!N$',_1F357:2<o>ADG(,)J|" n ;c!%T(R)H*H+@,8-0.;1H4n7:=8ADGKlNQ/UPX]Yl\p]`cAjsy{  #0$3Laxx 6V z @N!M$'),/0^37:n>lBgF-JNQUY\_-cf,mswzS~27ҙœu6Ǫ8,6x}lCp8    #b&)+18?EKyRZahcknpr}P@2$YҢѣ!./0AJKZZgny,u ndd` { u   C{G }#?2r58;?OBEHLKORU-Yk\_bcdeiGmqrrstuty|JOVݍ iޛ̜گ'PuBW:u!&Yf.Z  $#ed"!Y$'*q.14@8};>B5r [C"%<)n,/26X9<?CVFILOSVY\`Lcfwmps(wcz}ڀRʍI˚/Nitx$ɯHu@*;l'[~9l)` LQ"',`24D79=c@CFKKNmQ,TVYq\:_bdsgjlho7ruwzL}Te /נౣYj¾"ECKKRH   L    d h$ ( ( + E/ 2 r6 : = A D 8H K tO S V GZ ] ua e h :l n n n n p p p p u Mz ~ C ) ̚ v  ¨ h  B h x  X Y a a / g   C    z  d " N& ) 8- 0 "4 >7 : > }A D [H K ;O R V Y \ k` c g Ej l o q s v Ax az | ~  | = ϓ Ù ̜ ֟ ݢ  + R R 7 7 " E                           K :     o K     p" ,% ' + @. 0 3 )6 8 ; > A SE G J GM O R V %Y [ %_ nc &g j ~m p r ^u Kx | ~ e Յ E %  u U Ť 5 u  ø  k  U  ] # e + | A   w .   ~$ ,+ 1 94 94 94 94 |6 |6 |6 |6 8 8 8 8 < o? B F H K N Q T Y ^ c h m p :s :s :s :s ~u ~u ~u ~u w z G| ~ ̀ Q ԅ ԅ ԅ ԅ ԅ 9 Î Ґ   # 4 F X j | ȭ گ  0 @ P e z  1 D Z p   0 @ P ` r       + : I X i z  ! # % ' ) + . 0 42 D4 T6 d8 t: < > @ B D F H K M &O 7Q HS aV |Y \ _ FITini [ObjectClass] l ObjectTypeNum = 2 [ObjectType] st Name = "shayu" // Text string giving a descriptive name (only 8 chars long!!) l ExplosionObject = 41 // Object Class Number of explosion for Mech l DestroyedObject = 101 // Object Class Number of Destroyed shape for Mech f ExtentRadius = 12 // Extent Radius in Meters st AppearanceName = "shayu" [MechProfile] st ProfileName = "shayu" f destructdamage = 45 f explosiondamage = 20 f explosionradius = 80 FITEnd FITini [ObjectClass] l ObjectTypeNum = 2 [ObjectType] st Name = "Starslayer" // Text string giving a descriptive name (only 8 chars long!!) l ExplosionObject = 41 // Object Class Number of explosion for Mech l DestroyedObject = 101 // Object Class Number of Destroyed shape for Mech f ExtentRadius = 12 // Extent Radius in Meters st AppearanceName = "Starslayer" [MechProfile] st ProfileName = "Starslayer" f destructdamage = 45 f explosiondamage = 20 f explosionradius = 80 FITEnd FITini [ObjectClass] l ObjectTypeNum = 2 [ObjectType] st Name = "menshen" // Descriptive name l ExplosionObject = 41 // Object Class Number of explosion for Mech l DestroyedObject = 101 // Object Class Number of Destroyed shape for Mech f ExtentRadius = 12 // Extent Radius in Meters st AppearanceName = "menshen" // This is actually a Menshen in MC2 [MechProfile] st ProfileName = "menshen" f destructdamage = 45 f explosiondamage = 20 f explosionradius = 80 FITEnd FITini [ObjectClass] l ObjectTypeNum=24 [ObjectType] st Name="" st AppearanceName="NONE" l ExplosionObject=0 l DestroyedObject=0 f ExtentRadius=0.000000 [BoltProjectileData] f ProjectileLength=0.000000 f BulgeLength=0.000000 f BulgeWidth=0.000000 f Velocity=0.000000 st FiringEffectName="NONE" st TrailEffectName="NONE" l HitEffect=0 l MissEffect=0 l FiringSoundFX=0 l LightEffect=0 ul FrontRGB=0 ul MidEdgeRGB=0 ul MiddleRGB=0 ul BackRGB=0 uc EdgeAlpha=255 uc BoltAlpha=255 FITend FITini [ObjectClass] l ObjectTypeNum=24 [ObjectType] st Name="" st AppearanceName="NONE" l ExplosionObject=0 l DestroyedObject=0 f ExtentRadius=0.000000 [BoltProjectileData] f ProjectileLength=0.000000 f BulgeLength=0.000000 f BulgeWidth=0.000000 f Velocity=0.000000 st FiringEffectName="NONE" st TrailEffectName="NONE" l HitEffect=0 l MissEffect=0 l FiringSoundFX=0 l LightEffect=0 ul FrontRGB=0 ul MidEdgeRGB=0 ul MiddleRGB=0 ul BackRGB=0 uc EdgeAlpha=255 uc BoltAlpha=255 FITend FITini // This is a sample Explosion Data File [ObjectClass] l ObjectTypeNum = 4 [ObjectType] st Name = "expla" // Text string giving a descriptive name (only 8 chars long!!) l Type = 5 // ID number for this mech type l Appearance = 0x02000004 l Duration = -1 // Lasts forever = -1 l MaxDamage = 0 // Number of damage points before BOOM! l ExplosionObject = 0 // Object Class Number of explosion for Mech l DestroyedObject = 0 // Object Class Number of Destroyed shape for Mech f ExtentRadius = 0 // Extent Radius in Meters [ExplosionData] ul DmgLevel = 20 ul SoundEffectId = 5 FITend FITini // This is the Pine Tree Data File [ObjectClass] l ObjectTypeNum = 0 [ObjectType] st Name = "tree_a1" // Text string giving a descriptive name (only 8 chars long!!) l Type = 0x8 l Appearance = 0x020000B4 l Duration = -1 // Lasts forever = -1 l MaxDamage = 0 // Number of damage points before BOOM! l ExplosionObject = 42 // Object Class Number of explosion for Mech l DestroyedObject = 0 // Object Class Number of Destroyed shape for Mech f ExtentRadius = 15 // Extent Radius in Meters [TreeData] ul DmgLevel = 20 FITend FITini // This is the palm tree Data File [ObjectClass] l ObjectTypeNum = 0 [ObjectType] st Name = "palm" // Text string giving a descriptive name (only 8 chars long!!) l Type = 0x9 l Appearance = 0x02000007 l Duration = -1 // Lasts forever = -1 l MaxDamage = 0 // Number of damage points before BOOM! l ExplosionObject = 42 // Object Class Number of explosion for Mech l DestroyedObject = 0 // Object Class Number of Destroyed shape for Mech f ExtentRadius = 15 // Extent Radius in Meters [TreeData] ul DmgLevel = 20 FITend FITini // This is a sample Building Data File [ObjectClass] l ObjectTypeNum = 1 [ObjectType] st Name = "realbld" // Text string giving a descriptive name (only 8 chars long!!) l Type = 21 l Appearance = 0x02000015 l Duration = -1 // Lasts forever = -1 l MaxDamage = 0 // Number of damage points before BOOM! l ExplosionObject = 5 // Object Class Number of explosion for Mech l DestroyedObject = 0 // Object Class Number of Destroyed shape for Mech f ExtentRadius = 50 // Extent Radius in Meters [BuildingData] ul DmgLevel = 20 ul BlownEffectId = 2 //Sound Effect played when building dies. ul NormalEffectId = -1 //Sound Effect played when building is normal. ul DamageEffectId = -1 //Sound Effect Played when building is dmg/destroyed. FITend FITini // This is a sample Smoke Data File [ObjectClass] l ObjectTypeNum = 7 [ObjectType] st Name = "smoke" // Text string giving a descriptive name (only 8 chars long!!) l Type = 22 // ID number for this object type l Appearance = 0x03000016 l MaxDamage = 0 // Number of damage points before BOOM! l ExplosionObject = 0 // Object Class Number of explosion for Mech l DestroyedObject = 0 // Object Class Number of Destroyed shape for Mech f ExtentRadius = 0 // Extent Radius in Meters [SmokeData] f zVelocity = 0.0 // m/s f SlowDownPercent = 0.1 // Percent slower smoke goes then object due to drag. f SmokePerSecond = 24 // number of spheres per second. ul MaxSmokeSpheres = 20 // max number of spheres around. l Duration = 25 // Lasts forever = -1 (s) 2 second burst f randomVelX = 15.0 // How much can x/y velocity vary by. f randomVelZ = 3000.0 // This should get crowded spheres going. f randomVelY = 15.0 // This should get crowded spheres going. f randomPosX = 0.0 // How much can x/y/z position vary by. f randomPosY = 0.0 // This should get crowded spheres going. f randomPosZ = 0.0 st SmokeShape = "sm" FITend FITini // This is a sample Smoke Data File [ObjectClass] l ObjectTypeNum = 7 [ObjectType] st Name = "smoke" // Text string giving a descriptive name (only 8 chars long!!) l Type = 23 // ID number for this mech type l Appearance = 0x03000017 l MaxDamage = 0 // Number of damage points before BOOM! l ExplosionObject = 0 // Object Class Number of explosion for Mech l DestroyedObject = 0 // Object Class Number of Destroyed shape for Mech f ExtentRadius = 0 // Extent Radius in Meters [SmokeData] f zVelocity = 0.0 // m/s f SlowDownPercent = 0.1 // Percent slower smoke goes then object due to drag. f SmokePerSecond = 12 // number of spheres per second. ul maxSmokeSpheres = 20 // max number of spheres around. l Duration = 25 // Lasts forever = -1 (s) f randomVelX = 5.0 // How much can x/y velocity vary by. f randomVelY = 5.0 // This should get crowded spheres going. f randomVelZ = 3.0 // This should get crowded spheres going. f randomPosX = 5.0 // How much can x/y/z position vary by. f randomPosY = 5.0 // This should get crowded spheres going. f randomPosZ = 5.0 st SmokeShape = "sm" FITend FITini [ObjectClass] l ObjectTypeNum=24 [ObjectType] st Name="" l Appearance=0 l ExplosionObject=0 l DestroyedObject=0 f ExtentRadius=0.000000 [BoltProjectileData] f ProjectileLength=0.000000 f BulgeLength=0.000000 f BulgeWidth=0.000000 f Velocity=0.000000 l FiringEffect=0 l TrailEffect=0 l HitEffect=0 l MissEffect=0 l FiringSoundFX=0 l LightEffect=0 ul FrontRGB=0 ul MidEdgeRGB=0 ul MiddleRGB=0 ul BackRGB=0 uc EdgeAlpha=255 uc BoltAlpha=255 FITend FITini [ObjectClass] l ObjectTypeNum=24 [ObjectType] st Name="" l Appearance=0 l ExplosionObject=0 l DestroyedObject=0 f ExtentRadius=0.000000 [BoltProjectileData] f ProjectileLength=30.000000 f BulgeLength=15.000000 f BulgeWidth=1.500000 f Velocity=200.000000 l FiringEffect=0 l TrailEffect=0 l HitEffect=0 l MissEffect=0 l FiringSoundFX=11 b PointLight=true f MaxRadius=50.0 f OutRadius=250.0 ul LightRGB=0x005f5f f Intensity=0.050000 ul FrontRGB=16777215 ul MidEdgeRGB=1554141 ul MiddleRGB=5592405 ul BackRGB=1592246 uc EdgeAlpha=255 uc BoltAlpha=255 b ArcEffect = F f ArcHeight = 0.0 f AfterHitTime = .75 FITend FITini [ObjectClass] l ObjectTypeNum = 2 [ObjectType] st Name = "uller" // Text string giving a descriptive name (only 8 chars long!!) l ExplosionObject = 41 // Object Class Number of explosion for Mech l DestroyedObject = 101 // Object Class Number of Destroyed shape for Mech f ExtentRadius = 12 // Extent Radius in Meters st AppearanceName = "Uller" [MechProfile] st ProfileName = "uller" f destructdamage = 35 f explosiondamage = 15 f explosionradius = 80 FITEnd FITini [ObjectClass] l ObjectTypeNum = 2 [ObjectType] st Name = "HunchBack" // Text string giving a descriptive name (only 8 chars long!!) l ExplosionObject = 41 // Object Class Number of explosion for Mech l DestroyedObject = 101 // Object Class Number of Destroyed shape for Mech f ExtentRadius = 12 // Extent Radius in Meters st AppearanceName = "hunchback" [MechProfile] st ProfileName = "hunchback" f destructdamage = 45 f explosiondamage = 20 f explosionradius = 80 FITEnd FITini [ObjectClass] l ObjectTypeNum = 2 [ObjectType] st Name = "laohu" // Text string giving a descriptive name (only 8 chars long!!) l ExplosionObject = 41 // Object Class Number of explosion for Mech l DestroyedObject = 101 // Object Class Number of Destroyed shape for Mech f ExtentRadius = 12 // Extent Radius in Meters st AppearanceName = "laohu" [MechProfile] st ProfileName = "laohu" f destructdamage = 55 f explosiondamage = 25 f explosionradius = 80 FITEnd FITini [ObjectClass] l ObjectTypeNum = 2 [ObjectType] st Name = "Catapult" // Text string giving a descriptive name (only 8 chars long!!) l ExplosionObject = 41 // Object Class Number of explosion for Mech l DestroyedObject = 101 // Object Class Number of Destroyed shape for Mech f ExtentRadius = 12 // Extent Radius in Meters st AppearanceName = "catapult" [MechProfile] st ProfileName = "menshen" //Little bit simpler, eh? f destructdamage = 55 f explosiondamage = 25 f explosionradius = 80 FITEnd FITini [ObjectClass] l ObjectTypeNum=1 [ObjectType] st Name="AmmoDump" st AppearanceName="AmmoDump" l ExplosionObject=727 l DestroyedObject=0 f ExtentRadius=35.000000 l EncyclopediaID = 45400 [BuildingData] ul DmgLevel=1 f ExtentRadius=35.000000 f ExplosionRadius=300.000000 f ExplosionDamage=30.000000 l BuildingName=30200 l SetImpassable=1 l XImpasse=0 l YImpasse=0 ul NormalEffectId=0 ul BlownEffectId=0 ul DamageEffectId=0 b CanRefit=FALSE b MechBay=FALSE f TimeToBurnDamage=5.000000 f BurnDamagePerTime=1.000000 f DamageLvlForBurn=13.000000 f SensorRange=-1.000000 l TeamID=-1 l Tonnage=20 l BattleRating=20 l NumMarines=0 b blockLineOfFire=FALSE l LowTemplate=470286336 l HighTemplate=7196 l PotentialContact=0 l BasePixelOffsetX=-19 l BasePixelOffsetY=60 FITend FITini [ObjectClass] l ObjectTypeNum=1 [ObjectType] st Name="LiaoBaseGenerator.fit" st AppearanceName="LiaoBaseGenerator" l ExplosionObject=42 l DestroyedObject=0 f ExtentRadius=35.000000 [BuildingData] ul DmgLevel=6 f ExtentRadius=35.000000 f ExplosionRadius=0.000000 f ExplosionDamage=0.000000 l BuildingName=30201 l BuildingDescription = 45007 l SetImpassable=1 l XImpasse=0 l YImpasse=0 ul NormalEffectId=0 ul BlownEffectId=0 ul DamageEffectId=0 b CanRefit=FALSE b MechBay=FALSE f TimeToBurnDamage=5.000000 f BurnDamagePerTime=1.000000 f DamageLvlForBurn=6.000000 f SensorRange=-1.000000 l TeamID=-1 l Tonnage=20 l BattleRating=20 l NumMarines=0 b blockLineOfFire=FALSE l LowTemplate=805306368 l HighTemplate=48 l PotentialContact=0 l BasePixelOffsetX=27 l BasePixelOffsetY=64 FITend FITini [ObjectClass] l ObjectTypeNum=1 [ObjectType] st Name="LiaoDome.fit" st AppearanceName="LiaoDome" l ExplosionObject=727 l DestroyedObject=0 f ExtentRadius=35.000000 [BuildingData] ul DmgLevel=13 f ExtentRadius=35.000000 f ExplosionRadius=0.000000 f ExplosionDamage=0.000000 l BuildingName=30202 l SetImpassable=1 l XImpasse=0 l YImpasse=0 ul NormalEffectId=0 ul BlownEffectId=0 ul DamageEffectId=0 b CanRefit=FALSE b MechBay=FALSE f TimeToBurnDamage=5.000000 f BurnDamagePerTime=1.000000 f DamageLvlForBurn=13.000000 f SensorRange=-1.000000 l TeamID=-1 l Tonnage=20 l BattleRating=20 l NumMarines=0 b blockLineOfFire=FALSE l LowTemplate=943194112 l HighTemplate=14392 l PotentialContact=0 l BasePixelOffsetX=7 l BasePixelOffsetY=60 FITend FITini [ObjectClass] l ObjectTypeNum=1 [ObjectType] st Name="LiaoFuelTank.fit" st AppearanceName="LiaoFuelTank" l ExplosionObject=727 l DestroyedObject=0 f ExtentRadius=35.000000 [BuildingData] ul DmgLevel=13 f ExtentRadius=35.000000 f ExplosionRadius=0.000000 f ExplosionDamage=0.000000 l BuildingName=30203 l BuildingDescription = 45020 l SetImpassable=1 l XImpasse=0 l YImpasse=0 ul NormalEffectId=0 ul BlownEffectId=0 ul DamageEffectId=0 b CanRefit=FALSE b MechBay=FALSE f TimeToBurnDamage=5.000000 f BurnDamagePerTime=1.000000 f DamageLvlForBurn=13.000000 f SensorRange=-1.000000 l TeamID=-1 l Tonnage=20 l BattleRating=20 l NumMarines=0 b blockLineOfFire=FALSE l LowTemplate=941096960 l HighTemplate=14392 l PotentialContact=0 l BasePixelOffsetX=15 l BasePixelOffsetY=55 FITend FITini [ObjectClass] l ObjectTypeNum=1 [ObjectType] st Name="LiaoHeavyGateControl.fit" st AppearanceName="L_GateControl" l ExplosionObject=727 l DestroyedObject=0 f ExtentRadius=35.000000 l EncyclopediaID = 45402 [BuildingData] ul DmgLevel=35 f ExtentRadius=35.000000 f ExplosionRadius=0.000000 f ExplosionDamage=0.000000 l BuildingName=30204 l BuildingDescription = 45011 l SetImpassable=1 l XImpasse=0 l YImpasse=0 ul NormalEffectId=0 ul BlownEffectId=0 ul DamageEffectId=0 b CanRefit=FALSE b MechBay=FALSE f TimeToBurnDamage=5.000000 f BurnDamagePerTime=1.000000 f DamageLvlForBurn=22.000000 f SensorRange=-1.000000 l TeamID=-1 l Tonnage=20 l BattleRating=20 l NumMarines=0 b blockLineOfFire=FALSE l LowTemplate=939524096 l HighTemplate=14392 l PotentialContact=0 l BasePixelOffsetX=3 l BasePixelOffsetY=52 b Capturable = true FITend FITini [ObjectClass] l ObjectTypeNum=1 [ObjectType] st Name="LiaoHeavyPopupTurret.fit" st AppearanceName="LiaoHeavyPopupTurret" l ExplosionObject=42 l DestroyedObject=0 f ExtentRadius=35.000000 [BuildingData] ul DmgLevel=6 f ExtentRadius=35.000000 f ExplosionRadius=0.000000 f ExplosionDamage=0.000000 l BuildingName=30205 l SetImpassable=1 l XImpasse=0 l YImpasse=0 ul NormalEffectId=0 ul BlownEffectId=0 ul DamageEffectId=0 b CanRefit=FALSE b MechBay=FALSE f TimeToBurnDamage=5.000000 f BurnDamagePerTime=1.000000 f DamageLvlForBurn=6.000000 f SensorRange=-1.000000 l TeamID=-1 l Tonnage=20 l BattleRating=20 l NumMarines=0 b blockLineOfFire=FALSE l LowTemplate=939524096 l HighTemplate=6200 l PotentialContact=0 l BasePixelOffsetX=9 l BasePixelOffsetY=58 FITend FITini [ObjectClass] l ObjectTypeNum=1 [ObjectType] st Name="LiaoHeavyTurret.fit" st AppearanceName="LiaoHeavyTurret" l ExplosionObject=42 l DestroyedObject=0 f ExtentRadius=35.000000 [BuildingData] ul DmgLevel=6 f ExtentRadius=35.000000 f ExplosionRadius=0.000000 f ExplosionDamage=0.000000 l BuildingName=30206 l SetImpassable=1 l XImpasse=0 l YImpasse=0 ul NormalEffectId=0 ul BlownEffectId=0 ul DamageEffectId=0 b CanRefit=FALSE b MechBay=FALSE f TimeToBurnDamage=5.000000 f BurnDamagePerTime=1.000000 f DamageLvlForBurn=6.000000 f SensorRange=-1.000000 l TeamID=-1 l Tonnage=20 l BattleRating=20 l NumMarines=0 b blockLineOfFire=FALSE l LowTemplate=402653184 l HighTemplate=6168 l PotentialContact=0 l BasePixelOffsetX=6 l BasePixelOffsetY=56 FITend FITini [ObjectClass] l ObjectTypeNum=1 [ObjectType] st Name="LiaoHeavyWall.fit" st AppearanceName="L_HeavyWall" l ExplosionObject=42 l DestroyedObject=0 f ExtentRadius=35.000000 l EncyclopediaID = 45422 [BuildingData] ul DmgLevel=90 f ExtentRadius=35.000000 f ExplosionRadius=0.000000 f ExplosionDamage=0.000000 l BuildingName=30313 l SetImpassable=1 l XImpasse=0 l YImpasse=0 ul NormalEffectId=0 ul BlownEffectId=0 ul DamageEffectId=0 b CanRefit=FALSE b MechBay=FALSE f TimeToBurnDamage=5.000000 f BurnDamagePerTime=1.000000 f DamageLvlForBurn=6.000000 f SensorRange=-1.000000 l TeamID=-1 l Tonnage=20 l BattleRating=20 l NumMarines=0 b blockLineOfFire=FALSE l LowTemplate=268435456 l HighTemplate=14384 l PotentialContact=0 l BasePixelOffsetX=-3 l BasePixelOffsetY=39 b ImpassableWhenDestroyed = false FITend FITini [ObjectClass] l ObjectTypeNum=1 [ObjectType] st Name="LiaoInfantryBarracks.fit" st AppearanceName="LiaoLookout" l ExplosionObject=727 l DestroyedObject=0 f ExtentRadius=35.000000 [BuildingData] ul DmgLevel=13 f ExtentRadius=35.000000 f ExplosionRadius=0.000000 f ExplosionDamage=0.000000 l BuildingName=30207 l SetImpassable=1 l XImpasse=0 l YImpasse=0 ul NormalEffectId=0 ul BlownEffectId=0 ul DamageEffectId=0 b CanRefit=FALSE b MechBay=FALSE f TimeToBurnDamage=5.000000 f BurnDamagePerTime=1.000000 f DamageLvlForBurn=13.000000 f SensorRange=-1.000000 l TeamID=-1 l Tonnage=20 l BattleRating=20 l NumMarines=0 b blockLineOfFire=FALSE l LowTemplate=1008205824 l HighTemplate=4152 l PotentialContact=0 l BasePixelOffsetX=-1 l BasePixelOffsetY=51 FITend FITini [ObjectClass] l ObjectTypeNum=1 [ObjectType] st Name="LookoutTower" st AppearanceName="LookoutTower" l ExplosionObject=727 l DestroyedObject=0 f ExtentRadius=35.000000 l EncyclopediaID = 45408 [BuildingData] ul DmgLevel=15 f ExtentRadius=35.000000 f ExplosionRadius=0.000000 f ExplosionDamage=0.000000 l BuildingName=30208 l BuildingDescription = 45003 l SetImpassable=1 l XImpasse=0 l YImpasse=0 ul NormalEffectId=0 ul BlownEffectId=0 ul DamageEffectId=0 b CanRefit=FALSE b MechBay=FALSE f TimeToBurnDamage=5.000000 f BurnDamagePerTime=1.000000 f DamageLvlForBurn=22.000000 f SensorRange=1.000000 l TeamID=0 l Tonnage=20 l BattleRating=20 l NumMarines=0 b blockLineOfFire=FALSE l LowTemplate=939524096 l HighTemplate=14392 l PotentialContact=0 l BasePixelOffsetX=5 l BasePixelOffsetY=61 f LookoutTowerRange=500.0f FITend FITini [ObjectClass] l ObjectTypeNum=1 [ObjectType] st Name="LiaoMechHangar.fit" st AppearanceName="LiaoMechHangar" l ExplosionObject=727 l DestroyedObject=0 f ExtentRadius=35.000000 [BuildingData] ul DmgLevel=13 f ExtentRadius=35.000000 f ExplosionRadius=0.000000 f ExplosionDamage=0.000000 l BuildingName=30209 l SetImpassable=1 l XImpasse=0 l YImpasse=0 ul NormalEffectId=0 ul BlownEffectId=0 ul DamageEffectId=0 b CanRefit=FALSE b MechBay=FALSE f TimeToBurnDamage=5.000000 f BurnDamagePerTime=1.000000 f DamageLvlForBurn=13.000000 f SensorRange=-1.000000 l TeamID=-1 l Tonnage=20 l BattleRating=20 l NumMarines=0 b blockLineOfFire=FALSE l LowTemplate=939524096 l HighTemplate=14392 l PotentialContact=0 l BasePixelOffsetX=0 l BasePixelOffsetY=54 FITend FITini [ObjectClass] l ObjectTypeNum=1 [ObjectType] st Name="Barracks.fit" st AppearanceName="Barracks" l ExplosionObject=727 l DestroyedObject=0 f ExtentRadius=35.000000 l EncyclopediaID = 45409 [BuildingData] ul DmgLevel=15 f ExtentRadius=35.000000 f ExplosionRadius=0.000000 f ExplosionDamage=0.000000 l BuildingName=30210 l SetImpassable=1 l XImpasse=0 l YImpasse=0 ul NormalEffectId=0 ul BlownEffectId=0 ul DamageEffectId=0 b CanRefit=FALSE b MechBay=FALSE f TimeToBurnDamage=5.000000 f BurnDamagePerTime=1.000000 f DamageLvlForBurn=75.000000 f SensorRange=-1.000000 l TeamID=-1 l Tonnage=20 l BattleRating=20 l NumMarines=0 b blockLineOfFire=FALSE l LowTemplate=2080374784 l HighTemplate=30844 l PotentialContact=0 l BasePixelOffsetX=0 l BasePixelOffsetY=63 FITend FITini [ObjectClass] l ObjectTypeNum=1 [ObjectType] st Name="PerimeterAlarm" st AppearanceName="PerimeterAlarm" l ExplosionObject=727 l DestroyedObject=0 f ExtentRadius=35.000000 l EncyclopediaID = 45410 [BuildingData] ul DmgLevel=7 f ExtentRadius=150.000000 f ExplosionRadius=0.000000 f ExplosionDamage=0.000000 l BuildingName=30211 l BuildingDescription = 45002 l SetImpassable=1 l XImpasse=0 l YImpasse=0 ul NormalEffectId=0 ul BlownEffectId=0 ul DamageEffectId=0 b CanRefit=FALSE b MechBay=FALSE f TimeToBurnDamage=5.000000 f BurnDamagePerTime=1.000000 f DamageLvlForBurn=61.000000 f SensorRange=-1.000000 l TeamID=-1 l Tonnage=20 l BattleRating=20 l NumMarines=0 b blockLineOfFire=FALSE l LowTemplate=940048384 l HighTemplate=4120 l PotentialContact=0 l BasePixelOffsetX=6 l BasePixelOffsetY=65 f PerimeterAlarmRange=375.0 f PerimeterAlarmTimer=10.0 FITend FITini [ObjectClass] l ObjectTypeNum=1 [ObjectType] st Name="LiaoPowerGenerator.fit" st AppearanceName="PowerGenerator" l ExplosionObject=42 l DestroyedObject=0 f ExtentRadius=35.000000 l EncyclopediaID = 45412 [BuildingData] ul DmgLevel=30 f ExtentRadius=35.000000 f ExplosionRadius=0.000000 f ExplosionDamage=0.000000 l BuildingName=30212 l BuildingDescription = 45007 l SetImpassable=1 l XImpasse=0 l YImpasse=0 ul NormalEffectId=0 ul BlownEffectId=0 ul DamageEffectId=0 b CanRefit=FALSE b MechBay=FALSE f TimeToBurnDamage=5.000000 f BurnDamagePerTime=1.000000 f DamageLvlForBurn=13.000000 f SensorRange=-1.000000 l TeamID=-1 l Tonnage=20 l BattleRating=20 l NumMarines=0 b blockLineOfFire=FALSE l LowTemplate=0 l HighTemplate=12344 l PotentialContact=0 l BasePixelOffsetX=1 l BasePixelOffsetY=80 b isPowerSource=t ul ActivityEffectId=79 FITend FITini [ObjectClass] l ObjectTypeNum=1 [ObjectType] st Name="RepairBay" st AppearanceName="RepairBay" l ExplosionObject=727 l DestroyedObject=0 f ExtentRadius=35.000000 l EncyclopediaID = 45413 [BuildingData] ul DmgLevel=360 f ExtentRadius=35.000000 f ExplosionRadius=0.000000 f ExplosionDamage=0.000000 l BuildingName=30213 l BuildingDescription = 45001 l SetImpassable=1 l XImpasse=0 l YImpasse=0 ul NormalEffectId=0 ul BlownEffectId=0 ul DamageEffectId=0 b CanRefit=t b MechBay=true f TimeToBurnDamage=5.000000 f BurnDamagePerTime=1.000000 f DamageLvlForBurn=22.000000 f SensorRange=-1.000000 l TeamID=-1 l Tonnage=20 l BattleRating=20 l NumMarines=0 b blockLineOfFire=FALSE l LowTemplate=2013790208 l HighTemplate=2127992 l PotentialContact=0 l BasePixelOffsetX=11 l BasePixelOffsetY=65 b Capturable = true ul ActivityEffectId=80 FITend FITini [ObjectClass] l ObjectTypeNum=1 [ObjectType] st Name="LiaoRetractableBridge.fit" st AppearanceName="LiaoRetractableBridge" l ExplosionObject=42 l DestroyedObject=0 f ExtentRadius=35.000000 [BuildingData] ul DmgLevel=13 f ExtentRadius=35.000000 f ExplosionRadius=0.000000 f ExplosionDamage=0.000000 l BuildingName=30214 l SetImpassable=1 l XImpasse=0 l YImpasse=0 ul NormalEffectId=0 ul BlownEffectId=0 ul DamageEffectId=0 b CanRefit=FALSE b MechBay=FALSE f TimeToBurnDamage=5.000000 f BurnDamagePerTime=1.000000 f DamageLvlForBurn=13.000000 f SensorRange=-1.000000 l TeamID=-1 l Tonnage=20 l BattleRating=20 l NumMarines=0 b blockLineOfFire=FALSE l LowTemplate=470286336 l HighTemplate=24 l PotentialContact=0 l BasePixelOffsetX=-6 l BasePixelOffsetY=95 FITend FITini [ObjectClass] l ObjectTypeNum=1 [ObjectType] st Name="LiaoSalvageBuilding.fit" st AppearanceName="LiaoSalvageBuilding" l ExplosionObject=42 l DestroyedObject=0 f ExtentRadius=35.000000 [BuildingData] ul DmgLevel=30 f ExtentRadius=35.000000 f ExplosionRadius=0.000000 f ExplosionDamage=0.000000 l BuildingName=30215 l BuildingDescription = 45004 l SetImpassable=1 l XImpasse=0 l YImpasse=0 ul NormalEffectId=0 ul BlownEffectId=0 ul DamageEffectId=0 b CanRefit=FALSE b MechBay=FALSE f TimeToBurnDamage=5.000000 f BurnDamagePerTime=1.000000 f DamageLvlForBurn=30.000000 f SensorRange=-1.000000 l TeamID=-1 l Tonnage=20 l BattleRating=20 l NumMarines=0 b blockLineOfFire=FALSE l LowTemplate=2013265920 l HighTemplate=56 l PotentialContact=0 l BasePixelOffsetX=21 l BasePixelOffsetY=55 l BuildingName=30215 l BuildingDescription = 45004 FITend FITini [ObjectClass] l ObjectTypeNum=1 [ObjectType] st Name="LiaoSensorControl.fit" st AppearanceName="L_SensorControl" l ExplosionObject=727 l DestroyedObject=0 f ExtentRadius=35.000000 l EncyclopediaID = 45415 [BuildingData] ul DmgLevel=40 f ExtentRadius=35.000000 f ExplosionRadius=0.000000 f ExplosionDamage=0.000000 l BuildingName=30216 l BuildingDescription = 45009 l SetImpassable=1 l XImpasse=0 l YImpasse=0 ul NormalEffectId=0 ul BlownEffectId=0 ul DamageEffectId=0 b CanRefit=FALSE b MechBay=FALSE f TimeToBurnDamage=5.000000 f BurnDamagePerTime=1.000000 f DamageLvlForBurn=13.000000 f SensorRange=-1.000000 l TeamID=-1 l Tonnage=20 l BattleRating=20 l NumMarines=0 b blockLineOfFire=FALSE l LowTemplate=939524096 l HighTemplate=56 l PotentialContact=0 l BasePixelOffsetX=-19 l BasePixelOffsetY=75 b Capturable = true FITend FITini [ObjectClass] l ObjectTypeNum=1 [ObjectType] st Name="LiaoSensorTower.fit" st AppearanceName="SensorTower" l ExplosionObject=42 l DestroyedObject=0 f ExtentRadius=35.000000 l EncyclopediaID = 45416 [BuildingData] ul DmgLevel=11 f ExtentRadius=35.000000 f ExplosionRadius=0.000000 f ExplosionDamage=0.000000 l BuildingName=30217 l BuildingDescription = 45010 l SetImpassable=1 l XImpasse=0 l YImpasse=0 ul NormalEffectId=0 ul BlownEffectId=0 ul DamageEffectId=0 b CanRefit=FALSE b MechBay=FALSE f TimeToBurnDamage=5.000000 f BurnDamagePerTime=1.000000 f DamageLvlForBurn=15.000000 f SensorRange=550.000000 l TeamID=0 l Tonnage=20 l BattleRating=20 l NumMarines=0 b blockLineOfFire=FALSE l LowTemplate=504233984 l HighTemplate=28 l PotentialContact=0 l BasePixelOffsetX=-24 l BasePixelOffsetY=100 FITend FITini [ObjectClass] l ObjectTypeNum=1 [ObjectType] st Name="LiaoSpecialSalvageBuilding.fit" st AppearanceName="LiaoSpecialSalvageBuilding" l ExplosionObject=727 l DestroyedObject=0 f ExtentRadius=35.000000 [BuildingData] ul DmgLevel=46 f ExtentRadius=35.000000 f ExplosionRadius=0.000000 f ExplosionDamage=0.000000 l BuildingName=30218 l BuildingDescription = 45005 l SetImpassable=1 l XImpasse=0 l YImpasse=0 ul NormalEffectId=0 ul BlownEffectId=0 ul DamageEffectId=0 b CanRefit=FALSE b MechBay=FALSE f TimeToBurnDamage=5.000000 f BurnDamagePerTime=1.000000 f DamageLvlForBurn=46.000000 f SensorRange=-1.000000 l TeamID=-1 l Tonnage=20 l BattleRating=20 l NumMarines=0 b blockLineOfFire=FALSE l LowTemplate=2013265920 l HighTemplate=14460 l PotentialContact=0 l BasePixelOffsetX=-19 l BasePixelOffsetY=65 FITend FITini // This is the AC20Hit Explosion Data File // reved 12/12/97 - jbm [ObjectClass] l ObjectTypeNum = 4 [ObjectType] st Name = "achit" // Text string giving a descriptive name (only 8 chars long!!) l Type = 39 // ID number for this object type l Appearance = 0x0200001B // dec= 27 (ac20hit.ini ac20_hit.pak) l Duration = -1 // Lasts forever = -1 l MaxDamage = 0 // Number of damage points before BOOM! l ExplosionObject = 0 // Object Class Number of explosion for Mech l DestroyedObject = 0 // Object Class Number of Destroyed shape for Mech f ExtentRadius = 0 // Extent Radius in Meters l KeepMe = 1 [ExplosionData] ul DmgLevel = 0 ul LightObjectId = 699 ul SoundEffectId = 25 FITend FITini // This is the LaserHit Explosion Data File [ObjectClass] l ObjectTypeNum = 4 [ObjectType] st Name = "lhit" // Text string giving a descriptive name (only 8 chars long!!) l Type = 40 // ID number for this object type l Appearance = 0x0200001A l Duration = -1 // Lasts forever = -1 l MaxDamage = 0 // Number of damage points before BOOM! l ExplosionObject = 0 // Object Class Number of explosion for Mech l DestroyedObject = 0 // Object Class Number of Destroyed shape for Mech f ExtentRadius = 0 // Extent Radius in Meters l KeepMe = 1 [ExplosionData] ul DmgLevel = 0 ul SoundEffectId = 9 FITend FITini // This is the Mech Explosion Data File [ObjectClass] l ObjectTypeNum = 4 [ObjectType] st Name = "mdst" // Text string giving a descriptive name (only 8 chars long!!) l Type = 41 // ID number for this object type l Appearance = 0x0200002F l Duration = -1 // Lasts forever = -1 l MaxDamage = 0 // Number of damage points before BOOM! l ExplosionObject = 0 // Object Class Number of explosion for Mech l DestroyedObject = 0 // Object Class Number of Destroyed shape for Mech f ExtentRadius = 0 // Extent Radius in Meters st AppearanceName = "mech_dest_handle" [ExplosionData] ul DmgLevel = 0 ul SoundEffectId = 27 ul LightObjectId = 698 FITend FITini // This is the Generic building explosion [ObjectClass] l ObjectTypeNum = 4 [ObjectType] st Name = "stra" // Text string giving a descriptive name (only 8 chars long!!) l MaxDamage = 0 // Number of damage points before BOOM! l ExplosionObject = -1 // Object Class Number of explosion for Mech l DestroyedObject = 0 // Object Class Number of Destroyed shape for Mech f ExtentRadius = 0 // Extent Radius in Meters [ExplosionData] ul DmgLevel = 0 ul SoundEffectId = 35 [LightData] f LightMinMaxRadius = 50.0 f LightMaxMaxRadius = 150.0 f LightOutMinRadius = 250.0 f LightOutMaxRadius = 500.0 ul LightRGB = 0x00ffffff f MaxIntensity = 1.0 f MinIntensity = 0.05 f Duration = 3.0 FITend FITini //--------------------------------------------------------------------------- // // VEHICLE: HBStriker // // BASE ID: 500 // //--------------------------------------------------------------------------- // This is a sample MechBase Data File. [ObjectClass] l ObjectTypeNum = 3 [Header] st FileType = "GroundVehicleType" [General] ul ID = 500 // ID number for this mech type uc Alignment = 0 // 0 = Inner Sphere, 1 = Clan st Name = "HB Striker" // vehicle type description uc Chassis = 0 // Standard Chassis f TonnageClass = 35.0 // 80 tons [InternalStructure] //------------------------------------------------------------------------ // In theory, the following should be dictated by the MaxTonnage, correct? uc Front = 1 uc Left = 1 uc Right = 1 uc Rear = 1 uc Turret = 1 [ObjectType] st Name = "HBSTRKR" // Text string giving a descriptive name (only 8 chars long!!) l Type = 43 // ID number for this mech type l Appearance = 0x05000031 l Duration = -1 // Lasts forever = -1 l MaxDamage = 200 // Number of damage points before BOOM! l ExplosionObject = 41 // Object Class Number of explosion for Mech l DestroyedObject = 101 // Object Class Number of Destroyed shape for Mech f ExtentRadius = 15 // Extent Radius in Meters l IconNumber = 119 [Control] ul Type = 2 //player = 1, ai = 2, net = 3 ul DataType = 1 //mech control data = 1 [Dynamics] ul Type = 2 //Mech dynamics = 1 [VehicleDynamics] l maxTurretYawRate = 120 l maxTurretYaw = 360 l maxVehicleYawRate = 360 f maxAccel = 15.0 //18.0 f maxVelocity = 15.0 //18.0 [AudioVisual] st Anim = "animString" uc[3] MoveAnimSpeed = 0,2,1 FITEnd FITini [ObjectClass] l ObjectTypeNum = 2 [ObjectType] st Name = "werewolf" // Text string giving a descriptive name (only 8 chars long!!) l ExplosionObject = 41 // Object Class Number of explosion for Mech l DestroyedObject = 101 // Object Class Number of Destroyed shape for Mech f ExtentRadius = 12 // Extent Radius in Meters st AppearanceName = "werewolf" [MechProfile] st ProfileName = "werewolf" f destructdamage = 35 f explosiondamage = 15 f explosionradius = 80 FITEnd FITini [ObjectClass] l ObjectTypeNum = 2 [ObjectType] st Name = "wolfhound" // Text string giving a descriptive name (only 8 chars long!!) l ExplosionObject = 41 // Object Class Number of explosion for Mech l DestroyedObject = 101 // Object Class Number of Destroyed shape for Mech f ExtentRadius = 12 // Extent Radius in Meters st AppearanceName = "wolfhound" [MechProfile] st ProfileName = "wolfhound" f destructdamage = 35 f explosiondamage = 15 f explosionradius = 80 FITEnd FITini [ObjectClass] l ObjectTypeNum = 2 [ObjectType] st Name = "Hollander" // Text string giving a descriptive name (only 8 chars long!!) l ExplosionObject = 41 // Object Class Number of explosion for Mech l DestroyedObject = 101 // Object Class Number of Destroyed shape for Mech f ExtentRadius = 12 // Extent Radius in Meters st AppearanceName = "hollander" [MechProfile] st ProfileName = "hollander" f destructdamage = 35 f explosiondamage = 15 f explosionradius = 80 FITEnd FITini [ObjectClass] l ObjectTypeNum = 2 [ObjectType] st Name = "Raven" // Text string giving a descriptive name (only 8 chars long!!) l ExplosionObject = 41 // Object Class Number of explosion for Mech l DestroyedObject = 101 // Object Class Number of Destroyed shape for Mech f ExtentRadius = 12 // Extent Radius in Meters st AppearanceName = "raven" [MechProfile] st ProfileName = "raven" f destructdamage = 35 f explosiondamage = 15 f explosionradius = 80 FITEnd FITini [ObjectClass] l ObjectTypeNum = 2 [ObjectType] st Name = "Highlander" // Text string giving a descriptive name (only 8 chars long!!) l ExplosionObject = 41 // Object Class Number of explosion for Mech l DestroyedObject = 101 // Object Class Number of Destroyed shape for Mech f ExtentRadius = 12 // Extent Radius in Meters st AppearanceName = "highlander" [MechProfile] st ProfileName = "highlander" f destructdamage = 65 f explosiondamage = 30 f explosionradius = 80 FITEnd FITini [ObjectClass] l ObjectTypeNum = 2 [ObjectType] st Name = "jaegermech" // Text string giving a descriptive name (only 8 chars long!!) l ExplosionObject = 41 // Object Class Number of explosion for Mech l DestroyedObject = 101 // Object Class Number of Destroyed shape for Mech f ExtentRadius = 12 // Extent Radius in Meters st AppearanceName = "jaegermech" [MechProfile] st ProfileName = "jaegermech" f destructdamage = 55 f explosiondamage = 25 f explosionradius = 80 FITEnd FITini [ObjectClass] l ObjectTypeNum = 2 [ObjectType] st Name = "Atlas" // Text string giving a descriptive name (only 8 chars long!!) l ExplosionObject = 41 // Object Class Number of explosion for Mech l DestroyedObject = 101 // Object Class Number of Destroyed shape for Mech f ExtentRadius = 12 // Extent Radius in Meters st AppearanceName = "atlas" [MechProfile] st ProfileName = "atlas" f destructdamage = 65 f explosiondamage = 30 f explosionradius = 80 FITEnd FITini [ObjectClass] l ObjectTypeNum = 2 [ObjectType] st Name = "madcat" // Text string giving a descriptive name (only 8 chars long!!) l ExplosionObject = 41 // Object Class Number of explosion for Mech l DestroyedObject = 101 // Object Class Number of Destroyed shape for Mech f ExtentRadius = 12 // Extent Radius in Meters st AppearanceName = "madcat" [MechProfile] st ProfileName = "madcat" f destructdamage = 55 f explosiondamage = 25 f explosionradius = 80 FITEnd FITini [ObjectClass] l ObjectTypeNum = 2 [ObjectType] st Name = "anubis" // Text string giving a descriptive name (only 8 chars long!!) l ExplosionObject = 41 // Object Class Number of explosion for Mech l DestroyedObject = 101 // Object Class Number of Destroyed shape for Mech f ExtentRadius = 20 // Extent Radius in Meters st AppearanceName = "anubis" [MechProfile] st ProfileName = "anubis" f destructdamage = 35 f explosiondamage = 15 f explosionradius = 80 FITEnd FITini [ObjectClass] l ObjectTypeNum = 2 [ObjectType] st Name = "Vulture" // Text string giving a descriptive name (only 8 chars long!!) l ExplosionObject = 41 // Object Class Number of explosion for Mech l DestroyedObject = 101 // Object Class Number of Destroyed shape for Mech f ExtentRadius = 12 // Extent Radius in Meters st AppearanceName = "vulture" [MechProfile] st ProfileName = "vulture" f destructdamage = 55 f explosiondamage = 25 f explosionradius = 80 FITEnd FITini //--------------------------------------------------------------------------- // // MECH: PUMA // // BASE ID: 17 // //--------------------------------------------------------------------------- // This is a sample MechBase Data File. [ObjectClass] l ObjectTypeNum = 2 [Header] st FileType = "MechType" [General] ul ID = 17 // ID number for this mech type uc Type = 1 // 0 = Inner Sphere, 1 = Clan st Name = "Puma" // mech type description uc Chassis = 0 // Standard Chassis f TonnageClass = 35.0 // 35 tons uc EndoSteel = 1 // does have EndoSteel IS f InternalStructureTonnage = 2.0 // 2.0 tons [InternalStructure] //------------------------------------------------------------------------ // In theory, the following should be dictated by the MaxTonnage, correct? uc Head = 3 uc CenterTorso = 11 uc LeftTorso = 8 uc RightTorso = 8 uc LeftArm = 6 uc RightArm = 6 uc LeftLeg = 8 uc RightLeg = 8 [Debris] ul RightArmPiece = 0x00000039 ul LeftArmPiece = 0x00000038 ul DestroyedPiece = 0x0000003A [HotSpots] st HotSpotFileName = "pu" l FootprintType = 5 ul Weapon0 = 3 // Which part is this weapon attached to. 3 = Right Arm ul Weapon1 = 3 // Which part is this weapon attached to. 2 = Right Arm ul Weapon2 = 3 // Which part is this weapon attached to. 1 = Left Arm ul Weapon3 = 2 // Which part is this weapon attached to. 1 = Left Arm ul Weapon4 = 2 // Which part is this weapon attached to. 1 = Torso ul Weapon5 = 2 // Which part is this weapon attached to. 1 = Torso ul Weapon6 = 1 // Which part is this weapon attached to. 1 = Torso ul Weapon7 = 0 // Which part is this weapon attached to. 1 = Torso ul Weapon8 = 0 // Which part is this weapon attached to. 1 = Torso ul Weapon9 = 1 // Which part is this weapon attached to. 1 = Torso ul Weapon10 = 1 // Which part is this weapon attached to. 0 = Bottom ul Weapon11 = 1 // Which part is this weapon attached to. 0 = Bottom [ObjectType] st Name = "Puma" // Text string giving a descriptive name (only 8 chars long!!) l Type = 55 // ID number for this mech type l Appearance = 0x0100000A l Duration = -1 // Lasts forever = -1 l MaxDamage = 200 // Number of damage points before BOOM! l ExplosionObject = 41 // Object Class Number of explosion for Mech l DestroyedObject = 101 // Object Class Number of Destroyed shape for Mech f ExtentRadius = 12 // Extent Radius in Meters l IconNumber = 18 [Control] ul Type = 2 //player = 1, ai = 2, net = 3 ul DataType = 1 //mech control data = 1 [Dynamics] ul Type = 1 //Mech dynamics = 1 [MechDynamics] l maxTorsoYawRate = 360 //Degrees per sec l maxTorsoYaw = 120 //(+/-)Degrees l maxArmYaw = 60 //(+/-)Degrees l maxMechYawRate = 180 //Degrees per sec l maxRightArmYawRate = 180 //Degrees per sec l maxLeftArmYawRate = 180 //Degrees per sec f maxAccel = 3.0 //Meters per sec per sec f maxVelocity = 40.0 //Meters per sec [AudioVisual] st Anim = "animString" uc[3] MoveAnimSpeed = 0,2,1 FITEnd FITini //--------------------------------------------------------------------------- // // Debris: Thor Left Arm // // BASE ID: 56 // //--------------------------------------------------------------------------- [ObjectClass] l ObjectTypeNum = 9 [ArmFall] f ArmFallYaw = 45.0 f ArmFallYawRange = 45.0 f ArmFallVelMag = 10.0 f ArmFallVelRange = 5.0 f ArmFallDecelRate = -3.0 [ObjectType] st Name = "THLARM" // Text string giving a descriptive name (only 8 chars long!!) l Type = 56 // ID number for this mech type l Appearance = 0x06000032 l Duration = -1 // Lasts forever = -1 l MaxDamage = 0 // Number of damage points before BOOM! l ExplosionObject = -1 // Object Class Number of explosion for Mech l DestroyedObject = -1 // Object Class Number of Destroyed shape for Mech f ExtentRadius = 0 // Extent Radius in Meters (0 Can't hit hit ever) FITEnd FITini //--------------------------------------------------------------------------- // // Debris: Thor Right Arm // // BASE ID: 57 // //--------------------------------------------------------------------------- [ObjectClass] l ObjectTypeNum = 9 [ArmFall] f ArmFallYaw = 45.0 f ArmFallYawRange = 45.0 f ArmFallVelMag = 10.0 f ArmFallVelRange = 5.0 f ArmFallDecelRate = -3.0 [ObjectType] st Name = "THLARM" // Text string giving a descriptive name (only 8 chars long!!) l Type = 57 // ID number for this mech type l Appearance = 0x06000033 l Duration = -1 // Lasts forever = -1 l MaxDamage = 0 // Number of damage points before BOOM! l ExplosionObject = -1 // Object Class Number of explosion for Mech l DestroyedObject = -1 // Object Class Number of Destroyed shape for Mech f ExtentRadius = 0 // Extent Radius in Meters (0 Can't hit hit ever) FITEnd FITini [ObjectClass] l ObjectTypeNum = 2 [ObjectType] st Name = "zeus" // Text string giving a descriptive name (only 8 chars long!!) l ExplosionObject = 41 // Object Class Number of explosion for Mech l DestroyedObject = 101 // Object Class Number of Destroyed shape for Mech f ExtentRadius = 12 // Extent Radius in Meters st AppearanceName = "zeus" [MechProfile] st ProfileName = "zeus" f destructdamage = 65 f explosiondamage = 30 f explosionradius = 80 FITEnd FITini //--------------------------------------------------------------------------- // // MapIcon: WayPoint Indicator // // BASE ID: 58 // //--------------------------------------------------------------------------- [ObjectClass] l ObjectTypeNum = 10 [MapIcon] st MapIconSpriteName = "waypoint" //Name of Sprite .SHP file with waypoint icon in it. ul FrameCount = 1 //Number of frames of animation. f FrameRate = 15.0 //Frame Rate to playback animation at. [ObjectType] st Name = "WAYPNT" // Text string giving a descriptive name (only 8 chars long!!) l Type = 58 // ID number for this mech type l Appearance = 0x00000000 l Duration = -1 // Lasts forever = -1 l MaxDamage = 0 // Number of damage points before BOOM! l ExplosionObject = -1 // Object Class Number of explosion l DestroyedObject = -1 // Object Class Number of Destroyed shape f ExtentRadius = 0 // Extent Radius in Meters (0 Can't hit hit ever) FITEnd FITini //--------------------------------------------------------------------------- // // MapIcon: Mine Indicator // BASE ID: 59 // //--------------------------------------------------------------------------- [ObjectClass] l ObjectTypeNum = 13 [MineData] ul dmgPotential = 5 //Five points of damage f ExtentRadius = 25 //Five meters l MineType = 1 [ObjectType] st Name = "MINE" // Text string giving a descriptive name (only 8 chars long!!) l Type = 59 // ID number for this mech type l Appearance = 0x020000F4 l Duration = -1 // Lasts forever = -1 l MaxDamage = 0 // Amount of damage mine does on impact l ExplosionObject = 39 // Object Class Number of explosion l DestroyedObject = -1 // Object Class Number of Destroyed shape f ExtentRadius = 15 // Extent Radius in Meters (0 Can't hit hit ever) FITEnd FITini //--------------------------------------------------------------------------- // // MapIcon: Movement Indicator // // BASE ID: 60 // //--------------------------------------------------------------------------- [ObjectClass] l ObjectTypeNum = 10 [MapIcon] st MapIconSpriteName = "move" //Name of Sprite .SHP file with waypoint icon in it. ul FrameCount = 14 //Number of frames of animation. f FrameRate = 30.0 //Frame Rate to playback animation at. [ObjectType] st Name = "MOVE" // Text string giving a descriptive name (only 8 chars long!!) l Type = 60 // ID number for this mech type l Appearance = 0x00000000 l Duration = 1 // Lasts forever = -1 l MaxDamage = 0 // Number of damage points before BOOM! l ExplosionObject = -1 // Object Class Number of explosion l DestroyedObject = -1 // Object Class Number of Destroyed shape f ExtentRadius = 0 // Extent Radius in Meters (0 Can't hit hit ever) FITEnd FITini //--------------------------------------------------------------------------- // // MapIcon: Artillery Indicator // // BASE ID: 61 // //--------------------------------------------------------------------------- [ObjectClass] l ObjectTypeNum = 10 [MapIcon] st MapIconSpriteName = "artillery" //Name of Sprite .SHP file with waypoint icon in it. ul FrameCount = 1 //Number of frames of animation. f FrameRate = 15.0 //Frame Rate to playback animation at. [ObjectType] st Name = "ARTLRY" // Text string giving a descriptive name (only 8 chars long!!) l Type = 61 // ID number for this mech type l Appearance = 0x00000000 l Duration = -1 // Lasts forever = -1 l MaxDamage = 100 // Damage points on impact l ExplosionObject = -1 // Object Class Number of explosion l DestroyedObject = -1 // Object Class Number of Destroyed shape f ExtentRadius = 0 // Extent Radius in Meters (0 Can't hit hit ever) FITEnd FITini // This is a sample Smoke Data File [ObjectClass] l ObjectTypeNum = 4 [ObjectType] st Name = "crithit" // Text string giving a descriptive name (only 8 chars long!!) l Type = 62 // ID number for this mech type l Appearance = 0x02000034 l Duration = -1 // Lasts forever = -1 (s) OR until frames are done!! l MaxDamage = 0 // Number of damage points before BOOM! l ExplosionObject = 0 // Object Class Number of explosion for Mech l DestroyedObject = 0 // Object Class Number of Destroyed shape for Mech f ExtentRadius = 0 // Extent Radius in Meters [ExplosionData] ul DmgLevel = 0 ul LightObjectId = 699 ul SoundEffectId = 19 // Need a new sound Effect for this!!!!!!! FITend FITini // This is a sample Smoke Data File [ObjectClass] l ObjectTypeNum = 7 [ObjectType] st Name = "dsmoke" // Text string giving a descriptive name (only 8 chars long!!) l Type = 67 // ID number for this mech type l Appearance = 0x03000017 l MaxDamage = 0 // Number of damage points before BOOM! l ExplosionObject = 0 // Object Class Number of explosion for Mech l DestroyedObject = 0 // Object Class Number of Destroyed shape for Mech f ExtentRadius = 0 // Extent Radius in Meters [SmokeData] f zVelocity = 20.0 // m/s f SlowDownPercent = 0.1 // Percent slower smoke goes then object due to drag. f SmokePerSecond = 18 // number of spheres per second. l Duration = 50 // Lasts forever = -1 (s) ul maxSmokeSpheres = 20 // max number of spheres around. f randomVelX = 8.0 // How much can x/y velocity vary by. f randomVelY = 8.0 // This should get crowded spheres going. f randomVelZ = 3.0 // This should get crowded spheres going. f randomPosX = 5.0 // How much can x/y/z position vary by. f randomPosY = 5.0 // This should get crowded spheres going. f randomPosZ = 5.0 FITendFITini // This is the PPC FX File [ObjectClass] l ObjectTypeNum = 6 [ObjectType] st Name = "ppc" // Text string giving a descriptive name (only 8 chars long!!) l Type = 4 // ID number for this mech type l Appearance = 0x01000000 l Duration = -1 // Lasts forever = -1 l MaxDamage = 0 // Number of damage points before BOOM! l ExplosionObject = 0 // Object Class Number of explosion for Mech l DestroyedObject = 0 // Object Class Number of Destroyed shape for Mech f ExtentRadius = 0 // Extent Radius in Meters l KeepMe = 1 [LaserData] uc PixelWidth = 1 //Width of laser beam uc NumStages = 2 //Number of distinct laser stages ul DmgLevel = 200 //Amount of Damage laser does ul SoundEffectId = 10 ul LaserHitEffect = 40 ul LaserMissEffect = 398 //Effect to play when laser misses [FLaser0] //FLaser means Friendly color f StageDuration = 0.1 //Duration of this stage in seconds uc StageCool = 250 //Cool Color of stage uc StageHot = 250 //Hot Color of Stage [FLaser1] f StageDuration = 0.1 //Duration of this stage in seconds uc StageCool = 250 //Cool Color of stage uc StageHot = 250 //Hot Color of Stage [ELaser0] //ELaser means Enemy color f StageDuration = 0.1 //Duration of this stage in seconds uc StageCool = 241 //Cool Color of stage uc StageHot = 241 //Hot Color of Stage [ELaser1] f StageDuration = 0.1 //Duration of this stage in seconds uc StageCool = 241 //Cool Color of stage uc StageHot = 241 //Hot Color of Stage FITend FITini [ObjectClass] l ObjectTypeNum=21 [ObjectType] st Name="LiaoSpotlight.fit" st AppearanceName="Spotlight" l ExplosionObject=727 l DestroyedObject=0 f ExtentRadius=35.000000 [TurretData] ul DmgLevel=7 f ExtentRadius=35.000000 f ExplosionRadius=0.000000 f ExplosionDamage=0.000000 l BuildingName=30231 l BuildingDescription = 45014 l SetImpassable=1 l XImpasse=0 l YImpasse=0 ul NormalEffectId=0 ul BlownEffectId=0 ul DamageEffectId=0 b CanRefit=FALSE b MechBay=FALSE f TimeToBurnDamage=5.000000 f BurnDamagePerTime=1.000000 f DamageLvlForBurn=13.000000 f SensorRange=-1.000000 l TeamID=-1 l Tonnage=20 l BattleRating=0 l NumMarines=0 b blockLineOfFire=FALSE l LowTemplate=268435456 l HighTemplate=4112 l PotentialContact=0 l BasePixelOffsetX=43 l BasePixelOffsetY=75 f AttackRadius=500.0 f MaxTurretYawRate=30.0 l WeaponType=-1 l PilotSkill = 80 l LittleExtent = 35.0 FITend FITini [ObjectClass] l ObjectTypeNum=21 [ObjectType] st Name="LiaoSpotLight2.fit" st AppearanceName="LiaoSpotLight2" l ExplosionObject=42 l DestroyedObject=0 f ExtentRadius=500.000000 [TurretData] ul DmgLevel=13 f ExtentRadius=35.000000 f ExplosionRadius=0.000000 f ExplosionDamage=0.000000 l BuildingName=30219 l BuildingDescription = 45014 l SetImpassable=1 l XImpasse=0 l YImpasse=0 ul NormalEffectId=0 ul BlownEffectId=0 ul DamageEffectId=0 b CanRefit=FALSE b MechBay=FALSE f TimeToBurnDamage=5.000000 f BurnDamagePerTime=1.000000 f DamageLvlForBurn=13.000000 f SensorRange=-1.000000 l TeamID=-1 l Tonnage=20 l BattleRating=0 l NumMarines=0 b blockLineOfFire=FALSE l LowTemplate=268435456 l HighTemplate=4112 l PotentialContact=0 l BasePixelOffsetX=43 l BasePixelOffsetY=75 f AttackRadius=500.0 f MaxTurretYawRate=30.0 l WeaponType=-1 l PilotSkill = 80 l LittleExtent = 35.0 FITend FITini [ObjectClass] l ObjectTypeNum=1 [ObjectType] st Name="LiaoSpotlightControl.fit" st AppearanceName="L_SpotlightControl" l ExplosionObject=727 l DestroyedObject=0 f ExtentRadius=35.000000 l EncyclopediaID = 45407 [BuildingData] ul DmgLevel=40 f ExtentRadius=35.000000 f ExplosionRadius=0.000000 f ExplosionDamage=0.000000 l BuildingName=30220 l BuildingDescription = 45013 l SetImpassable=1 l XImpasse=0 l YImpasse=0 ul NormalEffectId=0 ul BlownEffectId=0 ul DamageEffectId=0 b CanRefit=FALSE b MechBay=FALSE f TimeToBurnDamage=5.000000 f BurnDamagePerTime=1.000000 f DamageLvlForBurn=13.000000 f SensorRange=-1.000000 l TeamID=-1 l Tonnage=20 l BattleRating=20 l NumMarines=0 b blockLineOfFire=FALSE l LowTemplate=1008467968 l HighTemplate=14396 l PotentialContact=0 l BasePixelOffsetX=-5 l BasePixelOffsetY=48 b