;   DeathTypes = ALL -CRUSHED -SPLATTED
 ;   CreationList = OCL_GenericCarExplode
 ; End
 ; Behavior = FXListDie ModuleTag_07
 ;   DeathTypes = ALL -CRUSHED -SPLATTED -FLOODED
 ;   DeathFX = FX_GenericCarExplode
 ; End
 ; Behavior = CreateObjectDie ModuleTag_08
 ;   DeathTypes = NONE +SUICIDED
 ;   CreationList = OCL_BurnedCarHull
 ; End

  Behavior = AIUpdateInterface ModuleTag_09
  End
  Locomotor = SET_NORMAL BasicCarLocomotor
  Locomotor = SET_WANDER WanderCarLocomotor
  Locomotor = SET_PANIC PanicCarLocomotor

  Behavior = PhysicsBehavior ModuleTag_10
    Mass = 30.0
  End

  Behavior = FlammableUpdate ModuleTag_21
    AflameDuration = 5000         ; If I catch fire, I'll burn for this long...
    AflameDamageAmount = 5       ; taking this much damage...
    AflameDamageDelay = 500       ; this often.
  End

  Geometry        = BOX
  GeometryIsSmall = Yes
  GeometryMajorRadius = 11.0
  GeometryMinorRadius = 5.0
  GeometryHeight  = 13.0
  Shadow          = SHADOW_VOLUME

End

;------------------------------------------------------------------------------
Object CarEuroPoliceVan

  ; *** ART Parameters ***
  SelectPortrait         = SUTerrorist_L
  ButtonImage            = SUTerrorist

  Draw = W3DModelDraw ModuleTag_01
    DefaultConditionState
      Model = CVEUROVAN3
      Animation = CVEUROVAN3.CVEUROVAN3
      AnimationMode = LOOP
    End
  End

  ; ***DESIGN parameters ***
  DisplayName      = OBJECT:EuroPoliceVan
  EditorSorting   = VEHICLE
 
  TransportSlotCount  = 3                 ;how many "slots" we take in a transport (0 == not transportable)
  WeaponSet
    Conditions = None
    Weapon = PRIMARY None
  End
  WeaponSet
    Conditions = CARBOMB
    Weapon = PRIMARY  SuicideCarBomb
  End
 
  ArmorSet
    Armor           = TruckArmor
    DamageFX        = CrushableCarDamageFX
  End
  CrusherLevel           = 1  ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles
  CrushableLevel         = 1  ;What am I?:        0 = for infantry, 1 = for trees, 2 = general vehicles
  CommandSet = CivilianCarBombCommandSet

  ; *** AUDIO Parameters ***
  SoundMoveStart = CarMoveStart


  ; *** ENGINEERING Parameters ***  
  KindOf          = SELECTABLE CAN_ATTACK VEHICLE SHOW_PORTRAIT_WHEN_CONTROLLED
  RadarPriority   = LOCAL_UNIT_ONLY

  Body            = ActiveBody ModuleTag_02
    MaxHealth       = 100.0
    InitialHealth   = 100.0
  End

  Behavior = DestroyDie ModuleTag_DeathTag03
    ;nothing
  End
  Behavior = CreateObjectDie ModuleTag_DeathTag04
    CreationList = OCL_GenericCarExplode
  End
  Behavior = FXListDie ModuleTag_DeathTag05
    DeathFX = FX_GenericCarExplode
  End

;  Behavior = DestroyDie ModuleTag_03
;    DeathTypes = ALL -CRUSHED -SPLATTED
;  End
;  Behavior = CrushDie ModuleTag_04
;    DeathTypes = NONE +CRUSHED +SPLATTED
;    TotalCrushSound     = CarAlarm
;    BackEndCrushSound   = CarAlarm
;    FrontEndCrushSound  = CarAlarm
;    TotalCrushSoundPercent    = 50   
;    BackEndCrushSoundPercent  = 50
;    FrontEndCrushSoundPercent = 50
;  End
;  Behavior = SlowDeathBehavior ModuleTag_11
;    DeathTypes = NONE +CRUSHED +SPLATTED
;    SinkDelay = 14000
;    SinkRate = 2     ; in Dist/Sec
;    DestructionDelay = 20000
;  End
;
;  Behavior = FXListDie ModuleTag_05
;    DeathTypes = NONE +CRUSHED +SPLATTED
;    DeathFX = FX_CarCrush
;  End
;  Behavior = CreateObjectDie ModuleTag_06
;    DeathTypes = ALL -CRUSHED -SPLATTED
;    CreationList = OCL_GenericCarExplode
;  End
;  Behavior = FXListDie ModuleTag_07
;    DeathTypes = ALL -CRUSHED -SPLATTED -FLOODED
;    DeathFX = FX_GenericCarExplode
;  End
;  Behavior = CreateObjectDie ModuleTag_08
;    DeathTypes = NONE +SUICIDED
;    CreationList = OCL_BurnedCarHull
;  End

  Behavior = AIUpdateInterface ModuleTag_09
  End
  Locomotor = SET_NORMAL BasicCarLocomotor
  Locomotor = SET_WANDER WanderCarLocomotor
  Locomotor = SET_PANIC PanicCarLocomotor

  Behavior = PhysicsBehavior ModuleTag_10
    Mass = 30.0
  End

  Behavior = FlammableUpdate ModuleTag_21
    AflameDuration = 5000         ; If I catch fire, I'll burn for this long...
    AflameDamageAmount = 5       ; taking this much damage...
    AflameDamageDelay = 500       ; this often.
  End

  Geometry        = BOX
  GeometryIsSmall = Yes
  GeometryMajorRadius = 11.0
  GeometryMinorRadius = 4.0
  GeometryHeight  = 12.0
  Shadow          = SHADOW_VOLUME

End

;------------------------------------------------------------------------------
Object Firetruck

  ; *** ART Parameters ***
  SelectPortrait         = SUTerrorist_L
  ButtonImage            = SUTerrorist

  Draw = W3DModelDraw ModuleTag_01
    ConditionState = NONE
      Model = CVFIRETCK
    End
    
    ConditionState = REALLYDAMAGED
      Model = CVFIRETCK_D
    End
    
    ConditionState = RUBBLE
      Model = CVFIRETCK_D
    End
  End

  ; ***DESIGN parameters ***
  DisplayName      = OBJECT:FireTruck
  EditorSorting   = VEHICLE
 
  TransportSlotCount  = 3                 ;how many "slots" we take in a transport (0 == not transportable)
  WeaponSet
    Conditions = None
    Weapon = PRIMARY None
  End
  WeaponSet
    Conditions = CARBOMB
    Weapon = PRIMARY  SuicideCarBomb
  End
 
  ArmorSet
    Armor           = TruckArmor
    DamageFX        = CrushableCarDamageFX
  End
  CrusherLevel           = 2  ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles
  CrushableLevel         = 2  ;What am I?:        0 = for infantry, 1 = for trees, 2 = general vehicles
  CommandSet = CivilianCarBombCommandSet

  ; *** AUDIO Parameters ***
  SoundMoveStart = CarMoveStart


  ; *** ENGINEERING Parameters ***  
  KindOf          = SELECTABLE CAN_ATTACK VEHICLE SHOW_PORTRAIT_WHEN_CONTROLLED
  RadarPriority   = LOCAL_UNIT_ONLY

  Body            = ActiveBody ModuleTag_02
    MaxHealth       = 100.0
    InitialHealth   = 100.0
  End

  Behavior = DestroyDie ModuleTag_DeathTag03
    ;nothing
  End
  Behavior = CreateObjectDie ModuleTag_DeathTag04
    CreationList = OCL_GenericCarExplode
  End
  Behavior = FXListDie ModuleTag_DeathTag05
    DeathFX = FX_GenericCarExplode
  End


;  Behavior = DestroyDie ModuleTag_03
;    DeathTypes = ALL -CRUSHED -SPLATTED
;  End
;  Behavior = CrushDie ModuleTag_04
;    DeathTypes = NONE +CRUSHED +SPLATTED
;    TotalCrushSound     = CarAlarm
;    BackEndCrushSound   = CarAlarm
;    FrontEndCrushSound  = CarAlarm
;    TotalCrushSoundPercent    = 50   
;    BackEndCrushSoundPercent  = 50
;    FrontEndCrushSoundPercent = 50
;  End
;  Behavior = SlowDeathBehavior ModuleTag_11
;    DeathTypes = NONE +CRUSHED +SPLATTED
;    SinkDelay = 14000
;    SinkRate = 2     ; in Dist/Sec
;    DestructionDelay = 20000
;  End

;  Behavior = FXListDie ModuleTag_05
;    DeathTypes = NONE +CRUSHED +SPLATTED
;    DeathFX = FX_CarCrush
;  End
;  Behavior = CreateObjectDie ModuleTag_06
;    DeathTypes = ALL -CRUSHED -SPLATTED
;    CreationList = OCL_GenericCarExplode
;  End
;  Behavior = FXListDie ModuleTag_07
;    DeathTypes = ALL -CRUSHED -SPLATTED -FLOODED
;    DeathFX = FX_GenericCarExplode
;  End
;  Behavior = CreateObjectDie ModuleTag_08
;    DeathTypes = NONE +SUICIDED
;    CreationList = OCL_BurnedCarHull
;  End

  Behavior = AIUpdateInterface ModuleTag_09
  End
  Locomotor = SET_NORMAL BasicCarLocomotor
  Locomotor = SET_WANDER WanderCarLocomotor
  Locomotor = SET_PANIC PanicCarLocomotor

  Behavior = PhysicsBehavior ModuleTag_10
    Mass = 30.0
  End

  Behavior = FlammableUpdate ModuleTag_21
    AflameDuration = 5000         ; If I catch fire, I'll burn for this long...
    AflameDamageAmount = 5       ; taking this much damage...
    AflameDamageDelay = 500       ; this often.
  End

  Geometry        = BOX
  GeometryIsSmall = No
  GeometryMajorRadius = 23.0
  GeometryMinorRadius = 6.0
  GeometryHeight  = 15.0
  Shadow          = SHADOW_VOLUME

End

;------------------------------------------------------------------------------
Object ForkliftSmall

  ; *** ART Parameters ***
  SelectPortrait         = SUTerrorist_L
  ButtonImage            = SUTerrorist

  Draw = W3DModelDraw ModuleTag_01
    ConditionState = NONE
      Model = CVFKLT
    End
    
    ConditionState = REALLYDAMAGED
      Model = CVFKLT

    End
    
    ConditionState = RUBBLE
      Model = CVFKLT
    End
  End

  ; ***DESIGN parameters ***
  DisplayName      = OBJECT:SmallForklift
  EditorSorting   = VEHICLE
 
  TransportSlotCount  = 3                 ;how many "slots" we take in a transport (0 == not transportable)
  WeaponSet
    Conditions = None
    Weapon = PRIMARY None
  End
  WeaponSet
    Conditions = CARBOMB
    Weapon = PRIMARY  SuicideCarBomb
  End
 
  ArmorSet
    Armor           = TruckArmor
    DamageFX        = CrushableCarDamageFX
  End
  CrusherLevel           = 2  ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles
  CrushableLevel         = 2  ;What am I?:        0 = for infantry, 1 = for trees, 2 = general vehicles
  CommandSet = CivilianCarBombCommandSet

  ; *** AUDIO Parameters ***
  SoundMoveStart = CarMoveStart


  ; *** ENGINEERING Parameters ***  
  KindOf          = SELECTABLE CAN_ATTACK VEHICLE SHOW_PORTRAIT_WHEN_CONTROLLED
  RadarPriority   = LOCAL_UNIT_ONLY

  Body            = ActiveBody ModuleTag_02
    MaxHealth       = 100.0
    InitialHealth   = 100.0
  End

  Behavior = DestroyDie ModuleTag_DeathTag03
    ;nothing
  End
  Behavior = CreateObjectDie ModuleTag_DeathTag04
    CreationList = OCL_GenericCarExplode
  End
  Behavior = FXListDie ModuleTag_DeathTag05
    DeathFX = FX_GenericCarExplode
  End


;  Behavior = DestroyDie ModuleTag_03
;    DeathTypes = ALL -CRUSHED -SPLATTED
;  End
;  Behavior = CrushDie ModuleTag_04
;    DeathTypes = NONE +CRUSHED +SPLATTED
;    TotalCrushSound     = CarAlarm
;    BackEndCrushSound   = CarAlarm
;    FrontEndCrushSound  = CarAlarm
;    TotalCrushSoundPercent    = 50   
;    BackEndCrushSoundPercent  = 50
;    FrontEndCrushSoundPercent = 50
;  End
;  Behavior = SlowDeathBehavior ModuleTag_11
;    DeathTypes = NONE +CRUSHED +SPLATTED
;    SinkDelay = 14000
;    SinkRate = 2     ; in Dist/Sec
;    DestructionDelay = 20000
;  End
;
;  Behavior = FXListDie ModuleTag_05
;    DeathTypes = NONE +CRUSHED +SPLATTED
;    DeathFX = FX_CarCrush
;  End
;  Behavior = CreateObjectDie ModuleTag_06
;    DeathTypes = ALL -CRUSHED -SPLATTED
;    CreationList = OCL_GenericCarExplode
;  End
;  Behavior = FXListDie ModuleTag_07
;    DeathTypes = ALL -CRUSHED -SPLATTED -FLOODED
;    DeathFX = FX_GenericCarExplode
;  End
;  Behavior = CreateObjectDie ModuleTag_08
;    DeathTypes = NONE +SUICIDED
;    CreationList = OCL_BurnedCarHull
;  End

  Behavior = AIUpdateInterface ModuleTag_09
  End
  Locomotor = SET_NORMAL BasicForkLiftLocomotor
  Locomotor = SET_WANDER BasicForkLiftLocomotor
  Locomotor = SET_PANIC BasicForkLiftLocomotor

  Behavior = PhysicsBehavior ModuleTag_10
    Mass = 30.0
  End

  Behavior = FlammableUpdate ModuleTag_21
    AflameDuration = 5000         ; If I catch fire, I'll burn for this long...
    AflameDamageAmount = 5       ; taking this much damage...
    AflameDamageDelay = 500       ; this often.
  End

  Geometry        = BOX
  GeometryIsSmall = Yes
  GeometryMajorRadius = 11.0
  GeometryMinorRadius = 4.0
  GeometryHeight  = 7.0
  Shadow          = SHADOW_VOLUME

End

;------------------------------------------------------------------------------
Object TruckFarmer

  ; *** ART Parameters ***
  SelectPortrait         = SUTerrorist_L
  ButtonImage            = SUTerrorist

  Draw = W3DModelDraw ModuleTag_01
    ConditionState = NONE
      Model = CVFRMRTRK
    End
    
    ConditionState = REALLYDAMAGED
      Model = CVFRMRTRK_D
    End
    
    ConditionState = RUBBLE
      Model = CVFRMRTRK_D
    End
  End

  ; ***DESIGN parameters ***
  DisplayName      = OBJECT:FarmerTruck
  EditorSorting   = VEHICLE
 
  TransportSlotCount  = 3                 ;how many "slots" we take in a transport (0 == not transportable)
  WeaponSet
    Conditions = None
    Weapon = PRIMARY None
  End
  WeaponSet
    Conditions = CARBOMB
    Weapon = PRIMARY  SuicideCarBomb
  End
 
  ArmorSet
    Armor           = TruckArmor
    DamageFX        = CrushableCarDamageFX
  End
  CrusherLevel           = 1  ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles
  CrushableLevel         = 1  ;What am I?:        0 = for infantry, 1 = for trees, 2 = general vehicles
  CommandSet = CivilianCarBombCommandSet

  ; *** AUDIO Parameters ***
  SoundMoveStart = CarMoveStart


  ; *** ENGINEERING Parameters ***  
  KindOf          = SELECTABLE CAN_ATTACK VEHICLE SHOW_PORTRAIT_WHEN_CONTROLLED
  RadarPriority   = LOCAL_UNIT_ONLY

  Body            = ActiveBody ModuleTag_02
    MaxHealth       = 100.0
    InitialHealth   = 100.0
  End



  Behavior = DestroyDie ModuleTag_03
    DeathTypes = ALL -CRUSHED -SPLATTED
  End
  Behavior = CrushDie ModuleTag_04
    DeathTypes = NONE +CRUSHED +SPLATTED
    TotalCrushSound     = CarAlarm
    BackEndCrushSound   = CarAlarm
    FrontEndCrushSound  = CarAlarm
    TotalCrushSoundPercent    = 50   
    BackEndCrushSoundPercent  = 50
    FrontEndCrushSoundPercent = 50
  End
  Behavior = SlowDeathBehavior ModuleTag_11
    DeathTypes = NONE +CRUSHED +SPLATTED
    SinkDelay = 14000
    SinkRate = 2     ; in Dist/Sec
    DestructionDelay = 20000
  End

  Behavior = FXListDie ModuleTag_05
    DeathTypes = NONE +CRUSHED +SPLATTED
    DeathFX = FX_CarCrush
  End
  Behavior = CreateObjectDie ModuleTag_06
    DeathTypes = ALL -CRUSHED -SPLATTED
    CreationList = OCL_GenericCarExplode
  End
  Behavior = FXListDie ModuleTag_07
    DeathTypes = ALL -CRUSHED -SPLATTED -FLOODED
    DeathFX = FX_GenericCarExplode
  End
  Behavior = CreateObjectDie ModuleTag_08
    DeathTypes = NONE +SUICIDED
    CreationList = OCL_BurnedCarHull
  End

  Behavior = AIUpdateInterface ModuleTag_09
  End
  Locomotor = SET_NORMAL BasicCarLocomotor
  Locomotor = SET_WANDER WanderCarLocomotor
  Locomotor = SET_PANIC PanicCarLocomotor

  Behavior = PhysicsBehavior ModuleTag_10
    Mass = 30.0
  End

  Behavior = FlammableUpdate ModuleTag_21
    AflameDuration = 5000         ; If I catch fire, I'll burn for this long...
    AflameDamageAmount = 5       ; taking this much damage...
    AflameDamageDelay = 500       ; this often.
  End

  Geometry        = BOX
  GeometryIsSmall = Yes
  GeometryMajorRadius = 14.0
  GeometryMinorRadius = 6.0
  GeometryHeight  = 12.0
  Shadow          = SHADOW_VOLUME

End

;------------------------------------------------------------------------------
Object BoatAsianFishing

  ; *** ART Parameters ***

  Draw = W3DModelDraw ModuleTag_01
    ConditionState = NONE
      Model = CVJUNK
    End
    
    ConditionState = REALLYDAMAGED
      Model = CVJUNK_D
    End
    
    ConditionState = RUBBLE
      Model = CVJUNK_D
    End
  End
  

  ; ***DESIGN parameters ***
  DisplayName      = OBJECT:AsianFishingBoat
  EditorSorting   = VEHICLE
 
  TransportSlotCount  = 3                 ;how many "slots" we take in a transport (0 == not transportable)
  WeaponSet
    Conditions = None
    Weapon = PRIMARY None
  End
  WeaponSet
    Conditions = CARBOMB
    Weapon = PRIMARY  SuicideCarBomb
  End
 
  ArmorSet
    Armor           = TruckArmor
    DamageFX        = CrushableCarDamageFX
  End
  CommandSet = CivilianCarBombCommandSet

  ; *** AUDIO Parameters ***


  ; *** ENGINEERING Parameters ***  
  KindOf          = SELECTABLE CAN_ATTACK VEHICLE BOAT
  RadarPriority   = LOCAL_UNIT_ONLY

  Body            = ActiveBody ModuleTag_02
    MaxHealth       = 100.0
    InitialHealth   = 100.0
  End



  Behavior = DestroyDie ModuleTag_03
    DeathTypes = ALL -CRUSHED -SPLATTED
  End
  Behavior = CrushDie ModuleTag_04
    DeathTypes = NONE +CRUSHED +SPLATTED
    TotalCrushSound     = CarAlarm
    BackEndCrushSound   = CarAlarm
    FrontEndCrushSound  = CarAlarm
    TotalCrushSoundPercent    = 50   
    BackEndCrushSoundPercent  = 50
    FrontEndCrushSoundPercent = 50
  End
  Behavior = SlowDeathBehavior ModuleTag_11
    DeathTypes = NONE +CRUSHED +SPLATTED
    SinkDelay = 14000
    SinkRate = 2     ; in Dist/Sec
    DestructionDelay = 20000
  End

  Behavior = FXListDie ModuleTag_05
    DeathTypes = NONE +CRUSHED +SPLATTED
    DeathFX = FX_CarCrush
  End
  Behavior = CreateObjectDie ModuleTag_06
    DeathTypes = ALL -CRUSHED -SPLATTED
    CreationList = OCL_GenericCarExplode
  End
  Behavior = FXListDie ModuleTag_07
    DeathTypes = ALL -CRUSHED -SPLATTED -FLOODED
    DeathFX = FX_GenericCarExplode
  End
  Behavior = CreateObjectDie ModuleTag_08
    DeathTypes = NONE +SUICIDED
    CreationList = OCL_BurnedCarHull
  End

  Behavior = AIUpdateInterface ModuleTag_09
  End
  Locomotor = SET_NORMAL BasicCarLocomotor
  Locomotor = SET_WANDER WanderCarLocomotor
  Locomotor = SET_PANIC PanicCarLocomotor

  Behavior = PhysicsBehavior ModuleTag_10
    Mass = 30.0
  End


  Behavior = FlammableUpdate ModuleTag_21
    AflameDuration = 5000         ; If I catch fire, I'll burn for this long...
    AflameDamageAmount = 5       ; taking this much damage...
    AflameDamageDelay = 500       ; this often.
  End

  Behavior = FloatUpdate UpdateTag_01
    Enabled = No ; 'no' because we dont want to be lifted by this update, just swayed around like a buoy
  End


  Geometry        = BOX
  GeometryIsSmall = Yes
  GeometryMajorRadius = 31.0
  GeometryMinorRadius = 12.0
  GeometryHeight  = 12.0
  Shadow          = SHADOW_VOLUME

End

;------------------------------------------------------------------------------
Object TourBus

  ; *** ART Parameters ***
  SelectPortrait         = SUTerrorist_L
  ButtonImage            = SUTerrorist

  Draw = W3DModelDraw ModuleTag_01
    ConditionState = NONE
      Model = CVTOURBUS
    End
    
    ConditionState = REALLYDAMAGED
      Model = CVTOURBUS_D
    End
    
    ConditionState = RUBBLE
      Model = CVTOURBUS_D
    End
  End

  ; ***DESIGN parameters ***
  DisplayName      = OBJECT:TourBus
  EditorSorting   = VEHICLE
 
  TransportSlotCount  = 3                 ;how many "slots" we take in a transport (0 == not transportable)
  WeaponSet
    Conditions = None
    Weapon = PRIMARY None
  End
  WeaponSet
    Conditions = CARBOMB
    Weapon = PRIMARY  SuicideCarBomb
  End
 
  ArmorSet
    Armor           = TruckArmor
    DamageFX        = CrushableCarDamageFX
  End
  CrusherLevel           = 2  ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles
  CrushableLevel         = 2  ;What am I?:        0 = for infantry, 1 = for trees, 2 = general vehicles
  CommandSet = CivilianCarBombCommandSet

  ; *** AUDIO Parameters ***
  SoundMoveStart = CarMoveStart


  ; *** ENGINEERING Parameters ***  
  KindOf          = SELECTABLE CAN_ATTACK VEHICLE SHOW_PORTRAIT_WHEN_CONTROLLED
  RadarPriority   = LOCAL_UNIT_ONLY

  Body            = ActiveBody ModuleTag_02
    MaxHealth       = 100.0
    InitialHealth   = 100.0
  End



  Behavior = DestroyDie ModuleTag_03
    DeathTypes = ALL -CRUSHED -SPLATTED
  End
  Behavior = CrushDie ModuleTag_04
    DeathTypes = NONE +CRUSHED +SPLATTED
    TotalCrushSound     = CarAlarm
    BackEndCrushSound   = CarAlarm
    FrontEndCrushSound  = CarAlarm
    TotalCrushSoundPercent    = 50   
    BackEndCrushSoundPercent  = 50
    FrontEndCrushSoundPercent = 50
  End
  Behavior = SlowDeathBehavior ModuleTag_11
    DeathTypes = NONE +CRUSHED +SPLATTED
    SinkDelay = 14000
    SinkRate = 2     ; in Dist/Sec
    DestructionDelay = 20000
  End

  Behavior = FXListDie ModuleTag_05
    DeathTypes = NONE +CRUSHED +SPLATTED
    DeathFX = FX_CarCrush
  End
  Behavior = CreateObjectDie ModuleTag_06
    DeathTypes = ALL -CRUSHED -SPLATTED
    CreationList = OCL_GenericCarExplode
  End
  Behavior = FXListDie ModuleTag_07
    DeathTypes = ALL -CRUSHED -SPLATTED -FLOODED
    DeathFX = FX_GenericCarExplode
  End
  Behavior = CreateObjectDie ModuleTag_08
    DeathTypes = NONE +SUICIDED
    CreationList = OCL_BurnedCarHull
  End

  Behavior = AIUpdateInterface ModuleTag_09
  End
  Locomotor = SET_NORMAL BasicCarLocomotor
  Locomotor = SET_WANDER WanderCarLocomotor
  Locomotor = SET_PANIC PanicCarLocomotor

  Behavior = PhysicsBehavior ModuleTag_10
    Mass = 30.0
  End

  Behavior = FlammableUpdate ModuleTag_21
    AflameDuration = 5000         ; If I catch fire, I'll burn for this long...
    AflameDamageAmount = 5       ; taking this much damage...
    AflameDamageDelay = 500       ; this often.
  End

  Geometry        = BOX
  GeometryIsSmall = No
  GeometryMajorRadius = 27.0
  GeometryMinorRadius = 6.0
  GeometryHeight  = 14.0
  Shadow          = SHADOW_VOLUME

End

;------------------------------------------------------------------------------
Object DoubleDeckerTourBus

  ; *** ART Parameters ***
  SelectPortrait         = SUTerrorist_L
  ButtonImage            = SUTerrorist

  Draw = W3DModelDraw ModuleTag_01
    ConditionState = NONE
      Model = CVDblBus
    End
    
    ConditionState = REALLYDAMAGED
      Model = CVDblBus_D
    End
    
    ConditionState = RUBBLE
      Model = CVDblBus_D
    End
  End

  ; ***DESIGN parameters ***
  DisplayName      = OBJECT:TourBus
  EditorSorting   = VEHICLE
 
  TransportSlotCount  = 3                 ;how many "slots" we take in a transport (0 == not transportable)
  WeaponSet
    Conditions = None
    Weapon = PRIMARY None
  End
  WeaponSet
    Conditions = CARBOMB
    Weapon = PRIMARY  SuicideCarBomb
  End
 
  ArmorSet
    Armor           = TruckArmor
    DamageFX        = CrushableCarDamageFX
  End
  CrusherLevel           = 2  ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles
  CrushableLevel         = 2  ;What am I?:        0 = for infantry, 1 = for trees, 2 = general vehicles
  CommandSet = CivilianCarBombCommandSet

  ; *** AUDIO Parameters ***
  SoundMoveStart = CarMoveStart


  ; *** ENGINEERING Parameters ***  
  KindOf          = SELECTABLE CAN_ATTACK VEHICLE SHOW_PORTRAIT_WHEN_CONTROLLED
  RadarPriority   = LOCAL_UNIT_ONLY

  Body            = ActiveBody ModuleTag_02
    MaxHealth       = 100.0
    InitialHealth   = 100.0
  End
  
  
  Behavior = DestroyDie ModuleTag_DeathTag03
    ;nothing
  End
  Behavior = CreateObjectDie ModuleTag_DeathTag04
    CreationList = OCL_GenericCarExplode
  End
  Behavior = FXListDie ModuleTag_DeathTag05
    DeathFX = FX_GenericCarExplode
  End



;  Behavior = DestroyDie ModuleTag_03
;    DeathTypes = ALL -CRUSHED -SPLATTED
;  End
;  Behavior = CrushDie ModuleTag_04
;    DeathTypes = NONE +CRUSHED +SPLATTED
;    TotalCrushSound     = CarAlarm
;    BackEndCrushSound   = CarAlarm
;    FrontEndCrushSound  = CarAlarm
;    TotalCrushSoundPercent    = 50   
;    BackEndCrushSoundPercent  = 50
;    FrontEndCrushSoundPercent = 50
;  End
;  Behavior = SlowDeathBehavior ModuleTag_11
;    DeathTypes = NONE +CRUSHED +SPLATTED
;    SinkDelay = 14000
;    SinkRate = 2     ; in Dist/Sec
;    DestructionDelay = 20000
;  End

;  Behavior = FXListDie ModuleTag_05
;    DeathTypes = NONE +CRUSHED +SPLATTED
;    DeathFX = FX_CarCrush
;  End
;  Behavior = CreateObjectDie ModuleTag_06
;    DeathTypes = ALL -CRUSHED -SPLATTED
;    ;CreationList = OCL_DoubleDeckerHull
;  End
;  Behavior = FXListDie ModuleTag_07
;    DeathTypes = ALL -CRUSHED -SPLATTED -FLOODED
;    DeathFX = FX_GenericCarExplode
;  End
;  Behavior = CreateObjectDie ModuleTag_08
;    DeathTypes = NONE +SUICIDED
;   CreationList = OCL_DoubleDeckerHull
;  End

  Behavior = AIUpdateInterface ModuleTag_09
  End
  Locomotor = SET_NORMAL BasicCarLocomotor
  Locomotor = SET_WANDER WanderCarLocomotor
  Locomotor = SET_PANIC PanicCarLocomotor

  Behavior = PhysicsBehavior ModuleTag_10
    Mass = 30.0
  End

  Behavior = FlammableUpdate ModuleTag_21
    AflameDuration = 5000         ; If I catch fire, I'll burn for this long...
    AflameDamageAmount = 5       ; taking this much damage...
    AflameDamageDelay = 500       ; this often.
  End

  Geometry        = BOX
  GeometryIsSmall = Yes
  GeometryMajorRadius = 27.0
  GeometryMinorRadius = 6.0
  GeometryHeight  = 25.0
  Shadow          = SHADOW_VOLUME

End

;------------------------------------------------------------------------------
Object BoatFishingTrowler

  ; *** ART Parameters ***

 Draw = W3DModelDraw ModuleTag_01
    ConditionState = NONE
      Model = CVTROWLER
    End
  End

  ; ***DESIGN parameters ***
  DisplayName      = OBJECT:FishingTrowler
  EditorSorting   = VEHICLE
 
  TransportSlotCount  = 1                 ;how many "slots" we take in a transport (0 == not transportable)
  WeaponSet
    Conditions = None
    Weapon = PRIMARY None
  End
  WeaponSet
    Conditions = CARBOMB
    Weapon = PRIMARY  SuicideCarBomb
  End
 
  ArmorSet
    Armor           = TruckArmor
    DamageFX        = CrushableCarDamageFX
  End
  CommandSet = CivilianCarBombCommandSet

  ; *** AUDIO Parameters ***


  ; *** ENGINEERING Parameters ***  
  KindOf          = SELECTABLE CAN_ATTACK VEHICLE BOAT
  RadarPriority   = LOCAL_UNIT_ONLY

  Body            = ActiveBody ModuleTag_02
    MaxHealth       = 100.0
    InitialHealth   = 100.0
  End



  Behavior = DestroyDie ModuleTag_03
    DeathTypes = ALL -CRUSHED -SPLATTED
  End
  Behavior = CrushDie ModuleTag_04
    DeathTypes = NONE +CRUSHED +SPLATTED
    TotalCrushSound     = CarAlarm
    BackEndCrushSound   = CarAlarm
    FrontEndCrushSound  = CarAlarm
    TotalCrushSoundPercent    = 50   
    BackEndCrushSoundPercent  = 50
    FrontEndCrushSoundPercent = 50
  End
  Behavior = SlowDeathBehavior ModuleTag_11
    DeathTypes = NONE +CRUSHED +SPLATTED
    SinkDelay = 14000
    SinkRate = 2     ; in Dist/Sec
    DestructionDelay = 20000
  End

  Behavior = FXListDie ModuleTag_05
    DeathTypes = NONE +CRUSHED +SPLATTED
    DeathFX = FX_CarCrush
  End
  Behavior = CreateObjectDie ModuleTag_06
    DeathTypes = ALL -CRUSHED -SPLATTED
    CreationList = OCL_GenericCarExplode
  End
  Behavior = FXListDie ModuleTag_07
    DeathTypes = ALL -CRUSHED -SPLATTED -FLOODED
    DeathFX = FX_GenericCarExplode
  End
  Behavior = CreateObjectDie ModuleTag_08
    DeathTypes = NONE +SUICIDED
    CreationList = OCL_BurnedCarHull
  End

  Behavior = AIUpdateInterface ModuleTag_09
  End
  Locomotor = SET_NORMAL BasicCarLocomotor
  Locomotor = SET_WANDER WanderCarLocomotor
  Locomotor = SET_PANIC PanicCarLocomotor

  Behavior = PhysicsBehavior ModuleTag_10
    Mass = 30.0
  End

  Behavior = FlammableUpdate ModuleTag_21
    AflameDuration = 5000         ; If I catch fire, I'll burn for this long...
    AflameDamageAmount = 5       ; taking this much damage...
    AflameDamageDelay = 500       ; this often.
  End

  Behavior = FloatUpdate UpdateTag_01
    Enabled = No ; 'no' because we dont want to be lifted by this update, just swayed around like a buoy
  End

  Geometry        = BOX
  GeometryIsSmall = No
  GeometryMajorRadius = 27.0
  GeometryMinorRadius = 11.0
  GeometryHeight  = 13.0
  Shadow          = SHADOW_VOLUME

End

;------------------------------------------------------------------------------
Object TruckWork

  ; *** ART Parameters ***
  SelectPortrait         = SUTerrorist_L
  ButtonImage            = SUTerrorist

  Draw = W3DModelDraw ModuleTag_01
    ConditionState = NONE
      Model = CVTRUCK
    End
    
    ConditionState = REALLYDAMAGED
      Model = CVTRUCK_D
    End
    
    ConditionState = RUBBLE
      Model = CVTRUCK_D
    End
  End

  ; ***DESIGN parameters ***
  DisplayName      = OBJECT:WorkTruck
  EditorSorting   = VEHICLE
 
  TransportSlotCount  = 3                ;how many "slots" we take in a transport (0 == not transportable)
  WeaponSet
    Conditions = None
    Weapon = PRIMARY None
  End
  WeaponSet
    Conditions = CARBOMB
    Weapon = PRIMARY  SuicideCarBomb
  End
 
  ArmorSet
    Armor           = TruckArmor
    DamageFX        = CrushableCarDamageFX
  End
  CrusherLevel           = 1  ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles
  CrushableLevel         = 1  ;What am I?:        0 = for infantry, 1 = for trees, 2 = general vehicles
  CommandSet = CivilianCarBombCommandSet

  ; *** AUDIO Parameters ***
  SoundMoveStart = CarMoveStart


  ; *** ENGINEERING Parameters ***  
  KindOf          = SELECTABLE CAN_ATTACK VEHICLE SHOW_PORTRAIT_WHEN_CONTROLLED
  RadarPriority   = LOCAL_UNIT_ONLY

  Body            = ActiveBody ModuleTag_02
    MaxHealth       = 100.0
    InitialHealth   = 100.0
  End



  Behavior = DestroyDie ModuleTag_03
    DeathTypes = ALL -CRUSHED -SPLATTED
  End
  Behavior = CrushDie ModuleTag_04
    DeathTypes = NONE +CRUSHED +SPLATTED
    TotalCrushSound     = CarAlarm
    BackEndCrushSound   = CarAlarm
    FrontEndCrushSound  = CarAlarm
    TotalCrushSoundPercent    = 50   
    BackEndCrushSoundPercent  = 50
    FrontEndCrushSoundPercent = 50
  End
  Behavior = SlowDeathBehavior ModuleTag_11
    DeathTypes = NONE +CRUSHED +SPLATTED
    SinkDelay = 14000
    SinkRate = 2     ; in Dist/Sec
    DestructionDelay = 20000
  End

  Behavior = FXListDie ModuleTag_05
    DeathTypes = NONE +CRUSHED +SPLATTED
    DeathFX = FX_CarCrush
  End
  Behavior = CreateObjectDie ModuleTag_06
    DeathTypes = ALL -CRUSHED -SPLATTED
    CreationList = OCL_GenericCarExplode
  End
  Behavior = FXListDie ModuleTag_07
    DeathTypes = ALL -CRUSHED -SPLATTED -FLOODED

    DeathFX = FX_GenericCarExplode
  End
  Behavior = CreateObjectDie ModuleTag_08
    DeathTypes = NONE +SUICIDED
    CreationList = OCL_BurnedCarHull
  End