Capturable = true FITend FITini [ObjectClass] l ObjectTypeNum=1 [ObjectType] st Name="LiaoTurretControl.fit" st AppearanceName="L_TurretControl" l ExplosionObject=727 l DestroyedObject=0 f ExtentRadius=35.000000 l EncyclopediaID = 45418 [BuildingData] ul DmgLevel=55 f ExtentRadius=35.000000 f ExplosionRadius=0.000000 f ExplosionDamage=0.000000 l BuildingName=30221 l BuildingDescription = 45006 l SetImpassable=1 l XImpasse=0 l YImpasse=0 ul NormalEffectId=0 ul BlownEffectId=0 ul DamageEffectId=0 b CanRefit=FALSE b MechBay=FALSE f TimeToBurnDamage=5.000000 f BurnDamagePerTime=1.000000 f DamageLvlForBurn=13.000000 f SensorRange=1.000000 l TeamID=-1 l Tonnage=20 l BattleRating=20 l NumMarines=0 b blockLineOfFire=FALSE l LowTemplate=940572672 l HighTemplate=14392 l PotentialContact=0 l BasePixelOffsetX=-4 l BasePixelOffsetY=70 b capturable = true f LookoutTowerRange=1016.0f FITend FITini [ObjectClass] l ObjectTypeNum=1 [ObjectType] st Name="LiaoTurretGenerator.fit" st AppearanceName="L_TurretGenerator" l ExplosionObject=727 l DestroyedObject=0 f ExtentRadius=35.000000 l EncyclopediaID = 45419 [BuildingData] ul DmgLevel=30 f ExtentRadius=35.000000 f ExplosionRadius=0.000000 f ExplosionDamage=0.000000 l BuildingName=30222 l BuildingDescription = 45008 l SetImpassable=1 l XImpasse=0 l YImpasse=0 ul NormalEffectId=0 ul BlownEffectId=0 ul DamageEffectId=0 b CanRefit=FALSE b MechBay=FALSE f TimeToBurnDamage=5.000000 f BurnDamagePerTime=1.000000 f DamageLvlForBurn=13.000000 f SensorRange=-1.000000 l TeamID=-1 l Tonnage=20 l BattleRating=20 l NumMarines=0 b blockLineOfFire=FALSE l LowTemplate=939524096 l HighTemplate=14396 l PotentialContact=0 l BasePixelOffsetX=-4 l BasePixelOffsetY=70 FITend FITini [ObjectClass] l ObjectTypeNum=1 [ObjectType] st Name="LiaoVehicleBarracks.fit" st AppearanceName="LiaoVehicleBarracks" l ExplosionObject=727 l DestroyedObject=0 f ExtentRadius=35.000000 [BuildingData] ul DmgLevel=13 f ExtentRadius=35.000000 f ExplosionRadius=0.000000 f ExplosionDamage=0.000000 l BuildingName=30223 l SetImpassable=1 l XImpasse=0 l YImpasse=0 ul NormalEffectId=0 ul BlownEffectId=0 ul DamageEffectId=0 b CanRefit=FALSE b MechBay=FALSE f TimeToBurnDamage=5.000000 f BurnDamagePerTime=1.000000 f DamageLvlForBurn=13.000000 f SensorRange=-1.000000 l TeamID=-1 l Tonnage=20 l BattleRating=20 l NumMarines=0 b blockLineOfFire=FALSE l LowTemplate=2013265920 l HighTemplate=12408 l PotentialContact=0 l BasePixelOffsetX=-29 l BasePixelOffsetY=55 FITend FITini [ObjectClass] l ObjectTypeNum=1 [ObjectType] st Name="DavionBastion.fit" st AppearanceName="DavionBastion" l ExplosionObject=727 l DestroyedObject=0 f ExtentRadius=35.000000 [BuildingData] ul DmgLevel=22 f ExtentRadius=35.000000 f ExplosionRadius=0.000000 f ExplosionDamage=0.000000 l BuildingName=30224 l SetImpassable=1 l XImpasse=0 l YImpasse=0 ul NormalEffectId=0 ul BlownEffectId=0 ul DamageEffectId=0 b CanRefit=FALSE b MechBay=FALSE f TimeToBurnDamage=5.000000 f BurnDamagePerTime=1.000000 f DamageLvlForBurn=22.000000 f SensorRange=-1.000000 l TeamID=-1 l Tonnage=20 l BattleRating=20 l NumMarines=0 b blockLineOfFire=FALSE l LowTemplate=939524096 l HighTemplate=14392 l PotentialContact=0 l BasePixelOffsetX=4 l BasePixelOffsetY=70 FITend FITini [ObjectClass] l ObjectTypeNum=1 [ObjectType] st Name="DavionInfantryBarracks.fit" st AppearanceName="DavionInfantryBarracks" l ExplosionObject=727 l DestroyedObject=0 f ExtentRadius=35.000000 [BuildingData] ul DmgLevel=22 f ExtentRadius=35.000000 f ExplosionRadius=0.000000 f ExplosionDamage=0.000000 l BuildingName=30225 l SetImpassable=1 l XImpasse=0 l YImpasse=0 ul NormalEffectId=0 ul BlownEffectId=0 ul DamageEffectId=0 b CanRefit=FALSE b MechBay=FALSE f TimeToBurnDamage=5.000000 f BurnDamagePerTime=1.000000 f DamageLvlForBurn=22.000000 f SensorRange=-1.000000 l TeamID=-1 l Tonnage=20 l BattleRating=20 l NumMarines=0 b blockLineOfFire=FALSE l LowTemplate=940048384 l HighTemplate=4120 l PotentialContact=0 l BasePixelOffsetX=6 l BasePixelOffsetY=90 FITend FITini [ObjectClass] l ObjectTypeNum=1 [ObjectType] st Name="DavionMechHangar.fit" st AppearanceName="DavionMechHanger" l ExplosionObject=727 l DestroyedObject=0 f ExtentRadius=35.000000 [BuildingData] ul DmgLevel=22 f ExtentRadius=35.000000 f ExplosionRadius=0.000000 f ExplosionDamage=0.000000 l BuildingName=30226 l SetImpassable=1 l XImpasse=0 l YImpasse=0 ul NormalEffectId=0 ul BlownEffectId=0 ul DamageEffectId=0 b CanRefit=FALSE b MechBay=FALSE f TimeToBurnDamage=5.000000 f BurnDamagePerTime=1.000000 f DamageLvlForBurn=22.000000 f SensorRange=-1.000000 l TeamID=-1 l Tonnage=20 l BattleRating=20 l NumMarines=0 b blockLineOfFire=FALSE l LowTemplate=939524096 l HighTemplate=14392 l PotentialContact=0 l BasePixelOffsetX=1 l BasePixelOffsetY=55 FITend FITini [ObjectClass] l ObjectTypeNum=1 [ObjectType] st Name="DavionMechRepairBay.fit" st AppearanceName="DavionMechRepairBay" l ExplosionObject=42 l DestroyedObject=0 f ExtentRadius=35.000000 [BuildingData] ul DmgLevel=6 f ExtentRadius=35.000000 f ExplosionRadius=0.000000 f ExplosionDamage=0.000000 l BuildingName=30227 l BuildingDescription = 45001 l SetImpassable=1 l XImpasse=0 l YImpasse=0 ul NormalEffectId=0 ul BlownEffectId=0 ul DamageEffectId=0 b CanRefit=FALSE b MechBay=FALSE f TimeToBurnDamage=5.000000 f BurnDamagePerTime=1.000000 f DamageLvlForBurn=6.000000 f SensorRange=-1.000000 l TeamID=-1 l Tonnage=20 l BattleRating=20 l NumMarines=0 b blockLineOfFire=FALSE l LowTemplate=939524096 l HighTemplate=56 l PotentialContact=0 l BasePixelOffsetX=23 l BasePixelOffsetY=69 FITend FITini [ObjectClass] l ObjectTypeNum=1 [ObjectType] st Name="DavionMechWarriorBarracks.fit" st AppearanceName="DavionMechwarriorBarracks" l ExplosionObject=42 l DestroyedObject=0 f ExtentRadius=35.000000 [BuildingData] ul DmgLevel=6 f ExtentRadius=35.000000 f ExplosionRadius=0.000000 f ExplosionDamage=0.000000 l BuildingName=30228 l SetImpassable=1 l XImpasse=0 l YImpasse=0 ul NormalEffectId=0 ul BlownEffectId=0 ul DamageEffectId=0 b CanRefit=FALSE b MechBay=FALSE f TimeToBurnDamage=5.000000 f BurnDamagePerTime=1.000000 f DamageLvlForBurn=6.000000 f SensorRange=-1.000000 l TeamID=-1 l Tonnage=20 l BattleRating=20 l NumMarines=0 b blockLineOfFire=FALSE l LowTemplate=402653184 l HighTemplate=14360 l PotentialContact=0 l BasePixelOffsetX=4 l BasePixelOffsetY=64 FITend FITini [ObjectClass] l ObjectTypeNum=1 [ObjectType] st Name="DavionPowerGenerator.fit" st AppearanceName="DavionPowerGenerator" l ExplosionObject=727 l DestroyedObject=0 f ExtentRadius=35.000000 [BuildingData] ul DmgLevel=13 f ExtentRadius=35.000000 f ExplosionRadius=0.000000 f ExplosionDamage=0.000000 l BuildingName=30229 l BuildingDescription = 45007 l SetImpassable=1 l XImpasse=0 l YImpasse=0 ul NormalEffectId=0 ul BlownEffectId=0 ul DamageEffectId=0 b CanRefit=FALSE b MechBay=FALSE f TimeToBurnDamage=5.000000 f BurnDamagePerTime=1.000000 f DamageLvlForBurn=13.000000 f SensorRange=-1.000000 l TeamID=-1 l Tonnage=20 l BattleRating=20 l NumMarines=0 b blockLineOfFire=FALSE l LowTemplate=1006632960 l HighTemplate=6204 l PotentialContact=0 l BasePixelOffsetX=-4 l BasePixelOffsetY=55 b isPowerSource=t FITend FITini [ObjectClass] l ObjectTypeNum=1 [ObjectType] st Name="DavionSensorTower.fit" st AppearanceName="DavionSensorTower" l ExplosionObject=42 l DestroyedObject=0 f ExtentRadius=35.000000 [BuildingData] ul DmgLevel=13 f ExtentRadius=35.000000 f ExplosionRadius=0.000000 f ExplosionDamage=0.000000 l BuildingName=30230 l BuildingDescription = 45010 l SetImpassable=1 l XImpasse=0 l YImpasse=0 ul NormalEffectId=0 ul BlownEffectId=0 ul DamageEffectId=0 b CanRefit=FALSE b MechBay=FALSE f TimeToBurnDamage=5.000000 f BurnDamagePerTime=1.000000 f DamageLvlForBurn=13.000000 f SensorRange=550.0 l TeamID=1 l Tonnage=20 l BattleRating=0 l NumMarines=0 b blockLineOfFire=FALSE l LowTemplate=0 l HighTemplate=56 l PotentialContact=0 l BasePixelOffsetX=-31 l BasePixelOffsetY=75 FITend FITini [ObjectClass] l ObjectTypeNum=21 [ObjectType] st Name="DavionSpotLight.fit" st AppearanceName="DavionSpotLight" l ExplosionObject=42 l DestroyedObject=0 f ExtentRadius=500.000000 [TurretData] ul DmgLevel=13 f ExtentRadius=35.000000 f ExplosionRadius=0.000000 f ExplosionDamage=0.000000 l BuildingName=30231 l BuildingDescription = 45014 l SetImpassable=1 l XImpasse=0 l YImpasse=0 ul NormalEffectId=0 ul BlownEffectId=0 ul DamageEffectId=0 b CanRefit=FALSE b MechBay=FALSE f TimeToBurnDamage=5.000000 f BurnDamagePerTime=1.000000 f DamageLvlForBurn=13.000000 f SensorRange=-1.000000 l TeamID=-1 l Tonnage=20 l BattleRating=0 l NumMarines=0 b blockLineOfFire=FALSE l LowTemplate=268435456 l HighTemplate=4112 l PotentialContact=0 l BasePixelOffsetX=43 l BasePixelOffsetY=75 f AttackRadius=500.0 f MaxTurretYawRate=30.0 l WeaponType=-1 l PilotSkill = 80 l LittleExtent = 35.0 FITend FITini [ObjectClass] l ObjectTypeNum=1 [ObjectType] st Name="DavionTurretPowerGenerator.fit" st AppearanceName="DavionTurretPowerGenerator" l ExplosionObject=42 l DestroyedObject=0 f ExtentRadius=35.000000 l BuildingName=30232 l BuildingDescription = 45008 [BuildingData] ul DmgLevel=13 f ExtentRadius=35.000000 f ExplosionRadius=0.000000 f ExplosionDamage=0.000000 l BuildingName=30232 l BuildingDescription = 45008 l SetImpassable=1 l XImpasse=0 l YImpasse=0 ul NormalEffectId=0 ul BlownEffectId=0 ul DamageEffectId=0 b CanRefit=FALSE b MechBay=FALSE f TimeToBurnDamage=5.000000 f BurnDamagePerTime=1.000000 f DamageLvlForBurn=13.000000 f SensorRange=-1.000000 l TeamID=-1 l Tonnage=20 l BattleRating=0 l NumMarines=0 b blockLineOfFire=FALSE l LowTemplate=0 l HighTemplate=12336 l PotentialContact=0 l BasePixelOffsetX=31 l BasePixelOffsetY=54 FITend FITini [ObjectClass] l ObjectTypeNum=0 [ObjectType] st Name="WillowTree.fit" st AppearanceName="Willow1" l ExplosionObject=42 l DestroyedObject=0 f ExtentRadius=0.000000 [TreeData] ul DmgLevel=1 f ExtentRadius=0.000000 FITend FITini [ObjectClass] l ObjectTypeNum=0 [ObjectType] st Name="WillowGrassyTree.fit" st AppearanceName="WillowGrassy" l ExplosionObject=42 l DestroyedObject=0 f ExtentRadius=0.000000 [TreeData] ul DmgLevel=1 f ExtentRadius=0.000000 FITend FITini [ObjectClass] l ObjectTypeNum=0 [ObjectType] st Name="DeadWillowTree.fit" st AppearanceName="DeadWillow" l ExplosionObject=42 l DestroyedObject=0 f ExtentRadius=0.000000 [TreeData] ul DmgLevel=1 f ExtentRadius=0.000000 FITend FITini [ObjectClass] l ObjectTypeNum=0 [ObjectType] st Name="AlienPalmTree.fit" st AppearanceName="AlienPalm" l ExplosionObject=42 l DestroyedObject=0 f ExtentRadius=0.000000 [TreeData] ul DmgLevel=1 f ExtentRadius=0.000000 FITend FITini [ObjectClass] l ObjectTypeNum=1 [ObjectType] st Name="SteinerSalvageBuilding.fit" st AppearanceName="SteinerSalvage" l ExplosionObject=727 l DestroyedObject=0 f ExtentRadius=35.000000 [BuildingData] ul DmgLevel=46 f ExtentRadius=35.000000 f ExplosionRadius=0.000000 f ExplosionDamage=0.000000 l BuildingName=30233 l BuildingDescription = 45004 l SetImpassable=1 l XImpasse=0 l YImpasse=0 ul NormalEffectId=0 ul BlownEffectId=0 ul DamageEffectId=0 b CanRefit=FALSE b MechBay=FALSE f TimeToBurnDamage=5.000000 f BurnDamagePerTime=1.000000 f DamageLvlForBurn=46.000000 f SensorRange=-1.000000 l TeamID=-1 l Tonnage=20 l BattleRating=20 l NumMarines=0 b blockLineOfFire=FALSE l LowTemplate=939524096 l HighTemplate=14392 l PotentialContact=0 l BasePixelOffsetX=-18 l BasePixelOffsetY=41 FITend FITini [ObjectClass] l ObjectTypeNum=1 [ObjectType] st Name="SteinerAmmoDump.fit" st AppearanceName="SteinerAmmoDump" l ExplosionObject=727 l DestroyedObject=0 f ExtentRadius=35.000000 [BuildingData] ul DmgLevel=18 f ExtentRadius=35.000000 f ExplosionRadius=190.000000 f ExplosionDamage=25.000000 l BuildingName=30234 l SetImpassable=1 l XImpasse=0 l YImpasse=0 ul NormalEffectId=0 ul BlownEffectId=0 ul DamageEffectId=0 b CanRefit=FALSE b MechBay=FALSE f TimeToBurnDamage=5.000000 f BurnDamagePerTime=1.000000 f DamageLvlForBurn=46.000000 f SensorRange=-1.000000 l TeamID=-1 l Tonnage=20 l BattleRating=20 l NumMarines=0 b blockLineOfFire=FALSE l LowTemplate=942669824 l HighTemplate=14392 l PotentialContact=0 l BasePixelOffsetX=5 l BasePixelOffsetY=70 FITend FITini [ObjectClass] l ObjectTypeNum=1 [ObjectType] st Name="SteinerPowerGenerator.fit" st AppearanceName="SteinerGenerator" l ExplosionObject=42 l DestroyedObject=0 f ExtentRadius=35.000000 [BuildingData] ul DmgLevel=6 f ExtentRadius=35.000000 f ExplosionRadius=0.000000 f ExplosionDamage=0.000000 l BuildingName=30235 l BuildingDescription = 45007 l SetImpassable=1 l XImpasse=0 l YImpasse=0 ul NormalEffectId=0 ul BlownEffectId=0 ul DamageEffectId=0 b CanRefit=FALSE b MechBay=FALSE f TimeToBurnDamage=5.000000 f BurnDamagePerTime=1.000000 f DamageLvlForBurn=6.000000 f SensorRange=-1.000000 l TeamID=-1 l Tonnage=20 l BattleRating=20 l NumMarines=0 b blockLineOfFire=FALSE l LowTemplate=806354944 l HighTemplate=4112 l PotentialContact=0 l BasePixelOffsetX=10 l BasePixelOffsetY=58 FITend FITini [ObjectClass] l ObjectTypeNum=1 [ObjectType] st Name="SteinerMechHanger.fit" st AppearanceName="SteinerHanger" l ExplosionObject=42 l DestroyedObject=0 f ExtentRadius=35.000000 [BuildingData] ul DmgLevel=6 f ExtentRadius=35.000000 f ExplosionRadius=0.000000 f ExplosionDamage=0.000000 l BuildingName=30236 l SetImpassable=1 l XImpasse=0 l YImpasse=0 ul NormalEffectId=0 ul BlownEffectId=0 ul DamageEffectId=0 b CanRefit=FALSE b MechBay=FALSE f TimeToBurnDamage=5.000000 f BurnDamagePerTime=1.000000 f DamageLvlForBurn=6.000000 f SensorRange=-1.000000 l TeamID=-1 l Tonnage=20 l BattleRating=20 l NumMarines=0 b blockLineOfFire=FALSE l LowTemplate=806354944 l HighTemplate=4112 l PotentialContact=0 l BasePixelOffsetX=1 l BasePixelOffsetY=63 FITend FITini [ObjectClass] l ObjectTypeNum=1 [ObjectType] st Name="SteinerLookout.fit" st AppearanceName="SteinerLookout" l ExplosionObject=42 l DestroyedObject=0 f ExtentRadius=35.000000 [BuildingData] ul DmgLevel=6 f ExtentRadius=35.000000 f ExplosionRadius=0.000000 f ExplosionDamage=0.000000 l BuildingName=30237 l BuildingDescription = 45003 l SetImpassable=1 l XImpasse=0 l YImpasse=0 ul NormalEffectId=0 ul BlownEffectId=0 ul DamageEffectId=0 b CanRefit=FALSE b MechBay=FALSE f TimeToBurnDamage=5.000000 f BurnDamagePerTime=1.000000 f DamageLvlForBurn=6.000000 f SensorRange=-1.000000 l TeamID=-1 l Tonnage=20 l BattleRating=20 l NumMarines=0 b blockLineOfFire=FALSE l LowTemplate=806354944 l HighTemplate=4112 l PotentialContact=0 l BasePixelOffsetX=3 l BasePixelOffsetY=58 FITend FITini [ObjectClass] l ObjectTypeNum=1 [ObjectType] st Name="SteinerMechRepairBay.fit" st AppearanceName="SteinerMechBay" l ExplosionObject=42 l DestroyedObject=0 f ExtentRadius=35.000000 [BuildingData] ul DmgLevel=6 f ExtentRadius=35.000000 f ExplosionRadius=0.000000 f ExplosionDamage=0.000000 l BuildingName=30238 l BuildingDescription = 45001 l SetImpassable=1 l XImpasse=0 l YImpasse=0 ul NormalEffectId=0 ul BlownEffectId=0 ul DamageEffectId=0 b CanRefit=FALSE b MechBay=FALSE f TimeToBurnDamage=5.000000 f BurnDamagePerTime=1.000000 f DamageLvlForBurn=6.000000 f SensorRange=-1.000000 l TeamID=-1 l Tonnage=20 l BattleRating=20 l NumMarines=0 b blockLineOfFire=FALSE l LowTemplate=536870912 l HighTemplate=60 l PotentialContact=0 l BasePixelOffsetX=6 l BasePixelOffsetY=57 FITend FITini [ObjectClass] l ObjectTypeNum=0 [ObjectType] st Name="AlienPalmTree2.fit" st AppearanceName="AlienPalm2" l ExplosionObject=42 l DestroyedObject=0 f ExtentRadius=0.000000 [TreeData] ul DmgLevel=1 f ExtentRadius=0.000000 FITend FITini [ObjectClass] l ObjectTypeNum=0 [ObjectType] st Name="Cattails.fit" st AppearanceName="Cattails" l ExplosionObject=42 l DestroyedObject=0 f ExtentRadius=0.000000 [TreeData] ul DmgLevel=1 f ExtentRadius=0.000000 FITend FITini [ObjectClass] l ObjectTypeNum=0 [ObjectType] st Name="DeadWillowTree2.fit" st AppearanceName="DeadWillow2" l ExplosionObject=42 l DestroyedObject=0 f ExtentRadius=0.000000 [TreeData] ul DmgLevel=1 f ExtentRadius=0.000000 FITend FITini [ObjectClass] l ObjectTypeNum=0 [ObjectType] st Name="WillowTree2.fit" st AppearanceName="Willow2" l ExplosionObject=42 l DestroyedObject=0 f ExtentRadius=0.000000 [TreeData] ul DmgLevel=1 f ExtentRadius=0.000000 FITend FITini [ObjectClass] l ObjectTypeNum=0 [ObjectType] st Name="WillowTree3.fit" st AppearanceName="Willow3" l ExplosionObject=42 l DestroyedObject=0 f ExtentRadius=0.000000 [TreeData] ul DmgLevel=1 f ExtentRadius=0.000000 FITend FITini [ObjectClass] l ObjectTypeNum=0 [ObjectType] st Name="Cattails2.fit" st AppearanceName="Cattails2" l ExplosionObject=42 l DestroyedObject=0 f ExtentRadius=0.000000 [TreeData] ul DmgLevel=1 f ExtentRadius=0.000000 FITend FITini [ObjectClass] l ObjectTypeNum=1 [ObjectType] st Name="Rock.fit" st AppearanceName="Rock" l ExplosionObject=42 l DestroyedObject=0 f ExtentRadius=0.000000 [BuildingData] ul DmgLevel=6 f ExtentRadius=0.000000 f ExplosionRadius=0.000000 f ExplosionDamage=0.000000 l BuildingName=30289 l SetImpassable=1 l XImpasse=0 l YImpasse=0 ul NormalEffectId=0 ul BlownEffectId=0 ul DamageEffectId=0 b CanRefit=FALSE b MechBay=FALSE f TimeToBurnDamage=5.000000 f BurnDamagePerTime=1.000000 f DamageLvlForBurn=6.000000 f SensorRange=-1.000000 l TeamID=-1 l Tonnage=20 l BattleRating=20 l NumMarines=0 b blockLineOfFire=FALSE l LowTemplate=806354944 l HighTemplate=4112 l PotentialContact=0 l BasePixelOffsetX=3 l BasePixelOffsetY=58 FITend FITini [ObjectClass] l ObjectTypeNum=1 [ObjectType] st Name="Rock2.fit" st AppearanceName="Rock2" l ExplosionObject=42 l DestroyedObject=0 f ExtentRadius=0.000000 [BuildingData] ul DmgLevel=6 f ExtentRadius=0.000000 f ExplosionRadius=0.000000 f ExplosionDamage=0.000000 l BuildingName=30289 l SetImpassable=1 l XImpasse=0 l YImpasse=0 ul NormalEffectId=0 ul BlownEffectId=0 ul DamageEffectId=0 b CanRefit=FALSE b MechBay=FALSE f TimeToBurnDamage=5.000000 f BurnDamagePerTime=1.000000 f DamageLvlForBurn=6.000000 f SensorRange=-1.000000 l TeamID=-1 l Tonnage=20 l BattleRating=20 l NumMarines=0 b blockLineOfFire=FALSE l LowTemplate=806354944 l HighTemplate=4112 l PotentialContact=0 l BasePixelOffsetX=3 l BasePixelOffsetY=58 FITend FITini [ObjectClass] l ObjectTypeNum=1 [ObjectType] st Name="DavionAmmoDump.fit" st AppearanceName="DavionAmmoDump" l ExplosionObject=727 l DestroyedObject=0 f ExtentRadius=35.000000 [BuildingData] ul DmgLevel=18 f ExtentRadius=35.000000 f ExplosionRadius=190.000000 f ExplosionDamage=25.000000 l BuildingName=30258 l SetImpassable=1 l XImpasse=0 l YImpasse=0 ul NormalEffectId=0 ul BlownEffectId=0 ul DamageEffectId=0 b CanRefit=FALSE b MechBay=FALSE f TimeToBurnDamage=5.000000 f BurnDamagePerTime=1.000000 f DamageLvlForBurn=22.000000 f SensorRange=-1.000000 l TeamID=-1 l Tonnage=20 l BattleRating=20 l NumMarines=0 b blockLineOfFire=FALSE l LowTemplate=939524096 l HighTemplate=14392 l PotentialContact=0 l BasePixelOffsetX=4 l BasePixelOffsetY=70 FITend FITini [ObjectClass] l ObjectTypeNum=1 [ObjectType] st Name="DavionBridgeControl.fit" st AppearanceName="DavionBridgeControl" l ExplosionObject=727 l DestroyedObject=0 f ExtentRadius=35.000000 [BuildingData] ul DmgLevel=22 f ExtentRadius=35.000000 f ExplosionRadius=0.000000 f ExplosionDamage=0.000000 l BuildingName=30259 l SetImpassable=1 l XImpasse=0 l YImpasse=0 ul NormalEffectId=0 ul BlownEffectId=0 ul DamageEffectId=0 b CanRefit=FALSE b MechBay=FALSE f TimeToBurnDamage=5.000000 f BurnDamagePerTime=1.000000 f DamageLvlForBurn=22.000000 f SensorRange=-1.000000 l TeamID=-1 l Tonnage=20 l BattleRating=20 l NumMarines=0 b blockLineOfFire=FALSE l LowTemplate=939524096 l HighTemplate=14392 l PotentialContact=0 l BasePixelOffsetX=4 l BasePixelOffsetY=70 FITend FITini [ObjectClass] l ObjectTypeNum=1 [ObjectType] st Name="DavionGateControl.fit" st AppearanceName="D_GateControl" l ExplosionObject=727 l DestroyedObject=0 f ExtentRadius=35.000000 [BuildingData] ul DmgLevel=35 f ExtentRadius=35.000000 f ExplosionRadius=0.000000 f ExplosionDamage=0.000000 l BuildingName=30260 l BuildingDescription = 45011 l SetImpassable=1 l XImpasse=0 l YImpasse=0 ul NormalEffectId=0 ul BlownEffectId=0 ul DamageEffectId=0 b CanRefit=FALSE b MechBay=FALSE f TimeToBurnDamage=5.000000 f BurnDamagePerTime=1.000000 f DamageLvlForBurn=22.000000 f SensorRange=-1.000000 l TeamID=-1 l Tonnage=20 l BattleRating=20 l NumMarines=0 b blockLineOfFire=FALSE l LowTemplate=939524096 l HighTemplate=14392 l PotentialContact=0 l BasePixelOffsetX=4 l BasePixelOffsetY=70 b Capturable = true FITend FITini [ObjectClass] l ObjectTypeNum=1 [ObjectType] st Name="DavionLookout.fit" st AppearanceName="DavionLookout" l ExplosionObject=727 l DestroyedObject=0 f ExtentRadius=35.000000 [BuildingData] ul DmgLevel=22 f ExtentRadius=35.000000 f ExplosionRadius=0.000000 f ExplosionDamage=0.000000 l BuildingName=30261 l BuildingDescription = 45003 l SetImpassable=1 l XImpasse=0 l YImpasse=0 ul NormalEffectId=0 ul BlownEffectId=0 ul DamageEffectId=0 b CanRefit=FALSE b MechBay=FALSE f TimeToBurnDamage=5.000000 f BurnDamagePerTime=1.000000 f DamageLvlForBurn=22.000000 f SensorRange=-1.000000 l TeamID=-1 l Tonnage=20 l BattleRating=20 l NumMarines=0 b blockLineOfFire=FALSE l LowTemplate=939524096 l HighTemplate=14392 l PotentialContact=0 l BasePixelOffsetX=4 l BasePixelOffsetY=70 FITend FITini [ObjectClass] l ObjectTypeNum=1 [ObjectType] st Name="DavionPerimeterAlarm.fit" st AppearanceName="DavionPerimeterAlarm" l ExplosionObject=727 l DestroyedObject=0 f ExtentRadius=35.000000 [BuildingData] ul DmgLevel=22 f ExtentRadius=35.000000 f ExplosionRadius=0.000000 f ExplosionDamage=0.000000 l BuildingName=30262 l BuildingDescription = 45002 l SetImpassable=1 l XImpasse=0 l YImpasse=0 ul NormalEffectId=0 ul BlownEffectId=0 ul DamageEffectId=0 b CanRefit=FALSE b MechBay=FALSE f TimeToBurnDamage=5.000000 f BurnDamagePerTime=1.000000 f DamageLvlForBurn=22.000000 f SensorRange=-1.000000 l TeamID=-1 l Tonnage=20 l BattleRating=20 l NumMarines=0 b blockLineOfFire=FALSE l LowTemplate=939524096 l HighTemplate=14392 l PotentialContact=0 l BasePixelOffsetX=4 l BasePixelOffsetY=70 FITend FITini [ObjectClass] l ObjectTypeNum=1 [ObjectType] st Name="DavionRetractableBridge.fit" st AppearanceName="DavionRetractableBridge" l ExplosionObject=727 l DestroyedObject=0 f ExtentRadius=35.000000 [BuildingData] ul DmgLevel=22 f ExtentRadius=35.000000 f ExplosionRadius=0.000000 f ExplosionDamage=0.000000 l BuildingName=30263 l SetImpassable=1 l XImpasse=0 l YImpasse=0 ul NormalEffectId=0 ul BlownEffectId=0 ul DamageEffectId=0 b CanRefit=FALSE b MechBay=FALSE f TimeToBurnDamage=5.000000 f BurnDamagePerTime=1.000000 f DamageLvlForBurn=22.000000 f SensorRange=-1.000000 l TeamID=-1 l Tonnage=20 l BattleRating=20 l NumMarines=0 b blockLineOfFire=FALSE l LowTemplate=939524096 l HighTemplate=14392 l PotentialContact=0 l BasePixelOffsetX=4 l BasePixelOffsetY=70 FITend FITini [ObjectClass] l ObjectTypeNum=1 [ObjectType] st Name="DavionSalvageBuilding.fit" st AppearanceName="DavionSalvageBuilding" l ExplosionObject=727 l DestroyedObject=0 f ExtentRadius=35.000000 [BuildingData] ul DmgLevel=22 f ExtentRadius=35.000000 f ExplosionRadius=0.000000 f ExplosionDamage=0.000000 l BuildingName=30264 l BuildingDescription = 45004 l SetImpassable=1 l XImpasse=0 l YImpasse=0 ul NormalEffectId=0 ul BlownEffectId=0 ul DamageEffectId=0 b CanRefit=FALSE b MechBay=FALSE f TimeToBurnDamage=5.000000 f BurnDamagePerTime=1.000000 f DamageLvlForBurn=22.000000 f SensorRange=-1.000000 l TeamID=-1 l Tonnage=20 l BattleRating=20 l NumMarines=0 b blockLineOfFire=FALSE l LowTemplate=939524096 l HighTemplate=14392 l PotentialContact=0 l BasePixelOffsetX=4 l BasePixelOffsetY=70 FITend FITini [ObjectClass] l ObjectTypeNum=1 [ObjectType] st Name="DavionSensorControl.fit" st AppearanceName="D_SensorControl" l ExplosionObject=727 l DestroyedObject=0 f ExtentRadius=35.000000 [BuildingData] ul DmgLevel=40 f ExtentRadius=35.000000 f ExplosionRadius=0.000000 f ExplosionDamage=0.000000 l BuildingName=30265 l BuildingDescription = 45009 l SetImpassable=1 l XImpasse=0 l YImpasse=0 ul NormalEffectId=0 ul BlownEffectId=0 ul DamageEffectId=0 b CanRefit=FALSE b MechBay=FALSE f TimeToBurnDamage=5.000000 f BurnDamagePerTime=1.000000 f DamageLvlForBurn=22.000000 f SensorRange=-1.000000 l TeamID=-1 l Tonnage=20 l BattleRating=20 l NumMarines=0 b blockLineOfFire=FALSE l LowTemplate=939524096 l HighTemplate=14392 l PotentialContact=0 l BasePixelOffsetX=4 l BasePixelOffsetY=70 b Capturable = true FITend FITini [ObjectClass] l ObjectTypeNum=1 [ObjectType] st Name="DavionSpecialSalvageBuilding.fit" st AppearanceName="DavionSpecialSalvageBuilding" l ExplosionObject=727 l DestroyedObject=0 f ExtentRadius=35.000000 [BuildingData] ul DmgLevel=22 f ExtentRadius=35.000000 f ExplosionRadius=0.000000 f ExplosionDamage=0.000000 l BuildingName=30266 l BuildingDescription = 45005 l SetImpassable=1 l XImpasse=0 l YImpasse=0 ul NormalEffectId=0 ul BlownEffectId=0 ul DamageEffectId=0 b CanRefit=FALSE b MechBay=FALSE f TimeToBurnDamage=5.000000 f BurnDamagePerTime=1.000000 f DamageLvlForBurn=22.000000 f SensorRange=-1.000000 l TeamID=-1 l Tonnage=20 l BattleRating=20 l NumMarines=0 b blockLineOfFire=FALSE l LowTemplate=939524096 l HighTemplate=14392 l PotentialContact=0 l BasePixelOffsetX=4 l BasePixelOffsetY=70 FITend FITini [ObjectClass] l ObjectTypeNum=1 [ObjectType] st Name="DavionSpotlightControl.fit" st AppearanceName="D_SpotlightControl" l ExplosionObject=727 l DestroyedObject=0 f ExtentRadius=35.000000 [BuildingData] ul DmgLevel=40 f ExtentRadius=35.000000 f ExplosionRadius=0.000000 f ExplosionDamage=0.000000 l BuildingName=30267 l BuildingDescription = 45013 l SetImpassable=1 l XImpasse=0 l YImpasse=0 ul NormalEffectId=0 ul BlownEffectId=0 ul DamageEffectId=0 b CanRefit=FALSE b MechBay=FALSE f TimeToBurnDamage=5.000000 f BurnDamagePerTime=1.000000 f DamageLvlForBurn=22.000000 f SensorRange=-1.000000 l TeamID=-1 l Tonnage=20 l BattleRating=20 l NumMarines=0 b blockLineOfFire=FALSE l LowTemplate=939524096 l HighTemplate=14392 l PotentialContact=0 l BasePixelOffsetX=4 l BasePixelOffsetY=70 b Capturable = true FITend FITini [ObjectClass] l ObjectTypeNum=1 [ObjectType] st Name="VehicleHangar.fit" st AppearanceName="VehicleHangar" l ExplosionObject=727 l DestroyedObject=0 f ExtentRadius=35.000000 [BuildingData] ul DmgLevel=20 f ExtentRadius=35.000000 f ExplosionRadius=0.000000 f ExplosionDamage=0.000000 l BuildingName=30268 l SetImpassable=1 l XImpasse=0 l YImpasse=0 ul NormalEffectId=0 ul BlownEffectId=0 ul DamageEffectId=0 b CanRefit=FALSE b MechBay=FALSE f TimeToBurnDamage=5.000000 f BurnDamagePerTime=1.000000 f DamageLvlForBurn=22.000000 f SensorRange=-1.000000 l TeamID=-1 l Tonnage=20 l BattleRating=20 l NumMarines=0 b blockLineOfFire=FALSE l LowTemplate=939524096 l HighTemplate=14392 l PotentialContact=0 l BasePixelOffsetX=4 l BasePixelOffsetY=70 FITend FITini [ObjectClass] l ObjectTypeNum=11 [ObjectType] st Name="Barricade.fit" st AppearanceName="sawhorseBarricade" l ExplosionObject=727 l DestroyedObject=0 f ExtentRadius=35.000000 [TerrainObjectData] ul DmgLevel=1 f ExtentRadius=35.000000 FITend FITini [ObjectClass] l ObjectTypeNum=1 [ObjectType] st Name="Gate.fit" st AppearanceName="gate" l ExplosionObject=727 l DestroyedObject=0 f ExtentRadius=35.000000 [BuildingData] ul DmgLevel=22 f ExtentRadius=35.000000 f ExplosionRadius=0.000000 f ExplosionDamage=0.000000 l BuildingName=30270 l SetImpassable=1 l XImpasse=0 l YImpasse=0 ul NormalEffectId=0 ul BlownEffectId=0 ul DamageEffectId=0 b CanRefit=FALSE b MechBay=FALSE f TimeToBurnDamage=5.000000 f BurnDamagePerTime=1.000000 f DamageLvlForBurn=22.000000 f SensorRange=-1.000000 l TeamID=-1 l Tonnage=20 l BattleRating=20 l NumMarines=0 b blockLineOfFire=FALSE l LowTemplate=939524096 l HighTemplate=14392 l PotentialContact=0 l BasePixelOffsetX=4 l BasePixelOffsetY=70 FITend FITini [ObjectClass] l ObjectTypeNum=11 [ObjectType] st Name="streetlight3" st AppearanceName="streetlight" l ExplosionObject=727 l DestroyedObject=0 f ExtentRadius=5.000000 [TerrainObjectData] ul DmgLevel=1 f ExtentRadius=5.000000 FITend FITini [ObjectClass] l ObjectTypeNum=1 [ObjectType] st Name="Streetlight2.fit" st AppearanceName="streetlight2" l ExplosionObject=727 l DestroyedObject=0 f ExtentRadius=35.000000 [BuildingData] ul DmgLevel=22 f ExtentRadius=35.000000 f ExplosionRadius=0.000000 f ExplosionDamage=0.000000 l BuildingName=30272 l SetImpassable=1 l XImpasse=0 l YImpasse=0 ul NormalEffectId=0 ul BlownEffectId=0 ul DamageEffectId=0 b CanRefit=FALSE b MechBay=FALSE f TimeToBurnDamage=5.000000 f BurnDamagePerTime=1.000000 f DamageLvlForBurn=22.000000 f SensorRange=-1.000000 l TeamID=-1 l Tonnage=20 l BattleRating=20 l NumMarines=0 b blockLineOfFire=FALSE l LowTemplate=939524096 l HighTemplate=14392 l PotentialContact=0 l BasePixelOffsetX=4 l BasePixelOffsetY=70 FITend FITini [ObjectClass] l ObjectTypeNum=1 [ObjectType] st Name="Streetlight3.fit" st AppearanceName="streetlight3" l ExplosionObject=727 l DestroyedObject=0 f ExtentRadius=35.000000 [BuildingData] ul DmgLevel=1 f ExtentRadius=35.000000 f ExplosionRadius=0.000000 f ExplosionDamage=0.000000 l BuildingName=30273 l SetImpassable=1 l XImpasse=0 l YImpasse=0 ul NormalEffectId=0 ul BlownEffectId=0 ul DamageEffectId=0 b CanRefit=FALSE b MechBay=FALSE f TimeToBurnDamage=5.000000 f BurnDamagePerTime=1.000000 f DamageLvlForBurn=22.000000 f SensorRange=-1.000000 l TeamID=-1 l Tonnage=20 l BattleRating=20 l NumMarines=0 b blockLineOfFire=FALSE l LowTemplate=939524096 l HighTemplate=14392 l PotentialContact=0 l BasePixelOffsetX=4 l BasePixelOffsetY=70 FITend FITini [ObjectClass] l ObjectTypeNum=3 [ObjectType] st Name ="APC" st AppearanceName ="APC" l ExplosionObject =700 l DestroyedObject =0 f ExtentRadius =20.000000 [General] //Read by Type uc Chassis =0 b MineLayer =FALSE b MineSweeper =FALSE l RefitPoints =0 f ExplosionRadius =0.0 f ExplosionDamage =0.0 l IconIndex = 1 //Read by instance l DescIndex =30274 f CurTonnage =15 c Status =0 l BattleRating =25 l EncyclopediaID =45227 [InternalStructure] uc Front =1 uc Rear =1 uc Left =1 uc Right =1 uc Turret =1 [VehicleDynamics] f MaxAccel =8.000000 f MaxVelocity =23.000000 l MaxTurretYawRate =150 l MaxTurretYaw =360 l MaxVehicleYawRate =720 [Front] uc CurInternalStructure =1 uc MaxArmorPoints =9 uc CurArmorPoints =9 [Left] uc CurInternalStructure =1 uc MaxArmorPoints =9 uc CurArmorPoints =9 [Right] uc CurInternalStructure =1 uc MaxArmorPoints =9 uc CurArmorPoints =9 [Rear] uc CurInternalStructure =1 uc MaxArmorPoints =9 uc CurArmorPoints =9 [Turret] uc CurInternalStructure =1 uc MaxArmorPoints =9 uc CurArmorPoints =9 [InventoryInfo] uc NumOther =4 uc NumWeapons =0 uc NumAmmo =0 // Inventory Items -- Other [Item:0] uc MasterID =1 //Engine [Item:1] uc MasterID =6 //Cockpit [Item:2] uc MasterID =35 //LifeSupport [Item:3] uc MasterID =36 //Vehicle Sensor // Inventory Items -- Weapons // Inventory Items -- Ammo FITend FITini [ObjectClass] l ObjectTypeNum=3 [ObjectType] st Name ="harasser" st AppearanceName ="harasser" l ExplosionObject =700 l DestroyedObject =0 f ExtentRadius =20.000000 [General] //Read by Type uc Chassis =0 b MineLayer =FALSE b MineSweeper =FALSE l RefitPoints =0 f ExplosionRadius =0.0 f ExplosionDamage =0.0 l IconIndex = 7 //Read by instance l DescIndex =30275 f CurTonnage =20 c Status =0 l BattleRating =25 l EncyclopediaID =45209 b HoverCraft = t [InternalStructure] uc Front =1 uc Rear =1 uc Left =1 uc Right =1 uc Turret =1 [VehicleDynamics] f MaxAccel =15.000000 f MaxVelocity =23.000000 l MaxTurretYawRate =150 l MaxTurretYaw =360 l MaxVehicleYawRate =720 [Front] uc CurInternalStructure =1 uc MaxArmorPoints =6 uc CurArmorPoints =6 [Left] uc CurInternalStructure =1 uc MaxArmorPoints =6 uc CurArmorPoints =6 [Right] uc CurInternalStructure =1 uc MaxArmorPoints =6 uc CurArmorPoints =6 [Rear] uc CurInternalStructure =1 uc MaxArmorPoints =6 uc CurArmorPoints =6 [Turret] uc CurInternalStructure =1 uc MaxArmorPoints =4 uc CurArmorPoints =4 [InventoryInfo] uc NumOther =4 uc NumWeapons =2 uc NumAmmo =2 // Inventory Items -- Other [Item:0] uc MasterID =1 //Engine [Item:1] uc MasterID =6 //Cockpit [Item:2] uc MasterID =35 //LifeSupport [Item:3] uc MasterID =36 //Vehicle Sensor // Inventory Items -- Weapons [Item:4] uc MasterID =125 //SRM [Item:5] uc MasterID =125 //SRM // Inventory Items -- Ammo [Item:6] uc MasterID =225 //SRM Ammo [Item:7] uc MasterID =225 //SRM Ammo FITend FITini [ObjectClass] l ObjectTypeNum=3 [ObjectType] st Name ="largeartillery" st AppearanceName ="largeartillery" l ExplosionObject =700 l DestroyedObject =0 f ExtentRadius =35.000000 [General] //Read by Type uc Chassis =0 b MineLayer =FALSE b MineSweeper =FALSE l RefitPoints =0 f ExplosionRadius =0.0 f ExplosionDamage =0.0 //Read by instance l DescIndex =30276 f CurTonnage =25 c Status =0 l BattleRating =25 [InternalStructure] uc Front =1 uc Rear =1 uc Left =1 uc Right =1 uc Turret =1 [VehicleDynamics] f MaxAccel =18.000000 f MaxVelocity =18.000000 l MaxTurretYawRate =150 l MaxTurretYaw =360 l MaxVehicleYawRate =720 [Front] uc CurInternalStructure =1 uc MaxArmorPoints =12 uc CurArmorPoints =12 [Left] uc CurInternalStructure =1 uc MaxArmorPoints =10 uc CurArmorPoints =10 [Right] uc CurInternalStructure =1 uc MaxArmorPoints =10 uc CurArmorPoints =10 [Rear] uc CurInternalStructure =1 uc MaxArmorPoints =8 uc CurArmorPoints =8 [Turret] uc CurInternalStructure =1 uc MaxArmorPoints =10 uc CurArmorPoints =10 [InventoryInfo] uc NumOther =3 uc NumWeapons =0 uc NumAmmo =0 // Inventory Items -- Other [Item:0] uc MasterID =1 //Engine [Item:1] uc MasterID =6 //Cockpit [Item:2] uc MasterID =35 //LifeSupport // Inventory Items -- Weapons // Inventory Items -- Ammo FITend FITini [ObjectClass] l ObjectTypeNum=3 [ObjectType] st Name ="minelayer" st AppearanceName ="minelayer" l ExplosionObject =700 l DestroyedObject =0 f ExtentRadius =20.000000 [General] //Read by Type uc Chassis =0 l MineLayer =160 b MineSweeper =FALSE l RefitPoints =0 f ExplosionRadius =0.0 f ExplosionDamage =0.0 l IconIndex =15 //Read by instance l DescIndex =30277 f CurTonnage =30 c Status =0 l BattleRating =25 l EncyclopediaID =45219 [InternalStructure] uc Front =1 uc Rear =1 uc Left =1 uc Right =1 uc Turret =1 [VehicleDynamics] f MaxAccel =5.000000 f MaxVelocity =15.000000 l MaxTurretYawRate =150 l MaxTurretYaw =360 l MaxVehicleYawRate =720 [Front] uc CurInternalStructure =1 uc MaxArmorPoints =15 uc CurArmorPoints =15 [Left] uc CurInternalStructure =1 uc MaxArmorPoints =15 uc CurArmorPoints =15 [Right] uc CurInternalStructure =1 uc MaxArmorPoints =15 uc CurArmorPoints =15 [Rear] uc CurInternalStructure =1 uc MaxArmorPoints =15 uc CurArmorPoints =15 [Turret] uc CurInternalStructure =1 uc MaxArmorPoints =160 uc CurArmorPoints =160 [InventoryInfo] uc NumOther =4 uc NumWeapons =0 uc NumAmmo =0 // Inventory Items -- Other [Item:0] uc MasterID =1 //Engine [Item:1] uc MasterID =6 //Cockpit [Item:2] uc MasterID =35 //LifeSupport [Item:3] uc MasterID =36 //Vehicle Sensor // Inventory Items -- Weapons // Inventory Items -- Ammo FITend FITini [ObjectClass] l ObjectTypeNum=3 [ObjectType] st Name ="partisan" st AppearanceName ="partisan" l ExplosionObject =700 l DestroyedObject =0 f ExtentRadius =20.000000 [General] //Read by Type uc Chassis =0 b MineLayer =FALSE b MineSweeper =FALSE l RefitPoints =0 f ExplosionRadius =0.0 f ExplosionDamage =0.0 l IconIndex = 17 //Read by instance l DescIndex =30278 f CurTonnage =80 c Status =0 l BattleRating =25 l EncyclopediaID =45206 [InternalStructure] uc Front =1 uc Rear =1 uc Left =1 uc Right =1 uc Turret =1 [VehicleDynamics] f MaxAccel =5.000000 f MaxVelocity =15.000000 l MaxTurretYawRate =120 l MaxTurretYaw =360 l MaxVehicleYawRate =720 [Front] uc CurInternalStructure =1 uc MaxArmorPoints =28 uc CurArmorPoints =28 [Left] uc CurInternalStructure =1 uc MaxArmorPoints =28 uc CurArmorPoints =28 [Right] uc CurInternalStructure =1 uc MaxArmorPoints =28 uc CurArmorPoints =28 [Rear] uc CurInternalStructure =1 uc MaxArmorPoints =28 uc CurArmorPoints =28 [Turret] uc CurInternalStructure =1 uc MaxArmorPoints =20 uc CurArmorPoints =20 [InventoryInfo] uc NumOther =4 uc NumWeapons =4 uc NumAmmo =4 // Inventory Items -- Other [Item:0] uc MasterID =1 //Engine [Item:1] uc MasterID =6 //Cockpit [Item:2] uc MasterID =35 //LifeSupport [Item:3] uc MasterID =36 //Vehicle Sensor // Inventory Items -- Weapons [Item:4] uc MasterID =100 //AC5 [Item:5] uc MasterID =100 //AC5 [Item:6] uc MasterID =100 //AC5 [Item:7] uc MasterID =100 //AC5 // Inventory Items -- Ammo [Item:8] uc MasterID =200 //AC5 Ammo [Item:9] uc MasterID =200 //AC5 Ammo [Item:10] uc MasterID =200 //AC5 Ammo [Item:11] uc MasterID =200 //AC5 Ammo FITend FITini [ObjectClass] l ObjectTypeNum=3 [ObjectType] st Name ="smallartillery" st AppearanceName ="smallartillery" l ExplosionObject =700 l DestroyedObject =0 f ExtentRadius =35.000000 [General] //Read by Type uc Chassis =0 b MineLayer =FALSE b MineSweeper =FALSE l RefitPoints =0 f ExplosionRadius =0.0 f ExplosionDamage =0.0 //Read by instance l DescIndex =30279 f CurTonnage =25 c Status =0 l BattleRating =25 [InternalStructure] uc Front =1 uc Rear =1 uc Left =1 uc Right =1 uc Turret =1 [VehicleDynamics] f MaxAccel =18.000000 f MaxVelocity =18.000000 l MaxTurretYawRate =150 l MaxTurretYaw =360 l MaxVehicleYawRate =720 [Front] uc CurInternalStructure =1 uc MaxArmorPoints =12 uc CurArmorPoints =12 [Left] uc CurInternalStructure =1 uc MaxArmorPoints =10 uc CurArmorPoints =10 [Right] uc CurInternalStructure =1 uc MaxArmorPoints =10 uc CurArmorPoints =10 [Rear] uc CurInternalStructure =1 uc MaxArmorPoints =8 uc CurArmorPoints =8 [Turret] uc CurInternalStructure =1 uc MaxArmorPoints =10 uc CurArmorPoints =10 [InventoryInfo] uc NumOther =3 uc NumWeapons =0 uc NumAmmo =0 // Inventory Items -- Other [Item:0] uc MasterID =1 //Engine [Item:1] uc MasterID =6 //Cockpit [Item:2] uc MasterID =35 //LifeSupport // Inventory Items -- Weapons // Inventory Items -- Ammo FITend FITini [ObjectClass] l ObjectTypeNum=3 [ObjectType] st Name ="vedette" st AppearanceName ="vedette" l ExplosionObject =700 l DestroyedObject =0 f ExtentRadius =20.000000 [General] //Read by Type uc Chassis =0 b MineLayer =FALSE b MineSweeper =FALSE l RefitPoints =0 f ExplosionRadius =0.0 f ExplosionDamage =0.0 l IconIndex = 23 //Read by instance l DescIndex =30280 f CurTonnage =50 c Status =0 l BattleRating =25 l EncyclopediaID =45204 [InternalStructure] uc Front =1 uc Rear =1 uc Left =1 uc Right =1 uc Turret =1 [VehicleDynamics] f MaxAccel =5.000000 f MaxVelocity =19.000000 l MaxTurretYawRate =180 l MaxTurretYaw =180 l MaxVehicleYawRate =720 [Front] uc CurInternalStructure =1 uc MaxArmorPoints =11 uc CurArmorPoints =11 [Left] uc CurInternalStructure =1 uc MaxArmorPoints =11 uc CurArmorPoints =11 [Right] uc CurInternalStructure =1 uc MaxArmorPoints =11 uc CurArmorPoints =11 [Rear] uc CurInternalStructure =1 uc MaxArmorPoints =11 uc CurArmorPoints =11 [Turret] uc CurInternalStructure =1 uc MaxArmorPoints =5 uc CurArmorPoints =5 [InventoryInfo] uc NumOther =4 uc NumWeapons =1 uc NumAmmo =1 // Inventory Items -- Other [Item:0] uc MasterID =1 //Engine [Item:1] uc MasterID =6 //Cockpit [Item:2] uc MasterID =35 //LifeSupport [Item:3] uc MasterID =36 //Vehicle Sensor // Inventory Items -- Weapons [Item:4] uc MasterID =101 //AC10 // Inventory Items -- Ammo [Item:5] uc MasterID =201 //AC10 Ammo FITend FITini [ObjectClass] l ObjectTypeNum=1 [ObjectType] st Name="LiaoBridgeControl.fit" st AppearanceName="LiaoBridgeControl" l ExplosionObject=727 l DestroyedObject=0 f ExtentRadius=35.000000 [BuildingData] ul DmgLevel=13 f ExtentRadius=35.000000 f ExplosionRadius=0.000000 f ExplosionDamage=0.000000 l BuildingName=30281 l SetImpassable=1 l XImpasse=0 l YImpasse=0 ul NormalEffectId=0 ul BlownEffectId=0 ul DamageEffectId=0 b CanRefit=FALSE b MechBay=FALSE f TimeToBurnDamage=5.000000 f BurnDamagePerTime=1.000000 f DamageLvlForBurn=13.000000 f SensorRange=-1.000000 l TeamID=-1 l Tonnage=20 l BattleRating=20 l NumMarines=0 b blockLineOfFire=FALSE l LowTemplate=2082209792 l HighTemplate=56 l PotentialContact=0 l BasePixelOffsetX=1 l BasePixelOffsetY=48 FITend FITini [ObjectClass] l ObjectTypeNum=1 [ObjectType] st Name="DavionLightWall.fit" st AppearanceName="D_LightWall" l ExplosionObject=727 l DestroyedObject=0 f ExtentRadius=35.000000 [BuildingData] ul DmgLevel=30 f ExtentRadius=35.000000 f ExplosionRadius=0.000000 f ExplosionDamage=0.000000 l BuildingName=30282 l SetImpassable=1 l XImpasse=0 l YImpasse=0 ul NormalEffectId=0 ul BlownEffectId=0 ul DamageEffectId=0 b CanRefit=FALSE b MechBay=FALSE f TimeToBurnDamage=5.000000 f BurnDamagePerTime=1.000000 f DamageLvlForBurn=22.000000 f SensorRange=-1.000000 l TeamID=-1 l Tonnage=20 l BattleRating=20 l NumMarines=0 b blockLineOfFire=FALSE l LowTemplate=939524096 l HighTemplate=14392 l PotentialContact=0 l BasePixelOffsetX=4 l BasePixelOffsetY=70 b ImpassableWhenDestroyed = false FITend FITini [ObjectClass] l ObjectTypeNum=22 [ObjectType] st Name="DavionLightGate.fit" st AppearanceName="d_lightgate" l ExplosionObject=727 l DestroyedObject=0 f ExtentRadius=35.000000 [GateData] ul DmgLevel=25 f LittleExtent=35.000000 f ExplosionRadius=0.000000 f ExplosionDamage=0.000000 l BuildingName=30283 l BuildingDescription = 45012 ul NormalEffectId=0 ul BlownEffectId=0 ul DamageEffectId=0 l TeamID=-1 l Tonnage=20 l BattleRating=20 b blockLineOfFire=FALSE f OpenRadius=200.0f FITend FITini [ObjectClass] l ObjectTypeNum=0 [ObjectType] st Name="JungleBush1.fit" st AppearanceName="junglebush1" l ExplosionObject=42 l DestroyedObject=0 f ExtentRadius=0.000000 [TreeData] ul DmgLevel=1 f ExtentRadius=0.000000 FITend FITini [ObjectClass] l ObjectTypeNum=0 [ObjectType] st Name="JungleBush2.fit" st AppearanceName="junglebush2" l ExplosionObject=42 l DestroyedObject=0 f ExtentRadius=0.000000 [TreeData] ul DmgLevel=1 f ExtentRadius=0.000000 FITend FITini [ObjectClass] l ObjectTypeNum=1 [ObjectType] st Name="jungleclump1.fit" st AppearanceName="jungleclump1" l ExplosionObject=42 l DestroyedObject=0 f ExtentRadius=0.000000 [BuildingData] ul DmgLevel = 36 f ExtentRadius = 0.000000 f ExplosionRadius = 0.000000 f ExplosionDamage = 0.000000 l BuildingName = 30286 l SetImpassable = 1 b ImpassableWhenDestroyed = false b CanRefit = false b MechBay = false f SensorRange = -1.000000 l TeamID = -1 l Tonnage = 20 l BattleRating = 20 l PotentialContact = 0 FITend FITini [ObjectClass] l ObjectTypeNum=0 [ObjectType] st Name="jungletree1.fit" st AppearanceName="Jungletree1" l ExplosionObject=42 l DestroyedObject=0 f ExtentRadius=0.000000 [TreeData] ul DmgLevel=1 f ExtentRadius=0.000000 FITend FITini [ObjectClass] l ObjectTypeNum=0 [ObjectType] st Name="jungletree2.fit" st AppearanceName="Jungletree2" l ExplosionObject=42 l DestroyedObject=0 f ExtentRadius=0.000000 [TreeData] ul DmgLevel=1 f ExtentRadius=0.000000 FITend FITini [ObjectClass] l ObjectTypeNum=1 [ObjectType] st Name="rock1.fit" st AppearanceName="Rock1" l ExplosionObject=42 l DestroyedObject=0 f ExtentRadius=0.000000 [BuildingData] ul DmgLevel=6 f ExtentRadius=0.000000 f ExplosionRadius=0.000000 f ExplosionDamage=0.000000 l BuildingName=30289 l SetImpassable=1 l XImpasse=0 l YImpasse=0 ul NormalEffectId=0 ul BlownEffectId=0 ul DamageEffectId=0 b CanRefit=FALSE b MechBay=FALSE f TimeToBurnDamage=5.000000 f BurnDamagePerTime=1.000000 f DamageLvlForBurn=6.000000 f SensorRange=-1.000000 l TeamID=-1 l Tonnage=20 l BattleRating=20 l NumMarines=0 b blockLineOfFire=FALSE l LowTemplate=806354944 l HighTemplate=4112 l PotentialContact=0 l BasePixelOffsetX=3 l BasePixelOffsetY=58 FITend FITini [ObjectClass] l ObjectTypeNum=1 [ObjectType] st Name="rock2dj.fit" st AppearanceName="Rock2dj" l ExplosionObject=42 l DestroyedObject=0 f ExtentRadius=0.000000 [BuildingData] ul DmgLevel=6 f ExtentRadius=0.000000 f ExplosionRadius=0.000000 f ExplosionDamage=0.000000 l BuildingName=30289 l SetImpassable=1 l XImpasse=0 l YImpasse=0 ul NormalEffectId=0 ul BlownEffectId=0 ul DamageEffectId=0 b CanRefit=FALSE b MechBay=FALSE f TimeToBurnDamage=5.000000 f BurnDamagePerTime=1.000000 f DamageLvlForBurn=6.000000 f SensorRange=-1.000000 l TeamID=-1 l Tonnage=20 l BattleRating=20 l NumMarines=0 b blockLineOfFire=FALSE l LowTemplate=806354944 l HighTemplate=4112 l PotentialContact=0 l BasePixelOffsetX=3 l BasePixelOffsetY=58 FITend FITini [ObjectClass] l ObjectTypeNum=1 [ObjectType] st Name="rock3.fit" st AppearanceName="Rock3" l ExplosionObject=42 l DestroyedObject=0 f ExtentRadius=0.000000 [BuildingData] ul DmgLevel=6 f ExtentRadius=0.000000 f ExplosionRadius=0.000000 f ExplosionDamage=0.000000 l BuildingName=30289 l SetImpassable=1 l XImpasse=0 l YImpasse=0 ul NormalEffectId=0 ul BlownEffectId=0 ul DamageEffectId=0 b CanRefit=FALSE b MechBay=FALSE f TimeToBurnDamage=5.000000 f BurnDamagePerTime=1.000000 f DamageLvlForBurn=6.000000 f SensorRange=-1.000000 l TeamID=-1 l Tonnage=20 l BattleRating=20 l NumMarines=0 b blockLineOfFire=FALSE l LowTemplate=806354944 l HighTemplate=4112 l PotentialContact=0 l BasePixelOffsetX=3 l BasePixelOffsetY=58 FITend FITini [ObjectClass] l ObjectTypeNum=0 [ObjectType] st Name="palmTree1.fit" st AppearanceName="Palm1" l ExplosionObject=42 l DestroyedObject=0 f ExtentRadius=0.000000 [TreeData] ul DmgLevel=1 f ExtentRadius=0.000000 FITend FITini [ObjectClass] l ObjectTypeNum=0 [ObjectType] st Name="palm2.fit" st AppearanceName="palms" l ExplosionObject=42 l DestroyedObject=0 f ExtentRadius=0.000000 [TreeData] ul DmgLevel=1 f ExtentRadius=0.000000 FITend FITini [ObjectClass] l ObjectTypeNum=1 [ObjectType] st Name="ruinbarracks" st AppearanceName="ruinbarracks" l ExplosionObject=42 l DestroyedObject=0 f ExtentRadius=0.000000 [BuildingData] ul DmgLevel = 0 f ExtentRadius = 0.000000 f ExplosionRadius = 0.000000 f ExplosionDamage = 0.000000 l BuildingName = 30294 l SetImpassable = 1 b ImpassableWhenDestroyed = true b CanRefit = false b MechBay = false f SensorRange = -1.000000 l TeamID = -1 l Tonnage = 20 l BattleRating = 20 l PotentialContact = 0 FITend FITini [ObjectClass] l ObjectTypeNum=1 [ObjectType] st Name="ruinhanger" st AppearanceName="ruinhanger" l ExplosionObject=42 l DestroyedObject=0 f ExtentRadius=0.000000 [BuildingData] ul DmgLevel = 0 f ExtentRadius = 0.000000 f ExplosionRadius = 0.000000 f ExplosionDamage = 0.000000 l BuildingName = 30295 l SetImpassable = 1 b ImpassableWhenDestroyed = true b CanRefit = false b MechBay = false f SensorRange = -1.000000 l TeamID = -1 l Tonnage = 20 l BattleRating = 20 l PotentialContact = 0 FITend FITini [ObjectClass] l ObjectTypeNum=1 [ObjectType] st Name="ruintank" st AppearanceName="ruintank" l ExplosionObject=42 l DestroyedObject=0 f ExtentRadius=0.000000 [BuildingData] ul DmgLevel = 0 f ExtentRadius = 0.000000 f ExplosionRadius = 0.000000 f ExplosionDamage = 0.000000 l BuildingName = 30296 l SetImpassable = 1 b ImpassableWhenDestroyed = true b CanRefit = false b MechBay = false f SensorRange = -1.000000 l TeamID = -1 l Tonnage = 20 l BattleRating = 20 l PotentialContact = 0 FITend FITini [ObjectClass] l ObjectTypeNum=1 [ObjectType] st Name="ruintower" st AppearanceName="ruintower" l ExplosionObject=42 l DestroyedObject=0 f ExtentRadius=0.000000 [BuildingData] ul DmgLevel = 0 f ExtentRadius = 0.000000 f ExplosionRadius = 0.000000 f ExplosionDamage = 0.000000 l BuildingName = 30297 l SetImpassable = 1 b ImpassableWhenDestroyed = true b CanRefit = false b MechBay = false f SensorRange = -1.000000 l TeamID = -1 l Tonnage = 20 l BattleRating = 20 l PotentialContact = 0 FITend FITini [ObjectClass] l ObjectTypeNum=0 [ObjectType] st Name="volcanocrater.fit" st AppearanceName="VolcanoCrater" l ExplosionObject=42 l DestroyedObject=0 f ExtentRadius=0.000000 [TreeData] ul DmgLevel=1 f ExtentRadius=0.000000 FITend FITini [ObjectClass] l ObjectTypeNum=1 [ObjectType] st Name="jungleclump2.fit" st AppearanceName="jungleclump2" l ExplosionObject=42 l DestroyedObject=0 f ExtentRadius=0.000000 [BuildingData] ul DmgLevel = 36 f ExtentRadius = 0.000000 f ExplosionRadius = 0.000000 f ExplosionDamage = 0.000000 l BuildingName = 30299 l SetImpassable = 1 b ImpassableWhenDestroyed = false b CanRefit = false b MechBay = false f SensorRange = -1.000000 l TeamID = -1 l Tonnage = 20 l BattleRating = 20 l PotentialContact = 0 FITend FITini [ObjectClass] l ObjectTypeNum=3 [ObjectType] st Name ="monsoon" st AppearanceName ="monsoon" l ExplosionObject =700 l DestroyedObject =0 f ExtentRadius =20.000000 [General] //Read by Type uc Chassis =0 b MineLayer =FALSE b MineSweeper =FALSE l RefitPoints =0 f ExplosionRadius =0.0 f ExplosionDamage =0.0 b HoverCraft = t //Read by instance l DescIndex =30300 f CurTonnage =25 c Status =0 l BattleRating =25 l EncyclopediaID =45210 [InternalStructure] uc Front =1 uc Rear =1 uc Left =1 uc Right =1 uc Turret =1 [VehicleDynamics] f MaxAccel =15.000000 f MaxVelocity =23.000000 l MaxTurretYawRate =150 l MaxTurretYaw =360 l MaxVehicleYawRate =720 [Front] uc CurInternalStructure =1 uc MaxArmorPoints =8 uc CurArmorPoints =8 [Left] uc CurInternalStructure =1 uc MaxArmorPoints =8 uc CurArmorPoints =8 [Right] uc CurInternalStructure =1 uc MaxArmorPoints =8 uc CurArmorPoints =8 [Rear] uc CurInternalStructure =1 uc MaxArmorPoints =8 uc CurArmorPoints =8 [Turret] uc CurInternalStructure =1 uc MaxArmorPoints =8 uc CurArmorPoints =8 [InventoryInfo] uc NumOther =4 uc NumWeapons =2 uc NumAmmo =0 // Inventory Items -- Other [Item:0] uc MasterID =1 //Engine [Item:1] uc MasterID =6 //Cockpit [Item:2] uc MasterID =35 //LifeSupport [Item:3] uc MasterID =36 //Vehicle Sensor // Inventory Items -- Weapons [Item:4] uc MasterID =155 //Flamer Array [Item:5] uc MasterID =155 //Flamer Array // Inventory Items -- Ammo FITend FITini [ObjectClass] l ObjectTypeNum=3 [ObjectType] st Name ="legion" st AppearanceName ="legion" l ExplosionObject =700 l DestroyedObject =0 f ExtentRadius =20.000000 [General] //Read by Type uc Chassis =0 b MineLayer =FALSE b MineSweeper =FALSE l RefitPoints =0 f ExplosionRadius =0.0 f ExplosionDamage =0.0 //Read by instance l DescIndex =30301 f CurTonnage =100 c Status =0 l BattleRating =500 l EncyclopediaID =45207 l IconIndex =5 [InternalStructure] uc Front =1 uc Rear =1 uc Left =1 uc Right =1 uc Turret =1 [VehicleDynamics] f MaxAccel =0.500000 f MaxVelocity =12.000000 l MaxTurretYawRate =90 l MaxTurretYaw =180 l MaxVehicleYawRate =720 [Front] uc CurInternalStructure =1 uc MaxArmorPoints =66 uc CurArmorPoints =66 [Left] uc CurInternalStructure =1 uc MaxArmorPoints =36 uc