  Behavior = AIUpdateInterface ModuleTag_09
  End
  Locomotor = SET_NORMAL BasicCarLocomotor
  Locomotor = SET_WANDER WanderCarLocomotor
  Locomotor = SET_PANIC PanicCarLocomotor

  Behavior = PhysicsBehavior ModuleTag_10
    Mass = 30.0
  End

  Behavior = FlammableUpdate ModuleTag_21
    AflameDuration = 5000         ; If I catch fire, I'll burn for this long...
    AflameDamageAmount = 5       ; taking this much damage...
    AflameDamageDelay = 500       ; this often.
  End

  Geometry        = BOX
  GeometryIsSmall = Yes
  GeometryMajorRadius = 16.0
  GeometryMinorRadius = 7.0
  GeometryHeight  = 12.0
  Shadow          = SHADOW_VOLUME

End

;------------------------------------------------------------------------------
Object TruckWork2

  ; *** ART Parameters ***
  SelectPortrait         = SUTerrorist_L
  ButtonImage            = SUTerrorist

  Draw = W3DModelDraw ModuleTag_01
    ConditionState = NONE
      Model = CVTRUCK02
    End
    
    ConditionState = REALLYDAMAGED
      Model = CVTRUCK02_D
    End
    
    ConditionState = RUBBLE
      Model = CVTRUCK02_D
    End
  End

  ; ***DESIGN parameters ***
  DisplayName      = OBJECT:WorkTruck
  EditorSorting   = VEHICLE
 
  TransportSlotCount  = 3                 ;how many "slots" we take in a transport (0 == not transportable)
  WeaponSet
    Conditions = None
    Weapon = PRIMARY None
  End
  WeaponSet
    Conditions = CARBOMB
    Weapon = PRIMARY  SuicideCarBomb
  End
 
  ArmorSet
    Armor           = TruckArmor
    DamageFX        = CrushableCarDamageFX
  End
  CrusherLevel           = 1  ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles
  CrushableLevel         = 1  ;What am I?:        0 = for infantry, 1 = for trees, 2 = general vehicles
  CommandSet = CivilianCarBombCommandSet

  ; *** AUDIO Parameters ***
  SoundMoveStart = CarMoveStart


  ; *** ENGINEERING Parameters ***  
  KindOf          = SELECTABLE CAN_ATTACK VEHICLE SHOW_PORTRAIT_WHEN_CONTROLLED
  RadarPriority   = LOCAL_UNIT_ONLY

  Body            = ActiveBody ModuleTag_02
    MaxHealth       = 100.0
    InitialHealth   = 100.0
  End



  Behavior = DestroyDie ModuleTag_03
    DeathTypes = ALL -CRUSHED -SPLATTED
  End
  Behavior = CrushDie ModuleTag_04
    DeathTypes = NONE +CRUSHED +SPLATTED
    TotalCrushSound     = CarAlarm
    BackEndCrushSound   = CarAlarm
    FrontEndCrushSound  = CarAlarm
    TotalCrushSoundPercent    = 50   
    BackEndCrushSoundPercent  = 50
    FrontEndCrushSoundPercent = 50
  End
  Behavior = SlowDeathBehavior ModuleTag_11
    DeathTypes = NONE +CRUSHED +SPLATTED
    SinkDelay = 14000
    SinkRate = 2     ; in Dist/Sec
    DestructionDelay = 20000
  End

  Behavior = FXListDie ModuleTag_05
    DeathTypes = NONE +CRUSHED +SPLATTED
    DeathFX = FX_CarCrush
  End
  Behavior = CreateObjectDie ModuleTag_06
    DeathTypes = ALL -CRUSHED -SPLATTED
    CreationList = OCL_GenericCarExplode
  End
  Behavior = FXListDie ModuleTag_07
    DeathTypes = ALL -CRUSHED -SPLATTED -FLOODED
    DeathFX = FX_GenericCarExplode
  End
  Behavior = CreateObjectDie ModuleTag_08
    DeathTypes = NONE +SUICIDED
    CreationList = OCL_BurnedCarHull
  End

  Behavior = AIUpdateInterface ModuleTag_09
  End
  Locomotor = SET_NORMAL BasicCarLocomotor
  Locomotor = SET_WANDER WanderCarLocomotor
  Locomotor = SET_PANIC PanicCarLocomotor

  Behavior = PhysicsBehavior ModuleTag_10
    Mass = 30.0
  End

  Behavior = FlammableUpdate ModuleTag_21
    AflameDuration = 5000         ; If I catch fire, I'll burn for this long...
    AflameDamageAmount = 5       ; taking this much damage...
    AflameDamageDelay = 500       ; this often.
  End

  Geometry        = BOX
  GeometryIsSmall = Yes
  GeometryMajorRadius = 18.0
  GeometryMinorRadius = 8.0
  GeometryHeight  = 13.0
  Shadow          = SHADOW_VOLUME

End

;------------------------------------------------------------------------------
Object BoatTugboat

  ; *** ART Parameters ***

  Draw = W3DModelDraw ModuleTag_01
    ConditionState = NONE
      Model = CVTUGBOAT
    End
  End

  ; ***DESIGN parameters ***
  DisplayName      = OBJECT:Tugboat

  EditorSorting   = VEHICLE
 
  TransportSlotCount  = 1                 ;how many "slots" we take in a transport (0 == not transportable)
  WeaponSet
    Conditions = None
    Weapon = PRIMARY None
  End
  WeaponSet
    Conditions = CARBOMB
    Weapon = PRIMARY  SuicideCarBomb
  End
 
  ArmorSet
    Armor           = TruckArmor
    DamageFX        = CrushableCarDamageFX
  End
  CommandSet = CivilianCarBombCommandSet

  ; *** AUDIO Parameters ***
  SoundMoveStart = CarMoveStart


  ; *** ENGINEERING Parameters ***  
  KindOf          = SELECTABLE CAN_ATTACK VEHICLE BOAT
  RadarPriority   = LOCAL_UNIT_ONLY

  Body            = ActiveBody ModuleTag_02
    MaxHealth       = 100.0
    InitialHealth   = 100.0
  End



  Behavior = DestroyDie ModuleTag_03
    DeathTypes = ALL -CRUSHED -SPLATTED
  End
  Behavior = CrushDie ModuleTag_04
    DeathTypes = NONE +CRUSHED +SPLATTED
    TotalCrushSound     = CarAlarm
    BackEndCrushSound   = CarAlarm
    FrontEndCrushSound  = CarAlarm
    TotalCrushSoundPercent    = 50   
    BackEndCrushSoundPercent  = 50
    FrontEndCrushSoundPercent = 50
  End
  Behavior = SlowDeathBehavior ModuleTag_11
    DeathTypes = NONE +CRUSHED +SPLATTED
    SinkDelay = 14000
    SinkRate = 2     ; in Dist/Sec
    DestructionDelay = 20000
  End

  Behavior = FXListDie ModuleTag_05
    DeathTypes = NONE +CRUSHED +SPLATTED
    DeathFX = FX_CarCrush
  End
  Behavior = CreateObjectDie ModuleTag_06
    DeathTypes = ALL -CRUSHED -SPLATTED
    CreationList = OCL_GenericCarExplode
  End
  Behavior = FXListDie ModuleTag_07
    DeathTypes = ALL -CRUSHED -SPLATTED -FLOODED
    DeathFX = FX_GenericCarExplode
  End
  Behavior = CreateObjectDie ModuleTag_08
    DeathTypes = NONE +SUICIDED
    CreationList = OCL_BurnedCarHull
  End

  Behavior = AIUpdateInterface ModuleTag_09
  End
  Locomotor = SET_NORMAL BasicCarLocomotor
  Locomotor = SET_WANDER WanderCarLocomotor
  Locomotor = SET_PANIC PanicCarLocomotor

  Behavior = PhysicsBehavior ModuleTag_10
    Mass = 30.0
  End

  Behavior = FlammableUpdate ModuleTag_21
    AflameDuration = 5000         ; If I catch fire, I'll burn for this long...
    AflameDamageAmount = 5       ; taking this much damage...
    AflameDamageDelay = 500       ; this often.
  End

  Behavior = FloatUpdate UpdateTag_01
    Enabled = No ; 'no' because we dont want to be lifted by this update, just swayed around like a buoy
  End

  Geometry        = BOX
  GeometryIsSmall = Yes
  GeometryMajorRadius = 26.0
  GeometryMinorRadius = 14.0
  GeometryHeight  = 13.0
  Shadow          = SHADOW_VOLUME

End
;------------------------------------------------------------------------------
Object TrainEngine

  ; *** ART Parameters ***
  Draw = W3DModelDraw ModuleTag_01
    ConditionState  = NONE
      Model         = CVTrnEng2
      ParticleSysBone = Smoke01 LocomotiveSteam
      ;ParticleSysBone = Steam02 LocomotiveSteam
      ;ParticleSysBone = Steam03 DozerSmokeHeavy
    End
    ConditionState  = OVER_WATER ; in a tunnel, actually, but close enough
      Model         = CVTrnEng2
    End
  End

  ; ***DESIGN parameters ***
  DisplayName      = OBJECT:TrainCar
  EditorSorting   = VEHICLE

  WeaponSet
    Conditions = None
    Weapon = PRIMARY None
  End

  ArmorSet
    Conditions           = None
    Armor                = InvulnerableArmor
  End
  VisionRange            = 300
  ShroudClearingRange = 300
  CrusherLevel           = 4  ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles
  CrushableLevel         = 4  ;What am I?:        0 = for infantry, 1 = for trees, 2 = general vehicles

  ; *** AUDIO Parameters ***
  SoundMoveStart = ConvoyTruckMoveStart

  ; *** ENGINEERING Parameters ***  
  KindOf          = SELECTABLE VEHICLE TRANSPORT 

  Body            = ActiveBody ModuleTag_02
    MaxHealth       = 100.0
    InitialHealth   = 100.0
  End


  Behavior              = RailroadBehavior ModuleTag_03

    PathPrefixName    = Railroad

    ;=== PARAMETERS FOR ALL CARRIAGES ===    
    RunningGarrisonSpeedMax = 1
    KillSpeedMin            = 1
    Friction                = 0.995
    BigMetalBounceSound     = BuildingFallingMetal
    SmallMetalBounceSound   = VehicleImpactHeavy
    MeatyBounceSound        = InfantryCrush
    ClicketyClackSound      = TrainClicketyClack
    WhistleSound            = TrainWhistle

    ;=== PARAMETERS THAT ARE MEANINGFUL ONLY WHEN IsLocomotive = Yes
    IsLocomotive         = Yes
    SpeedMax             = 5
    Acceleration         = 1.03
    WaitAtStationTime    = 10000     ; ten seconds
    Braking              = 0.97
    RunningSound         = TrainRunningLoop
    CrashFXTemplateName  = SpecialEffectsTrainCrashObject

    CarriageTemplateName = TrainCar03
    CarriageTemplateName = TrainCar03
    CarriageTemplateName = TrainCoal    
    CarriageTemplateName = TrainCab

    ;CarriageTemplateName = TrainCar01
    ;CarriageTemplateName = TrainCar02
    ;CarriageTemplateName = TrainCar03
    ;CarriageTemplateName = TrainCoal    
    ;CarriageTemplateName = TrainTank
    ;CarriageTemplateName = CabooseFullOfTerrorists
  End

;Lorenzen made engine ungarrisonable, 12/16, please do not restore
;  Behavior = GarrisonContain ModuleTag_04
;    ContainMax          = 5
;    EnterSound          = GarrisonEnter
;    ExitSound           = GarrisonExit
;    DamagePercentToUnits = 50%
;    MobileGarrison      = Yes
;  End

  Behavior = DestroyDie ModuleTag_05
    ;nothing
  End
  Behavior = CreateObjectDie ModuleTag_06
    CreationList = OCL_TankerTruckExplode
  End
  Behavior = FXListDie ModuleTag_07
    DeathFX = FX_LocomotiveExplode
  End

  Behavior = FireWeaponWhenDeadBehavior ModuleTag_08
    DeathWeapon = TankerTruckWeapon
    StartsActive  = Yes
  End

  Behavior = FlammableUpdate ModuleTag_21
    AflameDuration = 5000         ; If I catch fire, I'll burn for this long...
    AflameDamageAmount = 5       ; taking this much damage...
    AflameDamageDelay = 500       ; this often.
  End


  Behavior = AIUpdateInterface ModuleTag_22
  End



  Geometry        = BOX
  GeometryIsSmall = No
  GeometryMajorRadius = 40.0
  GeometryMinorRadius = 10.0
  GeometryHeight  = 20.0
  Shadow          = SHADOW_VOLUME
  ShadowSizeX = 42  ; minimum elevation angle above horizon. Used to limit shadow length

End

;------------------------------------------------------------------------------
Object TrainEngineNoCars

  ; *** ART Parameters ***
  Draw = W3DModelDraw ModuleTag_01
    ConditionState  = NONE
      Model         = CVTrnEng2
      ParticleSysBone = Smoke01 LocomotiveSteam
      ;ParticleSysBone = Steam02 LocomotiveSteam
      ;ParticleSysBone = Steam03 DozerSmokeHeavy
    End
    ConditionState  = OVER_WATER ; in a tunnel, actually, but close enough
      Model         = CVTrnEng2
    End
  End

  ; ***DESIGN parameters ***
  DisplayName      = OBJECT:TrainCar
  EditorSorting   = VEHICLE

  WeaponSet
    Conditions = None
    Weapon = PRIMARY None
  End

  ArmorSet
    Conditions           = None
    Armor                = InvulnerableArmor
  End
  VisionRange            = 300
  ShroudClearingRange = 300
  CrusherLevel           = 4  ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles
  CrushableLevel         = 4  ;What am I?:        0 = for infantry, 1 = for trees, 2 = general vehicles

  ; *** AUDIO Parameters ***
  SoundMoveStart = ConvoyTruckMoveStart

  ; *** ENGINEERING Parameters ***  
  KindOf          = SELECTABLE VEHICLE TRANSPORT 

  Body            = ActiveBody ModuleTag_02
    MaxHealth       = 100.0
    InitialHealth   = 100.0
  End


  Behavior              = RailroadBehavior ModuleTag_03

    PathPrefixName    = Railroad

    ;=== PARAMETERS FOR ALL CARRIAGES ===    
    RunningGarrisonSpeedMax = 1
    KillSpeedMin            = 1
    Friction                = 0.995
    BigMetalBounceSound     = BuildingFallingMetal
    SmallMetalBounceSound   = VehicleImpactHeavy
    MeatyBounceSound        = InfantryCrush
    ClicketyClackSound      = TrainClicketyClack
    WhistleSound            = TrainWhistle

    ;=== PARAMETERS THAT ARE MEANINGFUL ONLY WHEN IsLocomotive = Yes
    IsLocomotive         = Yes
    SpeedMax             = 5
    Acceleration         = 1.03
    WaitAtStationTime    = 10000     ; ten seconds
    Braking              = 0.97
    RunningSound         = TrainRunningLoop
    CrashFXTemplateName  = SpecialEffectsTrainCrashObject

    CarriageTemplateName = TrainCar04
    CarriageTemplateName = TrainCar04
    CarriageTemplateName = TrainCar04
    CarriageTemplateName = TrainCar04    
    CarriageTemplateName = TrainCab

    ;CarriageTemplateName = TrainCar01
    ;CarriageTemplateName = TrainCar02
    ;CarriageTemplateName = TrainCar03
    ;CarriageTemplateName = TrainCoal    
    ;CarriageTemplateName = TrainTank
    ;CarriageTemplateName = CabooseFullOfTerrorists
  End

;Lorenzen made engine ungarrisonable, 12/16, please do not restore
;  Behavior = GarrisonContain ModuleTag_04
;    ContainMax          = 5
;    EnterSound          = GarrisonEnter
;    ExitSound           = GarrisonExit
;    DamagePercentToUnits = 50%
;    MobileGarrison      = Yes
;  End

  Behavior = DestroyDie ModuleTag_05
    ;nothing
  End
  Behavior = CreateObjectDie ModuleTag_06
    CreationList = OCL_TankerTruckExplode
  End
  Behavior = FXListDie ModuleTag_07
    DeathFX = FX_LocomotiveExplode
  End

  Behavior = FireWeaponWhenDeadBehavior ModuleTag_08
    DeathWeapon = TankerTruckWeapon
    StartsActive  = Yes
  End

  Behavior = FlammableUpdate ModuleTag_21
    AflameDuration = 5000         ; If I catch fire, I'll burn for this long...
    AflameDamageAmount = 5       ; taking this much damage...
    AflameDamageDelay = 500       ; this often.
  End


  Behavior = AIUpdateInterface ModuleTag_22
  End



  Geometry        = BOX
  GeometryIsSmall = No
  GeometryMajorRadius = 40.0
  GeometryMinorRadius = 10.0
  GeometryHeight  = 20.0
  Shadow          = SHADOW_VOLUME
  ShadowSizeX = 42  ; minimum elevation angle above horizon. Used to limit shadow length

End
;------------------------------------------------------------------------------
Object TrainEngineAlpine

  ; *** ART Parameters ***
  Draw = W3DModelDraw ModuleTag_01
    ConditionState  = NONE
      Model         = CVTrnEng2
      ParticleSysBone = Smoke01 LocomotiveSteam
      ;ParticleSysBone = Steam02 LocomotiveSteam
      ;ParticleSysBone = Steam03 DozerSmokeHeavy
    End
    ConditionState  = OVER_WATER ; in a tunnel, actually, but close enough
      Model         = CVTrnEng2
    End
  End

  ; ***DESIGN parameters ***
  DisplayName      = OBJECT:TrainCar
  EditorSorting   = VEHICLE

  WeaponSet
    Conditions = None
    Weapon = PRIMARY None
  End

  ArmorSet
    Conditions           = None
    Armor                = InvulnerableArmor
  End
  VisionRange            = 300
  ShroudClearingRange = 300
  CrusherLevel           = 4  ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles
  CrushableLevel         = 4  ;What am I?:        0 = for infantry, 1 = for trees, 2 = general vehicles

  ; *** AUDIO Parameters ***
  SoundMoveStart = ConvoyTruckMoveStart

  ; *** ENGINEERING Parameters ***  
  KindOf          = SELECTABLE VEHICLE TRANSPORT 

  Body            = ActiveBody ModuleTag_02
    MaxHealth       = 100.0
    InitialHealth   = 100.0
  End


  Behavior              = RailroadBehavior ModuleTag_03

    PathPrefixName    = Railroad




    ;=== PARAMETERS FOR ALL CARRIAGES ===    
    RunningGarrisonSpeedMax = 1
    KillSpeedMin            = 1
    Friction                = 0.995
    BigMetalBounceSound     = BuildingFallingMetal
    SmallMetalBounceSound   = VehicleImpactHeavy
    MeatyBounceSound        = InfantryCrush
    ClicketyClackSound      = TrainClicketyClack
    WhistleSound            = TrainWhistle

    ;=== PARAMETERS THAT ARE MEANINGFUL ONLY WHEN IsLocomotive = Yes
    IsLocomotive         = Yes
    SpeedMax             = 5
    Acceleration         = 1.03
    WaitAtStationTime    = 10000     ; ten seconds
    Braking              = 0.97
    RunningSound         = TrainRunningLoop
    CrashFXTemplateName  = SpecialEffectsTrainCrashObject

    CarriageTemplateName = TrainCoal    
    CarriageTemplateName = TrainCoal    
    CarriageTemplateName = TrainCoal    
    CarriageTemplateName = TrainCoal    
    CarriageTemplateName = TrainCarFlat
    CarriageTemplateName = TrainCoal    
    CarriageTemplateName = TrainCarFlat
    CarriageTemplateName = TrainTank
    CarriageTemplateName = TrainTank
    CarriageTemplateName = TrainTank
    CarriageTemplateName = TrainTank
    CarriageTemplateName = TrainCabUngarrisonable

  End

  Behavior = DestroyDie ModuleTag_05
    ;nothing
  End
  Behavior = CreateObjectDie ModuleTag_06
    CreationList = OCL_TankerTruckExplode
  End
  Behavior = FXListDie ModuleTag_07
    DeathFX = FX_LocomotiveExplode
  End

  Behavior = FireWeaponWhenDeadBehavior ModuleTag_08
    DeathWeapon = TankerTruckWeapon
    StartsActive  = Yes
  End

  Behavior = FlammableUpdate ModuleTag_21
    AflameDuration = 5000         ; If I catch fire, I'll burn for this long...
    AflameDamageAmount = 5       ; taking this much damage...
    AflameDamageDelay = 500       ; this often.
  End

  Behavior = AIUpdateInterface ModuleTag_22
  End

  Geometry        = BOX
  GeometryIsSmall = No
  GeometryMajorRadius = 40.0
  GeometryMinorRadius = 10.0
  GeometryHeight  = 20.0
  Shadow          = SHADOW_VOLUME
  ShadowSizeX = 42  ; minimum elevation angle above horizon. Used to limit shadow length

End


;------------------------------------------------------------------------------
Object TrainEngine3

  ; *** ART Parameters ***
  Draw = W3DModelDraw ModuleTag_01
    ConditionState  = NONE
      Model         = CVTrnEng2
      ParticleSysBone = Smoke01 LocomotiveSteam
      ;ParticleSysBone = Steam02 LocomotiveSteam
      ;ParticleSysBone = Steam03 DozerSmokeHeavy
    End
    ConditionState  = OVER_WATER ; in a tunnel, actually, but close enough
      Model         = CVTrnEng2
    End
  End

  ; ***DESIGN parameters ***
  DisplayName      = OBJECT:TrainCar
  EditorSorting   = VEHICLE

  WeaponSet
    Conditions = None
    Weapon = PRIMARY None
  End

  ArmorSet
    Conditions           = None
    Armor                = InvulnerableArmor
  End

  VisionRange            = 300
  ShroudClearingRange    = 300
  CrusherLevel           = 4  ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles
  CrushableLevel         = 4  ;What am I?:        0 = for infantry, 1 = for trees, 2 = general vehicles


  ; *** ENGINEERING Parameters ***  
  KindOf          = SELECTABLE CAN_ATTACK VEHICLE TRANSPORT


  Body            = ActiveBody ModuleTag_02
    MaxHealth       = 100.0
    InitialHealth   = 100.0
  End


  Behavior              = RailroadBehavior ModuleTag_03

    PathPrefixName    = Railroad




    ;=== PARAMETERS FOR ALL CARRIAGES ===    
    RunningGarrisonSpeedMax = 1
    KillSpeedMin            = 1
    Friction                = 0.995
    BigMetalBounceSound     = BuildingFallingMetal
    SmallMetalBounceSound   = VehicleImpactHeavy
    MeatyBounceSound        = InfantryCrush
    ClicketyClackSound      = TrainClicketyClack
    WhistleSound            = TrainWhistle

    ;=== PARAMETERS THAT ARE MEANINGFUL ONLY WHEN IsLocomotive = Yes
    IsLocomotive         = Yes
    SpeedMax             = 5
    Acceleration         = 1.03
    WaitAtStationTime    = 10000     ; ten seconds
    Braking              = 0.97
    RunningSound         = TrainRunningLoop
    CrashFXTemplateName  = SpecialEffectsTrainCrashObject

    CarriageTemplateName = TrainCar013
    CarriageTemplateName = TrainCar033
    CarriageTemplateName = TrainTank3
    CarriageTemplateName = TrainCar023
    CarriageTemplateName = TrainCab3

    ;CarriageTemplateName = TrainCar01
    ;CarriageTemplateName = TrainCar02
    ;CarriageTemplateName = TrainCar03
    ;CarriageTemplateName = TrainCoal    
    ;CarriageTemplateName = TrainTank
    ;CarriageTemplateName = CabooseFullOfTerrorists
  End

;Lorenzen made engine ungarrisonable, 12/16, please do not restore
;  Behavior = GarrisonContain ModuleTag_04
;    ContainMax          = 5
;    EnterSound          = GarrisonEnter
;    ExitSound           = GarrisonExit
;    DamagePercentToUnits = 50%
;    MobileGarrison      = Yes
;  End

  Behavior = DestroyDie ModuleTag_05
    ;nothing
  End
  Behavior = CreateObjectDie ModuleTag_06
    CreationList = OCL_TankerTruckExplode
  End
  Behavior = FXListDie ModuleTag_07
    DeathFX = FX_LocomotiveExplode
  End

  Behavior = FireWeaponWhenDeadBehavior ModuleTag_08
    DeathWeapon = TankerTruckWeapon
    StartsActive  = Yes
  End

  Behavior = FlammableUpdate ModuleTag_21
    AflameDuration = 5000         ; If I catch fire, I'll burn for this long...
    AflameDamageAmount = 5       ; taking this much damage...
    AflameDamageDelay = 500       ; this often.
  End


  Behavior = AIUpdateInterface ModuleTag_22
  End


  Geometry        = BOX
  GeometryIsSmall = No
  GeometryMajorRadius = 40.0
  GeometryMinorRadius = 10.0
  GeometryHeight  = 20.0
  Shadow          = SHADOW_VOLUME
  ShadowSizeX = 42  ; minimum elevation angle above horizon. Used to limit shadow length

End

;--------------------------------------------------------------------------
Object TrainRocketTransport
;-Train stuff put in for Art to review, this will need an engineer's touch. -GB

  ; *** ART Parameters ***

  Draw = W3DModelDraw ModuleTag_01
    ConditionState  = NONE
      Model         = CVBaikTransNR
    End
  End

  ; ***DESIGN parameters ***
  DisplayName      = OBJECT:TrainCar
  EditorSorting   = VEHICLE

  ArmorSet
    Armor           = TruckArmor
    DamageFX        = CrushableCarDamageFX
  End

  VisionRange            = 300
  ShroudClearingRange    = 300
  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 = for infantry, 1 = for trees, 2 = general vehicles


  ; *** ENGINEERING Parameters ***  
  KindOf          = SELECTABLE CAN_ATTACK VEHICLE TRANSPORT


  Body            = ActiveBody ModuleTag_02
    MaxHealth       = 100.0
    InitialHealth   = 100.0
  End



  Behavior = DestroyDie ModuleTag_03
    ;nothing
  End
  Behavior = CreateObjectDie ModuleTag_04
    CreationList = OCL_TankerTruckExplode
  End
  Behavior = FXListDie ModuleTag_05
    DeathFX = FX_TankerTruckExplode
  End
  Behavior = FireWeaponWhenDeadBehavior ModuleTag_06
    DeathWeapon = TankerTruckWeapon
    StartsActive  = Yes
  End

  Behavior = AIUpdateInterface ModuleTag_07
  End
  Locomotor = SET_NORMAL 18WheelerLocomotor

  Behavior = PhysicsBehavior ModuleTag_08
    Mass = 30.0
  End

  Behavior = FlammableUpdate ModuleTag_21
    AflameDuration = 5000         ; If I catch fire, I'll burn for this long...
    AflameDamageAmount = 5       ; taking this much damage...
    AflameDamageDelay = 500       ; this often.
  End

  Geometry        = BOX
  GeometryIsSmall = Yes
  GeometryMajorRadius = 112.0
  GeometryMinorRadius = 10.0
  GeometryHeight  = 17.0
  Shadow          = SHADOW_VOLUME

End


;------------------------------------------------------------------------------
Object TrainEngineVerySlow

  ; *** ART Parameters ***
  Draw = W3DModelDraw ModuleTag_01
    ConditionState  = NONE
      Model         = CVTrnEng2
      ParticleSysBone = Smoke01 LocomotiveSteam
      ;ParticleSysBone = Steam02 LocomotiveSteam
      ;ParticleSysBone = Steam03 DozerSmokeHeavy
    End
    ConditionState  = OVER_WATER ; in a tunnel, actually, but close enough
      Model         = CVTrnEng2
    End
  End

  ; ***DESIGN parameters ***
  DisplayName      = OBJECT:TrainCar
  EditorSorting   = VEHICLE

  WeaponSet
    Conditions = None
    Weapon = PRIMARY None
  End

  ArmorSet
    Conditions           = None
    Armor                = InvulnerableArmor
  End

  VisionRange            = 300
  ShroudClearingRange    = 300
  CrusherLevel           = 4  ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles
  CrushableLevel         = 4  ;What am I?:        0 = for infantry, 1 = for trees, 2 = general vehicles

  ; *** AUDIO Parameters ***
  SoundMoveStart = ConvoyTruckMoveStart

  ; *** ENGINEERING Parameters ***  
  KindOf          = SELECTABLE VEHICLE TRANSPORT CAN_ATTACK

  Body            = ActiveBody ModuleTag_02
    MaxHealth       = 100.0
    InitialHealth   = 100.0
  End


  Behavior              = RailroadBehavior ModuleTag_03

    PathPrefixName    = Railroad




    ;=== PARAMETERS FOR ALL CARRIAGES ===    
    RunningGarrisonSpeedMax = 2
    KillSpeedMin            = 2
    Friction                = 0.995
    BigMetalBounceSound     = BuildingFallingMetal
    SmallMetalBounceSound   = VehicleImpactHeavy
    MeatyBounceSound        = InfantryCrush
    ClicketyClackSound      = TrainClicketyClack
    WhistleSound            = TrainWhistle

    ;=== PARAMETERS THAT ARE MEANINGFUL ONLY WHEN IsLocomotive = Yes
    IsLocomotive         = Yes
    SpeedMax             = 0.25
    Acceleration         = 1.005
    WaitAtStationTime    = 10000     ; ten seconds
    Braking              = 0.97
    CrashFXTemplateName  = SpecialEffectsTrainCrashObject
    
    CarriageTemplateName = TrainCarFlat
    CarriageTemplateName = TrainCarRocket
  End

;THIS SHOULD BE THE ONLY GARRISONABLE ENGINE
  Behavior = GarrisonContain ModuleTag_04
    ContainMax          = 5
    EnterSound          = GarrisonEnter
    ExitSound           = GarrisonExit
    DamagePercentToUnits = 50%
    MobileGarrison      = Yes
  End

  Behavior = DestroyDie ModuleTag_05
    ;nothing
  End
  Behavior = CreateObjectDie ModuleTag_06
    CreationList = OCL_TankerTruckExplode
  End
  Behavior = FXListDie ModuleTag_07
    DeathFX = FX_LocomotiveExplode
  End

  Behavior = FireWeaponWhenDeadBehavior ModuleTag_08
    DeathWeapon = TankerTruckWeapon
    StartsActive  = Yes
  End

  Behavior = FlammableUpdate ModuleTag_21
    AflameDuration = 5000         ; If I catch fire, I'll burn for this long...
    AflameDamageAmount = 5       ; taking this much damage...
    AflameDamageDelay = 500       ; this often.
  End


  Behavior = AIUpdateInterface ModuleTag_22
  End



  Geometry        = BOX
  GeometryIsSmall = No
  GeometryMajorRadius = 40.0
  GeometryMinorRadius = 10.0
  GeometryHeight  = 20.0
  Shadow          = SHADOW_VOLUME
  ShadowSizeX = 42  ; minimum elevation angle above horizon. Used to limit shadow length

End


;------------------------------------------------------------------------------
Object TrainCarFlat
;-Train stuff put in for Art to review, this will need an engineer's touch. -GB

  ; *** ART Parameters ***
  Draw = W3DModelDraw ModuleTag_01
    ConditionState  = NONE
      Model         = CVBaikFlat
    End
  End

  ; ***DESIGN parameters ***
  DisplayName      = OBJECT:TrainCar
  EditorSorting   = VEHICLE

  ArmorSet
    Armor           = TruckArmor
    DamageFX        = CrushableCarDamageFX
  End

  VisionRange            = 300
  ShroudClearingRange    = 300
  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 = for infantry, 1 = for trees, 2 = general vehicles


  ; *** ENGINEERING Parameters ***  
  KindOf          = SELECTABLE CAN_ATTACK VEHICLE 


  Body            = ActiveBody ModuleTag_02
    MaxHealth       = 100.0
    InitialHealth   = 100.0
  End

  Behavior              = RailroadBehavior ModuleTag_04
    IsLocomotive   = No
    PathPrefixName    = Railroad

    ;=== PARAMETERS FOR ALL CARRIAGES ===    
    RunningGarrisonSpeedMax = 1
    KillSpeedMin            = 1
    Friction                = 0.995
    BigMetalBounceSound     = BuildingFallingMetal
    SmallMetalBounceSound   = VehicleImpactHeavy
    MeatyBounceSound        = InfantryCrush
    ClicketyClackSound      = TrainClicketyClack

  End

  Behavior = DestroyDie ModuleTag_05
    ;nothing
  End
  Behavior = CreateObjectDie ModuleTag_06
    CreationList = OCL_TankerTruckExplode
  End
  Behavior = FXListDie ModuleTag_07
    DeathFX = FX_RailroadWoodenCarExplode
  End

  Behavior = FlammableUpdate ModuleTag_21
    AflameDuration = 5000         ; If I catch fire, I'll burn for this long...
    AflameDamageAmount = 5       ; taking this much damage...
    AflameDamageDelay = 500       ; this often.
  End

  Geometry        = BOX
  GeometryIsSmall = No
  GeometryMajorRadius = 32
  GeometryMinorRadius = 10.0
  GeometryHeight  = 20.0
  Shadow          = SHADOW_VOLUME
  ShadowSizeX = 42  ; minimum elevation angle above horizon. Used to limit shadow length

End

;------------------------------------------------------------------------------
Object TrainCarRocket
;-Train stuff put in for Art to review, this will need an engineer's touch. -GB

  ; *** ART Parameters ***
  Draw = W3DModelDraw ModuleTag_01
    ConditionState  = NONE
      Model         = CVBaikRCar
    End
  End

  ; ***DESIGN parameters ***
  DisplayName      = OBJECT:TrainCar
  EditorSorting   = VEHICLE

  ArmorSet
    Armor           = TruckArmor
    DamageFX        = CrushableCarDamageFX
  End

  VisionRange            = 300
  ShroudClearingRange    = 300
  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 = for infantry, 1 = for trees, 2 = general vehicles


  ; *** ENGINEERING Parameters ***  
  KindOf          = SELECTABLE CAN_ATTACK VEHICLE 


  Body            = ActiveBody ModuleTag_02
    MaxHealth       = 100.0
    InitialHealth   = 100.0
  End


  Behavior              = RailroadBehavior ModuleTag_04
    IsLocomotive   = No
    PathPrefixName    = Railroad

    ;=== PARAMETERS FOR ALL CARRIAGES ===    
    RunningGarrisonSpeedMax = 1
    KillSpeedMin            = 1
    Friction                = 0.995
    BigMetalBounceSound     = BuildingFallingMetal
    SmallMetalBounceSound   = VehicleImpactHeavy
    MeatyBounceSound        = InfantryCrush
    ClicketyClackSound      = TrainClicketyClack

  End

  Behavior = DestroyDie ModuleTag_05
    ;nothing
  End
  Behavior = CreateObjectDie ModuleTag_06
    CreationList = OCL_TankerTruckExplode
  End
  Behavior = FXListDie ModuleTag_07
    DeathFX = FX_RailroadWoodenCarExplode
  End

  Behavior = FlammableUpdate ModuleTag_21
    AflameDuration = 5000         ; If I catch fire, I'll burn for this long...
    AflameDamageAmount = 5       ; taking this much damage...
    AflameDamageDelay = 500       ; this often.
  End

  Geometry        = BOX
  GeometryIsSmall = No
  GeometryMajorRadius = 43.0
  GeometryMinorRadius = 10.0
  GeometryHeight  = 20.0
  Shadow          = SHADOW_VOLUME
  ShadowSizeX = 42  ; minimum elevation angle above horizon. Used to limit shadow length

End

;------------------------------------------------------------------------------
Object TrainRocketTransportWithRocket
;-Train stuff put in for Art to review, this will need an engineer's touch. -GB

  ; *** ART Parameters ***

  Draw = W3DModelDraw ModuleTag_01
    ConditionState  = NONE
      Model         = CVBaikTrans
    End
  End

  ; ***DESIGN parameters ***
  DisplayName      = OBJECT:TrainCar
  EditorSorting   = VEHICLE

  TransportSlotCount  = 1                 ;how many "slots" we take in a transport (0 == not transportable)

  ArmorSet
    Armor           = TruckArmor
    DamageFX        = CrushableCarDamageFX
  End
  CrusherLevel           = 4  ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles
  CrushableLevel         = 4  ;What am I?:        0 = for infantry, 1 = for trees, 2 = general vehicles
  CommandSet = CivilianCarBombCommandSet

  ; *** AUDIO Parameters ***
  SoundMoveStart = ConvoyTruckMoveStart


  ; *** ENGINEERING Parameters ***  
  KindOf          = SELECTABLE CAN_ATTACK VEHICLE
  RadarPriority   = LOCAL_UNIT_ONLY