CurArmorPoints =36 [Right] uc CurInternalStructure =1 uc MaxArmorPoints =36 uc CurArmorPoints =36 [Rear] uc CurInternalStructure =1 uc MaxArmorPoints =21 uc CurArmorPoints =21 [Turret] uc CurInternalStructure =1 uc MaxArmorPoints =36 uc CurArmorPoints =36 [InventoryInfo] uc NumOther =4 uc NumWeapons =6 uc NumAmmo =4 // Inventory Items -- Other [Item:0] uc MasterID =1 //Engine [Item:1] uc MasterID =6 //Cockpit [Item:2] uc MasterID =35 //LifeSupport [Item:3] uc MasterID =36 //Vehicle Sensor // Inventory Items -- Weapons [Item:4] uc MasterID =104 //Gauss Rifle [Item:5] uc MasterID =104 //Gauss Rifle [Item:6] uc MasterID =125 //SRM [Item:7] uc MasterID =125 //SRM [Item:8] uc MasterID =156 //Laser [Item:9] uc MasterID =156 //Laser // Inventory Items -- Ammo [Item:10] uc MasterID =204 //Gauss Ammo [Item:11] uc MasterID =225 //SRM Ammo [Item:12] uc MasterID =225 //SRM Ammo [Item:13] uc MasterID =204 //Gauss Ammo FITend FITini [ObjectClass] l ObjectTypeNum=3 [ObjectType] st Name ="armoredcar" st AppearanceName ="armoredcar" l ExplosionObject =700 l DestroyedObject =0 f ExtentRadius =20.000000 [General] //Read by Type uc Chassis =0 b MineLayer =FALSE b MineSweeper =FALSE l RefitPoints =0 f ExplosionRadius =0.0 f ExplosionDamage =0.0 b PathLocks =FALSE l IconIndex = 2 //Read by instance l DescIndex =30302 f CurTonnage =5 c Status =0 l BattleRating =25 l EncyclopediaID =45200 [InternalStructure] uc Front =1 uc Rear =1 uc Left =1 uc Right =1 uc Turret =1 [VehicleDynamics] f MaxAccel =8.000000 f MaxVelocity =19.000000 l MaxTurretYawRate =0 l MaxTurretYaw =0 l MaxVehicleYawRate =720 [Front] uc CurInternalStructure =1 uc MaxArmorPoints =3 uc CurArmorPoints =3 [Left] uc CurInternalStructure =1 uc MaxArmorPoints =3 uc CurArmorPoints =3 [Right] uc CurInternalStructure =1 uc MaxArmorPoints =3 uc CurArmorPoints =3 [Rear] uc CurInternalStructure =1 uc MaxArmorPoints =3 uc CurArmorPoints =3 [Turret] uc CurInternalStructure =1 uc MaxArmorPoints =3 uc CurArmorPoints =3 [InventoryInfo] uc NumOther =4 uc NumWeapons =1 uc NumAmmo =0 // Inventory Items -- Other [Item:0] uc MasterID =1 //Engine [Item:1] uc MasterID =6 //Cockpit [Item:2] uc MasterID =35 //LifeSupport [Item:3] uc MasterID =36 //Vehicle Sensor // Inventory Items -- Weapons [Item:4] uc MasterID =114 //SRM // Inventory Items -- Ammo FITend FITini [ObjectClass] l ObjectTypeNum=3 [ObjectType] st Name ="hunter" st AppearanceName ="hunter" l ExplosionObject =700 l DestroyedObject =0 f ExtentRadius =20.000000 [General] //Read by Type uc Chassis =0 b MineLayer =FALSE b MineSweeper =FALSE l RefitPoints =0 f ExplosionRadius =0.0 f ExplosionDamage =0.0 l IconIndex = 12 //Read by instance l DescIndex =30303 f CurTonnage =25 c Status =0 l BattleRating =25 l EncyclopediaID =45201 [InternalStructure] uc Front =1 uc Rear =1 uc Left =1 uc Right =1 uc Turret =1 [VehicleDynamics] f MaxAccel =5.000000 f MaxVelocity =23.000000 l MaxTurretYawRate =150 l MaxTurretYaw =360 l MaxVehicleYawRate =720 [Front] uc CurInternalStructure =1 uc MaxArmorPoints =7 uc CurArmorPoints =7 [Left] uc CurInternalStructure =1 uc MaxArmorPoints =7 uc CurArmorPoints =7 [Right] uc CurInternalStructure =1 uc MaxArmorPoints =7 uc CurArmorPoints =7 [Rear] uc CurInternalStructure =1 uc MaxArmorPoints =7 uc CurArmorPoints =7 [Turret] uc CurInternalStructure =1 uc MaxArmorPoints =5 uc CurArmorPoints =5 [InventoryInfo] uc NumOther =4 uc NumWeapons =3 uc NumAmmo =3 // Inventory Items -- Other [Item:0] uc MasterID =1 //Engine [Item:1] uc MasterID =6 //Cockpit [Item:2] uc MasterID =35 //LifeSupport [Item:3] uc MasterID =36 //Vehicle Sensor // Inventory Items -- Weapons [Item:4] uc MasterID =120 //LRM5 Rack [Item:5] uc MasterID =120 //LRM5 Rack [Item:6] uc MasterID =120 //LRM5 Rack // Inventory Items -- Ammo [Item:7] uc MasterID =220 //LRM5 Ammo [Item:8] uc MasterID =220 //LRM5 Ammo [Item:9] uc MasterID =220 //LRM5 Ammo FITend FITini [ObjectClass] l ObjectTypeNum=3 [ObjectType] st Name ="mobilehq" st AppearanceName ="mobilehq" l ExplosionObject =700 l DestroyedObject =0 f ExtentRadius =20.000000 [General] //Read by Type uc Chassis =0 b MineLayer =FALSE b MineSweeper =FALSE l RefitPoints =-1000 l RecoverPoints = 1000 f ExplosionRadius =0.0 f ExplosionDamage =0.0 l IconIndex = 2 //Read by instance l DescIndex =30304 f CurTonnage =20 c Status =0 l BattleRating =25 l EncyclopediaID =45221 [InternalStructure] uc Front =1 uc Rear =1 uc Left =1 uc Right =1 uc Turret =1 [VehicleDynamics] f MaxAccel =5.000000 f MaxVelocity =15.000000 l MaxTurretYawRate =150 l MaxTurretYaw =360 l MaxVehicleYawRate =720 [Front] uc CurInternalStructure =1 uc MaxArmorPoints =15 uc CurArmorPoints =15 [Left] uc CurInternalStructure =1 uc MaxArmorPoints =15 uc CurArmorPoints =15 [Right] uc CurInternalStructure =1 uc MaxArmorPoints =15 uc CurArmorPoints =15 [Rear] uc CurInternalStructure =1 uc MaxArmorPoints =15 uc CurArmorPoints =15 [Turret] uc CurInternalStructure =1 uc MaxArmorPoints =15 uc CurArmorPoints =15 [InventoryInfo] uc NumOther =4 uc NumWeapons =0 uc NumAmmo =0 // Inventory Items -- Other [Item:0] uc MasterID =1 //Engine [Item:1] uc MasterID =6 //Cockpit [Item:2] uc MasterID =35 //LifeSupport [Item:3] uc MasterID =36 //Vehicle Sensor // Inventory Items -- Weapons // Inventory Items -- Ammo FITend FITini [ObjectClass] l ObjectTypeNum=3 [ObjectType] st Name ="fueltruck" st AppearanceName ="fueltruck" l ExplosionObject =700 l DestroyedObject =0 f ExtentRadius =20.000000 [General] //Read by Type uc Chassis =0 b MineLayer =FALSE b MineSweeper =FALSE l RefitPoints =0 f ExplosionRadius =200.0 f ExplosionDamage =20.0 //Read by instance l DescIndex =30305 f CurTonnage =20 c Status =0 l BattleRating =25 l IconIndex =5 l EncyclopediaID =45228 [InternalStructure] uc Front =1 uc Rear =1 uc Left =1 uc Right =1 uc Turret =1 [VehicleDynamics] f MaxAccel =5.000000 f MaxVelocity =15.000000 l MaxTurretYawRate =150 l MaxTurretYaw =360 l MaxVehicleYawRate =720 [Front] uc CurInternalStructure =1 uc MaxArmorPoints =3 uc CurArmorPoints =3 [Left] uc CurInternalStructure =1 uc MaxArmorPoints =3 uc CurArmorPoints =3 [Right] uc CurInternalStructure =1 uc MaxArmorPoints =3 uc CurArmorPoints =3 [Rear] uc CurInternalStructure =1 uc MaxArmorPoints =3 uc CurArmorPoints =3 [Turret] uc CurInternalStructure =1 uc MaxArmorPoints =3 uc CurArmorPoints =3 [InventoryInfo] uc NumOther =4 uc NumWeapons =0 uc NumAmmo =0 // Inventory Items -- Other [Item:0] uc MasterID =1 //Engine [Item:1] uc MasterID =6 //Cockpit [Item:2] uc MasterID =35 //LifeSupport [Item:3] uc MasterID =36 //Vehicle Sensor // Inventory Items -- Weapons // Inventory Items -- Ammo FITend FITini [ObjectClass] l ObjectTypeNum=3 [ObjectType] st Name ="truck" st AppearanceName ="truck" l ExplosionObject =700 l DestroyedObject =0 f ExtentRadius =20.000000 [General] //Read by Type uc Chassis =0 b MineLayer =FALSE b MineSweeper =FALSE l RefitPoints =0 f ExplosionRadius =0.0 f ExplosionDamage =0.0 //Read by instance l DescIndex =30306 f CurTonnage =20 c Status =0 l BattleRating =25 l IconIndex =5 [InternalStructure] uc Front =1 uc Rear =1 uc Left =1 uc Right =1 uc Turret =1 [VehicleDynamics] f MaxAccel =5.000000 f MaxVelocity =15.000000 l MaxTurretYawRate =150 l MaxTurretYaw =360 l MaxVehicleYawRate =720 [Front] uc CurInternalStructure =1 uc MaxArmorPoints =2 uc CurArmorPoints =2 [Left] uc CurInternalStructure =1 uc MaxArmorPoints =2 uc CurArmorPoints =2 [Right] uc CurInternalStructure =1 uc MaxArmorPoints =2 uc CurArmorPoints =2 [Rear] uc CurInternalStructure =1 uc MaxArmorPoints =2 uc CurArmorPoints =2 [Turret] uc CurInternalStructure =1 uc MaxArmorPoints =2 uc CurArmorPoints =2 [InventoryInfo] uc NumOther =4 uc NumWeapons =0 uc NumAmmo =0 // Inventory Items -- Other [Item:0] uc MasterID =1 //Engine [Item:1] uc MasterID =6 //Cockpit [Item:2] uc MasterID =35 //LifeSupport [Item:3] uc MasterID =36 //Vehicle Sensor // Inventory Items -- Weapons // Inventory Items -- Ammo FITend FITini [ObjectClass] l ObjectTypeNum=3 [ObjectType] st Name ="cargotruck" st AppearanceName ="cargotruck" l ExplosionObject =700 l DestroyedObject =0 f ExtentRadius =20.000000 [General] //Read by Type uc Chassis =0 b MineLayer =FALSE b MineSweeper =FALSE l RefitPoints =0 f ExplosionRadius =0.0 f ExplosionDamage =0.0 //Read by instance l DescIndex =30307 f CurTonnage =25 c Status =0 l BattleRating =25 l EncyclopediaID =45222 l IconIndex =5 [InternalStructure] uc Front =1 uc Rear =1 uc Left =1 uc Right =1 uc Turret =1 [VehicleDynamics] f MaxAccel =5.000000 f MaxVelocity =15.000000 l MaxTurretYawRate =150 l MaxTurretYaw =360 l MaxVehicleYawRate =720 [Front] uc CurInternalStructure =1 uc MaxArmorPoints =2 uc CurArmorPoints =2 [Left] uc CurInternalStructure =1 uc MaxArmorPoints =2 uc CurArmorPoints =2 [Right] uc CurInternalStructure =1 uc MaxArmorPoints =2 uc CurArmorPoints =2 [Rear] uc CurInternalStructure =1 uc MaxArmorPoints =2 uc CurArmorPoints =2 [Turret] uc CurInternalStructure =1 uc MaxArmorPoints =2 uc CurArmorPoints =2 [InventoryInfo] uc NumOther =4 uc NumWeapons =0 uc NumAmmo =0 // Inventory Items -- Other [Item:0] uc MasterID =1 //Engine [Item:1] uc MasterID =6 //Cockpit [Item:2] uc MasterID =35 //LifeSupport [Item:3] uc MasterID =36 //Vehicle Sensor // Inventory Items -- Weapons // Inventory Items -- Ammo FITend FITini [ObjectClass] l ObjectTypeNum=3 [ObjectType] st Name ="ordnancetruck" st AppearanceName ="ordnancetruck" l ExplosionObject =700 l DestroyedObject =0 f ExtentRadius =20.000000 [General] //Read by Type uc Chassis =0 b MineLayer =FALSE b MineSweeper =FALSE l RefitPoints =0 l ResourcePoints =4000 f ExplosionRadius =0.0 f ExplosionDamage =0.0 //Read by instance l DescIndex =30308 f CurTonnage =20 c Status =0 l BattleRating =25 l IconIndex =5 l EncyclopediaID =45230 [InternalStructure] uc Front =1 uc Rear =1 uc Left =1 uc Right =1 uc Turret =1 [VehicleDynamics] f MaxAccel =5.000000 f MaxVelocity =15.000000 l MaxTurretYawRate =150 l MaxTurretYaw =360 l MaxVehicleYawRate =720 [Front] uc CurInternalStructure =1 uc MaxArmorPoints =3 uc CurArmorPoints =3 [Left] uc CurInternalStructure =1 uc MaxArmorPoints =3 uc CurArmorPoints =3 [Right] uc CurInternalStructure =1 uc MaxArmorPoints =3 uc CurArmorPoints =3 [Rear] uc CurInternalStructure =1 uc MaxArmorPoints =3 uc CurArmorPoints =3 [Turret] uc CurInternalStructure =1 uc MaxArmorPoints =3 uc CurArmorPoints =3 [InventoryInfo] uc NumOther =4 uc NumWeapons =0 uc NumAmmo =0 // Inventory Items -- Other [Item:0] uc MasterID =1 //Engine [Item:1] uc MasterID =6 //Cockpit [Item:2] uc MasterID =35 //LifeSupport [Item:3] uc MasterID =36 //Vehicle Sensor // Inventory Items -- Weapons // Inventory Items -- Ammo FITend FITini [ObjectClass] l ObjectTypeNum=1 [ObjectType] st Name="LiaoLightWall.fit" st AppearanceName="L_LightWall" l ExplosionObject=42 l DestroyedObject=0 f ExtentRadius=35.000000 l EncyclopediaID = 45420 [BuildingData] ul DmgLevel=30 f ExtentRadius=35.000000 f ExplosionRadius=0.000000 f ExplosionDamage=0.000000 l BuildingName=30309 l SetImpassable=1 l XImpasse=0 l YImpasse=0 ul NormalEffectId=0 ul BlownEffectId=0 ul DamageEffectId=0 b CanRefit=FALSE b MechBay=FALSE f TimeToBurnDamage=5.000000 f BurnDamagePerTime=1.000000 f DamageLvlForBurn=6.000000 f SensorRange=-1.000000 l TeamID=-1 l Tonnage=20 l BattleRating=20 l NumMarines=0 b blockLineOfFire=FALSE l LowTemplate=268435456 l HighTemplate=14384 l PotentialContact=0 l BasePixelOffsetX=-3 l BasePixelOffsetY=39 b ImpassableWhenDestroyed = false FITend FITini [ObjectClass] l ObjectTypeNum=22 [ObjectType] st Name="LiaoLightGate.fit" st AppearanceName="l_LightGate" l ExplosionObject=727 l DestroyedObject=0 f ExtentRadius=35.000000 l EncyclopediaID = 45403 [GateData] ul DmgLevel=25 f LittleExtent=35.000000 f ExplosionRadius=0.000000 f ExplosionDamage=0.000000 l BuildingName=30283 l BuildingDescription = 45012 ul NormalEffectId=0 ul BlownEffectId=0 ul DamageEffectId=0 l TeamID=-1 l Tonnage=20 l BattleRating=20 b blockLineOfFire=FALSE f OpenRadius=200.0f FITend FITini [ObjectClass] l ObjectTypeNum=1 [ObjectType] st Name="LiaoMediumWall.fit" st AppearanceName="l_mediumwall" l ExplosionObject=42 l DestroyedObject=0 f ExtentRadius=35.000000 l EncyclopediaID = 45421 [BuildingData] ul DmgLevel=45 f ExtentRadius=35.000000 f ExplosionRadius=0.000000 f ExplosionDamage=0.000000 l BuildingName=30311 l SetImpassable=1 l XImpasse=0 l YImpasse=0 ul NormalEffectId=0 ul BlownEffectId=0 ul DamageEffectId=0 b CanRefit=FALSE b MechBay=FALSE f TimeToBurnDamage=5.000000 f BurnDamagePerTime=1.000000 f DamageLvlForBurn=6.000000 f SensorRange=-1.000000 l TeamID=-1 l Tonnage=20 l BattleRating=20 l NumMarines=0 b blockLineOfFire=FALSE l LowTemplate=268435456 l HighTemplate=14384 l PotentialContact=0 l BasePixelOffsetX=-3 l BasePixelOffsetY=39 b ImpassableWhenDestroyed = false FITend FITini [ObjectClass] l ObjectTypeNum=22 [ObjectType] st Name="LiaoMediumGate.fit" st AppearanceName="l_mediumgate" l ExplosionObject=42 l DestroyedObject=0 f ExtentRadius=35.000000 l EncyclopediaID = 45404 [GateData] ul DmgLevel=35 f LittleExtent=35.000000 f ExplosionRadius=0.000000 f ExplosionDamage=0.000000 l BuildingName=30316 l BuildingDescription = 45012 ul NormalEffectId=0 ul BlownEffectId=0 ul DamageEffectId=0 l TeamID=-1 l Tonnage=20 l BattleRating=20 b blockLineOfFire=FALSE f OpenRadius=200.0f FITend FITini [ObjectClass] l ObjectTypeNum=1 [ObjectType] st Name="DavionHeavyWall.fit" st AppearanceName="d_heavywall" l ExplosionObject=727 l DestroyedObject=0 f ExtentRadius=35.000000 [BuildingData] ul DmgLevel=90 f ExtentRadius=35.000000 f ExplosionRadius=0.000000 f ExplosionDamage=0.000000 l BuildingName=30317 l SetImpassable=1 l XImpasse=0 l YImpasse=0 ul NormalEffectId=0 ul BlownEffectId=0 ul DamageEffectId=0 b CanRefit=FALSE b MechBay=FALSE f TimeToBurnDamage=5.000000 f BurnDamagePerTime=1.000000 f DamageLvlForBurn=22.000000 f SensorRange=-1.000000 l TeamID=-1 l Tonnage=20 l BattleRating=20 l NumMarines=0 b blockLineOfFire=FALSE l LowTemplate=939524096 l HighTemplate=14392 l PotentialContact=0 l BasePixelOffsetX=4 l BasePixelOffsetY=70 b ImpassableWhenDestroyed = false FITend FITini [ObjectClass] l ObjectTypeNum=22 [ObjectType] st Name="DavionHeavyGate.fit" st AppearanceName="d_Heavygate" l ExplosionObject=727 l DestroyedObject=0 f ExtentRadius=35.000000 [GateData] ul DmgLevel=75 f LittleExtent=35.000000 f ExplosionRadius=0.000000 f ExplosionDamage=0.000000 l BuildingName=30318 l BuildingDescription = 45012 ul NormalEffectId=0 ul BlownEffectId=0 ul DamageEffectId=0 l TeamID=-1 l Tonnage=20 l BattleRating=20 b blockLineOfFire=FALSE f OpenRadius=300.0f FITend FITini [ObjectClass] l ObjectTypeNum=1 [ObjectType] st Name="DavionHeavyWallB.fit" st AppearanceName="d_heavywalldiag" l ExplosionObject=727 l DestroyedObject=0 f ExtentRadius=35.000000 [BuildingData] ul DmgLevel=185 f ExtentRadius=35.000000 f ExplosionRadius=0.000000 f ExplosionDamage=0.000000 l BuildingName=30328 l SetImpassable=1 l XImpasse=0 l YImpasse=0 ul NormalEffectId=0 ul BlownEffectId=0 ul DamageEffectId=0 b CanRefit=FALSE b MechBay=FALSE f TimeToBurnDamage=5.000000 f BurnDamagePerTime=1.000000 f DamageLvlForBurn=22.000000 f SensorRange=-1.000000 l TeamID=-1 l Tonnage=20 l BattleRating=20 l NumMarines=0 b blockLineOfFire=FALSE l LowTemplate=939524096 l HighTemplate=14392 l PotentialContact=0 l BasePixelOffsetX=4 l BasePixelOffsetY=70 b ImpassableWhenDestroyed = false FITend FITini [ObjectClass] l ObjectTypeNum=22 [ObjectType] st Name="LiaoHeavyGate.fit" st AppearanceName="l_HeavyGate" l ExplosionObject=727 l DestroyedObject=0 f ExtentRadius=35.000000 l EncyclopediaID = 45405 [GateData] ul DmgLevel=75 f LittleExtent=35.000000 f ExplosionRadius=0.000000 f ExplosionDamage=0.000000 l BuildingName=30318 l BuildingDescription = 45012 ul NormalEffectId=0 ul BlownEffectId=0 ul DamageEffectId=0 l TeamID=-1 l Tonnage=20 l BattleRating=20 b blockLineOfFire=FALSE f OpenRadius=300.0f FITend FITini [ObjectClass] l ObjectTypeNum=1 [ObjectType] st Name="Davionlightwallb.fit" st AppearanceName="d_lightwallDiag" l ExplosionObject=727 l DestroyedObject=0 f ExtentRadius=35.000000 [BuildingData] ul DmgLevel=80 f ExtentRadius=35.000000 f ExplosionRadius=0.000000 f ExplosionDamage=0.000000 l BuildingName=30284 l SetImpassable=1 l XImpasse=0 l YImpasse=0 ul NormalEffectId=0 ul BlownEffectId=0 ul DamageEffectId=0 b CanRefit=FALSE b MechBay=FALSE f TimeToBurnDamage=5.000000 f BurnDamagePerTime=1.000000 f DamageLvlForBurn=22.000000 f SensorRange=-1.000000 l TeamID=-1 l Tonnage=20 l BattleRating=20 l NumMarines=0 b blockLineOfFire=FALSE l LowTemplate=939524096 l HighTemplate=14392 l PotentialContact=0 l BasePixelOffsetX=4 l BasePixelOffsetY=70 b ImpassableWhenDestroyed = false FITend FITini [ObjectClass] l ObjectTypeNum=1 [ObjectType] st Name="DavionMediumWall.fit" st AppearanceName="d_mediumwall" l ExplosionObject=727 l DestroyedObject=0 f ExtentRadius=35.000000 [BuildingData] ul DmgLevel=45 f ExtentRadius=35.000000 f ExplosionRadius=0.000000 f ExplosionDamage=0.000000 l BuildingName=30315 l SetImpassable=1 l XImpasse=0 l YImpasse=0 ul NormalEffectId=0 ul BlownEffectId=0 ul DamageEffectId=0 b CanRefit=FALSE b MechBay=FALSE f TimeToBurnDamage=5.000000 f BurnDamagePerTime=1.000000 f DamageLvlForBurn=22.000000 f SensorRange=-1.000000 l TeamID=-1 l Tonnage=20 l BattleRating=20 l NumMarines=0 b blockLineOfFire=FALSE l LowTemplate=939524096 l HighTemplate=14392 l PotentialContact=0 l BasePixelOffsetX=4 l BasePixelOffsetY=70 b ImpassableWhenDestroyed = false FITend FITini [ObjectClass] l ObjectTypeNum=1 [ObjectType] st Name="DavionMediumWallB.fit" st AppearanceName="d_mediumwallDiag" l ExplosionObject=727 l DestroyedObject=0 f ExtentRadius=35.000000 [BuildingData] ul DmgLevel=130 f ExtentRadius=35.000000 f ExplosionRadius=0.000000 f ExplosionDamage=0.000000 l BuildingName=30322 l SetImpassable=1 l XImpasse=0 l YImpasse=0 ul NormalEffectId=0 ul BlownEffectId=0 ul DamageEffectId=0 b CanRefit=FALSE b MechBay=FALSE f TimeToBurnDamage=5.000000 f BurnDamagePerTime=1.000000 f DamageLvlForBurn=22.000000 f SensorRange=-1.000000 l TeamID=-1 l Tonnage=20 l BattleRating=20 l NumMarines=0 b blockLineOfFire=FALSE l LowTemplate=939524096 l HighTemplate=14392 l PotentialContact=0 l BasePixelOffsetX=4 l BasePixelOffsetY=70 b ImpassableWhenDestroyed = false FITend FITini [ObjectClass] l ObjectTypeNum=22 [ObjectType] st Name="DavionMediumGate.fit" st AppearanceName="d_mediumgate" l ExplosionObject=727 l DestroyedObject=0 f ExtentRadius=35.000000 [GateData] ul DmgLevel=35 f LittleExtent=35.000000 f ExplosionRadius=0.000000 f ExplosionDamage=0.000000 l BuildingName=30316 l BuildingDescription = 45012 ul NormalEffectId=0 ul BlownEffectId=0 ul DamageEffectId=0 l TeamID=-1 l Tonnage=20 l BattleRating=20 b blockLineOfFire=FALSE f OpenRadius=200.0f FITend FITini [ObjectClass] l ObjectTypeNum=1 [ObjectType] st Name="SteinerPerimeterAlarm.fit" st AppearanceName="steinerPerimeterAlarm" l ExplosionObject=727 l DestroyedObject=0 f ExtentRadius=35.000000 [BuildingData] ul DmgLevel=22 f ExtentRadius=35.000000 f ExplosionRadius=0.000000 f ExplosionDamage=0.000000 l BuildingName=30319 l BuildingDescription = 45002 l SetImpassable=1 l XImpasse=0 l YImpasse=0 ul NormalEffectId=0 ul BlownEffectId=0 ul DamageEffectId=0 b CanRefit=FALSE b MechBay=FALSE f TimeToBurnDamage=5.000000 f BurnDamagePerTime=1.000000 f DamageLvlForBurn=22.000000 f SensorRange=-1.000000 l TeamID=-1 l Tonnage=20 l BattleRating=20 l NumMarines=0 b blockLineOfFire=FALSE l LowTemplate=939524096 l HighTemplate=14392 l PotentialContact=0 l BasePixelOffsetX=4 l BasePixelOffsetY=70 FITend FITini [ObjectClass] l ObjectTypeNum=1 [ObjectType] st Name="SteinerInfantryBarracks.fit" st AppearanceName="SteinerInfantryBarracks" l ExplosionObject=727 l DestroyedObject=0 f ExtentRadius=35.000000 [BuildingData] ul DmgLevel=22 f ExtentRadius=35.000000 f ExplosionRadius=0.000000 f ExplosionDamage=0.000000 l BuildingName=30320 l SetImpassable=1 l XImpasse=0 l YImpasse=0 ul NormalEffectId=0 ul BlownEffectId=0 ul DamageEffectId=0 b CanRefit=FALSE b MechBay=FALSE f TimeToBurnDamage=5.000000 f BurnDamagePerTime=1.000000 f DamageLvlForBurn=22.000000 f SensorRange=-1.000000 l TeamID=-1 l Tonnage=20 l BattleRating=20 l NumMarines=0 b blockLineOfFire=FALSE l LowTemplate=940048384 l HighTemplate=4120 l PotentialContact=0 l BasePixelOffsetX=6 l BasePixelOffsetY=90 FITend FITini [ObjectClass] l ObjectTypeNum=1 [ObjectType] st Name="SteinerVehicleHanger.fit" st AppearanceName="SteinerVehicleHanger" l ExplosionObject=727 l DestroyedObject=0 f ExtentRadius=35.000000 [BuildingData] ul DmgLevel=22 f ExtentRadius=35.000000 f ExplosionRadius=0.000000 f ExplosionDamage=0.000000 l BuildingName=30321 l SetImpassable=1 l XImpasse=0 l YImpasse=0 ul NormalEffectId=0 ul BlownEffectId=0 ul DamageEffectId=0 b CanRefit=FALSE b MechBay=FALSE f TimeToBurnDamage=5.000000 f BurnDamagePerTime=1.000000 f DamageLvlForBurn=22.000000 f SensorRange=-1.000000 l TeamID=-1 l Tonnage=20 l BattleRating=20 l NumMarines=0 b blockLineOfFire=FALSE l LowTemplate=939524096 l HighTemplate=14392 l PotentialContact=0 l BasePixelOffsetX=4 l BasePixelOffsetY=70 FITend FITini [ObjectClass] l ObjectTypeNum=21 [ObjectType] st Name="ClanGaussTurret" st AppearanceName="ClanGaussTurret" l ExplosionObject=42 l DestroyedObject=0 f ExtentRadius=500.000000 [TurretData] ul DmgLevel=13 f ExtentRadius=35.000000 f ExplosionRadius=0.000000 f ExplosionDamage=0.000000 l BuildingName=30322 l BuildingDescription = 45017 l SetImpassable=1 l XImpasse=0 l YImpasse=0 ul NormalEffectId=0 ul BlownEffectId=0 ul DamageEffectId=0 b CanRefit=FALSE b MechBay=FALSE f TimeToBurnDamage=5.000000 f BurnDamagePerTime=1.000000 f DamageLvlForBurn=13.000000 f SensorRange=-1.000000 l TeamID=-1 l Tonnage=20 l BattleRating=0 l NumMarines=0 b blockLineOfFire=FALSE l LowTemplate=268435456 l HighTemplate=4112 l PotentialContact=0 l BasePixelOffsetX=43 l BasePixelOffsetY=75 f AttackRadius=500.0 f MaxTurretYawRate=30.0 l WeaponType = 113 l PilotSkill = 50 l LittleExtent = 35.0 FITend FITini [ObjectClass] l ObjectTypeNum=21 [ObjectType] st Name="GaussTurret" st AppearanceName="GaussTurret" l ExplosionObject=42 l DestroyedObject=0 f ExtentRadius=1000.000000 l EncyclopediaID = 45427 [TurretData] ul DmgLevel=25 f ExtentRadius=35.000000 f ExplosionRadius=0.000000 f ExplosionDamage=0.000000 l BuildingName=30323 l BuildingDescription = 45017 l SetImpassable=1 l XImpasse=0 l YImpasse=0 ul NormalEffectId=0 ul BlownEffectId=0 ul DamageEffectId=0 b CanRefit=FALSE b MechBay=FALSE f TimeToBurnDamage=5.000000 f BurnDamagePerTime=1.000000 f DamageLvlForBurn=13.000000 f SensorRange=-1.000000 l TeamID=-1 l Tonnage=20 l BattleRating=0 l NumMarines=0 b blockLineOfFire=FALSE l LowTemplate=268435456 l HighTemplate=4112 l PotentialContact=0 l BasePixelOffsetX=43 l BasePixelOffsetY=75 f AttackRadius=1000.0 f MaxTurretYawRate=20.0 l WeaponType = 104 l PilotSkill = 40 l LittleExtent = 35.0 FITend FITini [ObjectClass] l ObjectTypeNum=21 [ObjectType] st Name="HeavyAutoCannonTurret" st AppearanceName="HeavyAutoCannonTurret" l ExplosionObject=42 l DestroyedObject=0 f ExtentRadius=500.000000 [TurretData] ul DmgLevel=13 f ExtentRadius=35.000000 f ExplosionRadius=0.000000 f ExplosionDamage=0.000000 l BuildingName=30324 l SetImpassable=1 l XImpasse=0 l YImpasse=0 ul NormalEffectId=0 ul BlownEffectId=0 ul DamageEffectId=0 b CanRefit=FALSE b MechBay=FALSE f TimeToBurnDamage=5.000000 f BurnDamagePerTime=1.000000 f DamageLvlForBurn=13.000000 f SensorRange=-1.000000 l TeamID=-1 l Tonnage=20 l BattleRating=0 l NumMarines=0 b blockLineOfFire=FALSE l LowTemplate=268435456 l HighTemplate=4112 l PotentialContact=0 l BasePixelOffsetX=43 l BasePixelOffsetY=75 f AttackRadius=500.0 f MaxTurretYawRate=30.0 l WeaponType = 102 l PilotSkill = 50 l LittleExtent = 35.0 FITend FITini [ObjectClass] l ObjectTypeNum=21 [ObjectType] st Name="LRMTurret" st AppearanceName="LRMTurret" l ExplosionObject=42 l DestroyedObject=0 f ExtentRadius=1500.000000 l EncyclopediaID = 45425 [TurretData] ul DmgLevel=25 f ExtentRadius=35.000000 f ExplosionRadius=0.000000 f ExplosionDamage=0.000000 l BuildingName=30325 l BuildingDescription = 45015 l SetImpassable=1 l XImpasse=0 l YImpasse=0 ul NormalEffectId=0 ul BlownEffectId=0 ul DamageEffectId=0 b CanRefit=FALSE b MechBay=FALSE f TimeToBurnDamage=5.000000 f BurnDamagePerTime=1.000000 f DamageLvlForBurn=13.000000 f SensorRange=-1.000000 l TeamID=-1 l Tonnage=20 l BattleRating=0 l NumMarines=0 b blockLineOfFire=FALSE l LowTemplate=268435456 l HighTemplate=4112 l PotentialContact=0 l BasePixelOffsetX=43 l BasePixelOffsetY=75 f AttackRadius=1500.0 f MaxTurretYawRate=20.0 l WeaponType = 120 l WeaponType1 = 120 l WeaponType2 = 120 l WeaponType3 = 120 l PilotSkill = 50 l LittleExtent = 35.0 FITend FITini [ObjectClass] l ObjectTypeNum=21 [ObjectType] st Name="LargePulseCannonTurret" st AppearanceName="PulseLaserTurret" l ExplosionObject=42 l DestroyedObject=0 f ExtentRadius=500.000000 l EncyclopediaID = 45430 [TurretData] ul DmgLevel=25 f ExtentRadius=35.000000 f ExplosionRadius=0.000000 f ExplosionDamage=0.000000 l BuildingName=30326 l BuildingDescription = 45051 l SetImpassable=1 l XImpasse=0 l YImpasse=0 ul NormalEffectId=0 ul BlownEffectId=0 ul DamageEffectId=0 b CanRefit=FALSE b MechBay=FALSE f TimeToBurnDamage=5.000000 f BurnDamagePerTime=1.000000 f DamageLvlForBurn=13.000000 f SensorRange=-1.000000 l TeamID=-1 l Tonnage=20 l BattleRating=0 l NumMarines=0 b blockLineOfFire=FALSE l LowTemplate=268435456 l HighTemplate=4112 l PotentialContact=0 l BasePixelOffsetX=43 l BasePixelOffsetY=75 f AttackRadius=500.0 f MaxTurretYawRate=20.0 l WeaponType = 142 l WeaponType1 = 142 l WeaponType2 = 142 l PilotSkill = 50 l LittleExtent = 35.0 FITend FITini [ObjectClass] l ObjectTypeNum=21 [ObjectType] st Name="LongTomTurret" st AppearanceName="LongTomTurret" l ExplosionObject=42 l DestroyedObject=0 f ExtentRadius=500.000000 l EncyclopediaID = 45428 [TurretData] ul DmgLevel=30 f ExtentRadius=35.000000 f ExplosionRadius=0.000000 f ExplosionDamage=0.000000 l BuildingName=30327 l BuildingDescription = 45018 l SetImpassable=1 l XImpasse=0 l YImpasse=0 ul NormalEffectId=0 ul BlownEffectId=0 ul DamageEffectId=0 b CanRefit=FALSE b MechBay=FALSE f TimeToBurnDamage=5.000000 f BurnDamagePerTime=1.000000 f DamageLvlForBurn=13.000000 f SensorRange=-1.000000 l TeamID=-1 l Tonnage=20 l BattleRating=0 l NumMarines=0 b blockLineOfFire=FALSE l LowTemplate=268435456 l HighTemplate=4112 l PotentialContact=0 l BasePixelOffsetX=43 l BasePixelOffsetY=75 f AttackRadius=1500.0 f MaxTurretYawRate=10.0 l WeaponType = 160 l PilotSkill = 50 l LittleExtent = 35.0 FITend FITini [ObjectClass] l ObjectTypeNum=21 [ObjectType] st Name="MediumAutoCannonTurret" st AppearanceName="MediumAutoCannonTurret" l ExplosionObject=42 l DestroyedObject=0 f ExtentRadius=500.000000 l EncyclopediaID = 45426 [TurretData] ul DmgLevel=25 f ExtentRadius=35.000000 f ExplosionRadius=0.000000 f ExplosionDamage=0.000000 l BuildingName=45047 l BuildingDescription = 45019 l SetImpassable=1 l XImpasse=0 l YImpasse=0 ul NormalEffectId=0 ul BlownEffectId=0 ul DamageEffectId=0 b CanRefit=FALSE b MechBay=FALSE f TimeToBurnDamage=5.000000 f BurnDamagePerTime=1.000000 f DamageLvlForBurn=13.000000 f SensorRange=-1.000000 l TeamID=-1 l Tonnage=20 l BattleRating=0 l NumMarines=0 b blockLineOfFire=FALSE l LowTemplate=268435456 l HighTemplate=4112 l PotentialContact=0 l BasePixelOffsetX=43 l BasePixelOffsetY=75 f AttackRadius=500.0 f MaxTurretYawRate=20.0 l WeaponType = 101 l WeaponType1 = 101 l PilotSkill = 50 l LittleExtent = 35.0 FITend FITini [ObjectClass] l ObjectTypeNum=21 [ObjectType] st Name="ClanMediumAutoCannonTurret" st AppearanceName="ClanMediumAutoCannonTurret" l ExplosionObject=42 l DestroyedObject=0 f ExtentRadius=500.000000 [TurretData] ul DmgLevel=13 f ExtentRadius=35.000000 f ExplosionRadius=0.000000 f ExplosionDamage=0.000000 l BuildingName=30328 l BuildingDescription = 45019 l SetImpassable=1 l XImpasse=0 l YImpasse=0 ul NormalEffectId=0 ul BlownEffectId=0 ul DamageEffectId=0 b CanRefit=FALSE b MechBay=FALSE f TimeToBurnDamage=5.000000 f BurnDamagePerTime=1.000000 f DamageLvlForBurn=13.000000 f SensorRange=-1.000000 l TeamID=-1 l Tonnage=20 l BattleRating=0 l NumMarines=0 b blockLineOfFire=FALSE l LowTemplate=268435456 l HighTemplate=4112 l PotentialContact=0 l BasePixelOffsetX=43 l BasePixelOffsetY=75 f AttackRadius=500.0 f MaxTurretYawRate=30.0 l WeaponType = 110 l PilotSkill = 50 l LittleExtent = 35.0 FITend FITini [ObjectClass] l ObjectTypeNum=21 [ObjectType] st Name="SRMTurret" st AppearanceName="SRMTurret" l ExplosionObject=42 l DestroyedObject=0 f ExtentRadius=500.000000 l EncyclopediaID = 45424 [TurretData] ul DmgLevel=25 f ExtentRadius=35.000000 f ExplosionRadius=0.000000 f ExplosionDamage=0.000000 l BuildingName=30330 l BuildingDescription = 45016 l SetImpassable=1 l XImpasse=0 l YImpasse=0 ul NormalEffectId=0 ul BlownEffectId=0 ul DamageEffectId=0 b CanRefit=FALSE b MechBay=FALSE f TimeToBurnDamage=5.000000 f BurnDamagePerTime=1.000000 f DamageLvlForBurn=13.000000 f SensorRange=-1.000000 l TeamID=-1 l Tonnage=20 l BattleRating=0 l NumMarines=0 b blockLineOfFire=FALSE l LowTemplate=268435456 l HighTemplate=4112 l PotentialContact=0 l BasePixelOffsetX=43 l BasePixelOffsetY=75 f AttackRadius=500.0 f MaxTurretYawRate=30.0 l PilotSkill = 50 l LittleExtent = 35.0 l WeaponType = 125 l WeaponType1 = 125 l WeaponType2 = 125 FITend FITini [ObjectClass] l ObjectTypeNum=21 [ObjectType] st Name="ClanStreakSRMTurret" st AppearanceName="ClanStreakSRMTurret" l ExplosionObject=42 l DestroyedObject=0 f ExtentRadius=500.000000 [TurretData] ul DmgLevel=13 f ExtentRadius=35.000000 f ExplosionRadius=0.000000 f ExplosionDamage=0.000000 l BuildingName=30331 l BuildingDescription = 45016 l SetImpassable=1 l XImpasse=0 l YImpasse=0 ul NormalEffectId=0 ul BlownEffectId=0 ul DamageEffectId=0 b CanRefit=FALSE b MechBay=FALSE f TimeToBurnDamage=5.000000 f BurnDamagePerTime=1.000000 f DamageLvlForBurn=13.000000 f SensorRange=-1.000000 l TeamID=-1 l Tonnage=20 l BattleRating=0 l NumMarines=0 b blockLineOfFire=FALSE l LowTemplate=268435456 l HighTemplate=4112 l PotentialContact=0 l BasePixelOffsetX=43 l BasePixelOffsetY=75 f AttackRadius=500.0 f MaxTurretYawRate=30.0 l WeaponType = 135 l PilotSkill = 50 l LittleExtent = 35.0 FITend FITini [ObjectClass] l ObjectTypeNum=1 [ObjectType] st Name="vtol" st AppearanceName="vtol" l ExplosionObject=727 l DestroyedObject=0 f ExtentRadius=35.000000 [BuildingData] ul DmgLevel=22 f ExtentRadius=35.000000 f ExplosionRadius=0.000000 f ExplosionDamage=0.000000 l BuildingName=30332 l BuildingDescription = 45025 l EncyclopediaID =45223 l SetImpassable=1 l XImpasse=0 l YImpasse=0 ul NormalEffectId=0 ul BlownEffectId=0 ul DamageEffectId=0 b CanRefit=FALSE b MechBay=FALSE f TimeToBurnDamage=5.000000 f BurnDamagePerTime=1.000000 f DamageLvlForBurn=22.000000 f SensorRange=-1.000000 l TeamID=-1 l Tonnage=20 l BattleRating=20 l NumMarines=0 b blockLineOfFire=FALSE l LowTemplate=939524096 l HighTemplate=14392 l PotentialContact=0 l BasePixelOffsetX=4 l BasePixelOffsetY=70 FITend FITini [ObjectClass] l ObjectTypeNum=1 [ObjectType] st Name="vtolpad" st AppearanceName="vtolpad" l ExplosionObject=727 l DestroyedObject=0 f ExtentRadius=35.000000 [BuildingData] ul DmgLevel=22 f ExtentRadius=35.000000 f ExplosionRadius=0.000000 f ExplosionDamage=0.000000 l BuildingName=30333 l SetImpassable=1 l XImpasse=0 l YImpasse=0 ul NormalEffectId=0 ul BlownEffectId=0 ul DamageEffectId=0 b CanRefit=FALSE b MechBay=FALSE f TimeToBurnDamage=5.000000 f BurnDamagePerTime=1.000000 f DamageLvlForBurn=22.000000 f SensorRange=-1.000000 l TeamID=-1 l Tonnage=20 l BattleRating=20 l NumMarines=0 b blockLineOfFire=FALSE l LowTemplate=939524096 l HighTemplate=14392 l PotentialContact=0 l BasePixelOffsetX=4 l BasePixelOffsetY=70 FITend FITini [ObjectClass] l ObjectTypeNum=1 [ObjectType] st Name="SteinerSpecialSalvage.fit" st AppearanceName="SteinerSpecialSalvage" l ExplosionObject=727 l DestroyedObject=0 f ExtentRadius=35.000000 [BuildingData] ul DmgLevel=46 f ExtentRadius=35.000000 f ExplosionRadius=0.000000 f ExplosionDamage=0.000000 l BuildingName=30334 l BuildingDescription = 45005 l SetImpassable=1 l XImpasse=0 l YImpasse=0 ul NormalEffectId=0 ul BlownEffectId=0 ul DamageEffectId=0 b CanRefit=FALSE b MechBay=FALSE f TimeToBurnDamage=5.000000 f BurnDamagePerTime=1.000000 f DamageLvlForBurn=46.000000 f SensorRange=-1.000000 l TeamID=-1 l Tonnage=20 l BattleRating=20 l NumMarines=0 b blockLineOfFire=FALSE l LowTemplate=939524096 l HighTemplate=14392 l PotentialContact=0 l BasePixelOffsetX=-18 l BasePixelOffsetY=41 FITend FITini [ObjectClass] l ObjectTypeNum=1 [ObjectType] st Name="SteinerTurretGenerator.fit" st AppearanceName="SteinerTurretGenerator" l ExplosionObject=42 l DestroyedObject=0 f ExtentRadius=35.000000 [BuildingData] ul DmgLevel=6 f ExtentRadius=35.000000 f ExplosionRadius=0.000000 f ExplosionDamage=0.000000 l BuildingName=30335 l BuildingDescription = 45008 l SetImpassable=1 l XImpasse=0 l YImpasse=0 ul NormalEffectId=0 ul BlownEffectId=0 ul DamageEffectId=0 b CanRefit=FALSE b MechBay=FALSE f TimeToBurnDamage=5.000000 f BurnDamagePerTime=1.000000 f DamageLvlForBurn=6.000000 f SensorRange=-1.000000 l TeamID=-1 l Tonnage=20 l BattleRating=20 l NumMarines=0 b blockLineOfFire=FALSE l LowTemplate=806354944 l HighTemplate=4112 l PotentialContact=0 l BasePixelOffsetX=10 l BasePixelOffsetY=58 FITend FITini [ObjectClass] l ObjectTypeNum=3 [ObjectType] st Name ="jeep" st AppearanceName ="jeep" l ExplosionObject =700 l DestroyedObject =0 f ExtentRadius =10.000000 [General] //Read by Type uc Chassis =0 b MineLayer =FALSE b MineSweeper =FALSE l RefitPoints =0 f ExplosionRadius =0.0 f ExplosionDamage =0.0 b PathLocks =FALSE //Read by instance l DescIndex =30336 f CurTonnage =5 c Status =0 l BattleRating =25 l IconIndex =5 l EncyclopediaID =45229 [InternalStructure] uc Front =1 uc Rear =1 uc Left =1 uc Right =1 uc Turret =1 [VehicleDynamics] f MaxAccel =8.000000 f MaxVelocity =19.000000 l MaxTurretYawRate =150 l MaxTurretYaw =360 l MaxVehicleYawRate =720 [Front] uc CurInternalStructure =1 uc MaxArmorPoints =1 uc CurArmorPoints =1 [Left] uc CurInternalStructure =1 uc MaxArmorPoints =1 uc CurArmorPoints =1 [Right] uc CurInternalStructure =1 uc MaxArmorPoints =1 uc CurArmorPoints =1 [Rear] uc CurInternalStructure =1 uc MaxArmorPoints =1 uc CurArmorPoints =1 [Turret] uc CurInternalStructure =1 uc MaxArmorPoints =1 uc CurArmorPoints =1 [InventoryInfo] uc NumOther =4 uc NumWeapons =0 uc NumAmmo =0 // Inventory Items -- Other [Item:0] uc MasterID =1 //Engine [Item:1] uc MasterID =6 //Cockpit [Item:2] uc MasterID =35 //LifeSupport [Item:3] uc MasterID =36 //Vehicle Sensor // Inventory Items -- Weapons // Inventory Items -- Ammo FITend FITini [ObjectClass] l ObjectTypeNum=3 [ObjectType] st Name ="repairtruck" st AppearanceName ="repairtruck" l ExplosionObject =700 l DestroyedObject =0 f ExtentRadius =20.000000 [General] //Read by Type uc Chassis =0 b MineLayer =FALSE b MineSweeper =FALSE l RefitPoints =500 f ExplosionRadius =0.0 f ExplosionDamage =0.0 l IconIndex = 19 //Read by instance l DescIndex =30337 f CurTonnage =20 c Status =0 l BattleRating =25 l EncyclopediaID =45220 [InternalStructure] uc Front =1 uc Rear =1 uc Left =1 uc Right =1 uc Turret =1 [VehicleDynamics] f MaxAccel =5.000000 f MaxVelocity =15.000000 l MaxTurretYawRate =150 l MaxTurretYaw =360 l MaxVehicleYawRate =720 [Front] uc CurInternalStructure =1 uc MaxArmorPoints =12 uc CurArmorPoints =12 [Left] uc CurInternalStructure =1 uc MaxArmorPoints =12 uc CurArmorPoints =12 [Right] uc CurInternalStructure =1 uc MaxArmorPoints =12 uc CurArmorPoints =12 [Rear] uc CurInternalStructure =1 uc MaxArmorPoints =12 uc CurArmorPoints =12 [Turret] uc CurInternalStructure =1 uc MaxArmorPoints =12 uc CurArmorPoints =12 [InventoryInfo] uc NumOther =4 uc NumWeapons =0 uc NumAmmo =0 // Inventory Items -- Other [Item:0] uc MasterID =1 //Engine [Item:1] uc MasterID =6 //Cockpit [Item:2] uc MasterID =35 //LifeSupport [Item:3] uc MasterID =36 //Vehicle Sensor // Inventory Items -- Weapons // Inventory Items -- Ammo FITend FITini [ObjectClass] l ObjectTypeNum=21 [ObjectType] st Name="LRM2Turret" st AppearanceName="LRM2Turret" l ExplosionObject=42 l DestroyedObject=0 f ExtentRadius=500.000000 [TurretData] ul DmgLevel=13 f ExtentRadius=35.000000 f ExplosionRadius=0.000000 f ExplosionDamage=0.000000 l BuildingName=30325 l BuildingDescription = 45015 l SetImpassable=1 l XImpasse=0 l YImpasse=0 ul NormalEffectId=0 ul BlownEffectId=0 ul DamageEffectId=0 b CanRefit=FALSE b MechBay=FALSE f TimeToBurnDamage=5.000000 f BurnDamagePerTime=1.000000 f DamageLvlForBurn=13.000000 f SensorRange=-1.000000 l TeamID=-1 l Tonnage=20 l BattleRating=0 l NumMarines=0 b blockLineOfFire=FALSE l LowTemplate=268435456 l HighTemplate=4112 l PotentialContact=0 l BasePixelOffsetX=43 l BasePixelOffsetY=75 f AttackRadius=500.0 f MaxTurretYawRate=30.0 l WeaponType = 120 l WeaponType1 = 120 l WeaponType2 = 120 l WeaponType3 = 120 l PilotSkill = 50 l LittleExtent = 35.0 FITend FITini [ObjectClass] l ObjectTypeNum=1 [ObjectType] st Name="FuelPipe" st AppearanceName="FuelPipe" l ExplosionObject=727 l DestroyedObject=0 f ExtentRadius=35.000000 [BuildingData] ul DmgLevel=1 f ExtentRadius=35.000000 f ExplosionRadius=225.000000 f ExplosionDamage=20.000000 l BuildingName=30338 l BuildingDescription = 45022 l SetImpassable=1 l XImpasse=0 l YImpasse=0 ul NormalEffectId=0 ul BlownEffectId=0 ul DamageEffectId=0 b CanRefit=FALSE b MechBay=FALSE f TimeToBurnDamage=5.000000 f BurnDamagePerTime=1.000000 f DamageLvlForBurn=46.000000 f SensorRange=-1.000000 l TeamID=-1 l Tonnage=20 l BattleRating=20 l NumMarines=0 b blockLineOfFire=FALSE l LowTemplate=942669824 l HighTemplate=14392 l PotentialContact=0 l BasePixelOffsetX=5 l BasePixelOffsetY=70 FITend FITini [ObjectClass] l ObjectTypeNum=1 [ObjectType] st Name="LargeFuelTank" st AppearanceName="LargeFuelTank" l ExplosionObject=727 l DestroyedObject=0 f ExtentRadius=35.000000 l EncyclopediaID = 45401 [BuildingData] ul DmgLevel=1 f ExtentRadius=35.000000 f ExplosionRadius=300.000000 f ExplosionDamage=30.000000 l BuildingName=30339 l BuildingDescription = 45020 l SetImpassable=1 l XImpasse=0 l YImpasse=0 ul NormalEffectId=0 ul BlownEffectId=0 ul DamageEffectId=0 b CanRefit=FALSE b MechBay=FALSE f TimeToBurnDamage=5.000000 f BurnDamagePerTime=1.000000 f DamageLvlForBurn=46.000000 f SensorRange=-1.000000 l TeamID=-1 l Tonnage=20 l BattleRating=20 l NumMarines=0 b blockLineOfFire=FALSE l LowTemplate=942669824 l HighTemplate=14392 l PotentialContact=0 l BasePixelOffsetX=5 l BasePixelOffsetY=70 FITend FITini [ObjectClass] l ObjectTypeNum=1 [ObjectType] st Name="SmallFuelTank" st AppearanceName="SmallFuelTank" l ExplosionObject=727 l DestroyedObject=0 f ExtentRadius=35.000000 l EncyclopediaID = 45433 [BuildingData] ul DmgLevel=1 f ExtentRadius=35.000000 f ExplosionRadius=300.000000 f ExplosionDamage=30.000000 l BuildingName=30340 l BuildingDescription = 45025 l SetImpassable=1 l XImpasse=0 l YImpasse=0 ul NormalEffectId=0 ul BlownEffectId=0 ul DamageEffectId=0 b CanRefit=FALSE b MechBay=FALSE f TimeToBurnDamage=5.000000 f BurnDamagePerTime=1.000000 f DamageLvlForBurn=46.000000 f SensorRange=-1.000000 l TeamID=-1 l Tonnage=20 l BattleRating=20 l NumMarines=0 b blockLineOfFire=FALSE l LowTemplate=942669824 l HighTemplate=14392 l PotentialContact=0 l BasePixelOffsetX=5 l BasePixelOffsetY=70 FITend FITini // This is the ER Laser FX File FITini // This is the generic Laser FX File [ObjectClass] l ObjectTypeNum = 6 [ObjectType] st Name = "erlaser" // Text string giving a descriptive name (only 8 chars long!!) l Type = 4 // ID number for this mech type l Appearance = 0x01000000 l Duration = -1 // Lasts forever = -1 l MaxDamage = 0 // Number of damage points before BOOM! l ExplosionObject = 0 // Object Class Number of explosion for Mech l DestroyedObject = 0 // Object Class Number of Destroyed shape for Mech f ExtentRadius = 0 // Extent Radius in Meters l KeepMe = 1 [LaserData] uc PixelWidth = 3 //Width of laser beam uc NumStages = 4 //Number of distinct laser stages ul DmgLevel = 200 //Amount of Damage laser does ul SoundEffectId = 3 //No SFX yet ul LaserHitEffect = 40 ul LaserMissEffect = 398 //Effect to play when laser misses [FLaser0] //FLaser means Friendly color f StageDuration = 0.1 //Duration of this stage in seconds uc StageCool = 224 //Cool Color of stage uc StageHot = 224 //Hot Color of Stage [FLaser1] f StageDuration = 0.1 //Duration of this stage in seconds uc StageCool = 225 //Cool Color of stage uc StageHot = 224 //Hot Color of Stage [FLaser2] //FLaser means Friendly color f StageDuration = 0.15 //Duration of this stage in seconds uc StageCool = 226 //Cool Color of stage uc StageHot = 225 //Hot Color of Stage [FLaser3] f StageDuration = 0.05 //Duration of this stage in seconds uc StageCool = 226 //Cool Color of stage uc StageHot = 226 //Hot Color of Stage [ELaser0] //ELaser means Enemy color f StageDuration = 0.1 //Duration of this stage in seconds uc StageCool = 211 //Cool Color of stage uc StageHot = 211 //Hot Color of Stage [ELaser1] f StageDuration = 0.1 //Duration of this stage in seconds uc StageCool = 212 //Cool Color of stage uc StageHot = 211 //Hot Color of Stage [ELaser2] //ELaser means Enemy color f StageDuration = 0.15 //Duration of this stage in seconds uc StageCool = 213 //Cool Color of stage uc StageHot = 212 //Hot Color of Stage [ELaser3] f StageDuration = 0.05 //Duration of this stage in seconds uc StageCool = 213 //Cool Color of stage uc StageHot = 213 //Hot Color of Stage FITend FITini [ObjectClass] l ObjectTypeNum=24 [ObjectType] st Name="" l Appearance=0 l ExplosionObject=0 l DestroyedObject=0 f ExtentRadius=0.000000 [BoltProjectileData] f ProjectileLength=50.000000 f BulgeLength=15.000000 f BulgeWidth=1.500000 f Velocity=250.000000 l FiringEffect=0 l TrailEffect=0 l HitEffect=0 l MissEffect=0 l FiringSoundFX=6 b PointLight=true f MaxRadius=50.0 f OutRadius=250.0 ul LightRGB=0x007f7f f Intensity=0.050000 ul FrontRGB=6513244 ul MidEdgeRGB=130808 ul MiddleRGB=16777215 ul BackRGB=20724 uc EdgeAlpha=128 uc BoltAlpha=255 st GosEffectId="lrm_trail" b ArcEffect = F f ArcHeight = 20.0 f AfterHitTime = .35 FITend FITini [ObjectClass] l ObjectTypeNum=24 [ObjectType] st Name="" st AppearanceName="NONE" l ExplosionObject=0 l DestroyedObject=0 f ExtentRadius=0.000000 [BoltProjectileData] f ProjectileLength=0.000000 f BulgeLength=0.000000 f BulgeWidth=0.000000 f Velocity=0.000000 st FiringEffectName="NONE" st TrailEffectName="NONE" l HitEffect=0 l MissEffect=0 l FiringSoundFX=0 l LightEffect=0 ul FrontRGB=0 ul MidEdgeRGB=0 ul MiddleRGB=0 ul BackRGB=0 uc EdgeAlpha=255 uc BoltAlpha=255 FITend FITini [ObjectClass] l ObjectTypeNum=24 [ObjectType] st Name="" l Appearance=0 l ExplosionObject=0 l DestroyedObject=0 f ExtentRadius=0.000000 [BoltProjectileData] f ProjectileLength=50.000000 f BulgeLength=15.000000 f BulgeWidth=1.500000 f Velocity=250.000000 l FiringEffect=0 l TrailEffect=0 l HitEffect=0 l MissEffect=0 l FiringSoundFX=8 b PointLight=true f MaxRadius=50.0 f OutRadius=250.0 ul LightRGB=0x007f7f f Intensity=0.050000 ul FrontRGB=6513244 ul MidEdgeRGB=130808 ul MiddleRGB=16777215 ul BackRGB=20724 uc EdgeAlpha=128 uc BoltAlpha=255 st GosEffectId="lrm_trail" b ArcEffect = t f ArcHeight = 30.0 f AfterHitTime = 1.0 FITend FITini [ObjectClass] l ObjectTypeNum=24 [ObjectType] st Name="" l Appearance=0 l ExplosionObject=0 l DestroyedObject=0 f ExtentRadius=0.000000 [BoltProjectileData] f ProjectileLength=20.000000 f BulgeLength=5.000000 f BulgeWidth=2.500000 f Velocity=500.000000 l FiringEffect=0 l TrailEffect=0 l HitEffect=0 l MissEffect=0 l FiringSoundFX=12 l LightEffect=0 ul FrontRGB=8421376 ul MidEdgeRGB=11974253 ul MiddleRGB=8421504 ul BackRGB=8388608 uc EdgeAlpha=128 uc BoltAlpha=255 f AfterHitTime = .35 FITend FITini [ObjectClass] l ObjectTypeNum=24 [ObjectType] st Name="" l Appearance=0 l ExplosionObject=0 l DestroyedObject=0 f ExtentRadius=0.000000 [BoltProjectileData] f ProjectileLength=0.1000000 f BulgeLength=0.100000 f BulgeWidth=0.100000 f Velocity=9999.000000 l FiringEffect=0 l TrailEffect=0 l HitEffect=0 l MissEffect=0 l FiringSoundFX=21 b PointLight=false ul FrontRGB=0x0000ffff ul MidEdgeRGB=0x0000ffff ul MiddleRGB=0x0000ffff ul BackRGB=0x0000ffff uc EdgeAlpha=64 uc BoltAlpha=255 FITend FITini // This is the machine gun Explosion Data File [ObjectClass] l ObjectTypeNum = 4 [ObjectType] st Name = "mgunhit" // Text string giving a descriptive name (only 8 chars long!!) l Type = 39 // ID number for this object type l Appearance = 0x020001A3 l Duration = -1 // Lasts forever = -1 l MaxDamage = 0 // Number of damage points before BOOM! l ExplosionObject = 0 // Object Class Number of explosion for Mech l DestroyedObject = 0 // Object Class Number of Destroyed shape for Mech f ExtentRadius = 0 // Extent Radius in Meters l KeepMe = 1 [ExplosionData] ul DmgLevel = 0 ul SoundEffectId = 26 FITend FITini // This is the ER Laser Hit Explosion Data File [ObjectClass] l ObjectTypeNum = 4 [ObjectType] st Name = "erlhit" // Text string giving a descriptive name (only 8 chars long!!) l Type = 40 // ID number for this object type l Appearance = 0x0200001A l Duration = -1 // Lasts forever = -1 l MaxDamage = 0 // Number of damage points before BOOM! l ExplosionObject = 0 // Object Class Number of explosion for Mech l DestroyedObject = 0 // Object Class Number of Destroyed shape for Mech f ExtentRadius = 0 // Extent Radius in Meters l KeepMe = 1 [ExplosionData] ul DmgLevel = 0 ul SoundEffectId = 9 // Need a new sound Effect for this!!!!!!! FITend FITini // This is the Flamer Hit Explosion Data File [ObjectClass] l ObjectTypeNum = 4 [ObjectType] st Name = "flhit" // Text string giving a descriptive name (only 8 chars long!!) l Type = 40 // ID number for this object type l Appearance = 0x0300001A l Duration = -1 // Lasts forever = -1 l MaxDamage = 0 // Number of damage points before BOOM! l ExplosionObject = 0 // Object Class Number of explosion for Mech l DestroyedObject = 0 // Object Class Number of Destroyed shape for Mech f ExtentRadius = 0 // Extent Radius in Meters l KeepMe = 1 [ExplosionData] ul DmgLevel = 0 ul SoundEffectId = 23 FITend FITini // This is the PPC and ER PPC Hit Explosion Data File [ObjectClass] l ObjectTypeNum = 4 [ObjectType] st Name = "ppchit" // Text string giving a descriptive name (only 8 chars long!!) l Type = 40 // ID number for this object type l Appearance = 0x02000171 l Duration = -1 // Lasts forever = -1 l MaxDamage = 0 // Number of damage points before BOOM! l ExplosionObject = 0 // Object Class Number of explosion for Mech l DestroyedObject = 0 // Object Class Number of Destroyed shape for Mech f ExtentRadius = 0 // Extent Radius in Meters l KeepMe = 1 [ExplosionData] ul DmgLevel = 0 ul SoundEffectId = 24 // Need a new sound Effect for this!!!!!!! FITend FITini // This is the SRM Hit Explosion Data File [ObjectClass] l ObjectTypeNum = 4 [ObjectType] st Name = "srmhit" // Text string giving a descriptive name (only 8 chars long!!) l Type = 39 // ID number for this object type l Appearance = 0x020001A7 l Duration = -1 // Lasts forever = -1 l MaxDamage = 0 // Number of damage points before BOOM! l ExplosionObject = 0 // Object Class Number of explosion for Mech l DestroyedObject = 0 // Object Class Number of Destroyed shape for Mech f ExtentRadius = 0 // Extent Radius in Meters l KeepMe = 1 [ExplosionData] ul DmgLevel = 0 ul SoundEffectId = 5 FITend FITini // This is the LRMHit Explosion Data File [ObjectClass] l ObjectTypeNum = 4 [ObjectType] st Name = "lrmhit" // Text string giving a descriptive name (only 8 chars long!!) l Type = 39 // ID number for this object type l Appearance = 0x020001A5 l Duration = -1 // Lasts forever = -1 l MaxDamage = 0 // Number of damage points before BOOM! l ExplosionObject = 0 // Object Class Number of explosion for Mech l DestroyedObject = 0 // Object Class Number of Destroyed shape for Mech f ExtentRadius = 0 // Extent Radius in Meters l KeepMe = 1 [ExplosionData] ul DmgLevel = 5 ul SoundEffectId = 5 l ExplosionRadius = 35 FITend FITini // This is the ACHit Explosion Data File [ObjectClass] l ObjectTypeNum = 4 [ObjectType] st Name = "gshit" // Text string giving a descriptive name (only 8 chars long!!) l Type = 39 // ID number for this object type l Appearance = 0x0200001B l Duration = -1 // Lasts forever = -1 l MaxDamage = 0 // Number of damage points before BOOM! l ExplosionObject = 0 // Object Class Number of explosion for Mech l DestroyedObject = 0 // Object Class Number of Destroyed shape for Mech f ExtentRadius = 0 // Extent Radius in Meters l KeepMe = 1 [ExplosionData] ul DmgLevel = 0 ul SoundEffectId = 19 FITend FITini [ObjectClass] l ObjectTypeNum=3 [ObjectType] st Name ="storm" st AppearanceName ="storm" l ExplosionObject =700 l DestroyedObject =0 f ExtentRadius =20.000000 [General] //Read by Type uc Chassis =0 b MineLayer =FALSE b MineSweeper =FALSE l RefitPoints =0 f ExplosionRadius =0.0 f ExplosionDamage =0.0 //Read by instance l DescIndex =30341 f CurTonnage =60 c Status =0 l BattleRating =25 l EncyclopediaID =45205 [InternalStructure] uc Front =1 uc Rear =1 uc Left =1 uc Right =1 uc Turret =1 [VehicleDynamics] f MaxAccel =5.000000 f MaxVelocity =15.000000 l MaxTurretYawRate =180 l MaxTurretYaw =270 l MaxVehicleYawRate =720 [Front] uc CurInternalStructure =1 uc MaxArmorPoints =22 uc CurArmorPoints =22 [Left] uc CurInternalStructure =1 uc MaxArmorPoints =22 uc CurArmorPoints =22 [Right] uc CurInternalStructure =1 uc MaxArmorPoints =22 uc CurArmorPoints =22 [Rear] uc CurInternalStructure =1 uc MaxArmorPoints =22 uc CurArmorPoints =22 [Turret] uc CurInternalStructure =1 uc MaxArmorPoints =18 uc CurArmorPoints =18 [InventoryInfo] uc NumOther =4 uc NumWeapons =2 uc NumAmmo =0 // Inventory Items -- Other [Item:0] uc MasterID =1 //Engine [Item:1] uc MasterID =6 //Cockpit [Item:2] uc MasterID =35 //LifeSupport [Item:3] uc MasterID =36 //Vehicle Sensor // Inventory Items -- Weapons [Item:4] uc MasterID =145 //PPC [Item:5] uc MasterID =145 //PPC // Inventory Items -- Ammo FITend FITini [ObjectClass] l ObjectTypeNum=3 [ObjectType] st Name ="lrmcarrier" st AppearanceName ="lrmc" l ExplosionObject =700 l DestroyedObject =0 f ExtentRadius =20.000000 [General] //Read by Type uc Chassis =0 b MineLayer =FALSE b MineSweeper =FALSE l RefitPoints =0 f ExplosionRadius =50.0 f ExplosionDamage =3.0 l IconIndex =14 //Read by instance l DescIndex =30342 f CurTonnage =50 c Status =0 l BattleRating =25 l EncyclopediaID =45203 [InternalStructure] uc Front =1 uc Rear =1 uc Left =1 uc Right =1 uc Turret =1 [VehicleDynamics] f MaxAccel =5.000000 f MaxVelocity =15.000000 l MaxTurretYawRate =90 l MaxTurretYaw =180 l MaxVehicleYawRate =720 [Front] uc CurInternalStructure =1 uc MaxArmorPoints =6 uc CurArmorPoints =6 [Left] uc CurInternalStructure =1 uc MaxArmorPoints =6 uc CurArmorPoints =6 [Right] uc CurInternalStructure =1 uc MaxArmorPoints =6 uc CurArmorPoints =6 [Rear] uc CurInternalStructure =1 uc MaxArmorPoints =6 uc CurArmorPoints =6 [Turret] uc CurInternalStructure =1 uc MaxArmorPoints =3 uc CurArmorPoints =3 [InventoryInfo] uc NumOther =4 uc NumWeapons =5 uc NumAmmo =5 // Inventory Items -- Other [Item:0] uc MasterID =1 //Engine [Item:1] uc MasterID =6 //Cockpit [Item:2] uc MasterID =35 //LifeSupport [Item:3] uc MasterID =36 //Vehicle Sensor // Inventory Items -- Weapons [Item:4] uc MasterID =120 //LRM5 Rack [Item:5] uc MasterID =120 //LRM5 Rack [Item:6] uc MasterID =120 //LRM5 Rack [Item:7] uc MasterID =120 //LRM5 Rack [Item:8] uc MasterID =120 //LRM5 Rack // Inventory Items -- Ammo [Item:9] uc MasterID =220 //LRM5 Ammo [Item:10] uc MasterID =220 //LRM5 Ammo [Item:11] uc MasterID =220 //LRM5 Ammo [Item:12] uc MasterID =220 //LRM5 Ammo [Item:13] uc MasterID =220 //LRM5 Ammo FITend FITini [ObjectClass] l ObjectTypeNum=1 [ObjectType] st Name="S_HeavyWall.fit" st AppearanceName="S_heavywall" l ExplosionObject=727 l DestroyedObject=0 f ExtentRadius=35.000000 [BuildingData] ul DmgLevel=90 f ExtentRadius=35.000000 f ExplosionRadius=0.000000 f ExplosionDamage=0.000000 l BuildingName=30344 l SetImpassable=1 l XImpasse=0 l YImpasse=0 ul NormalEffectId=0 ul BlownEffectId=0 ul DamageEffectId=0 b CanRefit=FALSE b MechBay=FALSE f TimeToBurnDamage=5.000000 f BurnDamagePerTime=1.000000 f DamageLvlForBurn=22.000000 f SensorRange=-1.000000 l TeamID=-1 l Tonnage=20 l BattleRating=20 l NumMarines=0 b blockLineOfFire=FALSE l LowTemplate=939524096 l HighTemplate=14392 l PotentialContact=0 l BasePixelOffsetX=4 l BasePixelOffsetY=70 b ImpassableWhenDestroyed = false FITend FITini [ObjectClass] l ObjectTypeNum=22 [ObjectType] st Name="S_HeavyGate.fit" st AppearanceName="s_heavygate" l ExplosionObject=727 l DestroyedObject=0 f ExtentRadius=35.000000 [GateData] ul DmgLevel=75 f LittleExtent=35.000000 f ExplosionRadius=0.000000 f ExplosionDamage=0.000000 l BuildingName=30318 l BuildingDescription = 45012 ul NormalEffectId=0 ul BlownEffectId=0 ul DamageEffectId=0 l TeamID=-1 l Tonnage=20 l BattleRating=20 b blockLineOfFire=FALSE f OpenRadius=300.0f FITend FITini [ObjectClass] l ObjectTypeNum=1 [ObjectType] st Name="S_MediumWall.fit" st AppearanceName="s_mediumwall" l ExplosionObject=727 l DestroyedObject=0 f ExtentRadius=35.000000 [BuildingData] ul DmgLevel=45 f ExtentRadius=35.000000 f ExplosionRadius=0.000000 f ExplosionDamage=0.000000 l BuildingName=30346 l SetImpassable=1 l XImpasse=0 l YImpasse=0 ul NormalEffectId=0 ul BlownEffectId=0 ul DamageEffectId=0 b CanRefit=FALSE b MechBay=FALSE f TimeToBurnDamage=5.000000 f BurnDamagePerTime=1.000000 f DamageLvlForBurn=22.000000 f SensorRange=-1.000000 l TeamID=-1 l Tonnage=20 l BattleRating=20 l NumMarines=0 b blockLineOfFire=FALSE l LowTemplate=939524096 l HighTemplate=14392 l PotentialContact=0 l BasePixelOffsetX=4 l BasePixelOffsetY=70 b ImpassableWhenDestroyed = false FITend FITini [ObjectClass] l ObjectTypeNum=22 [ObjectType] st Name="S_MediumGate.fit" st AppearanceName="S_mediumgate" l ExplosionObject=727 l DestroyedObject=0 f ExtentRadius=35.000000 [GateData] ul DmgLevel=35 f LittleExtent=35.000000 f ExplosionRadius=0.000000 f ExplosionDamage=0.000000 l BuildingName=30316 l BuildingDescription = 45012 ul NormalEffectId=0 ul BlownEffectId=0 ul DamageEffectId=0 l TeamID=-1 l Tonnage=20 l BattleRating=20 b blockLineOfFire=FALSE f OpenRadius=200.0f FITend FITini [ObjectClass] l ObjectTypeNum=1 [ObjectType] st Name="S_LightWall.fit" st AppearanceName="S_LightWall" l ExplosionObject=727 l DestroyedObject=0 f ExtentRadius=35.000000 [BuildingData] ul DmgLevel=30 f ExtentRadius=35.000000 f ExplosionRadius=0.000000 f ExplosionDamage=0.000000 l BuildingName=30348 l SetImpassable=1 l XImpasse=0 l YImpasse=0 ul NormalEffectId=0 ul BlownEffectId=0 ul DamageEffectId=0 b CanRefit=FALSE b MechBay=FALSE f TimeToBurnDamage=5.000000 f BurnDamagePerTime=1.000000 f DamageLvlForBurn=22.000000 f SensorRange=-1.000000 l TeamID=-1 l Tonnage=20 l BattleRating=20 l NumMarines=0 b blockLineOfFire=FALSE l LowTemplate=939524096 l HighTemplate=14392 l PotentialContact=0 l BasePixelOffsetX=4 l BasePixelOffsetY=70 b ImpassableWhenDestroyed = false FITend FITini [ObjectClass] l ObjectTypeNum=22 [ObjectType] st Name="S_LightGate.fit" st AppearanceName="s_lightgate" l ExplosionObject=727 l DestroyedObject=0 f ExtentRadius=35.000000 [GateData] ul DmgLevel=25 f LittleExtent=35.000000 f ExplosionRadius=0.000000 f ExplosionDamage=0.000000 l BuildingName=30283 l BuildingDescription = 45012 ul NormalEffectId=0 ul BlownEffectId=0 ul DamageEffectId=0 l TeamID=-1 l Tonnage=20 l BattleRating=20 b blockLineOfFire=FALSE f OpenRadius=200.0f FITend FITini [ObjectClass] l ObjectTypeNum=1 [ObjectType] st Name="SteinerRetractableBridge.fit" st AppearanceName="SteinerRetractableBridge" l ExplosionObject=727 l DestroyedObject=0 f ExtentRadius=35.000000 [BuildingData] ul DmgLevel=22 f ExtentRadius=35.000000 f ExplosionRadius=0.000000 f ExplosionDamage=0.000000 l BuildingName=30343 l SetImpassable=1 l XImpasse=0 l YImpasse=0 ul NormalEffectId=0 ul BlownEffectId=0 ul DamageEffectId=0 b CanRefit=FALSE b MechBay=FALSE f TimeToBurnDamage=5.000000 f BurnDamagePerTime=1.000000 f DamageLvlForBurn=22.000000 f SensorRange=-1.000000 l TeamID=-1 l Tonnage=20 l BattleRating=20 l NumMarines=0 b blockLineOfFire=FALSE l LowTemplate=939524096 l HighTemplate=14392 l PotentialContact=0 l BasePixelOffsetX=4 l BasePixelOffsetY=70 FITend FITini [ObjectClass] l ObjectTypeNum=1 [ObjectType] st Name="DavionTurretControl.fit" st AppearanceName="D_TurretControl" l ExplosionObject=727 l DestroyedObject=0 f ExtentRadius=35.000000 [BuildingData] ul DmgLevel=55 f ExtentRadius=35.000000 f ExplosionRadius=0.000000 f ExplosionDamage=0.000000 l BuildingName=30350 l BuildingDescription = 45006 l SetImpassable=1 l XImpasse=0 l YImpasse=0 ul NormalEffectId=0 ul BlownEffectId=0 ul DamageEffectId=0 b CanRefit=FALSE b MechBay=FALSE f TimeToBurnDamage=5.000000 f BurnDamagePerTime=1.000000 f DamageLvlForBurn=13.000000 f SensorRange=1.000000 l TeamID=-1 l Tonnage=20 l BattleRating=20 l NumMarines=0 b blockLineOfFire=FALSE l LowTemplate=940572672 l HighTemplate=14392 l PotentialContact=0 l BasePixelOffsetX=-4 l BasePixelOffsetY=70 b Capturable = true f LookoutTowerRange=1016.0f FITend FITini [ObjectClass] l ObjectTypeNum=0 [ObjectType] st Name="PineTree" st AppearanceName="Pine1" l ExplosionObject=42 l DestroyedObject=0 f ExtentRadius=0.000000 [TreeData] ul DmgLevel=1 f ExtentRadius=0.000000 FITend FITini [ObjectClass] l ObjectTypeNum=1 [ObjectType] st Name="SteinerBridgeControl" st AppearanceName="SteinerBridgeControl" l ExplosionObject=727 l DestroyedObject=0 f ExtentRadius=35.000000 [BuildingData] ul DmgLevel=46 f ExtentRadius=35.000000 f ExplosionRadius=0.000000 f ExplosionDamage=0.000000 l BuildingName=30352 l SetImpassable=1 l XImpasse=0 l YImpasse=0 ul NormalEffectId=0 ul BlownEffectId=0 ul DamageEffectId=0 b CanRefit=FALSE b MechBay=FALSE f TimeToBurnDamage=5.000000 f BurnDamagePerTime=1.000000 f DamageLvlForBurn=46.000000 f SensorRange=-1.000000 l TeamID=-1 l Tonnage=20 l BattleRating=20 l NumMarines=0 b blockLineOfFire=FALSE l LowTemplate=942669824 l HighTemplate=14392 l PotentialContact=0 l BasePixelOffsetX=5 l BasePixelOffsetY=70 FITend FITini [ObjectClass] l ObjectTypeNum=1 [ObjectType] st Name="S_spotlightControl" st AppearanceName="S_SpotlightControl" l ExplosionObject=727 l DestroyedObject=0 f ExtentRadius=35.000000 [BuildingData] ul DmgLevel=40 f ExtentRadius=35.000000 f ExplosionRadius=0.000000 f ExplosionDamage=0.000000 l BuildingName=30353 l BuildingDescription = 45013 l SetImpassable=1 l XImpasse=0 l YImpasse=0 ul NormalEffectId=0 ul BlownEffectId=0 ul DamageEffectId=0 b CanRefit=FALSE b MechBay=FALSE f TimeToBurnDamage=5.000000 f BurnDamagePerTime=1.000000 f DamageLvlForBurn=46.000000 f SensorRange=-1.000000 l TeamID=-1 l Tonnage=20 l BattleRating=20 l NumMarines=0 b blockLineOfFire=FALSE l LowTemplate=942669824 l HighTemplate=14392 l PotentialContact=0 l BasePixelOffsetX=5 l BasePixelOffsetY=70 b Capturable = true FITend FITini [ObjectClass] l ObjectTypeNum=1 [ObjectType] st Name="S_GateControl" st AppearanceName="S_GateControl" l ExplosionObject=727 l DestroyedObject=0 f ExtentRadius=35.000000 [BuildingData] ul DmgLevel=35 f ExtentRadius=35.000000 f ExplosionRadius=0.000000 f ExplosionDamage=0.000000 l BuildingName=30354 l BuildingDescription = 45011 l SetImpassable=1 l XImpasse=0 l YImpasse=0 ul NormalEffectId=0 ul BlownEffectId=0 ul DamageEffectId=0 b CanRefit=FALSE b MechBay=FALSE f TimeToBurnDamage=5.000000 f BurnDamagePerTime=1.000000 f DamageLvlForBurn=46.000000 f SensorRange=-1.000000 l TeamID=-1 l Tonnage=20 l BattleRating=20 l NumMarines=0 b blockLineOfFire=FALSE l LowTemplate=942669824 l HighTemplate=14392 l PotentialContact=0 l BasePixelOffsetX=5 l BasePixelOffsetY=70 b Capturable = true FITend FITini [ObjectClass] l ObjectTypeNum=1 [ObjectType] st Name="S_TurretControl" st AppearanceName="S_TurretControl" l ExplosionObject=727 l DestroyedObject=0 f ExtentRadius=35.000000 [BuildingData] ul DmgLevel=55 f ExtentRadius=35.000000 f ExplosionRadius=0.000000 f ExplosionDamage=0.000000 l BuildingName=30355 l BuildingDescription = 45006 l SetImpassable=1 l XImpasse=0 l YImpasse=0 ul NormalEffectId=0 ul BlownEffectId=0 ul DamageEffectId=0 b CanRefit=FALSE b MechBay=FALSE f TimeToBurnDamage=5.000000 f BurnDamagePerTime=1.000000 f DamageLvlForBurn=46.000000 f SensorRange=1.000000 l TeamID=-1 l Tonnage=20 l BattleRating=20 l NumMarines=0 b blockLineOfFire=FALSE l LowTemplate=942669824 l HighTemplate=14392 l PotentialContact=0 l BasePixelOffsetX=5 l BasePixelOffsetY=70 b Capturable = true f LookoutTowerRange=1016.0f FITend FITini [ObjectClass] l ObjectTypeNum=21 [ObjectType] st Name="SteinerSpotLightTower.fit" st AppearanceName="SteinerSpotLightTower" l ExplosionObject=42 l DestroyedObject=0 f ExtentRadius=500.000000 [TurretData] ul DmgLevel=13 f ExtentRadius=35.000000 f ExplosionRadius=0.000000 f ExplosionDamage=0.000000 l BuildingName=30356 l BuildingDescription = 45014 l SetImpassable=1 l XImpasse=0 l YImpasse=0 ul NormalEffectId=0 ul BlownEffectId=0 ul DamageEffectId=0 b CanRefit=FALSE b MechBay=FALSE f TimeToBurnDamage=5.000000 f BurnDamagePerTime=1.000000 f DamageLvlForBurn=13.000000 f SensorRange=-1.000000 l TeamID=-1 l Tonnage=20 l BattleRating=0 l NumMarines=0 b blockLineOfFire=FALSE l LowTemplate=268435456 l HighTemplate=4112 l PotentialContact=0 l BasePixelOffsetX=43 l BasePixelOffsetY=75 f AttackRadius=500.0 f MaxTurretYawRate=30.0 l WeaponType=-1 l PilotSkill = 80 l LittleExtent = 35.0 FITend FITini [ObjectClass] l ObjectTypeNum=1 [ObjectType] st Name="SteinerSensorTower.fit" st AppearanceName="SteinerSensorTower" l ExplosionObject=42 l DestroyedObject=0 f ExtentRadius=35.000000 [BuildingData] ul DmgLevel=13 f ExtentRadius=35.000000 f ExplosionRadius=0.000000 f ExplosionDamage=0.000000 l BuildingName=30357 l BuildingDescription = 45010 l SetImpassable=1 l XImpasse=0 l YImpasse=0 ul NormalEffectId=0 ul BlownEffectId=0 ul DamageEffectId=0 b CanRefit=FALSE b MechBay=FALSE f TimeToBurnDamage=5.000000 f BurnDamagePerTime=1.000000 f DamageLvlForBurn=13.000000 f SensorRange=550.0 l TeamID=1 l Tonnage=20 l BattleRating=0 l NumMarines=0 b blockLineOfFire=FALSE l LowTemplate=0 l HighTemplate=56 l PotentialContact=0 l BasePixelOffsetX=-31 l BasePixelOffsetY=75 FITend FITini [ObjectClass] l ObjectTypeNum=1 [ObjectType] st Name="SteinerMechWarriorBarracks" st AppearanceName="SteinerMechWarriorBarracks" l ExplosionObject=727 l DestroyedObject=0 f ExtentRadius=35.000000 [BuildingData] ul DmgLevel=46 f ExtentRadius=35.000000 f ExplosionRadius=0.000000 f ExplosionDamage=0.000000 l BuildingName=30358 l SetImpassable=1 l XImpasse=0 l YImpasse=0 ul NormalEffectId=0 ul BlownEffectId=0 ul DamageEffectId=0 b CanRefit=FALSE b MechBay=FALSE f TimeToBurnDamage=5.000000 f BurnDamagePerTime=1.000000 f DamageLvlForBurn=46.000000 f SensorRange=-1.000000 l TeamID=-1 l Tonnage=20 l BattleRating=20 l NumMarines=0 b blockLineOfFire=FALSE l LowTemplate=942669824 l HighTemplate=14392 l PotentialContact=0 l BasePixelOffsetX=5 l BasePixelOffsetY=70 FITend FITini [ObjectClass] l ObjectTypeNum=1 [ObjectType] st Name="S_SensorControl" st AppearanceName="S_SensorControl" l ExplosionObject=727 l DestroyedObject=0 f ExtentRadius=35.000000 [BuildingData] ul DmgLevel=40 f ExtentRadius=35.000000 f ExplosionRadius=0.000000 f ExplosionDamage=0.000000 l BuildingName=30359 l BuildingDescription = 45009 l SetImpassable=1 l XImpasse=0 l YImpasse=0 ul NormalEffectId=0 ul BlownEffectId=0 ul DamageEffectId=0 b CanRefit=FALSE b MechBay=FALSE f TimeToBurnDamage=5.000000 f BurnDamagePerTime=1.000000 f DamageLvlForBurn=46.000000 f SensorRange=-1.000000 l TeamID=-1 l Tonnage=20 l BattleRating=20 l NumMarines=0 b blockLineOfFire=FALSE l LowTemplate=942669824 l HighTemplate=14392 l PotentialContact=0 l BasePixelOffsetX=5 l BasePixelOffsetY=70 b Capturable = true FITend FITini [ObjectClass] l ObjectTypeNum=3 [ObjectType] st Name ="ambulance" st AppearanceName ="ambulance" l ExplosionObject =700 l DestroyedObject =0 f ExtentRadius =20.000000 [General] //Read by Type uc Chassis =0 b MineLayer =FALSE b MineSweeper =FALSE l RefitPoints =0 f ExplosionRadius =0.0 f ExplosionDamage =0.0 //Read by instance l DescIndex =30360 f CurTonnage =10 c Status =0 l BattleRating =25 l IconIndex =5 [InternalStructure] uc Front =1 uc Rear =1 uc Left =1 uc Right =1 uc Turret =1 [VehicleDynamics] f MaxAccel =5.000000 f MaxVelocity =15.000000 l MaxTurretYawRate =0 l MaxTurretYaw =0 l MaxVehicleYawRate =720 [Front] uc CurInternalStructure =1 uc MaxArmorPoints =2 uc CurArmorPoints =2 [Left] uc CurInternalStructure =1 uc MaxArmorPoints =2 uc CurArmorPoints =2 [Right] uc CurInternalStructure =1 uc MaxArmorPoints =2 uc CurArmorPoints =2 [Rear] uc CurInternalStructure =1 uc MaxArmorPoints =2 uc CurArmorPoints =2 [Turret] uc CurInternalStructure =1 uc MaxArmorPoints =2 uc CurArmorPoints =2 [InventoryInfo] uc NumOther =4 uc NumWeapons =0 uc NumAmmo =0 // Inventory Items -- Other [Item:0] uc MasterID =1 //Engine [Item:1] uc MasterID =6 //Cockpit [Item:2] uc MasterID =35 //LifeSupport [Item:3] uc MasterID =36 //Vehicle Sensor // Inventory Items -- Weapons // Inventory Items -- Ammo FITend FITini [ObjectClass] l ObjectTypeNum=3 [ObjectType] st Name ="tankf" st AppearanceName ="tankf" l ExplosionObject =700 l DestroyedObject =0 f ExtentRadius =35.000000 [General] //Read by Type uc Chassis =0 b MineLayer =FALSE b MineSweeper =FALSE l RefitPoints =0 f ExplosionRadius =50.0 f ExplosionDamage =5.0 //Read by instance l DescIndex =30361 f CurTonnage =25 c Status =0 l BattleRating =25 [InternalStructure] uc Front =1 uc Rear =1 uc Left =1 uc Right =1 uc Turret =1 [VehicleDynamics] f MaxAccel =18.000000 f MaxVelocity =18.000000 l MaxTurretYawRate =150 l MaxTurretYaw =360 l MaxVehicleYawRate =720 [Front] uc CurInternalStructure =1 uc MaxArmorPoints =12 uc CurArmorPoints =12 [Left] uc CurInternalStructure =1 uc MaxArmorPoints =10 uc CurArmorPoints =10 [Right] uc CurInternalStructure =1 uc MaxArmorPoints =10 uc CurArmorPoints =10 [Rear] uc CurInternalStructure =1 uc MaxArmorPoints =8 uc CurArmorPoints =8 [Turret] uc CurInternalStructure =1 uc MaxArmorPoints =10 uc CurArmorPoints =10 [InventoryInfo] uc NumOther =4 uc NumWeapons =4 uc NumAmmo =4 // Inventory Items -- Other [Item:0] uc MasterID =1 //Engine [Item:1] uc MasterID =6 //Cockpit [Item:2] uc MasterID =35 //LifeSupport [Item:3] uc MasterID =36 //Vehicle Sensor // Inventory Items -- Weapons [Item:4] uc MasterID =130 //Clan LRM5 Rack [Item:5] uc MasterID =130 //Clan LRM5 Rack [Item:6] uc MasterID =130 //Clan LRM5 Rack [Item:7] uc MasterID =130 //Clan LRM5 Rack // Inventory Items -- Ammo [Item:8] uc MasterID =230 //Clan LRM5 Ammo [Item:9] uc MasterID =230 //Clan LRM5 Ammo [Item:10] uc MasterID =230 //Clan LRM5 Ammo [Item:11] uc MasterID =230 //Clan LRM5 Ammo FITend FITini [ObjectClass] l ObjectTypeNum=3 [ObjectType] st Name ="scout" st AppearanceName ="scout" l ExplosionObject =700 l DestroyedObject =0 f ExtentRadius =35.000000 [General] //Read by Type uc Chassis =0 b MineLayer =FALSE b MineSweeper =FALSE l RefitPoints =0 f ExplosionRadius =0.0 f ExplosionDamage =0.0 l IconIndex = 20 //Read by instance l DescIndex =30362 f CurTonnage =25 c Status =0 l BattleRating =25 [InternalStructure] uc Front =1 uc Rear =1 uc Left =1 uc Right =1 uc Turret =1 [VehicleDynamics] f MaxAccel =18.000000 f MaxVelocity =18.000000 l MaxTurretYawRate =150 l MaxTurretYaw =360 l MaxVehicleYawRate =720 [Front] uc CurInternalStructure =1 uc MaxArmorPoints =12 uc CurArmorPoints =12 [Left] uc CurInternalStructure =1 uc MaxArmorPoints =10 uc CurArmorPoints =10 [Right] uc CurInternalStructure =1 uc MaxArmorPoints =10 uc CurArmorPoints =10 [Rear] uc CurInternalStructure =1 uc MaxArmorPoints =8 uc CurArmorPoints =8 [Turret] uc CurInternalStructure =1 uc MaxArmorPoints =10 uc CurArmorPoints =10 [InventoryInfo] uc NumOther =5 uc NumWeapons =1 uc NumAmmo =1 // Inventory Items -- Other [Item:0] uc MasterID =1 //Engine [Item:1] uc MasterID =6 //Cockpit [Item:2] uc MasterID =35 //LifeSupport [Item:3] uc MasterID =13 //Standard 'Mech Sensor [Item:4] uc MasterID =43 //Active Probe // Inventory Items -- Weapons [Item:5] uc MasterID =100 //AC // Inventory Items -- Ammo [Item:6] uc MasterID =200 //AC ammo FITend FITini [ObjectClass] l ObjectTypeNum=0 [ObjectType] st Name="pineclump.fit" st AppearanceName="pineclump" l ExplosionObject=42 l DestroyedObject=0 f ExtentRadius=0.000000 [TreeData] ul DmgLevel=15 f ExtentRadius=0.000000 FITend FITini [ObjectClass] l ObjectTypeNum=0 [ObjectType] st Name="SmallPineTree" st AppearanceName="SmallPineTree" l ExplosionObject=42 l DestroyedObject=0 f ExtentRadius=0.000000 [TreeData] ul DmgLevel=1 f ExtentRadius=0.000000 FITend FITini [ObjectClass] l ObjectTypeNum=0 [ObjectType] st Name="MediumSizePineTree" st AppearanceName="MediumSizePineTree" l ExplosionObject=42 l DestroyedObject=0 f ExtentRadius=0.000000 [TreeData] ul DmgLevel=1 f ExtentRadius=0.000000 FITend FITini [ObjectClass] l ObjectTypeNum=3 [ObjectType] st Name ="hetzer" st AppearanceName ="hetzer" l ExplosionObject =700 l DestroyedObject =0 f ExtentRadius =20.000000 [General] //Read by Type uc Chassis =0 b MineLayer =FALSE b MineSweeper =FALSE l RefitPoints =0 f ExplosionRadius =0.0 f ExplosionDamage =0.0 l IconIndex = 11 //Read by instance l DescIndex =30366 f CurTonnage =40 c Status =0 l BattleRating =25 l EncyclopediaID =45202 [InternalStructure] uc Front =1 uc Rear =1 uc Left =1 uc Right =1 uc Turret =1 [VehicleDynamics] f MaxAccel =5.000000 f MaxVelocity =15.000000 l MaxTurretYawRate =0 l MaxTurretYaw =0 l MaxVehicleYawRate =720 [Front] uc CurInternalStructure =1 uc MaxArmorPoints =9 uc CurArmorPoints =9 [Left] uc CurInternalStructure =1 uc MaxArmorPoints =9 uc CurArmorPoints =9 [Right] uc CurInternalStructure =1 uc MaxArmorPoints =9 uc CurArmorPoints =9 [Rear] uc CurInternalStructure =1 uc MaxArmorPoints =9 uc CurArmorPoints =9 [Turret] uc CurInternalStructure =1 uc MaxArmorPoints =9 uc CurArmorPoints =9 [InventoryInfo] uc NumOther =4 uc NumWeapons =1 uc NumAmmo =1 // Inventory Items -- Other [Item:0] uc MasterID =1 //Engine [Item:1] uc MasterID =6 //Cockpit [Item:2] uc MasterID =35 //LifeSupport [Item:3] uc MasterID =36 //Vehicle Sensor // Inventory Items -- Weapons [Item:4] uc MasterID =102 //AC-20 // Inventory Items -- Ammo [Item:5] uc MasterID =202 //AC-20 Ammo FITend FITini [ObjectClass] l ObjectTypeNum=3 [ObjectType] st Name ="sensorprobetruck" st AppearanceName ="sensorprobetruck" l ExplosionObject =700 l DestroyedObject =0 f ExtentRadius =35.000000 [General] //Read by Type uc Chassis =0 b MineLayer =FALSE b MineSweeper =FALSE l RefitPoints =0 f ExplosionRadius =0.0 f ExplosionDamage =0.0 //Read by instance l DescIndex =30367 f CurTonnage =25 c Status =0 l BattleRating =25 [InternalStructure] uc Front =1 uc Rear =1 uc Left =1 uc Right =1 uc Turret =1 [VehicleDynamics] f MaxAccel =18.000000 f MaxVelocity =18.000000 l MaxTurretYawRate =150 l MaxTurretYaw =360 l MaxVehicleYawRate =720 [Front] uc CurInternalStructure =1 uc MaxArmorPoints =12 uc CurArmorPoints =12 [Left] uc CurInternalStructure =1 uc MaxArmorPoints =10 uc CurArmorPoints =10 [Right] uc CurInternalStructure =1 uc MaxArmorPoints =10 uc CurArmorPoints =10 [Rear] uc CurInternalStructure =1 uc MaxArmorPoints =8 uc CurArmorPoints =8 [Turret] uc CurInternalStructure =1 uc MaxArmorPoints =10 uc CurArmorPoints =10 [InventoryInfo] uc NumOther =3 uc NumWeapons =0 uc NumAmmo =0 // Inventory Items -- Other [Item:0] uc MasterID =1 //Engine [Item:1] uc MasterID =6 //Cockpit [Item:2] uc MasterID =35 //LifeSupport // Inventory Items -- Weapons // Inventory Items -- Ammo FITend FITini [ObjectClass] l ObjectTypeNum=11 [ObjectType] st Name="Htent" st AppearanceName="HTent" l ExplosionObject=727 l DestroyedObject=0 f ExtentRadius=35.000000 [TerrainObjectData] ul DmgLevel=1 f ExtentRadius=20.000000 FITend FITini [ObjectClass] l ObjectTypeNum=11 [ObjectType] st Name="tent" st AppearanceName="Tent" l ExplosionObject=727 l DestroyedObject=0 f ExtentRadius=35.000000 [TerrainObjectData] ul DmgLevel=1 f ExtentRadius=35.000000 FITend FITini [ObjectClass] l ObjectTypeNum=11 [ObjectType] st Name="hqtent" st AppearanceName="hqTent" l ExplosionObject=727 l DestroyedObject=0 f ExtentRadius=35.000000 [TerrainObjectData] ul DmgLevel=1 f ExtentRadius=35.000000 FITend FITini [ObjectClass] l ObjectTypeNum=11 [ObjectType] st Name="longtent" st AppearanceName="longTent" l ExplosionObject=727 l DestroyedObject=0 f ExtentRadius=35.000000 [TerrainObjectData] ul DmgLevel=1 f ExtentRadius=20.000000 FITend FITini [ObjectClass] l ObjectTypeNum=1 [ObjectType] st Name="S_LightWallDiag.fit" st AppearanceName="S_LightWallDiag" l ExplosionObject=727 l DestroyedObject=0 f ExtentRadius=35.000000 [BuildingData] ul DmgLevel=80 f ExtentRadius=35.000000 f ExplosionRadius=0.000000 f ExplosionDamage=0.000000 l BuildingName=30534 l SetImpassable=1 l XImpasse=0 l YImpasse=0 ul NormalEffectId=0 ul BlownEffectId=0 ul DamageEffectId=0 b CanRefit=FALSE b MechBay=FALSE f TimeToBurnDamage=5.000000 f BurnDamagePerTime=1.000000 f DamageLvlForBurn=22.000000 f SensorRange=-1.000000 l TeamID=-1 l Tonnage=20 l BattleRating=20 l NumMarines=0 b blockLineOfFire=FALSE l LowTemplate=939524096 l HighTemplate=14392 l PotentialContact=0 l BasePixelOffsetX=4 l BasePixelOffsetY=70 b ImpassableWhenDestroyed = false FITend FITini [ObjectClass] l ObjectTypeNum=1 [ObjectType] st Name="S_MediumWallDiag.fit" st AppearanceName="s_mediumwallDiag" l ExplosionObject=727 l DestroyedObject=0 f ExtentRadius=35.000000 [BuildingData] ul DmgLevel=130 f ExtentRadius=35.000000 f ExplosionRadius=0.000000 f ExplosionDamage=0.000000 l BuildingName=30535 l SetImpassable=1 l XImpasse=0 l YImpasse=0 ul NormalEffectId=0 ul BlownEffectId=0 ul DamageEffectId=0 b CanRefit=FALSE b MechBay=FALSE f TimeToBurnDamage=5.000000 f BurnDamagePerTime=1.000000 f DamageLvlForBurn=22.000000 f SensorRange=-1.000000 l TeamID=-1 l Tonnage=20 l BattleRating=20 l NumMarines=0 b blockLineOfFire=FALSE l LowTemplate=939524096 l HighTemplate=14392 l PotentialContact=0 l BasePixelOffsetX=4 l BasePixelOffsetY=70 b ImpassableWhenDestroyed = false FITend FITini [ObjectClass] l ObjectTypeNum=1 [ObjectType] st Name="S_HeavyWallDiag.fit" st AppearanceName="S_heavywallDiag" l ExplosionObject=727 l DestroyedObject=0 f ExtentRadius=35.000000 [BuildingData] ul DmgLevel=185 f ExtentRadius=35.000000 f ExplosionRadius=0.000000 f ExplosionDamage=0.000000 l BuildingName=30536 l SetImpassable=1 l XImpasse=0 l YImpasse=0 ul NormalEffectId=0 ul BlownEffectId=0 ul DamageEffectId=0 b CanRefit=FALSE b MechBay=FALSE f TimeToBurnDamage=5.000000 f BurnDamagePerTime=1.000000 f DamageLvlForBurn=22.000000 f SensorRange=-1.000000 l TeamID=-1 l Tonnage=20 l BattleRating=20 l NumMarines=0 b blockLineOfFire=FALSE l LowTemplate=939524096 l HighTemplate=14392 l PotentialContact=0 l BasePixelOffsetX=4 l BasePixelOffsetY=70 b ImpassableWhenDestroyed = false FITend FITini [ObjectClass] l ObjectTypeNum = 2 [ObjectType] st Name = "Flea" // Text string giving a descriptive name (only 8 chars long!!) l ExplosionObject = 41 // Object Class Number of explosion for Mech l DestroyedObject = 101 // Object Class Number of Destroyed shape for Mech f ExtentRadius = 12 // Extent Radius in Meters st AppearanceName = "MediumCopter" [MechProfile] st ProfileName = "MediumCopter" l MoveType = 1 // 0 = ground, 1 = air FITEnd FITini [ObjectClass] l ObjectTypeNum=3 [ObjectType] st Name ="shilone" st AppearanceName ="shilone" l ExplosionObject =700 l DestroyedObject =0 f ExtentRadius =35.000000 [General] //Read by Type uc Chassis =0 b MineLayer =FALSE b MineSweeper =FALSE l RefitPoints =0 f ExplosionRadius =0.0 f ExplosionDamage =0.0 //Read by instance l DescIndex =30373 f CurTonnage =25 c Status =0 l BattleRating =25 [InternalStructure] uc Front =1 uc Rear =1 uc Left =1 uc Right =1 uc Turret =1 [VehicleDynamics] f MaxAccel =18.000000 f MaxVelocity =18.000000 l MaxTurretYawRate =150 l MaxTurretYaw =360 l MaxVehicleYawRate =720 [Front] uc CurInternalStructure =1 uc MaxArmorPoints =12 uc CurArmorPoints =12 [Left] uc CurInternalStructure =1 uc MaxArmorPoints =10 uc CurArmorPoints =10 [Right] uc CurInternalStructure =1 uc MaxArmorPoints =10 uc CurArmorPoints =10 [Rear] uc CurInternalStructure =1 uc MaxArmorPoints =8 uc CurArmorPoints =8 [Turret] uc CurInternalStructure =1 uc MaxArmorPoints =10 uc CurArmorPoints =10 [InventoryInfo] uc NumOther =3 uc NumWeapons =0 uc NumAmmo =0 // Inventory Items -- Other [Item:0] uc MasterID =1 //Engine [Item:1] uc MasterID =6 //Cockpit [Item:2] uc MasterID =35 //LifeSupport // Inventory Items -- Weapons // Inventory Items -- Ammo FITend FITini [ObjectClass] l ObjectTypeNum=3 [ObjectType] st Name ="motorcycle" st AppearanceName ="motorcycle" l ExplosionObject =700 l DestroyedObject =0 f ExtentRadius =1.000000 [General] //Read by Type uc Chassis =0 b MineLayer =FALSE b MineSweeper =FALSE l RefitPoints =0 f ExplosionRadius =0.0 f ExplosionDamage =0.0 //Read by instance l DescIndex =30374 f CurTonnage =1 c Status =0 l BattleRating =25 l IconIndex =5 [InternalStructure] uc Front =1 uc Rear =1 uc Left =1 uc Right =1 uc Turret =1 [VehicleDynamics] f MaxAccel =8.000000 f MaxVelocity =23.000000 l MaxTurretYawRate =150 l MaxTurretYaw =360 l MaxVehicleYawRate =720 [Front] uc CurInternalStructure =1 uc MaxArmorPoints =1 uc CurArmorPoints =1 [Left] uc CurInternalStructure =1 uc MaxArmorPoints =1 uc CurArmorPoints =1 [Right] uc CurInternalStructure =1 uc MaxArmorPoints =1 uc CurArmorPoints =1 [Rear] uc CurInternalStructure =1 uc MaxArmorPoints =1 uc CurArmorPoints =1 [Turret] uc CurInternalStructure =1 uc MaxArmorPoints =1 uc CurArmorPoints =1 [InventoryInfo] uc NumOther =4 uc NumWeapons =0 uc NumAmmo =0 // Inventory Items -- Other [Item:0] uc MasterID =1 //Engine [Item:1] uc MasterID =6 //Cockpit [Item:2] uc MasterID =35 //LifeSupport [Item:3] uc MasterID =36 //Vehicle Sensor // Inventory Items -- Weapons // Inventory Items -- Ammo FITend FITini [ObjectClass] l ObjectTypeNum=3 [ObjectType] st Name ="dunebuggy" st AppearanceName ="dunebuggy" l ExplosionObject =700 l DestroyedObject =0 f ExtentRadius =20.000000 [General] //Read by Type uc Chassis =0 b MineLayer =FALSE b MineSweeper =FALSE l RefitPoints =0 f ExplosionRadius =0.0 f ExplosionDamage =0.0 //Read by instance l DescIndex =30375 f CurTonnage =5 c Status =0 l BattleRating =25 l IconIndex =5 [InternalStructure] uc Front =1 uc Rear =1 uc Left =1 uc Right =1 uc Turret =1 [VehicleDynamics] f MaxAccel =8.000000 f MaxVelocity =19.000000 l MaxTurretYawRate =150 l MaxTurretYaw =360 l MaxVehicleYawRate =720 [Front] uc CurInternalStructure =1 uc MaxArmorPoints =1 uc CurArmorPoints =1 [Left] uc CurInternalStructure =1 uc MaxArmorPoints =1 uc CurArmorPoints =1 [Right] uc CurInternalStructure =1 uc MaxArmorPoints =1 uc CurArmorPoints =1 [Rear] uc CurInternalStructure =1 uc MaxArmorPoints =1 uc CurArmorPoints =1 [Turret] uc CurInternalStructure =1 uc MaxArmorPoints =1 uc CurArmorPoints =1 [InventoryInfo] uc NumOther =4 uc NumWeapons =0 uc NumAmmo =0 // Inventory Items -- Other [Item:0] uc MasterID =1 //Engine [Item:1] uc MasterID =6 //Cockpit [Item:2] uc MasterID =35 //LifeSupport [Item:3] uc MasterID =36 //Vehicle Sensor // Inventory Items -- Weapons // Inventory Items -- Ammo FITend FITini [ObjectClass] l ObjectTypeNum=3 [ObjectType] st Name ="trooptransport" st AppearanceName ="trooptransport" l ExplosionObject =700 l DestroyedObject =0 f ExtentRadius =20.000000 [General] //Read by Type uc Chassis =0 b MineLayer =FALSE b MineSweeper =FALSE l RefitPoints =0 f ExplosionRadius =0.0 f ExplosionDamage =0.0 //Read by instance l DescIndex =30376 f CurTonnage =25 c Status =0 l BattleRating =25 l EncyclopediaID =45218 l IconIndex =5 [InternalStructure] uc Front =1 uc Rear =1 uc Left =1 uc Right =1 uc Turret =1 [VehicleDynamics] f MaxAccel =5.000000 f MaxVelocity =15.000000 l MaxTurretYawRate =150 l MaxTurretYaw =360 l MaxVehicleYawRate =720 [Front] uc CurInternalStructure =1 uc MaxArmorPoints =12 uc CurArmorPoints =12 [Left] uc CurInternalStructure =1 uc MaxArmorPoints =12 uc CurArmorPoints =12 [Right] uc CurInternalStructure =1 uc MaxArmorPoints =12 uc CurArmorPoints =12 [Rear] uc CurInternalStructure =1 uc MaxArmorPoints =12 uc CurArmorPoints =12 [Turret] uc CurInternalStructure =1 uc MaxArmorPoints =12 uc CurArmorPoints =12 [InventoryInfo] uc NumOther =4 uc NumWeapons =0 uc NumAmmo =0 // Inventory Items -- Other [Item:0] uc MasterID =1 //Engine [Item:1] uc MasterID =6 //Cockpit [Item:2] uc MasterID =35 //LifeSupport [Item:3] uc MasterID =36 //Vehicle Sensor // Inventory Items -- Weapons // Inventory Items -- Ammo FITend FITini [ObjectClass] l ObjectTypeNum=3 [ObjectType] st Name ="slayer" st AppearanceName ="slayer" l ExplosionObject =700 l DestroyedObject =0 f ExtentRadius =35.000000 [General] //Read by Type uc Chassis =0 b MineLayer =FALSE b MineSweeper =FALSE l RefitPoints =0 f ExplosionRadius =0.0 f ExplosionDamage =0.0 //Read by instance l DescIndex =30377 f CurTonnage =25 c Status =0 l BattleRating =25 [InternalStructure] uc Front =1 uc Rear =1 uc Left =1 uc Right =1 uc Turret =1 [VehicleDynamics] f MaxAccel =18.000000 f MaxVelocity =18.000000 l MaxTurretYawRate =150 l MaxTurretYaw =360 l MaxVehicleYawRate =720 [Front] uc CurInternalStructure =1 uc MaxArmorPoints =12 uc CurArmorPoints =12 [Left] uc CurInternalStructure =1 uc MaxArmorPoints =10 uc CurArmorPoints =10 [Right] uc CurInternalStructure =1 uc MaxArmorPoints =10 uc CurArmorPoints =10 [Rear] uc CurInternalStructure =1 uc MaxArmorPoints =8 uc CurArmorPoints =8 [Turret] uc CurInternalStructure =1 uc MaxArmorPoints =10 uc CurArmorPoints =10 [InventoryInfo] uc NumOther =3 uc NumWeapons =0 uc NumAmmo =0 // Inventory Items -- Other [Item:0] uc MasterID =1 //Engine [Item:1] uc MasterID =6 //Cockpit [Item:2] uc MasterID =35 //LifeSupport // Inventory Items -- Weapons // Inventory Items -- Ammo FITend FITini [ObjectClass] l ObjectTypeNum=3 [ObjectType] st Name ="privatejet" st AppearanceName ="privatejet" l ExplosionObject =700 l DestroyedObject =0 f ExtentRadius =35.000000 [General] //Read by Type uc Chassis =0 b MineLayer =FALSE b MineSweeper =FALSE l RefitPoints =0 f ExplosionRadius =0.0 f ExplosionDamage =0.0 //Read by instance l DescIndex =30378 f CurTonnage =25 c Status =0 l BattleRating =25 [InternalStructure] uc Front =1 uc Rear =1 uc Left =1 uc Right =1 uc Turret =1 [VehicleDynamics] f MaxAccel =18.000000 f MaxVelocity =18.000000 l MaxTurretYawRate =150 l MaxTurretYaw =360 l MaxVehicleYawRate =720 [Front] uc CurInternalStructure =1 uc MaxArmorPoints =12 uc CurArmorPoints =12 [Left] uc CurInternalStructure =1 uc MaxArmorPoints =10 uc CurArmorPoints =10 [Right] uc CurInternalStructure =1 uc MaxArmorPoints =10 uc CurArmorPoints =10 [Rear] uc CurInternalStructure =1 uc MaxArmorPoints =8 uc CurArmorPoints =8 [Turret] uc CurInternalStructure =1 uc MaxArmorPoints =10 uc CurArmorPoints =10 [InventoryInfo] uc NumOther =4 uc NumWeapons =0 uc NumAmmo =0 // Inventory Items -- Other [Item:0] uc MasterID =1 //Engine [Item:1] uc MasterID =6 //Cockpit [Item:2] uc MasterID =35 //LifeSupport [Item:3] uc MasterID =36 //Vehicle Sensor // Inventory Items -- Weapons // Inventory Items -- Ammo FITend FITini [ObjectClass] l ObjectTypeNum=3 [ObjectType] st Name ="infantry" st AppearanceName ="infantry" l ExplosionObject =700 l DestroyedObject =0 f ExtentRadius =10.000000 [General] //Read by Type uc Chassis =0 b MineLayer =FALSE b MineSweeper =FALSE b IsSensorContact =FALSE l RefitPoints =0 f ExplosionRadius =0.0 f ExplosionDamage =0.0 b PathLocks =FALSE //Read by instance l DescIndex =30395 f CurTonnage =1 c Status =0 l BattleRating =25 l EncyclopediaID =45225 l IconIndex =24 [InternalStructure] uc Front =1 uc Rear =1 uc Left =1 uc Right =1 uc Turret =1 [VehicleDynamics] f MaxAccel =5.000000 f MaxVelocity =5.000000 l MaxTurretYawRate =150 l MaxTurretYaw =360 l MaxVehicleYawRate =720 [Front] uc CurInternalStructure =1 uc MaxArmorPoints =1 uc CurArmorPoints =1 [Left] uc CurInternalStructure =1 uc MaxArmorPoints =1 uc CurArmorPoints =1 [Right] uc CurInternalStructure =1 uc MaxArmorPoints =1 uc CurArmorPoints =1 [Rear] uc CurInternalStructure =1 uc MaxArmorPoints =1 uc CurArmorPoints =1 [Turret] uc CurInternalStructure =1 uc MaxArmorPoints =1 uc CurArmorPoints =1 [InventoryInfo] uc NumOther =4 uc NumWeapons =1 uc NumAmmo =0 // Inventory Items -- Other [Item:0] uc MasterID =1 //Engine [Item:1] uc MasterID =6 //Cockpit [Item:2] uc MasterID =35 //LifeSupport [Item:3] uc MasterID =36 //Vehicle Sensor // Inventory Items -- Weapons [Item:4] uc MasterID =114 //Laser // Inventory Items -- Ammo [Item:5] FITend FITini [ObjectClass] l ObjectTypeNum=3 [ObjectType] st Name ="poweredarmor" st AppearanceName ="poweredarmor" l ExplosionObject =700 l DestroyedObject =0 f ExtentRadius =10.000000 [General] //Read by Type uc Chassis =0 b MineLayer =FALSE b MineSweeper =FALSE b IsSensorContact =FALSE l RefitPoints =0 f ExplosionRadius =0.0 f ExplosionDamage =0.0 b PathLocks =FALSE //Read by instance l DescIndex =30396 f CurTonnage =5 c Status =0 l BattleRating =25 l EncyclopediaID =45226 l IconIndex =24 [InternalStructure] uc Front =1 uc Rear =1 uc Left =1 uc Right =1 uc Turret =1 [VehicleDynamics] f MaxAccel =6.000000 f MaxVelocity =10.000000 l MaxTurretYawRate =0 l MaxTurretYaw =0 l MaxVehicleYawRate =720 [Front] uc CurInternalStructure =1 uc MaxArmorPoints =3 uc CurArmorPoints =3 [Left] uc CurInternalStructure =1 uc MaxArmorPoints =3 uc CurArmorPoints =3 [Right] uc CurInternalStructure =1 uc MaxArmorPoints =3 uc CurArmorPoints =3 [Rear] uc CurInternalStructure =1 uc MaxArmorPoints =3 uc CurArmorPoints =3 [Turret] uc CurInternalStructure =1 uc MaxArmorPoints =3 uc CurArmorPoints =3 [InventoryInfo] uc NumOther =4 uc NumWeapons =2 uc NumAmmo =1 // Inventory Items -- Other [Item:0] uc MasterID =1 //Engine [Item:1] uc MasterID =6 //Cockpit [Item:2] uc MasterID =35 //LifeSupport [Item:3] uc MasterID =36 //Vehicle Sensor // Inventory Items -- Weapons [Item:4] uc MasterID =156 //Laser [Item:5] uc MasterID =125 //Streak SRM2 Pack // Inventory Items -- Ammo [Item:6] uc MasterID =225 //Streak SRM2 Ammo FITend FITini [ObjectClass] l ObjectTypeNum=3 [ObjectType] st Name ="forklift" st AppearanceName ="forklift" l ExplosionObject =700 l DestroyedObject =0 f ExtentRadius =20.000000 [General] //Read by Type uc Chassis =0 b MineLayer =FALSE b MineSweeper =FALSE l RefitPoints =0 f ExplosionRadius =0.0 f ExplosionDamage =0.0 b PathLocks =FALSE //Read by instance l DescIndex =30397 f CurTonnage =5 c Status =0 l BattleRating =25 l IconIndex =5 [InternalStructure] uc Front =1 uc Rear =1 uc Left =1 uc Right =1 uc Turret =1 [VehicleDynamics] f MaxAccel =5.000000 f MaxVelocity =10.000000 l MaxTurretYawRate =150 l MaxTurretYaw =360 l MaxVehicleYawRate =720 [Front] uc CurInternalStructure =1 uc MaxArmorPoints =1 uc CurArmorPoints =1 [Left] uc CurInternalStructure =1 uc MaxArmorPoints =1 uc CurArmorPoints =1 [Right] uc CurInternalStructure =1 uc MaxArmorPoints =1 uc CurArmorPoints =1 [Rear] uc CurInternalStructure =1 uc MaxArmorPoints =1 uc CurArmorPoints =1 [Turret] uc CurInternalStructure =1 uc MaxArmorPoints =1 uc CurArmorPoints =1 [InventoryInfo] uc NumOther =4 uc NumWeapons =0 uc NumAmmo =0 // Inventory Items -- Other [Item:0] uc MasterID =1 //Engine [Item:1] uc MasterID =6 //Cockpit [Item:2] uc MasterID =35 //LifeSupport [Item:3] uc MasterID =36 //Vehicle Sensor // Inventory Items -- Weapons // Inventory Items -- Ammo FITend FITini [ObjectClass] l ObjectTypeNum=1 [ObjectType] st Name="HeavyIndustrial" st AppearanceName="HeavyIndustrial" l ExplosionObject=727 l DestroyedObject=0 f ExtentRadius=35.000000 [BuildingData] ul DmgLevel=15 f ExtentRadius=35.000000 f ExplosionRadius=0.000000 f ExplosionDamage=0.000000 l BuildingName=30398 l SetImpassable=1 l XImpasse=0 l YImpasse=0 ul NormalEffectId=0 ul BlownEffectId=0 ul DamageEffectId=0 b CanRefit=FALSE b MechBay=FALSE f TimeToBurnDamage=5.000000 f BurnDamagePerTime=1.000000 f DamageLvlForBurn=22.000000 f SensorRange=-1.000000 l TeamID=-1 l Tonnage=20 l BattleRating=20 l NumMarines=0 b blockLineOfFire=FALSE l LowTemplate=939524096 l HighTemplate=14392 l PotentialContact=0 l BasePixelOffsetX=4 l BasePixelOffsetY=70 b ImpassableWhenDestroyed = false FITend FITini [ObjectClass] l ObjectTypeNum=1 [ObjectType] st Name="PurificationPlant" st AppearanceName="PurificationPlant" l ExplosionObject=727 l DestroyedObject=0 f ExtentRadius=35.000000 [BuildingData] ul DmgLevel=3 f ExtentRadius=35.000000 f ExplosionRadius=0.000000 f ExplosionDamage=0.000000 l BuildingName=30399 l SetImpassable=1 l XImpasse=0 l YImpasse=0 ul NormalEffectId=0 ul BlownEffectId=0 ul DamageEffectId=0 b CanRefit=FALSE b MechBay=FALSE f TimeToBurnDamage=5.000000 f BurnDamagePerTime=1.000000 f DamageLvlForBurn=22.000000 f SensorRange=-1.000000 l TeamID=-1 l Tonnage=20 l BattleRating=20 l NumMarines=0 b blockLineOfFire=FALSE l LowTemplate=939524096 l HighTemplate=14392 l PotentialContact=0 l BasePixelOffsetX=4 l BasePixelOffsetY=70 b ImpassableWhenDestroyed = false FITend FITini [ObjectClass] l ObjectTypeNum = 2 [ObjectType] st Name = "UrbanMech" // Text string giving a descriptive name (only 8 chars long!!) l ExplosionObject = 41 // Object Class Number of explosion for Mech l DestroyedObject = 101 // Object Class Number of Destroyed shape for Mech f ExtentRadius = 12 // Extent Radius in Meters st AppearanceName = "UrbanMech" [MechProfile] st ProfileName = "UrbanMech" f destructdamage = 35 f explosiondamage = 15 f explosionradius = 80 FITEnd FITini [ObjectClass] l ObjectTypeNum = 2 [ObjectType] st Name = "Flea" // Text string giving a descriptive name (only 8 chars long!!) l ExplosionObject = 41 // Object Class Number of explosion for Mech l DestroyedObject = 101 // Object Class Number of Destroyed shape for Mech f ExtentRadius = 12 // Extent Radius in Meters st AppearanceName = "Flea" [MechProfile] st ProfileName = "Flea" f destructdamage = 35 f explosiondamage = 15 f explosionradius = 80 FITEnd FITini //--------------------------------------------------------------------------- // // MapIcon: Big Artillery Strike Indicator // // BASE ID: 58 // //--------------------------------------------------------------------------- [ObjectClass] l ObjectTypeNum = 12 [Artillery] st ArtillerySpriteName = "artlry" //Name of Sprite .SHP file with waypoint icon in it. ul StartFrame = 0 //Frame to start at ul FrameCount = 30 //Number of frames of animation. f FrameRate = 15.0 //Frame Rate to playback animation at. f NominalTimeToImpact = 7.0 //Time it takes strike to arrive. f NominalDamage = 15.0 //Points of Damage per hit. f nominalMajorRange = 25 //This is in Meters f nominalMajorHits = 3.0 //Number of hits inside Major Range f nominalMinorRange = 80 //This is in Meters f nominalMinorHits = 2.0 //Number of hits inside Minor Range f NominalSensorTime = 0.0 f NominalSensorRange = 0.0 f fontScale = 1.7 f fontXOffset = -14.0 f fontYOffset = -5.0 ul fontColor = 242 l NumExplosions = 12 f ExplosionDelay0 = 0.0; f ExplosionDelay1 = 0.1; f ExplosionDelay2 = 0.2; f ExplosionDelay3 = 0.2; f ExplosionDelay4 = 0.5; f ExplosionDelay5 = 0.5; f ExplosionDelay6 = 0.5; f ExplosionDelay7 = 0.5; f ExplosionDelay8 = 0.9; f ExplosionDelay9 = 0.9; f ExplosionDelay10 = 0.9; f ExplosionDelay11 = 0.9; f ExplosionDelay12 = 0.9; f ExplosionOffsetX0 = 0.0; f ExplosionOffsetY0 = 0.0; f ExplosionOffsetX1 = 25 f ExplosionOffsetY1 = 25 f ExplosionOffsetX2 = -25 f ExplosionOffsetY2 = 25 f ExplosionOffsetX3 = -25 f ExplosionOffsetY3 = -25 f ExplosionOffsetX4 = 25 f ExplosionOffsetY4 = -25 f ExplosionOffsetX5 = 50 f ExplosionOffsetY5 = 50 f ExplosionOffsetX6 = -50 f ExplosionOffsetY6 = 50 f ExplosionOffsetX7 = -50 f ExplosionOffsetY7 = -50 f ExplosionOffsetX8 = 50 f ExplosionOffsetY8 = -50 f ExplosionOffsetX9 = 25 f ExplosionOffsetY9 = 50 f ExplosionOffsetX10 = 50 f ExplosionOffsetY10 = 25 f ExplosionOffsetX11 = -25 f ExplosionOffsetY11 = -50 f ExplosionOffsetX12 = -50 f ExplosionOffsetY12 = -25 l ExplosionsPerExplosion = 1 l ExplosionRandomOffsetX = 25 l ExplosionRandomOffsetY = 25 [ObjectType] st Name = "ARTBig" // Text string giving a descriptive name (only 8 chars long!!) l Type = 58 // ID number for this mech type l Appearance = 0x00000000 l Duration = -1 // Lasts forever = -1 l MaxDamage = 0 // Number of damage points before BOOM! l ExplosionObject = 519 // Object Class Number of explosion l DestroyedObject = -1 // Object Class Number of Destroyed shape f ExtentRadius = 187 // Extent Radius in Meters (0 Can't hit hit ever) FITEnd FITini //--------------------------------------------------------------------------- // // MapIcon: Small Artillery Strike Indicator // // BASE ID: 58 // //--------------------------------------------------------------------------- [ObjectClass] l ObjectTypeNum = 12 [Artillery] st ArtillerySpriteName = "artlry" //Name of Sprite .SHP file with waypoint icon in it. ul StartFrame = 0 //Frame to start at ul FrameCount = 30 //Number of frames of animation. f FrameRate = 15.0 //Frame Rate to playback animation at. f NominalTimeToImpact = 7.0 //Time it takes strike to arrive. f NominalDamage = 8.0 //Points of Damage per hit. f nominalMajorRange = 25.0 //This is in Meters f nominalMajorHits = 2.0 //Number of hits inside Major Range f nominalMinorRange = 80.0 //This is in Meters f nominalMinorHits = 1.0 //Number of hits inside Minor Range f NominalSensorTime = 0.0 f NominalSensorRange = 0.0 f fontScale = 1.7 f fontXOffset = -14.0 f fontYOffset = -5.0 ul fontColor = 242 l NumExplosions = 6 f ExplosionDelay0 = 0.0; f ExplosionDelay1 = 0.1; f ExplosionDelay2 = 0.2; f ExplosionDelay3 = 0.5; f ExplosionDelay4 = 0.5; f ExplosionDelay5 = 0.9; f ExplosionOffsetX0 = 0.0; f ExplosionOffsetY0 = 0.0; f ExplosionOffsetX1 = 25 f ExplosionOffsetY1 = 25 f ExplosionOffsetX2 = -25 f ExplosionOffsetY2 = 25 f ExplosionOffsetX3 = -25 f ExplosionOffsetY3 = -25 f ExplosionOffsetX4 = 25 f ExplosionOffsetY4 = -25 f ExplosionOffsetX5 = 50 f ExplosionOffsetY5 = 50 l ExplosionsPerExplosion = 1 l ExplosionRandomOffsetX = 25 l ExplosionRandomOffsetY = 25 [ObjectType] st Name = "ARTSml" // Text string giving a descriptive name (only 8 chars long!!) l Type = 58 // ID number for this mech type l Appearance = 0x00000000 l Duration = -1 // Lasts forever = -1 l MaxDamage = 0 // Number of damage points before BOOM! l ExplosionObject = 519 // Object Class Number of explosion l DestroyedObject = -1 // Object Class Number of Destroyed shape f ExtentRadius = 150 // Extent Radius in Meters (0 Can't hit hit ever) FITEnd FITini //--------------------------------------------------------------------------- // // MapIcon: Sensor Artillery Strike Indicator // // BASE ID: 58 // //--------------------------------------------------------------------------- [ObjectClass] l ObjectTypeNum = 12 [Artillery] st ArtillerySpriteName = "artlry" //Name of Sprite .SHP file with waypoint icon in it. ul StartFrame = 0 //Frame to start at ul FrameCount = 30 //Number of frames of animation. f FrameRate = 15.0 //Frame Rate to playback animation at. f NominalTimeToImpact = 0.0 //Time it takes strike to arrive. f NominalDamage = 0.0 //Points of Damage per hit. f nominalMajorRange = 0.0 //This is in Meters f nominalMajorHits = 0.0 //Number of hits inside Major Range f nominalMinorRange = 0.0 //This is in Meters f nominalMinorHits = 0.0 //Number of hits inside Minor Range f NominalSensorTime = 120.0 //Duration of sensor activity. f NominalSensorRange = 800.0 //This is in meters. Decays at linear m/s rate. //Down 40% from 2000 per MLY on 5/7/98 //Down 30% from 1200 per DT on 5/13/98 f fontScale = 1.7 f fontXOffset = -14.0 f fontYOffset = -5.0 ul fontColor = 242 [ObjectType] st Name = "ARTSns" // Text string giving a descriptive name (only 8 chars long!!) l Type = 58 // ID number for this mech type l Appearance = 0x00000000 l Duration = -1 // Lasts forever = -1 l MaxDamage = 0 // Number of damage points before BOOM! l ExplosionObject = -1 // Object Class Number of explosion l DestroyedObject = -1 // Object Class Number of Destroyed shape f ExtentRadius = 0 // Extent Radius in Meters (0 Can't hit hit ever) FITEnd FITini //--------------------------------------------------------------------------- // // MapIcon: Mine Indicator // BASE ID: 59 // //--------------------------------------------------------------------------- [ObjectClass] l ObjectTypeNum = 13 [MineData] ul dmgPotential = 5 //Five points of damage f ExtentRadius = 25 //Five meters l MineType = 1 [ObjectType] st Name = "MINE" // Text string giving a descriptive name (only 8 chars long!!) l Type = 59 // ID number for this mech type l Appearance = 0x020000F4 l Duration = -1 // Lasts forever = -1 l MaxDamage = 0 // Amount of damage mine does on impact l ExplosionObject = 39 // Object Class Number of explosion l DestroyedObject = -1 // Object Class Number of Destroyed shape f ExtentRadius = 15 // Extent Radius in Meters (0 Can't hit hit ever) FITEnd FITini [ObjectClass] l ObjectTypeNum=0 [ObjectType] st Name="Birch1" st AppearanceName="Birch1" l ExplosionObject=42 l DestroyedObject=0 f ExtentRadius=0.000000 [TreeData] ul DmgLevel=1 f ExtentRadius=0.000000 FITend FITini [ObjectClass] l ObjectTypeNum=0 [ObjectType] st Name="Birch2" st AppearanceName="Birch2" l ExplosionObject=42 l DestroyedObject=0 f ExtentRadius=0.000000 [TreeData] ul DmgLevel=1 f ExtentRadius=0.000000 FITend FITini [ObjectClass] l ObjectTypeNum=0 [ObjectType] st Name="Birch3" st AppearanceName="Birch3" l ExplosionObject=42 l DestroyedObject=0 f ExtentRadius=0.000000 [TreeData] ul DmgLevel=1 f ExtentRadius=0.000000 FITend FITini [ObjectClass] l ObjectTypeNum=0 [ObjectType] st Name="Birch1Dead" st AppearanceName="Birch1Dead" l ExplosionObject=42 l DestroyedObject=0 f ExtentRadius=0.000000 [TreeData] ul DmgLevel=1 f ExtentRadius=0.000000 FITend FITini [ObjectClass] l ObjectTypeNum=0 [ObjectType] st Name="Birch2Dead" st AppearanceName="Birch2Dead" l ExplosionObject=42 l DestroyedObject=0 f ExtentRadius=0.000000 [TreeData] ul DmgLevel=1 f ExtentRadius=0.000000 FITend FITini [ObjectClass] l ObjectTypeNum=0 [ObjectType] st Name="Birch2Dead" st AppearanceName="Birch3Dead" l ExplosionObject=42 l DestroyedObject=0 f ExtentRadius=0.000000 [TreeData] ul DmgLevel=1 f ExtentRadius=0.000000 FITend FITini [ObjectClass] l ObjectTypeNum=0 [ObjectType] st Name="BirchClump1" st AppearanceName="treeClump1" l ExplosionObject=42 l DestroyedObject=0 f ExtentRadius=0.000000 [TreeData] ul DmgLevel=36 f ExtentRadius=0.000000 FITend FITini [ObjectClass] l ObjectTypeNum=0 [ObjectType] st Name="BirchClump1Dead" st AppearanceName="BirchClump1Dead" l ExplosionObject=42 l DestroyedObject=0 f ExtentRadius=0.000000 [TreeData] ul DmgLevel=1 f ExtentRadius=0.000000 FITend FITini [ObjectClass] l ObjectTypeNum=1 [ObjectType] st Name="GeodesicDome" st AppearanceName="GeodesicDome" l ExplosionObject=727 l DestroyedObject=0 f ExtentRadius=35.000000 [BuildingData] ul DmgLevel=3 f ExtentRadius=35.000000 f ExplosionRadius=0.000000 f ExplosionDamage=0.000000 l BuildingName=30408 l SetImpassable=1 l XImpasse=0 l YImpasse=0 ul NormalEffectId=0 ul BlownEffectId=0 ul DamageEffectId=0 b CanRefit=FALSE b MechBay=FALSE f TimeToBurnDamage=5.000000 f BurnDamagePerTime=1.000000 f DamageLvlForBurn=22.000000 f SensorRange=-1.000000 l TeamID=-1 l Tonnage=20 l BattleRating=20 l NumMarines=0 b blockLineOfFire=FALSE l LowTemplate=939524096 l HighTemplate=14392 l PotentialContact=0 l BasePixelOffsetX=4 l BasePixelOffsetY=70 b ImpassableWhenDestroyed = false FITend FITini [ObjectClass] l ObjectTypeNum=1 [ObjectType] st Name="Bridge4" st AppearanceName="Bridge4" l ExplosionObject=727 l DestroyedObject=0 f ExtentRadius=35.000000 [BuildingData] ul DmgLevel=22 f ExtentRadius=35.000000 f ExplosionRadius=0.000000 f ExplosionDamage=0.000000 l BuildingName=30409 l SetImpassable=1 l XImpasse=0 l YImpasse=0 ul NormalEffectId=0 ul BlownEffectId=0 ul DamageEffectId=0 b CanRefit=FALSE b MechBay=FALSE f TimeToBurnDamage=5.000000 f BurnDamagePerTime=1.000000 f DamageLvlForBurn=22.000000 f SensorRange=-1.000000 l TeamID=-1 l Tonnage=20 l BattleRating=20 l NumMarines=0 b blockLineOfFire=FALSE l LowTemplate=939524096 l HighTemplate=14392 l PotentialContact=0 l BasePixelOffsetX=4 l BasePixelOffsetY=70 b ImpassableWhenDestroyed = false FITend FITini [ObjectClass] l ObjectTypeNum=1 [ObjectType] st Name="AmmoCratesStacked" st AppearanceName="MunitionsCrates" l ExplosionObject=727 l DestroyedObject=0 f ExtentRadius=35.000000 l EncyclopediaID = 45432 [BuildingData] ul DmgLevel=1 f ExtentRadius=35.000000 f ExplosionRadius=225.000000 f ExplosionDamage=20.000000 l BuildingName=30410 l SetImpassable=1 l XImpasse=0 l YImpasse=0 ul NormalEffectId=0 ul BlownEffectId=0 ul DamageEffectId=0 b CanRefit=FALSE b MechBay=FALSE f TimeToBurnDamage=5.000000 f BurnDamagePerTime=1.000000 f DamageLvlForBurn=46.000000 f SensorRange=-1.000000 l TeamID=-1 l Tonnage=20 l BattleRating=20 l NumMarines=0 b blockLineOfFire=FALSE l LowTemplate=942669824 l HighTemplate=14392 l PotentialContact=0 l BasePixelOffsetX=5 l BasePixelOffsetY=70 FITend FITini [ObjectClass] l ObjectTypeNum=11 [ObjectType] st Name="barrels" st AppearanceName="barrels" l ExplosionObject=42 l DestroyedObject=0 f ExtentRadius=0.000000 [TerrainObjectData] ul DmgLevel=1 f ExtentRadius=20.000000 FITend FITini [ObjectClass] l ObjectTypeNum=11 [ObjectType] st Name="bluebeaconlight" st AppearanceName="bluebeaconlight" l ExplosionObject=42 l DestroyedObject=0 f ExtentRadius=0.000000 [TerrainObjectData] ul DmgLevel=1 f ExtentRadius=20.000000 FITend FITini [ObjectClass] l ObjectTypeNum=11 [ObjectType] st Name="burningtrashbarrel" st AppearanceName="burningtrashbarrel" l ExplosionObject=42 l DestroyedObject=0 f ExtentRadius=0.000000 [TerrainObjectData] ul DmgLevel=1 f ExtentRadius=20.000000 FITend FITini [ObjectClass] l ObjectTypeNum=11 [ObjectType] st Name="camonetting" st AppearanceName="camonetting" l ExplosionObject=42 l DestroyedObject=0 f ExtentRadius=0.000000 [TerrainObjectData] ul DmgLevel=1 f ExtentRadius=20.000000 FITend FITini [ObjectClass] l ObjectTypeNum=11 [ObjectType] st Name="corrigatedmetalbarricade" st AppearanceName="corrigatedmetalbarricade" l ExplosionObject=42 l DestroyedObject=0 f ExtentRadius=0.000000 [TerrainObjectData] ul DmgLevel=1 f ExtentRadius=20.000000 FITend FITini [ObjectClass] l ObjectTypeNum=11 [ObjectType] st Name="crateswithtarp" st AppearanceName="crateswithtarp" l ExplosionObject=42 l DestroyedObject=0 f ExtentRadius=0.000000 [TerrainObjectData] ul DmgLevel=1 f ExtentRadius=20.000000 FITend FITini [ObjectClass] l ObjectTypeNum=11 [ObjectType] st Name="davionflag" st AppearanceName="d_flag" l ExplosionObject=42 l DestroyedObject=0 f ExtentRadius=0.000000 [TerrainObjectData] ul DmgLevel=1 f ExtentRadius=20.000000 FITend FITini [ObjectClass] l ObjectTypeNum=11 [ObjectType] st Name="dumpster" st AppearanceName="dumpster" l ExplosionObject=42 l DestroyedObject=0 f ExtentRadius=0.000000 [TerrainObjectData] ul DmgLevel=1 f ExtentRadius=20.000000 FITend FITini [ObjectClass] l ObjectTypeNum=11 [ObjectType] st Name="greenbeaconlight" st AppearanceName="greenbeaconlight" l ExplosionObject=42 l DestroyedObject=0 f ExtentRadius=0.000000 [TerrainObjectData] ul DmgLevel=1 f ExtentRadius=20.000000 FITend FITini [ObjectClass] l ObjectTypeNum=11 [ObjectType] st Name="hazmatsphere" st AppearanceName="hazmatsphere" l ExplosionObject=42 l DestroyedObject=0 f ExtentRadius=0.000000 [TerrainObjectData] ul DmgLevel=1 f ExtentRadius=20.000000 FITend FITini [ObjectClass] l ObjectTypeNum=11 [ObjectType] st Name="l_flag.fit" st AppearanceName="l_flag" l ExplosionObject=42 l DestroyedObject=0 f ExtentRadius=0.000000 [TerrainObjectData] ul DmgLevel=1 f ExtentRadius=20.000000 FITend FITini [ObjectClass] l ObjectTypeNum=11 [ObjectType] st Name="militarycheckpoint st AppearanceName="milcheckpoint" l ExplosionObject=42 l DestroyedObject=0 f ExtentRadius=0.000000 [TerrainObjectData] ul DmgLevel=1 f ExtentRadius=20.000000 FITend FITini [ObjectClass] l ObjectTypeNum=11 [ObjectType] st Name="outhouse" st AppearanceName="lockers" l ExplosionObject=42 l DestroyedObject=0 f ExtentRadius=0.000000 [TerrainObjectData] ul DmgLevel=1 f ExtentRadius=20.000000 FITend FITini [ObjectClass] l ObjectTypeNum=11 [ObjectType] st Name="redbeaconlight" st AppearanceName="redbeaconlight" l ExplosionObject=42 l DestroyedObject=0 f ExtentRadius=0.000000 [TerrainObjectData] ul DmgLevel=1 f ExtentRadius=20.000000 FITend FITini [ObjectClass] l ObjectTypeNum=11 [ObjectType] st Name="runwaylight" st AppearanceName="runwaylight" l ExplosionObject=42 l DestroyedObject=0 f ExtentRadius=0.000000 [TerrainObjectData] ul DmgLevel=1 f ExtentRadius=20.000000 FITend FITini [ObjectClass] l ObjectTypeNum=11 [ObjectType] st Name="sandbagbunker" st AppearanceName="sandbagbunker" l ExplosionObject=42 l DestroyedObject=0 f ExtentRadius=0.000000 [TerrainObjectData] ul DmgLevel=1 f ExtentRadius=20.000000 FITend FITini [ObjectClass] l ObjectTypeNum=11 [ObjectType] st Name="sandbagwall" st AppearanceName="sandbagwall" l ExplosionObject=42 l DestroyedObject=0 f ExtentRadius=0.000000 [TerrainObjectData] ul DmgLevel=1 f ExtentRadius=20.000000 FITend FITini [ObjectClass] l ObjectTypeNum=11 [ObjectType] st Name="slipperysign" st AppearanceName="slipperysign" l ExplosionObject=42 l DestroyedObject=0 f ExtentRadius=0.000000 [TerrainObjectData] ul DmgLevel=1 f ExtentRadius=20.000000 FITend FITini [ObjectClass] l ObjectTypeNum=11 [ObjectType] st Name="stopsign" st AppearanceName="stopsign" l ExplosionObject=42 l DestroyedObject=0 f ExtentRadius=0.000000 [TerrainObjectData] ul DmgLevel=1 f ExtentRadius=20.000000 FITend FITini [ObjectClass] l ObjectTypeNum=11 [ObjectType] st Name="tripodbarricade" st AppearanceName="tripodbarricade" l ExplosionObject=42 l DestroyedObject=0 f ExtentRadius=0.000000 [TerrainObjectData] ul DmgLevel=1 f ExtentRadius=20.000000 FITend FITini [ObjectClass] l ObjectTypeNum=11 [ObjectType] st Name="woodencrates" st AppearanceName="woodencrates" l ExplosionObject=42 l DestroyedObject=0 f ExtentRadius=0.000000 [TerrainObjectData] ul DmgLevel=1 f ExtentRadius=20.000000 FITend FITini [ObjectClass] l ObjectTypeNum=11 [ObjectType] st Name="yieldsign" st AppearanceName="yieldsign" l ExplosionObject=42 l DestroyedObject=0 f ExtentRadius=0.000000 [TerrainObjectData] ul DmgLevel=1 f ExtentRadius=20.000000 FITend FITini [ObjectClass] l ObjectTypeNum=1 [ObjectType] st Name="FuelPipeCorner" st AppearanceName="FuelPipeCorner" l ExplosionObject=727 l DestroyedObject=0 f ExtentRadius=35.000000 [BuildingData] ul DmgLevel=6 f ExtentRadius=35.000000 f ExplosionRadius=128.000000 f ExplosionDamage=8.000000 l BuildingName=30433 l BuildingDescription = 45025 l SetImpassable=1 l XImpasse=0 l YImpasse=0 ul NormalEffectId=0 ul BlownEffectId=0 ul DamageEffectId=0 b CanRefit=FALSE b MechBay=FALSE f TimeToBurnDamage=5.000000 f BurnDamagePerTime=1.000000 f DamageLvlForBurn=46.000000 f SensorRange=-1.000000 l TeamID=-1 l Tonnage=20 l BattleRating=20 l NumMarines=0 b blockLineOfFire=FALSE l LowTemplate=942669824 l HighTemplate=14392 l PotentialContact=0 l BasePixelOffsetX=5 l BasePixelOffsetY=70 FITend FITini [ObjectClass] l ObjectTypeNum=1 [ObjectType] st Name="LiaoLightWallB.fit" st AppearanceName="L_LightWallDiag" l ExplosionObject=42 l DestroyedObject=0 f ExtentRadius=35.000000 [BuildingData] ul DmgLevel=80 f ExtentRadius=35.000000 f ExplosionRadius=0.000000 f ExplosionDamage=0.000000 l BuildingName=30309 l SetImpassable=1 l XImpasse=0 l YImpasse=0 ul NormalEffectId=0 ul BlownEffectId=0 ul DamageEffectId=0 b CanRefit=FALSE b MechBay=FALSE f TimeToBurnDamage=5.000000 f BurnDamagePerTime=1.000000 f DamageLvlForBurn=6.000000 f SensorRange=-1.000000 l TeamID=-1 l Tonnage=20 l BattleRating=20 l NumMarines=0 b blockLineOfFire=FALSE l LowTemplate=268435456 l HighTemplate=14384 l PotentialContact=0 l BasePixelOffsetX=-3 l BasePixelOffsetY=39 b ImpassableWhenDestroyed = false FITend FITini [ObjectClass] l ObjectTypeNum=1 [ObjectType] st Name="LiaoMediumWallb.fit" st AppearanceName="l_mediumwallDiag" l ExplosionObject=42 l DestroyedObject=0 f ExtentRadius=35.000000 [BuildingData] ul DmgLevel=130 f ExtentRadius=35.000000 f ExplosionRadius=0.000000 f ExplosionDamage=0.000000 l BuildingName=30311 l SetImpassable=1 l XImpasse=0 l YImpasse=0 ul NormalEffectId=0 ul BlownEffectId=0 ul DamageEffectId=0 b CanRefit=FALSE b MechBay=FALSE f TimeToBurnDamage=5.000000 f BurnDamagePerTime=1.000000 f DamageLvlForBurn=6.000000 f SensorRange=-1.000000 l TeamID=-1 l Tonnage=20 l BattleRating=20 l NumMarines=0 b blockLineOfFire=FALSE l LowTemplate=268435456 l HighTemplate=14384 l PotentialContact=0 l BasePixelOffsetX=-3 l BasePixelOffsetY=39 b ImpassableWhenDestroyed = false FITend FITini [ObjectClass] l ObjectTypeNum=1 [ObjectType] st Name="LiaoHeavyWallb.fit" st AppearanceName="L_HeavyWallDiag" l ExplosionObject=42 l DestroyedObject=0 f ExtentRadius=35.000000 [BuildingData] ul DmgLevel=185 f ExtentRadius=35.000000 f ExplosionRadius=0.000000 f ExplosionDamage=0.000000 l BuildingName=30313 l SetImpassable=1 l XImpasse=0 l YImpasse=0 ul NormalEffectId=0 ul BlownEffectId=0 ul DamageEffectId=0 b CanRefit=FALSE b MechBay=FALSE f TimeToBurnDamage=5.000000 f BurnDamagePerTime=1.000000 f DamageLvlForBurn=6.000000 f SensorRange=-1.000000 l TeamID=-1 l Tonnage=20 l BattleRating=20 l NumMarines=0 b blockLineOfFire=FALSE l LowTemplate=268435456 l HighTemplate=14384 l PotentialContact=0 l BasePixelOffsetX=-3 l BasePixelOffsetY=39 b ImpassableWhenDestroyed = false FITend FITini [ObjectClass] l ObjectTypeNum=1 [ObjectType] st Name="ExtractionMarker" st AppearanceName="ExtractionMarker" l ExplosionObject=727 l DestroyedObject=0 f ExtentRadius=35.000000 [BuildingData] ul DmgLevel=0 f ExtentRadius=35.000000 f ExplosionRadius=0.000000 f ExplosionDamage=0.000000 l BuildingName=30434 l BuildingDescription = 45024 l SetImpassable=0 l XImpasse=0 l YImpasse=0 ul NormalEffectId=0 ul BlownEffectId=0 ul DamageEffectId=0 b CanRefit=FALSE b MechBay=FALSE f TimeToBurnDamage=5.000000 f BurnDamagePerTime=1.000000 f DamageLvlForBurn=22.000000 f SensorRange=-1.000000 l TeamID=-1 l Tonnage=20 l BattleRating=20 l NumMarines=0 b blockLineOfFire=FALSE l LowTemplate=939524096 l HighTemplate=14392 l PotentialContact=0 l BasePixelOffsetX=4 l BasePixelOffsetY=70 b ImpassableWhenDestroyed = false FITend FITini [ObjectClass] l ObjectTypeNum=1 [ObjectType] st Name="Nav1" st AppearanceName="Nav1" l ExplosionObject=727 l DestroyedObject=0 f ExtentRadius=35.000000 [BuildingData] ul DmgLevel=0 f ExtentRadius=35.000000 f ExplosionRadius=0.000000 f ExplosionDamage=0.000000 l BuildingName=30435 l BuildingDescription = 45025 l SetImpassable=0 l XImpasse=0 l YImpasse=0 ul NormalEffectId=0 ul BlownEffectId=0 ul DamageEffectId=0 b CanRefit=FALSE b MechBay=FALSE f TimeToBurnDamage=5.000000 f BurnDamagePerTime=1.000000 f DamageLvlForBurn=22.000000 f SensorRange=-1.000000 l TeamID=-1 l Tonnage=20 l BattleRating=20 l NumMarines=0 b blockLineOfFire=FALSE l LowTemplate=939524096 l HighTemplate=14392 l PotentialContact=0 l BasePixelOffsetX=4 l BasePixelOffsetY=70 b ImpassableWhenDestroyed = false FITend FITini [ObjectClass] l ObjectTypeNum=1 [ObjectType] st Name="Nav2" st AppearanceName="Nav2" l ExplosionObject=727 l DestroyedObject=0 f ExtentRadius=35.000000 [BuildingData] ul DmgLevel=0 f ExtentRadius=35.000000 f ExplosionRadius=0.000000 f ExplosionDamage=0.000000 l BuildingName=30436 l BuildingDescription = 45025 l SetImpassable=0 l XImpasse=0 l YImpasse=0 ul NormalEffectId=0 ul BlownEffectId=0 ul DamageEffectId=0 b CanRefit=FALSE b MechBay=FALSE f TimeToBurnDamage=5.000000 f BurnDamagePerTime=1.000000 f DamageLvlForBurn=22.000000 f SensorRange=-1.000000 l TeamID=-1 l Tonnage=20 l BattleRating=20 l NumMarines=0 b blockLineOfFire=FALSE l LowTemplate=939524096 l HighTemplate=14392 l PotentialContact=0 l BasePixelOffsetX=4 l BasePixelOffsetY=70 b ImpassableWhenDestroyed = false FITend FITini [ObjectClass] l ObjectTypeNum=1 [ObjectType] st Name="Nav3" st AppearanceName="Nav3" l ExplosionObject=727 l DestroyedObject=0 f ExtentRadius=35.000000 [BuildingData] ul DmgLevel=0 f ExtentRadius=35.000000 f ExplosionRadius=0.000000 f ExplosionDamage=0.000000 l BuildingName=30437 l BuildingDescription = 45025 l SetImpassable=0 l XImpasse=0 l YImpasse=0 ul NormalEffectId=0 ul BlownEffectId=0 ul DamageEffectId=0 b CanRefit=FALSE b MechBay=FALSE f TimeToBurnDamage=5.000000 f BurnDamagePerTime=1.000000 f DamageLvlForBurn=22.000000 f SensorRange=-1.000000 l TeamID=-1 l Tonnage=20 l BattleRating=20 l NumMarines=0 b blockLineOfFire=FALSE l LowTemplate=939524096 l HighTemplate=14392 l PotentialContact=0 l BasePixelOffsetX=4 l BasePixelOffsetY=70 b ImpassableWhenDestroyed = false FITend FITini [ObjectClass] l ObjectTypeNum=1 [ObjectType] st Name="Nav4" st AppearanceName="Nav4" l ExplosionObject=727 l DestroyedObject=0 f ExtentRadius=35.000000 [BuildingData] ul DmgLevel=0 f ExtentRadius=35.000000 f ExplosionRadius=0.000000 f ExplosionDamage=0.000000 l BuildingName=30438 l BuildingDescription = 45025 l SetImpassable=0 l XImpasse=0 l YImpasse=0 ul NormalEffectId=0 ul BlownEffectId=0 ul DamageEffectId=0 b CanRefit=FALSE b MechBay=FALSE f TimeToBurnDamage=5.000000 f BurnDamagePerTime=1.000000 f DamageLvlForBurn=22.000000 f SensorRange=-1.000000 l TeamID=-1 l Tonnage=20 l BattleRating=20 l NumMarines=0 b blockLineOfFire=FALSE l LowTemplate=939524096 l HighTemplate=14392 l PotentialContact=0 l BasePixelOffsetX=4 l BasePixelOffsetY=70 b ImpassableWhenDestroyed = false FITend FITini [ObjectClass] l ObjectTypeNum=1 [ObjectType] st Name="Nav5" st AppearanceName="Nav5" l ExplosionObject=727 l DestroyedObject=0 f ExtentRadius=35.000000 [BuildingData] ul DmgLevel=0 f ExtentRadius=35.000000 f ExplosionRadius=0.000000 f ExplosionDamage=0.000000 l BuildingName=30439 l BuildingDescription = 45025 l SetImpassable=0 l XImpasse=0 l YImpasse=0 ul NormalEffectId=0 ul BlownEffectId=0 ul DamageEffectId=0 b CanRefit=FALSE b MechBay=FALSE f TimeToBurnDamage=5.000000 f BurnDamagePerTime=1.000000 f DamageLvlForBurn=22.000000 f SensorRange=-1.000000 l TeamID=-1 l Tonnage=20 l BattleRating=20 l NumMarines=0 b blockLineOfFire=FALSE l LowTemplate=939524096 l HighTemplate=14392 l PotentialContact=0 l BasePixelOffsetX=4 l BasePixelOffsetY=70 b ImpassableWhenDestroyed = false FITend FITini [ObjectClass] l ObjectTypeNum=1 [ObjectType] st Name="Nav6" st AppearanceName="Nav6" l ExplosionObject=727 l DestroyedObject=0 f ExtentRadius=35.000000 [BuildingData] ul DmgLevel=0 f ExtentRadius=35.000000 f ExplosionRadius=0.000000 f ExplosionDamage=0.000000 l BuildingName=30440 l BuildingDescription = 45025 l SetImpassable=0 l XImpasse=0 l YImpasse=0 ul NormalEffectId=0 ul BlownEffectId=0 ul DamageEffectId=0 b CanRefit=FALSE b MechBay=FALSE f TimeToBurnDamage=5.000000 f BurnDamagePerTime=1.000000 f DamageLvlForBurn=22.000000 f SensorRange=-1.000000 l TeamID=-1 l Tonnage=20 l BattleRating=20 l NumMarines=0 b blockLineOfFire=FALSE l LowTemplate=939524096 l HighTemplate=14392 l PotentialContact=0 l BasePixelOffsetX=4 l BasePixelOffsetY=70 b ImpassableWhenDestroyed = false FITend FITini [ObjectClass] l ObjectTypeNum=1 [ObjectType] st Name="NavMarker" st AppearanceName="NavMarker" l ExplosionObject=727 l DestroyedObject=0 f ExtentRadius=35.000000 [BuildingData] ul DmgLevel=0 f ExtentRadius=35.000000 f ExplosionRadius=0.000000 f ExplosionDamage=0.000000 l BuildingName=30441 l BuildingDescription = 45025 l SetImpassable=0 l XImpasse=0 l YImpasse=0 ul NormalEffectId=0 ul BlownEffectId=0 ul DamageEffectId=0 b CanRefit=FALSE b MechBay=FALSE f TimeToBurnDamage=5.000000 f BurnDamagePerTime=1.000000 f DamageLvlForBurn=22.000000 f SensorRange=-1.000000 l TeamID=-1 l Tonnage=20 l BattleRating=20 l NumMarines=0 b blockLineOfFire=FALSE l LowTemplate=939524096 l HighTemplate=14392 l PotentialContact=0 l BasePixelOffsetX=4 l BasePixelOffsetY=70 b ImpassableWhenDestroyed = false FITend FITini [ObjectClass] l ObjectTypeNum=1 [ObjectType] st Name="NavMarker" st AppearanceName="NavMarker" l ExplosionObject=727 l DestroyedObject=0 f ExtentRadius=35.000000 [BuildingData] ul DmgLevel=0 f ExtentRadius=35.000000 f ExplosionRadius=0.000000 f ExplosionDamage=0.000000 l BuildingName=30442 l BuildingDescription = 45025 l SetImpassable=0 l XImpasse=0 l YImpasse=0 ul NormalEffectId=0 ul BlownEffectId=0 ul DamageEffectId=0 b CanRefit=FALSE b MechBay=FALSE f TimeToBurnDamage=5.000000 f BurnDamagePerTime=1.000000 f DamageLvlForBurn=22.000000 f SensorRange=-1.000000 l TeamID=-1 l Tonnage=20 l BattleRating=20 l NumMarines=0 b blockLineOfFire=FALSE l LowTemplate=939524096 l HighTemplate=14392 l PotentialContact=0 l BasePixelOffsetX=4 l BasePixelOffsetY=70 b ImpassableWhenDestroyed = false FITend FITini [ObjectClass] l ObjectTypeNum=1 [ObjectType] st Name="NavMarker" st AppearanceName="NavMarker" l ExplosionObject=727 l DestroyedObject=0 f ExtentRadius=35.000000 [BuildingData] ul DmgLevel=0 f ExtentRadius=35.000000 f ExplosionRadius=0.000000 f ExplosionDamage=0.000000 l BuildingName=30443 l BuildingDescription = 45025 l SetImpassable=0 l XImpasse=0 l YImpasse=0 ul NormalEffectId=0 ul BlownEffectId=0 ul DamageEffectId=0 b CanRefit=FALSE b MechBay=FALSE f TimeToBurnDamage=5.000000 f BurnDamagePerTime=1.000000 f DamageLvlForBurn=22.000000 f SensorRange=-1.000000 l TeamID=-1 l Tonnage=20 l BattleRating=20 l NumMarines=0 b blockLineOfFire=FALSE l LowTemplate=939524096 l HighTemplate=14392 l PotentialContact=0 l BasePixelOffsetX=4 l BasePixelOffsetY=70 b ImpassableWhenDestroyed = false FITend FITini [ObjectClass] l ObjectTypeNum=1 [ObjectType] st Name="IndustrialPlant" st AppearanceName="IndustrialPlant" l ExplosionObject=727 l DestroyedObject=0 f ExtentRadius=35.000000 [BuildingData] ul DmgLevel=20 f ExtentRadius=35.000000 f ExplosionRadius=0.000000 f ExplosionDamage=0.000000 l BuildingName=30444 l SetImpassable=1 l XImpasse=0 l YImpasse=0 ul NormalEffectId=0 ul BlownEffectId=0 ul DamageEffectId=0 b CanRefit=FALSE b MechBay=FALSE f TimeToBurnDamage=5.000000 f BurnDamagePerTime=1.000000 f DamageLvlForBurn=22.000000 f SensorRange=-1.000000 l TeamID=-1 l Tonnage=20 l BattleRating=20 l NumMarines=0 b blockLineOfFire=FALSE l LowTemplate=939524096 l HighTemplate=14392 l PotentialContact=0 l BasePixelOffsetX=4 l BasePixelOffsetY=70 b ImpassableWhenDestroyed = false FITend FITini [ObjectClass] l ObjectTypeNum=1 [ObjectType] st Name="TinShack" st AppearanceName="TinShack" l ExplosionObject=727 l DestroyedObject=0 f ExtentRadius=35.000000 [BuildingData] ul DmgLevel=1 f ExtentRadius=35.000000 f ExplosionRadius=0.000000 f ExplosionDamage=0.000000 l BuildingName=30445 l SetImpassable=1 l XImpasse=0 l YImpasse=0 ul NormalEffectId=0 ul BlownEffectId=0 ul DamageEffectId=0 b CanRefit=FALSE b MechBay=FALSE f TimeToBurnDamage=5.000000 f BurnDamagePerTime=1.000000 f DamageLvlForBurn=22.000000 f SensorRange=-1.000000 l TeamID=-1 l Tonnage=20 l BattleRating=20 l NumMarines=0 b blockLineOfFire=FALSE l LowTemplate=939524096 l HighTemplate=14392 l PotentialContact=0 l BasePixelOffsetX=4 l BasePixelOffsetY=70 b ImpassableWhenDestroyed = false FITend FITini [ObjectClass] l ObjectTypeNum=1 [ObjectType] st Name="ChemicalPlant" st AppearanceName="ChemicalPlant" l ExplosionObject=727 l DestroyedObject=0 f ExtentRadius=35.000000 [BuildingData] ul DmgLevel=18 f ExtentRadius=35.000000 f ExplosionRadius=0.000000 f ExplosionDamage=0.000000 l BuildingName=30446 l SetImpassable=1 l XImpasse=0 l YImpasse=0 ul NormalEffectId=0 ul BlownEffectId=0 ul DamageEffectId=0 b CanRefit=FALSE b MechBay=FALSE f TimeToBurnDamage=5.000000 f BurnDamagePerTime=1.000000 f DamageLvlForBurn=22.000000 f SensorRange=-1.000000 l TeamID=-1 l Tonnage=20 l BattleRating=20 l NumMarines=0 b blockLineOfFire=FALSE l LowTemplate=939524096 l HighTemplate=14392 l PotentialContact=0 l BasePixelOffsetX=4 l BasePixelOffsetY=70 b ImpassableWhenDestroyed = false FITend FITini [ObjectClass] l ObjectTypeNum=0 [ObjectType] st Name="Oak1" st AppearanceName="Oak1" l ExplosionObject=42 l DestroyedObject=0 f ExtentRadius=0.000000 [TreeData] ul DmgLevel=1 f ExtentRadius=0.000000 FITend FITini [ObjectClass] l ObjectTypeNum=0 [ObjectType] st Name="Oak2" st AppearanceName="Oak2" l ExplosionObject=42 l DestroyedObject=0 f ExtentRadius=0.000000 [TreeData] ul DmgLevel=1 f ExtentRadius=0.000000 FITend FITini [ObjectClass] l ObjectTypeNum=0 [ObjectType] st Name="Oak3" st AppearanceName="Oak3" l ExplosionObject=42 l DestroyedObject=0 f ExtentRadius=0.000000 [TreeData] ul DmgLevel=1 f ExtentRadius=0.000000 FITend FITini [ObjectClass] l ObjectTypeNum=0 [ObjectType] st Name="Oak1dead" st AppearanceName="Oak1dead" l ExplosionObject=42 l DestroyedObject=0 f ExtentRadius=0.000000 [TreeData] ul DmgLevel=1 f ExtentRadius=0.000000 FITend FITini [ObjectClass] l ObjectTypeNum=0 [ObjectType] st Name="Oak2dead" st AppearanceName="Oak2dead" l ExplosionObject=42 l DestroyedObject=0 f ExtentRadius=0.000000 [TreeData] ul DmgLevel=1 f ExtentRadius=0.000000 FITend FITini [ObjectClass] l ObjectTypeNum=0 [ObjectType] st Name="Oak3dead" st AppearanceName="Oak3dead" l ExplosionObject=42 l DestroyedObject=0 f ExtentRadius=0.000000 [TreeData] ul DmgLevel=1 f ExtentRadius=0.000000 FITend FITini [ObjectClass] l ObjectTypeNum=1 [ObjectType] st Name="Circularcontact" st AppearanceName="CircularContact" l ExplosionObject=727 l DestroyedObject=0 f ExtentRadius=35.000000 [BuildingData] ul DmgLevel=0 f ExtentRadius=35.000000 f ExplosionRadius=0.000000 f ExplosionDamage=0.000000 l BuildingName=30435 l SetImpassable=0 l XImpasse=0 l YImpasse=0 ul NormalEffectId=0 ul BlownEffectId=0 ul DamageEffectId=0 b CanRefit=FALSE b MechBay=FALSE f TimeToBurnDamage=5.000000 f BurnDamagePerTime=1.000000 f DamageLvlForBurn=22.000000 f SensorRange=-1.000000 l TeamID=-1 l Tonnage=20 l BattleRating=20 l NumMarines=0 b blockLineOfFire=FALSE l LowTemplate=939524096 l HighTemplate=14392 l PotentialContact=0 l BasePixelOffsetX=4 l BasePixelOffsetY=70 b ImpassableWhenDestroyed = false FITend FITini [ObjectClass] l ObjectTypeNum=1 [ObjectType] st Name="Squarecontact" st AppearanceName="SquareContact" l ExplosionObject=727 l DestroyedObject=0 f ExtentRadius=35.000000 [BuildingData] ul DmgLevel=0 f ExtentRadius=35.000000 f ExplosionRadius=0.000000 f ExplosionDamage=0.000000 l BuildingName=30435 l SetImpassable=0 l XImpasse=0 l YImpasse=0 ul NormalEffectId=0 ul BlownEffectId=0 ul DamageEffectId=0 b CanRefit=FALSE b MechBay=FALSE f TimeToBurnDamage=5.000000 f BurnDamagePerTime=1.000000 f DamageLvlForBurn=22.000000 f SensorRange=-1.000000 l TeamID=-1 l Tonnage=20 l BattleRating=20 l NumMarines=0 b blockLineOfFire=FALSE l LowTemplate=939524096 l HighTemplate=14392 l PotentialContact=0 l BasePixelOffsetX=4 l BasePixelOffsetY=70 b ImpassableWhenDestroyed = false FITend FITini [ObjectClass] l ObjectTypeNum=0 [ObjectType] st Name="oakclump.fit" st AppearanceName="treeclump2" l ExplosionObject=42 l DestroyedObject=0 f ExtentRadius=0.000000 [TreeData] ul DmgLevel=15 f ExtentRadius=0.000000 FITend FITini [ObjectClass] l ObjectTypeNum=0 [ObjectType] st Name="maple" st AppearanceName="maple1" l ExplosionObject=42 l DestroyedObject=0 f ExtentRadius=0.000000 [TreeData] ul DmgLevel=1 f ExtentRadius=0.000000 FITend FITini [ObjectClass] l ObjectTypeNum=0 [ObjectType] st Name="maple2" st AppearanceName="maple2" l ExplosionObject=42 l DestroyedObject=0 f ExtentRadius=0.000000 [TreeData] ul DmgLevel=1 f ExtentRadius=0.000000 FITend FITini [ObjectClass] l ObjectTypeNum=0 [ObjectType] st Name="maple3" st AppearanceName="maple3" l ExplosionObject=42 l DestroyedObject=0 f ExtentRadius=0.000000 [TreeData] ul DmgLevel=1 f ExtentRadius=0.000000 FITend FITini [ObjectClass] l ObjectTypeNum=0 [ObjectType] st Name="maple1dead" st AppearanceName="maple1dead" l ExplosionObject=42 l DestroyedObject=0 f ExtentRadius=0.000000 [TreeData] ul DmgLevel=1 f ExtentRadius=0.000000 FITend FITini [ObjectClass] l ObjectTypeNum=0 [ObjectType] st Name="maple2dead" st AppearanceName="maple2dead" l ExplosionObject=42 l DestroyedObject=0 f ExtentRadius=0.000000 [TreeData] ul DmgLevel=1 f ExtentRadius=0.000000 FITend FITini [ObjectClass] l ObjectTypeNum=0 [ObjectType] st Name="maple3dead" st AppearanceName="maple3dead" l ExplosionObject=42 l DestroyedObject=0 f ExtentRadius=0.000000 [TreeData] ul DmgLevel=1 f ExtentRadius=0.000000 FITend FITini [ObjectClass] l ObjectTypeNum=0 [ObjectType] st Name="redwood1" st AppearanceName="redwood1" l ExplosionObject=42 l DestroyedObject=0 f ExtentRadius=0.000000 [TreeData] ul DmgLevel=1 f ExtentRadius=0.000000 FITend FITini [ObjectClass] l ObjectTypeNum=0 [ObjectType] st Name="redwood2" st AppearanceName="redwood2" l ExplosionObject=42 l DestroyedObject=0 f ExtentRadius=0.000000 [TreeData] ul DmgLevel=1 f ExtentRadius=0.000000 FITend FITini [ObjectClass] l ObjectTypeNum=0 [ObjectType] st Name="redwood3" st AppearanceName="redwood3" l ExplosionObject=42 l DestroyedObject=0 f ExtentRadius=0.000000 [TreeData] ul DmgLevel=1 f ExtentRadius=0.000000 FITend FITini [ObjectClass] l ObjectTypeNum=0 [ObjectType] st Name="redwood1Dead" st AppearanceName="redwood1Dead" l ExplosionObject=42 l DestroyedObject=0 f ExtentRadius=0.000000 [TreeData] ul DmgLevel=1 f ExtentRadius=0.000000 FITend FITini [ObjectClass] l ObjectTypeNum=0 [ObjectType] st Name="redwood2Dead" st AppearanceName="redwood2Dead" l ExplosionObject=42 l DestroyedObject=0 f ExtentRadius=0.000000 [TreeData] ul DmgLevel=1 f ExtentRadius=0.000000 FITend FITini [ObjectClass] l ObjectTypeNum=0 [ObjectType] st Name="redwood3Dead" st AppearanceName="redwood3Dead" l ExplosionObject=42 l DestroyedObject=0 f ExtentRadius=0.000000 [TreeData] ul DmgLevel=1 f ExtentRadius=0.000000 FITend FITini [ObjectClass] l ObjectTypeNum=1 [ObjectType] st Name="ProcessingPlant" st AppearanceName="ProcessingPlant" l ExplosionObject=727 l DestroyedObject=0 f ExtentRadius=35.000000 [BuildingData] ul DmgLevel=11 f ExtentRadius=35.000000 f ExplosionRadius=0.000000 f ExplosionDamage=0.000000 l BuildingName=30469 l SetImpassable=1 l XImpasse=0 l YImpasse=0 ul NormalEffectId=0 ul BlownEffectId=0 ul DamageEffectId=0 b CanRefit=FALSE b MechBay=FALSE f TimeToBurnDamage=5.000000 f BurnDamagePerTime=1.000000 f DamageLvlForBurn=22.000000 f SensorRange=-1.000000 l TeamID=-1 l Tonnage=20 l BattleRating=20 l NumMarines=0 b blockLineOfFire=FALSE l LowTemplate=939524096 l HighTemplate=14392 l PotentialContact=0 l BasePixelOffsetX=4 l BasePixelOffsetY=70 b ImpassableWhenDestroyed = false ul ActivityEffectId=81 FITend FITini [ObjectClass] l ObjectTypeNum=1 [ObjectType] st Name="FactoryLg" st AppearanceName="FactoryLg" l ExplosionObject=727 l DestroyedObject=0 f ExtentRadius=35.000000 [BuildingData] ul DmgLevel=30 f ExtentRadius=35.000000 f ExplosionRadius=0.000000 f ExplosionDamage=0.000000 l BuildingName=30466 l SetImpassable=1 l XImpasse=0 l YImpasse=0 ul NormalEffectId=0 ul BlownEffectId=0 ul DamageEffectId=0 b CanRefit=FALSE b MechBay=FALSE f TimeToBurnDamage=5.000000 f BurnDamagePerTime=1.000000 f DamageLvlForBurn=22.000000 f SensorRange=-1.000000 l TeamID=-1 l Tonnage=20 l BattleRating=20 l NumMarines=0 b blockLineOfFire=FALSE l LowTemplate=939524096 l HighTemplate=14392 l PotentialContact=0 l BasePixelOffsetX=4 l BasePixelOffsetY=70 b ImpassableWhenDestroyed = false FITend FITini [ObjectClass] l ObjectTypeNum=1 [ObjectType] st Name="FactoryMd" st AppearanceName="FactoryMd" l ExplosionObject=727 l DestroyedObject=0 f ExtentRadius=35.000000 [BuildingData] ul DmgLevel=20 f ExtentRadius=35.000000 f ExplosionRadius=0.000000 f ExplosionDamage=0.000000 l BuildingName=30468 l SetImpassable=1 l XImpasse=0 l YImpasse=0 ul NormalEffectId=0 ul BlownEffectId=0 ul DamageEffectId=0 b CanRefit=FALSE b MechBay=FALSE f TimeToBurnDamage=5.000000 f BurnDamagePerTime=1.000000 f DamageLvlForBurn=22.000000 f SensorRange=-1.000000 l TeamID=-1 l Tonnage=20 l BattleRating=20 l NumMarines=0 b blockLineOfFire=FALSE l LowTemplate=939524096 l HighTemplate=14392 l PotentialContact=0 l BasePixelOffsetX=4 l BasePixelOffsetY=70 b ImpassableWhenDestroyed = false FITend FITini [ObjectClass] l ObjectTypeNum=1 [ObjectType] st Name="FactorySm" st AppearanceName="FactorySm" l ExplosionObject=727 l DestroyedObject=0 f ExtentRadius=35.000000 [BuildingData] ul DmgLevel=10 f ExtentRadius=35.000000 f ExplosionRadius=0.000000 f ExplosionDamage=0.000000 l BuildingName=30467 l SetImpassable=1 l XImpasse=0 l YImpasse=0 ul NormalEffectId=0 ul BlownEffectId=0 ul DamageEffectId=0 b CanRefit=FALSE b MechBay=FALSE f TimeToBurnDamage=5.000000 f BurnDamagePerTime=1.000000 f DamageLvlForBurn=22.000000 f SensorRange=-1.000000 l TeamID=-1 l Tonnage=20 l BattleRating=20 l NumMarines=0 b blockLineOfFire=FALSE l LowTemplate=939524096 l HighTemplate=14392 l PotentialContact=0 l BasePixelOffsetX=4 l BasePixelOffsetY=70 b ImpassableWhenDestroyed = false FITend FITini [ObjectClass] l ObjectTypeNum=11 [ObjectType] st Name="smallbarricade" st AppearanceName="smallbarricade" l ExplosionObject=42 l DestroyedObject=0 f ExtentRadius=0.000000 [TerrainObjectData] ul DmgLevel=1 f ExtentRadius=20.000000 FITend FITini [ObjectClass] l ObjectTypeNum=3 [ObjectType] st Name ="Centipede" st AppearanceName ="Centipede" l ExplosionObject =700 l DestroyedObject =0 f ExtentRadius =20.000000 [General] //Read by Type uc Chassis =0 b MineLayer =FALSE b MineSweeper =FALSE l RefitPoints =0 f ExplosionRadius =0.0 f ExplosionDamage =0.0 l IconIndex = 3 b HoverCraft = t //Read by instance l DescIndex =30470 f CurTonnage =15 c Status =0 l BattleRating =25 l EncyclopediaID =45208 [InternalStructure] uc Front =1 uc Rear =1 uc Left =1 uc Right =1 uc Turret =1 [VehicleDynamics] f MaxAccel =8.000000 f MaxVelocity =27.000000 l MaxTurretYawRate =0 l MaxTurretYaw =0 l MaxVehicleYawRate =720 [Front] uc CurInternalStructure =1 uc MaxArmorPoints =6 uc CurArmorPoints =6 [Left] uc CurInternalStructure =1 uc MaxArmorPoints =6 uc CurArmorPoints =6 [Right] uc CurInternalStructure =1 uc MaxArmorPoints =6 uc CurArmorPoints =6 [Rear] uc CurInternalStructure =1 uc MaxArmorPoints =6 uc CurArmorPoints =6 [Turret] uc CurInternalStructure =1 uc MaxArmorPoints =6 uc CurArmorPoints =6 [InventoryInfo] uc NumOther =4 uc NumWeapons =1 uc NumAmmo =0 // Inventory Items -- Other [Item:0] uc MasterID =1 //Engine [Item:1] uc MasterID =6 //Cockpit [Item:2] uc MasterID =35 //LifeSupport [Item:3] uc MasterID =36 //Vehicle Sensor // Inventory Items -- Weapons [Item:4] uc MasterID =140 //Large Laser FITend FITini [ObjectClass] l ObjectTypeNum=1 [ObjectType] st Name="FuelPipe" st AppearanceName="CornerPipe" l ExplosionObject=727 l DestroyedObject=0 f ExtentRadius=35.000000 [BuildingData] ul DmgLevel=1 f ExtentRadius=35.000000 f ExplosionRadius=225.000000 f ExplosionDamage=20.000000 l BuildingName=30471 l BuildingDescription = 45022 l SetImpassable=1 l XImpasse=0 l YImpasse=0 ul NormalEffectId=0 ul BlownEffectId=0 ul DamageEffectId=0 b CanRefit=FALSE b MechBay=FALSE f TimeToBurnDamage=5.000000 f BurnDamagePerTime=1.000000 f DamageLvlForBurn=46.000000 f SensorRange=-1.000000 l TeamID=-1 l Tonnage=20 l BattleRating=20 l NumMarines=0 b blockLineOfFire=FALSE l LowTemplate=942669824 l HighTemplate=14392 l PotentialContact=0 l BasePixelOffsetX=5 l BasePixelOffsetY=70 FITend FITini [ObjectClass] l ObjectTypeNum=3 [ObjectType] st Name ="drillson" st AppearanceName ="drillson" l ExplosionObject =700 l DestroyedObject =0 f ExtentRadius =20.000000 [General] //Read by Type uc Chassis =0 b MineLayer =FALSE b MineSweeper =FALSE b HoverCraft =t l RefitPoints =0 f ExplosionRadius =50.0 f ExplosionDamage =3.0 l IconIndex = 4 //Read by instance l DescIndex =30472 f CurTonnage =50 c Status =0 l BattleRating =25 l EncyclopediaID =45211 [InternalStructure] uc Front =1 uc Rear =1 uc Left =1 uc Right =1 uc Turret =1 [VehicleDynamics] f MaxAccel =8.000000 f MaxVelocity =19.000000 l MaxTurretYawRate =0 l MaxTurretYaw =0 l MaxVehicleYawRate =720 [Front] uc CurInternalStructure =1 uc MaxArmorPoints =22 uc CurArmorPoints =22 [Left] uc CurInternalStructure =1 uc MaxArmorPoints =22 uc CurArmorPoints =22 [Right] uc CurInternalStructure =1 uc MaxArmorPoints =22 uc CurArmorPoints =22 [Rear] uc CurInternalStructure =1 uc MaxArmorPoints =22 uc CurArmorPoints =22 [Turret] uc CurInternalStructure =1 uc MaxArmorPoints =15 uc CurArmorPoints =15 [InventoryInfo] uc NumOther =4 uc NumWeapons =8 uc NumAmmo =8 // Inventory Items -- Other [Item:0] uc MasterID =1 //Engine [Item:1] uc MasterID =6 //Cockpit [Item:2] uc MasterID =35 //LifeSupport [Item:3] uc MasterID =36 //Vehicle Sensor // Inventory Items -- Weapons [Item:4] uc MasterID =125 //SRM [Item:5] uc MasterID =125 //SRM [Item:6] uc MasterID =125 //SRM [Item:7] uc MasterID =125 //SRM [Item:8] uc MasterID =125 //SRM [Item:9] uc MasterID =125 //SRM [Item:10] uc MasterID =125 //SRM [Item:11] uc MasterID =125 //SRM // Inventory Items -- Ammo [Item:12] uc MasterID =225 //SRM Ammo [Item:13] uc MasterID =225 //SRM Ammo [Item:14] uc MasterID =225 //SRM Ammo [Item:15] uc MasterID =225 //SRM Ammo [Item:16] uc MasterID =225 //SRM Ammo [Item:17] uc MasterID =225 //SRM Ammo [Item:18] uc MasterID =225 //SRM Ammo [Item:19] uc MasterID =225 //SRM Ammo FITend FITini [ObjectClass] l ObjectTypeNum=1 [ObjectType] st Name="FuelPipe" st AppearanceName="EndPipe" l ExplosionObject=727 l DestroyedObject=0 f ExtentRadius=35.000000 [BuildingData] ul DmgLevel=1 f ExtentRadius=35.000000 f ExplosionRadius=225.000000 f ExplosionDamage=20.000000 l BuildingName=30473 l BuildingDescription = 45022 l SetImpassable=1 l XImpasse=0 l YImpasse=0 ul NormalEffectId=0 ul BlownEffectId=0 ul DamageEffectId=0 b CanRefit=FALSE b MechBay=FALSE f TimeToBurnDamage=5.000000 f BurnDamagePerTime=1.000000 f DamageLvlForBurn=46.000000 f SensorRange=-1.000000 l TeamID=-1 l Tonnage=20 l BattleRating=20 l NumMarines=0 b blockLineOfFire=FALSE l LowTemplate=942669824 l HighTemplate=14392 l PotentialContact=0 l BasePixelOffsetX=5 l BasePixelOffsetY=70 FITend FITini [ObjectClass] l ObjectTypeNum=1 [ObjectType] st Name="FuelPipe" st AppearanceName="FourWayPipe" l ExplosionObject=727 l DestroyedObject=0 f ExtentRadius=35.000000 [BuildingData] ul DmgLevel=1 f ExtentRadius=35.000000 f ExplosionRadius=225.000000 f ExplosionDamage=20.000000 l BuildingName=30474 l BuildingDescription = 45022 l SetImpassable=1 l XImpasse=0 l YImpasse=0 ul NormalEffectId=0 ul BlownEffectId=0 ul DamageEffectId=0 b CanRefit=FALSE b MechBay=FALSE f TimeToBurnDamage=5.000000 f BurnDamagePerTime=1.000000 f DamageLvlForBurn=46.000000 f SensorRange=-1.000000 l TeamID=-1 l Tonnage=20 l BattleRating=20 l NumMarines=0 b blockLineOfFire=FALSE l LowTemplate=942669824 l HighTemplate=14392 l PotentialContact=0 l BasePixelOffsetX=5 l BasePixelOffsetY=70 FITend FITini [ObjectClass] l ObjectTypeNum=1 [ObjectType] st Name="LiquidStorage" st AppearanceName="LiquidStorage" l ExplosionObject=727 l DestroyedObject=0 f ExtentRadius=35.000000 [BuildingData] ul DmgLevel=3 f ExtentRadius=35.000000 f ExplosionRadius=0.000000 f ExplosionDamage=0.000000 l BuildingName=30475 l SetImpassable=1 l XImpasse=0 l YImpasse=0 ul NormalEffectId=0 ul BlownEffectId=0 ul DamageEffectId=0 b CanRefit=FALSE b MechBay=FALSE f TimeToBurnDamage=5.000000 f BurnDamagePerTime=1.000000 f DamageLvlForBurn=22.000000 f SensorRange=-1.000000 l TeamID=-1 l Tonnage=20 l BattleRating=20 l NumMarines=0 b blockLineOfFire=FALSE l LowTemplate=939524096 l HighTemplate=14392 l PotentialContact=0 l BasePixelOffsetX=4 l BasePixelOffsetY=70 b ImpassableWhenDestroyed = false FITend FITini [ObjectClass] l ObjectTypeNum=1 [ObjectType] st Name="PipeTank" st AppearanceName="PipeTank" l ExplosionObject=727 l DestroyedObject=0 f ExtentRadius=35.000000 [BuildingData] ul DmgLevel=1 f ExtentRadius=35.000000 f ExplosionRadius=225.000000 f ExplosionDamage=30.000000 l BuildingName=30476 l BuildingDescription = 45021 l SetImpassable=1 l XImpasse=0 l YImpasse=0 ul NormalEffectId=0 ul BlownEffectId=0 ul DamageEffectId=0 b CanRefit=FALSE b MechBay=FALSE f TimeToBurnDamage=5.000000 f BurnDamagePerTime=1.000000 f DamageLvlForBurn=46.000000 f SensorRange=-1.000000 l TeamID=-1 l Tonnage=20 l BattleRating=20 l NumMarines=0 b blockLineOfFire=FALSE l LowTemplate=942669824 l HighTemplate=14392 l PotentialContact=0 l BasePixelOffsetX=5 l BasePixelOffsetY=70 FITend FITini [ObjectClass] l ObjectTypeNum=1 [ObjectType] st Name="Quonset" st AppearanceName="Quonset" l ExplosionObject=727 l DestroyedObject=0 f ExtentRadius=35.000000 [BuildingData] ul DmgLevel=2 f ExtentRadius=35.000000 f ExplosionRadius=0.000000 f ExplosionDamage=0.000000 l BuildingName=30477 l SetImpassable=1 l XImpasse=0 l YImpasse=0 ul NormalEffectId=0 ul BlownEffectId=0 ul DamageEffectId=0 b CanRefit=FALSE b MechBay=FALSE f TimeToBurnDamage=5.000000 f BurnDamagePerTime=1.000000 f DamageLvlForBurn=22.000000 f SensorRange=-1.000000 l TeamID=-1 l Tonnage=20 l BattleRating=20 l NumMarines=0 b blockLineOfFire=FALSE l LowTemplate=939524096 l HighTemplate=14392 l PotentialContact=0 l BasePixelOffsetX=4 l BasePixelOffsetY=70 b ImpassableWhenDestroyed = false FITend FITini [ObjectClass] l ObjectTypeNum=1 [ObjectType] st Name="Quonset2" st AppearanceName="Quonset2" l ExplosionObject=727 l DestroyedObject=0 f ExtentRadius=35.000000 [BuildingData] ul DmgLevel=2 f ExtentRadius=35.000000 f ExplosionRadius=0.000000 f ExplosionDamage=0.000000 l BuildingName=30478 l SetImpassable=1 l XImpasse=0 l YImpasse=0 ul NormalEffectId=0 ul BlownEffectId=0 ul DamageEffectId=0 b CanRefit=FALSE b MechBay=FALSE f TimeToBurnDamage=5.000000 f BurnDamagePerTime=1.000000 f DamageLvlForBurn=22.000000 f SensorRange=-1.000000 l TeamID=-1 l Tonnage=20 l BattleRating=20 l NumMarines=0 b blockLineOfFire=FALSE l LowTemplate=939524096 l HighTemplate=14392 l PotentialContact=0 l BasePixelOffsetX=4 l BasePixelOffsetY=70 b ImpassableWhenDestroyed = false FITend FITini [ObjectClass] l ObjectTypeNum=1 [ObjectType] st Name="QuonsetClean" st AppearanceName="QuonsetClean" l ExplosionObject=727 l DestroyedObject=0 f ExtentRadius=35.000000 [BuildingData] ul DmgLevel=2 f ExtentRadius=35.000000 f ExplosionRadius=0.000000 f ExplosionDamage=0.000000 l BuildingName=30479 l SetImpassable=1 l XImpasse=0 l YImpasse=0 ul NormalEffectId=0 ul BlownEffectId=0 ul DamageEffectId=0 b CanRefit=FALSE b MechBay=FALSE f TimeToBurnDamage=5.000000 f BurnDamagePerTime=1.000000 f DamageLvlForBurn=22.000000 f SensorRange=-1.000000 l TeamID=-1 l Tonnage=20 l BattleRating=20 l NumMarines=0 b blockLineOfFire=FALSE l LowTemplate=939524096 l HighTemplate=14392 l PotentialContact=0 l BasePixelOffsetX=4 l BasePixelOffsetY=70 b ImpassableWhenDestroyed = false FITend FITini [ObjectClass] l ObjectTypeNum=1 [ObjectType] st Name="SingleCivLivingA" st AppearanceName="SingleCivLivingA" l ExplosionObject=727 l DestroyedObject=0 f ExtentRadius=35.000000 [BuildingData] ul DmgLevel=5 f ExtentRadius=35.000000 f ExplosionRadius=0.000000 f ExplosionDamage=0.000000 l BuildingName=30480 l SetImpassable=1 l XImpasse=0 l YImpasse=0 ul NormalEffectId=0 ul BlownEffectId=0 ul DamageEffectId=0 b CanRefit=FALSE b MechBay=FALSE f TimeToBurnDamage=5.000000 f BurnDamagePerTime=1.000000 f DamageLvlForBurn=22.000000 f SensorRange=-1.000000 l TeamID=-1 l Tonnage=20 l BattleRating=20 l NumMarines=0 b blockLineOfFire=FALSE l LowTemplate=939524096 l HighTemplate=14392 l PotentialContact=0 l BasePixelOffsetX=4 l BasePixelOffsetY=70 b ImpassableWhenDestroyed = false FITend FITini [ObjectClass] l ObjectTypeNum=1 [ObjectType] st Name="SingleCivLivingB" st AppearanceName="SingleCivLivingB" l ExplosionObject=727 l DestroyedObject=0 f ExtentRadius=35.000000 [BuildingData] ul DmgLevel=5 f ExtentRadius=35.000000 f ExplosionRadius=0.000000 f ExplosionDamage=0.000000 l BuildingName=30481 l SetImpassable=1 l XImpasse=0 l YImpasse=0 ul NormalEffectId=0 ul BlownEffectId=0 ul DamageEffectId=0 b CanRefit=FALSE b MechBay=FALSE f TimeToBurnDamage=5.000000 f BurnDamagePerTime=1.000000 f DamageLvlForBurn=22.000000 f SensorRange=-1.000000 l TeamID=-1 l Tonnage=20 l BattleRating=20 l NumMarines=0 b blockLineOfFire=FALSE l LowTemplate=939524096 l HighTemplate=14392 l PotentialContact=0 l BasePixelOffsetX=4 l BasePixelOffsetY=70 b ImpassableWhenDestroyed = false FITend FITini [ObjectClass] l ObjectTypeNum=1 [ObjectType] st Name="SingleCivLivingC" st AppearanceName="SingleCivLivingC" l ExplosionObject=727 l DestroyedObject=0 f ExtentRadius=35.000000 [BuildingData] ul DmgLevel=1 f ExtentRadius=35.000000 f ExplosionRadius=0.000000 f ExplosionDamage=0.000000 l BuildingName=30482 l SetImpassable=1 l XImpasse=0 l YImpasse=0 ul NormalEffectId=0 ul BlownEffectId=0 ul DamageEffectId=0 b CanRefit=FALSE b MechBay=FALSE f TimeToBurnDamage=5.000000 f BurnDamagePerTime=1.000000 f DamageLvlForBurn=22.000000 f SensorRange=-1.000000 l TeamID=-1 l Tonnage=20 l BattleRating=20 l NumMarines=0 b blockLineOfFire=FALSE l LowTemplate=939524096 l HighTemplate=14392 l PotentialContact=0 l BasePixelOffsetX=4 l BasePixelOffsetY=70 b ImpassableWhenDestroyed = false FITend FITini [ObjectClass] l ObjectTypeNum=1 [ObjectType] st Name="SingleCivLivingD" st AppearanceName="SingleCivLivingD" l ExplosionObject=727 l DestroyedObject=0 f ExtentRadius=35.000000 [BuildingData] ul DmgLevel=1 f ExtentRadius=35.000000 f ExplosionRadius=0.000000 f ExplosionDamage=0.000000 l BuildingName=30483 l SetImpassable=1 l XImpasse=0 l YImpasse=0 ul NormalEffectId=0 ul BlownEffectId=0 ul DamageEffectId=0 b CanRefit=FALSE b MechBay=FALSE f TimeToBurnDamage=5.000000 f BurnDamagePerTime=1.000000 f DamageLvlForBurn=22.000000 f SensorRange=-1.000000 l TeamID=-1 l Tonnage=20 l BattleRating=20 l NumMarines=0 b blockLineOfFire=FALSE l LowTemplate=939524096 l HighTemplate=14392 l PotentialContact=0 l BasePixelOffsetX=4 l BasePixelOffsetY=70 b ImpassableWhenDestroyed = false FITend FITini [ObjectClass] l ObjectTypeNum=1 [ObjectType] st Name="StraightPipe1" st AppearanceName="StraightPipe1" l ExplosionObject=727 l DestroyedObject=0 f ExtentRadius=35.000000 l EncyclopediaID = 45411 [BuildingData] ul DmgLevel=1 f ExtentRadius=35.000000 f ExplosionRadius=225.000000 f ExplosionDamage=20.000000 l BuildingName=30484 l BuildingDescription = 45022 l SetImpassable=1 l XImpasse=0 l YImpasse=0 ul NormalEffectId=0 ul BlownEffectId=0 ul DamageEffectId=0 b CanRefit=FALSE b MechBay=FALSE f TimeToBurnDamage=5.000000 f BurnDamagePerTime=1.000000 f DamageLvlForBurn=46.000000 f SensorRange=-1.000000 l TeamID=-1 l Tonnage=20 l BattleRating=20 l NumMarines=0 b blockLineOfFire=FALSE l LowTemplate=942669824 l HighTemplate=14392 l PotentialContact=0 l BasePixelOffsetX=5 l BasePixelOffsetY=70 FITend FITini [ObjectClass] l ObjectTypeNum=1 [ObjectType] st Name="StraightPipe2" st AppearanceName="StraightPipe2" l ExplosionObject=727 l DestroyedObject=0 f ExtentRadius=35.000000 [BuildingData] ul DmgLevel=1 f ExtentRadius=35.000000 f ExplosionRadius=225.000000 f ExplosionDamage=20.000000 l BuildingName=30485 l BuildingDescription = 45022 l SetImpassable=1 l XImpasse=0 l YImpasse=0 ul NormalEffectId=0 ul BlownEffectId=0 ul DamageEffectId=0 b CanRefit=FALSE b MechBay=FALSE f TimeToBurnDamage=5.000000 f BurnDamagePerTime=1.000000 f DamageLvlForBurn=46.000000 f SensorRange=-1.000000 l TeamID=-1 l Tonnage=20 l BattleRating=20 l NumMarines=0 b blockLineOfFire=FALSE l LowTemplate=942669824 l HighTemplate=14392 l PotentialContact=0 l BasePixelOffsetX=5 l BasePixelOffsetY=70 FITend FITini [ObjectClass] l ObjectTypeNum=1 [ObjectType] st Name="StraightPipe3" st AppearanceName="StraightPipe3" l ExplosionObject=727 l DestroyedObject=0 f ExtentRadius=35.000000 [BuildingData] ul DmgLevel=1 f ExtentRadius=35.000000 f ExplosionRadius=225.000000 f ExplosionDamage=20.000000 l BuildingName=30486 l BuildingDescription = 45022 l SetImpassable=1 l XImpasse=0 l YImpasse=0 ul NormalEffectId=0 ul BlownEffectId=0 ul DamageEffectId=0 b CanRefit=FALSE b MechBay=FALSE f TimeToBurnDamage=5.000000 f BurnDamagePerTime=1.000000 f DamageLvlForBurn=46.000000 f SensorRange=-1.000000 l TeamID=-1 l Tonnage=20 l BattleRating=20 l NumMarines=0 b blockLineOfFire=FALSE l LowTemplate=942669824 l HighTemplate=14392 l PotentialContact=0 l BasePixelOffsetX=5 l BasePixelOffsetY=70 FITend FITini [ObjectClass] l ObjectTypeNum=1 [ObjectType] st Name="ThreeWayPipe" st AppearanceName="ThreeWayPipe" l ExplosionObject=727 l DestroyedObject=0 f ExtentRadius=35.000000 [BuildingData] ul DmgLevel=1 f ExtentRadius=35.000000 f ExplosionRadius=225.000000 f ExplosionDamage=20.000000 l BuildingName=30487 l BuildingDescription = 45022 l SetImpassable=1 l XImpasse=0 l YImpasse=0 ul NormalEffectId=0 ul BlownEffectId=0 ul DamageEffectId=0 b CanRefit=FALSE b MechBay=FALSE f TimeToBurnDamage=5.000000 f BurnDamagePerTime=1.000000 f DamageLvlForBurn=46.000000 f SensorRange=-1.000000 l TeamID=-1 l Tonnage=20 l BattleRating=20 l NumMarines=0 b blockLineOfFire=FALSE l LowTemplate=942669824 l HighTemplate=14392 l PotentialContact=0 l BasePixelOffsetX=5 l BasePixelOffsetY=70 FITend FITini [ObjectClass] l ObjectTypeNum=0 [ObjectType] st Name="WillowDead1.fit" st AppearanceName="Willow1Dead" l ExplosionObject=42 l DestroyedObject=0 f ExtentRadius=0.000000 [TreeData] ul DmgLevel=1 f ExtentRadius=0.000000 FITend FITini [ObjectClass] l ObjectTypeNum=0 [ObjectType] st Name="WillowDead2.fit" st AppearanceName="Willow2Dead" l ExplosionObject=42 l DestroyedObject=0 f ExtentRadius=0.000000 [TreeData] ul DmgLevel=1 f ExtentRadius=0.000000 FITend FITini [ObjectClass] l ObjectTypeNum=0 [ObjectType] st Name="WillowDead3.fit" st AppearanceName="Willow3Dead" l ExplosionObject=42 l DestroyedObject=0 f ExtentRadius=0.000000 [TreeData] ul DmgLevel=1 f ExtentRadius=0.000000 FITend FITini [ObjectClass] l ObjectTypeNum=21 [ObjectType] st Name="MediumAutoCannonTurret" st AppearanceName="AutoCannonPopup" l ExplosionObject=42 l DestroyedObject=0 f ExtentRadius=500.000000 [TurretData] ul DmgLevel=25 f ExtentRadius=35.000000 f ExplosionRadius=0.000000 f ExplosionDamage=0.000000 l BuildingName=30324 l SetImpassable=1 l XImpasse=0 l YImpasse=0 ul NormalEffectId=0 ul BlownEffectId=0 ul DamageEffectId=0 b CanRefit=FALSE b MechBay=FALSE f TimeToBurnDamage=5.000000 f BurnDamagePerTime=1.000000 f DamageLvlForBurn=13.000000 f SensorRange=-1.000000 l TeamID=-1 l Tonnage=20 l BattleRating=0 l NumMarines=0 b blockLineOfFire=FALSE l LowTemplate=268435456 l HighTemplate=4112 l PotentialContact=0 l BasePixelOffsetX=43 l BasePixelOffsetY=75 f AttackRadius=700.0 f MaxTurretYawRate=20.0 l WeaponType = 101 l WeaponType1 = 101 l PilotSkill = 50 l LittleExtent = 35.0 FITend FITini [ObjectClass] l ObjectTypeNum=21 [ObjectType] st Name="LRMPopup" st AppearanceName="LRMPopup" l ExplosionObject=42 l DestroyedObject=0 f ExtentRadius=500.000000 [TurretData] ul DmgLevel=25 f ExtentRadius=35.000000 f ExplosionRadius=0.000000 f ExplosionDamage=0.000000 l BuildingName=30333 l SetImpassable=1 l XImpasse=0 l YImpasse=0 ul NormalEffectId=0 ul BlownEffectId=0 ul DamageEffectId=0 b CanRefit=FALSE b MechBay=FALSE f TimeToBurnDamage=5.000000 f BurnDamagePerTime=1.000000 f DamageLvlForBurn=13.000000 f SensorRange=-1.000000 l TeamID=-1 l Tonnage=20 l BattleRating=0 l NumMarines=0 b blockLineOfFire=FALSE l LowTemplate=268435456 l HighTemplate=4112 l PotentialContact=0 l BasePixelOffsetX=43 l BasePixelOffsetY=75 f AttackRadius=1300.0 f MaxTurretYawRate=20.0 l PilotSkill = 50 l LittleExtent = 35.0 l WeaponType = 120 l WeaponType1 = 120 l WeaponType2 = 120 l WeaponType3 = 120 FITend FITini [ObjectClass] l ObjectTypeNum=21 [ObjectType] st Name="SRMPopup" st AppearanceName="SRMPopup" l ExplosionObject=42 l DestroyedObject=0 f ExtentRadius=500.000000 [TurretData] ul DmgLevel=25 f ExtentRadius=35.000000 f ExplosionRadius=0.000000 f ExplosionDamage=0.000000 l BuildingName=30331 l BuildingDescription = 45016 l SetImpassable=1 l XImpasse=0 l YImpasse=0 ul NormalEffectId=0 ul BlownEffectId=0 ul DamageEffectId=0 b CanRefit=FALSE b MechBay=FALSE f TimeToBurnDamage=5.000000 f BurnDamagePerTime=1.000000 f DamageLvlForBurn=13.000000 f SensorRange=-1.000000 l TeamID=-1 l Tonnage=20 l BattleRating=0 l NumMarines=0 b blockLineOfFire=FALSE l LowTemplate=268435456 l HighTemplate=4112 l PotentialContact=0 l BasePixelOffsetX=43 l BasePixelOffsetY=75 f AttackRadius=650.0 f MaxTurretYawRate=20.0 l PilotSkill = 50 l LittleExtent = 35.0 l WeaponType = 125 l WeaponType1 = 125 l WeaponType2 = 125 FITend FITini [ObjectClass] l ObjectTypeNum=0 [ObjectType] st Name="PineTree" st AppearanceName="Pine2" l ExplosionObject=42 l DestroyedObject=0 f ExtentRadius=0.000000 [TreeData] ul DmgLevel=1 f ExtentRadius=0.000000 FITend FITini [ObjectClass] l ObjectTypeNum=0 [ObjectType] st Name="PineTree" st AppearanceName="Pine3" l ExplosionObject=42 l DestroyedObject=0 f ExtentRadius=0.000000 [TreeData] ul DmgLevel=1 f ExtentRadius=0.000000 FITend FITini [ObjectClass] l ObjectTypeNum=0 [ObjectType] st Name="PineTree" st AppearanceName="Pine1Dead" l ExplosionObject=42 l DestroyedObject=0 f ExtentRadius=0.000000 [TreeData] ul DmgLevel=1 f ExtentRadius=0.000000 FITend FITini [ObjectClass] l ObjectTypeNum=0 [ObjectType] st Name="PineTree" st AppearanceName="Pine2Dead" l ExplosionObject=42 l DestroyedObject=0 f ExtentRadius=0.000000 [TreeData] ul DmgLevel=1 f ExtentRadius=0.000000 FITend FITini [ObjectClass] l ObjectTypeNum=0 [ObjectType] st Name="PineTree" st AppearanceName="Pine3Dead" l ExplosionObject=42 l DestroyedObject=0 f ExtentRadius=0.000000 [TreeData] ul DmgLevel=1 f ExtentRadius=0.000000 FITend FITini [ObjectClass] l ObjectTypeNum=1 [ObjectType] st Name="HeavyIndustrial" st AppearanceName="RPBuilding" l ExplosionObject=727 l DestroyedObject=0 f ExtentRadius=35.000000 l EncyclopediaID = 45414 [BuildingData] ul DmgLevel=65 f ExtentRadius=35.000000 f ExplosionRadius=0.000000 f ExplosionDamage=0.000000 l BuildingName=30494 l BuildingDescription = 45005 l SetImpassable=1 l XImpasse=0 l YImpasse=0 ul NormalEffectId=0 ul BlownEffectId=0 ul DamageEffectId=0 b CanRefit=FALSE b MechBay=FALSE f TimeToBurnDamage=5.000000 f BurnDamagePerTime=1.000000 f DamageLvlForBurn=22.000000 f SensorRange=-1.000000 l TeamID=-1 l Tonnage=20 l BattleRating=20 l NumMarines=0 b blockLineOfFire=FALSE l LowTemplate=939524096 l HighTemplate=14392 l PotentialContact=0 l BasePixelOffsetX=4 l BasePixelOffsetY=70 b ImpassableWhenDestroyed = false l ResourcePoints = 10000 b Capturable = true FITend FITini [ObjectClass] l ObjectTypeNum=1 [ObjectType] st Name="HeavyIndustrial" st AppearanceName="CrashTail" l ExplosionObject=727 l DestroyedObject=0 f ExtentRadius=35.000000 [BuildingData] ul DmgLevel=30 f ExtentRadius=35.000000 f ExplosionRadius=0.000000 f ExplosionDamage=0.000000 l BuildingName=30497 l SetImpassable=1 l XImpasse=0 l YImpasse=0 ul NormalEffectId=0 ul BlownEffectId=0 ul DamageEffectId=0 b CanRefit=FALSE b MechBay=FALSE f TimeToBurnDamage=5.000000 f BurnDamagePerTime=1.000000 f DamageLvlForBurn=22.000000 f SensorRange=-1.000000 l TeamID=-1 l Tonnage=20 l BattleRating=20 l NumMarines=0 b blockLineOfFire=FALSE l LowTemplate=939524096 l HighTemplate=14392 l PotentialContact=0 l BasePixelOffsetX=4 l BasePixelOffsetY=70 b ImpassableWhenDestroyed = false FITend FITini [ObjectClass] l ObjectTypeNum=1 [ObjectType] st Name="HeavyIndustrial" st AppearanceName="CrashNose" l