  Body            = ActiveBody ModuleTag_02
    MaxHealth       = 100.0
    InitialHealth   = 100.0
  End



  Behavior = DestroyDie ModuleTag_03
    ;nothing
  End
  Behavior = CreateObjectDie ModuleTag_04
    CreationList = OCL_TankerTruckExplode
  End
  Behavior = FXListDie ModuleTag_05
    DeathFX = FX_TankerTruckExplode
  End
  Behavior = FireWeaponWhenDeadBehavior ModuleTag_06
    DeathWeapon = TankerTruckWeapon
    StartsActive  = Yes
  End

  Behavior = AIUpdateInterface ModuleTag_07
  End
  Locomotor = SET_NORMAL 18WheelerLocomotor

  Behavior = PhysicsBehavior ModuleTag_08
    Mass = 30.0
  End

  Behavior = FlammableUpdate ModuleTag_21
    AflameDuration = 5000         ; If I catch fire, I'll burn for this long...
    AflameDamageAmount = 5       ; taking this much damage...
    AflameDamageDelay = 500       ; this often.
  End

  Geometry        = BOX
  GeometryIsSmall = Yes
  GeometryMajorRadius = 118.0
  GeometryMinorRadius = 12.0
  GeometryHeight  = 30.0
  Shadow          = SHADOW_VOLUME

End

;------------------------------------------------------------------------------
Object TrainCar01
;-Train stuff put in for Art to review, this will need an engineer's touch. -GB

  ; *** ART Parameters ***

  Draw = W3DModelDraw ModuleTag_01
    ConditionState  = NONE
      Model         = CVTrnBox01
    End
  End

  ; ***DESIGN parameters ***
  DisplayName      = OBJECT:TrainCar
  EditorSorting   = VEHICLE

  ArmorSet
    Armor           = TruckArmor
    DamageFX        = CrushableCarDamageFX
  End

  VisionRange            = 300
  ShroudClearingRange    = 300
  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 = for infantry, 1 = for trees, 2 = general vehicles


  ; *** ENGINEERING Parameters ***  
  KindOf          = SELECTABLE CAN_ATTACK VEHICLE TRANSPORT


  Body            = ActiveBody ModuleTag_02
    MaxHealth       = 100.0
    InitialHealth   = 100.0
  End

;Lorenzen made this ungarrisonable, 12/16, please do not restore
;  Behavior = GarrisonContain ModuleTag_03
;    ContainMax          = 10
;    EnterSound          = GarrisonEnter
;    ExitSound           = GarrisonExit
;    DamagePercentToUnits = 50%
;    MobileGarrison      = Yes
;  End

  Behavior              = RailroadBehavior ModuleTag_04
    IsLocomotive   = No
    PathPrefixName    = Railroad

    ;=== PARAMETERS FOR ALL CARRIAGES ===    
    RunningGarrisonSpeedMax = 1
    KillSpeedMin            = 1
    Friction                = 0.995
    BigMetalBounceSound     = BuildingFallingMetal
    SmallMetalBounceSound   = VehicleImpactHeavy
    MeatyBounceSound        = InfantryCrush
    ClicketyClackSound      = TrainClicketyClack

  End

  Behavior = DestroyDie ModuleTag_05
    ;nothing
  End
  Behavior = CreateObjectDie ModuleTag_06
    CreationList = OCL_TankerTruckExplode
  End
  Behavior = FXListDie ModuleTag_07
    DeathFX = FX_RailroadWoodenCarExplode
  End

  Behavior = FlammableUpdate ModuleTag_21
    AflameDuration = 5000         ; If I catch fire, I'll burn for this long...
    AflameDamageAmount = 5       ; taking this much damage...
    AflameDamageDelay = 500       ; this often.
  End

  Geometry        = BOX
  GeometryIsSmall = No
  GeometryMajorRadius = 28.0
  GeometryMinorRadius = 10.0
  GeometryHeight  = 20.0
  Shadow          = SHADOW_VOLUME
  ShadowSizeX = 42  ; minimum elevation angle above horizon. Used to limit shadow length

End
;------------------------------------------------------------------------------
Object TrainCar02
;-Train stuff put in for Art to review, this will need an engineer's touch. -GB

  ; *** ART Parameters ***

  Draw = W3DModelDraw ModuleTag_01
    ConditionState  = NONE
      Model         = CVTrnBox02
    End
  End

  ; ***DESIGN parameters ***
  DisplayName      = OBJECT:TrainCar
  EditorSorting   = VEHICLE

  ArmorSet
    Armor           = TruckArmor
    DamageFX        = CrushableCarDamageFX
  End

  VisionRange            = 300
  ShroudClearingRange    = 300
  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 = for infantry, 1 = for trees, 2 = general vehicles


  ; *** ENGINEERING Parameters ***  
  KindOf          = SELECTABLE CAN_ATTACK VEHICLE TRANSPORT


  Body            = ActiveBody ModuleTag_02
    MaxHealth       = 100.0
    InitialHealth   = 100.0
  End

;Lorenzen made this ungarrisonable, 12/16, please do not restore
;  Behavior = GarrisonContain ModuleTag_03
;    ContainMax          = 10
;    EnterSound          = GarrisonEnter
;    ExitSound           = GarrisonExit
;    DamagePercentToUnits = 50%
;    MobileGarrison      = Yes
;  End

  Behavior              = RailroadBehavior ModuleTag_04
    IsLocomotive   = No
    PathPrefixName    = Railroad

    ;=== PARAMETERS FOR ALL CARRIAGES ===    
    RunningGarrisonSpeedMax = 1
    KillSpeedMin            = 1
    Friction                = 0.995
    BigMetalBounceSound     = BuildingFallingMetal
    SmallMetalBounceSound   = VehicleImpactHeavy
    MeatyBounceSound        = InfantryCrush
    ClicketyClackSound      = TrainClicketyClack

  End

  Behavior = DestroyDie ModuleTag_05
    ;nothing
  End
  Behavior = CreateObjectDie ModuleTag_06
    CreationList = OCL_TankerTruckExplode
  End
  Behavior = FXListDie ModuleTag_07
    DeathFX = FX_RailroadWoodenCarExplode
  End

  Behavior = FlammableUpdate ModuleTag_21
    AflameDuration = 5000         ; If I catch fire, I'll burn for this long...
    AflameDamageAmount = 5       ; taking this much damage...
    AflameDamageDelay = 500       ; this often.
  End

  Geometry        = BOX
  GeometryIsSmall = No
  GeometryMajorRadius = 28.0
  GeometryMinorRadius = 10.0
  GeometryHeight  = 20.0
  Shadow          = SHADOW_VOLUME
  ShadowSizeX = 42  ; minimum elevation angle above horizon. Used to limit shadow length

End
;------------------------------------------------------------------------------
Object TrainCar03
;-Train stuff put in for Art to review, this will need an engineer's touch. -GB

  ; *** ART Parameters ***

  Draw = W3DModelDraw ModuleTag_01
    ConditionState  = NONE
      Model         = CVTrnBox03
    End
  End

  ; ***DESIGN parameters ***
  DisplayName      = OBJECT:TrainCar
  EditorSorting   = VEHICLE

  ArmorSet
    Armor           = TruckArmor
    DamageFX        = CrushableCarDamageFX
  End

  VisionRange            = 300
  ShroudClearingRange    = 300
  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 = for infantry, 1 = for trees, 2 = general vehicles


  ; *** ENGINEERING Parameters ***  
  KindOf          = SELECTABLE CAN_ATTACK VEHICLE TRANSPORT


  Body            = ActiveBody ModuleTag_02
    MaxHealth       = 100.0
    InitialHealth   = 100.0
  End


;Lorenzen made this ungarrisonable, 12/16, please do not restore
;  Behavior = GarrisonContain ModuleTag_03
;    ContainMax          = 10
;    EnterSound          = GarrisonEnter
;    ExitSound           = GarrisonExit
;    DamagePercentToUnits = 50%
;    MobileGarrison      = Yes
;  End

  Behavior              = RailroadBehavior ModuleTag_04
    IsLocomotive   = No
    PathPrefixName    = Railroad

    ;=== PARAMETERS FOR ALL CARRIAGES ===    
    RunningGarrisonSpeedMax = 1
    KillSpeedMin            = 1
    Friction                = 0.995
    BigMetalBounceSound     = BuildingFallingMetal
    SmallMetalBounceSound   = VehicleImpactHeavy
    MeatyBounceSound        = InfantryCrush
    ClicketyClackSound      = TrainClicketyClack

  End

  Behavior = DestroyDie ModuleTag_05
    ;nothing
  End
  Behavior = CreateObjectDie ModuleTag_06
    CreationList = OCL_TankerTruckExplode
  End
  Behavior = FXListDie ModuleTag_07
    DeathFX = FX_RailroadWoodenCarExplode
  End
  Behavior = FireWeaponWhenDeadBehavior ModuleTag_08
    DeathWeapon = TankerTruckWeapon
    StartsActive  = Yes
  End
  Behavior = AIUpdateInterface ModuleTag_09
  End

  Behavior = FlammableUpdate ModuleTag_21
    AflameDuration = 5000         ; If I catch fire, I'll burn for this long...
    AflameDamageAmount = 5       ; taking this much damage...
    AflameDamageDelay = 500       ; this often.
  End

  Geometry        = BOX
  GeometryIsSmall = No
  GeometryMajorRadius = 28.0
  GeometryMinorRadius = 10.0
  GeometryHeight  = 20.0
  Shadow          = SHADOW_VOLUME
  ShadowSizeX = 42  ; minimum elevation angle above horizon. Used to limit shadow length

End

;------------------------------------------------------------------------------
Object TrainCar04
;-Train stuff put in for Art to review, this will need an engineer's touch. -GB

  ; *** ART Parameters ***

  Draw = W3DModelDraw ModuleTag_01
    ConditionState  = NONE
      Model         = CVTrnBox03
    End
  End

  ; ***DESIGN parameters ***
  DisplayName      = OBJECT:TrainCar
  EditorSorting   = VEHICLE

  ArmorSet
    Armor           = TruckArmor
    DamageFX        = CrushableCarDamageFX
  End

  VisionRange            = 300
  ShroudClearingRange    = 300
  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 = for infantry, 1 = for trees, 2 = general vehicles


  ; *** ENGINEERING Parameters ***  
  KindOf          = SELECTABLE CAN_ATTACK VEHICLE TRANSPORT


  Body            = ActiveBody ModuleTag_02
    MaxHealth       = 100.0
    InitialHealth   = 100.0
  End

  ;THIS IS THE ONLY TRAIN CARRIAGE THAT SHOULD BE GARRISONABLE (NOT ANYMORE)
  Behavior = GarrisonContain ModuleTag_03
    ContainMax          = 8
    EnterSound          = GarrisonEnter
    ExitSound           = GarrisonExit
    DamagePercentToUnits = 50%
    AllowInsideKindOf     = INFANTRY VEHICLE HUGE_VEHICLE
    MobileGarrison      = Yes
    InitialRoster    = GLAInfantryTerrorist 0
  End

  ;Behavior = TransportContain ModuleTag_08
  ;  Slots                 = 8
  ;  DamagePercentToUnits  = 100%
  ;  AllowInsideKindOf     = INFANTRY VEHICLE HUGE_VEHICLE
  ;  ExitDelay             = 10 ;100
  ;  NumberOfExitPaths     = 1
  ;End

  Behavior              = RailroadBehavior ModuleTag_04
    IsLocomotive   = No
    PathPrefixName    = Railroad

    ;=== PARAMETERS FOR ALL CARRIAGES ===    
    RunningGarrisonSpeedMax = 1
    KillSpeedMin            = 1
    Friction                = 0.995
    BigMetalBounceSound     = BuildingFallingMetal
    SmallMetalBounceSound   = VehicleImpactHeavy
    MeatyBounceSound        = InfantryCrush
    ClicketyClackSound      = TrainClicketyClack

  End

  Behavior = DestroyDie ModuleTag_05
    ;nothing
  End
  Behavior = CreateObjectDie ModuleTag_06
    CreationList = OCL_TankerTruckExplode
  End
  Behavior = FXListDie ModuleTag_07
    DeathFX = FX_RailroadWoodenCarExplode
  End
  Behavior = FireWeaponWhenDeadBehavior ModuleTag_08
    DeathWeapon = TankerTruckWeapon
    StartsActive  = Yes
  End
  Behavior = AIUpdateInterface ModuleTag_09
  End

  Behavior = FlammableUpdate ModuleTag_21
    AflameDuration = 5000         ; If I catch fire, I'll burn for this long...
    AflameDamageAmount = 5       ; taking this much damage...
    AflameDamageDelay = 500       ; this often.
  End

  Geometry        = BOX
  GeometryIsSmall = No
  GeometryMajorRadius = 28.0
  GeometryMinorRadius = 10.0
  GeometryHeight  = 20.0
  Shadow          = SHADOW_VOLUME
  ShadowSizeX = 42  ; minimum elevation angle above horizon. Used to limit shadow length

End

;------------------------------------------------------------------------------
Object TrainCab
;-Train stuff put in for Art to review, this will need an engineer's touch. -GB

  ; *** ART Parameters ***

  Draw = W3DModelDraw ModuleTag_01
    ConditionState  = NONE
      Model         = CVTrnCab
      Animation     = CVTrnCab.CVTrnCab
      AnimationMode = LOOP
    End
  End

  ; ***DESIGN parameters ***
  DisplayName      = OBJECT:TrainCar
  EditorSorting   = VEHICLE

  ArmorSet
    Armor           = TruckArmor
    DamageFX        = CrushableCarDamageFX
  End

  VisionRange            = 300
  ShroudClearingRange    = 300
  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 = for infantry, 1 = for trees, 2 = general vehicles


  ; *** ENGINEERING Parameters ***  
  KindOf          = SELECTABLE CAN_ATTACK VEHICLE TRANSPORT



  Body            = ActiveBody ModuleTag_02
    MaxHealth       = 100.0
    InitialHealth   = 100.0
  End

;Lorenzen made this ungarrisonable, 12/16, please do not restore
;  Behavior = GarrisonContain ModuleTag_03
;    ContainMax          = 10
;    EnterSound          = GarrisonEnter
;    ExitSound           = GarrisonExit
;    DamagePercentToUnits = 50%
;    MobileGarrison      = Yes
;  End

  Behavior              = RailroadBehavior ModuleTag_04
    IsLocomotive   = No

    ;=== PARAMETERS FOR ALL CARRIAGES ===    
    RunningGarrisonSpeedMax = 1
    KillSpeedMin            = 1
    Friction                = 0.995
    BigMetalBounceSound     = BuildingFallingMetal
    SmallMetalBounceSound   = VehicleImpactHeavy
    MeatyBounceSound        = InfantryCrush
    ClicketyClackSound      = TrainClicketyClack

  End

  Behavior = DestroyDie ModuleTag_05
    ;nothing
  End
  Behavior = CreateObjectDie ModuleTag_06
    CreationList = OCL_TankerTruckExplode
  End
  Behavior = FXListDie ModuleTag_07
    DeathFX = FX_RailroadWoodenCarExplode
  End

  Behavior = AIUpdateInterface ModuleTag_08
  End

  Behavior = FlammableUpdate ModuleTag_21
    AflameDuration = 5000         ; If I catch fire, I'll burn for this long...
    AflameDamageAmount = 5       ; taking this much damage...
    AflameDamageDelay = 500       ; this often.
  End

  Geometry        = BOX
  GeometryIsSmall = No
  GeometryMajorRadius = 25.0
  GeometryMinorRadius = 10.0
  GeometryHeight  = 20.0
  Shadow          = SHADOW_VOLUME
  ShadowSizeX = 42  ; minimum elevation angle above horizon. Used to limit shadow length

End



;------------------------------------------------------------------------------
Object TrainCabUngarrisonable
;-Train stuff put in for Art to review, this will need an engineer's touch. -GB

  ; *** ART Parameters ***

  Draw = W3DModelDraw ModuleTag_01
    ConditionState  = NONE
      Model         = CVTrnCab
      Animation     = CVTrnCab.CVTrnCab
      AnimationMode = LOOP
    End
  End

  ; ***DESIGN parameters ***
  DisplayName      = OBJECT:TrainCar
  EditorSorting   = VEHICLE

  ArmorSet
    Armor           = TruckArmor
    DamageFX        = CrushableCarDamageFX
  End

  VisionRange            = 300
  ShroudClearingRange    = 300
  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 = for infantry, 1 = for trees, 2 = general vehicles


  ; *** ENGINEERING Parameters ***  
  KindOf          = SELECTABLE CAN_ATTACK VEHICLE TRANSPORT



  Body            = ActiveBody ModuleTag_02
    MaxHealth       = 100.0
    InitialHealth   = 100.0
  End

  Behavior              = RailroadBehavior ModuleTag_04
    IsLocomotive   = No

    ;=== PARAMETERS FOR ALL CARRIAGES ===    
    RunningGarrisonSpeedMax = 1
    KillSpeedMin            = 1
    Friction                = 0.995
    BigMetalBounceSound     = BuildingFallingMetal
    SmallMetalBounceSound   = VehicleImpactHeavy
    MeatyBounceSound        = InfantryCrush
    ClicketyClackSound      = TrainClicketyClack

  End

  Behavior = DestroyDie ModuleTag_05
    ;nothing
  End
  Behavior = CreateObjectDie ModuleTag_06
    CreationList = OCL_TankerTruckExplode
  End
  Behavior = FXListDie ModuleTag_07
    DeathFX = FX_RailroadWoodenCarExplode
  End

  Behavior = AIUpdateInterface ModuleTag_08
  End

  Behavior = FlammableUpdate ModuleTag_21
    AflameDuration = 5000         ; If I catch fire, I'll burn for this long...
    AflameDamageAmount = 5       ; taking this much damage...
    AflameDamageDelay = 500       ; this often.
  End

  Geometry        = BOX
  GeometryIsSmall = No
  GeometryMajorRadius = 25.0
  GeometryMinorRadius = 10.0
  GeometryHeight  = 20.0
  Shadow          = SHADOW_VOLUME
  ShadowSizeX = 42  ; minimum elevation angle above horizon. Used to limit shadow length

End


;------------------------------------------------------------------------------
Object TrainCoal
;-Train stuff put in for Art to review, this will need an engineer's touch. -GB

  ; *** ART Parameters ***

  Draw = W3DModelDraw ModuleTag_01
    ConditionState  = NONE
      Model         = CVTrnCoal
    End
  End

  ; ***DESIGN parameters ***
  DisplayName      = OBJECT:TrainCar
  EditorSorting   = VEHICLE

  ArmorSet
    Armor           = TruckArmor
    DamageFX        = CrushableCarDamageFX
  End

  VisionRange            = 300
  ShroudClearingRange    = 300
  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 = for infantry, 1 = for trees, 2 = general vehicles


  ; *** ENGINEERING Parameters ***  
  KindOf          = SELECTABLE CAN_ATTACK VEHICLE 


  Body            = ActiveBody ModuleTag_02
    MaxHealth       = 100.0
    InitialHealth   = 100.0
  End

  Behavior              = RailroadBehavior ModuleTag_03
    IsLocomotive   = No
    PathPrefixName    = Railroad

    ;=== PARAMETERS FOR ALL CARRIAGES ===    
    RunningGarrisonSpeedMax = 1
    KillSpeedMin            = 1
    Friction                = 0.995
    BigMetalBounceSound     = BuildingFallingMetal
    SmallMetalBounceSound   = VehicleImpactHeavy
    MeatyBounceSound        = InfantryCrush
    ClicketyClackSound      = TrainClicketyClack

  End

  Behavior = DestroyDie ModuleTag_04
    ;nothing
  End
  Behavior = CreateObjectDie ModuleTag_05
    CreationList = OCL_TankerTruckExplode
  End
  Behavior = FXListDie ModuleTag_06
    DeathFX = FX_RailroadCoalCarExplode
  End
  Behavior = FireWeaponWhenDeadBehavior ModuleTag_07
    DeathWeapon = TankerTruckWeapon
    StartsActive  = Yes
  End

  Behavior = FlammableUpdate ModuleTag_21
    AflameDuration = 5000         ; If I catch fire, I'll burn for this long...
    AflameDamageAmount = 5       ; taking this much damage...
    AflameDamageDelay = 500       ; this often.
  End

  Geometry        = BOX
  GeometryIsSmall = No
  GeometryMajorRadius = 28.0
  GeometryMinorRadius = 10.0
  GeometryHeight  = 20.0
  Shadow          = SHADOW_VOLUME
  ShadowSizeX = 42  ; minimum elevation angle above horizon. Used to limit shadow length

End
;------------------------------------------------------------------------------
Object TrainTank
;-Train stuff put in for Art to review, this will need an engineer's touch. -GB

  ; *** ART Parameters ***
  Draw = W3DModelDraw ModuleTag_01
    ConditionState  = NONE
      Model         = CVTrnTank
    End
  End

  ; ***DESIGN parameters ***
  DisplayName      = OBJECT:TrainCar
  EditorSorting   = VEHICLE

  ArmorSet
    Armor           = TruckArmor
    DamageFX        = CrushableCarDamageFX
  End

  VisionRange            = 300
  ShroudClearingRange    = 300
  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 = for infantry, 1 = for trees, 2 = general vehicles


  ; *** ENGINEERING Parameters ***  
  KindOf          = SELECTABLE CAN_ATTACK VEHICLE 


  Body            = ActiveBody ModuleTag_02
    MaxHealth       = 100.0
    InitialHealth   = 100.0 
  End

  Behavior              = RailroadBehavior ModuleTag_03
    IsLocomotive   = No
    PathPrefixName    = Railroad

    ;=== PARAMETERS FOR ALL CARRIAGES ===    
    RunningGarrisonSpeedMax = 1
    KillSpeedMin            = 1
    Friction                = 0.995
    BigMetalBounceSound     = BuildingFallingMetal
    SmallMetalBounceSound   = VehicleImpactHeavy
    MeatyBounceSound        = InfantryCrush
    ClicketyClackSound      = TrainClicketyClack

  End

  Behavior = DestroyDie ModuleTag_04
    ;nothing
  End
  Behavior = FXListDie ModuleTag_05
    DeathFX = FX_RailroadTankCarExplode
  End

  Behavior = FlammableUpdate ModuleTag_21
    AflameDuration = 5000         ; If I catch fire, I'll burn for this long...
    AflameDamageAmount = 5       ; taking this much damage...
    AflameDamageDelay = 500       ; this often.
  End

  Geometry        = BOX
  GeometryIsSmall = No
  GeometryMajorRadius = 28.0
  GeometryMinorRadius = 10.0
  GeometryHeight  = 20.0
  Shadow          = SHADOW_VOLUME
  ShadowSizeX = 42  ; minimum elevation angle above horizon. Used to limit shadow length

End
;------------------------------------------------------------------------------
Object TrainCar013
;-Train stuff put in for Art to review, this will need an engineer's touch. -GB

  ; *** ART Parameters ***

  Draw = W3DModelDraw ModuleTag_01
    ConditionState  = NONE
      Model         = CVTrnBox01
    End
  End

  ; ***DESIGN parameters ***
  DisplayName      = OBJECT:TrainCar
  EditorSorting   = VEHICLE

  ArmorSet
    Armor           = TruckArmor
    DamageFX        = CrushableCarDamageFX
  End

  VisionRange            = 300
  ShroudClearingRange    = 300
  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 = for infantry, 1 = for trees, 2 = general vehicles


  ; *** ENGINEERING Parameters ***  
  KindOf          = SELECTABLE CAN_ATTACK VEHICLE TRANSPORT


  Body            = ActiveBody ModuleTag_02
    MaxHealth       = 100.0
    InitialHealth   = 100.0
  End

;Lorenzen made this ungarrisonable, 12/16, please do not restore
;  Behavior = GarrisonContain ModuleTag_03
;    ContainMax          = 10
;    EnterSound          = GarrisonEnter
;    ExitSound           = GarrisonExit
;    DamagePercentToUnits = 50%
;    MobileGarrison      = Yes
;  End

  Behavior              = RailroadBehavior ModuleTag_04
    IsLocomotive   = No
    PathPrefixName    = Railroad

    ;=== PARAMETERS FOR ALL CARRIAGES ===    
    RunningGarrisonSpeedMax = 1
    KillSpeedMin            = 1
    Friction                = 0.995
    BigMetalBounceSound     = BuildingFallingMetal
    SmallMetalBounceSound   = VehicleImpactHeavy
    MeatyBounceSound        = InfantryCrush
    ClicketyClackSound      = TrainClicketyClack

  End

  Behavior = DestroyDie ModuleTag_05
    ;nothing
  End
  Behavior = CreateObjectDie ModuleTag_06
    CreationList = OCL_TankerTruckExplode
  End
  Behavior = FXListDie ModuleTag_07
    DeathFX = FX_RailroadWoodenCarExplode
  End

  Behavior = FlammableUpdate ModuleTag_21
    AflameDuration = 5000         ; If I catch fire, I'll burn for this long...
    AflameDamageAmount = 5       ; taking this much damage...
    AflameDamageDelay = 500       ; this often.
  End

  Geometry        = BOX
  GeometryIsSmall = No
  GeometryMajorRadius = 28.0
  GeometryMinorRadius = 10.0
  GeometryHeight  = 20.0
  Shadow          = SHADOW_VOLUME
  ShadowSizeX = 42  ; minimum elevation angle above horizon. Used to limit shadow length

End
;------------------------------------------------------------------------------
Object TrainCar023
;-Train stuff put in for Art to review, this will need an engineer's touch. -GB

  ; *** ART Parameters ***
  Draw = W3DModelDraw ModuleTag_01
    ConditionState  = NONE
      Model         = CVTrnBox02
    End
  End

  ; ***DESIGN parameters ***
  DisplayName      = OBJECT:TrainCar
  EditorSorting   = VEHICLE

  ArmorSet
    Armor           = TruckArmor
    DamageFX        = CrushableCarDamageFX
  End

  VisionRange            = 300
  ShroudClearingRange    = 300
  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 = for infantry, 1 = for trees, 2 = general vehicles


  ; *** ENGINEERING Parameters ***  
  KindOf          = SELECTABLE CAN_ATTACK VEHICLE TRANSPORT


  Body            = ActiveBody ModuleTag_02
    MaxHealth       = 100.0
    InitialHealth   = 100.0
  End

;Lorenzen made this ungarrisonable, 12/16, please do not restore
;  Behavior = GarrisonContain ModuleTag_03
;    ContainMax          = 10
;    EnterSound          = GarrisonEnter
;    ExitSound           = GarrisonExit
;    DamagePercentToUnits = 50%
;    MobileGarrison      = Yes
;  End

  Behavior              = RailroadBehavior ModuleTag_04
    IsLocomotive   = No
    PathPrefixName    = Railroad

    ;=== PARAMETERS FOR ALL CARRIAGES ===    
    RunningGarrisonSpeedMax = 1
    KillSpeedMin            = 1
    Friction                = 0.995
    BigMetalBounceSound     = BuildingFallingMetal
    SmallMetalBounceSound   = VehicleImpactHeavy
    MeatyBounceSound        = InfantryCrush

    ClicketyClackSound      = TrainClicketyClack

  End

  Behavior = DestroyDie ModuleTag_05
    ;nothing
  End
  Behavior = CreateObjectDie ModuleTag_06
    CreationList = OCL_TankerTruckExplode
  End
  Behavior = FXListDie ModuleTag_07
    DeathFX = FX_RailroadWoodenCarExplode
  End

  Behavior = FlammableUpdate ModuleTag_21
    AflameDuration = 5000         ; If I catch fire, I'll burn for this long...
    AflameDamageAmount = 5       ; taking this much damage...
    AflameDamageDelay = 500       ; this often.
  End

  Geometry        = BOX
  GeometryIsSmall = No
  GeometryMajorRadius = 28.0
  GeometryMinorRadius = 10.0
  GeometryHeight  = 20.0
  Shadow          = SHADOW_VOLUME
  ShadowSizeX = 42  ; minimum elevation angle above horizon. Used to limit shadow length

End
;------------------------------------------------------------------------------
Object TrainCar033
;-Train stuff put in for Art to review, this will need an engineer's touch. -GB

  ; *** ART Parameters ***

  Draw = W3DModelDraw ModuleTag_01
    ConditionState  = NONE
      Model         = CVTrnBox03
    End
  End

  ; ***DESIGN parameters ***
  DisplayName      = OBJECT:TrainCar
  EditorSorting   = VEHICLE

  ArmorSet
    Armor           = TruckArmor
    DamageFX        = CrushableCarDamageFX
  End

  VisionRange            = 300
  ShroudClearingRange    = 300
  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 = for infantry, 1 = for trees, 2 = general vehicles


  ; *** ENGINEERING Parameters ***  
  KindOf          = SELECTABLE CAN_ATTACK VEHICLE TRANSPORT


  Body            = ActiveBody ModuleTag_02
    MaxHealth       = 100.0
    InitialHealth   = 100.0
  End

;Lorenzen made this ungarrisonable, 12/16, please do not restore
;  Behavior = GarrisonContain ModuleTag_03
;    ContainMax          = 10
;    EnterSound          = GarrisonEnter
;    ExitSound           = GarrisonExit
;    DamagePercentToUnits = 50%
;    MobileGarrison      = Yes
;  End

  Behavior              = RailroadBehavior ModuleTag_04
    IsLocomotive   = No
    PathPrefixName    = Railroad

    ;=== PARAMETERS FOR ALL CARRIAGES ===    
    RunningGarrisonSpeedMax = 1
    KillSpeedMin            = 1
    Friction                = 0.995
    BigMetalBounceSound     = BuildingFallingMetal
    SmallMetalBounceSound   = VehicleImpactHeavy
    MeatyBounceSound        = InfantryCrush
    ClicketyClackSound      = TrainClicketyClack

  End

  Behavior = DestroyDie ModuleTag_05
    ;nothing
  End
  Behavior = CreateObjectDie ModuleTag_06
    CreationList = OCL_TankerTruckExplode
  End
  Behavior = FXListDie ModuleTag_07
    DeathFX = FX_RailroadWoodenCarExplode
  End
  Behavior = FireWeaponWhenDeadBehavior ModuleTag_08
    DeathWeapon = TankerTruckWeapon
    StartsActive  = Yes
  End

  Behavior = FlammableUpdate ModuleTag_21
    AflameDuration = 5000         ; If I catch fire, I'll burn for this long...
    AflameDamageAmount = 5       ; taking this much damage...
    AflameDamageDelay = 500       ; this often.
  End

  Geometry        = BOX
  GeometryIsSmall = No
  GeometryMajorRadius = 28.0
  GeometryMinorRadius = 10.0
  GeometryHeight  = 20.0
  Shadow          = SHADOW_VOLUME
  ShadowSizeX = 42  ; minimum elevation angle above horizon. Used to limit shadow length

End
;------------------------------------------------------------------------------
Object TrainCab3
;-Train stuff put in for Art to review, this will need an engineer's touch. -GB

  ; *** ART Parameters ***
  Draw = W3DModelDraw ModuleTag_01
    ConditionState  = NONE
      Model         = CVTrnCab
      Animation     = CVTrnCab.CVTrnCab
      AnimationMode = LOOP
    End
  End

  ; ***DESIGN parameters ***
  DisplayName      = OBJECT:TrainCar
  EditorSorting   = VEHICLE

  ArmorSet
    Armor           = TruckArmor
    DamageFX        = CrushableCarDamageFX
  End

  VisionRange            = 300
  ShroudClearingRange    = 300
  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 = for infantry, 1 = for trees, 2 = general vehicles


  ; *** ENGINEERING Parameters ***  
  KindOf          = SELECTABLE CAN_ATTACK VEHICLE TRANSPORT


  Body            = ActiveBody ModuleTag_02
    MaxHealth       = 100.0
    InitialHealth   = 100.0
  End

;Lorenzen made this ungarrisonable, 12/16, please do not restore
;  Behavior = GarrisonContain ModuleTag_03
;    ContainMax          = 10
;    EnterSound          = GarrisonEnter
;    ExitSound           = GarrisonExit
;    DamagePercentToUnits = 50%
;    MobileGarrison      = Yes
;  End

  Behavior              = RailroadBehavior ModuleTag_04
    IsLocomotive   = No
    PathPrefixName    = Railroad

    ;=== PARAMETERS FOR ALL CARRIAGES ===    
    RunningGarrisonSpeedMax = 1
    KillSpeedMin            = 1
    Friction                = 0.995
    BigMetalBounceSound     = BuildingFallingMetal
    SmallMetalBounceSound   = VehicleImpactHeavy
    MeatyBounceSound        = InfantryCrush
    ClicketyClackSound      = TrainClicketyClack

  End

  Behavior = DestroyDie ModuleTag_05
    ;nothing
  End
  Behavior = CreateObjectDie ModuleTag_06
    CreationList = OCL_TankerTruckExplode
  End
  Behavior = FXListDie ModuleTag_07
    DeathFX = FX_RailroadWoodenCarExplode
  End

  Behavior = FlammableUpdate ModuleTag_21
    AflameDuration = 5000         ; If I catch fire, I'll burn for this long...
    AflameDamageAmount = 5       ; taking this much damage...
    AflameDamageDelay = 500       ; this often.
  End

  Geometry        = BOX
  GeometryIsSmall = No
  GeometryMajorRadius = 25.0
  GeometryMinorRadius = 10.0
  GeometryHeight  = 20.0
  Shadow          = SHADOW_VOLUME
  ShadowSizeX = 42  ; minimum elevation angle above horizon. Used to limit shadow length

End
;------------------------------------------------------------------------------
Object TrainCoal3
;-Train stuff put in for Art to review, this will need an engineer's touch. -GB

  ; *** ART Parameters ***
  Draw = W3DModelDraw ModuleTag_01
    ConditionState  = NONE
      Model         = CVTrnCoal
    End
  End

  ; ***DESIGN parameters ***
  DisplayName      = OBJECT:TrainCar
  EditorSorting   = VEHICLE

  ArmorSet
    Armor           = TruckArmor
    DamageFX        = CrushableCarDamageFX
  End

  VisionRange            = 300
  ShroudClearingRange    = 300
  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 = for infantry, 1 = for trees, 2 = general vehicles


  ; *** ENGINEERING Parameters ***  
  KindOf          = SELECTABLE CAN_ATTACK VEHICLE 


  Body            = ActiveBody ModuleTag_02
    MaxHealth       = 100.0
    InitialHealth   = 100.0
  End

  Behavior              = RailroadBehavior ModuleTag_03
    IsLocomotive   = No
    PathPrefixName    = Railroad

    ;=== PARAMETERS FOR ALL CARRIAGES ===    
    RunningGarrisonSpeedMax = 1
    KillSpeedMin            = 1
    Friction                = 0.995
    BigMetalBounceSound     = BuildingFallingMetal
    SmallMetalBounceSound   = VehicleImpactHeavy
    MeatyBounceSound        = InfantryCrush
    ClicketyClackSound      = TrainClicketyClack

  End

  Behavior = DestroyDie ModuleTag_04
    ;nothing
  End
  Behavior = CreateObjectDie ModuleTag_05
    CreationList = OCL_TankerTruckExplode
  End
  Behavior = FXListDie ModuleTag_06
    DeathFX = FX_RailroadCoalCarExplode
  End
  Behavior = FireWeaponWhenDeadBehavior ModuleTag_07
    DeathWeapon = TankerTruckWeapon
    StartsActive  = Yes
  End

  Behavior = FlammableUpdate ModuleTag_21
    AflameDuration = 5000         ; If I catch fire, I'll burn for this long...
    AflameDamageAmount = 5       ; taking this much damage...
    AflameDamageDelay = 500       ; this often.
  End

  Geometry        = BOX
  GeometryIsSmall = No
  GeometryMajorRadius = 28.0
  GeometryMinorRadius = 10.0
  GeometryHeight  = 20.0
  Shadow          = SHADOW_VOLUME
  ShadowSizeX = 42  ; minimum elevation angle above horizon. Used to limit shadow length

End
;------------------------------------------------------------------------------
Object TrainTank3
;-Train stuff put in for Art to review, this will need an engineer's touch. -GB

  ; *** ART Parameters ***
  Draw = W3DModelDraw ModuleTag_01
    ConditionState  = NONE
      Model         = CVTrnTank
    End
  End

  ; ***DESIGN parameters ***
  DisplayName      = OBJECT:TrainCar
  EditorSorting   = VEHICLE

  ArmorSet
    Armor           = TruckArmor
    DamageFX        = CrushableCarDamageFX
  End

  VisionRange            = 300
  ShroudClearingRange    = 300
  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 = for infantry, 1 = for trees, 2 = general vehicles


  ; *** ENGINEERING Parameters ***  
  KindOf          = SELECTABLE CAN_ATTACK VEHICLE 


  Body            = ActiveBody ModuleTag_02
    MaxHealth       = 100.0
    InitialHealth   = 100.0 
  End

  Behavior              = RailroadBehavior ModuleTag_03
    IsLocomotive   = No
    PathPrefixName    = Railroad

    ;=== PARAMETERS FOR ALL CARRIAGES ===    
    RunningGarrisonSpeedMax = 1
    KillSpeedMin            = 1
    Friction                = 0.995
    BigMetalBounceSound     = BuildingFallingMetal
    SmallMetalBounceSound   = VehicleImpactHeavy
    MeatyBounceSound        = InfantryCrush
    ClicketyClackSound      = TrainClicketyClack

  End

  Behavior = DestroyDie ModuleTag_04
    ;nothing
  End
  Behavior = FXListDie ModuleTag_05
    DeathFX = FX_RailroadTankCarExplode
  End

  Behavior = FlammableUpdate ModuleTag_21
    AflameDuration = 5000         ; If I catch fire, I'll burn for this long...
    AflameDamageAmount = 5       ; taking this much damage...
    AflameDamageDelay = 500       ; this often.
  End

  Geometry        = BOX
  GeometryIsSmall = No
  GeometryMajorRadius = 28.0
  GeometryMinorRadius = 10.0
  GeometryHeight  = 20.0
  Shadow          = SHADOW_VOLUME
  ShadowSizeX = 42  ; minimum elevation angle above horizon. Used to limit shadow length

End

;------------------------------------------------------------------------------
Object CabooseFullOfTerrorists

  ; *** ART Parameters ***
  Draw = W3DModelDraw ModuleTag_01
    ConditionState  = NONE
      Model         = CVTrnCab
      Animation     = CVTrnCab.CVTrnCab
      AnimationMode = LOOP
    End
  End

  ; ***DESIGN parameters ***
  DisplayName      = OBJECT:TrainCar
  EditorSorting   = VEHICLE

  ArmorSet
    Armor           = TruckArmor
    DamageFX        = CrushableCarDamageFX
  End

  VisionRange            = 300
  ShroudClearingRange    = 300
  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 = for infantry, 1 = for trees, 2 = general vehicles


  ; *** ENGINEERING Parameters ***  
  KindOf          = SELECTABLE CAN_ATTACK VEHICLE TRANSPORT


  Body            = ActiveBody ModuleTag_02
    MaxHealth       = 100.0
    InitialHealth   = 100.0
  End
  
  ;THIS IS THE ONLY TRAIN CARRIAGE THAT SHOULD BE GARRISONABLE
  Behavior = GarrisonContain ModuleTag_03
    ContainMax          = 10
    EnterSound          = GarrisonEnter
    ExitSound           = GarrisonExit
    DamagePercentToUnits = 50%
    MobileGarrison      = Yes
    InitialRoster    = GLAInfantryTerrorist 10
  End

  Behavior              = RailroadBehavior ModuleTag_04
    IsLocomotive   = No
    PathPrefixName    = Railroad

    ;=== PARAMETERS FOR ALL CARRIAGES ===    
    RunningGarrisonSpeedMax = 1
    KillSpeedMin            = 1
    Friction                = 0.995
    BigMetalBounceSound     = BuildingFallingMetal
    SmallMetalBounceSound   = VehicleImpactHeavy
    MeatyBounceSound        = InfantryCrush
    ClicketyClackSound      = TrainClicketyClack

  End

  Behavior = DestroyDie ModuleTag_05
    ;nothing
  End
  Behavior = FXListDie ModuleTag_06
    DeathFX = FX_RailroadWoodenCarExplode
  End

  Behavior = FlammableUpdate ModuleTag_21
    AflameDuration = 5000         ; If I catch fire, I'll burn for this long...
    AflameDamageAmount = 5       ; taking this much damage...
    AflameDamageDelay = 500       ; this often.
  End

  Geometry        = BOX
  GeometryIsSmall = No
  GeometryMajorRadius = 25.0
  GeometryMinorRadius = 10.0
  GeometryHeight  = 20.0
  Shadow          = SHADOW_VOLUME
  ShadowSizeX = 42  ; minimum elevation angle above horizon. Used to limit shadow length

End

;------------------------------------------------------------------------------
Object Rickshaw
  
    ; *** ART Parameters ***
  SelectPortrait         = SUTerrorist_L
  ButtonImage            = SUTerrorist

  Draw = W3DModelDraw ModuleTag_01
    DefaultConditionState
      Model = cvrksh_SKN
      IdleAnimation = cvrksh_SKL.cvrksh_STN
      IdleAnimation = cvrksh_SKL.cvrksh_STN
      IdleAnimation = cvrksh_SKL.cvrksh_STN
      IdleAnimation = cvrksh_SKL.cvrksh_STN
      IdleAnimation = cvrksh_SKL.cvrksh_STN
      IdleAnimation = cvrksh_SKL.cvrksh_IDL
      AnimationMode = ONCE
    End

    ConditionState = MOVING
      Animation = cvrksh_SKL.cvrksh_WAL
      AnimationMode = LOOP
      Flags = RANDOMSTART
    End

    ConditionState = DYING
      Animation = cvrksh_SKL.cvrksh_DEA
      AnimationMode = ONCE
    End  
  End

  ; ***DESIGN parameters ***
  DisplayName      = OBJECT:GenericMale
  EditorSorting   = VEHICLE
 
  TransportSlotCount  = 1                 ;how many "slots" we take in a transport (0 == not transportable)
  WeaponSet
    Conditions = None
    Weapon = PRIMARY None
  End
  WeaponSet
    Conditions = CARBOMB
    Weapon = PRIMARY  SuicideCarBomb
  End
 
  ArmorSet
    Armor           = TruckArmor
    DamageFX        = CrushableCarDamageFX
  End
  CrusherLevel           = 1  ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles
  CrushableLevel         = 1  ;What am I?:        0 = for infantry, 1 = for trees, 2 = general vehicles
  CommandSet = CivilianCarBombCommandSet

  ; *** AUDIO Parameters ***



  ; *** ENGINEERING Parameters ***  
  KindOf          = SELECTABLE CAN_ATTACK VEHICLE SHOW_PORTRAIT_WHEN_CONTROLLED
  RadarPriority   = LOCAL_UNIT_ONLY

  Body            = ActiveBody ModuleTag_02
    MaxHealth       = 100.0
    InitialHealth   = 100.0
  End



  Behavior = DestroyDie ModuleTag_03
    DeathTypes = ALL -CRUSHED -SPLATTED
  End
  Behavior = CrushDie ModuleTag_04
    DeathTypes = NONE +CRUSHED +SPLATTED
    TotalCrushSound     = CarAlarm
    BackEndCrushSound   = CarAlarm
    FrontEndCrushSound  = CarAlarm
    TotalCrushSoundPercent    = 50   
    BackEndCrushSoundPercent  = 50
    FrontEndCrushSoundPercent = 50
  End
  Behavior = SlowDeathBehavior ModuleTag_11
    DeathTypes = NONE +CRUSHED +SPLATTED
    SinkDelay = 14000
    SinkRate = 2     ; in Dist/Sec
    DestructionDelay = 20000
  End

  Behavior = FXListDie ModuleTag_05
    DeathTypes = NONE +CRUSHED +SPLATTED
    DeathFX = FX_CarCrush
  End
  Behavior = CreateObjectDie ModuleTag_06
    DeathTypes = ALL -CRUSHED -SPLATTED
    CreationList = OCL_GenericCarExplode
  End
  Behavior = FXListDie ModuleTag_07
    DeathTypes = ALL -CRUSHED -SPLATTED -FLOODED
    DeathFX = FX_GenericCarExplode
  End
  Behavior = CreateObjectDie ModuleTag_08
    DeathTypes = NONE +SUICIDED
    CreationList = OCL_BurnedCarHull
  End

  Behavior = AIUpdateInterface ModuleTag_09
  End
  Locomotor = SET_NORMAL BasicCarLocomotor
  Locomotor = SET_WANDER WanderCarLocomotor
  Locomotor = SET_PANIC PanicCarLocomotor

  Behavior = PhysicsBehavior ModuleTag_10
    Mass = 30.0
  End

  Behavior = FlammableUpdate ModuleTag_21
    AflameDuration = 5000         ; If I catch fire, I'll burn for this long...
    AflameDamageAmount = 5       ; taking this much damage...
    AflameDamageDelay = 500       ; this often.
  End

  Geometry        = BOX
  GeometryIsSmall = Yes
  GeometryMajorRadius = 11.0
  GeometryMinorRadius = 4.0
  GeometryHeight  = 7.0
  Shadow          = SHADOW_VOLUME

End

;------------------------------------------------------------------------------
Object ConstructionCraneCementBucket

  ; *** ART Parameters ***
  Draw = W3DModelDraw ModuleTag_01
    ConditionState = NONE
      Model = CVCstcn
    End
    
    ConditionState = REALLYDAMAGED
      Model = CVCstcn_D
    End
    
    ConditionState = RUBBLE
      Model = CVCstcn_D
    End
  End

  ; ***DESIGN parameters ***
  DisplayName      = OBJECT:EuroVan
  EditorSorting   = VEHICLE
 
  WeaponSet
    Conditions = None
    Weapon = PRIMARY None
  End

  ArmorSet
    Armor           = TruckArmor
    DamageFX        = CrushableCarDamageFX
  End
  CrusherLevel           = 1  ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles
  CrushableLevel         = 4  ;What am I?:        0 = for infantry, 1 = for trees, 2 = general vehicles

  ; *** AUDIO Parameters ***
  SoundMoveStart = CarMoveStart


  ; *** ENGINEERING Parameters ***  
  KindOf          = SELECTABLE CAN_ATTACK VEHICLE

  Body            = ActiveBody ModuleTag_02
    MaxHealth       = 100.0
    InitialHealth   = 100.0
  End



  Behavior = DestroyDie ModuleTag_03
    ;nothing
  End


  Behavior = AIUpdateInterface ModuleTag_04
  End
  Locomotor = SET_NORMAL BasicCarLocomotor
  Locomotor = SET_WANDER WanderCarLocomotor
  Locomotor = SET_PANIC PanicCarLocomotor

  Behavior = PhysicsBehavior ModuleTag_05
    Mass = 30.0
  End

  Behavior = FlammableUpdate ModuleTag_21
    AflameDuration = 5000         ; If I catch fire, I'll burn for this long...
    AflameDamageAmount = 5       ; taking this much damage...
    AflameDamageDelay = 500       ; this often.
  End

  Geometry        = BOX
  GeometryIsSmall = Yes
  GeometryMajorRadius = 11.0
  GeometryMinorRadius = 4.0
  GeometryHeight  = 7.0
  Shadow          = SHADOW_VOLUME

End

;------------------------------------------------------------------------------
Object Scooter
  
    ; *** ART Parameters ***
  Draw = W3DModelDraw ModuleTag_01
    DefaultConditionState
      Model = cvsctr_SKN
      IdleAnimation = cvsctr_SKL.cvsctr_STN
      IdleAnimation = cvsctr_SKL.cvsctr_STN
      IdleAnimation = cvsctr_SKL.cvsctr_STN
      IdleAnimation = cvsctr_SKL.cvsctr_STN
      IdleAnimation = cvsctr_SKL.cvsctr_STN
      IdleAnimation = cvsctr_SKL.cvsctr_IDL
      AnimationMode = ONCE
    End

    ConditionState = MOVING
      Animation = cvsctr_SKL.cvsctr_WAL
      AnimationMode = LOOP
      Flags = RANDOMSTART
    End

    ConditionState = DYING
      Animation = cvsctr_SKL.cvsctr_DEA
      AnimationMode = ONCE
    End  
  End

  ; ***DESIGN parameters ***
  DisplayName      = OBJECT:GenericMale
  EditorSorting   = VEHICLE
 
  WeaponSet
    Conditions = None
    Weapon = PRIMARY None
  End

  ArmorSet
    Armor           = TruckArmor
    DamageFX        = CrushableCarDamageFX
  End
  CrusherLevel           = 0  ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles
  CrushableLevel         = 1  ;What am I?:        0 = for infantry, 1 = for trees, 2 = general vehicles

  ; *** AUDIO Parameters ***


  ; *** ENGINEERING Parameters ***  
  KindOf          = SELECTABLE CAN_ATTACK VEHICLE

  Body            = ActiveBody ModuleTag_02
    MaxHealth       = 100.0
    InitialHealth   = 100.0
  End



  Behavior = DestroyDie ModuleTag_03
    ;nothing
  End


  Behavior = AIUpdateInterface ModuleTag_04
  End
  Locomotor = SET_NORMAL BasicCarLocomotor
  Locomotor = SET_WANDER WanderCarLocomotor
  Locomotor = SET_PANIC PanicCarLocomotor

  Behavior = PhysicsBehavior ModuleTag_05
    Mass = 30.0
  End

  Behavior = FlammableUpdate ModuleTag_21
    AflameDuration = 5000         ; If I catch fire, I'll burn for this long...
    AflameDamageAmount = 5       ; taking this much damage...
    AflameDamageDelay = 500       ; this often.
  End

  Geometry        = BOX
  GeometryIsSmall = Yes
  GeometryMajorRadius = 11.0
  GeometryMinorRadius = 4.0
  GeometryHeight  = 7.0
  Shadow          = SHADOW_VOLUME

End

;------------------------------------------------------------------------------
Object CargoCrane

  ; *** ART Parameters ***
  Draw = W3DModelDraw ModuleTag_01
    ConditionState = NONE
      Model = CVCargobrn
    End
    
    ConditionState = REALLYDAMAGED
      Model = CVCargobrn_D
    End
    
    ConditionState = RUBBLE
      Model = CVCargobrn_D
    End
  End

  ; ***DESIGN parameters ***
  DisplayName      = OBJECT:EuroVan
  EditorSorting   = VEHICLE
 
  WeaponSet
    Conditions = None
    Weapon = PRIMARY None
  End

  ArmorSet
    Armor           = TruckArmor
    DamageFX        = CrushableCarDamageFX
  End
  CrusherLevel           = 3  ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles
  CrushableLevel         = 3  ;What am I?:        0 = for infantry, 1 = for trees, 2 = general vehicles

  ; *** AUDIO Parameters ***


  ; *** ENGINEERING Parameters ***  
  KindOf          = SELECTABLE CAN_ATTACK VEHICLE

  Body            = ActiveBody ModuleTag_02
    MaxHealth       = 100.0
    InitialHealth   = 100.0
  End



  Behavior = DestroyDie ModuleTag_03
    ;nothing
  End


  Behavior = AIUpdateInterface ModuleTag_04
  End
  Locomotor = SET_NORMAL BasicCarLocomotor
  Locomotor = SET_WANDER WanderCarLocomotor
  Locomotor = SET_PANIC PanicCarLocomotor

  Behavior = PhysicsBehavior ModuleTag_05
    Mass = 30.0
  End

  Behavior = FlammableUpdate ModuleTag_21
    AflameDuration = 5000         ; If I catch fire, I'll burn for this long...
    AflameDamageAmount = 5       ; taking this much damage...
    AflameDamageDelay = 500       ; this often.
  End

  Geometry        = BOX
  GeometryIsSmall = Yes
  GeometryMajorRadius = 11.0
  GeometryMinorRadius = 4.0
  GeometryHeight  = 7.0
  Shadow          = SHADOW_VOLUME

End

;------------------------------------------------------------------------------
Object CommercialAirliner

  ; *** ART Parameters ***
  Draw = W3DModelDraw ModuleTag_01
    ConditionState = NONE
      Model = CVAirplane
    End
    
    ConditionState = REALLYDAMAGED
      Model = CVAirplane_D
    End
    
    ConditionState = RUBBLE
      Model = CVAirplane_D
    End
  End

  ; ***DESIGN parameters ***
  DisplayName      = OBJECT:Cessna
  EditorSorting   = VEHICLE
 
  ArmorSet
    Conditions      = None
    Armor           = AirplaneArmor
    DamageFX        = None
  End
  CrusherLevel           = 2  ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles
  CrushableLevel         = 4  ;What am I?:        0 = for infantry, 1 = for trees, 2 = general vehicles

  ; *** AUDIO Parameters ***

  ; *** ENGINEERING Parameters ***  
  KindOf          = CAN_CAST_REFLECTIONS VEHICLE AIRCRAFT

  Body            = ActiveBody ModuleTag_02
    MaxHealth       = 100.0
    InitialHealth   = 100.0
  End
  
  Behavior = DestroyDie ModuleTag_DeathTag03
    ;nothing
  End
  Behavior = CreateObjectDie ModuleTag_DeathTag04
    CreationList = OCL_GenericCarExplode
  End
  Behavior = FXListDie ModuleTag_DeathTag05
    DeathFX = FX_GenericCarExplode
  End
  
  

;  Behavior = DestroyDie ModuleTag_03
;    DeathTypes = ALL -CRUSHED -SPLATTED
;  End
;  Behavior = CrushDie ModuleTag_04
;    DeathTypes = NONE +CRUSHED +SPLATTED
;    TotalCrushSound     = CarAlarm
;    BackEndCrushSound   = CarAlarm
;    FrontEndCrushSound  = CarAlarm
;    TotalCrushSoundPercent    = 50   
;    BackEndCrushSoundPercent  = 50
;    FrontEndCrushSoundPercent = 50
;  End
;  Behavior = SlowDeathBehavior ModuleTag_11
;    DeathTypes = NONE +CRUSHED +SPLATTED
 ;   SinkDelay = 14000
;    SinkRate = 2     ; in Dist/Sec
;    DestructionDelay = 20000
;  End

;  Behavior = FXListDie ModuleTag_05
;    DeathTypes = NONE +CRUSHED +SPLATTED
;    DeathFX = FX_CarCrush
;  End
;  Behavior = CreateObjectDie ModuleTag_06
;    DeathTypes = ALL -CRUSHED -SPLATTED
;    CreationList = OCL_GenericCarExplode
;  End
;  Behavior = FXListDie ModuleTag_07
;    DeathTypes = ALL -CRUSHED -SPLATTED -FLOODED
;    DeathFX = FX_GenericCarExplode
;  End
;  Behavior = CreateObjectDie ModuleTag_08
;    DeathTypes = NONE +SUICIDED
;    CreationList = OCL_BurnedCarHull
;  End

  Behavior = AIUpdateInterface ModuleTag_09
  End
  Locomotor = SET_NORMAL B52Locomotor

  Behavior = PhysicsBehavior ModuleTag_10
    Mass = 500.0
  End

  Behavior = FlammableUpdate ModuleTag_21
    AflameDuration = 5000         ; If I catch fire, I'll burn for this long...
    AflameDamageAmount = 5       ; taking this much damage...
    AflameDamageDelay = 500       ; this often.
  End

  Geometry        = CYLINDER
  GeometryIsSmall = Yes
  GeometryMajorRadius = 7.0
  GeometryMinorRadius = 7.0
  GeometryHeight  = 7.0
  Shadow          = SHADOW_VOLUME
  ShadowSizeX = 89  ; minimum elevation angle above horizon. Used to limit shadow length

End

;------------------------------------------------------------------------------
Object Tractor

  ; *** ART Parameters ***
  SelectPortrait         = SUTerrorist_L
  ButtonImage            = SUTerrorist

  ;Draw = W3DModelDraw ModuleTag_01
  Draw = W3DTruckDraw ModuleTag_TruckDraw
    ConditionState = NONE
      Model = CVTractor
    End
    
    ConditionState = REALLYDAMAGED
      Model = CVTractor_D
    End
    
    ConditionState = RUBBLE
      Model = CVTractor_D
    End
  
    LeftFrontTireBone = Tire01
    RightFrontTireBone = Tire02
    LeftRearTireBone = Tire03
    RightRearTireBone = Tire04
    TireRotationMultiplier = 0.2   ; this * speed = rotation.
    PowerslideRotationAddition = 2.5   ; This speed is added to the rotation speed when powersliding.

  End

  ; ***DESIGN parameters ***
  DisplayName      = OBJECT:Backhoe
  EditorSorting   = VEHICLE
 
  TransportSlotCount  = 3                 ;how many "slots" we take in a transport (0 == not transportable)
  WeaponSet
    Conditions = None
    Weapon = PRIMARY None
  End
  WeaponSet
    Conditions = CARBOMB
    Weapon = PRIMARY  SuicideCarBomb
  End
 
  ArmorSet
    Armor           = TruckArmor
    DamageFX        = CrushableCarDamageFX
  End
  CrusherLevel           = 1  ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles
  CrushableLevel         = 2  ;What am I?:        0 = for infantry, 1 = for trees, 2 = general vehicles
  CommandSet = CivilianCarBombCommandSet

  ; *** AUDIO Parameters ***
  SoundMoveStart = CarMoveStart


  ; *** ENGINEERING Parameters ***  
  KindOf          = SELECTABLE CAN_ATTACK VEHICLE SHOW_PORTRAIT_WHEN_CONTROLLED
  RadarPriority   = LOCAL_UNIT_ONLY

  Body            = ActiveBody ModuleTag_02
    MaxHealth       = 100.0
    InitialHealth   = 100.0
  End



  Behavior = DestroyDie ModuleTag_03
    DeathTypes = ALL -CRUSHED -SPLATTED
  End
  Behavior = CrushDie ModuleTag_04
    DeathTypes = NONE +CRUSHED +SPLATTED
    TotalCrushSound     = CarAlarm
    BackEndCrushSound   = CarAlarm
    FrontEndCrushSound  = CarAlarm
    TotalCrushSoundPercent    = 50   
    BackEndCrushSoundPercent  = 50
    FrontEndCrushSoundPercent = 50
  End
  Behavior = SlowDeathBehavior ModuleTag_11
    DeathTypes = NONE +CRUSHED +SPLATTED
    SinkDelay = 14000
    SinkRate = 2     ; in Dist/Sec
    DestructionDelay = 20000
  End

  Behavior = FXListDie ModuleTag_05
    DeathTypes = NONE +CRUSHED +SPLATTED
    DeathFX = FX_CarCrush
  End
  Behavior = CreateObjectDie ModuleTag_06
    DeathTypes = ALL -CRUSHED -SPLATTED
    CreationList = OCL_GenericCarExplode
  End
  Behavior = FXListDie ModuleTag_07
    DeathTypes = ALL -CRUSHED -SPLATTED -FLOODED
    DeathFX = FX_GenericCarExplode
  End
 ; Behavior = CreateObjectDie ModuleTag_08
 ;   DeathTypes = NONE +SUICIDED
 ;   CreationList = OCL_BurnedCarHull
 ; End

  Behavior = AIUpdateInterface ModuleTag_09
  End
  Locomotor = SET_NORMAL BasicCarLocomotor
  Locomotor = SET_WANDER WanderCarLocomotor
  Locomotor = SET_PANIC PanicCarLocomotor

  Behavior = PhysicsBehavior ModuleTag_10
    Mass = 30.0
  End

  Behavior = FlammableUpdate ModuleTag_21
    AflameDuration = 5000         ; If I catch fire, I'll burn for this long...
    AflameDamageAmount = 5       ; taking this much damage...
    AflameDamageDelay = 500       ; this often.
  End

  Geometry        = BOX
  GeometryIsSmall = Yes
  GeometryMajorRadius = 11.0
  GeometryMinorRadius = 4.0
  GeometryHeight  = 7.0
  Shadow          = SHADOW_VOLUME

End


;------------------------------------------------------------------------------
Object OxPlow

  ; *** ART Parameters ***
  SelectPortrait         = SUTerrorist_L
  ButtonImage            = SUTerrorist

  Draw = W3DModelDraw ModuleTag_01
    DefaultConditionState
      Model = cvoxpl_SKN
      IdleAnimation = cvoxpl_SKL.cvoxpl_STN
      IdleAnimation = cvoxpl_SKL.cvoxpl_STN
      IdleAnimation = cvoxpl_SKL.cvoxpl_STN
      IdleAnimation = cvoxpl_SKL.cvoxpl_STN
      IdleAnimation = cvoxpl_SKL.cvoxpl_STN
      IdleAnimation = cvoxpl_SKL.cvoxpl_IDL
      AnimationMode = ONCE
    End

    ConditionState = MOVING
      Animation = cvoxpl_SKL.cvoxpl_WAL
      AnimationMode = LOOP
      Flags = RANDOMSTART
    End

    ConditionState = DYING
      Animation = cvoxpl_SKL.cvoxpl_DEA
      AnimationMode = ONCE
    End  
  End

  ; ***DESIGN parameters ***
  DisplayName      = OBJECT:Backhoe
  EditorSorting   = VEHICLE
 
  TransportSlotCount  = 1                 ;how many "slots" we take in a transport (0 == not transportable)
  WeaponSet
    Conditions = None
    Weapon = PRIMARY None
  End
  WeaponSet
    Conditions = CARBOMB
    Weapon = PRIMARY  SuicideCarBomb
  End
 
  ArmorSet
    Armor           = TruckArmor
    DamageFX        = CrushableCarDamageFX
  End
  CrusherLevel           = 0  ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles
  CrushableLevel         = 1  ;What am I?:        0 = for infantry, 1 = for trees, 2 = general vehicles
  CommandSet = CivilianCarBombCommandSet

  ; *** AUDIO Parameters ***
  SoundAmbient = CowAmbience


  ; *** ENGINEERING Parameters ***  
  KindOf          = SELECTABLE CAN_ATTACK VEHICLE SHOW_PORTRAIT_WHEN_CONTROLLED
  RadarPriority   = LOCAL_UNIT_ONLY

  Body            = ActiveBody ModuleTag_02
    MaxHealth       = 100.0
    InitialHealth   = 100.0
  End



  ;Behavior = DestroyDie ModuleTag_03
  ;  DeathTypes = ALL
  ;End
  
 ; Behavior = CrushDie ModuleTag_04
 ;   DeathTypes = NONE +CRUSHED +SPLATTED
 ;   TotalCrushSound     = CarAlarm
 ;   BackEndCrushSound   = CarAlarm
 ;   FrontEndCrushSound  = CarAlarm
 ;   TotalCrushSoundPercent    = 50   
 ;   BackEndCrushSoundPercent  = 50
 ;   FrontEndCrushSoundPercent = 50
 ; End
  
  Behavior = SlowDeathBehavior ModuleTag_11
    DeathTypes = ALL
    SinkDelay = 14000
    SinkRate = 2     ; in Dist/Sec
    DestructionDelay = 20000
  End
  
; Behavior = FXListDie ModuleTag_05
;   DeathTypes = NONE +CRUSHED +SPLATTED
;    DeathFX = FX_CarCrush
;  End
;  Behavior = CreateObjectDie ModuleTag_06
;    DeathTypes = ALL -CRUSHED -SPLATTED
;    CreationList = OCL_GenericCarExplode
;  End
;  Behavior = FXListDie ModuleTag_07
;    DeathTypes = ALL -CRUSHED -SPLATTED -FLOODED
;    DeathFX = FX_GenericCarExplode
;  End
;  Behavior = CreateObjectDie ModuleTag_08
;    DeathTypes = NONE +SUICIDED
;    CreationList = OCL_BurnedCarHull
;  End

  Behavior = AIUpdateInterface ModuleTag_09
  End
  Locomotor = SET_NORMAL BasicCarLocomotor
  Locomotor = SET_WANDER WanderCarLocomotor
  Locomotor = SET_PANIC PanicCarLocomotor

  Behavior = PhysicsBehavior ModuleTag_10
    Mass = 30.0
  End

  Behavior = FlammableUpdate ModuleTag_21
    AflameDuration = 5000         ; If I catch fire, I'll burn for this long...
    AflameDamageAmount = 5       ; taking this much damage...
    AflameDamageDelay = 500       ; this often.
  End

  Geometry        = BOX
  GeometryIsSmall = Yes
  GeometryMajorRadius = 11.0
  GeometryMinorRadius = 4.0
  GeometryHeight  = 7.0
  Shadow          = SHADOW_VOLUME

End


;------------------------------------------------------------------------------
Object HorseDrawnCart

  ; *** ART Parameters ***
  SelectPortrait         = SUTerrorist_L
  ButtonImage            = SUTerrorist

  Draw = W3DModelDraw ModuleTag_01
    DefaultConditionState
      Model = CVHRSE_SKN
      IdleAnimation = CVHRSE_SKL.CVHRSE_STN
      IdleAnimation = CVHRSE_SKL.CVHRSE_STN
      IdleAnimation = CVHRSE_SKL.CVHRSE_STN
      IdleAnimation = CVHRSE_SKL.CVHRSE_STN
      IdleAnimation = CVHRSE_SKL.CVHRSE_STN
      IdleAnimation = CVHRSE_SKL.CVHRSE_IDL
      AnimationMode = ONCE
    End

    ConditionState = MOVING
      Animation = CVHRSE_SKL.CVHRSE_WAL
      AnimationMode = LOOP
      Flags = RANDOMSTART
    End

    ConditionState = DYING
      Animation = CVHRSE_SKL.CVHRSE_DEA
      AnimationMode = ONCE
    End  
  End


  ; ***DESIGN parameters ***
  DisplayName      = OBJECT:Cart
  EditorSorting   = VEHICLE
 
  TransportSlotCount  = 1                 ;how many "slots" we take in a transport (0 == not transportable)
  WeaponSet
    Conditions = None
    Weapon = PRIMARY None
  End
  WeaponSet
    Conditions = CARBOMB
    Weapon = PRIMARY  SuicideCarBomb
  End
 
  ArmorSet
    Armor           = TruckArmor
    DamageFX        = CrushableCarDamageFX
  End
  CrusherLevel           = 0  ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles
  CrushableLevel         = 1  ;What am I?:        0 = for infantry, 1 = for trees, 2 = general vehicles
  CommandSet = CivilianCarBombCommandSet

  ; *** AUDIO Parameters ***


  ; *** ENGINEERING Parameters ***  
  KindOf          = SELECTABLE CAN_ATTACK VEHICLE SHOW_PORTRAIT_WHEN_CONTROLLED
  RadarPriority   = LOCAL_UNIT_ONLY

  Body            = ActiveBody ModuleTag_02
    MaxHealth       = 100.0
    InitialHealth   = 100.0
  End



  Behavior = DestroyDie ModuleTag_03
    DeathTypes = ALL -CRUSHED -SPLATTED
  End
  Behavior = CrushDie ModuleTag_04
    DeathTypes = NONE +CRUSHED +SPLATTED
    TotalCrushSound     = CarAlarm
    BackEndCrushSound   = CarAlarm
    FrontEndCrushSound  = CarAlarm
    TotalCrushSoundPercent    = 50   
    BackEndCrushSoundPercent  = 50
    FrontEndCrushSoundPercent = 50
  End
  Behavior = SlowDeathBehavior ModuleTag_11
    DeathTypes = NONE +CRUSHED +SPLATTED
    SinkDelay = 14000
    SinkRate = 2     ; in Dist/Sec
    DestructionDelay = 20000
  End

  Behavior = FXListDie ModuleTag_05
    DeathTypes = NONE +CRUSHED +SPLATTED
    DeathFX = FX_CarCrush
  End
  Behavior = CreateObjectDie ModuleTag_06
    DeathTypes = ALL -CRUSHED -SPLATTED
    CreationList = OCL_GenericCarExplode
  End
  Behavior = FXListDie ModuleTag_07
    DeathTypes = ALL -CRUSHED -SPLATTED -FLOODED
    DeathFX = FX_GenericCarExplode
  End
  Behavior = CreateObjectDie ModuleTag_08
    DeathTypes = NONE +SUICIDED
    CreationList = OCL_BurnedCarHull
  End

  Behavior = AIUpdateInterface ModuleTag_09
  End
  Locomotor = SET_NORMAL BasicCarLocomotor
  Locomotor = SET_WANDER WanderCarLocomotor
  Locomotor = SET_PANIC PanicCarLocomotor

  Behavior = PhysicsBehavior ModuleTag_10
    Mass = 30.0
  End

  Behavior = FlammableUpdate ModuleTag_21
    AflameDuration = 5000         ; If I catch fire, I'll burn for this long...
    AflameDamageAmount = 5       ; taking this much damage...
    AflameDamageDelay = 500       ; this often.
  End

  Geometry        = BOX
  GeometryIsSmall = Yes
  GeometryMajorRadius = 11.0
  GeometryMinorRadius = 4.0
  GeometryHeight  = 7.0
  Shadow          = SHADOW_VOLUME

End

;------------------------------------------------------------------------------
Object TrainCoalOrnament
;-Train stuff put in for Art to review, this will need an engineer's touch. -GB

  ; *** ART Parameters ***
  Draw = W3DModelDraw ModuleTag_01
    ConditionState  = NONE
      Model         = CVTrnCoal
    End
  End

  ; ***DESIGN parameters ***
  DisplayName      = OBJECT:TrainCar
  EditorSorting   = VEHICLE
  ArmorSet
    Armor           = TruckArmor
    DamageFX        = CrushableCarDamageFX
  End
  CrusherLevel           = 4  ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles
  CrushableLevel         = 4  ;What am I?:        0 = for infantry, 1 = for trees, 2 = general vehicles

  ; *** AUDIO Parameters ***
  SoundMoveStart = ConvoyTruckMoveStart


  ; *** ENGINEERING Parameters ***  
  KindOf          = SELECTABLE CAN_ATTACK VEHICLE

  Body            = ActiveBody ModuleTag_02
    MaxHealth       = 100.0
    InitialHealth   = 100.0
  End

  Behavior = DestroyDie ModuleTag_03
    ;nothing
  End
  Behavior = CreateObjectDie ModuleTag_04
    CreationList = OCL_TankerTruckExplode
  End
  Behavior = FXListDie ModuleTag_05
    DeathFX = FX_RailroadCoalCarExplode
  End
  Behavior = FireWeaponWhenDeadBehavior ModuleTag_06
    DeathWeapon = TankerTruckWeapon
    StartsActive  = Yes
  End

  Behavior = FlammableUpdate ModuleTag_21
    AflameDuration = 5000         ; If I catch fire, I'll burn for this long...
    AflameDamageAmount = 5       ; taking this much damage...
    AflameDamageDelay = 500       ; this often.
  End

  Geometry        = BOX
  GeometryIsSmall = No
  GeometryMajorRadius = 28.0
  GeometryMinorRadius = 10.0
  GeometryHeight  = 20.0
  Shadow          = SHADOW_VOLUME

End
;------------------------------------------------------------------------------
Object TrainTankOrnament
;-Train stuff put in for Art to review, this will need an engineer's touch. -GB

  ; *** ART Parameters ***
  Draw = W3DModelDraw ModuleTag_01
    ConditionState  = NONE
      Model         = CVTrnTank

    End
  End

  ; ***DESIGN parameters ***
  DisplayName      = OBJECT:TrainCar
  EditorSorting   = VEHICLE
  CrusherLevel           = 4  ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles
  CrushableLevel         = 4  ;What am I?:        0 = for infantry, 1 = for trees, 2 = general vehicles


  ArmorSet
    Armor           = TruckArmor
    DamageFX        = CrushableCarDamageFX
  End

  ; *** AUDIO Parameters ***
  SoundMoveStart = ConvoyTruckMoveStart


  ; *** ENGINEERING Parameters ***  
  KindOf          = SELECTABLE CAN_ATTACK VEHICLE

  Body            = ActiveBody ModuleTag_02
    MaxHealth       = 100.0
    InitialHealth   = 100.0
  End

  Behavior = DestroyDie ModuleTag_03
    ;nothing
  End
  Behavior = FXListDie ModuleTag_04
    DeathFX = FX_RailroadTankCarExplode
  End

  Behavior = FlammableUpdate ModuleTag_21
    AflameDuration = 5000         ; If I catch fire, I'll burn for this long...
    AflameDamageAmount = 5       ; taking this much damage...
    AflameDamageDelay = 500       ; this often.
  End

  Geometry        = BOX
  GeometryIsSmall = No
  GeometryMajorRadius = 28.0
  GeometryMinorRadius = 10.0
  GeometryHeight  = 20.0
  Shadow          = SHADOW_VOLUME

End

;------------------------------------------------------------------------------
Object AvalancheChunk

  ; *** ART Parameters ***
  Draw = W3DModelDraw ModuleTag_01
    DefaultConditionState 
      Model         = EXSnow01
    End
    ConditionState  = POST_COLLAPSE MOVING FREEFALL 
      ParticleSysBone = none AvalancheMistLight
    End
  End

  ; ***DESIGN parameters ***
  EditorSorting   = SYSTEM


  ; *** AUDIO Parameters ***

  ; *** ENGINEERING Parameters ***  
  KindOf          = IGNORED_IN_GUI  

  Body            = ActiveBody ModuleTag_02
    MaxHealth       = 100.0
    InitialHealth   = 100.0
  End