ExplosionObject=727 l DestroyedObject=0 f ExtentRadius=35.000000 [BuildingData] ul DmgLevel=55 f ExtentRadius=35.000000 f ExplosionRadius=0.000000 f ExplosionDamage=0.000000 l BuildingName=30495 l SetImpassable=1 l XImpasse=0 l YImpasse=0 ul NormalEffectId=0 ul BlownEffectId=0 ul DamageEffectId=0 b CanRefit=FALSE b MechBay=FALSE f TimeToBurnDamage=5.000000 f BurnDamagePerTime=1.000000 f DamageLvlForBurn=22.000000 f SensorRange=-1.000000 l TeamID=-1 l Tonnage=20 l BattleRating=20 l NumMarines=0 b blockLineOfFire=FALSE l LowTemplate=939524096 l HighTemplate=14392 l PotentialContact=0 l BasePixelOffsetX=4 l BasePixelOffsetY=70 b ImpassableWhenDestroyed = false FITend FITini [ObjectClass] l ObjectTypeNum=1 [ObjectType] st Name="HeavyIndustrial" st AppearanceName="CrashEngine" l ExplosionObject=727 l DestroyedObject=0 f ExtentRadius=35.000000 [BuildingData] ul DmgLevel=30 f ExtentRadius=35.000000 f ExplosionRadius=0.000000 f ExplosionDamage=0.000000 l BuildingName=30496 l SetImpassable=1 l XImpasse=0 l YImpasse=0 ul NormalEffectId=0 ul BlownEffectId=0 ul DamageEffectId=0 b CanRefit=FALSE b MechBay=FALSE f TimeToBurnDamage=5.000000 f BurnDamagePerTime=1.000000 f DamageLvlForBurn=22.000000 f SensorRange=-1.000000 l TeamID=-1 l Tonnage=20 l BattleRating=20 l NumMarines=0 b blockLineOfFire=FALSE l LowTemplate=939524096 l HighTemplate=14392 l PotentialContact=0 l BasePixelOffsetX=4 l BasePixelOffsetY=70 b ImpassableWhenDestroyed = false ul ActivityEffectId=78 FITend FITini [ObjectClass] l ObjectTypeNum = 2 [ObjectType] st Name = "Flea" // Text string giving a descriptive name (only 8 chars long!!) l ExplosionObject = 41 // Object Class Number of explosion for Mech l DestroyedObject = 101 // Object Class Number of Destroyed shape for Mech f ExtentRadius = 12 // Extent Radius in Meters st AppearanceName = "HeavyCopter" [MechProfile] st ProfileName = "HeavyCopter" l MoveType = 1 // 0 = ground, 1 = air FITEnd FITini [ObjectClass] l ObjectTypeNum = 2 [ObjectType] st Name = "Flea" // Text string giving a descriptive name (only 8 chars long!!) l ExplosionObject = 41 // Object Class Number of explosion for Mech l DestroyedObject = 101 // Object Class Number of Destroyed shape for Mech f ExtentRadius = 12 // Extent Radius in Meters st AppearanceName = "LightCopter" [MechProfile] st ProfileName = "LightCopter" l MoveType = 1 // 0 = ground, 1 = air FITEnd FITini [ObjectClass] l ObjectTypeNum=1 [ObjectType] st Name="LiaoLightWall.fit" st AppearanceName="L_LightPost" l ExplosionObject=42 l DestroyedObject=0 f ExtentRadius=35.000000 [BuildingData] ul DmgLevel=30 f ExtentRadius=35.000000 f ExplosionRadius=0.000000 f ExplosionDamage=0.000000 l BuildingName=30503 l SetImpassable=1 l XImpasse=0 l YImpasse=0 ul NormalEffectId=0 ul BlownEffectId=0 ul DamageEffectId=0 b CanRefit=FALSE b MechBay=FALSE f TimeToBurnDamage=5.000000 f BurnDamagePerTime=1.000000 f DamageLvlForBurn=6.000000 f SensorRange=-1.000000 l TeamID=-1 l Tonnage=20 l BattleRating=20 l NumMarines=0 b blockLineOfFire=FALSE l LowTemplate=268435456 l HighTemplate=14384 l PotentialContact=0 l BasePixelOffsetX=-3 l BasePixelOffsetY=39 b ImpassableWhenDestroyed = false FITend FITini [ObjectClass] l ObjectTypeNum=1 [ObjectType] st Name="LiaoLightWallB.fit" st AppearanceName="L_LightPostDiag" l ExplosionObject=42 l DestroyedObject=0 f ExtentRadius=35.000000 [BuildingData] ul DmgLevel=80 f ExtentRadius=35.000000 f ExplosionRadius=0.000000 f ExplosionDamage=0.000000 l BuildingName=30504 l SetImpassable=1 l XImpasse=0 l YImpasse=0 ul NormalEffectId=0 ul BlownEffectId=0 ul DamageEffectId=0 b CanRefit=FALSE b MechBay=FALSE f TimeToBurnDamage=5.000000 f BurnDamagePerTime=1.000000 f DamageLvlForBurn=6.000000 f SensorRange=-1.000000 l TeamID=-1 l Tonnage=20 l BattleRating=20 l NumMarines=0 b blockLineOfFire=FALSE l LowTemplate=268435456 l HighTemplate=14384 l PotentialContact=0 l BasePixelOffsetX=-3 l BasePixelOffsetY=39 b ImpassableWhenDestroyed = false FITend FITini [ObjectClass] l ObjectTypeNum=1 [ObjectType] st Name="LiaoMediumWall.fit" st AppearanceName="l_mediumPost" l ExplosionObject=42 l DestroyedObject=0 f ExtentRadius=35.000000 [BuildingData] ul DmgLevel=45 f ExtentRadius=35.000000 f ExplosionRadius=0.000000 f ExplosionDamage=0.000000 l BuildingName=30505 l SetImpassable=1 l XImpasse=0 l YImpasse=0 ul NormalEffectId=0 ul BlownEffectId=0 ul DamageEffectId=0 b CanRefit=FALSE b MechBay=FALSE f TimeToBurnDamage=5.000000 f BurnDamagePerTime=1.000000 f DamageLvlForBurn=6.000000 f SensorRange=-1.000000 l TeamID=-1 l Tonnage=20 l BattleRating=20 l NumMarines=0 b blockLineOfFire=FALSE l LowTemplate=268435456 l HighTemplate=14384 l PotentialContact=0 l BasePixelOffsetX=-3 l BasePixelOffsetY=39 b ImpassableWhenDestroyed = false FITend FITini [ObjectClass] l ObjectTypeNum=1 [ObjectType] st Name="LiaoMediumWallb.fit" st AppearanceName="l_mediumpostDiag" l ExplosionObject=42 l DestroyedObject=0 f ExtentRadius=35.000000 [BuildingData] ul DmgLevel=130 f ExtentRadius=35.000000 f ExplosionRadius=0.000000 f ExplosionDamage=0.000000 l BuildingName=30506 l SetImpassable=1 l XImpasse=0 l YImpasse=0 ul NormalEffectId=0 ul BlownEffectId=0 ul DamageEffectId=0 b CanRefit=FALSE b MechBay=FALSE f TimeToBurnDamage=5.000000 f BurnDamagePerTime=1.000000 f DamageLvlForBurn=6.000000 f SensorRange=-1.000000 l TeamID=-1 l Tonnage=20 l BattleRating=20 l NumMarines=0 b blockLineOfFire=FALSE l LowTemplate=268435456 l HighTemplate=14384 l PotentialContact=0 l BasePixelOffsetX=-3 l BasePixelOffsetY=39 b ImpassableWhenDestroyed = false FITend FITini [ObjectClass] l ObjectTypeNum=1 [ObjectType] st Name="LiaoHeavyWall.fit" st AppearanceName="L_HeavyPost" l ExplosionObject=42 l DestroyedObject=0 f ExtentRadius=35.000000 [BuildingData] ul DmgLevel=90 f ExtentRadius=35.000000 f ExplosionRadius=0.000000 f ExplosionDamage=0.000000 l BuildingName=30507 l SetImpassable=1 l XImpasse=0 l YImpasse=0 ul NormalEffectId=0 ul BlownEffectId=0 ul DamageEffectId=0 b CanRefit=FALSE b MechBay=FALSE f TimeToBurnDamage=5.000000 f BurnDamagePerTime=1.000000 f DamageLvlForBurn=6.000000 f SensorRange=-1.000000 l TeamID=-1 l Tonnage=20 l BattleRating=20 l NumMarines=0 b blockLineOfFire=FALSE l LowTemplate=268435456 l HighTemplate=14384 l PotentialContact=0 l BasePixelOffsetX=-3 l BasePixelOffsetY=39 b ImpassableWhenDestroyed = false FITend FITini [ObjectClass] l ObjectTypeNum=1 [ObjectType] st Name="LiaoHeavyWall.fit" st AppearanceName="L_HeavyPostDiag" l ExplosionObject=42 l DestroyedObject=0 f ExtentRadius=35.000000 [BuildingData] ul DmgLevel=185 f ExtentRadius=35.000000 f ExplosionRadius=0.000000 f ExplosionDamage=0.000000 l BuildingName=30508 l SetImpassable=1 l XImpasse=0 l YImpasse=0 ul NormalEffectId=0 ul BlownEffectId=0 ul DamageEffectId=0 b CanRefit=FALSE b MechBay=FALSE f TimeToBurnDamage=5.000000 f BurnDamagePerTime=1.000000 f DamageLvlForBurn=6.000000 f SensorRange=-1.000000 l TeamID=-1 l Tonnage=20 l BattleRating=20 l NumMarines=0 b blockLineOfFire=FALSE l LowTemplate=268435456 l HighTemplate=14384 l PotentialContact=0 l BasePixelOffsetX=-3 l BasePixelOffsetY=39 b ImpassableWhenDestroyed = false FITend FITini [ObjectClass] l ObjectTypeNum=0 [ObjectType] st Name="maple" st AppearanceName="cactus1" l ExplosionObject=42 l DestroyedObject=0 f ExtentRadius=0.000000 [TreeData] ul DmgLevel=1 f ExtentRadius=0.000000 FITend FITini [ObjectClass] l ObjectTypeNum=0 [ObjectType] st Name="maple" st AppearanceName="cactus2" l ExplosionObject=42 l DestroyedObject=0 f ExtentRadius=0.000000 [TreeData] ul DmgLevel=1 f ExtentRadius=0.000000 FITend FITini [ObjectClass] l ObjectTypeNum=0 [ObjectType] st Name="maple" st AppearanceName="cactus3" l ExplosionObject=42 l DestroyedObject=0 f ExtentRadius=0.000000 [TreeData] ul DmgLevel=1 f ExtentRadius=0.000000 FITend FITini [ObjectClass] l ObjectTypeNum=0 [ObjectType] st Name="maple" st AppearanceName="cactus4" l ExplosionObject=42 l DestroyedObject=0 f ExtentRadius=0.000000 [TreeData] ul DmgLevel=1 f ExtentRadius=0.000000 FITend FITini [ObjectClass] l ObjectTypeNum=0 [ObjectType] st Name="maple" st AppearanceName="scrubbrushpatch1" l ExplosionObject=42 l DestroyedObject=0 f ExtentRadius=0.000000 [TreeData] ul DmgLevel=1 f ExtentRadius=0.000000 FITend FITini [ObjectClass] l ObjectTypeNum=0 [ObjectType] st Name="maple" st AppearanceName="scrubbrushpatch2" l ExplosionObject=42 l DestroyedObject=0 f ExtentRadius=0.000000 [TreeData] ul DmgLevel=1 f ExtentRadius=0.000000 FITend FITini [ObjectClass] l ObjectTypeNum=0 [ObjectType] st Name="maple" st AppearanceName="scrubbrushpatch3" l ExplosionObject=42 l DestroyedObject=0 f ExtentRadius=0.000000 [TreeData] ul DmgLevel=1 f ExtentRadius=0.000000 FITend FITini [ObjectClass] l ObjectTypeNum=0 [ObjectType] st Name="maple" st AppearanceName="scrubbrushpatch4" l ExplosionObject=42 l DestroyedObject=0 f ExtentRadius=0.000000 [TreeData] ul DmgLevel=1 f ExtentRadius=0.000000 FITend FITini [ObjectClass] l ObjectTypeNum=11 [ObjectType] st Name="yieldsign" st AppearanceName="junkpile" l ExplosionObject=42 l DestroyedObject=0 f ExtentRadius=0.000000 [TerrainObjectData] ul DmgLevel=0 f ExtentRadius=20.000000 FITend FITini [ObjectClass] l ObjectTypeNum=11 [ObjectType] st Name="yieldsign" st AppearanceName="junk1" l ExplosionObject=42 l DestroyedObject=0 f ExtentRadius=0.000000 [TerrainObjectData] ul DmgLevel=0 f ExtentRadius=20.000000 FITend FITini [ObjectClass] l ObjectTypeNum=11 [ObjectType] st Name="yieldsign" st AppearanceName="junk2" l ExplosionObject=42 l DestroyedObject=0 f ExtentRadius=0.000000 [TerrainObjectData] ul DmgLevel=0 f ExtentRadius=20.000000 FITend FITini [ObjectClass] l ObjectTypeNum=11 [ObjectType] st Name="yieldsign" st AppearanceName="junk3" l ExplosionObject=42 l DestroyedObject=0 f ExtentRadius=0.000000 [TerrainObjectData] ul DmgLevel=0 f ExtentRadius=20.000000 FITend FITini [ObjectClass] l ObjectTypeNum=11 [ObjectType] st Name="yieldsign" st AppearanceName="junk4" l ExplosionObject=42 l DestroyedObject=0 f ExtentRadius=0.000000 [TerrainObjectData] ul DmgLevel=0 f ExtentRadius=20.000000 FITend FITini [ObjectClass] l ObjectTypeNum=11 [ObjectType] st Name="yieldsign" st AppearanceName="junk5" l ExplosionObject=42 l DestroyedObject=0 f ExtentRadius=0.000000 [TerrainObjectData] ul DmgLevel=0 f ExtentRadius=20.000000 FITend FITini [ObjectClass] l ObjectTypeNum=11 [ObjectType] st Name="yieldsign" st AppearanceName="junk6" l ExplosionObject=42 l DestroyedObject=0 f ExtentRadius=0.000000 [TerrainObjectData] ul DmgLevel=0 f ExtentRadius=20.000000 FITend FITini [ObjectClass] l ObjectTypeNum=11 [ObjectType] st Name="yieldsign" st AppearanceName="lifeboatrusted" l ExplosionObject=42 l DestroyedObject=0 f ExtentRadius=0.000000 [TerrainObjectData] ul DmgLevel=0 f ExtentRadius=20.000000 FITend FITini [ObjectClass] l ObjectTypeNum=11 [ObjectType] st Name="yieldsign" st AppearanceName="lifeboatcrashed" l ExplosionObject=42 l DestroyedObject=0 f ExtentRadius=0.000000 [TerrainObjectData] ul DmgLevel=0 f ExtentRadius=20.000000 FITend FITini [ObjectClass] l ObjectTypeNum=1 [ObjectType] st Name="yieldsign" st AppearanceName="rock_clump01" l ExplosionObject=42 l DestroyedObject=0 f ExtentRadius=0.000000 [BuildingData] ul DmgLevel = 36000000 f ExtentRadius = 0.000000 f ExplosionRadius = 0.000000 f ExplosionDamage = 0.000000 l BuildingName = 30526 l SetImpassable = 1 b ImpassableWhenDestroyed = false b CanRefit = false b MechBay = false f SensorRange = -1.000000 l TeamID = -1 l Tonnage = 20 l BattleRating = 20 l PotentialContact = 0 FITend FITini [ObjectClass] l ObjectTypeNum=1 [ObjectType] st Name="yieldsign" st AppearanceName="rock_clump02" l ExplosionObject=42 l DestroyedObject=0 f ExtentRadius=0.000000 [BuildingData] ul DmgLevel = 36000000 f ExtentRadius = 0.000000 f ExplosionRadius = 0.000000 f ExplosionDamage = 0.000000 l BuildingName = 30527 l SetImpassable = 1 b ImpassableWhenDestroyed = false b CanRefit = false b MechBay = false f SensorRange = -1.000000 l TeamID = -1 l Tonnage = 20 l BattleRating = 20 l PotentialContact = 0 FITend FITini [ObjectClass] l ObjectTypeNum=1 [ObjectType] st Name="yieldsign" st AppearanceName="rock_clump03" l ExplosionObject=42 l DestroyedObject=0 f ExtentRadius=0.000000 [BuildingData] ul DmgLevel = 36000000 f ExtentRadius = 0.000000 f ExplosionRadius = 0.000000 f ExplosionDamage = 0.000000 l BuildingName = 30528 l SetImpassable = 1 b ImpassableWhenDestroyed = false b CanRefit = false b MechBay = false f SensorRange = -1.000000 l TeamID = -1 l Tonnage = 20 l BattleRating = 20 l PotentialContact = 0 FITend FITini [ObjectClass] l ObjectTypeNum=1 [ObjectType] st Name="yieldsign" st AppearanceName="rock_formation01" l ExplosionObject=42 l DestroyedObject=0 f ExtentRadius=0.000000 [BuildingData] ul DmgLevel = 36000000 f ExtentRadius = 0.000000 f ExplosionRadius = 0.000000 f ExplosionDamage = 0.000000 l BuildingName = 30529 l SetImpassable = 1 b ImpassableWhenDestroyed = false b CanRefit = false b MechBay = false f SensorRange = -1.000000 l TeamID = -1 l Tonnage = 20 l BattleRating = 20 l PotentialContact = 0 FITend FITini [ObjectClass] l ObjectTypeNum=1 [ObjectType] st Name="yieldsign" st AppearanceName="rock_formation02" l ExplosionObject=42 l DestroyedObject=0 f ExtentRadius=0.000000 [BuildingData] ul DmgLevel = 36000000 f ExtentRadius = 0.000000 f ExplosionRadius = 0.000000 f ExplosionDamage = 0.000000 l BuildingName = 30530 l SetImpassable = 1 b ImpassableWhenDestroyed = false b CanRefit = false b MechBay = false f SensorRange = -1.000000 l TeamID = -1 l Tonnage = 20 l BattleRating = 20 l PotentialContact = 0 FITend FITini [ObjectClass] l ObjectTypeNum=1 [ObjectType] st Name="yieldsign" st AppearanceName="rock_spire01" l ExplosionObject=42 l DestroyedObject=0 f ExtentRadius=0.000000 [BuildingData] ul DmgLevel = 36000000 f ExtentRadius = 0.000000 f ExplosionRadius = 0.000000 f ExplosionDamage = 0.000000 l BuildingName = 30531 l SetImpassable = 1 b ImpassableWhenDestroyed = false b CanRefit = false b MechBay = false f SensorRange = -1.000000 l TeamID = -1 l Tonnage = 20 l BattleRating = 20 l PotentialContact = 0 FITend FITini [ObjectClass] l ObjectTypeNum=1 [ObjectType] st Name="yieldsign" st AppearanceName="rock_spire02" l ExplosionObject=42 l DestroyedObject=0 f ExtentRadius=0.000000 [BuildingData] ul DmgLevel = 36000000 f ExtentRadius = 0.000000 f ExplosionRadius = 0.000000 f ExplosionDamage = 0.000000 l BuildingName = 30532 l SetImpassable = 1 b ImpassableWhenDestroyed = false b CanRefit = false b MechBay = false f SensorRange = -1.000000 l TeamID = -1 l Tonnage = 20 l BattleRating = 20 l PotentialContact = 0 FITend FITini [ObjectClass] l ObjectTypeNum = 2 [ObjectType] st Name = "Flea" // Text string giving a descriptive name (only 8 chars long!!) l ExplosionObject = 41 // Object Class Number of explosion for Mech l DestroyedObject = 101 // Object Class Number of Destroyed shape for Mech f ExtentRadius = 12 // Extent Radius in Meters st AppearanceName = "ScoutCopter" [MechProfile] st ProfileName = "ScoutCopter" l MoveType = 1 // 0 = ground, 1 = air f LOSFactor = 1.2 FITEnd FITini [ObjectClass] l ObjectTypeNum=1 [ObjectType] st Name="S_HeavyPost.fit" st AppearanceName="S_heavyPost" l ExplosionObject=727 l DestroyedObject=0 f ExtentRadius=35.000000 [BuildingData] ul DmgLevel=90 f ExtentRadius=35.000000 f ExplosionRadius=0.000000 f ExplosionDamage=0.000000 l BuildingName=30537 l SetImpassable=1 l XImpasse=0 l YImpasse=0 ul NormalEffectId=0 ul BlownEffectId=0 ul DamageEffectId=0 b CanRefit=FALSE b MechBay=FALSE f TimeToBurnDamage=5.000000 f BurnDamagePerTime=1.000000 f DamageLvlForBurn=22.000000 f SensorRange=-1.000000 l TeamID=-1 l Tonnage=20 l BattleRating=20 l NumMarines=0 b blockLineOfFire=FALSE l LowTemplate=939524096 l HighTemplate=14392 l PotentialContact=0 l BasePixelOffsetX=4 l BasePixelOffsetY=70 b ImpassableWhenDestroyed = false FITend FITini [ObjectClass] l ObjectTypeNum=1 [ObjectType] st Name="S_HeavyPostDiag.fit" st AppearanceName="S_heavyPostDiag" l ExplosionObject=727 l DestroyedObject=0 f ExtentRadius=35.000000 [BuildingData] ul DmgLevel=185 f ExtentRadius=35.000000 f ExplosionRadius=0.000000 f ExplosionDamage=0.000000 l BuildingName=30538 l SetImpassable=1 l XImpasse=0 l YImpasse=0 ul NormalEffectId=0 ul BlownEffectId=0 ul DamageEffectId=0 b CanRefit=FALSE b MechBay=FALSE f TimeToBurnDamage=5.000000 f BurnDamagePerTime=1.000000 f DamageLvlForBurn=22.000000 f SensorRange=-1.000000 l TeamID=-1 l Tonnage=20 l BattleRating=20 l NumMarines=0 b blockLineOfFire=FALSE l LowTemplate=939524096 l HighTemplate=14392 l PotentialContact=0 l BasePixelOffsetX=4 l BasePixelOffsetY=70 b ImpassableWhenDestroyed = false FITend FITini [ObjectClass] l ObjectTypeNum=1 [ObjectType] st Name="S_MediumPost.fit" st AppearanceName="s_mediumpost" l ExplosionObject=727 l DestroyedObject=0 f ExtentRadius=35.000000 [BuildingData] ul DmgLevel=45 f ExtentRadius=35.000000 f ExplosionRadius=0.000000 f ExplosionDamage=0.000000 l BuildingName=30539 l SetImpassable=1 l XImpasse=0 l YImpasse=0 ul NormalEffectId=0 ul BlownEffectId=0 ul DamageEffectId=0 b CanRefit=FALSE b MechBay=FALSE f TimeToBurnDamage=5.000000 f BurnDamagePerTime=1.000000 f DamageLvlForBurn=22.000000 f SensorRange=-1.000000 l TeamID=-1 l Tonnage=20 l BattleRating=20 l NumMarines=0 b blockLineOfFire=FALSE l LowTemplate=939524096 l HighTemplate=14392 l PotentialContact=0 l BasePixelOffsetX=4 l BasePixelOffsetY=70 b ImpassableWhenDestroyed = false FITend FITini [ObjectClass] l ObjectTypeNum=1 [ObjectType] st Name="S_MediumPostDiag.fit" st AppearanceName="s_mediumpostdiag" l ExplosionObject=727 l DestroyedObject=0 f ExtentRadius=35.000000 [BuildingData] ul DmgLevel=130 f ExtentRadius=35.000000 f ExplosionRadius=0.000000 f ExplosionDamage=0.000000 l BuildingName=30540 l SetImpassable=1 l XImpasse=0 l YImpasse=0 ul NormalEffectId=0 ul BlownEffectId=0 ul DamageEffectId=0 b CanRefit=FALSE b MechBay=FALSE f TimeToBurnDamage=5.000000 f BurnDamagePerTime=1.000000 f DamageLvlForBurn=22.000000 f SensorRange=-1.000000 l TeamID=-1 l Tonnage=20 l BattleRating=20 l NumMarines=0 b blockLineOfFire=FALSE l LowTemplate=939524096 l HighTemplate=14392 l PotentialContact=0 l BasePixelOffsetX=4 l BasePixelOffsetY=70 b ImpassableWhenDestroyed = false FITend FITini [ObjectClass] l ObjectTypeNum=1 [ObjectType] st Name="S_LightPost.fit" st AppearanceName="S_LightPost" l ExplosionObject=727 l DestroyedObject=0 f ExtentRadius=35.000000 [BuildingData] ul DmgLevel=30 f ExtentRadius=35.000000 f ExplosionRadius=0.000000 f ExplosionDamage=0.000000 l BuildingName=30541 l SetImpassable=1 l XImpasse=0 l YImpasse=0 ul NormalEffectId=0 ul BlownEffectId=0 ul DamageEffectId=0 b CanRefit=FALSE b MechBay=FALSE f TimeToBurnDamage=5.000000 f BurnDamagePerTime=1.000000 f DamageLvlForBurn=22.000000 f SensorRange=-1.000000 l TeamID=-1 l Tonnage=20 l BattleRating=20 l NumMarines=0 b blockLineOfFire=FALSE l LowTemplate=939524096 l HighTemplate=14392 l PotentialContact=0 l BasePixelOffsetX=4 l BasePixelOffsetY=70 b ImpassableWhenDestroyed = false FITend FITini [ObjectClass] l ObjectTypeNum=1 [ObjectType] st Name="S_LightPostDiag.fit" st AppearanceName="S_LightPostDiag" l ExplosionObject=727 l DestroyedObject=0 f ExtentRadius=35.000000 [BuildingData] ul DmgLevel=80 f ExtentRadius=35.000000 f ExplosionRadius=0.000000 f ExplosionDamage=0.000000 l BuildingName=30542 l SetImpassable=1 l XImpasse=0 l YImpasse=0 ul NormalEffectId=0 ul BlownEffectId=0 ul DamageEffectId=0 b CanRefit=FALSE b MechBay=FALSE f TimeToBurnDamage=5.000000 f BurnDamagePerTime=1.000000 f DamageLvlForBurn=22.000000 f SensorRange=-1.000000 l TeamID=-1 l Tonnage=20 l BattleRating=20 l NumMarines=0 b blockLineOfFire=FALSE l LowTemplate=939524096 l HighTemplate=14392 l PotentialContact=0 l BasePixelOffsetX=4 l BasePixelOffsetY=70 b ImpassableWhenDestroyed = false FITend FITini [ObjectClass] l ObjectTypeNum=1 [ObjectType] st Name="WaterTower" st AppearanceName="WaterTower" l ExplosionObject=727 l DestroyedObject=0 f ExtentRadius=35.000000 [BuildingData] ul DmgLevel=1 f ExtentRadius=35.000000 f ExplosionRadius=0.000000 f ExplosionDamage=0.000000 l BuildingName=30543 l SetImpassable=1 l XImpasse=0 l YImpasse=0 ul NormalEffectId=0 ul BlownEffectId=0 ul DamageEffectId=0 b CanRefit=FALSE b MechBay=FALSE f TimeToBurnDamage=5.000000 f BurnDamagePerTime=1.000000 f DamageLvlForBurn=22.000000 f SensorRange=-1.000000 l TeamID=-1 l Tonnage=20 l BattleRating=20 l NumMarines=0 b blockLineOfFire=FALSE l LowTemplate=939524096 l HighTemplate=14392 l PotentialContact=0 l BasePixelOffsetX=4 l BasePixelOffsetY=70 b ImpassableWhenDestroyed = false FITend FITini [ObjectClass] l ObjectTypeNum=1 [ObjectType] st Name="2CivLiving" st AppearanceName="2CivLiving" l ExplosionObject=727 l DestroyedObject=0 f ExtentRadius=35.000000 [BuildingData] ul DmgLevel=2 f ExtentRadius=35.000000 f ExplosionRadius=0.000000 f ExplosionDamage=0.000000 l BuildingName=30544 l SetImpassable=1 l XImpasse=0 l YImpasse=0 ul NormalEffectId=0 ul BlownEffectId=0 ul DamageEffectId=0 b CanRefit=FALSE b MechBay=FALSE f TimeToBurnDamage=5.000000 f BurnDamagePerTime=1.000000 f DamageLvlForBurn=22.000000 f SensorRange=-1.000000 l TeamID=-1 l Tonnage=20 l BattleRating=20 l NumMarines=0 b blockLineOfFire=FALSE l LowTemplate=939524096 l HighTemplate=14392 l PotentialContact=0 l BasePixelOffsetX=4 l BasePixelOffsetY=70 b ImpassableWhenDestroyed = false FITend FITini [ObjectClass] l ObjectTypeNum=3 [ObjectType] st Name="apc.ini" st AppearanceName="apc" l ExplosionObject=656 l DestroyedObject=101 f ExtentRadius=14.000000 [Header] st FileType="GroundVehicleType" [General] uc Chassis=0 f TonnageClass=0.000000 b MineLayer=FALSE b MineSweeper=FALSE l RefitPoints=0 [InternalStructure] uc Front=1 uc Rear=1 uc Left=1 uc Right=1 uc Turret=1 [VehicleDynamics] f MaxAccel=18.000000 f MaxVelocity=18.000000 l MaxTurretYawRate=150 l MaxTurretYaw=360 l MaxVehicleYawRate=720 FITend FITini [ObjectClass] l ObjectTypeNum=1 [ObjectType] st Name="2StoryCivLiving" st AppearanceName="2StoryCivLiving" l ExplosionObject=727 l DestroyedObject=0 f ExtentRadius=35.000000 [BuildingData] ul DmgLevel=4 f ExtentRadius=35.000000 f ExplosionRadius=0.000000 f ExplosionDamage=0.000000 l BuildingName=30545 l SetImpassable=1 l XImpasse=0 l YImpasse=0 ul NormalEffectId=0 ul BlownEffectId=0 ul DamageEffectId=0 b CanRefit=FALSE b MechBay=FALSE f TimeToBurnDamage=5.000000 f BurnDamagePerTime=1.000000 f DamageLvlForBurn=22.000000 f SensorRange=-1.000000 l TeamID=-1 l Tonnage=20 l BattleRating=20 l NumMarines=0 b blockLineOfFire=FALSE l LowTemplate=939524096 l HighTemplate=14392 l PotentialContact=0 l BasePixelOffsetX=4 l BasePixelOffsetY=70 b ImpassableWhenDestroyed = false FITend FITini [ObjectClass] l ObjectTypeNum=1 [ObjectType] st Name="CivStorageA" st AppearanceName="CivStorageA" l ExplosionObject=727 l DestroyedObject=0 f ExtentRadius=35.000000 [BuildingData] ul DmgLevel=2 f ExtentRadius=35.000000 f ExplosionRadius=0.000000 f ExplosionDamage=0.000000 l BuildingName=30546 l SetImpassable=1 l XImpasse=0 l YImpasse=0 ul NormalEffectId=0 ul BlownEffectId=0 ul DamageEffectId=0 b CanRefit=FALSE b MechBay=FALSE f TimeToBurnDamage=5.000000 f BurnDamagePerTime=1.000000 f DamageLvlForBurn=22.000000 f SensorRange=-1.000000 l TeamID=-1 l Tonnage=20 l BattleRating=20 l NumMarines=0 b blockLineOfFire=FALSE l LowTemplate=939524096 l HighTemplate=14392 l PotentialContact=0 l BasePixelOffsetX=4 l BasePixelOffsetY=70 b ImpassableWhenDestroyed = false FITend FITini [ObjectClass] l ObjectTypeNum=1 [ObjectType] st Name="CivStorageB" st AppearanceName="CivStorageB" l ExplosionObject=727 l DestroyedObject=0 f ExtentRadius=35.000000 [BuildingData] ul DmgLevel=2 f ExtentRadius=35.000000 f ExplosionRadius=0.000000 f ExplosionDamage=0.000000 l BuildingName=30547 l SetImpassable=1 l XImpasse=0 l YImpasse=0 ul NormalEffectId=0 ul BlownEffectId=0 ul DamageEffectId=0 b CanRefit=FALSE b MechBay=FALSE f TimeToBurnDamage=5.000000 f BurnDamagePerTime=1.000000 f DamageLvlForBurn=22.000000 f SensorRange=-1.000000 l TeamID=-1 l Tonnage=20 l BattleRating=20 l NumMarines=0 b blockLineOfFire=FALSE l LowTemplate=939524096 l HighTemplate=14392 l PotentialContact=0 l BasePixelOffsetX=4 l BasePixelOffsetY=70 b ImpassableWhenDestroyed = false FITend FITini [ObjectClass] l ObjectTypeNum=1 [ObjectType] st Name="CivStorageC" st AppearanceName="CivStorageC" l ExplosionObject=727 l DestroyedObject=0 f ExtentRadius=35.000000 [BuildingData] ul DmgLevel=2 f ExtentRadius=35.000000 f ExplosionRadius=0.000000 f ExplosionDamage=0.000000 l BuildingName=30548 l SetImpassable=1 l XImpasse=0 l YImpasse=0 ul NormalEffectId=0 ul BlownEffectId=0 ul DamageEffectId=0 b CanRefit=FALSE b MechBay=FALSE f TimeToBurnDamage=5.000000 f BurnDamagePerTime=1.000000 f DamageLvlForBurn=22.000000 f SensorRange=-1.000000 l TeamID=-1 l Tonnage=20 l BattleRating=20 l NumMarines=0 b blockLineOfFire=FALSE l LowTemplate=939524096 l HighTemplate=14392 l PotentialContact=0 l BasePixelOffsetX=4 l BasePixelOffsetY=70 b ImpassableWhenDestroyed = false FITend FITini [ObjectClass] l ObjectTypeNum=1 [ObjectType] st Name="MeetHall" st AppearanceName="MeetHall" l ExplosionObject=727 l DestroyedObject=0 f ExtentRadius=35.000000 [BuildingData] ul DmgLevel=20 f ExtentRadius=35.000000 f ExplosionRadius=0.000000 f ExplosionDamage=0.000000 l BuildingName=30549 l SetImpassable=1 l XImpasse=0 l YImpasse=0 ul NormalEffectId=0 ul BlownEffectId=0 ul DamageEffectId=0 b CanRefit=FALSE b MechBay=FALSE f TimeToBurnDamage=5.000000 f BurnDamagePerTime=1.000000 f DamageLvlForBurn=22.000000 f SensorRange=-1.000000 l TeamID=-1 l Tonnage=20 l BattleRating=20 l NumMarines=0 b blockLineOfFire=FALSE l LowTemplate=939524096 l HighTemplate=14392 l PotentialContact=0 l BasePixelOffsetX=4 l BasePixelOffsetY=70 b ImpassableWhenDestroyed = false FITend FITini [ObjectClass] l ObjectTypeNum=11 [ObjectType] st Name="woodenfence" st AppearanceName="woodenfence" l ExplosionObject=42 l DestroyedObject=0 f ExtentRadius=0.000000 [TerrainObjectData] ul DmgLevel=1 f ExtentRadius=20.000000 FITend FITini [ObjectClass] l ObjectTypeNum=0 [ObjectType] st Name="dummytree" st AppearanceName="dummytree" l ExplosionObject=42 l DestroyedObject=0 f ExtentRadius=0.000000 [TreeData] ul DmgLevel=1 f ExtentRadius=0.000000 FITend FITini [ObjectClass] l ObjectTypeNum=1 [ObjectType] st Name="DummyBuilding" st AppearanceName="DummyBuilding" l ExplosionObject=727 l DestroyedObject=0 f ExtentRadius=35.000000 [BuildingData] ul DmgLevel=7 f ExtentRadius=35.000000 f ExplosionRadius=0.000000 f ExplosionDamage=0.000000 l BuildingName=30552 l SetImpassable=1 l XImpasse=0 l YImpasse=0 ul NormalEffectId=0 ul BlownEffectId=0 ul DamageEffectId=0 b CanRefit=FALSE b MechBay=FALSE f TimeToBurnDamage=5.000000 f BurnDamagePerTime=1.000000 f DamageLvlForBurn=22.000000 f SensorRange=-1.000000 l TeamID=-1 l Tonnage=20 l BattleRating=20 l NumMarines=0 b blockLineOfFire=FALSE l LowTemplate=939524096 l HighTemplate=14392 l PotentialContact=0 l BasePixelOffsetX=4 l BasePixelOffsetY=70 b ImpassableWhenDestroyed = false FITend FITini [ObjectClass] l ObjectTypeNum=11 [ObjectType] st Name="DummySteppable" st AppearanceName="dummySteppable" l ExplosionObject=42 l DestroyedObject=0 f ExtentRadius=0.000000 [TerrainObjectData] ul DmgLevel=1 f ExtentRadius=20.000000 FITend FITini [ObjectClass] l ObjectTypeNum=3 [ObjectType] st Name ="MOG" st AppearanceName ="MOG" l ExplosionObject =700 l DestroyedObject =0 f ExtentRadius =70.000000 [General] //Read by Type uc Chassis =0 b MineLayer =FALSE b MineSweeper =FALSE l RefitPoints =0 f ExplosionRadius =50.0 f ExplosionDamage =5.0 l IconIndex = 5 //Read by instance l DescIndex =30554 f CurTonnage =75 c Status =0 l BattleRating =25 [InternalStructure] uc Front =1 uc Rear =1 uc Left =1 uc Right =1 uc Turret =1 [VehicleDynamics] f MaxAccel =0.100000 f MaxVelocity =12.000000 l MaxTurretYawRate =0 l MaxTurretYaw =0 l MaxVehicleYawRate =720 [Front] uc CurInternalStructure =1 uc MaxArmorPoints =50 uc CurArmorPoints =50 [Left] uc CurInternalStructure =1 uc MaxArmorPoints =50 uc CurArmorPoints =50 [Right] uc CurInternalStructure =1 uc MaxArmorPoints =50 uc CurArmorPoints =50 [Rear] uc CurInternalStructure =1 uc MaxArmorPoints =50 uc CurArmorPoints =50 [Turret] uc CurInternalStructure =1 uc MaxArmorPoints =50 uc CurArmorPoints =50 [InventoryInfo] uc NumOther =4 uc NumWeapons =0 uc NumAmmo =0 // Inventory Items -- Other [Item:0] uc MasterID =1 //Engine [Item:1] uc MasterID =6 //Cockpit [Item:2] uc MasterID =35 //LifeSupport [Item:3] uc MasterID =36 //Vehicle Sensor // Inventory Items -- Weapons // Inventory Items -- Ammo FITend FITini [ObjectClass] l ObjectTypeNum=1 [ObjectType] st Name="hpgoutbldg" st AppearanceName="hpgoutbldg" l ExplosionObject=727 l DestroyedObject=0 f ExtentRadius=35.000000 [BuildingData] ul DmgLevel=20 f ExtentRadius=35.000000 f ExplosionRadius=0.000000 f ExplosionDamage=0.000000 l BuildingName=30555 l SetImpassable=1 l XImpasse=0 l YImpasse=0 ul NormalEffectId=0 ul BlownEffectId=0 ul DamageEffectId=0 b CanRefit=FALSE b MechBay=FALSE f TimeToBurnDamage=5.000000 f BurnDamagePerTime=1.000000 f DamageLvlForBurn=22.000000 f SensorRange=-1.000000 l TeamID=-1 l Tonnage=20 l BattleRating=20 l NumMarines=0 b blockLineOfFire=FALSE l LowTemplate=939524096 l HighTemplate=14392 l PotentialContact=0 l BasePixelOffsetX=4 l BasePixelOffsetY=70 b ImpassableWhenDestroyed = false FITend FITini [ObjectClass] l ObjectTypeNum=1 [ObjectType] st Name="Bridge5" st AppearanceName="bridge5" l ExplosionObject=727 l DestroyedObject=0 f ExtentRadius=35.000000 [BuildingData] ul DmgLevel=100 f ExtentRadius=35.000000 f ExplosionRadius=0.000000 f ExplosionDamage=0.000000 l BuildingName=30556 l SetImpassable=1 l XImpasse=0 l YImpasse=0 ul NormalEffectId=0 ul BlownEffectId=0 ul DamageEffectId=0 b CanRefit=FALSE b MechBay=FALSE f TimeToBurnDamage=5.000000 f BurnDamagePerTime=1.000000 f DamageLvlForBurn=22.000000 f SensorRange=-1.000000 l TeamID=-1 l Tonnage=20 l BattleRating=20 l NumMarines=0 b blockLineOfFire=FALSE l LowTemplate=939524096 l HighTemplate=14392 l PotentialContact=0 l BasePixelOffsetX=4 l BasePixelOffsetY=70 b ImpassableWhenDestroyed = false FITend FITini [ObjectClass] l ObjectTypeNum=3 [ObjectType] st Name ="ArtilleryPiece" st AppearanceName ="ArtilleryPiece" l ExplosionObject =700 l DestroyedObject =0 f ExtentRadius =35.000000 [General] //Read by Type uc Chassis =0 b MineLayer =FALSE b MineSweeper =FALSE l RefitPoints =0 f ExplosionRadius =50.0 f ExplosionDamage =5.0 l IconIndex = 6 f LOSFactor =1.2 //Read by instance l DescIndex =30642 f CurTonnage =40 c Status =0 l BattleRating =25 [InternalStructure] uc Front =1 uc Rear =1 uc Left =1 uc Right =1 uc Turret =1 [VehicleDynamics] f MaxAccel =0.000000 f MaxVelocity =0.000000 l MaxTurretYawRate =720 l MaxTurretYaw =360 l MaxVehicleYawRate =360 [Front] uc CurInternalStructure =1 uc MaxArmorPoints =30 uc CurArmorPoints =30 [Left] uc CurInternalStructure =1 uc MaxArmorPoints =22 uc CurArmorPoints =22 [Right] uc CurInternalStructure =1 uc MaxArmorPoints =22 uc CurArmorPoints =22 [Rear] uc CurInternalStructure =1 uc MaxArmorPoints =22 uc CurArmorPoints =22 [Turret] uc CurInternalStructure =1 uc MaxArmorPoints =22 uc CurArmorPoints =22 [InventoryInfo] uc NumOther =4 uc NumWeapons =1 uc NumAmmo =1 // Inventory Items -- Other [Item:0] uc MasterID =1 //Engine [Item:1] uc MasterID =6 //Cockpit [Item:2] uc MasterID =35 //LifeSupport [Item:3] uc MasterID =36 //Vehicle Sensor // Inventory Items -- Weapons [Item:4] uc MasterID =160 //LongTom // Inventory Items -- Ammo [Item:5] uc MasterID =227 //LongTom Ammo FITend FITini [ObjectClass] l ObjectTypeNum=11 [ObjectType] st Name="woodenfenceDiag" st AppearanceName="woodenfencediag" l ExplosionObject=42 l DestroyedObject=0 f ExtentRadius=0.000000 [TerrainObjectData] ul DmgLevel=1 f ExtentRadius=20.000000 FITend FITini [ObjectClass] l ObjectTypeNum=1 [ObjectType] st Name="WeaponsFacility" st AppearanceName="WeaponsFacility" l ExplosionObject=727 l DestroyedObject=0 f ExtentRadius=35.000000 l EncyclopediaID = 45423 [BuildingData] ul DmgLevel=100 f ExtentRadius=35.000000 f ExplosionRadius=0.000000 f ExplosionDamage=0.000000 l BuildingName=30559 l BuildingDescription = 45146 l SetImpassable=1 l XImpasse=0 l YImpasse=0 ul NormalEffectId=0 ul BlownEffectId=0 ul DamageEffectId=0 b CanRefit=FALSE b MechBay=FALSE f TimeToBurnDamage=5.000000 f BurnDamagePerTime=1.000000 f DamageLvlForBurn=22.000000 f SensorRange=-1.000000 l TeamID=-1 l Tonnage=20 l BattleRating=20 l NumMarines=0 b blockLineOfFire=FALSE l LowTemplate=939524096 l HighTemplate=14392 l PotentialContact=0 l BasePixelOffsetX=4 l BasePixelOffsetY=70 b ImpassableWhenDestroyed = false FITend FITini [ObjectClass] l ObjectTypeNum=1 [ObjectType] st Name="AmbulanceProp" st AppearanceName="AmbulanceProp" l ExplosionObject=727 l DestroyedObject=0 f ExtentRadius=35.000000 [BuildingData] ul DmgLevel=1 f ExtentRadius=35.000000 f ExplosionRadius=0.000000 f ExplosionDamage=0.000000 l BuildingName=30360 l SetImpassable=1 l XImpasse=0 l YImpasse=0 ul NormalEffectId=0 ul BlownEffectId=0 ul DamageEffectId=0 b CanRefit=FALSE b MechBay=FALSE f TimeToBurnDamage=5.000000 f BurnDamagePerTime=1.000000 f DamageLvlForBurn=22.000000 f SensorRange=-1.000000 l TeamID=-1 l Tonnage=20 l BattleRating=20 l NumMarines=0 b blockLineOfFire=FALSE l LowTemplate=939524096 l HighTemplate=14392 l PotentialContact=0 l BasePixelOffsetX=4 l BasePixelOffsetY=70 b ImpassableWhenDestroyed = false FITend FITini [ObjectClass] l ObjectTypeNum=1 [ObjectType] st Name="ArmoredCarProp" st AppearanceName="ArmoredCarProp" l ExplosionObject=727 l DestroyedObject=0 f ExtentRadius=35.000000 [BuildingData] ul DmgLevel=1 f ExtentRadius=35.000000 f ExplosionRadius=0.000000 f ExplosionDamage=0.000000 l BuildingName=30302 l SetImpassable=1 l XImpasse=0 l YImpasse=0 ul NormalEffectId=0 ul BlownEffectId=0 ul DamageEffectId=0 b CanRefit=FALSE b MechBay=FALSE f TimeToBurnDamage=5.000000 f BurnDamagePerTime=1.000000 f DamageLvlForBurn=22.000000 f SensorRange=-1.000000 l TeamID=-1 l Tonnage=20 l BattleRating=20 l NumMarines=0 b blockLineOfFire=FALSE l LowTemplate=939524096 l HighTemplate=14392 l PotentialContact=0 l BasePixelOffsetX=4 l BasePixelOffsetY=70 b ImpassableWhenDestroyed = false FITend FITini [ObjectClass] l ObjectTypeNum=1 [ObjectType] st Name="CargoTruckProp" st AppearanceName="CargoTruckProp" l ExplosionObject=727 l DestroyedObject=0 f ExtentRadius=35.000000 [BuildingData] ul DmgLevel=1 f ExtentRadius=35.000000 f ExplosionRadius=0.000000 f ExplosionDamage=0.000000 l BuildingName=30307 l SetImpassable=1 l XImpasse=0 l YImpasse=0 ul NormalEffectId=0 ul BlownEffectId=0 ul DamageEffectId=0 b CanRefit=FALSE b MechBay=FALSE f TimeToBurnDamage=5.000000 f BurnDamagePerTime=1.000000 f DamageLvlForBurn=22.000000 f SensorRange=-1.000000 l TeamID=-1 l Tonnage=20 l BattleRating=20 l NumMarines=0 b blockLineOfFire=FALSE l LowTemplate=939524096 l HighTemplate=14392 l PotentialContact=0 l BasePixelOffsetX=4 l BasePixelOffsetY=70 b ImpassableWhenDestroyed = false FITend FITini [ObjectClass] l ObjectTypeNum=11 [ObjectType] st Name="DuneBuggyProp" st AppearanceName="DuneBuggyProp" l ExplosionObject=727 l DestroyedObject=0 f ExtentRadius=35.000000 [TerrainObjectData] ul DmgLevel=1 f ExtentRadius=35.000000 FITend FITini [ObjectClass] l ObjectTypeNum=11 [ObjectType] st Name="JeepProp" st AppearanceName="JeepProp" l ExplosionObject=727 l DestroyedObject=0 f ExtentRadius=35.000000 [TerrainObjectData] ul DmgLevel=1 f ExtentRadius=35.000000 FITend FITini [ObjectClass] l ObjectTypeNum=1 [ObjectType] st Name="FuelTruckProp" st AppearanceName="FuelTruckProp" l ExplosionObject=727 l DestroyedObject=0 f ExtentRadius=35.000000 [BuildingData] ul DmgLevel=1 f ExtentRadius=35.000000 f ExplosionRadius=225.000000 f ExplosionDamage=20.000000 l BuildingName=30305 l SetImpassable=1 l XImpasse=0 l YImpasse=0 ul NormalEffectId=0 ul BlownEffectId=0 ul DamageEffectId=0 b CanRefit=FALSE b MechBay=FALSE f TimeToBurnDamage=5.000000 f BurnDamagePerTime=1.000000 f DamageLvlForBurn=22.000000 f SensorRange=-1.000000 l TeamID=-1 l Tonnage=20 l BattleRating=20 l NumMarines=0 b blockLineOfFire=FALSE l LowTemplate=939524096 l HighTemplate=14392 l PotentialContact=0 l BasePixelOffsetX=4 l BasePixelOffsetY=70 b ImpassableWhenDestroyed = false FITend FITini [ObjectClass] l ObjectTypeNum=11 [ObjectType] st Name="JeepProp" st AppearanceName="JeepProp" l ExplosionObject=727 l DestroyedObject=0 f ExtentRadius=35.000000 [TerrainObjectData] ul DmgLevel=1 f ExtentRadius=35.000000 FITend FITini [ObjectClass] l ObjectTypeNum=1 [ObjectType] st Name="OrdnanceTruckProp" st AppearanceName="OrdnanceTruckProp" l ExplosionObject=727 l DestroyedObject=0 f ExtentRadius=35.000000 [BuildingData] ul DmgLevel=1 f ExtentRadius=35.000000 f ExplosionRadius=0.000000 f ExplosionDamage=0.000000 l BuildingName=30308 l SetImpassable=1 l XImpasse=0 l YImpasse=0 ul NormalEffectId=0 ul BlownEffectId=0 ul DamageEffectId=0 b CanRefit=FALSE b MechBay=FALSE f TimeToBurnDamage=5.000000 f BurnDamagePerTime=1.000000 f DamageLvlForBurn=22.000000 f SensorRange=-1.000000 l TeamID=-1 l Tonnage=20 l BattleRating=20 l NumMarines=0 b blockLineOfFire=FALSE l LowTemplate=939524096 l HighTemplate=14392 l PotentialContact=0 l BasePixelOffsetX=4 l BasePixelOffsetY=70 b ImpassableWhenDestroyed = false l ResourcePoints = 4000 b Capturable = true FITend FITini [ObjectClass] l ObjectTypeNum=1 [ObjectType] st Name="TroopTransportProp" st AppearanceName="TroopTransportProp" l ExplosionObject=727 l DestroyedObject=0 f ExtentRadius=35.000000 [BuildingData] ul DmgLevel=1 f ExtentRadius=35.000000 f ExplosionRadius=0.000000 f ExplosionDamage=0.000000 l BuildingName=30376 l SetImpassable=1 l XImpasse=0 l YImpasse=0 ul NormalEffectId=0 ul BlownEffectId=0 ul DamageEffectId=0 b CanRefit=FALSE b MechBay=FALSE f TimeToBurnDamage=5.000000 f BurnDamagePerTime=1.000000 f DamageLvlForBurn=22.000000 f SensorRange=-1.000000 l TeamID=-1 l Tonnage=20 l BattleRating=20 l NumMarines=0 b blockLineOfFire=FALSE l LowTemplate=939524096 l HighTemplate=14392 l PotentialContact=0 l BasePixelOffsetX=4 l BasePixelOffsetY=70 b ImpassableWhenDestroyed = false FITend FITini [ObjectClass] l ObjectTypeNum=1 [ObjectType] st Name="TruckProp" st AppearanceName="TruckProp" l ExplosionObject=727 l DestroyedObject=0 f ExtentRadius=35.000000 [BuildingData] ul DmgLevel=1 f ExtentRadius=35.000000 f ExplosionRadius=0.000000 f ExplosionDamage=0.000000 l BuildingName=30306 l SetImpassable=1 l XImpasse=0 l YImpasse=0 ul NormalEffectId=0 ul BlownEffectId=0 ul DamageEffectId=0 b CanRefit=FALSE b MechBay=FALSE f TimeToBurnDamage=5.000000 f BurnDamagePerTime=1.000000 f DamageLvlForBurn=22.000000 f SensorRange=-1.000000 l TeamID=-1 l Tonnage=20 l BattleRating=20 l NumMarines=0 b blockLineOfFire=FALSE l LowTemplate=939524096 l HighTemplate=14392 l PotentialContact=0 l BasePixelOffsetX=4 l BasePixelOffsetY=70 b ImpassableWhenDestroyed = false FITend FITini [ObjectClass] l ObjectTypeNum=1 [ObjectType] st Name="GrainStorage" st AppearanceName="grainStorage" l ExplosionObject=727 l DestroyedObject=0 f ExtentRadius=35.000000 [BuildingData] ul DmgLevel=3 f ExtentRadius=35.000000 f ExplosionRadius=0.000000 f ExplosionDamage=0.000000 l BuildingName=30560 l SetImpassable=1 l XImpasse=0 l YImpasse=0 ul NormalEffectId=0 ul BlownEffectId=0 ul DamageEffectId=0 b CanRefit=FALSE b MechBay=FALSE f TimeToBurnDamage=5.000000 f BurnDamagePerTime=1.000000 f DamageLvlForBurn=22.000000 f SensorRange=-1.000000 l TeamID=-1 l Tonnage=20 l BattleRating=20 l NumMarines=0 b blockLineOfFire=FALSE l LowTemplate=939524096 l HighTemplate=14392 l PotentialContact=0 l BasePixelOffsetX=4 l BasePixelOffsetY=70 b ImpassableWhenDestroyed = false FITend FITini [ObjectClass] l ObjectTypeNum=1 [ObjectType] st Name="Greenhouse" st AppearanceName="greenhouse" l ExplosionObject=727 l DestroyedObject=0 f ExtentRadius=35.000000 [BuildingData] ul DmgLevel=3 f ExtentRadius=35.000000 f ExplosionRadius=0.000000 f ExplosionDamage=0.000000 l BuildingName=30561 l SetImpassable=1 l XImpasse=0 l YImpasse=0 ul NormalEffectId=0 ul BlownEffectId=0 ul DamageEffectId=0 b CanRefit=FALSE b MechBay=FALSE f TimeToBurnDamage=5.000000 f BurnDamagePerTime=1.000000 f DamageLvlForBurn=22.000000 f SensorRange=-1.000000 l TeamID=-1 l Tonnage=20 l BattleRating=20 l NumMarines=0 b blockLineOfFire=FALSE l LowTemplate=939524096 l HighTemplate=14392 l PotentialContact=0 l BasePixelOffsetX=4 l BasePixelOffsetY=70 b ImpassableWhenDestroyed = false FITend FITini [ObjectClass] l ObjectTypeNum=21 [ObjectType] st Name="guntower" st AppearanceName="guntower" l ExplosionObject=42 l DestroyedObject=0 f ExtentRadius=1500.000000 [TurretData] ul DmgLevel=3 f ExtentRadius=35.000000 f ExplosionRadius=0.000000 f ExplosionDamage=0.000000 l BuildingName=30654 l BuildingDescription = 30655 l SetImpassable=1 l XImpasse=0 l YImpasse=0 ul NormalEffectId=0 ul BlownEffectId=0 ul DamageEffectId=0 b CanRefit=FALSE b MechBay=FALSE f TimeToBurnDamage=5.000000 f BurnDamagePerTime=1.000000 f DamageLvlForBurn=13.000000 f SensorRange=-1.000000 l TeamID=-1 l Tonnage=20 l BattleRating=0 l NumMarines=0 b blockLineOfFire=FALSE l LowTemplate=268435456 l HighTemplate=4112 l PotentialContact=0 l BasePixelOffsetX=43 l BasePixelOffsetY=75 f AttackRadius=1500.0 f MaxTurretYawRate=20.0 l WeaponType = 114 l PilotSkill = 50 l LittleExtent = 35.0 FITend FITini [ObjectClass] l ObjectTypeNum=1 [ObjectType] st Name="IndustrialComplex" st AppearanceName="IndustrialComplex" l ExplosionObject=727 l DestroyedObject=0 f ExtentRadius=35.000000 [BuildingData] ul DmgLevel=20 f ExtentRadius=35.000000 f ExplosionRadius=0.000000 f ExplosionDamage=0.000000 l BuildingName=30563 l SetImpassable=1 l XImpasse=0 l YImpasse=0 ul NormalEffectId=0 ul BlownEffectId=0 ul DamageEffectId=0 b CanRefit=FALSE b MechBay=FALSE f TimeToBurnDamage=5.000000 f BurnDamagePerTime=1.000000 f DamageLvlForBurn=22.000000 f SensorRange=-1.000000 l TeamID=-1 l Tonnage=20 l BattleRating=20 l NumMarines=0 b blockLineOfFire=FALSE l LowTemplate=939524096 l HighTemplate=14392 l PotentialContact=0 l BasePixelOffsetX=4 l BasePixelOffsetY=70 b ImpassableWhenDestroyed = false FITend FITini [ObjectClass] l ObjectTypeNum=1 [ObjectType] st Name="RelayStation" st AppearanceName="RelayStation" l ExplosionObject=727 l DestroyedObject=0 f ExtentRadius=35.000000 [BuildingData] ul DmgLevel=5 f ExtentRadius=35.000000 f ExplosionRadius=0.000000 f ExplosionDamage=0.000000 l BuildingName=30564 l SetImpassable=1 l XImpasse=0 l YImpasse=0 ul NormalEffectId=0 ul BlownEffectId=0 ul DamageEffectId=0 b CanRefit=FALSE b MechBay=FALSE f TimeToBurnDamage=5.000000 f BurnDamagePerTime=1.000000 f DamageLvlForBurn=22.000000 f SensorRange=-1.000000 l TeamID=-1 l Tonnage=20 l BattleRating=20 l NumMarines=0 b blockLineOfFire=FALSE l LowTemplate=939524096 l HighTemplate=14392 l PotentialContact=0 l BasePixelOffsetX=4 l BasePixelOffsetY=70 b ImpassableWhenDestroyed = false FITend FITini [ObjectClass] l ObjectTypeNum=1 [ObjectType] st Name="TransformerStation" st AppearanceName="TransformerStation" l ExplosionObject=727 l DestroyedObject=0 f ExtentRadius=35.000000 [BuildingData] ul DmgLevel=11 f ExtentRadius=35.000000 f ExplosionRadius=0.000000 f ExplosionDamage=0.000000 l BuildingName=30565 l SetImpassable=1 l XImpasse=0 l YImpasse=0 ul NormalEffectId=0 ul BlownEffectId=0 ul DamageEffectId=0 b CanRefit=FALSE b MechBay=FALSE f TimeToBurnDamage=5.000000 f BurnDamagePerTime=1.000000 f DamageLvlForBurn=22.000000 f SensorRange=-1.000000 l TeamID=-1 l Tonnage=20 l BattleRating=20 l NumMarines=0 b blockLineOfFire=FALSE l LowTemplate=939524096 l HighTemplate=14392 l PotentialContact=0 l BasePixelOffsetX=4 l BasePixelOffsetY=70 b ImpassableWhenDestroyed = false FITend FITini [ObjectClass] l ObjectTypeNum=1 [ObjectType] st Name="ValveStation" st AppearanceName="ValveStation" l ExplosionObject=727 l DestroyedObject=0 f ExtentRadius=35.000000 [BuildingData] ul DmgLevel=7 f ExtentRadius=35.000000 f ExplosionRadius=0.000000 f ExplosionDamage=0.000000 l BuildingName=30566 l SetImpassable=1 l XImpasse=0 l YImpasse=0 ul NormalEffectId=0 ul BlownEffectId=0 ul DamageEffectId=0 b CanRefit=FALSE b MechBay=FALSE f TimeToBurnDamage=5.000000 f BurnDamagePerTime=1.000000 f DamageLvlForBurn=22.000000 f SensorRange=-1.000000 l TeamID=-1 l Tonnage=20 l BattleRating=20 l NumMarines=0 b blockLineOfFire=FALSE l LowTemplate=939524096 l HighTemplate=14392 l PotentialContact=0 l BasePixelOffsetX=4 l BasePixelOffsetY=70 b ImpassableWhenDestroyed = false FITend FITini [ObjectClass] l ObjectTypeNum=1 [ObjectType] st Name="WasteProcessor" st AppearanceName="WasteProcessor" l ExplosionObject=727 l DestroyedObject=0 f ExtentRadius=35.000000 [BuildingData] ul DmgLevel=5 f ExtentRadius=35.000000 f ExplosionRadius=0.000000 f ExplosionDamage=0.000000 l BuildingName=30567 l SetImpassable=1 l XImpasse=0 l YImpasse=0 ul NormalEffectId=0 ul BlownEffectId=0 ul DamageEffectId=0 b CanRefit=FALSE b MechBay=FALSE f TimeToBurnDamage=5.000000 f BurnDamagePerTime=1.000000 f DamageLvlForBurn=22.000000 f SensorRange=-1.000000 l TeamID=-1 l Tonnage=20 l BattleRating=20 l NumMarines=0 b blockLineOfFire=FALSE l LowTemplate=939524096 l HighTemplate=14392 l PotentialContact=0 l BasePixelOffsetX=4 l BasePixelOffsetY=70 b ImpassableWhenDestroyed = false FITend FITini [ObjectClass] l ObjectTypeNum=1 [ObjectType] st Name="HPGStation" st AppearanceName="HPGStation" l ExplosionObject=727 l DestroyedObject=0 f ExtentRadius=35.000000 [BuildingData] ul DmgLevel=45 f ExtentRadius=35.000000 f ExplosionRadius=0.000000 f ExplosionDamage=0.000000 l BuildingName=30568 l SetImpassable=1 l XImpasse=0 l YImpasse=0 ul NormalEffectId=0 ul BlownEffectId=0 ul DamageEffectId=0 b CanRefit=FALSE b MechBay=FALSE f TimeToBurnDamage=5.000000 f BurnDamagePerTime=1.000000 f DamageLvlForBurn=22.000000 f SensorRange=-1.000000 l TeamID=-1 l Tonnage=20 l BattleRating=20 l NumMarines=0 b blockLineOfFire=FALSE l LowTemplate=939524096 l HighTemplate=14392 l PotentialContact=0 l BasePixelOffsetX=4 l BasePixelOffsetY=70 b ImpassableWhenDestroyed = false ul ActivityEffectId=77 FITend FITini [ObjectClass] l ObjectTypeNum=1 [ObjectType] st Name="DavionHQ.fit" st AppearanceName="D_HQ" l ExplosionObject=727 l DestroyedObject=0 f ExtentRadius=35.000000 [BuildingData] ul DmgLevel=100 f ExtentRadius=35.000000 f ExplosionRadius=0.000000 f ExplosionDamage=0.000000 l BuildingName=30569 l SetImpassable=1 l XImpasse=0 l YImpasse=0 ul NormalEffectId=0 ul BlownEffectId=0 ul DamageEffectId=0 b CanRefit=FALSE b MechBay=FALSE f TimeToBurnDamage=5.000000 f BurnDamagePerTime=1.000000 f DamageLvlForBurn=22.000000 f SensorRange=-1.000000 l TeamID=-1 l Tonnage=20 l BattleRating=20 l NumMarines=0 b blockLineOfFire=FALSE l LowTemplate=939524096 l HighTemplate=14392 l PotentialContact=0 l BasePixelOffsetX=4 l BasePixelOffsetY=70 b Capturable = FALSE FITend FITini [ObjectClass] l ObjectTypeNum=1 [ObjectType] st Name="S_HQ" st AppearanceName="S_HQ" l ExplosionObject=727 l DestroyedObject=0 f ExtentRadius=35.000000 [BuildingData] ul DmgLevel=100 f ExtentRadius=35.000000 f ExplosionRadius=0.000000 f ExplosionDamage=0.000000 l BuildingName=30571 l SetImpassable=1 l XImpasse=0 l YImpasse=0 ul NormalEffectId=0 ul BlownEffectId=0 ul DamageEffectId=0 b CanRefit=FALSE b MechBay=FALSE f TimeToBurnDamage=5.000000 f BurnDamagePerTime=1.000000 f DamageLvlForBurn=46.000000 f SensorRange=-1.000000 l TeamID=-1 l Tonnage=20 l BattleRating=20 l NumMarines=0 b blockLineOfFire=FALSE l LowTemplate=942669824 l HighTemplate=14392 l PotentialContact=0 l BasePixelOffsetX=5 l BasePixelOffsetY=70 b Capturable = FALSE FITend FITini [ObjectClass] l ObjectTypeNum=1 [ObjectType] st Name="LiaoHQ.fit" st AppearanceName="L_HQ" l ExplosionObject=727 l DestroyedObject=0 f ExtentRadius=35.000000 l EncyclopediaID = 45406 [BuildingData] ul DmgLevel=100 f ExtentRadius=35.000000 f ExplosionRadius=0.000000 f ExplosionDamage=0.000000 l BuildingName=30570 l SetImpassable=1 l XImpasse=0 l YImpasse=0 ul NormalEffectId=0 ul BlownEffectId=0 ul DamageEffectId=0 b CanRefit=FALSE b MechBay=FALSE f TimeToBurnDamage=5.000000 f BurnDamagePerTime=1.000000 f DamageLvlForBurn=22.000000 f SensorRange=-1.000000 l TeamID=-1 l Tonnage=20 l BattleRating=20 l NumMarines=0 b blockLineOfFire=FALSE l LowTemplate=939524096 l HighTemplate=14392 l PotentialContact=0 l BasePixelOffsetX=3 l BasePixelOffsetY=52 b Capturable = FALSE FITend FITini [ObjectClass] l ObjectTypeNum=11 [ObjectType] st Name="wireFence" st AppearanceName="wirefence" l ExplosionObject=42 l DestroyedObject=0 f ExtentRadius=0.000000 [TerrainObjectData] ul DmgLevel=1 f ExtentRadius=20.000000 FITend FITini [ObjectClass] l ObjectTypeNum=11 [ObjectType] st Name="wirefenceDiag" st AppearanceName="wirefencediag" l ExplosionObject=42 l DestroyedObject=0 f ExtentRadius=0.000000 [TerrainObjectData] ul DmgLevel=1 f ExtentRadius=20.000000 FITend FITini [ObjectClass] l ObjectTypeNum=11 [ObjectType] st Name="RazorwireFence" st AppearanceName="Razorwirefence" l ExplosionObject=42 l DestroyedObject=0 f ExtentRadius=0.000000 [TerrainObjectData] ul DmgLevel=1 f ExtentRadius=20.000000 FITend FITini [ObjectClass] l ObjectTypeNum=11 [ObjectType] st Name="RazorwirefenceDiag" st AppearanceName="Razorwirefencediag" l ExplosionObject=42 l DestroyedObject=0 f ExtentRadius=0.000000 [TerrainObjectData] ul DmgLevel=1 f ExtentRadius=20.000000 FITend FITini [ObjectClass] l ObjectTypeNum=11 [ObjectType] st Name="hazmat" st AppearanceName="Hazmat" l ExplosionObject=727 l DestroyedObject=0 f ExtentRadius=35.000000 [TerrainObjectData] ul DmgLevel=1 f ExtentRadius=20.000000 FITend FITini [ObjectClass] l ObjectTypeNum=11 [ObjectType] st Name="Motorcycle" st AppearanceName="Motorcycle" l ExplosionObject=727 l DestroyedObject=0 f ExtentRadius=35.000000 [TerrainObjectData] ul DmgLevel=1 f ExtentRadius=35.000000 FITend FITini [ObjectClass] l ObjectTypeNum=1 [ObjectType] st Name="PrivateJet" st AppearanceName="PrivateJet" l ExplosionObject=727 l DestroyedObject=0 f ExtentRadius=35.000000 [BuildingData] ul DmgLevel=1 f ExtentRadius=35.000000 f ExplosionRadius=0.000000 f ExplosionDamage=0.000000 l BuildingName=30378 l SetImpassable=1 l XImpasse=0 l YImpasse=0 ul NormalEffectId=0 ul BlownEffectId=0 ul DamageEffectId=0 b CanRefit=FALSE b MechBay=FALSE f TimeToBurnDamage=5.000000 f BurnDamagePerTime=1.000000 f DamageLvlForBurn=22.000000 f SensorRange=-1.000000 l TeamID=-1 l Tonnage=20 l BattleRating=20 l