  ArmorSet
    Armor           = AvalancheArmor
  End

  Behavior = TensileFormationUpdate ModuleTag_06
    Enabled = No ; Any hurt to any member of the formation will enable them all
    CrackSound = AvalancheCrack 
  End

  Behavior = FireWeaponWhenDamagedBehavior ModuleTag_03
    StartsActive                    = Yes
    ContinuousWeaponDamaged         = AvalancheWeapon
    ContinuousWeaponReallyDamaged   = AvalancheWeapon
  End


  Geometry        = CYLINDER
  GeometryIsSmall = No
  GeometryMajorRadius = 30.0
  GeometryHeight  = 20.0
  Shadow          = NONE
  ShadowSizeX = 1;
  ShadowSizeY = 1;
  ShadowTexture = None;

End

;------------------------------------------------------------------------------
Object AvalancheLeadChunk

  ; *** ART Parameters ***
  Draw = W3DModelDraw ModuleTag_01
    DefaultConditionState 
      Model         = EXSnow01
    End
    ConditionState  = POST_COLLAPSE  
      ParticleSysBone = none AvalancheMistLight
    End
    ConditionState  = POST_COLLAPSE MOVING 
      ParticleSysBone = none AvalancheMistMedium
    End
    ConditionState  = POST_COLLAPSE MOVING FREEFALL 
      ParticleSysBone = none AvalancheMistHeavy
    End
  End

  ; ***DESIGN parameters ***
  EditorSorting   = SYSTEM


  ; *** AUDIO Parameters ***

  ; *** ENGINEERING Parameters ***  
  KindOf          = IGNORED_IN_GUI  

  Body            = ActiveBody ModuleTag_02
    MaxHealth       = 100.0
    InitialHealth   = 100.0
  End

  ArmorSet
    Armor           = AvalancheArmor
  End

  Behavior = TensileFormationUpdate ModuleTag_06
    Enabled = No ; Damage condition amt ofhurt to any member of the formation will enable them all
    CrackSound = AvalancheCrack 
  End

  Behavior = FireWeaponWhenDamagedBehavior ModuleTag_07
    StartsActive                    = Yes
    ContinuousWeaponDamaged         = AvalancheWeapon
    ContinuousWeaponReallyDamaged   = AvalancheWeapon
  End


  Geometry        = CYLINDER
  GeometryIsSmall = No
  GeometryMajorRadius = 30.0
  GeometryHeight  = 20.0
  Shadow          = NONE
  ShadowSizeX = 1;
  ShadowSizeY = 1;
  ShadowTexture = None;

End

;------------------------------------------------------------------------------
; an invisible object that exists solely for the Battleship to target.
Object 300MeterShroudClearObject

  ; *** ART Parameters ***
  Draw = W3DModelDraw ModuleTag_01
    DefaultConditionState
      Model = None
    End    
  End

  ; ***DESIGN parameters ***
  EditorSorting   = STRUCTURE
  Side = Civilian
  ArmorSet
    Conditions      = None
    Armor           = InvulnerableArmor
    DamageFX        = None
  End
  VisionRange = 300

  ; *** ENGINEERING Parameters ***  
  RadarPriority       = NOT_ON_RADAR
  KindOf              = IMMOBILE

  Body                = ImmortalBody ModuleTag_02
    MaxHealth         = 99999.0
    InitialHealth     = 99999.0
  End


  Geometry            = SPHERE
  GeometryMajorRadius = 10.0
  GeometryIsSmall     = Yes

End

;------------------------------------------------------------------------------
; ************************ Cinematic-only unit ********************************
Object CINE_TrainEngine

  ; *** ART Parameters ***
  Draw = W3DModelDraw ModuleTag_01
    ConditionState  = NONE
      Model         = CVTrnEng2
      ParticleSysBone = Smoke01 LocomotiveSteam
      ;ParticleSysBone = Steam02 LocomotiveSteam
      ;sParticleSysBone = Steam03 DozerSmokeHeavy
    End
    ConditionState  = OVER_WATER ; in a tunnel, actually, but close enough
      Model         = CVTrnEng2
    End
  End

  ; ***DESIGN parameters ***
  DisplayName      = OBJECT:TrainCar
  EditorSorting   = VEHICLE

  WeaponSet
    Conditions = None
    Weapon = PRIMARY None
  End

  ArmorSet
    Conditions           = None
    Armor                = InvulnerableArmor
  End

  VisionRange            = 300
  ShroudClearingRange    = 300
  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 = for infantry, 1 = for trees, 2 = general vehicles

  ; *** AUDIO Parameters ***
  SoundMoveStart = ConvoyTruckMoveStart

  ; *** ENGINEERING Parameters ***  
  KindOf          = SELECTABLE VEHICLE TRANSPORT 

  Body            = ActiveBody ModuleTag_02
    MaxHealth       = 100.0
    InitialHealth   = 100.0
  End


  Behavior              = RailroadBehavior ModuleTag_03

    PathPrefixName    = Railroad




    ;=== PARAMETERS FOR ALL CARRIAGES ===    
    RunningGarrisonSpeedMax = 1
    KillSpeedMin            = 1
    Friction                = 0.995
    BigMetalBounceSound     = BuildingFallingMetal
    SmallMetalBounceSound   = VehicleImpactHeavy
    MeatyBounceSound        = InfantryCrush
    ClicketyClackSound      = TrainClicketyClack
    WhistleSound            = TrainWhistle

    ;=== PARAMETERS THAT ARE MEANINGFUL ONLY WHEN IsLocomotive = Yes
    IsLocomotive         = Yes
    SpeedMax             = 5
    Acceleration         = 1.03
    WaitAtStationTime    = 10000     ; ten seconds
    Braking              = 0.97
    RunningSound         = TrainRunningLoop
    CrashFXTemplateName  = SpecialEffectsTrainCrashObject

    CarriageTemplateName = TrainCar03
    CarriageTemplateName = TrainCar03
    CarriageTemplateName = TrainCoal    
    CarriageTemplateName = TrainCab

    ;CarriageTemplateName = TrainCar01
    ;CarriageTemplateName = TrainCar02
    ;CarriageTemplateName = TrainCar03
    ;CarriageTemplateName = TrainCoal    
    ;CarriageTemplateName = TrainTank
    ;CarriageTemplateName = CabooseFullOfTerrorists
  End


;Lorenzen made this ungarrisonable, 12/16, please do not restore
;  Behavior = GarrisonContain ModuleTag_04
;    ContainMax          = 5
;    EnterSound          = GarrisonEnter
;    ExitSound           = GarrisonExit
;    DamagePercentToUnits = 50%
;    MobileGarrison      = Yes
;  End

  Behavior = DestroyDie ModuleTag_05
    ;nothing
  End
  Behavior = CreateObjectDie ModuleTag_06
    CreationList = OCL_TankerTruckExplode
  End
  Behavior = FXListDie ModuleTag_07
    DeathFX = FX_LocomotiveExplode
  End

  Behavior = FireWeaponWhenDeadBehavior ModuleTag_08
    DeathWeapon = TankerTruckWeapon
    StartsActive  = Yes
  End

  Behavior = FlammableUpdate ModuleTag_21
    AflameDuration = 5000         ; If I catch fire, I'll burn for this long...
    AflameDamageAmount = 5       ; taking this much damage...
    AflameDamageDelay = 500       ; this often.
  End


  Behavior = AIUpdateInterface ModuleTag_22
  End



  Geometry        = BOX
  GeometryIsSmall = No
  GeometryMajorRadius = 40.0
  GeometryMinorRadius = 10.0
  GeometryHeight  = 20.0
  Shadow          = SHADOW_VOLUME
  ShadowSizeX = 42  ; minimum elevation angle above horizon. Used to limit shadow length

End

;------------------------------------------------------------------------------
; ************************ Cinematic-only unit ********************************
Object CINE_TrainCarFlat
;-Train stuff put in for Art to review, this will need an engineer's touch. -GB

  ; *** ART Parameters ***
  Draw = W3DModelDraw ModuleTag_01
    ConditionState  = NONE
      Model         = CVBaikFlat
    End
  End

  ; ***DESIGN parameters ***
  DisplayName      = OBJECT:TrainCar
  EditorSorting   = VEHICLE

  TransportSlotCount  = 1                 ;how many "slots" we take in a transport (0 == not transportable)
  ArmorSet
    Armor           = TruckArmor
    DamageFX        = CrushableCarDamageFX
  End
  CrusherLevel           = 4  ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles
  CrushableLevel         = 4  ;What am I?:        0 = for infantry, 1 = for trees, 2 = general vehicles
  CommandSet = CivilianCarBombCommandSet

  ; *** AUDIO Parameters ***
  SoundMoveStart = ConvoyTruckMoveStart


  ; *** ENGINEERING Parameters ***  
  KindOf          = SELECTABLE CAN_ATTACK VEHICLE
  RadarPriority   = LOCAL_UNIT_ONLY

  Body            = ActiveBody ModuleTag_02
    MaxHealth       = 100.0
    InitialHealth   = 100.0
  End

;Lorenzen made this ungarrisonable, 12/16, please do not restore
;  Behavior = GarrisonContain ModuleTag_03
;    ContainMax          = 10
;    EnterSound          = GarrisonEnter
;    ExitSound           = GarrisonExit
;    DamagePercentToUnits = 50%
;    MobileGarrison      = Yes
;  End

  Behavior              = RailroadBehavior ModuleTag_04
    IsLocomotive   = No
    PathPrefixName    = Railroad

    ;=== PARAMETERS FOR ALL CARRIAGES ===    
    RunningGarrisonSpeedMax = 1
    KillSpeedMin            = 1
    Friction                = 0.995
    BigMetalBounceSound     = BuildingFallingMetal
    SmallMetalBounceSound   = VehicleImpactHeavy
    MeatyBounceSound        = InfantryCrush
    ClicketyClackSound      = TrainClicketyClack

  End

  Behavior = DestroyDie ModuleTag_05
    ;nothing
  End
  Behavior = CreateObjectDie ModuleTag_06
    CreationList = OCL_TankerTruckExplode
  End
  Behavior = FXListDie ModuleTag_07
    DeathFX = FX_RailroadWoodenCarExplode
  End

  Behavior = FlammableUpdate ModuleTag_21
    AflameDuration = 5000         ; If I catch fire, I'll burn for this long...
    AflameDamageAmount = 5       ; taking this much damage...
    AflameDamageDelay = 500       ; this often.
  End

  Geometry        = BOX
  GeometryIsSmall = No
  GeometryMajorRadius = 32
  GeometryMinorRadius = 10.0
  GeometryHeight  = 20.0
  Shadow          = SHADOW_VOLUME
  ShadowSizeX = 42  ; minimum elevation angle above horizon. Used to limit shadow length

End

;------------------------------------------------------------------------------
; ************************ Cinematic-only unit ********************************
Object CINE_TrainCarRocket
;-Train stuff put in for Art to review, this will need an engineer's touch. -GB

  ; *** ART Parameters ***
  Draw = W3DModelDraw ModuleTag_01
    ConditionState  = NONE
      Model         = CVRCarCINE
    End
  End

  ; ***DESIGN parameters ***
  DisplayName      = OBJECT:TrainCar
  EditorSorting   = VEHICLE

  TransportSlotCount  = 1                 ;how many "slots" we take in a transport (0 == not transportable)
  ArmorSet
    Armor           = TruckArmor
    DamageFX        = CrushableCarDamageFX
  End
  CrusherLevel           = 4  ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles
  CrushableLevel         = 4  ;What am I?:        0 = for infantry, 1 = for trees, 2 = general vehicles
  CommandSet = CivilianCarBombCommandSet

  ; *** AUDIO Parameters ***
  SoundMoveStart = ConvoyTruckMoveStart


  ; *** ENGINEERING Parameters ***  
  KindOf          = SELECTABLE CAN_ATTACK VEHICLE
  RadarPriority   = LOCAL_UNIT_ONLY

  Body            = ActiveBody ModuleTag_02
    MaxHealth       = 100.0
    InitialHealth   = 100.0
  End

;Lorenzen made this ungarrisonable, 12/16, please do not restore
;  Behavior = GarrisonContain ModuleTag_03
;    ContainMax          = 10
;    EnterSound          = GarrisonEnter
;    ExitSound           = GarrisonExit
;    DamagePercentToUnits = 50%
;    MobileGarrison      = Yes
;  End

  Behavior              = RailroadBehavior ModuleTag_04
    IsLocomotive   = No
    PathPrefixName    = Railroad

    ;=== PARAMETERS FOR ALL CARRIAGES ===    
    RunningGarrisonSpeedMax = 1
    KillSpeedMin            = 1
    Friction                = 0.995
    BigMetalBounceSound     = BuildingFallingMetal
    SmallMetalBounceSound   = VehicleImpactHeavy
    MeatyBounceSound        = InfantryCrush
    ClicketyClackSound      = TrainClicketyClack

  End

  Behavior = DestroyDie ModuleTag_05
    ;nothing
  End
  Behavior = CreateObjectDie ModuleTag_06
    CreationList = OCL_TankerTruckExplode
  End
  Behavior = FXListDie ModuleTag_07
    DeathFX = FX_RailroadWoodenCarExplode
  End

  Behavior = FlammableUpdate ModuleTag_21
    AflameDuration = 5000         ; If I catch fire, I'll burn for this long...
    AflameDamageAmount = 5       ; taking this much damage...
    AflameDamageDelay = 500       ; this often.
  End

  Geometry        = BOX
  GeometryIsSmall = No
  GeometryMajorRadius = 43.0
  GeometryMinorRadius = 10.0
  GeometryHeight  = 20.0
  Shadow          = SHADOW_VOLUME
  ShadowSizeX = 42  ; minimum elevation angle above horizon. Used to limit shadow length

End
;------------------------------------------------------------------------------
Object GenericMale02

    ; *** ART Parameters ***
  Draw = W3DModelDraw ModuleTag_01
    OkToChangeModelColor = Yes

    DefaultConditionState
      Model = CINMCIV01_SKN
      IdleAnimation = CINMCIV01_SKL.CINMCIV01_STA 0 30
      IdleAnimation = CINMCIV01_SKL.CINMCIV01_IDA
      IdleAnimation = CINMCIV01_SKL.CINMCIV01_IDB
      IdleAnimation = CINMCIV01_SKL.CINMCIV01_IDC
      IdleAnimation = CINMCIV01_SKL.CINMCIV01_IDD
      AnimationMode = ONCE
      TransitionKey = TRANS_Stand
    End

    ConditionState = MOVING
      Animation = CINMCIV01_SKL.CINMCIV01_WKA 16
      AnimationMode = LOOP 
      Flags = RANDOMSTART
      TransitionKey = TRANS_STAND
    End
    
    TransitionState = TRANS_Stand TRANS_Panic
      Animation = CINMCIV01_SKL.CINMCIV01_PKA
      AnimationMode = ONCE
    End

    ConditionState = MOVING PANICKING
      Animation = CINMCIV01_SKL.CINMCIV01_PKA
      AnimationMode = LOOP
      Flags = RANDOMSTART
      TransitionKey = TRANS_Panic
    End

    ConditionState = DYING
      Animation = CINMCIV01_SKL.CINMCIV01_DTA
      Animation = CINMCIV01_SKL.CINMCIV01_DTB
      AnimationMode = ONCE
      TransitionKey = TRANS_Dying
    End

    TransitionState = TRANS_Dying TRANS_Flailing
      Animation = CINMCIV01_SKL.CINMCIV01_ADTA1
      AnimationMode = ONCE
    End

    ConditionState = DYING EXPLODED_FLAILING
      Animation = CINMCIV01_SKL.CINMCIV01_ADTA2
      AnimationMode = LOOP
      TransitionKey = TRANS_Flailing
    End

    ConditionState = DYING EXPLODED_BOUNCING
      Animation = CINMCIV01_SKL.CINMCIV01_ADTA3
      AnimationMode = ONCE
      TransitionKey = None
    End

  End

  ; ***DESIGN parameters ***
  Side = Civilian
  EditorSorting = INFANTRY
  TransportSlotCount = 1
  ArmorSet
    Conditions      = None
    Armor           = HumanArmor

    DamageFX        = None
  End
  VisionRange = 150
  DisplayName = OBJECT:MogadishuFemaleCivilian
  CrushableLevel = 0  ;What am I?:        0 = for infantry, 1 = for trees, 2 = general vehicles

  ; *** AUDIO Parameters ***

  ; *** ENGINEERING Parameters ***
  RadarPriority = NOT_ON_RADAR
  KindOf = CAN_CAST_REFLECTIONS INFANTRY CAN_BE_REPULSED

  Body = ActiveBody ModuleTag_02
    MaxHealth       = 50.0
    InitialHealth   = 50.0
  End

  Behavior = AIUpdateInterface ModuleTag_03
  End
  Locomotor = SET_NORMAL BasicHumanLocomotor
  Locomotor = SET_WANDER WanderHumanLocomotor
  Locomotor = SET_PANIC PanicHumanLocomotor
  Behavior = PhysicsBehavior ModuleTag_04
    Mass = 5.0
  End
  Behavior = SlowDeathBehavior ModuleTag_05
    DeathTypes = ALL -POISONED_BETA -POISONED -BURNED -POISONED_GAMMA
    SinkDelay = 3000
    SinkRate = 0.5     ; in Dist/Sec
    DestructionDelay = 8000
  End

 
  Behavior = SquishCollide ModuleTag_06
    ;nothing
  End

  Behavior = FXListDie ModuleTag_07
    DeathTypes = ALL -CRUSHED -SPLATTED -POISONED_BETA -POISONED -BURNED -POISONED_GAMMA
    DeathFX = FX_CivilianChinaMaleDie
  End
  Behavior = FXListDie ModuleTag_08
    DeathTypes = NONE +CRUSHED +SPLATTED
    DeathFX = FX_GIDieCrushed
  End
  Behavior = SlowDeathBehavior ModuleTag_Death06 
    DeathTypes          = NONE +POISONED_BETA
    DestructionDelay    = 0
    FX                  = INITIAL FX_DieByToxinChina
    OCL                 = INITIAL OCL_ToxicInfantryBeta 
  End
  
  Behavior = SlowDeathBehavior ModuleTag_Death05
    DeathTypes          = NONE +POISONED
    DestructionDelay    = 0
    FX                  = INITIAL FX_DieByToxinChina
    OCL                 = INITIAL OCL_ToxicInfantry
  End
  
  Behavior = SlowDeathBehavior ModuleTag_DeathBurned
    DeathTypes          = NONE +BURNED
    DestructionDelay    = 0
    FX                  = INITIAL FX_DieByFireChina
    OCL                 = INITIAL OCL_FlamingInfantry
  End

  Behavior = SlowDeathBehavior ModuleTag_Death07
    DeathTypes          = NONE +POISONED_GAMMA
    DestructionDelay    = 0
    FX                  = INITIAL FX_DieByToxinChina
    OCL                 = INITIAL OCL_ToxicInfantryGamma
  End

  Behavior = PoisonedBehavior ModuleTag_09
    PoisonDamageInterval = 100  ; Every this many msec I will retake the poison damage dealt me...
    PoisonDuration = 3000       ; ... for this long after last hit by poison damage
  End
 
  Geometry = CYLINDER
  GeometryMajorRadius = 3.0
  GeometryMinorRadius = 3.0
  GeometryHeight = 12.0
  GeometryIsSmall = Yes
  Shadow = SHADOW_DECAL
  ShadowSizeX = 14;
  ShadowSizeY = 14;
  ShadowTexture = ShadowI;

End
;------------------------------------------------------------------------------
Object GenericFemale02

    ; *** ART Parameters ***
  Draw = W3DModelDraw ModuleTag_01
    OkToChangeModelColor = Yes

    DefaultConditionState
      Model = CINFCIV01_SKN
      IdleAnimation = CINFCIV01_SKL.CINFCIV01_STD 0 30
      IdleAnimation = CINFCIV01_SKL.CINFCIV01_IDA
      IdleAnimation = CINFCIV01_SKL.CINFCIV01_IDB
      IdleAnimation = CINFCIV01_SKL.CINFCIV01_IDC
      IdleAnimation = CINFCIV01_SKL.CINFCIV01_IDD
      AnimationMode = ONCE
      TransitionKey = TRANS_Stand
    End

    ConditionState = MOVING
      Animation = CINFCIV01_SKL.CINFCIV01_WKA 16
      AnimationMode = LOOP 
      Flags = RANDOMSTART
      TransitionKey = TRANS_STAND
    End
    
    TransitionState = TRANS_Stand TRANS_Panic
      Animation = CINFCIV01_SKL.CINFCIV01_PKA
      AnimationMode = ONCE
    End

    ConditionState = MOVING PANICKING
      Animation = CINFCIV01_SKL.CINFCIV01_PKA
      AnimationMode = LOOP
      Flags = RANDOMSTART
      TransitionKey = TRANS_Panic
    End

    ConditionState = DYING
      Animation = CINFCIV01_SKL.CINFCIV01_DTA
      Animation = CINFCIV01_SKL.CINFCIV01_DTB
      AnimationMode = ONCE
      TransitionKey = TRANS_Dying
    End

    TransitionState = TRANS_Dying TRANS_Flailing
      Animation = CINFCIV01_SKL.CINFCIV01_ADTA1
      AnimationMode = ONCE
    End

    ConditionState = DYING EXPLODED_FLAILING
      Animation = CINFCIV01_SKL.CINFCIV01_ADTA2
      AnimationMode = LOOP
      TransitionKey = TRANS_Flailing
    End

    ConditionState = DYING EXPLODED_BOUNCING
      Animation = CINFCIV01_SKL.CINFCIV01_ADTA3
      AnimationMode = ONCE
      TransitionKey = None
    End

  End

  ; ***DESIGN parameters ***
  Side = Civilian
  EditorSorting = INFANTRY
  TransportSlotCount = 1
  ArmorSet
    Conditions      = None
    Armor           = HumanArmor

    DamageFX        = None
  End
  VisionRange = 150
  DisplayName = OBJECT:MogadishuFemaleCivilian
  CrushableLevel = 0  ;What am I?:        0 = for infantry, 1 = for trees, 2 = general vehicles

  ; *** AUDIO Parameters ***

  ; *** ENGINEERING Parameters ***
  RadarPriority = NOT_ON_RADAR
  KindOf = CAN_CAST_REFLECTIONS INFANTRY CAN_BE_REPULSED

  Body = ActiveBody ModuleTag_02
    MaxHealth       = 50.0
    InitialHealth   = 50.0
  End

  Behavior = AIUpdateInterface ModuleTag_03
  End
  Locomotor = SET_NORMAL BasicHumanLocomotor
  Locomotor = SET_WANDER WanderHumanLocomotor
  Locomotor = SET_PANIC PanicHumanLocomotor
  Behavior = PhysicsBehavior ModuleTag_04
    Mass = 5.0
  End
  Behavior = SlowDeathBehavior ModuleTag_05
    DeathTypes = ALL -POISONED_BETA -POISONED -BURNED -POISONED_GAMMA
    SinkDelay = 3000
    SinkRate = 0.5     ; in Dist/Sec
    DestructionDelay = 8000
  End

 
  Behavior = SquishCollide ModuleTag_06
    ;nothing
  End

  Behavior = FXListDie ModuleTag_07
    DeathTypes = ALL -CRUSHED -SPLATTED -POISONED_BETA -POISONED -BURNED -POISONED_GAMMA
    DeathFX = FX_CivilianChinaFemaleDie
  End
  Behavior = FXListDie ModuleTag_08
    DeathTypes = NONE +CRUSHED +SPLATTED
    DeathFX = FX_GIDieCrushed
  End
  Behavior = SlowDeathBehavior ModuleTag_Death06 
    DeathTypes          = NONE +POISONED_BETA
    DestructionDelay    = 0
    FX                  = INITIAL FX_DieByToxinFemale
    OCL                 = INITIAL OCL_ToxicInfantryBeta 
  End
  
  Behavior = SlowDeathBehavior ModuleTag_Death05
    DeathTypes          = NONE +POISONED
    DestructionDelay    = 0
    FX                  = INITIAL FX_DieByToxinFemale
    OCL                 = INITIAL OCL_ToxicInfantry
  End
  
  Behavior = SlowDeathBehavior ModuleTag_DeathBurned
    DeathTypes          = NONE +BURNED
    DestructionDelay    = 0
    FX                  = INITIAL FX_DieByFireFemale
    OCL                 = INITIAL OCL_FlamingInfantry
  End

  Behavior = SlowDeathBehavior ModuleTag_Death07
    DeathTypes          = NONE +POISONED_GAMMA
    DestructionDelay    = 0
    FX                  = INITIAL FX_DieByToxinFemale
    OCL                 = INITIAL OCL_ToxicInfantryGamma
  End

  Behavior = PoisonedBehavior ModuleTag_09
    PoisonDamageInterval = 100  ; Every this many msec I will retake the poison damage dealt me...
    PoisonDuration = 3000       ; ... for this long after last hit by poison damage
  End
 
  Geometry = CYLINDER
  GeometryMajorRadius = 3.0
  GeometryMinorRadius = 3.0
  GeometryHeight = 12.0
  GeometryIsSmall = Yes
  Shadow = SHADOW_DECAL
  ShadowSizeX = 14;
  ShadowSizeY = 14;
  ShadowTexture = ShadowI;

End

;------------------------------------------------------------------------------
;******************************* Cinematic Unit Only **************************
Object CINE_CheeringGenericMale02

    ; *** ART Parameters ***
  Draw = W3DModelDraw ModuleTag_01
    OkToChangeModelColor = Yes

    DefaultConditionState
      Model = CINMCIV01_SKN
      IdleAnimation = CINMCIV01_SKL.CINMCIV01_CHA 0 30
      IdleAnimation = CINMCIV01_SKL.CINMCIV01_CHB
      IdleAnimation = CINMCIV01_SKL.CINMCIV01_CHA
      IdleAnimation = CINMCIV01_SKL.CINMCIV01_CHB
      IdleAnimation = CINMCIV01_SKL.CINMCIV01_CHA
      AnimationMode = ONCE
      TransitionKey = TRANS_Stand
    End

    ConditionState = MOVING
      Animation = CINMCIV01_SKL.CINMCIV01_WKA 16
      AnimationMode = LOOP 
      Flags = RANDOMSTART
      TransitionKey = TRANS_STAND
    End
    
    TransitionState = TRANS_Stand TRANS_Panic
      Animation = CINMCIV01_SKL.CINMCIV01_PKA
      AnimationMode = ONCE
    End

    ConditionState = MOVING PANICKING
      Animation = CINMCIV01_SKL.CINMCIV01_PKA
      AnimationMode = LOOP
      Flags = RANDOMSTART
      TransitionKey = TRANS_Panic
    End

    ConditionState = DYING
      Animation = CINMCIV01_SKL.CINMCIV01_DTA
      Animation = CINMCIV01_SKL.CINMCIV01_DTB
      AnimationMode = ONCE
      TransitionKey = TRANS_Dying
    End

    TransitionState = TRANS_Dying TRANS_Flailing
      Animation = CINMCIV01_SKL.CINMCIV01_ADTA1
      AnimationMode = ONCE
    End

    ConditionState = DYING EXPLODED_FLAILING
      Animation = CINMCIV01_SKL.CINMCIV01_ADTA2
      AnimationMode = LOOP
      TransitionKey = TRANS_Flailing
    End

    ConditionState = DYING EXPLODED_BOUNCING
      Animation = CINMCIV01_SKL.CINMCIV01_ADTA3
      AnimationMode = ONCE
      TransitionKey = None
    End

  End

  ; ***DESIGN parameters ***
  Side = Civilian
  EditorSorting = INFANTRY
  TransportSlotCount = 1
  ArmorSet
    Conditions      = None
    Armor           = HumanArmor

    DamageFX        = None
  End
  VisionRange = 150
  DisplayName = OBJECT:MogadishuFemaleCivilian
  CrushableLevel = 0  ;What am I?:        0 = for infantry, 1 = for trees, 2 = general vehicles

  ; *** AUDIO Parameters ***

  ; *** ENGINEERING Parameters ***
  RadarPriority = NOT_ON_RADAR
  KindOf = CAN_CAST_REFLECTIONS INFANTRY CAN_BE_REPULSED

  Body = ActiveBody ModuleTag_02
    MaxHealth       = 50.0
    InitialHealth   = 50.0
  End

  Behavior = AIUpdateInterface ModuleTag_03
  End
  Locomotor = SET_NORMAL BasicHumanLocomotor
  Locomotor = SET_WANDER WanderHumanLocomotor
  Locomotor = SET_PANIC PanicHumanLocomotor
  Behavior = PhysicsBehavior ModuleTag_04
    Mass = 5.0
  End
  Behavior = SlowDeathBehavior ModuleTag_05
    DeathTypes = ALL -POISONED_BETA -POISONED -BURNED -POISONED_GAMMA
    SinkDelay = 3000
    SinkRate = 0.5     ; in Dist/Sec
    DestructionDelay = 8000
  End
  
  Behavior = SquishCollide ModuleTag_06
    ;nothing
  End
 
  Behavior = FXListDie ModuleTag_07
    DeathTypes = ALL -CRUSHED -SPLATTED -POISONED_BETA -POISONED -BURNED -POISONED_GAMMA
    DeathFX = FX_CivilianChinaMaleDie
  End
  Behavior = FXListDie ModuleTag_08
    DeathTypes = NONE +CRUSHED +SPLATTED
    DeathFX = FX_GIDieCrushed
  End
  Behavior = SlowDeathBehavior ModuleTag_Death06 
    DeathTypes          = NONE +POISONED_BETA
    DestructionDelay    = 0
    FX                  = INITIAL FX_DieByToxinChina
    OCL                 = INITIAL OCL_ToxicInfantryBeta 
  End
  
  Behavior = SlowDeathBehavior ModuleTag_Death05
    DeathTypes          = NONE +POISONED
    DestructionDelay    = 0
    FX                  = INITIAL FX_DieByToxinChina
    OCL                 = INITIAL OCL_ToxicInfantry
  End
  
  Behavior = SlowDeathBehavior ModuleTag_DeathBurned
    DeathTypes          = NONE +BURNED
    DestructionDelay    = 0
    FX                  = INITIAL FX_DieByFireChina
    OCL                 = INITIAL OCL_FlamingInfantry
  End

  Behavior = SlowDeathBehavior ModuleTag_Death07
    DeathTypes          = NONE +POISONED_GAMMA
    DestructionDelay    = 0
    FX                  = INITIAL FX_DieByToxinChina
    OCL                 = INITIAL OCL_ToxicInfantryGamma
  End

  Behavior = PoisonedBehavior ModuleTag_09
    PoisonDamageInterval = 100  ; Every this many msec I will retake the poison damage dealt me...
    PoisonDuration = 3000       ; ... for this long after last hit by poison damage
  End
 
  Geometry = CYLINDER
  GeometryMajorRadius = 3.0
  GeometryMinorRadius = 3.0
  GeometryHeight = 12.0
  GeometryIsSmall = Yes
  Shadow = SHADOW_DECAL
  ShadowSizeX = 14;
  ShadowSizeY = 14;
  ShadowTexture = ShadowI;

End

;------------------------------------------------------------------------------
;******************************* Cinematic Unit Only **************************
Object CINE_CheeringGenericFemale02

    ; *** ART Parameters ***
  Draw = W3DModelDraw ModuleTag_01
    OkToChangeModelColor = Yes

    DefaultConditionState
      Model = CINFCIV01_SKN
      IdleAnimation = CINFCIV01_SKL.CINFCIV01_CHA 0 30
      IdleAnimation = CINFCIV01_SKL.CINFCIV01_CHB
      IdleAnimation = CINFCIV01_SKL.CINFCIV01_CHA
      IdleAnimation = CINFCIV01_SKL.CINFCIV01_CHB
      IdleAnimation = CINFCIV01_SKL.CINFCIV01_CHA
      AnimationMode = ONCE
      TransitionKey = TRANS_Stand
    End

    ConditionState = MOVING
      Animation = CINFCIV01_SKL.CINFCIV01_WKA 16
      AnimationMode = LOOP 
      Flags = RANDOMSTART
      TransitionKey = TRANS_STAND
    End
    
    TransitionState = TRANS_Stand TRANS_Panic
      Animation = CINFCIV01_SKL.CINFCIV01_PKA
      AnimationMode = ONCE
    End

    ConditionState = MOVING PANICKING
      Animation = CINFCIV01_SKL.CINFCIV01_PKA
      AnimationMode = LOOP
      Flags = RANDOMSTART
      TransitionKey = TRANS_Panic
    End

    ConditionState = DYING
      Animation = CINFCIV01_SKL.CINFCIV01_DTA
      Animation = CINFCIV01_SKL.CINFCIV01_DTB
      AnimationMode = ONCE
      TransitionKey = TRANS_Dying
    End

    TransitionState = TRANS_Dying TRANS_Flailing
      Animation = CINFCIV01_SKL.CINFCIV01_ADTA1
      AnimationMode = ONCE
    End

    ConditionState = DYING EXPLODED_FLAILING
      Animation = CINFCIV01_SKL.CINFCIV01_ADTA2
      AnimationMode = LOOP
      TransitionKey = TRANS_Flailing
    End

    ConditionState = DYING EXPLODED_BOUNCING
      Animation = CINFCIV01_SKL.CINFCIV01_ADTA3
      AnimationMode = ONCE
      TransitionKey = None
    End

  End

  ; ***DESIGN parameters ***
  Side = Civilian
  EditorSorting = INFANTRY
  TransportSlotCount = 1
  ArmorSet
    Conditions      = None
    Armor           = HumanArmor

    DamageFX        = None
  End
  VisionRange = 150
  DisplayName = OBJECT:MogadishuFemaleCivilian
  CrushableLevel = 0  ;What am I?:        0 = for infantry, 1 = for trees, 2 = general vehicles

  ; *** AUDIO Parameters ***

  ; *** ENGINEERING Parameters ***
  RadarPriority = NOT_ON_RADAR
  KindOf = CAN_CAST_REFLECTIONS INFANTRY CAN_BE_REPULSED

  Body = ActiveBody ModuleTag_02
    MaxHealth       = 50.0
    InitialHealth   = 50.0
  End

  Behavior = AIUpdateInterface ModuleTag_03
  End
  Locomotor = SET_NORMAL BasicHumanLocomotor
  Locomotor = SET_WANDER WanderHumanLocomotor
  Locomotor = SET_PANIC PanicHumanLocomotor
  Behavior = PhysicsBehavior ModuleTag_04
    Mass = 5.0
  End
  Behavior = SlowDeathBehavior ModuleTag_05
    DeathTypes = ALL -POISONED_BETA -POISONED -BURNED -POISONED_GAMMA
    SinkDelay = 3000
    SinkRate = 0.5     ; in Dist/Sec
    DestructionDelay = 8000
  End

 
  Behavior = SquishCollide ModuleTag_06
    ;nothing
  End
 
  Behavior = FXListDie ModuleTag_07
    DeathTypes = ALL -CRUSHED -SPLATTED -POISONED_BETA -POISONED -BURNED -POISONED_GAMMA
    DeathFX = FX_CivilianChinaFemaleDie
  End
  Behavior = FXListDie ModuleTag_08
    DeathTypes = NONE +CRUSHED +SPLATTED
    DeathFX = FX_GIDieCrushed
  End
  Behavior = SlowDeathBehavior ModuleTag_Death06 
    DeathTypes          = NONE +POISONED_BETA
    DestructionDelay    = 0
    FX                  = INITIAL FX_DieByToxinChina
    OCL                 = INITIAL OCL_ToxicInfantryBeta 
  End
  
  Behavior = SlowDeathBehavior ModuleTag_Death05
    DeathTypes          = NONE +POISONED
    DestructionDelay    = 0
    FX                  = INITIAL FX_DieByToxinChina
    OCL                 = INITIAL OCL_ToxicInfantry
  End
  
  Behavior = SlowDeathBehavior ModuleTag_DeathBurned
    DeathTypes          = NONE +BURNED
    DestructionDelay    = 0
    FX                  = INITIAL FX_DieByFireChina
    OCL                 = INITIAL OCL_FlamingInfantry
  End

  Behavior = SlowDeathBehavior ModuleTag_Death07
    DeathTypes          = NONE +POISONED_GAMMA
    DestructionDelay    = 0
    FX                  = INITIAL FX_DieByToxinChina
    OCL                 = INITIAL OCL_ToxicInfantryGamma
  End

  Behavior = PoisonedBehavior ModuleTag_09
    PoisonDamageInterval = 100  ; Every this many msec I will retake the poison damage dealt me...
    PoisonDuration = 3000       ; ... for this long after last hit by poison damage
  End
  
  
  Geometry = CYLINDER
  GeometryMajorRadius = 3.0
  GeometryMinorRadius = 3.0
  GeometryHeight = 12.0
  GeometryIsSmall = Yes
  Shadow = SHADOW_DECAL
  ShadowSizeX = 14;
  ShadowSizeY = 14;
  ShadowTexture = ShadowI;

End

;------------------------------------------------------------------------------
;************************** Cinematic-only unit *******************************
Object CINE_Humvee

  ; *** ART Parameters ***
  Draw = W3DTruckDraw ModuleTag_01
    OkToChangeModelColor = Yes

    DefaultConditionState
      Model = CVHUMVEE
      Turret = Turret
      WeaponFireFXBone = PRIMARY Muzzle
      WeaponMuzzleFlash = PRIMARY MuzzleFX
    End

    ConditionState = REALLYDAMAGED
      Model = CVHUMVEE_D
      Turret = Turret
      WeaponFireFXBone = PRIMARY Muzzle
      WeaponMuzzleFlash = PRIMARY MuzzleFX
    End

    ConditionState = RUBBLE
      Model = CVHUMVEE_D
    End

    LeftFrontTireBone = Tire01
    RightFrontTireBone = Tire02
    LeftRearTireBone = Tire03
    RightRearTireBone = Tire04
    TireRotationMultiplier = 0.2   ; this * speed = rotation.
    PowerslideRotationAddition = 2.5   ; This speed is added to the rotation speed when powersliding.

  End

  ; ***DESIGN parameters ***
  Side = Civilian
  DisplayName      = OBJECT:HumVee
  EditorSorting   = VEHICLE
  TransportSlotCount    = 3                 ;how many "slots" we take in a transport (0 == not transportable)
  VisionRange     = 200

  WeaponSet
    Conditions = None 
    Weapon = PRIMARY HumveeGun
  End

  ArmorSet
    Conditions      = None
    Armor           = TruckArmor
    DamageFX        = TankDamageFX
  End

  CommandSet      = AmericaVehicleHumveeCommandSet
  ExperienceValue = 50 100 150 400    ;Experience point value at each level
  ExperienceRequired = 0 150 450 900  ;Experience points needed to gain each level
  IsTrainable = Yes             ;Can gain experience
  CrusherLevel           = 1  ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles
  CrushableLevel         = 2  ;What am I?:        0 = for infantry, 1 = for trees, 2 = general vehicles

  ; *** AUDIO Parameters ***
  UnitSpecificSounds
    ; These have the syntax of SomeNameSomewhereInCode = SomeNameSomewhereInLookupINIs
    ;TurretMoveStart = NoSound
    TurretMoveLoop = NoSound
    SoundEject = NoSound
    VoiceEject = NoSound
  ; Required for the W3DTruckDraw module
    TruckLandingSound = RocketBuggyLand
    TruckPowerslideSound = RocketBuggyPowerslide
  End

  ; *** ENGINEERING Parameters ***  
  RadarPriority = UNIT
  KindOf = PRELOAD SELECTABLE CAN_ATTACK CAN_CAST_REFLECTIONS VEHICLE TRANSPORT

  Body = ActiveBody ModuleTag_02
    MaxHealth       = 200.0
    InitialHealth   = 200.0
  End

  Behavior = TransportAIUpdate ModuleTag_03
    Turret
      TurretTurnRate = 180
      RecenterTime = 5000   ; how long to wait during idle before recentering
      ControlledWeaponSlots = PRIMARY SECONDARY
    End
    AutoAcquireEnemiesWhenIdle = Yes
  End
  Locomotor = SET_NORMAL CINE_HumveeLocomotor
  Locomotor = SET_WANDER WanderCarSuspensionLocomotor
  Locomotor = SET_PANIC PanicCarSuspensionLocomotor

  Behavior = PhysicsBehavior ModuleTag_04
    Mass = 30.0
  End

  Behavior = TransportContain ModuleTag_05
    PassengersAllowedToFire = Yes
    Slots             = 5
    EnterSound          = GarrisonEnter
    ExitSound           = GarrisonExit
    DamagePercentToUnits = 20%
    AllowInsideKindOf  = INFANTRY
  End

  Behavior = SlowDeathBehavior ModuleTag_06
    DeathTypes = ALL -CRUSHED -SPLATTED
    ProbabilityModifier = 25
    DestructionDelay = 1
    FX  = INITIAL  FX_HumveeExplosionOneInitial
    OCL = INITIAL  OCL_InitialHumveeDebris
    FX  = FINAL    FX_HumveeExplosionOneFinal
    OCL = FINAL    OCL_FinalHumveeDebris
  End

  Behavior = DestroyDie ModuleTag_07
    DeathTypes = NONE +CRUSHED +SPLATTED
  End

  Behavior = FXListDie ModuleTag_08
    DeathTypes = NONE +CRUSHED +SPLATTED
    DeathFX = FX_CarCrush
  End

  Behavior = CreateCrateDie ModuleTag_CratesChange
    CrateData = SalvageCrateData
    ;CrateData = EliteTankCrateData
    ;CrateData = HeroicTankCrateData
  End

  ;***CUT***
  ;Cinematics and civ units don't want to spawn rangers and pilots!
  ;Behavior = CreateObjectDie ModuleTag_SoloChange
  ;  DeathTypes = ALL -CRUSHED -SPLATTED
  ;  CreationList = OCL_AmericanRangerDebris01
  ;  ExemptStatus = HIJACKED
  ;End
  ;
  ;Behavior = EjectPilotDie ModuleTag_11
  ;  DeathTypes = ALL -CRUSHED -SPLATTED
  ;  ExemptStatus = HIJACKED
  ;  CreationList = OCL_EjectPilotOnGround
  ;End

  Behavior = TransitionDamageFX ModuleTag_12
    ReallyDamagedParticleSystem1 = Bone:Smoke RandomBone:Yes PSys:SmokeSmallContinuous01
    ReallyDamagedParticleSystem2 = Bone:Smoke RandomBone:Yes PSys:ArmExplosionSmall01
    ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_HumveeDamageTransition
  End

  Behavior = FlammableUpdate ModuleTag_21
    AflameDuration = 5000         ; If I catch fire, I'll burn for this long...
    AflameDamageAmount = 5       ; taking this much damage...
    AflameDamageDelay = 500       ; this often.
  End

  Geometry = BOX
  GeometryMajorRadius = 14.0
  GeometryMinorRadius = 7.0
  GeometryHeight = 11.5     
  GeometryIsSmall = Yes 
  Shadow = SHADOW_VOLUME   

End

;------------------------------------------------------------------------------
;************************** Cinematic-only unit *******************************
Object CINE_ConvoyTruck

  ; *** ART Parameters ***
  SelectPortrait         = SUTerrorist_L
  ButtonImage            = SUTerrorist
  Draw              = W3DTruckDraw ModuleTag_01
    ConditionState  = NONE
      Model         = CINE_ConvNuke
    End
    ConditionState  = LOADED
      Model         = CINE_ConvNuke
    End  

    CabRotationMultiplier = 1.5

    TrailerRotationMultiplier = 0.2
    CabBone = CAB
    TrailerBone = TRAILER
    RotationDamping = 0.7

    RightFrontTireBone = Tire01
    LeftFrontTireBone = Tire02
    MidRightFrontTireBone = Tire03
    MidLeftFrontTireBone = Tire04
    MidRightMidTireBone = Tire05
    MidLeftMidTireBone = Tire06
    MidRightRearTireBone = Tire07
    MidLeftRearTireBone = Tire08
    RightRearTireBone = Tire09
    LeftRearTireBone = Tire10

    TireRotationMultiplier = 0.2   ; this * speed = rotation.
  End

  ; ***DESIGN parameters ***
  DisplayName       = OBJECT:ConvoyTruck
  EditorSorting     = VEHICLE
  ArmorSet
    Armor           = TruckArmor
    DamageFX        = CrushableCarDamageFX
  End

  TransportSlotCount  = 3                 ;how many "slots" we take in a transport (0 == not transportable)
  WeaponSet
    Conditions      = None
    Weapon          = PRIMARY None
  End
  WeaponSet
    Conditions      = CARBOMB
    Weapon          = PRIMARY SuicideCarBomb
  End

  VisionRange       = 150
  ShroudClearingRange = 350

  CrusherLevel           = 2  ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles
  CrushableLevel         = 2  ;What am I?:        0 = for infantry, 1 = for trees, 2 = general vehicles
  CommandSet = CivilianCarBombCommandSet

  ; *** AUDIO Parameters ***
  VoiceSelect             = ConvoyTruckSelect
  SoundMoveStart          = ConvoyTruckMoveStart
  UnitSpecificSounds
    TruckPowerslideSound  = NoSound
    TruckLandingSound     = NoSound
  End

   ; *** ENGINEERING Parameters ***  
  KindOf            = SELECTABLE CAN_ATTACK VEHICLE SHOW_PORTRAIT_WHEN_CONTROLLED
  RadarPriority     = LOCAL_UNIT_ONLY

;Lorenzen disabled transport on 12/16, please do not restore
;  Behavior            = TransportContain ModuleTag_TransportContain
;    Slots             = 8
;    AllowInsideKindOf = INFANTRY; VEHICLE
;  End

  Body              = ActiveBody ModuleTag_03
    MaxHealth       = 100.0
    InitialHealth   = 100.0
  End

  Behavior               = DestroyDie ModuleTag_04
                    ;nothing
  End
  Behavior               = CreateObjectDie ModuleTag_05
    DeathTypes = ALL 
    CreationList    = OCL_GenericCarExplode
  End
  Behavior               = CreateObjectDie ModuleTag_06
    DeathTypes = NONE +SUICIDED
    CreationList    = OCL_BurnedCarHull
  End

  Behavior = AIUpdateInterface ModuleTag_07
  End
  Locomotor       = SET_NORMAL CINE_ConvoyTruckLocomotor
  Locomotor       = SET_WANDER WanderCarLocomotor
  Locomotor       = SET_PANIC PanicCarLocomotor
  Behavior          = PhysicsBehavior ModuleTag_08
    Mass            = 30.0
  End

  Behavior = FlammableUpdate ModuleTag_21
    AflameDuration = 5000         ; If I catch fire, I'll burn for this long...
    AflameDamageAmount = 5       ; taking this much damage...
    AflameDamageDelay = 500       ; this often.
  End

  Geometry            = BOX
  GeometryIsSmall     = NO
  GeometryMajorRadius = 1
  GeometryMinorRadius = 1
  GeometryHeight      = 1
  Shadow              = SHADOW_VOLUME

End

;------------------------------------------------------------------------------
;************************** Cinematic-only unit *******************************
Object CINE_PoliceCar

  ; *** ART Parameters ***
  SelectPortrait         = SUTerrorist_L
  ButtonImage            = SUTerrorist

  Draw = W3DPoliceCarDraw ModuleTag_01
    DefaultConditionState
      Model = CVPoliceCar2
      Animation = CVPoliceCar2.CVPoliceCar2
      AnimationMode = LOOP
    End
    ConditionState = FRONTCRUSHED BACKCRUSHED
      Model = CVPoliceCar_d
    End
    ConditionState = BACKCRUSHED
      Model = CVPoliceCar_d2
    End
    ConditionState = FRONTCRUSHED
      Model = CVPoliceCar_d1
    End

    LeftFrontTireBone = Tire01
    RightFrontTireBone = Tire04
    LeftRearTireBone = Tire03
    RightRearTireBone = Tire05
    TireRotationMultiplier = 0.2   ; this * speed = rotation.
    PowerslideRotationAddition = 2.5   ; This speed is added to the rotation speed when powersliding.
  End

  ; ***DESIGN parameters ***
  DisplayName      = OBJECT:PoliceCar
  EditorSorting   = VEHICLE

  TransportSlotCount  = 1                 ;how many "slots" we take in a transport (0 == not transportable)
  WeaponSet
    Conditions = None
    Weapon = PRIMARY None
  End
  WeaponSet
    Conditions = CARBOMB
    Weapon = PRIMARY  SuicideCarBomb
  End

  ArmorSet
    Armor           = DozerArmor
    DamageFX        = CrushableCarDamageFX
  End
  CrusherLevel           = 1  ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles
  CrushableLevel         = 1  ;What am I?:        0 = for infantry, 1 = for trees, 2 = general vehicles
  CommandSet = CivilianCarBombCommandSet

  ; *** AUDIO Parameters ***
  SoundMoveStart = CarMoveStart
  SoundAmbient   = PoliceCarSirenLoop

  ; *** ENGINEERING Parameters ***  
  KindOf          = SELECTABLE CAN_ATTACK VEHICLE SHOW_PORTRAIT_WHEN_CONTROLLED
  RadarPriority   = LOCAL_UNIT_ONLY

  Body            = ActiveBody ModuleTag_02
    MaxHealth       = 100.0
    InitialHealth   = 100.0
  End



  Behavior = DestroyDie ModuleTag_03
    DeathTypes = ALL -CRUSHED -SPLATTED
  End
  Behavior = CrushDie ModuleTag_04
    DeathTypes = NONE +CRUSHED +SPLATTED
    TotalCrushSound     = CarAlarm
    BackEndCrushSound   = CarAlarm
    FrontEndCrushSound  = CarAlarm
    TotalCrushSoundPercent    = 50   
    BackEndCrushSoundPercent  = 50
    FrontEndCrushSoundPercent = 50
  End
  Behavior = SlowDeathBehavior ModuleTag_11
    DeathTypes = NONE +CRUSHED +SPLATTED
    SinkDelay = 14000
    SinkRate = 2     ; in Dist/Sec
    DestructionDelay = 20000
  End

  Behavior = FXListDie ModuleTag_05
    DeathTypes = NONE +CRUSHED +SPLATTED
    DeathFX = FX_CarCrush
  End
  Behavior = CreateObjectDie ModuleTag_06
    DeathTypes = ALL -CRUSHED -SPLATTED
    CreationList = OCL_PoliceCarExplode
  End
  Behavior = FXListDie ModuleTag_07
    DeathTypes = ALL -CRUSHED -SPLATTED -FLOODED
    DeathFX = FX_PoliceCarExplode
  End

  Behavior = AIUpdateInterface ModuleTag_08
  End
  Locomotor = SET_NORMAL CINE_BasicCarLocomotor
  Locomotor = SET_WANDER WanderCarLocomotor
  Locomotor = SET_PANIC PanicCarLocomotor

  Behavior = PhysicsBehavior ModuleTag_09
    Mass = 30.0
  End

  Behavior = FlammableUpdate ModuleTag_21
    AflameDuration = 5000         ; If I catch fire, I'll burn for this long...
    AflameDamageAmount = 5       ; taking this much damage...
    AflameDamageDelay = 500       ; this often.
  End

  Geometry        = BOX
  GeometryIsSmall = Yes
  GeometryMajorRadius = 11.0
  GeometryMinorRadius = 4.0
  GeometryHeight  = 9.0
  Shadow          = SHADOW_VOLUME

End

;------------------------------------------------------------------------------
;********************** Cinematic-only unit ***********************************
Object CINE_CarLimo3

  ; *** ART Parameters ***
  SelectPortrait         = SUTerrorist_L
  ButtonImage            = SUTerrorist

  Draw = W3DModelDraw ModuleTag_01
    ConditionState = NONE
      Model = CVLimo3
    End
    ConditionState  = REALLYDAMAGED
      Model = CVLimo3_D
    End
    ConditionState  = RUBBLE
      Model = CVLimo3_D
    End
  End

  ; ***DESIGN parameters ***
  DisplayName      = OBJECT:Limo
  EditorSorting   = VEHICLE
  ArmorSet
    Conditions      = None
    Armor           = TruckArmor
    DamageFX        = LimoDamageFX
  End
  CommandSet        = CivilianVehicleLimoCommandSet

  WeaponSet
    Conditions = None
    Weapon = PRIMARY None
  End

  Behavior = TransportContain ModuleTag_02
    Slots = 5
  End

  TransportSlotCount  = 1                 ;how many "slots" we take in a transport (0 == not transportable)
  WeaponSet
    Conditions = CARBOMB
    Weapon = PRIMARY  SuicideCarBomb
  End
  CrusherLevel           = 1  ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles
  CrushableLevel         = 1  ;What am I?:        0 = for infantry, 1 = for trees, 2 = general vehicles
  CommandSet = CivilianCarBombCommandSet

  ; *** AUDIO Parameters ***

  ; *** ENGINEERING Parameters ***  
  KindOf          = SELECTABLE CAN_ATTACK VEHICLE SHOW_PORTRAIT_WHEN_CONTROLLED
  RadarPriority   = LOCAL_UNIT_ONLY

  Body            = ActiveBody ModuleTag_03
    MaxHealth       = 800.0
    InitialHealth   = 800.0
  End

  Behavior = DestroyDie ModuleTag_04
    DeathTypes = ALL -CRUSHED -SPLATTED
  End
  Behavior = CrushDie ModuleTag_05
    DeathTypes = NONE +CRUSHED +SPLATTED
    TotalCrushSound     = CarAlarm
    BackEndCrushSound   = CarAlarm
    FrontEndCrushSound  = CarAlarm
    TotalCrushSoundPercent    = 50   
    BackEndCrushSoundPercent  = 50
    FrontEndCrushSoundPercent = 50
  End
  Behavior = SlowDeathBehavior ModuleTag_12
    DeathTypes = NONE +CRUSHED +SPLATTED
    SinkDelay = 14000
    SinkRate = 2     ; in Dist/Sec
    DestructionDelay = 20000
  End

  Behavior = FXListDie ModuleTag_06
    DeathTypes = NONE +CRUSHED +SPLATTED
    DeathFX = FX_CarCrush
  End
  Behavior = CreateObjectDie ModuleTag_07
    DeathTypes = ALL -CRUSHED -SPLATTED
    CreationList = OCL_LimoExplode
  End
  Behavior = FXListDie ModuleTag_08
    DeathTypes = ALL -CRUSHED -SPLATTED -FLOODED
    DeathFX = FX_LimoExplode
  End
;  Behavior = CreateObjectDie
;;    DeathTypes = NONE +SUICIDED
;    CreationList = OCL_BurnedCarHull
;  End

  Behavior = AIUpdateInterface ModuleTag_09
  End
  Locomotor = SET_NORMAL CINE_BasicCarLocomotor
  Locomotor = SET_WANDER WanderCarLocomotor
  Locomotor = SET_PANIC PanicCarLocomotor

  Behavior = PhysicsBehavior ModuleTag_10
    Mass = 30.0
  End

  Behavior = TransitionDamageFX ModuleTag_11
    ReallyDamagedParticleSystem1 = Bone:Smoke RandomBone:No PSys:SmokeSmallContinuous01
    ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_LimoDamageTransition
  End

  Behavior = FlammableUpdate ModuleTag_21
    AflameDuration = 5000         ; If I catch fire, I'll burn for this long...
    AflameDamageAmount = 5       ; taking this much damage...
    AflameDamageDelay = 500       ; this often.
  End

  Geometry        = BOX
  GeometryIsSmall = Yes
  GeometryMajorRadius = 11.0
  GeometryMinorRadius = 4.0
  GeometryHeight  = 7.0
  Shadow          = SHADOW_VOLUME

End

;------------------------------------------------------------------------------
;*************************** Cinematic-only unit ******************************
Object CINE_TankerTruck

  ; *** ART Parameters ***
  SelectPortrait         = SUTerrorist_L
  ButtonImage            = SUTerrorist

  Draw = W3DTruckDraw ModuleTag_01
    ConditionState = NONE
      Model = CVTankerCN
    End
    CabRotationMultiplier = 1.5

    TrailerRotationMultiplier = 0.2
    CabBone = CAB
    TrailerBone = TRAILER
    RotationDamping = 0.7

    RightFrontTireBone = Tire01
    LeftFrontTireBone = Tire02
    MidRightFrontTireBone = Tire03
    MidLeftFrontTireBone = Tire04
    MidRightMidTireBone = Tire05
    MidLeftMidTireBone = Tire06
    MidRightRearTireBone = Tire07
    MidLeftRearTireBone = Tire08
    RightRearTireBone = Tire09
    LeftRearTireBone = Tire10

    TireRotationMultiplier = 0.2   ; this * speed = rotation.
  End

  ; ***DESIGN parameters ***
  DisplayName      = OBJECT:TankerTruck
  EditorSorting   = VEHICLE

  TransportSlotCount  = 1                 ;how many "slots" we take in a transport (0 == not transportable)
  WeaponSet
    Conditions = None
    Weapon = PRIMARY None
  End
  WeaponSet
    Conditions = CARBOMB
    Weapon = PRIMARY  SuicideCarBomb
  End

  ArmorSet
    Armor           = TruckArmor
    DamageFX        = CrushableCarDamageFX
  End
  CrusherLevel           = 2  ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles
  CrushableLevel         = 2  ;What am I?:        0 = for infantry, 1 = for trees, 2 = general vehicles
  CommandSet = CivilianCarBombCommandSet

  ; *** AUDIO Parameters ***
  VoiceSelect           = ConvoyTruckSelect
  SoundMoveStart        = ConvoyTruckMoveStart
  SoundAmbient          = BaikonurTruckMoveLoop

  UnitSpecificSounds
    TruckPowerslideSound  = NoSound
    TruckLandingSound     = NoSound
  End


  ; *** ENGINEERING Parameters ***  
  KindOf          = SELECTABLE CAN_ATTACK VEHICLE SHOW_PORTRAIT_WHEN_CONTROLLED
  RadarPriority   = LOCAL_UNIT_ONLY

  Body            = ActiveBody ModuleTag_02
    MaxHealth       = 100.0
    InitialHealth   = 100.0
  End



  Behavior = DestroyDie ModuleTag_03
    ;nothing
  End
  Behavior = CreateObjectDie ModuleTag_04
    CreationList = OCL_TankerTruckExplode
  End
  Behavior = FXListDie ModuleTag_05
    DeathFX = WeaponFX_BombTruckHighExplosiveBombDetonation
  End
  Behavior = FireWeaponWhenDeadBehavior ModuleTag_06
    DeathWeapon = TankerTruckWeapon
    StartsActive  = Yes
  End

  Behavior = AIUpdateInterface ModuleTag_07
  End
  Locomotor = SET_NORMAL CINE_SupplyTruckLocomotor

  Behavior = PhysicsBehavior ModuleTag_08
    Mass = 30.0
  End

  Behavior = FlammableUpdate ModuleTag_21
    AflameDuration = 5000         ; If I catch fire, I'll burn for this long...
    AflameDamageAmount = 5       ; taking this much damage...
    AflameDamageDelay = 500       ; this often.
  End

  Geometry        = BOX
  GeometryIsSmall = Yes
  GeometryMajorRadius = 18.0
  GeometryMinorRadius = 7.0
  GeometryHeight  = 14.0
  Shadow          = SHADOW_VOLUME

End

;------------------------------------------------------------------------------
;************************ Cinematic-only unit *********************************
Object CINE_ConvoyTruckArmedWithNuke

  ; *** ART Parameters ***
  SelectPortrait         = SSConvoy_L
  ButtonImage            = SSConvoy_L
  Draw              = W3DTruckDraw ModuleTag_01
  OkToChangeModelColor = Yes
    ConditionState  = NONE
      Model         = NVConvoy
    End
    ConditionState  = LOADED
      Model         = NVConvoy
    End  
    CabRotationMultiplier = 1.5

    TrailerRotationMultiplier = 0.2
    ;CabBone = CAB
    ;TrailerBone = TRAILER
    RotationDamping = 0.7

    RightFrontTireBone = Tire01
    LeftFrontTireBone = Tire02
    ;MidRightFrontTireBone = Tire03
    ;MidLeftFrontTireBone = Tire04
    ;MidRightMidTireBone = Tire05
    ;MidLeftMidTireBone = Tire06
    MidRightRearTireBone = Tire07
    MidLeftRearTireBone = Tire08
    RightRearTireBone = Tire09
    LeftRearTireBone = Tire10

    TireRotationMultiplier = 0.2   ; this * speed = rotation.
    
    TrackMarks = EXTireTrack.tga
    Dust = RocketBuggyDust
    DirtSpray = RocketBuggyDirtSpray
  End

  ; ***DESIGN parameters ***
  DisplayName       = OBJECT:ConvoyTruck
  EditorSorting     = VEHICLE
  ArmorSet
    Armor           = TruckArmor
    DamageFX        = CrushableCarDamageFX
  End

  TransportSlotCount  = 3                 ;how many "slots" we take in a transport (0 == not transportable)
  WeaponSet
    Conditions      = None
    Weapon          = PRIMARY None
  End
  WeaponSet
    Conditions      = CARBOMB
    Weapon          = PRIMARY SuicideCarBomb
  End

  VisionRange       = 150
  ShroudClearingRange = 350

  CrusherLevel           = 2  ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles
  CrushableLevel         = 2  ;What am I?:        0 = for infantry, 1 = for trees, 2 = general vehicles
  CommandSet = CivilianTransportWithNukeCommandSet

  ; *** AUDIO Parameters ***
  VoiceSelect             = ConvoyTruckSelect
  SoundMoveStart          = ConvoyTruckMoveStart
  UnitSpecificSounds
    TruckPowerslideSound  = NoSound
    TruckLandingSound     = NoSound
  End

   ; *** ENGINEERING Parameters ***  
  KindOf            = SELECTABLE CAN_ATTACK VEHICLE SHOW_PORTRAIT_WHEN_CONTROLLED 

  Body              = ActiveBody ModuleTag_02
    MaxHealth       = 100.0
    InitialHealth   = 100.0
  End

  Behavior               = DestroyDie ModuleTag_03
                    ;nothing
  End
  Behavior               = CreateObjectDie ModuleTag_04
    DeathTypes = ALL 
    CreationList    = OCL_GenericCarExplode
  End
  Behavior               = CreateObjectDie ModuleTag_05
    DeathTypes = NONE +SUICIDED
    CreationList    = OCL_BurnedCarHull
  End

  Behavior = AIUpdateInterface ModuleTag_06
  End
  Locomotor       = SET_NORMAL CINE_SupplyTruckLocomotor
  Locomotor       = SET_WANDER WanderCarLocomotor
  Locomotor       = SET_PANIC PanicCarLocomotor

  Behavior          = PhysicsBehavior ModuleTag_07
    Mass            = 30.0
  End

  Behavior           = OCLSpecialPower ModuleTag_08
    SpecialPowerTemplate = SuperweaponDetonateDirtyNuke
    OCL                  = SUPERWEAPON_DetonateDirtyNuke
    CreateLocation       = USE_OWNER_OBJECT
  End

  Behavior = FlammableUpdate ModuleTag_21
    AflameDuration = 5000         ; If I catch fire, I'll burn for this long...
    AflameDamageAmount = 5       ; taking this much damage...
    AflameDamageDelay = 500       ; this often.
  End

  Geometry            = BOX
  GeometryIsSmall     = NO
  GeometryMajorRadius = 20.0
  GeometryMinorRadius = 8.0
  GeometryHeight      = 16.0
  Shadow              = SHADOW_VOLUME

End

;------------------------------------------------------------------------------
;************************ Cinematic-only unit *********************************
Object CINE_CarTaxiCab01

  ; *** ART Parameters ***
  SelectPortrait         = SUTerrorist_L
  ButtonImage            = SUTerrorist

  Draw = W3DModelDraw ModuleTag_01
    ConditionState = NONE
      Model = CVTaxi01
    End
    ConditionState = FRONTCRUSHED BACKCRUSHED
      Model = CVTaxi01_d
    End
    ConditionState = BACKCRUSHED
      Model = CVTaxi01_d2
    End
    ConditionState = FRONTCRUSHED
      Model = CVTaxi01_d1
    End
  End

  ; ***DESIGN parameters ***
  DisplayName      = OBJECT:TaxiCab
  EditorSorting   = VEHICLE

  TransportSlotCount  = 3                 ;how many "slots" we take in a transport (0 == not transportable)
  WeaponSet
    Conditions = None
    Weapon = PRIMARY None
  End
  WeaponSet
    Conditions = CARBOMB
    Weapon = PRIMARY  SuicideCarBomb
  End

  ArmorSet
    Armor           = TruckArmor
    DamageFX        = CrushableCarDamageFX
  End
  CrusherLevel           = 1  ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles
  CrushableLevel         = 1  ;What am I?:        0 = for infantry, 1 = for trees, 2 = general vehicles
  CommandSet = CivilianCarBombCommandSet

  ; *** AUDIO Parameters ***
  SoundMoveStart = CarMoveStart


  ; *** ENGINEERING Parameters ***  
  KindOf          = SELECTABLE CAN_ATTACK VEHICLE SHOW_PORTRAIT_WHEN_CONTROLLED
  RadarPriority   = LOCAL_UNIT_ONLY

  Body            = ActiveBody ModuleTag_02
    MaxHealth       = 100.0
    InitialHealth   = 100.0
  End



  Behavior = DestroyDie ModuleTag_03
    DeathTypes = ALL -CRUSHED -SPLATTED
  End
  Behavior = CrushDie ModuleTag_04
    DeathTypes = NONE +CRUSHED +SPLATTED
    TotalCrushSound     = CarAlarm
    BackEndCrushSound   = CarAlarm
    FrontEndCrushSound  = CarAlarm
    TotalCrushSoundPercent    = 50   
    BackEndCrushSoundPercent  = 50
    FrontEndCrushSoundPercent = 50
  End
  Behavior = SlowDeathBehavior ModuleTag_11
    DeathTypes = NONE +CRUSHED +SPLATTED
    SinkDelay = 14000
    SinkRate = 2     ; in Dist/Sec
    DestructionDelay = 20000
  End

  Behavior = FXListDie ModuleTag_05
    DeathTypes = NONE +CRUSHED +SPLATTED
    DeathFX = FX_CarCrush
  End
  Behavior = CreateObjectDie ModuleTag_06
    DeathTypes = ALL -CRUSHED -SPLATTED
    CreationList = OCL_GenericCarExplode
  End
  Behavior = FXListDie ModuleTag_07
    DeathTypes = ALL -CRUSHED -SPLATTED -FLOODED
    DeathFX = FX_GenericCarExplode
  End
  Behavior = CreateObjectDie ModuleTag_08
    DeathTypes = NONE +SUICIDED
    CreationList = OCL_BurnedCarHull
  End

  Behavior = AIUpdateInterface ModuleTag_09
  End
  Locomotor = SET_NORMAL CINE_BasicCarLocomotor
  Locomotor = SET_WANDER WanderCarLocomotor
  Locomotor = SET_PANIC PanicCarLocomotor

  Behavior = PhysicsBehavior ModuleTag_10
    Mass = 30.0
  End

  Behavior = FlammableUpdate ModuleTag_21
    AflameDuration = 5000         ; If I catch fire, I'll burn for this long...
    AflameDamageAmount = 5       ; taking this much damage...
    AflameDamageDelay = 500       ; this often.
  End

  Geometry        = BOX
  GeometryIsSmall = Yes
  GeometryMajorRadius = 11.0
  GeometryMinorRadius = 4.0
  GeometryHeight  = 7.0
  Shadow          = SHADOW_VOLUME

End

;------------------------------------------------------------------------------
;************************ Cinematic-only unit *********************************
Object CINE_CarTaxiCab02

  ; *** ART Parameters ***
  SelectPortrait         = SUTerrorist_L
  ButtonImage            = SUTerrorist

  Draw = W3DModelDraw ModuleTag_01
    ConditionState = NONE
      Model = CVTaxi02
    End
  End

  ; ***DESIGN parameters ***
  DisplayName      = OBJECT:TaxiCab
  EditorSorting   = VEHICLE

  TransportSlotCount  = 3                 ;how many "slots" we take in a transport (0 == not transportable)
  WeaponSet
    Conditions = None
    Weapon = PRIMARY None
  End
  WeaponSet
    Conditions = CARBOMB
    Weapon = PRIMARY  SuicideCarBomb
  End

  ArmorSet
    Armor           = TruckArmor
    DamageFX        = CrushableCarDamageFX
  End
  CrusherLevel           = 1  ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles
  CrushableLevel         = 1  ;What am I?:        0 = for infantry, 1 = for trees, 2 = general vehicles
  CommandSet = CivilianCarBombCommandSet

  ; *** AUDIO Parameters ***
  SoundMoveStart = CarMoveStart


  ; *** ENGINEERING Parameters ***  
  KindOf          = SELECTABLE CAN_ATTACK VEHICLE SHOW_PORTRAIT_WHEN_CONTROLLED
  RadarPriority   = LOCAL_UNIT_ONLY

  Body            = ActiveBody ModuleTag_02
    MaxHealth       = 100.0
    InitialHealth   = 100.0
  End



  Behavior = DestroyDie ModuleTag_03
    DeathTypes = ALL -CRUSHED -SPLATTED
  End
  Behavior = CrushDie ModuleTag_04
    DeathTypes = NONE +CRUSHED +SPLATTED
    TotalCrushSound     = CarAlarm
    BackEndCrushSound   = CarAlarm
    FrontEndCrushSound  = CarAlarm
    TotalCrushSoundPercent    = 50   
    BackEndCrushSoundPercent  = 50
    FrontEndCrushSoundPercent = 50
  End
  Behavior = SlowDeathBehavior ModuleTag_11
    DeathTypes = NONE +CRUSHED +SPLATTED
    SinkDelay = 14000
    SinkRate = 2     ; in Dist/Sec
    DestructionDelay = 20000
  End

  Behavior = FXListDie ModuleTag_05
    DeathTypes = NONE +CRUSHED +SPLATTED
    DeathFX = FX_CarCrush
  End
  Behavior = CreateObjectDie ModuleTag_06
    DeathTypes = ALL -CRUSHED -SPLATTED
    CreationList = OCL_GenericCarExplode
  End
  Behavior = FXListDie ModuleTag_07
    DeathTypes = ALL -CRUSHED -SPLATTED -FLOODED
    DeathFX = FX_GenericCarExplode
  End
  Behavior = CreateObjectDie ModuleTag_08
    DeathTypes = NONE +SUICIDED
    CreationList = OCL_BurnedCarHull
  End

  Behavior = AIUpdateInterface ModuleTag_09
  End
  Locomotor = SET_NORMAL CINE_BasicCarLocomotor
  Locomotor = SET_WANDER WanderCarLocomotor
  Locomotor = SET_PANIC PanicCarLocomotor

  Behavior = PhysicsBehavior ModuleTag_10
    Mass = 30.0
  End

  Behavior = FlammableUpdate ModuleTag_21
    AflameDuration = 5000         ; If I catch fire, I'll burn for this long...
    AflameDamageAmount = 5       ; taking this much damage...
    AflameDamageDelay = 500       ; this often.
  End

  Geometry        = BOX
  GeometryIsSmall = Yes
  GeometryMajorRadius = 11.0
  GeometryMinorRadius = 4.0
  GeometryHeight  = 7.0
  Shadow          = SHADOW_VOLUME

End

;------------------------------------------------------------------------------
;************************* Cinematic-only unit ********************************
Object CINE_CheeringGenericMale01

    ; *** ART Parameters ***
  Draw = W3DModelDraw ModuleTag_01
    OkToChangeModelColor = Yes

    DefaultConditionState
      Model = CIAMan01_SKN
      IdleAnimation = CIAMan01_SKL.CIAMan01_CHA 0 30
      IdleAnimation = CIAMan01_SKL.CIAMan01_CHA
      IdleAnimation = CIAMan01_SKL.CIAMan01_CHA
      AnimationMode = ONCE
    End

    ConditionState = MOVING
      Animation = CIAMan01_SKL.CIAMan01_WKA 30
      AnimationMode = LOOP
      Flags = RANDOMSTART
    End

    ConditionState = MOVING PANICKING
      Animation = CIAMan01_SKL.CIAMan01_RNA 35

      AnimationMode = LOOP
      Flags = RANDOMSTART
    End

    ConditionState = DYING
      Animation = CIAMan01_SKL.CIAMan01_DTA
      Animation = CIAMan01_SKL.CIAMan01_DTB
      AnimationMode = ONCE
      TransitionKey = TRANS_Dying
    End

    TransitionState = TRANS_Dying TRANS_Flailing
      Animation = CIAMan01_SKL.CIAMan01_ADTD1
      AnimationMode = ONCE
    End

    ConditionState = DYING EXPLODED_FLAILING
      Animation = CIAMan01_SKL.CIAMan01_ADTD2
      AnimationMode = LOOP
      TransitionKey = TRANS_Flailing
    End

    ConditionState = DYING EXPLODED_BOUNCING
      Animation = CIAMan01_SKL.CIAMan01_ADTD3
      AnimationMode = ONCE
      TransitionKey = None
    End