NumMarines=0 b blockLineOfFire=FALSE l LowTemplate=939524096 l HighTemplate=14392 l PotentialContact=0 l BasePixelOffsetX=4 l BasePixelOffsetY=70 b ImpassableWhenDestroyed = false FITend FITini //--------------------------------------------------------------------------- // // VEHICLE: sports car 5 // // BASE ID: 500 // //--------------------------------------------------------------------------- // This is a vehicle Data File. [ObjectClass] l ObjectTypeNum = 3 [Header] st FileType = "GroundVehicleType" [General] ul ID = 500 // ID number for this mech type uc Alignment = 0 // 0 = Inner Sphere, 1 = Clan st Name = "sports car" // vehicle type description uc Chassis = 0 // Standard Chassis f TonnageClass = 5.0 // 80 tons [InternalStructure] //------------------------------------------------------------------------ // In theory, the following should be dictated by the MaxTonnage, correct? uc Front = 17 uc Left = 17 uc Right = 17 uc Rear = 17 uc Turret = 17 [ObjectType] st Name = "sports car" // Text string giving a descriptive name (only 8 chars long!!) l Type = 43 // ID number for this mech type l Appearance = 0x050001A1 l Duration = -1 // Lasts forever = -1 l MaxDamage = 200 // Number of damage points before BOOM! l ExplosionObject = 449 // Object Class Number of explosion for Mech l DestroyedObject = 101 // Object Class Number of Destroyed shape for Mech f ExtentRadius = 11 // Extent Radius in Meters l IconNumber = 0 [Control] ul Type = 2 //player = 1, ai = 2, net = 3 ul DataType = 1 //mech control data = 1 [Dynamics] ul Type = 2 //Mech dynamics = 1 [VehicleDynamics] l maxTurretYawRate = 90 l maxTurretYaw = 100 l maxVehicleYawRate = 360 f maxAccel = 21.0 f maxVelocity = 21.0 [AudioVisual] st Anim = "animString" uc[3] MoveAnimSpeed = 0,2,1 FITEnd FITini [ObjectClass] l ObjectTypeNum=1 [ObjectType] st Name="bridge" st AppearanceName="bridge" l ExplosionObject=727 l DestroyedObject=0 f ExtentRadius=35.000000 [BuildingData] ul DmgLevel=100 f ExtentRadius=35.000000 f ExplosionRadius=0.000000 f ExplosionDamage=0.000000 l BuildingName=30649 l SetImpassable=1 l XImpasse=0 l YImpasse=0 ul NormalEffectId=0 ul BlownEffectId=0 ul DamageEffectId=0 b CanRefit=FALSE b MechBay=FALSE f TimeToBurnDamage=5.000000 f BurnDamagePerTime=1.000000 f DamageLvlForBurn=22.000000 f SensorRange=-1.000000 l TeamID=-1 l Tonnage=20 l BattleRating=20 l NumMarines=0 b blockLineOfFire=FALSE l LowTemplate=939524096 l HighTemplate=14392 l PotentialContact=0 l BasePixelOffsetX=4 l BasePixelOffsetY=70 b ImpassableWhenDestroyed = false FITend FITini // This is a sample Smoke Data File [ObjectClass] l ObjectTypeNum = 7 [ObjectType] st Name = "fsmoke" // Text string giving a descriptive name (only 8 chars long!!) l Type = 23 // ID number for this mech type l Appearance = 0x03000017 l MaxDamage = 0 // Number of damage points before BOOM! l ExplosionObject = 0 // Object Class Number of explosion for Mech l DestroyedObject = 0 // Object Class Number of Destroyed shape for Mech f ExtentRadius = 0 // Extent Radius in Meters [SmokeData] s FrameRate = 6.0 // frame rate that sphere animation runs at f zVelocity = 10.0 // m/s f SlowDownPercent = 0.1 // Percent slower smoke goes then object due to drag. f SmokePerSecond = 10 // number of spheres per second. l Duration = 25 // Lasts forever = -1 (s) ul maxSmokeSpheres = 40 // max number of spheres around. f randomVelX = 6.0 // How much can x/y velocity vary by. f randomVelY = 6.0 // This should get crowded spheres going. f randomVelZ = 5.0 // This should get crowded spheres going. f randomPosX = 1.0 // How much can x/y/z position vary by. f randomPosY = 1.0 // This should get crowded spheres going. f randomPosZ = 0.0 st SmokeShape = "bsm" FITend FITini //--------------------------------------------------------------------------- // // Debris: Hollander Right Arm // // BASE ID: 57 // //--------------------------------------------------------------------------- [ObjectClass] l ObjectTypeNum = 9 [ArmFall] f ArmFallYaw = 45.0 f ArmFallYawRange = 45.0 f ArmFallVelMag = 10.0 f ArmFallVelRange = 5.0 f ArmFallDecelRate = -3.0 [ObjectType] st Name = "HLRARM" // Text string giving a descriptive name (only 8 chars long!!) l Type = 57 // ID number for this mech type l Appearance = 0x060001AC l Duration = -1 // Lasts forever = -1 l MaxDamage = 0 // Number of damage points before BOOM! l ExplosionObject = -1 // Object Class Number of explosion for Mech l DestroyedObject = -1 // Object Class Number of Destroyed shape for Mech f ExtentRadius = 0 // Extent Radius in Meters (0 Can't hit hit ever) FITEnd FITini //--------------------------------------------------------------------------- // // Debris: Hollander Left Arm // // BASE ID: 56 // //--------------------------------------------------------------------------- [ObjectClass] l ObjectTypeNum = 9 [ArmFall] f ArmFallYaw = 45.0 f ArmFallYawRange = 45.0 f ArmFallVelMag = 10.0 f ArmFallVelRange = 5.0 f ArmFallDecelRate = -3.0 [ObjectType] st Name = "HLLARM" // Text string giving a descriptive name (only 8 chars long!!) l Type = 56 // ID number for this mech type l Appearance = 0x060001AD l Duration = -1 // Lasts forever = -1 l MaxDamage = 0 // Number of damage points before BOOM! l ExplosionObject = -1 // Object Class Number of explosion for Mech l DestroyedObject = -1 // Object Class Number of Destroyed shape for Mech f ExtentRadius = 0 // Extent Radius in Meters (0 Can't hit hit ever) FITEnd FITini // This is a sample Smoke Data File [ObjectClass] l ObjectTypeNum = 7 [ObjectType] st Name = "jsmoke" // Text string giving a descriptive name (only 8 chars long!!) l Type = 23 // ID number for this mech type l Appearance = 0x03000017 l MaxDamage = 0 // Number of damage points before BOOM! l ExplosionObject = 0 // Object Class Number of explosion for Mech l DestroyedObject = 0 // Object Class Number of Destroyed shape for Mech f ExtentRadius = 0 // Extent Radius in Meters [SmokeData] f FrameRate = 12.0 f zVelocity = -25.0 // m/s f SlowDownPercent = 0.1 // Percent slower smoke goes then object due to drag. f SmokePerSecond = 24 // number of spheres per second. l Duration = 25 // Lasts forever = -1 (s) ul maxSmokeSpheres = 30 // max number of spheres around. f randomVelX = 3.0 // How much can x/y velocity vary by. f randomVelY = 3.0 // This should get crowded spheres going. f randomVelZ = 1.0 // This should get crowded spheres going. f randomPosX = 0.0 // How much can x/y/z position vary by. f randomPosY = 0.0 // This should get crowded spheres going. f randomPosZ = 0.0 st SmokeShape = "jfx" FITend FITini // This is the Jump FX Data File -- The Jump FX work exactly like bullets which don't fly! [ObjectClass] l ObjectTypeNum = 16 [ObjectType] st Name = "jfx" // Text string giving a descriptive name (only 8 chars long!!) l Type = 25 // ID number for this object type l Appearance = 0 // Was 0x060001AE l Duration = 2 // Lasts forever = -1 (s) 2 second burst l MaxDamage = 0 // Number of damage points before BOOM! l ExplosionObject = 0 // Object Class Number of explosion for Mech l DestroyedObject = 0 // Object Class Number of Destroyed shape for Mech f ExtentRadius = 0 // Extent Radius in Meters [JetData] ul SoundEffectId = 8 // Id of soundEffect to play on Fire. ul SmokeObjectId = 453 // No smoke on a bullet? ul LightObjectId = 681 FITend FITini [ObjectClass] l ObjectTypeNum=24 [ObjectType] st Name="" l Appearance=0 l ExplosionObject=0 l DestroyedObject=0 f ExtentRadius=0.000000 [BeamProjectileData] l FiringSoundFX = 3 //Sound Effect ID f BulgeWidth = 1.0 ul MidEdgeRGB = 0xFFFFFF //Color of the start of the beam ul MiddleRGB = 0xFF0000 //Color of the end of the beam uc EdgeAlpha = 0x3f uc BoltAlpha = 0xff b IsBeam = t f BeamDuration = 0.5 //(seconds) f BeamWiggle = 2.5 //(magic/wizard) st TextureName = "fx_laser01" //(located in data\effects directory) f UVAnimRate = 1.0 //Amount UV moves per second) f UVRepeat = 1.0 //Amount UV repeats along beam) f UnitLength = 100.0 //Amount of distance necessary to repeat above times FITend FITini [ObjectClass] l ObjectTypeNum=24 [ObjectType] st Name="" l Appearance=0 l ExplosionObject=0 l DestroyedObject=0 f ExtentRadius=0.000000 [BeamProjectileData] l FiringSoundFX = 1 //Sound Effect ID f BulgeWidth = 1.5 ul MidEdgeRGB = 0xFFFFFF //Color of the start of the beam ul MiddleRGB = 0xFF0000 //Color of the end of the beam uc EdgeAlpha = 0x3f uc BoltAlpha = 0xff b IsBeam = t f BeamDuration = 0.5 //(seconds) f BeamWiggle = 1.0 //(magic/wizard) st TextureName = "fx_laser01" //(located in data\effects directory) f UVAnimRate = 1.0 //Amount UV moves per second) f UVRepeat = 15.0 //Amount UV repeats along beam) f UnitLength = 100.0 //Amount of distance necessary to repeat above times FITend FITini [ObjectClass] l ObjectTypeNum=24 [ObjectType] st Name="" l Appearance=0 l ExplosionObject=0 l DestroyedObject=0 f ExtentRadius=0.000000 [BeamProjectileData] l FiringSoundFX = 1 //Sound Effect ID f BulgeWidth = 3.0 ul MidEdgeRGB = 0xFFFFFF //Color of the start of the beam ul MiddleRGB = 0xFF0000 //Color of the end of the beam uc EdgeAlpha = 0x3f uc BoltAlpha = 0xff b IsBeam = t f BeamDuration = 0.7 //(seconds) f BeamWiggle = 1.0 //(magic/wizard) st TextureName = "fx_laser01" //(located in data\effects directory) f UVAnimRate = 1.0 //Amount UV moves per second) f UVRepeat = 15.0 //Amount UV repeats along beam) f UnitLength = 100.0 //Amount of distance necessary to repeat above times FITend FITini [ObjectClass] l ObjectTypeNum=24 [ObjectType] st Name="" l Appearance=0 l ExplosionObject=0 l DestroyedObject=0 f ExtentRadius=0.000000 [BoltProjectileData] f ProjectileLength=20.000000 f BulgeLength=5.000000 f BulgeWidth=1.500000 f Velocity=600.000000 l FiringEffect=0 l TrailEffect=0 l HitEffect=0 l MissEffect=0 l FiringSoundFX=7 l LightEffect=0 ul FrontRGB=65535 ul MidEdgeRGB=8454143 ul MiddleRGB=12582911 ul BackRGB=44718 uc EdgeAlpha=200 uc BoltAlpha=255 f AfterHitTime = .15 FITend FITini [ObjectClass] l ObjectTypeNum=24 [ObjectType] st Name="" l Appearance=0 l ExplosionObject=0 l DestroyedObject=0 f ExtentRadius=0.000000 [BoltProjectileData] f ProjectileLength=30.000000 f BulgeLength=10.000000 f BulgeWidth=2.000000 f Velocity=550.000000 l FiringEffect=0 l TrailEffect=0 l HitEffect=0 l MissEffect=0 l FiringSoundFX=7 l LightEffect=0 ul FrontRGB=65535 ul MidEdgeRGB=8454143 ul MiddleRGB=12582911 ul BackRGB=44718 uc EdgeAlpha=200 uc BoltAlpha=255 f AfterHitTime = .25 FITend FITini [ObjectClass] l ObjectTypeNum=24 [ObjectType] st Name="" l Appearance=0 l ExplosionObject=0 l DestroyedObject=0 f ExtentRadius=0.000000 [BoltProjectileData] f ProjectileLength=40.000000 f BulgeLength=15.000000 f BulgeWidth=2.500000 f Velocity=500.000000 l FiringEffect=0 l TrailEffect=0 l HitEffect=0 l MissEffect=0 l FiringSoundFX=7 l LightEffect=0 ul FrontRGB=65535 ul MidEdgeRGB=8454143 ul MiddleRGB=12582911 ul BackRGB=44718 uc EdgeAlpha=200 uc BoltAlpha=255 f AfterHitTime = .25 FITend FITini [ObjectClass] l ObjectTypeNum=24 [ObjectType] st Name="" l Appearance=0 l ExplosionObject=0 l DestroyedObject=0 f ExtentRadius=0.000000 [BeamProjectileData] l FiringSoundFX = 1 //Sound Effect ID f BulgeWidth = 1.5 ul MidEdgeRGB = 0xFFFFFF //Color of the start of the beam ul MiddleRGB = 0xFF3600 //Color of the end of the beam uc EdgeAlpha = 0x3f uc BoltAlpha = 0xff b IsBeam = t f BeamDuration = 0.5 //(seconds) f BeamWiggle = 1.0 //(magic/wizard) st TextureName = "fx_laser04" //(located in data\effects directory) f UVAnimRate = 1.0 //Amount UV moves per second) f UVRepeat = 15.0 //Amount UV repeats along beam) f UnitLength = 100.0 //Amount of distance necessary to repeat above times FITend FITini [ObjectClass] l ObjectTypeNum=24 [ObjectType] st Name="" l Appearance=0 l ExplosionObject=0 l DestroyedObject=0 f ExtentRadius=0.000000 [BeamProjectileData] l FiringSoundFX = 1 //Sound Effect ID f BulgeWidth = 3.0 ul MidEdgeRGB = 0xFFFFFF //Color of the start of the beam ul MiddleRGB = 0xFF3600 //Color of the end of the beam uc EdgeAlpha = 0x3f uc BoltAlpha = 0xff b IsBeam = t f BeamDuration = 0.7 //(seconds) f BeamWiggle = 1.0 //(magic/wizard) st TextureName = "fx_laser04" //(located in data\effects directory) f UVAnimRate = 1.0 //Amount UV moves per second) f UVRepeat = 15.0 //Amount UV repeats along beam) f UnitLength = 100.0 //Amount of distance necessary to repeat above times FITend FITini [ObjectClass] l ObjectTypeNum=24 [ObjectType] st Name="" l Appearance=0 l ExplosionObject=0 l DestroyedObject=0 f ExtentRadius=0.000000 [BeamProjectileData] l FiringSoundFX = 1 //Sound Effect ID f BulgeWidth = 2.0 ul MidEdgeRGB = 0xFFFFFF //Color of the start of the beam ul MiddleRGB = 0x007800 //Color of the end of the beam uc EdgeAlpha = 0x3f uc BoltAlpha = 0xff b IsBeam = t f BeamDuration = 0.7 //(seconds) f BeamWiggle = 1.0 //(magic/wizard) st TextureName = "fx_laser02" //(located in data\effects directory) f UVAnimRate = -6.0 //Amount UV moves per second) f UVRepeat = 1.0 //Amount UV repeats along beam) f UnitLength = 45.0 //Amount of distance necessary to repeat above times FITend FITini [ObjectClass] l ObjectTypeNum=24 [ObjectType] st Name="" l Appearance=0 l ExplosionObject=0 l DestroyedObject=0 f ExtentRadius=0.000000 [BeamProjectileData] l FiringSoundFX = 1 //Sound Effect ID f BulgeWidth = 1.5 ul MidEdgeRGB = 0xFFFFFF //Color of the start of the beam ul MiddleRGB = 0xFF3600 //Color of the end of the beam uc EdgeAlpha = 0x3f uc BoltAlpha = 0xff b IsBeam = t f BeamDuration = 0.5 //(seconds) f BeamWiggle = 1.0 //(magic/wizard) st TextureName = "fx_laser04" //(located in data\effects directory) f UVAnimRate = 1.0 //Amount UV moves per second) f UVRepeat = 15.0 //Amount UV repeats along beam) f UnitLength = 100.0 //Amount of distance necessary to repeat above times FITend FITini [ObjectClass] l ObjectTypeNum=24 [ObjectType] st Name="" l Appearance=0 l ExplosionObject=0 l DestroyedObject=0 f ExtentRadius=0.000000 [BeamProjectileData] l FiringSoundFX = 1 //Sound Effect ID f BulgeWidth = 3.25 ul MidEdgeRGB = 0xFFFFFF //Color of the start of the beam ul MiddleRGB = 0x007800 //Color of the end of the beam uc EdgeAlpha = 0x3f uc BoltAlpha = 0xff b IsBeam = t f BeamDuration = 0.6 //(seconds) f BeamWiggle = 1.0 //(magic/wizard) st TextureName = "fx_laser02" //(located in data\effects directory) f UVAnimRate = -6.0 //Amount UV moves per second) f UVRepeat = 1.0 //Amount UV repeats along beam) f UnitLength = 45.0 //Amount of distance necessary to repeat above times FITend FITini [ObjectClass] l ObjectTypeNum=24 [ObjectType] st Name="" l Appearance=0 l ExplosionObject=0 l DestroyedObject=0 f ExtentRadius=0.000000 [BeamProjectileData] l FiringSoundFX = 1 //Sound Effect ID f BulgeWidth = 3.0 ul MidEdgeRGB = 0xFFFFFF //Color of the start of the beam ul MiddleRGB = 0xFF3600 //Color of the end of the beam uc EdgeAlpha = 0x3f uc BoltAlpha = 0xff b IsBeam = t f BeamDuration = 0.7 //(seconds) f BeamWiggle = 1.0 //(magic/wizard) st TextureName = "fx_laser04" //(located in data\effects directory) f UVAnimRate = 1.0 //Amount UV moves per second) f UVRepeat = 15.0 //Amount UV repeats along beam) f UnitLength = 100.0 //Amount of distance necessary to repeat above times FITend FITini [ObjectClass] l ObjectTypeNum=24 [ObjectType] st Name="" st AppearanceName="" l ExplosionObject=0 l DestroyedObject=0 f ExtentRadius=0.000000 [BoltProjectileData] f ProjectileLength=40.000000 f BulgeLength=10.000000 f BulgeWidth=2.000000 f Velocity=500.000000 st FiringEffect="" st TrailEffectName="" l HitEffect=0 l MissEffect=0 l FiringSoundFX=10 b PointLight=TRUE f MaxRadius=50.000000 f OutRadius=250.000000 ul LightRGB=16776960 f Intensity=0.0500000 ul FrontRGB=16739583 ul MidEdgeRGB=15335658 ul MiddleRGB=16776960 ul BackRGB=10460928 uc EdgeAlpha=200 uc BoltAlpha=255 st GosEffectId="ppc_trail" f AfterHitTime = .35 FITend FITini [ObjectClass] l ObjectTypeNum=24 [ObjectType] st Name="" st AppearanceName="" l ExplosionObject=0 l DestroyedObject=0 f ExtentRadius=0.000000 [BoltProjectileData] f ProjectileLength=40.000000 f BulgeLength=10.000000 f BulgeWidth=2.000000 f Velocity=500.000000 st FiringEffect="" st TrailEffectName="" l HitEffect=0 l MissEffect=0 l FiringSoundFX=10 b PointLight=true f MaxRadius=50.0 f OutRadius=250.0 ul LightRGB=16694887 f Intensity=0.0500000 ul FrontRGB=16711680 ul MidEdgeRGB=13289984 ul MiddleRGB=16694887 ul BackRGB=9803008 uc EdgeAlpha=128 uc BoltAlpha=255 st GosEffectId="ppc_trail" f AfterHitTime = .35 FITend FITini // This is the gtower data file [ObjectClass] l ObjectTypeNum = 18 [ObjectType] st Name = "gtower" // Text string giving a descriptive name (only 8 chars long!!) l Type = 0x7 l Appearance = 0x020001af l Duration = -1 // Lasts forever = -1 l MaxDamage = 0 // Number of damage points before BOOM! l ExplosionObject = 42 // Object Class Number of explosion for Mech l DestroyedObject = 0 // Object Class Number of Destroyed shape for Mech f ExtentRadius = 25 // Extent Radius in Meters [TreeData] l BuildingName = 254 b BlocksLineOfFire = FALSE l BattleRating = 500 ul DmgLevel = 46 ul BlownEffectId = -1 //Sound Effect played when building dies. ul NormalEffectId = 38 //Sound Effect played when building is normal. ul DamageEffectId = 73 //Sound Effect Played when building is dmg/destroyed. l LowTemplate = 0x18000000 l HighTemplate = 0x00000018 FITend FITini //--------------------------------------------------------------------------- // // VEHICLE: Shrek // // BASE ID: 500 // //--------------------------------------------------------------------------- // This is a Vehicle Data File. [ObjectClass] l ObjectTypeNum = 3 [Header] st FileType = "GroundVehicleType" [General] ul ID = 500 // ID number for this mech type uc Alignment = 0 // 0 = Inner Sphere, 1 = Clan st Name = "Schrek" // vehicle type description uc Chassis = 0 // Standard Chassis f TonnageClass = 85.0 // 80 tons [InternalStructure] //------------------------------------------------------------------------ // In theory, the following should be dictated by the MaxTonnage, correct? uc Front = 1 uc Left = 1 uc Right = 1 uc Rear = 1 uc Turret = 1 [ObjectType] st Name = "Shrek" // Text string giving a descriptive name (only 8 chars long!!) l Type = 43 // ID number for this mech type l Appearance = 0x050001B0 l Duration = -1 // Lasts forever = -1 l MaxDamage = 200 // Number of damage points before BOOM! l ExplosionObject = 41 // Object Class Number of explosion for Mech l DestroyedObject = 101 // Object Class Number of Destroyed shape for Mech f ExtentRadius = 23 // Extent Radius in Meters l IconNumber = 117 [Control] ul Type = 2 //player = 1, ai = 2, net = 3 ul DataType = 1 //mech control data = 1 [Dynamics] ul Type = 2 //Mech dynamics = 1 [VehicleDynamics] l maxTurretYawRate = 120 l maxTurretYaw = 360 l maxVehicleYawRate = 360 f maxAccel = 9.0 //15.0 f maxVelocity = 9.0 //15.0 [AudioVisual] st Anim = "animString" uc[3] MoveAnimSpeed = 0,2,1 FITEnd FITini //--------------------------------------------------------------------------- // // VEHICLE: Pegasus // // BASE ID: 500 // //--------------------------------------------------------------------------- // This is a sample MechBase Data File. [ObjectClass] l ObjectTypeNum = 3 [Header] st FileType = "GroundVehicleType" [General] ul ID = 500 // ID number for this mech type uc Alignment = 0 // 0 = Inner Sphere, 1 = Clan st Name = "Pegasus" // vehicle type description uc Chassis = 0 // Standard Chassis f TonnageClass = 30.0 // 80 tons [InternalStructure] //------------------------------------------------------------------------ // In theory, the following should be dictated by the MaxTonnage, correct? uc Front = 1 uc Left = 1 uc Right = 1 uc Rear = 1 uc Turret = 1 [ObjectType] st Name = "Pegasus" // Text string giving a descriptive name (only 8 chars long!!) l Type = 43 // ID number for this mech type l Appearance = 0x050001B1 l Duration = -1 // Lasts forever = -1 l MaxDamage = 200 // Number of damage points before BOOM! l ExplosionObject = 41 // Object Class Number of explosion for Mech l DestroyedObject = 101 // Object Class Number of Destroyed shape for Mech f ExtentRadius = 14 // Extent Radius in Meters l IconNumber = 111 [Control] ul Type = 2 //player = 1, ai = 2, net = 3 ul DataType = 1 //mech control data = 1 [Dynamics] ul Type = 2 //Mech dynamics = 1 [VehicleDynamics] l maxTurretYawRate = 180 l maxTurretYaw = 360 l maxVehicleYawRate = 360 f maxAccel = 21.0 //21.0 f maxVelocity = 21.0 //21.0 [AudioVisual] st Anim = "animString" uc[3] MoveAnimSpeed = 0,2,1 FITEnd FITini //--------------------------------------------------------------------------- // // VEHICLE: J. Edgar // // BASE ID: 500 // //--------------------------------------------------------------------------- // This is a sample MechBase Data File. [ObjectClass] l ObjectTypeNum = 3 [Header] st FileType = "GroundVehicleType" [General] ul ID = 500 // ID number for this mech type uc Alignment = 0 // 0 = Inner Sphere, 1 = Clan st Name = "J. Edgar" // vehicle type description uc Chassis = 0 // Standard Chassis f TonnageClass = 25.0 // 80 tons [InternalStructure] //------------------------------------------------------------------------ // In theory, the following should be dictated by the MaxTonnage, correct? uc Front = 1 uc Left = 1 uc Right = 1 uc Rear = 1 uc Turret = 1 [ObjectType] st Name = "J.Edgar" // Text string giving a descriptive name (only 8 chars long!!) l Type = 43 // ID number for this mech type l Appearance = 0x050001B2 l Duration = -1 // Lasts forever = -1 l MaxDamage = 200 // Number of damage points before BOOM! l ExplosionObject = 41 // Object Class Number of explosion for Mech l DestroyedObject = 101 // Object Class Number of Destroyed shape for Mech f ExtentRadius = 14 // Extent Radius in Meters l IconNumber = 105 [Control] ul Type = 2 //player = 1, ai = 2, net = 3 ul DataType = 1 //mech control data = 1 [Dynamics] ul Type = 2 //Mech dynamics = 1 [VehicleDynamics] l maxTurretYawRate = 150 l maxTurretYaw = 360 l maxVehicleYawRate = 360 f maxAccel = 18.0 //21.0 f maxVelocity = 18.0 //21.0 [AudioVisual] st Anim = "animString" uc[3] MoveAnimSpeed = 0,2,1 FITEnd FITini //--------------------------------------------------------------------------- // // VEHICLE: Von Luckner // // BASE ID: 500 // //--------------------------------------------------------------------------- // This is a sample MechBase Data File. [ObjectClass] l ObjectTypeNum = 3 [Header] st FileType = "GroundVehicleType" [General] ul ID = 500 // ID number for this mech type uc Alignment = 0 // 0 = Inner Sphere, 1 = Clan st Name = "VonLcknr" // vehicle type description uc Chassis = 0 // Standard Chassis f TonnageClass = 75.0 // 80 tons [InternalStructure] //------------------------------------------------------------------------ // In theory, the following should be dictated by the MaxTonnage, correct? uc Front = 1 uc Left = 1 uc Right = 1 uc Rear = 1 uc Turret = 1 [ObjectType] st Name = "VonLcknr" // Text string giving a descriptive name (only 8 chars long!!) l Type = 43 // ID number for this mech type l Appearance = 0x050001B3 l Duration = -1 // Lasts forever = -1 l MaxDamage = 200 // Number of damage points before BOOM! l ExplosionObject = 41 // Object Class Number of explosion for Mech l DestroyedObject = 101 // Object Class Number of Destroyed shape for Mech f ExtentRadius = 22 // Extent Radius in Meters l IconNumber = 121 [Control] ul Type = 2 //player = 1, ai = 2, net = 3 ul DataType = 1 //mech control data = 1 [Dynamics] ul Type = 2 //Mech dynamics = 1 [VehicleDynamics] l maxTurretYawRate = 120 l maxTurretYaw = 360 l maxVehicleYawRate = 360 f maxAccel = 12.0 //15.0 f maxVelocity = 12.0 //15.0 [AudioVisual] st Anim = "animString" uc[3] MoveAnimSpeed = 0,2,1 FITEnd FITini //--------------------------------------------------------------------------- // // VEHICLE: Condor // // BASE ID: 500 // //--------------------------------------------------------------------------- // This is a sample MechBase Data File. [ObjectClass] l ObjectTypeNum = 3 [Header] st FileType = "GroundVehicleType" [General] ul ID = 500 // ID number for this mech type uc Alignment = 0 // 0 = Inner Sphere, 1 = Clan st Name = "Condor" // vehicle type description uc Chassis = 0 // Standard Chassis f TonnageClass = 50.0 // 50 tons [InternalStructure] //------------------------------------------------------------------------ // In theory, the following should be dictated by the MaxTonnage, correct? uc Front = 1 uc Left = 1 uc Right = 1 uc Rear = 1 uc Turret = 1 [ObjectType] st Name = "Condor" // Text string giving a descriptive name (only 8 chars long!!) l Type = 43 // ID number for this mech type l Appearance = 0x050001B4 l Duration = -1 // Lasts forever = -1 l MaxDamage = 200 // Number of damage points before BOOM! l ExplosionObject = 41 // Object Class Number of explosion for Mech l DestroyedObject = 101 // Object Class Number of Destroyed shape for Mech f ExtentRadius = 20 // Extent Radius in Meters l IconNumber = 102 [Control] ul Type = 2 //player = 1, ai = 2, net = 3 ul DataType = 1 //mech control data = 1 [Dynamics] ul Type = 2 //Mech dynamics = 1 [VehicleDynamics] l maxTurretYawRate = 180 l maxTurretYaw = 360 l maxVehicleYawRate = 360 f maxAccel = 15.0 //18.0 f maxVelocity = 15.0 //18.0 [AudioVisual] st Anim = "animString" uc[3] MoveAnimSpeed = 0,2,1 FITEnd FITini //--------------------------------------------------------------------------- // // VEHICLE: Utility Vehicle // // BASE ID: 500 // //--------------------------------------------------------------------------- // This is a sample MechBase Data File. [ObjectClass] l ObjectTypeNum = 3 [Header] st FileType = "GroundVehicleType" [General] ul ID = 500 // ID number for this mech type uc Alignment = 0 // 0 = Inner Sphere, 1 = Clan st Name = "Utility" // vehicle type description uc Chassis = 0 // Standard Chassis f TonnageClass = 20.0 // 80 tons [InternalStructure] //------------------------------------------------------------------------ // In theory, the following should be dictated by the MaxTonnage, correct? uc Front = 1 uc Left = 1 uc Right = 1 uc Rear = 1 uc Turret = 1 [ObjectType] st Name = "Utility" // Text string giving a descriptive name (only 8 chars long!!) l Type = 43 // ID number for this mech type l Appearance = 0x050001B5 l Duration = -1 // Lasts forever = -1 l MaxDamage = 200 // Number of damage points before BOOM! l ExplosionObject = 41 // Object Class Number of explosion for Mech l DestroyedObject = 101 // Object Class Number of Destroyed shape for Mech f ExtentRadius = 15 // Extent Radius in Meters l IconNumber = 0 [Control] ul Type = 2 //player = 1, ai = 2, net = 3 ul DataType = 1 //mech control data = 1 [Dynamics] ul Type = 2 //Mech dynamics = 1 [VehicleDynamics] l maxTurretYawRate = 90 l maxTurretYaw = 100 l maxVehicleYawRate = 360 f maxAccel = 15.0 //18.0 f maxVelocity = 15.0 //18.0 [AudioVisual] st Anim = "animString" uc[3] MoveAnimSpeed = 0,2,1 FITEnd FITini //--------------------------------------------------------------------------- // // VEHICLE: Salvage Truck // BASE ID: 500 // //--------------------------------------------------------------------------- // This is a sample MechBase Data File. [ObjectClass] l ObjectTypeNum = 3 [Header] st FileType = "GroundVehicleType" [General] ul ID = 500 // ID number for this mech type uc Alignment = 0 // 0 = Inner Sphere, 1 = Clan st Name = "Salvage" // vehicle type description uc Chassis = 0 // Standard Chassis f TonnageClass = 40.0 // 80 tons [InternalStructure] //------------------------------------------------------------------------ // In theory, the following should be dictated by the MaxTonnage, correct? uc Front = 17 uc Left = 17 uc Right = 17 uc Rear = 17 uc Turret = 17 [ObjectType] st Name = "Salvage Truck" // Text string giving a descriptive name (only 8 chars long!!) l Type = 43 // ID number for this mech type l Appearance = 0x050001B6 l Duration = -1 // Lasts forever = -1 l MaxDamage = 200 // Number of damage points before BOOM! l ExplosionObject = 41 // Object Class Number of explosion for Mech l DestroyedObject = 101 // Object Class Number of Destroyed shape for Mech f ExtentRadius = 25 // Extent Radius in Meters l IconNumber = 0 [Control] ul Type = 2 //player = 1, ai = 2, net = 3 ul DataType = 1 //mech control data = 1 [Dynamics] ul Type = 2 //Mech dynamics = 1 [VehicleDynamics] l maxTurretYawRate = 0 l maxTurretYaw = 0 l maxVehicleYawRate = 360 f maxAccel = 15.0 f maxVelocity = 15.0 [AudioVisual] st Anim = "animString" uc[3] MoveAnimSpeed = 0,2,1 FITEnd FITini //--------------------------------------------------------------------------- // // VEHICLE: Salvage Rig // BASE ID: 500 // //--------------------------------------------------------------------------- // This is a sample MechBase Data File. [ObjectClass] l ObjectTypeNum = 3 [Header] st FileType = "GroundVehicleType" [General] ul ID = 500 // ID number for this mech type uc Alignment = 0 // 0 = Inner Sphere, 1 = Clan st Name = "Salvage" // vehicle type description uc Chassis = 0 // Standard Chassis f TonnageClass = 50.0 // 80 tons [InternalStructure] //------------------------------------------------------------------------ // In theory, the following should be dictated by the MaxTonnage, correct? uc Front = 17 uc Left = 17 uc Right = 17 uc Rear = 17 uc Turret = 17 [ObjectType] st Name = "SlvgRig" // Text string giving a descriptive name (only 8 chars long!!) l Type = 43 // ID number for this mech type l Appearance = 0x050001B7 l Duration = -1 // Lasts forever = -1 l MaxDamage = 200 // Number of damage points before BOOM! l ExplosionObject = 41 // Object Class Number of explosion for Mech l DestroyedObject = 101 // Object Class Number of Destroyed shape for Mech f ExtentRadius = 25 // Extent Radius in Meters l IconNumber = 0 [Control] ul Type = 2 //player = 1, ai = 2, net = 3 ul DataType = 1 //mech control data = 1 [Dynamics] ul Type = 2 //Mech dynamics = 1 [VehicleDynamics] l maxTurretYawRate = 0 l maxTurretYaw = 0 l maxVehicleYawRate = 360 f maxAccel = 15.0 f maxVelocity = 15.0 [AudioVisual] st Anim = "animString" uc[3] MoveAnimSpeed = 0,2,1 FITEnd FITini //--------------------------------------------------------------------------- // // VEHICLE: Field Refit Truck // BASE ID: 500 // //--------------------------------------------------------------------------- // This is a sample MechBase Data File. [ObjectClass] l ObjectTypeNum = 3 [Header] st FileType = "GroundVehicleType" [General] ul ID = 500 // ID number for this mech type uc Alignment = 0 // 0 = Inner Sphere, 1 = Clan st Name = "Refit Truck" // vehicle type description uc Chassis = 0 // Standard Chassis f TonnageClass = 10.0 // 80 tons l RefitPoints = 49 // this is binary. Either it can refit, or not. If it can, it uses resource points... // 30% less per DT on 5/26/98 [InternalStructure] //------------------------------------------------------------------------ // In theory, the following should be dictated by the MaxTonnage, correct? uc Front = 17 uc Left = 17 uc Right = 17 uc Rear = 17 uc Turret = 17 [ObjectType] st Name = "Refit Truck" // Text string giving a descriptive name (only 8 chars long!!) l Type = 43 // ID number for this mech type l Appearance = 0x050001B8 l Duration = -1 // Lasts forever = -1 l MaxDamage = 200 // Number of damage points before BOOM! l ExplosionObject = 41 // Object Class Number of explosion for Mech l DestroyedObject = 101 // Object Class Number of Destroyed shape for Mech f ExtentRadius = 11 // Extent Radius in Meters l IconNumber = 113 [Control] ul Type = 2 //player = 1, ai = 2, net = 3 ul DataType = 1 //mech control data = 1 [Dynamics] ul Type = 2 //Mech dynamics = 1 [VehicleDynamics] l maxTurretYawRate = 90 l maxTurretYaw = 100 l maxVehicleYawRate = 120 f maxAccel = 18.0 f maxVelocity = 18.0 [AudioVisual] st Anim = "animString" uc[3] MoveAnimSpeed = 0,2,1 FITEnd FITini //--------------------------------------------------------------------------- // // VEHICLE: Field Refit Rig // BASE ID: 500 // //--------------------------------------------------------------------------- // This is a sample MechBase Data File. [ObjectClass] l ObjectTypeNum = 3 [Header] st FileType = "GroundVehicleType" [General] ul ID = 500 // ID number for this mech type uc Alignment = 0 // 0 = Inner Sphere, 1 = Clan st Name = "Refit Rig" // vehicle type description uc Chassis = 0 // Standard Chassis f TonnageClass = 35.0 // 80 tons l RefitPoints = 168 // this is binary. Either it can refit, or not. If it can, it uses resource points... // 30% less per DT on 5/26/98 // another 30% less per DT on 5/31/98 [InternalStructure] //------------------------------------------------------------------------ // In theory, the following should be dictated by the MaxTonnage, correct? uc Front = 17 uc Left = 17 uc Right = 17 uc Rear = 17 uc Turret = 17 [ObjectType] st Name = "Refit Rig" // Text string giving a descriptive name (only 8 chars long!!) l Type = 43 // ID number for this mech type l Appearance = 0x050001B9 l Duration = -1 // Lasts forever = -1 l MaxDamage = 200 // Number of damage points before BOOM! l ExplosionObject = 41 // Object Class Number of explosion for Mech l DestroyedObject = 101 // Object Class Number of Destroyed shape for Mech f ExtentRadius = 24 // Extent Radius in Meters l IconNumber = 113 [Control] ul Type = 2 //player = 1, ai = 2, net = 3 ul DataType = 1 //mech control data = 1 [Dynamics] ul Type = 2 //Mech dynamics = 1 [VehicleDynamics] l maxTurretYawRate = 90 l maxTurretYaw = 100 l maxVehicleYawRate = 360 f maxAccel = 18.0 f maxVelocity = 18.0 [AudioVisual] st Anim = "animString" uc[3] MoveAnimSpeed = 0,2,1 FITEnd FITini // This is the radiotwr data file [ObjectClass] l ObjectTypeNum = 18 [ObjectType] st Name = "radiotwr" // Text string giving a descriptive name (only 8 chars long!!) l Type = 0x7 l Appearance = 0x020001ba l Duration = -1 // Lasts forever = -1 l MaxDamage = 0 // Number of damage points before BOOM! l ExplosionObject = 42 // Object Class Number of explosion for Mech l DestroyedObject = 0 // Object Class Number of Destroyed shape for Mech f ExtentRadius = 20 // Extent Radius in Meters [TreeData] l BuildingName = 410 ul DmgLevel = 13 l LowTemplate = 0x08000000 l HighTemplate = 0x00000010 FITend FITini // This is the dirt splash data file [ObjectClass] l ObjectTypeNum = 4 [ObjectType] st Name = "ds10" // Text string giving a descriptive name (only 8 chars long!!) l Type = 0x7 l Appearance = 0x020001BB l Duration = -1 // Lasts forever = -1 l MaxDamage = 0 // Number of damage points before BOOM! l ExplosionObject = -1 // Object Class Number of explosion for Mech l DestroyedObject = 0 // Object Class Number of Destroyed shape for Mech f ExtentRadius = 15 // Extent Radius in Meters [ExplosionData] ul DmgLevel = 0 ul SoundEffectId = 9 FITend FITini // This is the dirt splash data file [ObjectClass] l ObjectTypeNum = 4 [ObjectType] st Name = "ds2" // Text string giving a descriptive name (only 8 chars long!!) l Type = 0x7 l Appearance = 0x020001BC l Duration = -1 // Lasts forever = -1 l MaxDamage = 0 // Number of damage points before BOOM! l ExplosionObject = -1 // Object Class Number of explosion for Mech l DestroyedObject = 0 // Object Class Number of Destroyed shape for Mech f ExtentRadius = 15 // Extent Radius in Meters [ExplosionData] ul DmgLevel = 0 ul SoundEffectId = 9 FITend FITini [ObjectClass] l ObjectTypeNum=1 [ObjectType] st Name="rockdf1" st AppearanceName="rock_dfield1" l ExplosionObject=42 l DestroyedObject=0 f ExtentRadius=0.000000 [BuildingData] ul DmgLevel = 36000000 f ExtentRadius = 0.000000 f ExplosionRadius = 0.000000 f ExplosionDamage = 0.000000 l BuildingName = 30577 l SetImpassable = 1 b ImpassableWhenDestroyed = false b CanRefit = false b MechBay = false f SensorRange = -1.000000 l TeamID = -1 l Tonnage = 20 l BattleRating = 20 l PotentialContact = 0 FITend FITini [ObjectClass] l ObjectTypeNum=1 [ObjectType] st Name="rockdf1" st AppearanceName="rock_dfield2" l ExplosionObject=42 l DestroyedObject=0 f ExtentRadius=0.000000 [BuildingData] ul DmgLevel = 36000000 f ExtentRadius = 0.000000 f ExplosionRadius = 0.000000 f ExplosionDamage = 0.000000 l BuildingName = 30578 l SetImpassable = 1 b ImpassableWhenDestroyed = false b CanRefit = false b MechBay = false f SensorRange = -1.000000 l TeamID = -1 l Tonnage = 20 l BattleRating = 20 l PotentialContact = 0 FITend FITini [ObjectClass] l ObjectTypeNum=1 [ObjectType] st Name="rockdf1" st AppearanceName="rock_dfield3" l ExplosionObject=42 l DestroyedObject=0 f ExtentRadius=0.000000 [BuildingData] ul DmgLevel = 36000000 f ExtentRadius = 0.000000 f ExplosionRadius = 0.000000 f ExplosionDamage = 0.000000 l BuildingName = 30579 l SetImpassable = 1 b ImpassableWhenDestroyed = false b CanRefit = false b MechBay = false f SensorRange = -1.000000 l TeamID = -1 l Tonnage = 20 l BattleRating = 20 l PotentialContact = 0 FITend FITini [ObjectClass] l ObjectTypeNum=1 [ObjectType] st Name="rockdf1" st AppearanceName="rock_gclump1" l ExplosionObject=42 l DestroyedObject=0 f ExtentRadius=0.000000 [BuildingData] ul DmgLevel = 36000000 f ExtentRadius = 0.000000 f ExplosionRadius = 0.000000 f ExplosionDamage = 0.000000 l BuildingName = 30580 l SetImpassable = 1 b ImpassableWhenDestroyed = false b CanRefit = false b MechBay = false f SensorRange = -1.000000 l TeamID = -1 l Tonnage = 20 l BattleRating = 20 l PotentialContact = 0 FITend FITini [ObjectClass] l ObjectTypeNum=1 [ObjectType] st Name="rockdf1" st AppearanceName="rock_gclump2" l ExplosionObject=42 l DestroyedObject=0 f ExtentRadius=0.000000 [BuildingData] ul DmgLevel = 36000000 f ExtentRadius = 0.000000 f ExplosionRadius = 0.000000 f ExplosionDamage = 0.000000 l BuildingName = 30581 l SetImpassable = 1 b ImpassableWhenDestroyed = false b CanRefit = false b MechBay = false f SensorRange = -1.000000 l TeamID = -1 l Tonnage = 20 l BattleRating = 20 l PotentialContact = 0 FITend FITini [ObjectClass] l ObjectTypeNum=1 [ObjectType] st Name="rockdf1" st AppearanceName="rock_gclump3" l ExplosionObject=42 l DestroyedObject=0 f ExtentRadius=0.000000 [BuildingData] ul DmgLevel = 36000000 f ExtentRadius = 0.000000 f ExplosionRadius = 0.000000 f ExplosionDamage = 0.000000 l BuildingName = 30582 l SetImpassable = 1 b ImpassableWhenDestroyed = false b CanRefit = false b MechBay = false f SensorRange = -1.000000 l TeamID = -1 l Tonnage = 20 l BattleRating = 20 l PotentialContact = 0 FITend FITini [ObjectClass] l ObjectTypeNum=1 [ObjectType] st Name="rockdf1" st AppearanceName="rock_gfield1" l ExplosionObject=42 l DestroyedObject=0 f ExtentRadius=0.000000 [BuildingData] ul DmgLevel = 36000000 f ExtentRadius = 0.000000 f ExplosionRadius = 0.000000 f ExplosionDamage = 0.000000 l BuildingName = 30583 l SetImpassable = 1 b ImpassableWhenDestroyed = false b CanRefit = false b MechBay = false f SensorRange = -1.000000 l TeamID = -1 l Tonnage = 20 l BattleRating = 20 l PotentialContact = 0 FITend FITini [ObjectClass] l ObjectTypeNum=1 [ObjectType] st Name="rockdf1" st AppearanceName="rock_gfield2" l ExplosionObject=42 l DestroyedObject=0 f ExtentRadius=0.000000 [BuildingData] ul DmgLevel = 36000000 f ExtentRadius = 0.000000 f ExplosionRadius = 0.000000 f ExplosionDamage = 0.000000 l BuildingName = 30584 l SetImpassable = 1 b ImpassableWhenDestroyed = false b CanRefit = false b MechBay = false f SensorRange = -1.000000 l TeamID = -1 l Tonnage = 20 l BattleRating = 20 l PotentialContact = 0 FITend FITini [ObjectClass] l ObjectTypeNum=1 [ObjectType] st Name="rockdf1" st AppearanceName="rock_gfield3" l ExplosionObject=42 l DestroyedObject=0 f ExtentRadius=0.000000 [BuildingData] ul DmgLevel = 36000000 f ExtentRadius = 0.000000 f ExplosionRadius = 0.000000 f ExplosionDamage = 0.000000 l BuildingName = 30585 l SetImpassable = 1 b ImpassableWhenDestroyed = false b CanRefit = false b MechBay = false f SensorRange = -1.000000 l TeamID = -1 l Tonnage = 20 l BattleRating = 20 l PotentialContact = 0 FITend FITini [ObjectClass] l ObjectTypeNum=1 [ObjectType] st Name="rockdf1" st AppearanceName="rock_gformation1" l ExplosionObject=42 l DestroyedObject=0 f ExtentRadius=0.000000 [BuildingData] ul DmgLevel = 36000000 f ExtentRadius = 0.000000 f ExplosionRadius = 0.000000 f ExplosionDamage = 0.000000 l BuildingName = 30586 l SetImpassable = 1 b ImpassableWhenDestroyed = false b CanRefit = false b MechBay = false f SensorRange = -1.000000 l TeamID = -1 l Tonnage = 20 l BattleRating = 20 l PotentialContact = 0 FITend FITini [ObjectClass] l ObjectTypeNum=1 [ObjectType] st Name="rockdf1" st AppearanceName="rock_gformation2" l ExplosionObject=42 l DestroyedObject=0 f ExtentRadius=0.000000 [BuildingData] ul DmgLevel = 36000000 f ExtentRadius = 0.000000 f ExplosionRadius = 0.000000 f ExplosionDamage = 0.000000 l BuildingName = 30587 l SetImpassable = 1 b ImpassableWhenDestroyed = false b CanRefit = false b MechBay = false f SensorRange = -1.000000 l TeamID = -1 l Tonnage = 20 l BattleRating = 20 l PotentialContact = 0 FITend FITini [ObjectClass] l ObjectTypeNum=1 [ObjectType] st Name="rockdf1" st AppearanceName="rock_gformation3" l ExplosionObject=42 l DestroyedObject=0 f ExtentRadius=0.000000 [BuildingData] ul DmgLevel = 36000000 f ExtentRadius = 0.000000 f ExplosionRadius = 0.000000 f ExplosionDamage = 0.000000 l BuildingName = 30588 l SetImpassable = 1 b ImpassableWhenDestroyed = false b CanRefit = false b MechBay = false f SensorRange = -1.000000 l TeamID = -1 l Tonnage = 20 l BattleRating = 20 l PotentialContact = 0 FITend FITini [ObjectClass] l ObjectTypeNum=1 [ObjectType] st Name="rockdf1" st AppearanceName="rock_jclump1" l ExplosionObject=42 l DestroyedObject=0 f ExtentRadius=0.000000 [BuildingData] ul DmgLevel = 36000000 f ExtentRadius = 0.000000 f ExplosionRadius = 0.000000 f ExplosionDamage = 0.000000 l BuildingName = 30589 l SetImpassable = 1 b ImpassableWhenDestroyed = false b CanRefit = false b MechBay = false f SensorRange = -1.000000 l TeamID = -1 l Tonnage = 20 l BattleRating = 20 l PotentialContact = 0 FITend FITini [ObjectClass] l ObjectTypeNum=1 [ObjectType] st Name="rockdf1" st AppearanceName="rock_jclump2" l ExplosionObject=42 l DestroyedObject=0 f ExtentRadius=0.000000 [BuildingData] ul DmgLevel = 36000000 f ExtentRadius = 0.000000 f ExplosionRadius = 0.000000 f ExplosionDamage = 0.000000 l BuildingName = 30590 l SetImpassable = 1 b ImpassableWhenDestroyed = false b CanRefit = false b MechBay = false f SensorRange = -1.000000 l TeamID = -1 l Tonnage = 20 l BattleRating = 20 l PotentialContact = 0 FITend FITini [ObjectClass] l ObjectTypeNum=1 [ObjectType] st Name="rockdf1" st AppearanceName="rock_jclump3" l ExplosionObject=42 l DestroyedObject=0 f ExtentRadius=0.000000 [BuildingData] ul DmgLevel = 36000000 f ExtentRadius = 0.000000 f ExplosionRadius = 0.000000 f ExplosionDamage = 0.000000 l BuildingName = 30591 l SetImpassable = 1 b ImpassableWhenDestroyed = false b CanRefit = false b MechBay = false f SensorRange = -1.000000 l TeamID = -1 l Tonnage = 20 l BattleRating = 20 l PotentialContact = 0 FITend FITini [ObjectClass] l ObjectTypeNum=1 [ObjectType] st Name="rockdf1" st AppearanceName="rock_jfield1" l ExplosionObject=42 l DestroyedObject=0 f ExtentRadius=0.000000 [BuildingData] ul DmgLevel = 36000000 f ExtentRadius = 0.000000 f ExplosionRadius = 0.000000 f ExplosionDamage = 0.000000 l BuildingName = 30592 l SetImpassable = 1 b ImpassableWhenDestroyed = false b CanRefit = false b MechBay = false f SensorRange = -1.000000 l TeamID = -1 l Tonnage = 20 l BattleRating = 20 l PotentialContact = 0 FITend FITini [ObjectClass] l ObjectTypeNum=1 [ObjectType] st Name="rockdf1" st AppearanceName="rock_jfield2" l ExplosionObject=42 l DestroyedObject=0 f ExtentRadius=0.000000 [BuildingData] ul DmgLevel = 36000000 f ExtentRadius = 0.000000 f ExplosionRadius = 0.000000 f ExplosionDamage = 0.000000 l BuildingName = 30593 l SetImpassable = 1 b ImpassableWhenDestroyed = false b CanRefit = false b MechBay = false f SensorRange = -1.000000 l TeamID = -1 l Tonnage = 20 l BattleRating = 20 l PotentialContact = 0 FITend FITini [ObjectClass] l ObjectTypeNum=1 [ObjectType] st Name="rockdf1" st AppearanceName="rock_jfield3" l ExplosionObject=42 l DestroyedObject=0 f ExtentRadius=0.000000 [BuildingData] ul DmgLevel = 36000000 f ExtentRadius = 0.000000 f ExplosionRadius = 0.000000 f ExplosionDamage = 0.000000 l BuildingName = 30594 l SetImpassable = 1 b ImpassableWhenDestroyed = false b CanRefit = false b MechBay = false f SensorRange = -1.000000 l TeamID = -1 l Tonnage = 20 l BattleRating = 20 l PotentialContact = 0 FITend FITini [ObjectClass] l ObjectTypeNum=1 [ObjectType] st Name="rockdf1" st AppearanceName="rock_jformation1" l ExplosionObject=42 l DestroyedObject=0 f ExtentRadius=0.000000 [BuildingData] ul DmgLevel = 36000000 f ExtentRadius = 0.000000 f ExplosionRadius = 0.000000 f ExplosionDamage = 0.000000 l BuildingName = 30595 l SetImpassable = 1 b ImpassableWhenDestroyed = false b CanRefit = false b MechBay = false f SensorRange = -1.000000 l TeamID = -1 l Tonnage = 20 l BattleRating = 20 l PotentialContact = 0 FITend FITini [ObjectClass] l ObjectTypeNum=1 [ObjectType] st Name="rockdf1" st AppearanceName="rock_jformation2" l ExplosionObject=42 l DestroyedObject=0 f ExtentRadius=0.000000 [BuildingData] ul DmgLevel = 36000000 f ExtentRadius = 0.000000 f ExplosionRadius = 0.000000 f ExplosionDamage = 0.000000 l BuildingName = 30596 l SetImpassable = 1 b ImpassableWhenDestroyed = false b CanRefit = false b MechBay = false f SensorRange = -1.000000 l TeamID = -1 l Tonnage = 20 l BattleRating = 20 l PotentialContact = 0 FITend FITini [ObjectClass] l ObjectTypeNum=1 [ObjectType] st Name="rockdf1" st AppearanceName="rock_jformation3" l ExplosionObject=42 l DestroyedObject=0 f ExtentRadius=0.000000 [BuildingData] ul DmgLevel = 36000000 f ExtentRadius = 0.000000 f ExplosionRadius = 0.000000 f ExplosionDamage = 0.000000 l BuildingName = 30597 l SetImpassable = 1 b ImpassableWhenDestroyed = false b CanRefit = false b MechBay = false f SensorRange = -1.000000 l TeamID = -1 l Tonnage = 20 l BattleRating = 20 l PotentialContact = 0 FITend FITini [ObjectClass] l ObjectTypeNum=1 [ObjectType] st Name="rockdf1" st AppearanceName="rock_tclump1" l ExplosionObject=42 l DestroyedObject=0 f ExtentRadius=0.000000 [BuildingData] ul DmgLevel = 36000000 f ExtentRadius = 0.000000 f ExplosionRadius = 0.000000 f ExplosionDamage = 0.000000 l BuildingName = 30598 l SetImpassable = 1 b ImpassableWhenDestroyed = false b CanRefit = false b MechBay = false f SensorRange = -1.000000 l TeamID = -1 l Tonnage = 20 l BattleRating = 20 l PotentialContact = 0 FITend FITini [ObjectClass] l ObjectTypeNum=1 [ObjectType] st Name="rockdf1" st AppearanceName="rock_tclump2" l ExplosionObject=42 l DestroyedObject=0 f ExtentRadius=0.000000 [BuildingData] ul DmgLevel = 36000000 f ExtentRadius = 0.000000 f ExplosionRadius = 0.000000 f ExplosionDamage = 0.000000 l BuildingName = 30599 l SetImpassable = 1 b ImpassableWhenDestroyed = false b CanRefit = false b MechBay = false f SensorRange = -1.000000 l TeamID = -1 l Tonnage = 20 l BattleRating = 20 l PotentialContact = 0 FITend FITini [ObjectClass] l ObjectTypeNum=1 [ObjectType] st Name="rockdf1" st AppearanceName="rock_tclump3" l ExplosionObject=42 l DestroyedObject=0 f ExtentRadius=0.000000 [BuildingData] ul DmgLevel = 36000000 f ExtentRadius = 0.000000 f ExplosionRadius = 0.000000 f ExplosionDamage = 0.000000 l BuildingName = 30600 l SetImpassable = 1 b ImpassableWhenDestroyed = false b CanRefit = false b MechBay = false f SensorRange = -1.000000 l TeamID = -1 l Tonnage = 20 l BattleRating = 20 l PotentialContact = 0 FITend FITini [ObjectClass] l ObjectTypeNum=1 [ObjectType] st Name="rockdf1" st AppearanceName="rock_tfield1" l ExplosionObject=42 l DestroyedObject=0 f ExtentRadius=0.000000 [BuildingData] ul DmgLevel = 36000000 f ExtentRadius = 0.000000 f ExplosionRadius = 0.000000 f ExplosionDamage = 0.000000 l BuildingName = 30601 l SetImpassable = 1 b ImpassableWhenDestroyed = false b CanRefit = false b MechBay = false f SensorRange = -1.000000 l TeamID = -1 l Tonnage = 20 l BattleRating = 20 l PotentialContact = 0 FITend FITini [ObjectClass] l ObjectTypeNum=1 [ObjectType] st Name="rockdf1" st AppearanceName="rock_tfield2" l ExplosionObject=42 l DestroyedObject=0 f ExtentRadius=0.000000 [BuildingData] ul DmgLevel = 36000000 f ExtentRadius = 0.000000 f ExplosionRadius = 0.000000 f ExplosionDamage = 0.000000 l BuildingName = 30602 l SetImpassable = 1 b ImpassableWhenDestroyed = false b CanRefit = false b MechBay = false f SensorRange = -1.000000 l TeamID = -1 l Tonnage = 20 l BattleRating = 20 l PotentialContact = 0 FITend FITini [ObjectClass] l ObjectTypeNum=1 [ObjectType] st Name="rockdf1" st AppearanceName="rock_tfield3" l ExplosionObject=42 l DestroyedObject=0 f ExtentRadius=0.000000 [BuildingData] ul DmgLevel = 36000000 f ExtentRadius = 0.000000 f ExplosionRadius = 0.000000 f ExplosionDamage = 0.000000 l BuildingName = 30603 l SetImpassable = 1 b ImpassableWhenDestroyed = false b CanRefit = false b MechBay = false f SensorRange = -1.000000 l TeamID = -1 l Tonnage = 20 l BattleRating = 20 l PotentialContact = 0 FITend FITini [ObjectClass] l ObjectTypeNum=1 [ObjectType] st Name="rockdf1" st AppearanceName="rock_tformation1" l ExplosionObject=42 l DestroyedObject=0 f ExtentRadius=0.000000 [BuildingData] ul DmgLevel = 36000000 f ExtentRadius = 0.000000 f ExplosionRadius = 0.000000 f ExplosionDamage = 0.000000 l BuildingName = 30604 l SetImpassable = 1 b ImpassableWhenDestroyed = false b CanRefit = false b MechBay = false f SensorRange = -1.000000 l TeamID = -1 l Tonnage = 20 l BattleRating = 20 l PotentialContact = 0 FITend FITini [ObjectClass] l ObjectTypeNum=1 [ObjectType] st Name="rockdf1" st AppearanceName="rock_tformation2" l ExplosionObject=42 l DestroyedObject=0 f ExtentRadius=0.000000 [BuildingData] ul DmgLevel = 36000000 f ExtentRadius = 0.000000 f ExplosionRadius = 0.000000 f ExplosionDamage = 0.000000 l BuildingName = 30605 l SetImpassable = 1 b ImpassableWhenDestroyed = false b CanRefit = false b MechBay = false f SensorRange = -1.000000 l TeamID = -1 l Tonnage = 20 l BattleRating = 20 l PotentialContact = 0 FITend FITini [ObjectClass] l ObjectTypeNum=1 [ObjectType] st Name="rockdf1" st AppearanceName="rock_tformation3" l ExplosionObject=42 l DestroyedObject=0 f ExtentRadius=0.000000 [BuildingData] ul DmgLevel = 36000000 f ExtentRadius = 0.000000 f ExplosionRadius = 0.000000 f ExplosionDamage = 0.000000 l BuildingName = 30606 l SetImpassable = 1 b ImpassableWhenDestroyed = false b CanRefit = false b