  End

  ; ***DESIGN parameters ***
  Side = Civilian
  EditorSorting = INFANTRY
  TransportSlotCount = 1
  ArmorSet
    Conditions      = None
    Armor           = HumanArmor
    DamageFX        = None
  End
  VisionRange = 150
  DisplayName = OBJECT:GenericMale
  CrushableLevel = 0  ;What am I?:        0 = for infantry, 1 = for trees, 2 = general vehicles

  ; *** AUDIO Parameters ***

  ; *** ENGINEERING Parameters ***
  RadarPriority = NOT_ON_RADAR
  KindOf = CAN_CAST_REFLECTIONS INFANTRY CAN_BE_REPULSED

  Body = ActiveBody ModuleTag_02
    MaxHealth       = 50.0
    InitialHealth   = 50.0
  End

  Behavior = AIUpdateInterface ModuleTag_03
  End
  Locomotor = SET_NORMAL BasicHumanLocomotor
  Locomotor = SET_WANDER WanderHumanLocomotor
  Locomotor = SET_PANIC PanicHumanLocomotor
  Behavior = PhysicsBehavior ModuleTag_04
    Mass = 5.0
  End
 
  Behavior = SquishCollide ModuleTag_06
    ;nothing
  End


; --- begin Death modules ---
  Behavior = SlowDeathBehavior ModuleTag_Death01
    DeathTypes          = ALL -CRUSHED -SPLATTED -EXPLODED -BURNED -POISONED
    SinkDelay           = 3000
    SinkRate            = 0.5     ; in Dist/Sec
    DestructionDelay    = 8000
    FX                  = INITIAL FX_CivilianArabMaleDie
  End
  Behavior = SlowDeathBehavior ModuleTag_Death02
    DeathTypes          = NONE +CRUSHED +SPLATTED
    SinkDelay           = 3000
    SinkRate            = 0.5     ; in Dist/Sec
    DestructionDelay    = 8000
    FX                  = INITIAL FX_GIDieCrushed
  End
  Behavior = SlowDeathBehavior ModuleTag_Death03
    DeathTypes          = NONE +EXPLODED
    SinkDelay           = 3000
    SinkRate            = 0.5     ; in Dist/Sec
    DestructionDelay    = 8000
    FX                  = INITIAL FX_CivilianArabMaleDie
    FlingForce          = 8
    FlingForceVariance  = 3
    FlingPitch          = 60
    FlingPitchVariance  = 10
  End
  Behavior = SlowDeathBehavior ModuleTag_Death04
    DeathTypes          = NONE +BURNED
    DestructionDelay    = 0
    FX                  = INITIAL FX_DieByFireUSA
    OCL                 = INITIAL OCL_FlamingInfantry
  End
  Behavior = SlowDeathBehavior ModuleTag_Death05
    DeathTypes          = NONE +POISONED
    DestructionDelay    = 0
    FX                  = INITIAL FX_DieByToxinUSA
    OCL                 = INITIAL OCL_ToxicInfantry
  End
; --- end Death modules ---

  Behavior = PoisonedBehavior ModuleTag_09
    PoisonDamageInterval = 100  ; Every this many msec I will retake the poison damage dealt me...
    PoisonDuration = 3000       ; ... for this long after last hit by poison damage

  End
 
  Geometry = CYLINDER
  GeometryMajorRadius = 3.0
  GeometryMinorRadius = 3.0
  GeometryHeight = 12.0
  GeometryIsSmall = Yes
  Shadow = SHADOW_DECAL
  ShadowSizeX = 14;
  ShadowSizeY = 14;
  ShadowTexture = ShadowI;

End

;------------------------------------------------------------------------------
;************************* Cinematic-only unit ********************************
Object CINE_CheeringGenericFemale01

    ; *** ART Parameters ***
  Draw = W3DModelDraw ModuleTag_01
    OkToChangeModelColor = Yes

    DefaultConditionState
      Model = CIAFem01_SKN
      IdleAnimation = CIAFem01_SKL.CIAFem01_CHA 0 30
      IdleAnimation = CIAFem01_SKL.CIAFem01_CHA
      IdleAnimation = CIAFem01_SKL.CIAFem01_CHA
      AnimationMode = ONCE
    End

    ConditionState = MOVING
      Animation = CIAFem01_SKL.CIAFem01_WKA 25
      AnimationMode = LOOP
      Flags = RANDOMSTART
    End

    ConditionState = MOVING PANICKING
      Animation = CIAFem01_SKL.CIAFem01_RNA 20
      AnimationMode = LOOP
      Flags = RANDOMSTART
    End

    ConditionState = DYING
      Animation = CIAFem01_SKL.CIAFem01_DTA
      Animation = CIAFem01_SKL.CIAFem01_DTB
      AnimationMode = ONCE
      TransitionKey = TRANS_Dying
    End

    TransitionState = TRANS_Dying TRANS_Flailing
      Animation = CIAFem01_SKL.CIAFem01_ADTE1
      AnimationMode = ONCE
    End

    ConditionState = DYING EXPLODED_FLAILING
      Animation = CIAFem01_SKL.CIAFem01_ADTE2
      AnimationMode = LOOP
      TransitionKey = TRANS_Flailing
    End

    ConditionState = DYING EXPLODED_BOUNCING
      Animation = CIAFem01_SKL.CIAFem01_ADTE3
      AnimationMode = ONCE
      TransitionKey = None
    End
  End

  ; ***DESIGN parameters ***
  Side = Civilian
  EditorSorting = INFANTRY
  TransportSlotCount = 1
  ArmorSet
    Conditions      = None
    Armor           = HumanArmor
    DamageFX        = None
  End
  VisionRange = 150
  DisplayName = OBJECT:GenericFemale
  CrushableLevel = 0  ;What am I?:        0 = for infantry, 1 = for trees, 2 = general vehicles

  ; *** AUDIO Parameters ***

  ; *** ENGINEERING Parameters ***
  RadarPriority = NOT_ON_RADAR
  KindOf = CAN_CAST_REFLECTIONS INFANTRY CAN_BE_REPULSED

  Body = ActiveBody ModuleTag_02
    MaxHealth       = 50.0
    InitialHealth   = 50.0
  End

  Behavior = AIUpdateInterface ModuleTag_03
  End
  Locomotor = SET_NORMAL BasicHumanLocomotor
  Locomotor = SET_WANDER WanderHumanLocomotor
  Locomotor = SET_PANIC PanicHumanLocomotor
  Behavior = PhysicsBehavior ModuleTag_04
    Mass = 5.0
  End
  Behavior = SlowDeathBehavior ModuleTag_05
    SinkDelay = 3000
    SinkRate = 0.5     ; in Dist/Sec
    DestructionDelay = 8000
  End

 
  Behavior = SquishCollide ModuleTag_06
    ;nothing
  End

  Behavior = FXListDie ModuleTag_07
    DeathTypes = ALL -CRUSHED -SPLATTED
    DeathFX = FX_CivilianArabFemaleDie
  End
  Behavior = FXListDie ModuleTag_08
    DeathTypes = NONE +CRUSHED +SPLATTED
    DeathFX = FX_GIDieCrushed
  End

  Behavior = PoisonedBehavior ModuleTag_09
    PoisonDamageInterval = 100  ; Every this many msec I will retake the poison damage dealt me...
    PoisonDuration = 3000       ; ... for this long after last hit by poison damage
  End
 
  Geometry = CYLINDER
  GeometryMajorRadius = 3.0
  GeometryMinorRadius = 3.0
  GeometryHeight = 12.0
  GeometryIsSmall = Yes
  Shadow = SHADOW_DECAL
  ShadowSizeX = 14;
  ShadowSizeY = 14;
  ShadowTexture = ShadowI;

End

;------------------------------------------------------------------------------
;************************* Cinematic-only unit ********************************
Object CINE_CheeringAsianFarmer3

    ; *** ART Parameters ***
  Draw = W3DModelDraw ModuleTag_01
    OkToChangeModelColor = Yes

    DefaultConditionState
      Model = CIUFrm3_SKN
      IdleAnimation = CIUFrm3_SKL.CIUFrm3_CHB 0 30
      IdleAnimation = CIUFrm3_SKL.CIUFrm3_CHB
      IdleAnimation = CIUFrm3_SKL.CIUFrm3_CHB
      AnimationMode = ONCE
    End

    ConditionState = MOVING
      Animation = CIUFrm3_SKL.CIUFrm3_WKA 
      AnimationMode = LOOP
      Flags = RANDOMSTART
    End
    
    ConditionState = MOVING PANICKING
      Animation = CIUFrm3_SKL.CIUFrm3_PKA
      AnimationMode = LOOP
      Flags = RANDOMSTART
    End

    ConditionState = DYING
      Animation = CIUFrm3_SKL.CIUFrm3_DTA
      Animation = CIUFrm3_SKL.CIUFrm3_DTB
      Animation = CIUFrm3_SKL.CIUFrm3_DTC
      AnimationMode = ONCE
      TransitionKey = TRANS_Dying
    End

    TransitionState = TRANS_Dying TRANS_Flailing
      Animation = CIUFrm3_SKL.CIUFrm3_ADTE1
      AnimationMode = ONCE
    End

    ConditionState = DYING EXPLODED_FLAILING
      Animation = CIUFrm3_SKL.CIUFrm3_ADTE2
      AnimationMode = LOOP
      TransitionKey = TRANS_Flailing
    End

    ConditionState = DYING EXPLODED_BOUNCING
      Animation = CIUFrm3_SKL.CIUFrm3_ADTE3
      AnimationMode = ONCE
      TransitionKey = None
    End
  End

  ; ***DESIGN parameters ***
  Side = Civilian
  EditorSorting = INFANTRY
  TransportSlotCount = 1

  ArmorSet
    Conditions      = None
    Armor           = HumanArmor
    DamageFX        = None
  End
  VisionRange = 150
  DisplayName = OBJECT:MogadishuFemaleCivilian
  CrushableLevel = 0  ;What am I?:        0 = for infantry, 1 = for trees, 2 = general vehicles

  ; *** AUDIO Parameters ***

  ; *** ENGINEERING Parameters ***
  RadarPriority = NOT_ON_RADAR
  KindOf = CAN_CAST_REFLECTIONS INFANTRY CAN_BE_REPULSED

  Body = ActiveBody ModuleTag_02
    MaxHealth       = 50.0
    InitialHealth   = 50.0
  End

  Behavior = AIUpdateInterface ModuleTag_03
  End
  Locomotor = SET_NORMAL BasicHumanLocomotor
  Locomotor = SET_WANDER WanderHumanLocomotor
  Locomotor = SET_PANIC PanicHumanLocomotor
  Behavior = PhysicsBehavior ModuleTag_04
    Mass = 5.0
  End
  Behavior = SlowDeathBehavior ModuleTag_05
    DeathTypes = ALL -POISONED_BETA -POISONED -BURNED -POISONED_GAMMA
    SinkDelay = 3000
    SinkRate = 0.5     ; in Dist/Sec
    DestructionDelay = 8000
  End

  
    Behavior = SquishCollide ModuleTag_06
    ;nothing
  End
 
  Behavior = FXListDie ModuleTag_07
    DeathTypes = ALL -CRUSHED -SPLATTED -POISONED_BETA -POISONED -BURNED -POISONED_GAMMA
    DeathFX = FX_CivilianChinaMaleDie
  End
  Behavior = FXListDie ModuleTag_08
    DeathTypes = NONE +CRUSHED +SPLATTED
    DeathFX = FX_GIDieCrushed
  End
  Behavior = SlowDeathBehavior ModuleTag_Death06 
    DeathTypes          = NONE +POISONED_BETA
    DestructionDelay    = 0
    FX                  = INITIAL FX_DieByToxinChina
    OCL                 = INITIAL OCL_ToxicInfantryBeta 
  End
  
  Behavior = SlowDeathBehavior ModuleTag_Death05
    DeathTypes          = NONE +POISONED
    DestructionDelay    = 0
    FX                  = INITIAL FX_DieByToxinChina
    OCL                 = INITIAL OCL_ToxicInfantry
  End
  
  Behavior = SlowDeathBehavior ModuleTag_DeathBurned
    DeathTypes          = NONE +BURNED
    DestructionDelay    = 0
    FX                  = INITIAL FX_DieByFireChina
    OCL                 = INITIAL OCL_FlamingInfantry
  End

  Behavior = SlowDeathBehavior ModuleTag_Death07
    DeathTypes          = NONE +POISONED_GAMMA
    DestructionDelay    = 0
    FX                  = INITIAL FX_DieByToxinChina
    OCL                 = INITIAL OCL_ToxicInfantryGamma
  End

  Behavior = PoisonedBehavior ModuleTag_09
    PoisonDamageInterval = 100  ; Every this many msec I will retake the poison damage dealt me...
    PoisonDuration = 3000       ; ... for this long after last hit by poison damage
  End
 
  Geometry = CYLINDER
  GeometryMajorRadius = 3.0
  GeometryMinorRadius = 3.0
  GeometryHeight = 12.0
  GeometryIsSmall = Yes
  Shadow = SHADOW_DECAL
  ShadowSizeX = 14;
  ShadowSizeY = 14;
  ShadowTexture = ShadowI;

End

;------------------------------------------------------------------------------
Object RocketBomb

  ; *** ART Parameters ***
  Draw = W3DModelDraw ModuleTag_01
  ParticlesAttachedToAnimatedBones = Yes 
    DefaultConditionState
      Model = CV8BombCN
      Animation = CV8BombCN.CV8BombCN
      AnimationMode = ONCE
      ParticleSysBone = SmokeM01 WarheadTrail02
      ParticleSysBone = SmokeS01 WarheadTrail
      ParticleSysBone = SmokeS02 WarheadTrail
      ParticleSysBone = SmokeS03 WarheadTrail
    End
  End

  ; ***DESIGN parameters ***
  DisplayName      = OBJECT:RocketBomb
  Side                   = Civilian
  EditorSorting          = VEHICLE
  KindOf = IMMOBILE

  ;; ***AUDIO parameters ***
  ;SoundAmbient = ChinaNightClubLoop

  ; *** ENGINEERING Parameters ***  
  Body                = ActiveBody ModuleTag_02
    MaxHealth       = 1.0
    InitialHealth   = 1.0
  End
  
  ClientUpdate         = AnimatedParticleSysBoneClientUpdate ModuleTag_04
  End  
  
  Shadow              = SHADOW_VOLUME
  Geometry            = BOX
  GeometryMajorRadius = 1.0
  GeometryMinorRadius = 1.0
  GeometryHeight      = 1.0
  GeometryIsSmall     = Yes


End

;------------------------------------------------------------------------------
Object RocketDrop

  ; *** ART Parameters ***
  Draw = W3DModelDraw ModuleTag_01
  ParticlesAttachedToAnimatedBones = Yes 
    DefaultConditionState
      Model = CV8DropCN
      Animation = CV8DropCN.CV8DropCN
      AnimationMode = ONCE

      ParticleSysBone = SmokeS02 WarheadTrail
    End
  End

  ; ***DESIGN parameters ***
  DisplayName      = OBJECT:RocketDrop
  Side                   = Civilian
  EditorSorting          = VEHICLE
  KindOf = IMMOBILE

  ;; ***AUDIO parameters ***
  ;SoundAmbient = ChinaNightClubLoop

  ; *** ENGINEERING Parameters ***  
  Body                = ActiveBody ModuleTag_02
    MaxHealth       = 1.0
    InitialHealth   = 1.0
  End
  
  ClientUpdate         = AnimatedParticleSysBoneClientUpdate ModuleTag_04
  End  
  
  Shadow              = SHADOW_VOLUME
  Geometry            = BOX
  GeometryMajorRadius = 1.0
  GeometryMinorRadius = 1.0
  GeometryHeight      = 1.0
  GeometryIsSmall     = Yes


End

;------------------------------------------------------------------------------
Object CINE_U05_AmericaVehicleHumveeXYZ

  ; *** ART Parameters ***
  SelectPortrait         = SAHummer_L
  ButtonImage            = SAHummer
  
  UpgradeCameo1 = Upgrade_AmericaBattleDrone
  UpgradeCameo2 = Upgrade_AmericaScoutDrone
  UpgradeCameo3 = Upgrade_AmericaTOWMissile
  UpgradeCameo4 = Upgrade_AmericaAdvancedTraining
  UpgradeCameo5 = Upgrade_AmericaHellfireDrone
  
  Draw = W3DTruckDraw ModuleTag_01
    OkToChangeModelColor = Yes

    ConditionState = NONE
      Model = AVHUMMER
      Turret = Turret
      ShowSubObject = Turret
      HideSubObject = TurretUp01 Housecolor03 MuzzleFXUP01
      WeaponFireFXBone = PRIMARY Muzzle
      WeaponMuzzleFlash = PRIMARY MuzzleFX
    End

    ConditionState = REALLYDAMAGED
      Model = AVHUMMER_d
      Turret = Turret
      ShowSubObject = Turret
      HideSubObject = TurretUp01 Housecolor03 MuzzleFXUP01
      WeaponFireFXBone = PRIMARY Muzzle
      WeaponMuzzleFlash = PRIMARY MuzzleFX
    End

    ConditionState = WEAPONSET_PLAYER_UPGRADE
      Model = AVHUMMER
      Turret = TurretUp01
      HideSubObject = Turret MuzzleFX01
      ShowSubObject = TurretUp01 Housecolor03
      WeaponFireFXBone = PRIMARY MuzzleUp
      WeaponMuzzleFlash = PRIMARY MuzzleFXUp
      WeaponFireFXBone = SECONDARY WeaponB
      WeaponLaunchBone = SECONDARY WeaponB
      WeaponFireFXBone = TERTIARY WeaponB
      WeaponLaunchBone = TERTIARY WeaponB
    End

    ConditionState = REALLYDAMAGED WEAPONSET_PLAYER_UPGRADE
      Model = AVHUMMER_d
      Turret = TurretUp01
      HideSubObject = Turret MuzzleFX01
      ShowSubObject = TurretUp01 Housecolor03
      WeaponFireFXBone = PRIMARY MuzzleUp
      WeaponMuzzleFlash = PRIMARY MuzzleFXUp
      WeaponFireFXBone = SECONDARY WeaponB
      WeaponLaunchBone = SECONDARY WeaponB
      WeaponFireFXBone = TERTIARY WeaponB
      WeaponLaunchBone = TERTIARY WeaponB
    End

    TrackMarks = EXTireTrack.tga

    Dust = CINE_U05_RocketBuggyDust
    DirtSpray = CINE_U05_RocketBuggyDirtSpray
    PowerslideSpray = RocketBuggyDirtPowerSlide

    ; These parameters are only used if the model has a separate suspension, 
    ; and the locomotor has HasSuspension = Yes.
    LeftFrontTireBone = Tire01
    RightFrontTireBone = Tire02
    LeftRearTireBone = Tire03
    RightRearTireBone = Tire04
    TireRotationMultiplier = 0.2   ; this * speed = rotation.
    PowerslideRotationAddition = 1.25   ; This speed is added to the rotation speed when powersliding.

  End

  ; ***DESIGN parameters ***
  DisplayName           = OBJECT:Humvee
  Side                  = America
  EditorSorting         = VEHICLE
  TransportSlotCount    = 3                 ;how many "slots" we take in a transport (0 == not transportable)
  WeaponSet
    Conditions = None 
    Weapon = PRIMARY HumveeGun
  End
  WeaponSet
    Conditions = PLAYER_UPGRADE 
    Weapon = PRIMARY HumveeGun
    Weapon = SECONDARY HumveeMissileWeapon
    Weapon = TERTIARY HumveeMissileWeaponAir
    PreferredAgainst = TERTIARY     AIRCRAFT
  End
  ArmorSet
    Conditions      = None
    Armor           = HumveeArmor
    DamageFX        = TruckDamageFX
  End
  BuildCost       = 700
  BuildTime       = 10.0          ;in seconds    
  VisionRange     = 150
  ShroudClearingRange = 320
  Prerequisites
    Object = AmericaWarFactory
  End
  ExperienceValue = 50 50 100 150   ;Experience point value at each level
  ExperienceRequired = 0 100 150 300  ;Experience points needed to gain each level
  IsTrainable = Yes             ;Can gain experience
  CrusherLevel           = 2  ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles
  CrushableLevel         = 2  ;What am I?:        0 = for infantry, 1 = for trees, 2 = general vehicles
  CommandSet      = AmericaVehicleHumveeCommandSet

  ; *** AUDIO Parameters ***
  VoiceSelect = HumveeVoiceSelect
  VoiceMove = HumveeVoiceMove
  VoiceGuard = HumveeVoiceMove
  VoiceAttack = HumveeVoiceAttack
  VoiceAttackAir = HumveeVoiceAttackTOW
  SoundMoveStart = HumveeMoveStart
  SoundMoveStartDamaged = HumveeMoveStart
  SoundEnter = HumveeEnter
  SoundExit = HumveeExit

  UnitSpecificSounds
    ; These have the syntax of SomeNameSomewhereInCode = SomeNameSomewhereInLookupINIs
    ;TurretMoveStart    = NoSound
    VoiceCreate         = HumveeVoiceCreate
    TurretMoveLoop      = TurretMoveLoop
    SoundEject          = PilotSoundEject
    VoiceEject          = PilotVoiceEject
    VoiceCrush          = HumveeVoiceCrush
  ; Required for the W3DTruckDraw module
    TruckLandingSound = RocketBuggyLand
    TruckPowerslideSound = RocketBuggyPowerslide
    VoiceUnload = HumveeVoiceUnload
    VoiceEnter = HumveeVoiceMove
  End


  ; *** ENGINEERING Parameters ***
  RadarPriority = UNIT
  KindOf = PRELOAD SELECTABLE CAN_ATTACK ATTACK_NEEDS_LINE_OF_SIGHT CAN_CAST_REFLECTIONS VEHICLE SCORE TRANSPORT

  Body = ActiveBody ModuleTag_02
    MaxHealth       = 200000.0
    InitialHealth   = 200000.0
  End
  Behavior = TransportAIUpdate ModuleTag_03
    Turret
      TurretTurnRate = 180
      RecenterTime = 5000   ; how long to wait during idle before recentering
      ControlledWeaponSlots = PRIMARY SECONDARY TERTIARY
    End
    AutoAcquireEnemiesWhenIdle = Yes
    MoodAttackCheckRate        = 250
  End
  Locomotor = SET_NORMAL CINE_U05_HumveeLocomotorXYZ

  Behavior = PhysicsBehavior ModuleTag_04
    Mass = 50.0
  End

  Behavior = TransportContain  ModuleTag_05
    PassengersAllowedToFire = Yes
    Slots             = 5
;    EnterSound          = GarrisonEnter
;    ExitSound           = GarrisonExit
    DamagePercentToUnits = 100% ;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
    GoAggressiveOnExit = Yes ; AI Will tell people to set their mood to Aggressive on exiting
  End

  Behavior = ObjectCreationUpgrade ModuleTag_06
    UpgradeObject = OCL_AmericanBattleDrone
    TriggeredBy   = Upgrade_AmericaBattleDrone
    ConflictsWith = Upgrade_AmericaScoutDrone Upgrade_AmericaHellfireDrone
  End
  Behavior = ObjectCreationUpgrade ModuleTag_07
    UpgradeObject = OCL_AmericanScoutDrone
    TriggeredBy   = Upgrade_AmericaScoutDrone
    ConflictsWith = Upgrade_AmericaBattleDrone Upgrade_AmericaHellfireDrone
  End
  Behavior = ObjectCreationUpgrade ModuleTag_14
    UpgradeObject = OCL_AmericanHellfireDrone
    TriggeredBy   = Upgrade_AmericaHellfireDrone
    ConflictsWith = Upgrade_AmericaBattleDrone Upgrade_AmericaScoutDrone
  End

  Behavior = ProductionUpdate ModuleTag_08
    MaxQueueEntries = 1; So you can't build multiple upgrades in the same frame
  End

  Behavior = WeaponSetUpgrade ModuleTag_09
    TriggeredBy = Upgrade_AmericaTOWMissile
  End
  Behavior = ExperienceScalarUpgrade ModuleTag_10
    TriggeredBy = Upgrade_AmericaAdvancedTraining
    AddXPScalar = 1.0 ;Increases experience gained by an additional 100%
  End

  Behavior = SlowDeathBehavior ModuleTag_11
    DeathTypes = ALL -CRUSHED -SPLATTED
    ProbabilityModifier = 25
    DestructionDelay = 1
    ;OCL = INITIAL  OCL_InitialHumveeDebris
    FX  = FINAL    FX_BattleMasterExplosionOneFinal
    ;OCL = FINAL    OCL_FinalHumveeDebris
  End

  Behavior = DestroyDie ModuleTag_12
    DeathTypes = NONE +CRUSHED +SPLATTED
  End

  Behavior = FXListDie ModuleTag_13
    DeathTypes = NONE +CRUSHED +SPLATTED
    DeathFX = FX_CarCrush
  End

  Behavior = CreateCrateDie ModuleTag_CratesChange
    CrateData = SalvageCrateData
    ;CrateData = EliteTankCrateData
    ;CrateData = HeroicTankCrateData
  End

; This is commented out per hotlist request 10/9 ML
;  Behavior = CreateObjectDie ModuleTag_15
;    DeathTypes = ALL -CRUSHED -SPLATTED
;    CreationList = OCL_AmericanRangerDebris01
;    ExemptStatus = HIJACKED
;  End

  Behavior = EjectPilotDie ModuleTag_16
    DeathTypes = ALL -CRUSHED -SPLATTED
    ExemptStatus = HIJACKED
    ; The following added out per hotlist request 10/9 as above ML
    VeterancyLevels =  ALL -REGULAR ;only vet+ gives pilot
    GroundCreationList = OCL_EjectPilotOnGround
    AirCreationList = OCL_EjectPilotViaParachute
  End

  Behavior = TransitionDamageFX ModuleTag_17
    ReallyDamagedParticleSystem1 = Bone:Smoke RandomBone:Yes PSys:SmokeSmallContinuous01
    ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_BattleMasterDamageTransition
  End

  Behavior = FlammableUpdate ModuleTag_21
    AflameDuration = 5000         ; If I catch fire, I'll burn for this long...
    AflameDamageAmount = 3       ; taking this much damage...
    AflameDamageDelay = 500       ; this often.
  End

  Geometry = BOX
  GeometryMajorRadius = 14.0
  GeometryMinorRadius = 7.0
  GeometryHeight = 11.5     
  GeometryIsSmall = Yes 
  Shadow = SHADOW_VOLUME
  ShadowSizeX = 45  ; minimum elevation angle above horizon. Used to limit shadow length

End
;------------------------------------------------------------------------------
Object CINE_U05_AmericaVehicleHumvee

  ; *** ART Parameters ***
  SelectPortrait         = SAHummer_L
  ButtonImage            = SAHummer
  
  UpgradeCameo1 = Upgrade_AmericaBattleDrone
  UpgradeCameo2 = Upgrade_AmericaScoutDrone
  UpgradeCameo3 = Upgrade_AmericaTOWMissile
  UpgradeCameo4 = Upgrade_AmericaAdvancedTraining
  UpgradeCameo5 = Upgrade_AmericaHellfireDrone
  
  Draw = W3DTruckDraw ModuleTag_01
    OkToChangeModelColor = Yes

    ConditionState = NONE
      Model = AVHUMMER
      Turret = Turret
      ShowSubObject = Turret
      HideSubObject = TurretUp01 Housecolor03 MuzzleFXUP01
      WeaponFireFXBone = PRIMARY Muzzle
      WeaponMuzzleFlash = PRIMARY MuzzleFX
    End

    ConditionState = REALLYDAMAGED
      Model = AVHUMMER_d
      Turret = Turret
      ShowSubObject = Turret
      HideSubObject = TurretUp01 Housecolor03 MuzzleFXUP01
      WeaponFireFXBone = PRIMARY Muzzle
      WeaponMuzzleFlash = PRIMARY MuzzleFX
    End

    ConditionState = WEAPONSET_PLAYER_UPGRADE
      Model = AVHUMMER
      Turret = TurretUp01
      HideSubObject = Turret MuzzleFX01
      ShowSubObject = TurretUp01 Housecolor03
      WeaponFireFXBone = PRIMARY MuzzleUp
      WeaponMuzzleFlash = PRIMARY MuzzleFXUp
      WeaponFireFXBone = SECONDARY WeaponB
      WeaponLaunchBone = SECONDARY WeaponB
      WeaponFireFXBone = TERTIARY WeaponB
      WeaponLaunchBone = TERTIARY WeaponB
    End

    ConditionState = REALLYDAMAGED WEAPONSET_PLAYER_UPGRADE
      Model = AVHUMMER_d
      Turret = TurretUp01
      HideSubObject = Turret MuzzleFX01
      ShowSubObject = TurretUp01 Housecolor03
      WeaponFireFXBone = PRIMARY MuzzleUp
      WeaponMuzzleFlash = PRIMARY MuzzleFXUp
      WeaponFireFXBone = SECONDARY WeaponB
      WeaponLaunchBone = SECONDARY WeaponB
      WeaponFireFXBone = TERTIARY WeaponB
      WeaponLaunchBone = TERTIARY WeaponB
    End

    TrackMarks = EXTireTrack.tga

    Dust = CINE_U05_RocketBuggyDust
    DirtSpray = CINE_U05_RocketBuggyDirtSpray
    PowerslideSpray = RocketBuggyDirtPowerSlide

    ; These parameters are only used if the model has a separate suspension, 
    ; and the locomotor has HasSuspension = Yes.
    LeftFrontTireBone = Tire01
    RightFrontTireBone = Tire02
    LeftRearTireBone = Tire03
    RightRearTireBone = Tire04
    TireRotationMultiplier = 0.2   ; this * speed = rotation.
    PowerslideRotationAddition = 1.25   ; This speed is added to the rotation speed when powersliding.

  End

  ; ***DESIGN parameters ***
  DisplayName           = OBJECT:Humvee
  Side                  = America
  EditorSorting         = VEHICLE
  TransportSlotCount    = 3                 ;how many "slots" we take in a transport (0 == not transportable)
  WeaponSet
    Conditions = None 
    Weapon = PRIMARY HumveeGun
  End
  WeaponSet
    Conditions = PLAYER_UPGRADE 
    Weapon = PRIMARY HumveeGun
    Weapon = SECONDARY HumveeMissileWeapon
    Weapon = TERTIARY HumveeMissileWeaponAir
    PreferredAgainst = TERTIARY     AIRCRAFT
  End
  ArmorSet
    Conditions      = None
    Armor           = HumveeArmor
    DamageFX        = TruckDamageFX
  End
  BuildCost       = 700
  BuildTime       = 10.0          ;in seconds    
  VisionRange     = 150
  ShroudClearingRange = 320
  Prerequisites
    Object = AmericaWarFactory
  End
  ExperienceValue = 50 50 100 150   ;Experience point value at each level
  ExperienceRequired = 0 100 150 300  ;Experience points needed to gain each level
  IsTrainable = Yes             ;Can gain experience
  CrusherLevel           = 2  ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles
  CrushableLevel         = 2  ;What am I?:        0 = for infantry, 1 = for trees, 2 = general vehicles
  CommandSet      = AmericaVehicleHumveeCommandSet

  ; *** AUDIO Parameters ***
  VoiceSelect = HumveeVoiceSelect
  VoiceMove = HumveeVoiceMove
  VoiceGuard = HumveeVoiceMove
  VoiceAttack = HumveeVoiceAttack
  VoiceAttackAir = HumveeVoiceAttackTOW
  SoundMoveStart = HumveeMoveStart
  SoundMoveStartDamaged = HumveeMoveStart
  SoundEnter = HumveeEnter
  SoundExit = HumveeExit

  UnitSpecificSounds
    ; These have the syntax of SomeNameSomewhereInCode = SomeNameSomewhereInLookupINIs
    ;TurretMoveStart    = NoSound
    VoiceCreate         = HumveeVoiceCreate
    TurretMoveLoop      = TurretMoveLoop
    SoundEject          = PilotSoundEject
    VoiceEject          = PilotVoiceEject
    VoiceCrush          = HumveeVoiceCrush
  ; Required for the W3DTruckDraw module
    TruckLandingSound = RocketBuggyLand
    TruckPowerslideSound = RocketBuggyPowerslide
    VoiceUnload = HumveeVoiceUnload
    VoiceEnter = HumveeVoiceMove
  End


  ; *** ENGINEERING Parameters ***
  RadarPriority = UNIT
  KindOf = PRELOAD SELECTABLE CAN_ATTACK ATTACK_NEEDS_LINE_OF_SIGHT CAN_CAST_REFLECTIONS VEHICLE SCORE TRANSPORT

  Body = ActiveBody ModuleTag_02
    MaxHealth       = 200000.0
    InitialHealth   = 200000.0
  End
  Behavior = TransportAIUpdate ModuleTag_03
    Turret
      TurretTurnRate = 180
      RecenterTime = 5000   ; how long to wait during idle before recentering
      ControlledWeaponSlots = PRIMARY SECONDARY TERTIARY
    End
    AutoAcquireEnemiesWhenIdle = Yes
    MoodAttackCheckRate        = 250
  End
  Locomotor = SET_NORMAL CINE_U05_HumveeLocomotor

  Behavior = PhysicsBehavior ModuleTag_04
    Mass = 50.0
  End

  Behavior = TransportContain  ModuleTag_05
    PassengersAllowedToFire = Yes
    Slots             = 5
;    EnterSound          = GarrisonEnter
;    ExitSound           = GarrisonExit
    DamagePercentToUnits = 100% ;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
    GoAggressiveOnExit = Yes ; AI Will tell people to set their mood to Aggressive on exiting
  End

  Behavior = ObjectCreationUpgrade ModuleTag_06
    UpgradeObject = OCL_AmericanBattleDrone
    TriggeredBy   = Upgrade_AmericaBattleDrone
    ConflictsWith = Upgrade_AmericaScoutDrone Upgrade_AmericaHellfireDrone
  End
  Behavior = ObjectCreationUpgrade ModuleTag_07
    UpgradeObject = OCL_AmericanScoutDrone
    TriggeredBy   = Upgrade_AmericaScoutDrone
    ConflictsWith = Upgrade_AmericaBattleDrone Upgrade_AmericaHellfireDrone
  End
  Behavior = ObjectCreationUpgrade ModuleTag_14
    UpgradeObject = OCL_AmericanHellfireDrone
    TriggeredBy   = Upgrade_AmericaHellfireDrone
    ConflictsWith = Upgrade_AmericaBattleDrone Upgrade_AmericaScoutDrone
  End

  Behavior = ProductionUpdate ModuleTag_08
    MaxQueueEntries = 1; So you can't build multiple upgrades in the same frame
  End

  Behavior = WeaponSetUpgrade ModuleTag_09
    TriggeredBy = Upgrade_AmericaTOWMissile
  End
  Behavior = ExperienceScalarUpgrade ModuleTag_10
    TriggeredBy = Upgrade_AmericaAdvancedTraining
    AddXPScalar = 1.0 ;Increases experience gained by an additional 100%
  End

  Behavior = SlowDeathBehavior ModuleTag_11
    DeathTypes = ALL -CRUSHED -SPLATTED
    ProbabilityModifier = 25
    DestructionDelay = 1
    ;OCL = INITIAL  OCL_InitialHumveeDebris
    FX  = FINAL    FX_BattleMasterExplosionOneFinal
    ;OCL = FINAL    OCL_FinalHumveeDebris
  End

  Behavior = DestroyDie ModuleTag_12
    DeathTypes = NONE +CRUSHED +SPLATTED
  End

  Behavior = FXListDie ModuleTag_13
    DeathTypes = NONE +CRUSHED +SPLATTED
    DeathFX = FX_CarCrush
  End

  Behavior = CreateCrateDie ModuleTag_CratesChange
    CrateData = SalvageCrateData
    ;CrateData = EliteTankCrateData
    ;CrateData = HeroicTankCrateData
  End

; This is commented out per hotlist request 10/9 ML
;  Behavior = CreateObjectDie ModuleTag_15
;    DeathTypes = ALL -CRUSHED -SPLATTED
;    CreationList = OCL_AmericanRangerDebris01
;    ExemptStatus = HIJACKED
;  End

  Behavior = EjectPilotDie ModuleTag_16
    DeathTypes = ALL -CRUSHED -SPLATTED
    ExemptStatus = HIJACKED
    ; The following added out per hotlist request 10/9 as above ML
    VeterancyLevels =  ALL -REGULAR ;only vet+ gives pilot
    GroundCreationList = OCL_EjectPilotOnGround
    AirCreationList = OCL_EjectPilotViaParachute
  End

  Behavior = TransitionDamageFX ModuleTag_17
    ReallyDamagedParticleSystem1 = Bone:Smoke RandomBone:Yes PSys:SmokeSmallContinuous01
    ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_BattleMasterDamageTransition
  End

  Behavior = FlammableUpdate ModuleTag_21
    AflameDuration = 5000         ; If I catch fire, I'll burn for this long...
    AflameDamageAmount = 3       ; taking this much damage...
    AflameDamageDelay = 500       ; this often.
  End

  Geometry = BOX
  GeometryMajorRadius = 14.0
  GeometryMinorRadius = 7.0
  GeometryHeight = 11.5     
  GeometryIsSmall = Yes 
  Shadow = SHADOW_VOLUME
  ShadowSizeX = 45  ; minimum elevation angle above horizon. Used to limit shadow length

End

;------------------------------------------------------------------------------
Object CINE_U05_AmericaVehicleHumvee_BRAKE

  ; *** ART Parameters ***
  SelectPortrait         = SAHummer_L
  ButtonImage            = SAHummer
  
  UpgradeCameo1 = Upgrade_AmericaBattleDrone
  UpgradeCameo2 = Upgrade_AmericaScoutDrone
  UpgradeCameo3 = Upgrade_AmericaTOWMissile
  UpgradeCameo4 = Upgrade_AmericaAdvancedTraining
  UpgradeCameo5 = Upgrade_AmericaHellfireDrone
  
  Draw = W3DTruckDraw ModuleTag_01
    OkToChangeModelColor = Yes

    ConditionState = NONE
      Model = AVHUMMER
      Turret = Turret
      ShowSubObject = Turret
      HideSubObject = TurretUp01 Housecolor03 MuzzleFXUP01
      WeaponFireFXBone = PRIMARY Muzzle
      WeaponMuzzleFlash = PRIMARY MuzzleFX
    End

    ConditionState = REALLYDAMAGED
      Model = AVHUMMER_d
      Turret = Turret
      ShowSubObject = Turret
      HideSubObject = TurretUp01 Housecolor03 MuzzleFXUP01
      WeaponFireFXBone = PRIMARY Muzzle
      WeaponMuzzleFlash = PRIMARY MuzzleFX
    End

    ConditionState = WEAPONSET_PLAYER_UPGRADE
      Model = AVHUMMER
      Turret = TurretUp01
      HideSubObject = Turret MuzzleFX01
      ShowSubObject = TurretUp01 Housecolor03
      WeaponFireFXBone = PRIMARY MuzzleUp
      WeaponMuzzleFlash = PRIMARY MuzzleFXUp
      WeaponFireFXBone = SECONDARY WeaponB
      WeaponLaunchBone = SECONDARY WeaponB
      WeaponFireFXBone = TERTIARY WeaponB
      WeaponLaunchBone = TERTIARY WeaponB
    End

    ConditionState = REALLYDAMAGED WEAPONSET_PLAYER_UPGRADE
      Model = AVHUMMER_d
      Turret = TurretUp01
      HideSubObject = Turret MuzzleFX01
      ShowSubObject = TurretUp01 Housecolor03
      WeaponFireFXBone = PRIMARY MuzzleUp
      WeaponMuzzleFlash = PRIMARY MuzzleFXUp
      WeaponFireFXBone = SECONDARY WeaponB
      WeaponLaunchBone = SECONDARY WeaponB
      WeaponFireFXBone = TERTIARY WeaponB
      WeaponLaunchBone = TERTIARY WeaponB
    End

    TrackMarks = EXTireTrack.tga

    Dust = CINE_U05_RocketBuggyDust
    DirtSpray = CINE_U05_RocketBuggyDirtSpray
    PowerslideSpray = RocketBuggyDirtPowerSlide

    ; These parameters are only used if the model has a separate suspension, 
    ; and the locomotor has HasSuspension = Yes.
    LeftFrontTireBone = Tire01
    RightFrontTireBone = Tire02
    LeftRearTireBone = Tire03
    RightRearTireBone = Tire04
    TireRotationMultiplier = 0.2   ; this * speed = rotation.
    PowerslideRotationAddition = 1.25   ; This speed is added to the rotation speed when powersliding.

  End

  ; ***DESIGN parameters ***
  DisplayName           = OBJECT:Humvee
  Side                  = America
  EditorSorting         = VEHICLE
  TransportSlotCount    = 3                 ;how many "slots" we take in a transport (0 == not transportable)
  WeaponSet
    Conditions = None 
    Weapon = PRIMARY HumveeGun
  End
  WeaponSet
    Conditions = PLAYER_UPGRADE 
    Weapon = PRIMARY HumveeGun
    Weapon = SECONDARY HumveeMissileWeapon
    Weapon = TERTIARY HumveeMissileWeaponAir
    PreferredAgainst = TERTIARY     AIRCRAFT
  End
  ArmorSet
    Conditions      = None
    Armor           = HumveeArmor
    DamageFX        = TruckDamageFX
  End
  BuildCost       = 700
  BuildTime       = 10.0          ;in seconds    
  VisionRange     = 150
  ShroudClearingRange = 320
  Prerequisites
    Object = AmericaWarFactory
  End
  ExperienceValue = 50 50 100 150   ;Experience point value at each level
  ExperienceRequired = 0 100 150 300  ;Experience points needed to gain each level
  IsTrainable = Yes             ;Can gain experience
  CrusherLevel           = 2  ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles
  CrushableLevel         = 2  ;What am I?:        0 = for infantry, 1 = for trees, 2 = general vehicles
  CommandSet      = AmericaVehicleHumveeCommandSet

  ; *** AUDIO Parameters ***
  VoiceSelect = HumveeVoiceSelect
  VoiceMove = HumveeVoiceMove
  VoiceGuard = HumveeVoiceMove
  VoiceAttack = HumveeVoiceAttack
  VoiceAttackAir = HumveeVoiceAttackTOW
  SoundMoveStart = HumveeMoveStart
  SoundMoveStartDamaged = HumveeMoveStart
  SoundEnter = HumveeEnter
  SoundExit = HumveeExit

  UnitSpecificSounds
    ; These have the syntax of SomeNameSomewhereInCode = SomeNameSomewhereInLookupINIs
    ;TurretMoveStart    = NoSound
    VoiceCreate         = HumveeVoiceCreate
    TurretMoveLoop      = TurretMoveLoop
    SoundEject          = PilotSoundEject
    VoiceEject          = PilotVoiceEject
    VoiceCrush          = HumveeVoiceCrush
  ; Required for the W3DTruckDraw module
    TruckLandingSound = RocketBuggyLand
    TruckPowerslideSound = RocketBuggyPowerslide
    VoiceUnload = HumveeVoiceUnload
    VoiceEnter = HumveeVoiceMove
  End


  ; *** ENGINEERING Parameters ***
  RadarPriority = UNIT
  KindOf = PRELOAD SELECTABLE CAN_ATTACK ATTACK_NEEDS_LINE_OF_SIGHT CAN_CAST_REFLECTIONS VEHICLE SCORE TRANSPORT

  Body = ActiveBody ModuleTag_02
    MaxHealth       = 200000.0
    InitialHealth   = 200000.0
  End
  Behavior = TransportAIUpdate ModuleTag_03
    Turret
      TurretTurnRate = 180
      RecenterTime = 5000   ; how long to wait during idle before recentering
      ControlledWeaponSlots = PRIMARY SECONDARY TERTIARY
    End
    AutoAcquireEnemiesWhenIdle = Yes
    MoodAttackCheckRate        = 250
  End
  Locomotor = SET_NORMAL CINE_U05_HumveeLocomotor_BRAKE

  Behavior = PhysicsBehavior ModuleTag_04
    Mass = 50.0
  End

  Behavior = TransportContain  ModuleTag_05
    PassengersAllowedToFire = Yes
    Slots             = 5
;    EnterSound          = GarrisonEnter
;    ExitSound           = GarrisonExit
    DamagePercentToUnits = 100% ;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
    GoAggressiveOnExit = Yes ; AI Will tell people to set their mood to Aggressive on exiting
  End

  Behavior = ObjectCreationUpgrade ModuleTag_06
    UpgradeObject = OCL_AmericanBattleDrone
    TriggeredBy   = Upgrade_AmericaBattleDrone
    ConflictsWith = Upgrade_AmericaScoutDrone Upgrade_AmericaHellfireDrone
  End
  Behavior = ObjectCreationUpgrade ModuleTag_07
    UpgradeObject = OCL_AmericanScoutDrone
    TriggeredBy   = Upgrade_AmericaScoutDrone
    ConflictsWith = Upgrade_AmericaBattleDrone Upgrade_AmericaHellfireDrone
  End
  Behavior = ObjectCreationUpgrade ModuleTag_14
    UpgradeObject = OCL_AmericanHellfireDrone
    TriggeredBy   = Upgrade_AmericaHellfireDrone
    ConflictsWith = Upgrade_AmericaBattleDrone Upgrade_AmericaScoutDrone
  End

  Behavior = ProductionUpdate ModuleTag_08
    MaxQueueEntries = 1; So you can't build multiple upgrades in the same frame
  End

  Behavior = WeaponSetUpgrade ModuleTag_09
    TriggeredBy = Upgrade_AmericaTOWMissile
  End
  Behavior = ExperienceScalarUpgrade ModuleTag_10
    TriggeredBy = Upgrade_AmericaAdvancedTraining
    AddXPScalar = 1.0 ;Increases experience gained by an additional 100%
  End

  Behavior = SlowDeathBehavior ModuleTag_11
    DeathTypes = ALL -CRUSHED -SPLATTED
    ProbabilityModifier = 25
    DestructionDelay = 1
    ;OCL = INITIAL  OCL_InitialHumveeDebris
    FX  = FINAL    FX_BattleMasterExplosionOneFinal
    ;OCL = FINAL    OCL_FinalHumveeDebris
  End

  Behavior = DestroyDie ModuleTag_12
    DeathTypes = NONE +CRUSHED +SPLATTED
  End

  Behavior = FXListDie ModuleTag_13
    DeathTypes = NONE +CRUSHED +SPLATTED
    DeathFX = FX_CarCrush
  End

  Behavior = CreateCrateDie ModuleTag_CratesChange
    CrateData = SalvageCrateData
    ;CrateData = EliteTankCrateData
    ;CrateData = HeroicTankCrateData
  End

; This is commented out per hotlist request 10/9 ML
;  Behavior = CreateObjectDie ModuleTag_15
;    DeathTypes = ALL -CRUSHED -SPLATTED
;    CreationList = OCL_AmericanRangerDebris01
;    ExemptStatus = HIJACKED
;  End

  Behavior = EjectPilotDie ModuleTag_16
    DeathTypes = ALL -CRUSHED -SPLATTED
    ExemptStatus = HIJACKED
    ; The following added out per hotlist request 10/9 as above ML
    VeterancyLevels =  ALL -REGULAR ;only vet+ gives pilot
    GroundCreationList = OCL_EjectPilotOnGround
    AirCreationList = OCL_EjectPilotViaParachute
  End

  Behavior = TransitionDamageFX ModuleTag_17
    ReallyDamagedParticleSystem1 = Bone:Smoke RandomBone:Yes PSys:SmokeSmallContinuous01
    ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_BattleMasterDamageTransition
  End

  Behavior = FlammableUpdate ModuleTag_21
    AflameDuration = 5000         ; If I catch fire, I'll burn for this long...
    AflameDamageAmount = 3       ; taking this much damage...
    AflameDamageDelay = 500       ; this often.
  End

  Geometry = BOX
  GeometryMajorRadius = 14.0
  GeometryMinorRadius = 7.0
  GeometryHeight = 11.5     
  GeometryIsSmall = Yes 
  Shadow = SHADOW_VOLUME
  ShadowSizeX = 45  ; minimum elevation angle above horizon. Used to limit shadow length

End
;------------------------------------------------------------------------------


Object CINE_U05_AmericaVehicleHumvee_Hulk

  ; *** ART Parameters ***
  SelectPortrait         = SAHummer_L
  ButtonImage            = SAHummer
  
  UpgradeCameo1 = Upgrade_AmericaBattleDrone
  UpgradeCameo2 = Upgrade_AmericaScoutDrone
  UpgradeCameo3 = Upgrade_AmericaTOWMissile
  UpgradeCameo4 = Upgrade_AmericaAdvancedTraining
  UpgradeCameo5 = Upgrade_AmericaHellfireDrone
  
  Draw = W3DTruckDraw ModuleTag_01
    OkToChangeModelColor = Yes

    ConditionState = NONE
      Model = AVHUMMER
      Turret = Turret
      ShowSubObject = Turret
      HideSubObject = TurretUp01 Housecolor03 MuzzleFXUP01
      WeaponFireFXBone = PRIMARY Muzzle
      WeaponMuzzleFlash = PRIMARY MuzzleFX
    End

    ConditionState = REALLYDAMAGED
      Model = AVHUMMER_d
      Turret = Turret
      ShowSubObject = Turret
      HideSubObject = TurretUp01 Housecolor03 MuzzleFXUP01
      WeaponFireFXBone = PRIMARY Muzzle
      WeaponMuzzleFlash = PRIMARY MuzzleFX
    End

    ConditionState = WEAPONSET_PLAYER_UPGRADE
      Model = AVHUMMER
      Turret = TurretUp01
      HideSubObject = Turret MuzzleFX01
      ShowSubObject = TurretUp01 Housecolor03
      WeaponFireFXBone = PRIMARY MuzzleUp
      WeaponMuzzleFlash = PRIMARY MuzzleFXUp
      WeaponFireFXBone = SECONDARY WeaponB
      WeaponLaunchBone = SECONDARY WeaponB
      WeaponFireFXBone = TERTIARY WeaponB
      WeaponLaunchBone = TERTIARY WeaponB
    End

    ConditionState = REALLYDAMAGED WEAPONSET_PLAYER_UPGRADE
      Model = AVHUMMER_d
      Turret = TurretUp01
      HideSubObject = Turret MuzzleFX01
      ShowSubObject = TurretUp01 Housecolor03
      WeaponFireFXBone = PRIMARY MuzzleUp
      WeaponMuzzleFlash = PRIMARY MuzzleFXUp
      WeaponFireFXBone = SECONDARY WeaponB
      WeaponLaunchBone = SECONDARY WeaponB
      WeaponFireFXBone = TERTIARY WeaponB
      WeaponLaunchBone = TERTIARY WeaponB
    End

    TrackMarks = EXTireTrack.tga

    Dust = CINE_U05_RocketBuggyDust
    DirtSpray = CINE_U05_RocketBuggyDirtSpray
    PowerslideSpray = RocketBuggyDirtPowerSlide

    ; These parameters are only used if the model has a separate suspension, 
    ; and the locomotor has HasSuspension = Yes.
    LeftFrontTireBone = Tire01
    RightFrontTireBone = Tire02
    LeftRearTireBone = Tire03
    RightRearTireBone = Tire04
    TireRotationMultiplier = 0.2   ; this * speed = rotation.
    PowerslideRotationAddition = 1.25   ; This speed is added to the rotation speed when powersliding.

  End

  ; ***DESIGN parameters ***
  DisplayName           = OBJECT:Humvee
  Side                  = America
  EditorSorting         = VEHICLE
  TransportSlotCount    = 3                 ;how many "slots" we take in a transport (0 == not transportable)
  WeaponSet
    Conditions = None 
    Weapon = PRIMARY HumveeGun
  End
  WeaponSet
    Conditions = PLAYER_UPGRADE 
    Weapon = PRIMARY HumveeGun
    Weapon = SECONDARY HumveeMissileWeapon
    Weapon = TERTIARY HumveeMissileWeaponAir
    PreferredAgainst = TERTIARY     AIRCRAFT
  End
  ArmorSet
    Conditions      = None
    Armor           = HumveeArmor
    DamageFX        = TruckDamageFX
  End
  BuildCost       = 700
  BuildTime       = 10.0          ;in seconds    
  VisionRange     = 150
  ShroudClearingRange = 320
  Prerequisites
    Object = AmericaWarFactory
  End
  ExperienceValue = 50 50 100 150   ;Experience point value at each level
  ExperienceRequired = 0 100 150 300  ;Experience points needed to gain each level
  IsTrainable = Yes             ;Can gain experience
  CrusherLevel           = 2  ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles
  CrushableLevel         = 2  ;What am I?:        0 = for infantry, 1 = for trees, 2 = general vehicles
  CommandSet      = AmericaVehicleHumveeCommandSet

  ; *** AUDIO Parameters ***
  VoiceSelect = HumveeVoiceSelect
  VoiceMove = HumveeVoiceMove
  VoiceGuard = HumveeVoiceMove
  VoiceAttack = HumveeVoiceAttack
  VoiceAttackAir = HumveeVoiceAttackTOW
  SoundMoveStart = HumveeMoveStart
  SoundMoveStartDamaged = HumveeMoveStart
  SoundEnter = HumveeEnter
  SoundExit = HumveeExit

  UnitSpecificSounds
    ; These have the syntax of SomeNameSomewhereInCode = SomeNameSomewhereInLookupINIs
    ;TurretMoveStart    = NoSound
    VoiceCreate         = HumveeVoiceCreate
    TurretMoveLoop      = TurretMoveLoop
    SoundEject          = PilotSoundEject
    VoiceEject          = PilotVoiceEject
    VoiceCrush          = HumveeVoiceCrush
  ; Required for the W3DTruckDraw module
    TruckLandingSound = RocketBuggyLand
    TruckPowerslideSound = RocketBuggyPowerslide
    VoiceUnload = HumveeVoiceUnload
    VoiceEnter = HumveeVoiceMove
  End


  ; *** ENGINEERING Parameters ***
  RadarPriority = UNIT
  KindOf = PRELOAD SELECTABLE CAN_ATTACK ATTACK_NEEDS_LINE_OF_SIGHT CAN_CAST_REFLECTIONS VEHICLE SCORE TRANSPORT

  Body = ActiveBody ModuleTag_02
    MaxHealth       = 100000.0
    InitialHealth   = 100000.0
  End
  Behavior = TransportAIUpdate ModuleTag_03
    Turret
      TurretTurnRate = 180
      RecenterTime = 5000   ; how long to wait during idle before recentering
      ControlledWeaponSlots = PRIMARY SECONDARY TERTIARY
    End
    AutoAcquireEnemiesWhenIdle = Yes
    MoodAttackCheckRate        = 250
  End
  Locomotor = SET_NORMAL CINE_U05_HumveeLocomotor

  Behavior = PhysicsBehavior ModuleTag_04
    Mass = 50.0
  End

  Behavior = TransportContain  ModuleTag_05
    PassengersAllowedToFire = Yes
    Slots             = 5
;    EnterSound          = GarrisonEnter
;    ExitSound           = GarrisonExit
    DamagePercentToUnits = 100% ;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
    GoAggressiveOnExit = Yes ; AI Will tell people to set their mood to Aggressive on exiting
  End

  Behavior = ObjectCreationUpgrade ModuleTag_06
    UpgradeObject = OCL_AmericanBattleDrone
    TriggeredBy   = Upgrade_AmericaBattleDrone
    ConflictsWith = Upgrade_AmericaScoutDrone Upgrade_AmericaHellfireDrone
  End
  Behavior = ObjectCreationUpgrade ModuleTag_07
    UpgradeObject = OCL_AmericanScoutDrone
    TriggeredBy   = Upgrade_AmericaScoutDrone
    ConflictsWith = Upgrade_AmericaBattleDrone Upgrade_AmericaHellfireDrone
  End
  Behavior = ObjectCreationUpgrade ModuleTag_14
    UpgradeObject = OCL_AmericanHellfireDrone
    TriggeredBy   = Upgrade_AmericaHellfireDrone
    ConflictsWith = Upgrade_AmericaBattleDrone Upgrade_AmericaScoutDrone
  End

  Behavior = ProductionUpdate ModuleTag_08
    MaxQueueEntries = 1; So you can't build multiple upgrades in the same frame
  End

  Behavior = WeaponSetUpgrade ModuleTag_09
    TriggeredBy = Upgrade_AmericaTOWMissile
  End
  Behavior = ExperienceScalarUpgrade ModuleTag_10
    TriggeredBy = Upgrade_AmericaAdvancedTraining
    AddXPScalar = 1.0 ;Increases experience gained by an additional 100%
  End

  Behavior = SlowDeathBehavior ModuleTag_11
    DeathTypes = ALL -CRUSHED -SPLATTED
    ProbabilityModifier = 25
    DestructionDelay = 1
    OCL = INITIAL  OCL_InitialHumveeDebris
    FX  = FINAL    FX_BattleMasterExplosionOneFinal
    OCL = FINAL    OCL_FinalHumveeDebris
  End

  Behavior = DestroyDie ModuleTag_12
    DeathTypes = NONE +CRUSHED +SPLATTED
  End

  Behavior = FXListDie ModuleTag_13
    DeathTypes = NONE +CRUSHED +SPLATTED
    DeathFX = FX_CarCrush
  End

  Behavior = CreateCrateDie ModuleTag_CratesChange
    CrateData = SalvageCrateData
    ;CrateData = EliteTankCrateData
    ;CrateData = HeroicTankCrateData
  End

; This is commented out per hotlist request 10/9 ML
;  Behavior = CreateObjectDie ModuleTag_15
;    DeathTypes = ALL -CRUSHED -SPLATTED
;    CreationList = OCL_AmericanRangerDebris01
;    ExemptStatus = HIJACKED
;  End

  Behavior = EjectPilotDie ModuleTag_16
    DeathTypes = ALL -CRUSHED -SPLATTED
    ExemptStatus = HIJACKED
    ; The following added out per hotlist request 10/9 as above ML
    VeterancyLevels =  ALL -REGULAR ;only vet+ gives pilot
    GroundCreationList = OCL_EjectPilotOnGround
    AirCreationList = OCL_EjectPilotViaParachute
  End

  Behavior = TransitionDamageFX ModuleTag_17
    ReallyDamagedParticleSystem1 = Bone:Smoke RandomBone:Yes PSys:SmokeSmallContinuous01
    ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_BattleMasterDamageTransition
  End

  Behavior = FlammableUpdate ModuleTag_21
    AflameDuration = 5000         ; If I catch fire, I'll burn for this long...
    AflameDamageAmount = 3       ; taking this much damage...
    AflameDamageDelay = 500       ; this often.
  End

  Geometry = BOX
  GeometryMajorRadius = 14.0
  GeometryMinorRadius = 7.0
  GeometryHeight = 11.5     
  GeometryIsSmall = Yes 
  Shadow = SHADOW_VOLUME
  ShadowSizeX = 45  ; minimum elevation angle above horizon. Used to limit shadow length

End

;------------------------------------------------------------------------------
Object CarSUV01Nuke

  ; *** ART Parameters ***
  Draw = W3DModelDraw ModuleTag_01
    ConditionState = NONE
      Model = CVSUV01
    End
    ConditionState = FRONTCRUSHED BACKCRUSHED
      Model = CVSUV01_d
    End
    ConditionState = BACKCRUSHED
      Model = CVSUV01_d2
    End
    ConditionState = FRONTCRUSHED
      Model = CVSUV01_d1
    End
  End

  ; ***DESIGN parameters ***
  DisplayName      = OBJECT:SUV
  EditorSorting   = VEHICLE

  TransportSlotCount  = 3                 ;how many "slots" we take in a transport (0 == not transportable)
 
  WeaponSet
    Conditions      = None
    Weapon          = PRIMARY CINEConvoyNuke
  End

  ArmorSet
    Armor           = TruckArmor
    DamageFX        = CrushableCarDamageFX
  End

  CrusherLevel           = 3  ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles
  CrushableLevel         = 3  ;What am I?:        0 = for infantry, 1 = for trees, 2 = general vehicles
  CommandSet = CivilianCarBombCommandSet

  ; *** AUDIO Parameters ***
  SoundMoveStart = CarMoveStart


  ; *** ENGINEERING Parameters ***  
  KindOf          = SELECTABLE CAN_ATTACK VEHICLE
  RadarPriority   = LOCAL_UNIT_ONLY

  Body            = ActiveBody ModuleTag_02
    MaxHealth       = 100.0
    InitialHealth   = 100.0
  End


  
  Behavior = DestroyDie ModuleTag_03
    DeathTypes = ALL -CRUSHED -SPLATTED
  End
  Behavior = CrushDie ModuleTag_04
    DeathTypes = NONE +CRUSHED +SPLATTED
    TotalCrushSound     = CarAlarm
    BackEndCrushSound   = CarAlarm
    FrontEndCrushSound  = CarAlarm
    TotalCrushSoundPercent    = 50   
    BackEndCrushSoundPercent  = 50
    FrontEndCrushSoundPercent = 50
  End
  Behavior = SlowDeathBehavior ModuleTag_11
    DeathTypes = NONE +CRUSHED +SPLATTED
    SinkDelay = 14000
    SinkRate = 2     ; in Dist/Sec
    DestructionDelay = 20000
  End

  Behavior = FXListDie ModuleTag_05
    DeathTypes = NONE +CRUSHED +SPLATTED
    DeathFX = FX_CarCrush
  End
  Behavior = CreateObjectDie ModuleTag_06
    DeathTypes = ALL -CRUSHED -SPLATTED
    CreationList = OCL_GenericCarExplode
  End
  Behavior = FXListDie ModuleTag_07
    DeathTypes = ALL -CRUSHED -SPLATTED -FLOODED
    DeathFX = FX_GenericCarExplode
  End
  Behavior = CreateObjectDie ModuleTag_08
    DeathTypes = NONE +SUICIDED
    CreationList = OCL_BurnedCarHull
  End

  Behavior = AIUpdateInterface ModuleTag_09
  End
  Locomotor     = SET_NORMAL BasicCarLocomotor

  Behavior = PhysicsBehavior ModuleTag_10
    Mass          = 30.0
  End
  
  Behavior = FlammableUpdate ModuleTag_21
    AflameDuration = 5000         ; If I catch fire, I'll burn for this long...
    AflameDamageAmount = 5       ; taking this much damage...
    AflameDamageDelay = 500       ; this often.
  End

  Geometry        = BOX
  GeometryIsSmall = Yes
  GeometryMajorRadius = 11.0
  GeometryMinorRadius = 4.0
  GeometryHeight  = 7.0
  Shadow          = SHADOW_VOLUME

End


;------------------------------------------------------------------------------
;*********************** Cinematic Only Unit***********************************

Object CINE_TreeBirds
  ; *** ART Parameters ***
  Draw = W3DModelDraw ModuleTag_01
    DefaultConditionState
      Model = CINE_TreeBirds
      Animation = CINE_TreeBirds.CINE_TreeBirds
      AnimationMode = ONCE
    End
  End

  ; ***DESIGN parameters ***
  DisplayName      = OBJECT:CINE_TreeBirds
  Side                   = Civilian
  EditorSorting          = VEHICLE
  KindOf = IMMOBILE

  ;; ***AUDIO parameters ***
  ;SoundAmbient = ChinaNightClubLoop

  ; *** ENGINEERING Parameters ***  
  Body                = ActiveBody ModuleTag_02
    MaxHealth       = 1.0
    InitialHealth   = 1.0
  End
  
  Shadow              = SHADOW_VOLUME
  Geometry            = BOX
  GeometryMajorRadius = 1.0
  GeometryMinorRadius = 1.0
  GeometryHeight      = 1.0
  GeometryIsSmall     = Yes


End

;---------------------------------------------
;*********************** Cinematic Only Unit***********************************
Object CINE_SnowyMountainStatic

 
  ; *** ART Parameters ***
  Draw = W3DModelDraw ModuleTag_01
  ReceivesDynamicLights = No
    DefaultConditionState
      Model = AvMnt_A
    End
  End

  ; ***DESIGN parameters ***
  DisplayName      = OBJECT:CINE_SnowyMountainStatic
  Side                   = Civilian
  EditorSorting          = VEHICLE
  KindOf = IMMOBILE

  ; *** ENGINEERING Parameters ***  
  Body            = ImmortalBody ModuleTag_02
    MaxHealth       = 1.0
    InitialHealth   = 1.0
  End

 
  Shadow          = SHADOW_VOLUME
  Behavior = DestroyDie ModuleTag_05
    DeathTypes = ALL -TOPPLED
  End
 

End
 

;---------------------------------------------
;*********************** Cinematic Only Unit***********************************
Object CINE_SnowyMountainScrollingSnow
 

  ; *** ART Parameters ***
  Draw = W3DModelDraw ModuleTag_01
  ParticlesAttachedToAnimatedBones = Yes
  ReceivesDynamicLights = No
    DefaultConditionState
      Model = AvMnt_B
      Animation     = AvMnt_B.AvMnt_B
      AnimationMode = LOOP
      ParticleSysBone = Smoke01 BuildingSnowDust
      ParticleSysBone = Smoke02 BuildingSnowDust
      ParticleSysBone = Smoke03 BuildingSnowDust
      ParticleSysBone = Smoke04 BuildingSnowDust
    End
  End

  ; ***DESIGN parameters ***
  DisplayName      = OBJECT:CINE_SnowyMountainScrollingSnow
  Side                   = Civilian
  EditorSorting          = VEHICLE
  KindOf = IMMOBILE

  ; *** ENGINEERING Parameters ***  
  Body            = ImmortalBody ModuleTag_02
    MaxHealth       = 1.0
    InitialHealth   = 1.0
  End

  Shadow          = SHADOW_VOLUME
  Behavior = DestroyDie ModuleTag_05
    DeathTypes = ALL -TOPPLED
  End
 

End


;------------------------------Cinematic Only-----------------------------
Object CINE_SnowyMountainParticleBones

  ; *** ART Parameters ***
  Draw = W3DModelDraw ModuleTag_01
  OkToChangeModelColor = Yes
  ParticlesAttachedToAnimatedBones = Yes 
  ReceivesDynamicLights = No

  
    ConditionState    = NONE
      Model           = AvMnt_C
      Animation       = AvMnt_C.AvMnt_C
      AnimationMode   = ONCE_BACKWARDS
      Flags           = START_FRAME_FIRST
      ParticleSysBone = SKYBONE Starburst
    End

    ConditionState    = DOOR_1_OPENING
      Model           = AvMnt_C
      Animation       = AvMnt_C.AvMnt_C
      AnimationMode   = ONCE
      ParticleSysBone = BONEB9 AvalancheSnowDebris 
      ParticleSysBone = BONEB9 AvalancheDebrisSnow
      ParticleSysBone = BONEB10 AvalancheCloud1
      ParticleSysBone = BONEB10 AvalancheDebrisSnow1
      ParticleSysBone = BONED10 AvalancheCloud2
      ParticleSysBone = BONEB13 AvalancheCloud1
      ParticleSysBone = BONEB13 AvalancheSnowDebris
      ParticleSysBone = BONEB15 AvalancheCloud1
      ParticleSysBone = BONEB15 AvalancheDebrisSnow1
      ParticleSysBone = BONED15 AvalancheDebrisSnow1
      ParticleSysBone = BONED15 AvalancheCloud2
      ParticleSysBone = BONEB15 AvalancheSnowDebris
      ParticleSysBone = BONEB15 AvalancheFrontEdge
      ParticleSysBone = BONEB16 AvalancheCloud1
      ParticleSysBone = BONEB16 AvalancheSnowDebris
      ParticleSysBone = BONEB17 AvalancheSnowDebris1
      ParticleSysBone = BONEB22 AvalancheCloud1
      ParticleSysBone = BONEW6 AvalancheCloud1
      ParticleSysBone = BONEW6 AvalancheDebrisSnow1
      ParticleSysBone = BONED6 AvalancheDebrisSnow1
      ParticleSysBone = BONED6 AvalancheCloud2
      ParticleSysBone = BONEW6 AvalancheSnowDebris
      ParticleSysBone = BONEW6 AvalancheFrontEdge
      ParticleSysBone = BONEW8 AvalancheSnowDebris
      ParticleSysBone = BONEW12 AvalancheSnowDebris1
      ParticleSysBone = BONEW14 AvalancheCloud1     
      ParticleSysBone = BONEW14 AvalancheSnowDebris
      ParticleSysBone = BONEW14 AvalancheFrontEdge
      ParticleSysBone = BONEW14 AvalancheDebrisSnow
      ParticleSysBone = BONEW18 AvalancheSnowDebris1
      ParticleSysBone = BONEW19 AvalancheSnowDebris1
      ParticleSysBone = BONEW20 AvalancheCloud1
      ParticleSysBone = BONEW20 AvalancheSnowDebris
      ParticleSysBone = BONEW20 AvalancheDebrisSnow
      ParticleSysBone = BONEW23 AvalancheCloud1
      ParticleSysBone = BONEW27 AvalancheDebrisSnow
      ParticleSysBone = FIREBONE AvalancheExplosionArms
      ParticleSysBone = SKYBONE Starburst
      ParticleSysBone = FIREBONE AvalancheExplosionShockwave
      ParticleSysBone = FIREBONE AvalncheExplosionDebris
      ParticleSysBone = crackDust AvalancheCrackSnowDust
      ParticleSysBone = crackDust avalancheCrackSnowDebris
    End
    
    ConditionState    = DAMAGED
      Model           = CBBaikRock_A1
      Animation       = CBBaikRock_A1.CBBaikRock_A1
      AnimationMode   = ONCE_BACKWARDS
      Flags           = START_FRAME_FIRST
      ParticleSysBone = Smoke01 SteamRocketFuselage
      ParticleSysBone = Smoke02 SteamRocketFuselage
      ParticleSysBone = Smoke03 SteamRocketFuselage
      ParticleSysBone = Smoke04 SteamRocketFuselage
;     ParticleSysBone = ESmoke01 SteamRocketFuselage
    End
    
    ConditionState    = REALLYDAMAGED
      Model           = CBBaikRock_A1
      Animation       = CBBaikRock_A1.CBBaikRock_A1
      AnimationMode   = ONCE_BACKWARDS
      Flags           = START_FRAME_FIRST
      ParticleSysBone = Smoke01 SteamRocketFuselage
      ParticleSysBone = Smoke02 SteamRocketFuselage
      ParticleSysBone = Smoke03 SteamRocketFuselage
      ParticleSysBone = Smoke04 SteamRocketFuselage
;     ParticleSysBone = ESmoke01 SteamRocketFuselage
    End
    
    ConditionState = RUBBLE
      Model = CBBaikRock_CR
    End
    
  End

  ; ***DESIGN parameters ***
  DisplayName     = OBJECT:CINE_SnowyMountainParticleBones
  EditorSorting   = VEHICLE
  ArmorSet
    Conditions    = None
    Armor         = StructureArmor
    DamageFX      = StructureDamageFXNoShake
  End
  CommandSet      = BaikonurLaunchTowerCommandSet

  ;***AUDIO parameters ***
;  SoundAmbient    = Cin_BaikonurRocketAmbientLoop
;  SoundAmbient    = BuildingNeutronMissileHiss

  ; *** ENGINEERING Parameters ***  
  KindOf                = STRUCTURE SELECTABLE IMMOBILE AIRCRAFT_PATH_AROUND CAPTURABLE
  Body                  = ActiveBody ModuleTag_02
    MaxHealth       = 2000.0
    InitialHealth   = 2000.0
  End

  ;Behavior = DestroyDie ModuleTag_03
  ;  ;nothing
  ;End
  ; Note that structures with "RUBBLE" states should not use DestroyDie; such buildings are 
  ; never truly destroyed, even when reduced to zero health. Also note that garrisonable
  ; buildings automatically stick around because GarrisonContain has it's own DieModule
  Behavior = KeepObjectDie ModuleTag_IWantRubble
  End
    
  ClientUpdate         = AnimatedParticleSysBoneClientUpdate ModuleTag_04
  End

  Behavior = FlammableUpdate ModuleTag_05
    FlameDamageLimit = 20         ;Catch fire if I take this much fire damage...
    FlameDamageExpiration = 2000  ;in a span of this long
    AflameDuration = 5000         ; If I catch fire, I'll burn for this long...
    AflameDamageAmount = 25       ; taking this much damage...
    AflameDamageDelay = 500       ; this often.
  End

  Behavior               = BaikonurLaunchPower ModuleTag_06
    SpecialPowerTemplate = SuperweaponLaunchBaikonurRocket
    DetonationObject     = BaikonurRocketDetonation
  End

  Behavior             = CreateObjectDie ModuleTag_07
    CreationList  = OCL_PoisonFieldLarge
  End  

  Behavior             = FXListDie ModuleTag_08
    DeathFX       = FX_NukeGLA
  End

  Behavior = TransitionDamageFX ModuleTag_09
    ;-------------DESIGNED FOR MEDIUM SIZED FACTION BUILDING TRANSITIONS-------------------
    DamagedParticleSystem1       = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke
    ;---------------------------------------------------------------------------------------
    ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke
    ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionMediumExplosion
    ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionMediumShockwave
  End

  Geometry              = BOX
  GeometryMajorRadius   = 45.0
  GeometryMinorRadius   = 46.0
  GeometryHeight        = 160.0
  GeometryIsSmall       = No
  Shadow                = None
End