MechBay = false f SensorRange = -1.000000 l TeamID = -1 l Tonnage = 20 l BattleRating = 20 l PotentialContact = 0 FITend FITini [ObjectClass] l ObjectTypeNum=1 [ObjectType] st Name="rockdf1" st AppearanceName="rock_vclump1" l ExplosionObject=42 l DestroyedObject=0 f ExtentRadius=0.000000 [BuildingData] ul DmgLevel = 36000000 f ExtentRadius = 0.000000 f ExplosionRadius = 0.000000 f ExplosionDamage = 0.000000 l BuildingName = 30607 l SetImpassable = 1 b ImpassableWhenDestroyed = false b CanRefit = false b MechBay = false f SensorRange = -1.000000 l TeamID = -1 l Tonnage = 20 l BattleRating = 20 l PotentialContact = 0 FITend FITini [ObjectClass] l ObjectTypeNum=1 [ObjectType] st Name="rockdf1" st AppearanceName="rock_vclump2" l ExplosionObject=42 l DestroyedObject=0 f ExtentRadius=0.000000 [BuildingData] ul DmgLevel = 36000000 f ExtentRadius = 0.000000 f ExplosionRadius = 0.000000 f ExplosionDamage = 0.000000 l BuildingName = 30608 l SetImpassable = 1 b ImpassableWhenDestroyed = false b CanRefit = false b MechBay = false f SensorRange = -1.000000 l TeamID = -1 l Tonnage = 20 l BattleRating = 20 l PotentialContact = 0 FITend FITini [ObjectClass] l ObjectTypeNum=1 [ObjectType] st Name="rockdf1" st AppearanceName="rock_vclump3" l ExplosionObject=42 l DestroyedObject=0 f ExtentRadius=0.000000 [BuildingData] ul DmgLevel = 36000000 f ExtentRadius = 0.000000 f ExplosionRadius = 0.000000 f ExplosionDamage = 0.000000 l BuildingName = 30609 l SetImpassable = 1 b ImpassableWhenDestroyed = false b CanRefit = false b MechBay = false f SensorRange = -1.000000 l TeamID = -1 l Tonnage = 20 l BattleRating = 20 l PotentialContact = 0 FITend FITini [ObjectClass] l ObjectTypeNum=1 [ObjectType] st Name="rockdf1" st AppearanceName="rock_Vfield1" l ExplosionObject=42 l DestroyedObject=0 f ExtentRadius=0.000000 [BuildingData] ul DmgLevel = 36000000 f ExtentRadius = 0.000000 f ExplosionRadius = 0.000000 f ExplosionDamage = 0.000000 l BuildingName = 30610 l SetImpassable = 1 b ImpassableWhenDestroyed = false b CanRefit = false b MechBay = false f SensorRange = -1.000000 l TeamID = -1 l Tonnage = 20 l BattleRating = 20 l PotentialContact = 0 FITend FITini [ObjectClass] l ObjectTypeNum=1 [ObjectType] st Name="rockvf2" st AppearanceName="rock_vfield2" l ExplosionObject=42 l DestroyedObject=0 f ExtentRadius=0.000000 [BuildingData] ul DmgLevel = 36000000 f ExtentRadius = 0.000000 f ExplosionRadius = 0.000000 f ExplosionDamage = 0.000000 l BuildingName = 30611 l SetImpassable = 1 b ImpassableWhenDestroyed = false b CanRefit = false b MechBay = false f SensorRange = -1.000000 l TeamID = -1 l Tonnage = 20 l BattleRating = 20 l PotentialContact = 0 FITend FITini [ObjectClass] l ObjectTypeNum=1 [ObjectType] st Name="rockvf3" st AppearanceName="rock_vfield3" l ExplosionObject=42 l DestroyedObject=0 f ExtentRadius=0.000000 [BuildingData] ul DmgLevel = 36000000 f ExtentRadius = 0.000000 f ExplosionRadius = 0.000000 f ExplosionDamage = 0.000000 l BuildingName = 30612 l SetImpassable = 1 b ImpassableWhenDestroyed = false b CanRefit = false b MechBay = false f SensorRange = -1.000000 l TeamID = -1 l Tonnage = 20 l BattleRating = 20 l PotentialContact = 0 FITend FITini [ObjectClass] l ObjectTypeNum=1 [ObjectType] st Name="rockdf1" st AppearanceName="rock_vformation1" l ExplosionObject=42 l DestroyedObject=0 f ExtentRadius=0.000000 [BuildingData] ul DmgLevel = 36000000 f ExtentRadius = 0.000000 f ExplosionRadius = 0.000000 f ExplosionDamage = 0.000000 l BuildingName = 30613 l SetImpassable = 1 b ImpassableWhenDestroyed = false b CanRefit = false b MechBay = false f SensorRange = -1.000000 l TeamID = -1 l Tonnage = 20 l BattleRating = 20 l PotentialContact = 0 FITend FITini [ObjectClass] l ObjectTypeNum=1 [ObjectType] st Name="rockdf1" st AppearanceName="rock_vformation2" l ExplosionObject=42 l DestroyedObject=0 f ExtentRadius=0.000000 [BuildingData] ul DmgLevel = 36000000 f ExtentRadius = 0.000000 f ExplosionRadius = 0.000000 f ExplosionDamage = 0.000000 l BuildingName = 30614 l SetImpassable = 1 b ImpassableWhenDestroyed = false b CanRefit = false b MechBay = false f SensorRange = -1.000000 l TeamID = -1 l Tonnage = 20 l BattleRating = 20 l PotentialContact = 0 FITend FITini [ObjectClass] l ObjectTypeNum=1 [ObjectType] st Name="rockdf1" st AppearanceName="rock_vformation3" l ExplosionObject=42 l DestroyedObject=0 f ExtentRadius=0.000000 [BuildingData] ul DmgLevel = 36000000 f ExtentRadius = 0.000000 f ExplosionRadius = 0.000000 f ExplosionDamage = 0.000000 l BuildingName = 30615 l SetImpassable = 1 b ImpassableWhenDestroyed = false b CanRefit = false b MechBay = false f SensorRange = -1.000000 l TeamID = -1 l Tonnage = 20 l BattleRating = 20 l PotentialContact = 0 FITend FITini [ObjectClass] l ObjectTypeNum=1 [ObjectType] st Name="Prison" st AppearanceName="Prison" l ExplosionObject=727 l DestroyedObject=0 f ExtentRadius=35.000000 l EncyclopediaID = 45431 [BuildingData] ul DmgLevel=100 f ExtentRadius=35.000000 f ExplosionRadius=0.000000 f ExplosionDamage=0.000000 l BuildingName=30616 l SetImpassable=1 l XImpasse=0 l YImpasse=0 ul NormalEffectId=0 ul BlownEffectId=0 ul DamageEffectId=0 b CanRefit=FALSE b MechBay=FALSE f TimeToBurnDamage=5.000000 f BurnDamagePerTime=1.000000 f DamageLvlForBurn=22.000000 f SensorRange=-1.000000 l TeamID=-1 l Tonnage=20 l BattleRating=20 l NumMarines=0 b blockLineOfFire=FALSE l LowTemplate=939524096 l HighTemplate=14392 l PotentialContact=0 l BasePixelOffsetX=4 l BasePixelOffsetY=70 b ImpassableWhenDestroyed = false FITend FITini [ObjectClass] l ObjectTypeNum=1 [ObjectType] st Name="Shack" st AppearanceName="Shack" l ExplosionObject=727 l DestroyedObject=0 f ExtentRadius=35.000000 [BuildingData] ul DmgLevel=1 f ExtentRadius=35.000000 f ExplosionRadius=0.000000 f ExplosionDamage=0.000000 l BuildingName=30617 l SetImpassable=1 l XImpasse=0 l YImpasse=0 ul NormalEffectId=0 ul BlownEffectId=0 ul DamageEffectId=0 b CanRefit=FALSE b MechBay=FALSE f TimeToBurnDamage=5.000000 f BurnDamagePerTime=1.000000 f DamageLvlForBurn=22.000000 f SensorRange=-1.000000 l TeamID=-1 l Tonnage=20 l BattleRating=20 l NumMarines=0 b blockLineOfFire=FALSE l LowTemplate=939524096 l HighTemplate=14392 l PotentialContact=0 l BasePixelOffsetX=4 l BasePixelOffsetY=70 b ImpassableWhenDestroyed = false FITend FITini [ObjectClass] l ObjectTypeNum=3 [ObjectType] st Name ="AeroSpotter" st AppearanceName ="AeroSpotter" l ExplosionObject =700 l DestroyedObject =0 f ExtentRadius =20.000000 [General] //Read by Type uc Chassis =0 b MineLayer =FALSE b MineSweeper =FALSE b AeroSpaceSpotter =TRUE l RefitPoints =0 f ExplosionRadius =150.0 f ExplosionDamage =9.0 //Read by instance l DescIndex =30618 f CurTonnage =20 c Status =0 l BattleRating =25 l EncyclopediaID =45215 l IconIndex =5 [InternalStructure] uc Front =1 uc Rear =1 uc Left =1 uc Right =1 uc Turret =1 [VehicleDynamics] f MaxAccel =5.000000 f MaxVelocity =15.000000 l MaxTurretYawRate =150 l MaxTurretYaw =360 l MaxVehicleYawRate =720 [Front] uc CurInternalStructure =1 uc MaxArmorPoints =33 uc CurArmorPoints =33 [Left] uc CurInternalStructure =1 uc MaxArmorPoints =33 uc CurArmorPoints =33 [Right] uc CurInternalStructure =1 uc MaxArmorPoints =33 uc CurArmorPoints =33 [Rear] uc CurInternalStructure =1 uc MaxArmorPoints =33 uc CurArmorPoints =33 [Turret] uc CurInternalStructure =1 uc MaxArmorPoints =33 uc CurArmorPoints =33 [InventoryInfo] uc NumOther =4 uc NumWeapons =1 uc NumAmmo =0 // Inventory Items -- Other [Item:0] uc MasterID =1 //Engine [Item:1] uc MasterID =6 //Cockpit [Item:2] uc MasterID =35 //LifeSupport [Item:3] uc MasterID =36 //Vehicle Sensor // Inventory Items -- Weapons [Item:4] //DO NOT REMOVE!!!! -- It needs a weapon or it won't attack. It will never fire it! Trust me! -fs uc MasterID =140 //LAC // Inventory Items -- Ammo FITend FITini [ObjectClass] l ObjectTypeNum=21 [ObjectType] st Name="MediumAutoCannonTurret" st AppearanceName="AutoCannonCamo1" l ExplosionObject=42 l DestroyedObject=0 f ExtentRadius=500.000000 [TurretData] ul DmgLevel=25 f ExtentRadius=35.000000 f ExplosionRadius=0.000000 f ExplosionDamage=0.000000 l BuildingName=30619 l SetImpassable=1 l XImpasse=0 l YImpasse=0 ul NormalEffectId=0 ul BlownEffectId=0 ul DamageEffectId=0 b CanRefit=FALSE b MechBay=FALSE f TimeToBurnDamage=5.000000 f BurnDamagePerTime=1.000000 f DamageLvlForBurn=13.000000 f SensorRange=-1.000000 l TeamID=-1 l Tonnage=20 l BattleRating=0 l NumMarines=0 b blockLineOfFire=FALSE l LowTemplate=268435456 l HighTemplate=4112 l PotentialContact=0 l BasePixelOffsetX=43 l BasePixelOffsetY=75 f AttackRadius=500.0 f MaxTurretYawRate=20.0 l WeaponType = 101 l WeaponType1 = 101 l PilotSkill = 50 l LittleExtent = 35.0 FITend FITini [ObjectClass] l ObjectTypeNum=21 [ObjectType] st Name="MediumAutoCannonTurret" st AppearanceName="AutoCannonCamo2" l ExplosionObject=42 l DestroyedObject=0 f ExtentRadius=500.000000 [TurretData] ul DmgLevel=25 f ExtentRadius=35.000000 f ExplosionRadius=0.000000 f ExplosionDamage=0.000000 l BuildingName=30620 l SetImpassable=1 l XImpasse=0 l YImpasse=0 ul NormalEffectId=0 ul BlownEffectId=0 ul DamageEffectId=0 b CanRefit=FALSE b MechBay=FALSE f TimeToBurnDamage=5.000000 f BurnDamagePerTime=1.000000 f DamageLvlForBurn=13.000000 f SensorRange=-1.000000 l TeamID=-1 l Tonnage=20 l BattleRating=0 l NumMarines=0 b blockLineOfFire=FALSE l LowTemplate=268435456 l HighTemplate=4112 l PotentialContact=0 l BasePixelOffsetX=43 l BasePixelOffsetY=75 f AttackRadius=500.0 f MaxTurretYawRate=20.0 l WeaponType = 101 l WeaponType1 = 101 l PilotSkill = 50 l LittleExtent = 35.0 FITend FITini [ObjectClass] l ObjectTypeNum=21 [ObjectType] st Name="MediumAutoCannonTurret" st AppearanceName="AutoCannonCamo3" l ExplosionObject=42 l DestroyedObject=0 f ExtentRadius=500.000000 [TurretData] ul DmgLevel=25 f ExtentRadius=35.000000 f ExplosionRadius=0.000000 f ExplosionDamage=0.000000 l BuildingName=30621 l SetImpassable=1 l XImpasse=0 l YImpasse=0 ul NormalEffectId=0 ul BlownEffectId=0 ul DamageEffectId=0 b CanRefit=FALSE b MechBay=FALSE f TimeToBurnDamage=5.000000 f BurnDamagePerTime=1.000000 f DamageLvlForBurn=13.000000 f SensorRange=-1.000000 l TeamID=-1 l Tonnage=20 l BattleRating=0 l NumMarines=0 b blockLineOfFire=FALSE l LowTemplate=268435456 l HighTemplate=4112 l PotentialContact=0 l BasePixelOffsetX=43 l BasePixelOffsetY=75 f AttackRadius=500.0 f MaxTurretYawRate=20.0 l WeaponType = 101 l WeaponType1 = 101 l PilotSkill = 50 l LittleExtent = 35.0 FITend FITini [ObjectClass] l ObjectTypeNum=21 [ObjectType] st Name="MediumAutoCannonTurret" st AppearanceName="SRMCamo1" l ExplosionObject=42 l DestroyedObject=0 f ExtentRadius=500.000000 l EncyclopediaID = 45429 [TurretData] ul DmgLevel=25 f ExtentRadius=35.000000 f ExplosionRadius=0.000000 f ExplosionDamage=0.000000 l BuildingName=30622 l SetImpassable=1 l XImpasse=0 l YImpasse=0 ul NormalEffectId=0 ul BlownEffectId=0 ul DamageEffectId=0 b CanRefit=FALSE b MechBay=FALSE f TimeToBurnDamage=5.000000 f BurnDamagePerTime=1.000000 f DamageLvlForBurn=13.000000 f SensorRange=-1.000000 l TeamID=-1 l Tonnage=20 l BattleRating=0 l NumMarines=0 b blockLineOfFire=FALSE l LowTemplate=268435456 l HighTemplate=4112 l PotentialContact=0 l BasePixelOffsetX=43 l BasePixelOffsetY=75 f AttackRadius=500.0 f MaxTurretYawRate=20.0 l WeaponType = 125 l WeaponType1 = 125 l PilotSkill = 50 l LittleExtent = 35.0 FITend FITini [ObjectClass] l ObjectTypeNum=21 [ObjectType] st Name="MediumAutoCannonTurret" st AppearanceName="SRMCamo2" l ExplosionObject=42 l DestroyedObject=0 f ExtentRadius=500.000000 [TurretData] ul DmgLevel=25 f ExtentRadius=35.000000 f ExplosionRadius=0.000000 f ExplosionDamage=0.000000 l BuildingName=30623 l SetImpassable=1 l XImpasse=0 l YImpasse=0 ul NormalEffectId=0 ul BlownEffectId=0 ul DamageEffectId=0 b CanRefit=FALSE b MechBay=FALSE f TimeToBurnDamage=5.000000 f BurnDamagePerTime=1.000000 f DamageLvlForBurn=13.000000 f SensorRange=-1.000000 l TeamID=-1 l Tonnage=20 l BattleRating=0 l NumMarines=0 b blockLineOfFire=FALSE l LowTemplate=268435456 l HighTemplate=4112 l PotentialContact=0 l BasePixelOffsetX=43 l BasePixelOffsetY=75 f AttackRadius=500.0 f MaxTurretYawRate=20.0 l WeaponType = 124 l WeaponType1 = 124 l PilotSkill = 50 l LittleExtent = 35.0 FITend FITini [ObjectClass] l ObjectTypeNum=21 [ObjectType] st Name="MediumAutoCannonTurret" st AppearanceName="SRMCamo3" l ExplosionObject=42 l DestroyedObject=0 f ExtentRadius=500.000000 [TurretData] ul DmgLevel=25 f ExtentRadius=35.000000 f ExplosionRadius=0.000000 f ExplosionDamage=0.000000 l BuildingName=30624 l SetImpassable=1 l XImpasse=0 l YImpasse=0 ul NormalEffectId=0 ul BlownEffectId=0 ul DamageEffectId=0 b CanRefit=FALSE b MechBay=FALSE f TimeToBurnDamage=5.000000 f BurnDamagePerTime=1.000000 f DamageLvlForBurn=13.000000 f SensorRange=-1.000000 l TeamID=-1 l Tonnage=20 l BattleRating=0 l NumMarines=0 b blockLineOfFire=FALSE l LowTemplate=268435456 l HighTemplate=4112 l PotentialContact=0 l BasePixelOffsetX=43 l BasePixelOffsetY=75 f AttackRadius=500.0 f MaxTurretYawRate=20.0 l WeaponType = 125 l WeaponType1 = 125 l PilotSkill = 50 l LittleExtent = 35.0 FITend FITini [ObjectClass] l ObjectTypeNum=0 [ObjectType] st Name="tc1_1" st AppearanceName="tc1_1" l ExplosionObject=42 l DestroyedObject=0 f ExtentRadius=0.000000 [TreeData] ul DmgLevel=1 f ExtentRadius=0.000000 FITend FITini [ObjectClass] l ObjectTypeNum=0 [ObjectType] st Name="tc1_2" st AppearanceName="tc1_2" l ExplosionObject=42 l DestroyedObject=0 f ExtentRadius=0.000000 [TreeData] ul DmgLevel=1 f ExtentRadius=0.000000 FITend FITini [ObjectClass] l ObjectTypeNum=0 [ObjectType] st Name="tc1_3" st AppearanceName="tc1_3" l ExplosionObject=42 l DestroyedObject=0 f ExtentRadius=0.000000 [TreeData] ul DmgLevel=1 f ExtentRadius=0.000000 FITend FITini [ObjectClass] l ObjectTypeNum=0 [ObjectType] st Name="tc1_4" st AppearanceName="tc1_4" l ExplosionObject=42 l DestroyedObject=0 f ExtentRadius=0.000000 [TreeData] ul DmgLevel=1 f ExtentRadius=0.000000 FITend FITini [ObjectClass] l ObjectTypeNum=0 [ObjectType] st Name="tc2_1" st AppearanceName="tc2_1" l ExplosionObject=42 l DestroyedObject=0 f ExtentRadius=0.000000 [TreeData] ul DmgLevel=1 f ExtentRadius=0.000000 FITend FITini [ObjectClass] l ObjectTypeNum=0 [ObjectType] st Name="tc2_2" st AppearanceName="tc2_2" l ExplosionObject=42 l DestroyedObject=0 f ExtentRadius=0.000000 [TreeData] ul DmgLevel=1 f ExtentRadius=0.000000 FITend FITini [ObjectClass] l ObjectTypeNum=1 [ObjectType] st Name="s_admin_core" st AppearanceName="s_admin_core" l ExplosionObject=727 l DestroyedObject=0 f ExtentRadius=35.000000 [BuildingData] ul DmgLevel=100 f ExtentRadius=35.000000 f ExplosionRadius=0.000000 f ExplosionDamage=0.000000 l BuildingName=30631 l SetImpassable=1 l XImpasse=0 l YImpasse=0 ul NormalEffectId=0 ul BlownEffectId=0 ul DamageEffectId=0 b CanRefit=FALSE b MechBay=FALSE f TimeToBurnDamage=5.000000 f BurnDamagePerTime=1.000000 f DamageLvlForBurn=22.000000 f SensorRange=-1.000000 l TeamID=-1 l Tonnage=20 l BattleRating=20 l NumMarines=0 b blockLineOfFire=FALSE l LowTemplate=939524096 l HighTemplate=14392 l PotentialContact=0 l BasePixelOffsetX=4 l BasePixelOffsetY=70 b ImpassableWhenDestroyed = false FITend FITini [ObjectClass] l ObjectTypeNum=1 [ObjectType] st Name="s_admin_entry" st AppearanceName="s_admin_entry" l ExplosionObject=727 l DestroyedObject=0 f ExtentRadius=35.000000 [BuildingData] ul DmgLevel=100 f ExtentRadius=35.000000 f ExplosionRadius=0.000000 f ExplosionDamage=0.000000 l BuildingName=30632 l SetImpassable=1 l XImpasse=0 l YImpasse=0 ul NormalEffectId=0 ul BlownEffectId=0 ul DamageEffectId=0 b CanRefit=FALSE b MechBay=FALSE f TimeToBurnDamage=5.000000 f BurnDamagePerTime=1.000000 f DamageLvlForBurn=22.000000 f SensorRange=-1.000000 l TeamID=-1 l Tonnage=20 l BattleRating=20 l NumMarines=0 b blockLineOfFire=FALSE l LowTemplate=939524096 l HighTemplate=14392 l PotentialContact=0 l BasePixelOffsetX=4 l BasePixelOffsetY=70 b ImpassableWhenDestroyed = false FITend FITini [ObjectClass] l ObjectTypeNum=1 [ObjectType] st Name="s_admin_wing" st AppearanceName="s_admin_wing" l ExplosionObject=727 l DestroyedObject=0 f ExtentRadius=35.000000 [BuildingData] ul DmgLevel=100 f ExtentRadius=35.000000 f ExplosionRadius=0.000000 f ExplosionDamage=0.000000 l BuildingName=30633 l SetImpassable=1 l XImpasse=0 l YImpasse=0 ul NormalEffectId=0 ul BlownEffectId=0 ul DamageEffectId=0 b CanRefit=FALSE b MechBay=FALSE f TimeToBurnDamage=5.000000 f BurnDamagePerTime=1.000000 f DamageLvlForBurn=22.000000 f SensorRange=-1.000000 l TeamID=-1 l Tonnage=20 l BattleRating=20 l NumMarines=0 b blockLineOfFire=FALSE l LowTemplate=939524096 l HighTemplate=14392 l PotentialContact=0 l BasePixelOffsetX=4 l BasePixelOffsetY=70 b ImpassableWhenDestroyed = false FITend FITini [ObjectClass] l ObjectTypeNum=1 [ObjectType] st Name="s_barracks" st AppearanceName="s_barracks" l ExplosionObject=727 l DestroyedObject=0 f ExtentRadius=35.000000 [BuildingData] ul DmgLevel=25 f ExtentRadius=35.000000 f ExplosionRadius=0.000000 f ExplosionDamage=0.000000 l BuildingName=30634 l SetImpassable=1 l XImpasse=0 l YImpasse=0 ul NormalEffectId=0 ul BlownEffectId=0 ul DamageEffectId=0 b CanRefit=FALSE b MechBay=FALSE f TimeToBurnDamage=5.000000 f BurnDamagePerTime=1.000000 f DamageLvlForBurn=22.000000 f SensorRange=-1.000000 l TeamID=-1 l Tonnage=20 l BattleRating=20 l NumMarines=0 b blockLineOfFire=FALSE l LowTemplate=939524096 l HighTemplate=14392 l PotentialContact=0 l BasePixelOffsetX=4 l BasePixelOffsetY=70 b ImpassableWhenDestroyed = false FITend FITini [ObjectClass] l ObjectTypeNum=1 [ObjectType] st Name="s_barracks2" st AppearanceName="s_barracks2" l ExplosionObject=727 l DestroyedObject=0 f ExtentRadius=35.000000 [BuildingData] ul DmgLevel=25 f ExtentRadius=35.000000 f ExplosionRadius=0.000000 f ExplosionDamage=0.000000 l BuildingName=30635 l SetImpassable=1 l XImpasse=0 l YImpasse=0 ul NormalEffectId=0 ul BlownEffectId=0 ul DamageEffectId=0 b CanRefit=FALSE b MechBay=FALSE f TimeToBurnDamage=5.000000 f BurnDamagePerTime=1.000000 f DamageLvlForBurn=22.000000 f SensorRange=-1.000000 l TeamID=-1 l Tonnage=20 l BattleRating=20 l NumMarines=0 b blockLineOfFire=FALSE l LowTemplate=939524096 l HighTemplate=14392 l PotentialContact=0 l BasePixelOffsetX=4 l BasePixelOffsetY=70 b ImpassableWhenDestroyed = false FITend FITini [ObjectClass] l ObjectTypeNum=1 [ObjectType] st Name="s_cells" st AppearanceName="s_cells" l ExplosionObject=727 l DestroyedObject=0 f ExtentRadius=35.000000 [BuildingData] ul DmgLevel=25 f ExtentRadius=35.000000 f ExplosionRadius=0.000000 f ExplosionDamage=0.000000 l BuildingName=30636 l SetImpassable=1 l XImpasse=0 l YImpasse=0 ul NormalEffectId=0 ul BlownEffectId=0 ul DamageEffectId=0 b CanRefit=FALSE b MechBay=FALSE f TimeToBurnDamage=5.000000 f BurnDamagePerTime=1.000000 f DamageLvlForBurn=22.000000 f SensorRange=-1.000000 l TeamID=-1 l Tonnage=20 l BattleRating=20 l NumMarines=0 b blockLineOfFire=FALSE l LowTemplate=939524096 l HighTemplate=14392 l PotentialContact=0 l BasePixelOffsetX=4 l BasePixelOffsetY=70 b ImpassableWhenDestroyed = false FITend FITini [ObjectClass] l ObjectTypeNum=1 [ObjectType] st Name="BTurretControl.fit" st AppearanceName="BTurretControl" l ExplosionObject=727 l DestroyedObject=0 f ExtentRadius=35.000000 [BuildingData] ul DmgLevel=45 f ExtentRadius=35.000000 f ExplosionRadius=0.000000 f ExplosionDamage=0.000000 l BuildingName=30637 l BuildingDescription = 45006 l SetImpassable=1 l XImpasse=0 l YImpasse=0 ul NormalEffectId=0 ul BlownEffectId=0 ul DamageEffectId=0 b CanRefit=FALSE b MechBay=FALSE f TimeToBurnDamage=5.000000 f BurnDamagePerTime=1.000000 f DamageLvlForBurn=13.000000 f SensorRange=1.000000 l TeamID=-1 l Tonnage=20 l BattleRating=20 l NumMarines=0 b blockLineOfFire=FALSE l LowTemplate=940572672 l HighTemplate=14392 l PotentialContact=0 l BasePixelOffsetX=-4 l BasePixelOffsetY=70 b capturable = true f LookoutTowerRange=1016.0f FITend FITini [ObjectClass] l ObjectTypeNum=1 [ObjectType] st Name="GenericMilitary" st AppearanceName="GenericMilitary" l ExplosionObject=727 l DestroyedObject=0 f ExtentRadius=35.000000 [BuildingData] ul DmgLevel=11 f ExtentRadius=35.000000 f ExplosionRadius=0.000000 f ExplosionDamage=0.000000 l BuildingName=30638 l SetImpassable=1 l XImpasse=0 l YImpasse=0 ul NormalEffectId=0 ul BlownEffectId=0 ul DamageEffectId=0 b CanRefit=FALSE b MechBay=FALSE f TimeToBurnDamage=5.000000 f BurnDamagePerTime=1.000000 f DamageLvlForBurn=22.000000 f SensorRange=-1.000000 l TeamID=-1 l Tonnage=20 l BattleRating=20 l NumMarines=0 b blockLineOfFire=FALSE l LowTemplate=939524096 l HighTemplate=14392 l PotentialContact=0 l BasePixelOffsetX=4 l BasePixelOffsetY=70 b ImpassableWhenDestroyed = false FITend FITini [ObjectClass] l ObjectTypeNum=1 [ObjectType] st Name="OrbitalTurret" st AppearanceName="OrbitalTurret" l ExplosionObject=727 l DestroyedObject=0 f ExtentRadius=35.000000 [BuildingData] ul DmgLevel=50 f ExtentRadius=35.000000 f ExplosionRadius=0.000000 f ExplosionDamage=0.000000 l BuildingName=30639 l SetImpassable=1 l XImpasse=0 l YImpasse=0 ul NormalEffectId=0 ul BlownEffectId=0 ul DamageEffectId=0 b CanRefit=FALSE b MechBay=FALSE f TimeToBurnDamage=5.000000 f BurnDamagePerTime=1.000000 f DamageLvlForBurn=22.000000 f SensorRange=-1.000000 l TeamID=-1 l Tonnage=20 l BattleRating=20 l NumMarines=0 b blockLineOfFire=FALSE l LowTemplate=939524096 l HighTemplate=14392 l PotentialContact=0 l BasePixelOffsetX=4 l BasePixelOffsetY=70 b ImpassableWhenDestroyed = false FITend FITini [ObjectClass] l ObjectTypeNum=1 [ObjectType] st Name="Portable" st AppearanceName="Portable" l ExplosionObject=727 l DestroyedObject=0 f ExtentRadius=35.000000 [BuildingData] ul DmgLevel=3 f ExtentRadius=35.000000 f ExplosionRadius=0.000000 f ExplosionDamage=0.000000 l BuildingName=30640 l SetImpassable=1 l XImpasse=0 l YImpasse=0 ul NormalEffectId=0 ul BlownEffectId=0 ul DamageEffectId=0 b CanRefit=FALSE b MechBay=FALSE f TimeToBurnDamage=5.000000 f BurnDamagePerTime=1.000000 f DamageLvlForBurn=22.000000 f SensorRange=-1.000000 l TeamID=-1 l Tonnage=20 l BattleRating=20 l NumMarines=0 b blockLineOfFire=FALSE l LowTemplate=939524096 l HighTemplate=14392 l PotentialContact=0 l BasePixelOffsetX=4 l BasePixelOffsetY=70 b ImpassableWhenDestroyed = false FITend FITini [ObjectClass] l ObjectTypeNum=3 [ObjectType] st Name ="ArtilleryPiece" st AppearanceName ="ArtilleryPiece" l ExplosionObject =700 l DestroyedObject =0 f ExtentRadius =35.000000 [General] //Read by Type uc Chassis =0 b MineLayer =FALSE b MineSweeper =FALSE l RefitPoints =0 f ExplosionRadius =50.0 f ExplosionDamage =5.0 l IconIndex = 6 f LOSFactor =1.2 //Read by instance l DescIndex =30557 f CurTonnage =40 c Status =0 l BattleRating =25 l EncyclopediaID =45216 [InternalStructure] uc Front =1 uc Rear =1 uc Left =1 uc Right =1 uc Turret =1 [VehicleDynamics] f MaxAccel =0.000000 f MaxVelocity =0.000000 l MaxTurretYawRate =720 l MaxTurretYaw =360 l MaxVehicleYawRate =0 [Front] uc CurInternalStructure =1 uc MaxArmorPoints =30 uc CurArmorPoints =30 [Left] uc CurInternalStructure =1 uc MaxArmorPoints =22 uc CurArmorPoints =22 [Right] uc CurInternalStructure =1 uc MaxArmorPoints =22 uc CurArmorPoints =22 [Rear] uc CurInternalStructure =1 uc MaxArmorPoints =22 uc CurArmorPoints =22 [Turret] uc CurInternalStructure =1 uc MaxArmorPoints =22 uc CurArmorPoints =22 [InventoryInfo] uc NumOther =4 uc NumWeapons =1 uc NumAmmo =1 // Inventory Items -- Other [Item:0] uc MasterID =1 //Engine [Item:1] uc MasterID =6 //Cockpit [Item:2] uc MasterID =35 //LifeSupport [Item:3] uc MasterID =36 //Vehicle Sensor // Inventory Items -- Weapons [Item:4] uc MasterID =160 //LongTom // Inventory Items -- Ammo [Item:5] uc MasterID =227 //LongTom Ammo FITend FITini [ObjectClass] l ObjectTypeNum=3 [ObjectType] st Name ="swarmlrmc" st AppearanceName ="swarmlrmc" l ExplosionObject =700 l DestroyedObject =0 f ExtentRadius =20.000000 [General] //Read by Type uc Chassis =0 b MineLayer =FALSE b MineSweeper =FALSE l RefitPoints =0 f ExplosionRadius =50.0 f ExplosionDamage =3.0 l IconIndex =14 //Read by instance l DescIndex =30643 f CurTonnage =50 c Status =0 l BattleRating =25 l EncyclopediaID =45217 [InternalStructure] uc Front =1 uc Rear =1 uc Left =1 uc Right =1 uc Turret =1 [VehicleDynamics] f MaxAccel =5.000000 f MaxVelocity =15.000000 l MaxTurretYawRate =90 l MaxTurretYaw =180 l MaxVehicleYawRate =720 [Front] uc CurInternalStructure =1 uc MaxArmorPoints =6 uc CurArmorPoints =6 [Left] uc CurInternalStructure =1 uc MaxArmorPoints =6 uc CurArmorPoints =6 [Right] uc CurInternalStructure =1 uc MaxArmorPoints =6 uc CurArmorPoints =6 [Rear] uc CurInternalStructure =1 uc MaxArmorPoints =6 uc CurArmorPoints =6 [Turret] uc CurInternalStructure =1 uc MaxArmorPoints =3 uc CurArmorPoints =3 [InventoryInfo] uc NumOther =4 uc NumWeapons =5 uc NumAmmo =5 // Inventory Items -- Other [Item:0] uc MasterID =1 //Engine [Item:1] uc MasterID =6 //Cockpit [Item:2] uc MasterID =35 //LifeSupport [Item:3] uc MasterID =36 //Vehicle Sensor // Inventory Items -- Weapons [Item:4] uc MasterID =123 //LRM5 Rack [Item:5] uc MasterID =123 //LRM5 Rack [Item:6] uc MasterID =123 //LRM5 Rack [Item:7] uc MasterID =123 //LRM5 Rack [Item:8] uc MasterID =123 //LRM5 Rack // Inventory Items -- Ammo [Item:9] uc MasterID =231 //LRM5 Ammo [Item:10] uc MasterID =231 //LRM5 Ammo [Item:11] uc MasterID =231 //LRM5 Ammo [Item:12] uc MasterID =231 //LRM5 Ammo [Item:13] uc MasterID =231 //LRM5 Ammo FITend FITini [ObjectClass] l ObjectTypeNum=11 [ObjectType] st Name="mechdebrisarm1" st AppearanceName="MechPiece_Arm1" l ExplosionObject=42 l DestroyedObject=0 f ExtentRadius=0.000000 [TerrainObjectData] ul DmgLevel=0 f ExtentRadius=0.000000 FITend FITini [ObjectClass] l ObjectTypeNum=11 [ObjectType] st Name="mechdebrisarm2" st AppearanceName="MechPiece_Arm2" l ExplosionObject=42 l DestroyedObject=0 f ExtentRadius=0.000000 [TerrainObjectData] ul DmgLevel=0 f ExtentRadius=0.000000 FITend FITini [ObjectClass] l ObjectTypeNum=11 [ObjectType] st Name="mechdebrisleg1" st AppearanceName="MechPiece_Leg1" l ExplosionObject=42 l DestroyedObject=0 f ExtentRadius=0.000000 [TerrainObjectData] ul DmgLevel=0 f ExtentRadius=0.000000 FITend FITini [ObjectClass] l ObjectTypeNum=11 [ObjectType] st Name="mechdebrisleg2" st AppearanceName="MechPiece_Leg2" l ExplosionObject=42 l DestroyedObject=0 f ExtentRadius=0.000000 [TerrainObjectData] ul DmgLevel=0 f ExtentRadius=0.000000 FITend FITini [ObjectClass] l ObjectTypeNum=11 [ObjectType] st Name="mechdebrislegs" st AppearanceName="MechPiece_Legs" l ExplosionObject=42 l DestroyedObject=0 f ExtentRadius=0.000000 [TerrainObjectData] ul DmgLevel=0 f ExtentRadius=0.000000 FITend FITini [ObjectClass] l ObjectTypeNum=11 [ObjectType] st Name="mechdebristorso1" st AppearanceName="MechPiece_Torso1" l ExplosionObject=42 l DestroyedObject=0 f ExtentRadius=0.000000 [TerrainObjectData] ul DmgLevel=0 f ExtentRadius=0.000000 FITend FITini [ObjectClass] l ObjectTypeNum=11 [ObjectType] st Name="mechdebristorso2" st AppearanceName="MechPiece_Torso2" l ExplosionObject=42 l DestroyedObject=0 f ExtentRadius=0.000000 [TerrainObjectData] ul DmgLevel=0 f ExtentRadius=0.000000 FITend FITini [ObjectClass] l ObjectTypeNum=1 [ObjectType] st Name="Centerlobby" st AppearanceName="centerlobby" l ExplosionObject=727 l DestroyedObject=0 f ExtentRadius=35.000000 [BuildingData] ul DmgLevel=18 f ExtentRadius=35.000000 f ExplosionRadius=0.000000 f ExplosionDamage=0.000000 l BuildingName=30704 l SetImpassable=1 l XImpasse=0 l YImpasse=0 ul NormalEffectId=0 ul BlownEffectId=0 ul DamageEffectId=0 b CanRefit=FALSE b MechBay=FALSE f TimeToBurnDamage=5.000000 f BurnDamagePerTime=1.000000 f DamageLvlForBurn=22.000000 f SensorRange=-1.000000 l TeamID=-1 l Tonnage=20 l BattleRating=20 l NumMarines=0 b blockLineOfFire=FALSE l LowTemplate=939524096 l HighTemplate=14392 l PotentialContact=0 l BasePixelOffsetX=4 l BasePixelOffsetY=70 b ImpassableWhenDestroyed = false FITend FITini [ObjectClass] l ObjectTypeNum=1 [ObjectType] st Name="Dropship" st AppearanceName="Dropship" l ExplosionObject=727 l DestroyedObject=0 f ExtentRadius=35.000000 [BuildingData] ul DmgLevel=150 f ExtentRadius=35.000000 f ExplosionRadius=0.000000 f ExplosionDamage=0.000000 l BuildingName=30705 l SetImpassable=1 l XImpasse=0 l YImpasse=0 ul NormalEffectId=0 ul BlownEffectId=0 ul DamageEffectId=0 b CanRefit=FALSE b MechBay=FALSE f TimeToBurnDamage=5.000000 f BurnDamagePerTime=1.000000 f DamageLvlForBurn=22.000000 f SensorRange=-1.000000 l TeamID=-1 l Tonnage=20 l BattleRating=20 l NumMarines=0 b blockLineOfFire=FALSE l LowTemplate=939524096 l HighTemplate=14392 l PotentialContact=0 l BasePixelOffsetX=4 l BasePixelOffsetY=70 b ImpassableWhenDestroyed = false FITend FITini [ObjectClass] l ObjectTypeNum=1 [ObjectType] st Name="Gantry" st AppearanceName="Gantry" l ExplosionObject=727 l DestroyedObject=0 f ExtentRadius=35.000000 [BuildingData] ul DmgLevel=5 f ExtentRadius=35.000000 f ExplosionRadius=0.000000 f ExplosionDamage=0.000000 l BuildingName=30743 l SetImpassable=1 l XImpasse=0 l YImpasse=0 ul NormalEffectId=0 ul BlownEffectId=0 ul DamageEffectId=0 b CanRefit=FALSE b MechBay=FALSE f TimeToBurnDamage=5.000000 f BurnDamagePerTime=1.000000 f DamageLvlForBurn=22.000000 f SensorRange=-1.000000 l TeamID=-1 l Tonnage=20 l BattleRating=20 l NumMarines=0 b blockLineOfFire=FALSE l LowTemplate=939524096 l HighTemplate=14392 l PotentialContact=0 l BasePixelOffsetX=4 l BasePixelOffsetY=70 b ImpassableWhenDestroyed = false FITend FITini [ObjectClass] l ObjectTypeNum=1 [ObjectType] st Name="Hangar" st AppearanceName="Hangar" l ExplosionObject=727 l DestroyedObject=0 f ExtentRadius=35.000000 [BuildingData] ul DmgLevel=20 f ExtentRadius=35.000000 f ExplosionRadius=0.000000 f ExplosionDamage=0.000000 l BuildingName=30707 l SetImpassable=1 l XImpasse=0 l YImpasse=0 ul NormalEffectId=0 ul BlownEffectId=0 ul DamageEffectId=0 b CanRefit=FALSE b MechBay=FALSE f TimeToBurnDamage=5.000000 f BurnDamagePerTime=1.000000 f DamageLvlForBurn=22.000000 f SensorRange=-1.000000 l TeamID=-1 l Tonnage=20 l BattleRating=20 l NumMarines=0 b blockLineOfFire=FALSE l LowTemplate=939524096 l HighTemplate=14392 l PotentialContact=0 l BasePixelOffsetX=4 l BasePixelOffsetY=70 b ImpassableWhenDestroyed = false FITend FITini [ObjectClass] l ObjectTypeNum=1 [ObjectType] st Name="Hub" st AppearanceName="Hub" l ExplosionObject=727 l DestroyedObject=0 f ExtentRadius=35.000000 [BuildingData] ul DmgLevel=15 f ExtentRadius=35.000000 f ExplosionRadius=0.000000 f ExplosionDamage=0.000000 l BuildingName=30708 l SetImpassable=1 l XImpasse=0 l YImpasse=0 ul NormalEffectId=0 ul BlownEffectId=0 ul DamageEffectId=0 b CanRefit=FALSE b MechBay=FALSE f TimeToBurnDamage=5.000000 f BurnDamagePerTime=1.000000 f DamageLvlForBurn=22.000000 f SensorRange=-1.000000 l TeamID=-1 l Tonnage=20 l BattleRating=20 l NumMarines=0 b blockLineOfFire=FALSE l LowTemplate=939524096 l HighTemplate=14392 l PotentialContact=0 l BasePixelOffsetX=4 l BasePixelOffsetY=70 b ImpassableWhenDestroyed = false FITend FITini [ObjectClass] l ObjectTypeNum=1 [ObjectType] st Name="Lobby" st AppearanceName="Lobby" l ExplosionObject=727 l DestroyedObject=0 f ExtentRadius=35.000000 [BuildingData] ul DmgLevel=15 f ExtentRadius=35.000000 f ExplosionRadius=0.000000 f ExplosionDamage=0.000000 l BuildingName=30710 l SetImpassable=1 l XImpasse=0 l YImpasse=0 ul NormalEffectId=0 ul BlownEffectId=0 ul DamageEffectId=0 b CanRefit=FALSE b MechBay=FALSE f TimeToBurnDamage=5.000000 f BurnDamagePerTime=1.000000 f DamageLvlForBurn=22.000000 f SensorRange=-1.000000 l TeamID=-1 l Tonnage=20 l BattleRating=20 l NumMarines=0 b blockLineOfFire=FALSE l LowTemplate=939524096 l HighTemplate=14392 l PotentialContact=0 l BasePixelOffsetX=4 l BasePixelOffsetY=70 b ImpassableWhenDestroyed = false FITend FITini [ObjectClass] l ObjectTypeNum=1 [ObjectType] st Name="Shuttle" st AppearanceName="Shuttle" l ExplosionObject=727 l DestroyedObject=0 f ExtentRadius=35.000000 [BuildingData] ul DmgLevel=3 f ExtentRadius=35.000000 f ExplosionRadius=0.000000 f ExplosionDamage=0.000000 l BuildingName=30711 l SetImpassable=1 l XImpasse=0 l YImpasse=0 ul NormalEffectId=0 ul BlownEffectId=0 ul DamageEffectId=0 b CanRefit=FALSE b MechBay=FALSE f TimeToBurnDamage=5.000000 f BurnDamagePerTime=1.000000 f DamageLvlForBurn=22.000000 f SensorRange=-1.000000 l TeamID=-1 l Tonnage=20 l BattleRating=20 l NumMarines=0 b blockLineOfFire=FALSE l LowTemplate=939524096 l HighTemplate=14392 l PotentialContact=0 l BasePixelOffsetX=4 l BasePixelOffsetY=70 b ImpassableWhenDestroyed = false FITend FITini [ObjectClass] l ObjectTypeNum=1 [ObjectType] st Name="Terminal1" st AppearanceName="Terminal1" l ExplosionObject=727 l DestroyedObject=0 f ExtentRadius=35.000000 [BuildingData] ul DmgLevel=15 f ExtentRadius=35.000000 f ExplosionRadius=0.000000 f ExplosionDamage=0.000000 l BuildingName=30713 l SetImpassable=1 l XImpasse=0 l YImpasse=0 ul NormalEffectId=0 ul BlownEffectId=0 ul DamageEffectId=0 b CanRefit=FALSE b MechBay=FALSE f TimeToBurnDamage=5.000000 f BurnDamagePerTime=1.000000 f DamageLvlForBurn=22.000000 f SensorRange=-1.000000 l TeamID=-1 l Tonnage=20 l BattleRating=20 l NumMarines=0 b blockLineOfFire=FALSE l LowTemplate=939524096 l HighTemplate=14392 l PotentialContact=0 l BasePixelOffsetX=4 l BasePixelOffsetY=70 b ImpassableWhenDestroyed = false FITend FITini [ObjectClass] l ObjectTypeNum=1 [ObjectType] st Name="Terminal2" st AppearanceName="Terminal2" l ExplosionObject=727 l DestroyedObject=0 f ExtentRadius=35.000000 [BuildingData] ul DmgLevel=15 f ExtentRadius=35.000000 f ExplosionRadius=0.000000 f ExplosionDamage=0.000000 l BuildingName=30714 l SetImpassable=1 l XImpasse=0 l YImpasse=0 ul NormalEffectId=0 ul BlownEffectId=0 ul DamageEffectId=0 b CanRefit=FALSE b MechBay=FALSE f TimeToBurnDamage=5.000000 f BurnDamagePerTime=1.000000 f DamageLvlForBurn=22.000000 f SensorRange=-1.000000 l TeamID=-1 l Tonnage=20 l BattleRating=20 l NumMarines=0 b blockLineOfFire=FALSE l LowTemplate=939524096 l HighTemplate=14392 l PotentialContact=0 l BasePixelOffsetX=4 l BasePixelOffsetY=70 b ImpassableWhenDestroyed = false FITend FITini [ObjectClass] l ObjectTypeNum=1 [ObjectType] st Name="Trafcon" st AppearanceName="Trafcon" l ExplosionObject=727 l DestroyedObject=0 f ExtentRadius=35.000000 [BuildingData] ul DmgLevel=40 f ExtentRadius=35.000000 f ExplosionRadius=0.000000 f ExplosionDamage=0.000000 l BuildingName=30716 l SetImpassable=1 l XImpasse=0 l YImpasse=0 ul NormalEffectId=0 ul BlownEffectId=0 ul DamageEffectId=0 b CanRefit=FALSE b MechBay=FALSE f TimeToBurnDamage=5.000000 f BurnDamagePerTime=1.000000 f DamageLvlForBurn=22.000000 f SensorRange=-1.000000 l TeamID=-1 l Tonnage=20 l BattleRating=20 l NumMarines=0 b blockLineOfFire=FALSE l LowTemplate=939524096 l HighTemplate=14392 l PotentialContact=0 l BasePixelOffsetX=4 l BasePixelOffsetY=70 b ImpassableWhenDestroyed = false FITend FITini [ObjectClass] l ObjectTypeNum=1 [ObjectType] st Name="Trafcon2" st AppearanceName="Trafcon2" l ExplosionObject=727 l DestroyedObject=0 f ExtentRadius=35.000000 [BuildingData] ul DmgLevel=20 f ExtentRadius=35.000000 f ExplosionRadius=0.000000 f ExplosionDamage=0.000000 l BuildingName=30717 l SetImpassable=1 l XImpasse=0 l YImpasse=0 ul NormalEffectId=0 ul BlownEffectId=0 ul DamageEffectId=0 b CanRefit=FALSE b MechBay=FALSE f TimeToBurnDamage=5.000000 f BurnDamagePerTime=1.000000 f DamageLvlForBurn=22.000000 f SensorRange=-1.000000 l TeamID=-1 l Tonnage=20 l BattleRating=20 l NumMarines=0 b blockLineOfFire=FALSE l LowTemplate=939524096 l HighTemplate=14392 l PotentialContact=0 l BasePixelOffsetX=4 l BasePixelOffsetY=70 b ImpassableWhenDestroyed = false FITend FITini [ObjectClass] l ObjectTypeNum=1 [ObjectType] st Name="walkway" st AppearanceName="walkway" l ExplosionObject=727 l DestroyedObject=0 f ExtentRadius=35.000000 [BuildingData] ul DmgLevel=7 f ExtentRadius=35.000000 f ExplosionRadius=0.000000 f ExplosionDamage=0.000000 l BuildingName=30719 l SetImpassable=1 l XImpasse=0 l YImpasse=0 ul NormalEffectId=0 ul BlownEffectId=0 ul DamageEffectId=0 b CanRefit=FALSE b MechBay=FALSE f TimeToBurnDamage=5.000000 f BurnDamagePerTime=1.000000 f DamageLvlForBurn=22.000000 f SensorRange=-1.000000 l TeamID=-1 l Tonnage=20 l BattleRating=20 l NumMarines=0 b blockLineOfFire=FALSE l LowTemplate=939524096 l HighTemplate=14392 l PotentialContact=0 l BasePixelOffsetX=4 l BasePixelOffsetY=70 b ImpassableWhenDestroyed = false FITend FITini [ObjectClass] l ObjectTypeNum=1 [ObjectType] st Name="LiaoBanner" st AppearanceName="L_Banner" l ExplosionObject=727 l DestroyedObject=0 f ExtentRadius=35.000000 [BuildingData] ul DmgLevel=1 f ExtentRadius=35.000000 f ExplosionRadius=0.000000 f ExplosionDamage=0.000000 l BuildingName=30720 l SetImpassable=1 l XImpasse=0 l YImpasse=0 ul NormalEffectId=0 ul BlownEffectId=0 ul DamageEffectId=0 b CanRefit=FALSE b MechBay=FALSE f TimeToBurnDamage=5.000000 f BurnDamagePerTime=1.000000 f DamageLvlForBurn=22.000000 f SensorRange=-1.000000 l TeamID=-1 l Tonnage=20 l BattleRating=20 l NumMarines=0 b blockLineOfFire=FALSE l LowTemplate=939524096 l HighTemplate=14392 l PotentialContact=0 l BasePixelOffsetX=4 l BasePixelOffsetY=70 b ImpassableWhenDestroyed = false FITend FITini [ObjectClass] l ObjectTypeNum=1 [ObjectType] st Name="LiaoEliteBarracks" st AppearanceName="L_EliteBarracks" l ExplosionObject=727 l DestroyedObject=0 f ExtentRadius=35.000000 [BuildingData] ul DmgLevel=20 f ExtentRadius=35.000000 f ExplosionRadius=0.000000 f ExplosionDamage=0.000000 l BuildingName=30722 l SetImpassable=1 l XImpasse=0 l YImpasse=0 ul NormalEffectId=0 ul BlownEffectId=0 ul DamageEffectId=0 b CanRefit=FALSE b MechBay=FALSE f TimeToBurnDamage=5.000000 f BurnDamagePerTime=1.000000 f DamageLvlForBurn=22.000000 f SensorRange=-1.000000 l TeamID=-1 l Tonnage=20 l BattleRating=20 l NumMarines=0 b blockLineOfFire=FALSE l LowTemplate=939524096 l HighTemplate=14392 l PotentialContact=0 l BasePixelOffsetX=4 l BasePixelOffsetY=70 b ImpassableWhenDestroyed = false FITend FITini [ObjectClass] l ObjectTypeNum=1 [ObjectType] st Name="LiaoGuardHouse" st AppearanceName="L_GuardHouse" l ExplosionObject=727 l DestroyedObject=0 f ExtentRadius=35.000000 [BuildingData] ul DmgLevel=20 f ExtentRadius=35.000000 f ExplosionRadius=0.000000 f ExplosionDamage=0.000000 l BuildingName=30723 l SetImpassable=1 l XImpasse=0 l YImpasse=0 ul NormalEffectId=0 ul BlownEffectId=0 ul DamageEffectId=0 b CanRefit=FALSE b MechBay=FALSE f TimeToBurnDamage=5.000000 f BurnDamagePerTime=1.000000 f DamageLvlForBurn=22.000000 f SensorRange=-1.000000 l TeamID=-1 l Tonnage=20 l BattleRating=20 l NumMarines=0 b blockLineOfFire=FALSE l LowTemplate=939524096 l HighTemplate=14392 l PotentialContact=0 l BasePixelOffsetX=4 l BasePixelOffsetY=70 b ImpassableWhenDestroyed = false FITend FITini [ObjectClass] l ObjectTypeNum=1 [ObjectType] st Name="LiaoPalaceCore" st AppearanceName="L_PalaceCore" l ExplosionObject=727 l DestroyedObject=0 f ExtentRadius=35.000000 [BuildingData] ul DmgLevel=30 f ExtentRadius=35.000000 f ExplosionRadius=0.000000 f ExplosionDamage=0.000000 l BuildingName=30725 l SetImpassable=1 l XImpasse=0 l YImpasse=0 ul NormalEffectId=0 ul BlownEffectId=0 ul DamageEffectId=0 b CanRefit=FALSE b MechBay=FALSE f TimeToBurnDamage=5.000000 f BurnDamagePerTime=1.000000 f DamageLvlForBurn=22.000000 f SensorRange=-1.000000 l TeamID=-1 l Tonnage=20 l BattleRating=20 l NumMarines=0 b blockLineOfFire=FALSE l LowTemplate=939524096 l HighTemplate=14392 l PotentialContact=0 l BasePixelOffsetX=4 l BasePixelOffsetY=70 b ImpassableWhenDestroyed = false FITend FITini [ObjectClass] l ObjectTypeNum=1 [ObjectType] st Name="LiaoPalaceGate" st AppearanceName="L_PalaceGate" l ExplosionObject=727 l DestroyedObject=0 f ExtentRadius=35.000000 [BuildingData] ul DmgLevel=30 f ExtentRadius=35.000000 f ExplosionRadius=0.000000 f ExplosionDamage=0.000000 l BuildingName=30726 l SetImpassable=1 l XImpasse=0 l YImpasse=0 ul NormalEffectId=0 ul BlownEffectId=0 ul DamageEffectId=0 b CanRefit=FALSE b MechBay=FALSE f TimeToBurnDamage=5.000000 f BurnDamagePerTime=1.000000 f DamageLvlForBurn=22.000000 f SensorRange=-1.000000 l TeamID=-1 l Tonnage=20 l BattleRating=20 l NumMarines=0 b blockLineOfFire=FALSE l LowTemplate=939524096 l HighTemplate=14392 l PotentialContact=0 l BasePixelOffsetX=4 l BasePixelOffsetY=70 b ImpassableWhenDestroyed = false FITend FITini [ObjectClass] l ObjectTypeNum=1 [ObjectType] st Name="LiaoPalaceTower" st AppearanceName="L_PalaceTwr" l ExplosionObject=727 l DestroyedObject=0 f ExtentRadius=35.000000 [BuildingData] ul DmgLevel=30 f ExtentRadius=35.000000 f ExplosionRadius=0.000000 f ExplosionDamage=0.000000 l BuildingName=30728 l SetImpassable=1 l XImpasse=0 l YImpasse=0 ul NormalEffectId=0 ul BlownEffectId=0 ul DamageEffectId=0 b CanRefit=FALSE b MechBay=FALSE f TimeToBurnDamage=5.000000 f BurnDamagePerTime=1.000000 f DamageLvlForBurn=22.000000 f SensorRange=-1.000000 l TeamID=-1 l Tonnage=20 l BattleRating=20 l NumMarines=0 b blockLineOfFire=FALSE l LowTemplate=939524096 l HighTemplate=14392 l PotentialContact=0 l BasePixelOffsetX=4 l BasePixelOffsetY=70 b ImpassableWhenDestroyed = false FITend FITini [ObjectClass] l ObjectTypeNum=1 [ObjectType] st Name="LiaoPalaceWing" st AppearanceName="L_PalaceWing" l ExplosionObject=727 l DestroyedObject=0 f ExtentRadius=35.000000 [BuildingData] ul DmgLevel=30 f ExtentRadius=35.000000 f ExplosionRadius=0.000000 f ExplosionDamage=0.000000 l BuildingName=30729 l SetImpassable=1 l XImpasse=0 l YImpasse=0 ul NormalEffectId=0 ul BlownEffectId=0 ul DamageEffectId=0 b CanRefit=FALSE b MechBay=FALSE f TimeToBurnDamage=5.000000 f BurnDamagePerTime=1.000000 f DamageLvlForBurn=22.000000 f SensorRange=-1.000000 l TeamID=-1 l Tonnage=20 l BattleRating=20 l NumMarines=0 b blockLineOfFire=FALSE l LowTemplate=939524096 l HighTemplate=14392 l PotentialContact=0 l BasePixelOffsetX=4 l BasePixelOffsetY=70 b ImpassableWhenDestroyed = false FITend FITini [ObjectClass] l ObjectTypeNum=1 [ObjectType] st Name="LiaoResidenceCore" st AppearanceName="L_ResidenceCore" l ExplosionObject=727 l DestroyedObject=0 f ExtentRadius=35.000000 [BuildingData] ul DmgLevel=30 f ExtentRadius=35.000000 f ExplosionRadius=0.000000 f ExplosionDamage=0.000000 l BuildingName=30744 l SetImpassable=1 l XImpasse=0 l YImpasse=0 ul NormalEffectId=0 ul BlownEffectId=0 ul DamageEffectId=0 b CanRefit=FALSE b MechBay=FALSE f TimeToBurnDamage=5.000000 f BurnDamagePerTime=1.000000 f DamageLvlForBurn=22.000000 f SensorRange=-1.000000 l TeamID=-1 l Tonnage=20 l BattleRating=20 l NumMarines=0 b blockLineOfFire=FALSE l LowTemplate=939524096 l HighTemplate=14392 l PotentialContact=0 l BasePixelOffsetX=4 l BasePixelOffsetY=70 b ImpassableWhenDestroyed = false FITend FITini [ObjectClass] l ObjectTypeNum=1 [ObjectType] st Name="LiaoResidenceLeft" st AppearanceName="L_ResidenceLeft" l ExplosionObject=727 l DestroyedObject=0 f ExtentRadius=35.000000 [BuildingData] ul DmgLevel=30 f ExtentRadius=35.000000 f ExplosionRadius=0.000000 f ExplosionDamage=0.000000 l BuildingName=30731 l SetImpassable=1 l XImpasse=0 l YImpasse=0 ul NormalEffectId=0 ul BlownEffectId=0 ul DamageEffectId=0 b CanRefit=FALSE b MechBay=FALSE f TimeToBurnDamage=5.000000 f BurnDamagePerTime=1.000000 f DamageLvlForBurn=22.000000 f SensorRange=-1.000000 l TeamID=-1 l Tonnage=20 l BattleRating=20 l NumMarines=0 b blockLineOfFire=FALSE l LowTemplate=939524096 l HighTemplate=14392 l PotentialContact=0 l BasePixelOffsetX=4 l BasePixelOffsetY=70 b ImpassableWhenDestroyed = false FITend FITini [ObjectClass] l ObjectTypeNum=1 [ObjectType] st Name="LiaoResidenceRight" st AppearanceName="L_ResidenceRight" l ExplosionObject=727 l DestroyedObject=0 f ExtentRadius=35.000000 [BuildingData] ul DmgLevel=30 f ExtentRadius=35.000000 f ExplosionRadius=0.000000 f ExplosionDamage=0.000000 l BuildingName=30732 l SetImpassable=1 l XImpasse=0 l YImpasse=0 ul NormalEffectId=0 ul BlownEffectId=0 ul DamageEffectId=0 b CanRefit=FALSE b MechBay=FALSE f TimeToBurnDamage=5.000000 f BurnDamagePerTime=1.000000 f DamageLvlForBurn=22.000000 f SensorRange=-1.000000 l TeamID=-1 l Tonnage=20 l BattleRating=20 l NumMarines=0 b blockLineOfFire=FALSE l LowTemplate=939524096 l HighTemplate=14392 l PotentialContact=0 l BasePixelOffsetX=4 l BasePixelOffsetY=70 b ImpassableWhenDestroyed = false FITend FITini [ObjectClass] l ObjectTypeNum=1 [ObjectType] st Name="CrashRib" st AppearanceName="CrashRib" l ExplosionObject=727 l DestroyedObject=0 f ExtentRadius=35.000000 [BuildingData] ul DmgLevel=1 f ExtentRadius=35.000000 f ExplosionRadius=0.000000 f ExplosionDamage=0.000000 l BuildingName=30734 l SetImpassable=1 l XImpasse=0 l YImpasse=0 ul NormalEffectId=0 ul BlownEffectId=0 ul DamageEffectId=0 b CanRefit=FALSE b MechBay=FALSE f TimeToBurnDamage=5.000000 f BurnDamagePerTime=1.000000 f DamageLvlForBurn=22.000000 f SensorRange=-1.000000 l TeamID=-1 l Tonnage=20 l BattleRating=20 l NumMarines=0 b blockLineOfFire=FALSE l LowTemplate=939524096 l HighTemplate=14392 l PotentialContact=0 l BasePixelOffsetX=4 l BasePixelOffsetY=70 b ImpassableWhenDestroyed = false FITend FITini [ObjectClass] l ObjectTypeNum=1 [ObjectType] st Name="CrashShanty1" st AppearanceName="CrashShanty1" l ExplosionObject=727 l DestroyedObject=0 f ExtentRadius=35.000000 [BuildingData] ul DmgLevel=1 f ExtentRadius=35.000000 f ExplosionRadius=0.000000 f ExplosionDamage=0.000000 l BuildingName=30735 l SetImpassable=1 l XImpasse=0 l YImpasse=0 ul NormalEffectId=0 ul BlownEffectId=0 ul DamageEffectId=0 b CanRefit=FALSE b MechBay=FALSE f TimeToBurnDamage=5.000000 f BurnDamagePerTime=1.000000 f DamageLvlForBurn=22.000000 f SensorRange=-1.000000 l TeamID=-1 l Tonnage=20 l BattleRating=20 l NumMarines=0 b blockLineOfFire=FALSE l LowTemplate=939524096 l HighTemplate=14392 l PotentialContact=0 l BasePixelOffsetX=4 l BasePixelOffsetY=70 b ImpassableWhenDestroyed = false FITend FITini [ObjectClass] l ObjectTypeNum=1 [ObjectType] st Name="CrashShanty2" st AppearanceName="CrashShanty2" l ExplosionObject=727 l DestroyedObject=0 f ExtentRadius=35.000000 [BuildingData] ul DmgLevel=1 f ExtentRadius=35.000000 f ExplosionRadius=0.000000 f ExplosionDamage=0.000000 l BuildingName=30737 l SetImpassable=1 l XImpasse=0 l YImpasse=0 ul NormalEffectId=0 ul BlownEffectId=0 ul DamageEffectId=0 b CanRefit=FALSE b MechBay=FALSE f TimeToBurnDamage=5.000000 f BurnDamagePerTime=1.000000 f DamageLvlForBurn=22.000000 f SensorRange=-1.000000 l TeamID=-1 l Tonnage=20 l BattleRating=20 l NumMarines=0 b blockLineOfFire=FALSE l LowTemplate=939524096 l HighTemplate=14392 l PotentialContact=0 l BasePixelOffsetX=4 l BasePixelOffsetY=70 b ImpassableWhenDestroyed = false FITend FITini [ObjectClass] l ObjectTypeNum=1 [ObjectType] st Name="CrashShanty3" st AppearanceName="CrashShanty3" l ExplosionObject=727 l DestroyedObject=0 f ExtentRadius=35.000000 [BuildingData] ul DmgLevel=1 f ExtentRadius=35.000000 f ExplosionRadius=0.000000 f ExplosionDamage=0.000000 l BuildingName=30738 l SetImpassable=1 l XImpasse=0 l YImpasse=0 ul NormalEffectId=0 ul BlownEffectId=0 ul DamageEffectId=0 b CanRefit=FALSE b MechBay=FALSE f TimeToBurnDamage=5.000000 f BurnDamagePerTime=1.000000 f DamageLvlForBurn=22.000000 f SensorRange=-1.000000 l TeamID=-1 l Tonnage=20 l BattleRating=20 l NumMarines=0 b blockLineOfFire=FALSE l LowTemplate=939524096 l HighTemplate=14392 l PotentialContact=0 l BasePixelOffsetX=4 l BasePixelOffsetY=70 b ImpassableWhenDestroyed = false FITend FITini [ObjectClass] l ObjectTypeNum=1 [ObjectType] st Name="CrashWing" st AppearanceName="CrashWing" l ExplosionObject=727 l DestroyedObject=0 f ExtentRadius=35.000000 [BuildingData] ul DmgLevel=30 f ExtentRadius=35.000000 f ExplosionRadius=0.000000 f ExplosionDamage=0.000000 l BuildingName=30740 l SetImpassable=1 l XImpasse=0 l YImpasse=0 ul NormalEffectId=0 ul BlownEffectId=0 ul DamageEffectId=0 b CanRefit=FALSE b MechBay=FALSE f TimeToBurnDamage=5.000000 f BurnDamagePerTime=1.000000 f DamageLvlForBurn=22.000000 f SensorRange=-1.000000 l TeamID=-1 l Tonnage=20 l BattleRating=20 l NumMarines=0 b blockLineOfFire=FALSE l LowTemplate=939524096 l HighTemplate=14392 l PotentialContact=0 l BasePixelOffsetX=4 l BasePixelOffsetY=70 b ImpassableWhenDestroyed = false FITend FITini [ObjectClass] l ObjectTypeNum=11 [ObjectType] st Name="ShantyFence" st AppearanceName="Shantyfence" l ExplosionObject=42 l DestroyedObject=0 f ExtentRadius=0.000000 [TerrainObjectData] ul DmgLevel=1 f ExtentRadius=20.000000 FITend FITini [ObjectClass] l ObjectTypeNum=1 [ObjectType] st Name="HPG_Corner" st AppearanceName="hpg_corner" l ExplosionObject=727 l DestroyedObject=0 f ExtentRadius=35.000000 [BuildingData] ul DmgLevel=20 f ExtentRadius=35.000000 f ExplosionRadius=0.000000 f ExplosionDamage=0.000000 l BuildingName=30746 l SetImpassable=1 l XImpasse=0 l YImpasse=0 ul NormalEffectId=0 ul BlownEffectId=0 ul DamageEffectId=0 b CanRefit=FALSE b MechBay=FALSE f TimeToBurnDamage=5.000000 f BurnDamagePerTime=1.000000 f DamageLvlForBurn=22.000000 f SensorRange=-1.000000 l TeamID=-1 l Tonnage=20 l BattleRating=20 l NumMarines=0 b blockLineOfFire=FALSE l LowTemplate=939524096 l HighTemplate=14392 l PotentialContact=0 l BasePixelOffsetX=4 l BasePixelOffsetY=70 b ImpassableWhenDestroyed = false FITend FITini [ObjectClass] l ObjectTypeNum=1 [ObjectType] st Name="HPG_End" st AppearanceName="hpg_End" l ExplosionObject=727 l DestroyedObject=0 f ExtentRadius=35.000000 [BuildingData] ul DmgLevel=20 f ExtentRadius=35.000000 f ExplosionRadius=0.000000 f ExplosionDamage=0.000000 l BuildingName=30747 l SetImpassable=1 l XImpasse=0 l YImpasse=0 ul NormalEffectId=0 ul BlownEffectId=0 ul DamageEffectId=0 b CanRefit=FALSE b MechBay=FALSE f TimeToBurnDamage=5.000000 f BurnDamagePerTime=1.000000 f DamageLvlForBurn=22.000000 f SensorRange=-1.000000 l TeamID=-1 l Tonnage=20 l BattleRating=20 l NumMarines=0 b blockLineOfFire=FALSE l LowTemplate=939524096 l HighTemplate=14392 l PotentialContact=0 l BasePixelOffsetX=4 l BasePixelOffsetY=70 b ImpassableWhenDestroyed = false FITend FITini [ObjectClass] l ObjectTypeNum=1 [ObjectType] st Name="HPG_fourway" st AppearanceName="hpg_fourway" l ExplosionObject=727 l DestroyedObject=0 f ExtentRadius=35.000000 [BuildingData] ul DmgLevel=20 f ExtentRadius=35.000000 f ExplosionRadius=0.000000 f ExplosionDamage=0.000000 l BuildingName=30749 l SetImpassable=1 l XImpasse=0 l YImpasse=0 ul NormalEffectId=0 ul BlownEffectId=0 ul DamageEffectId=0 b CanRefit=FALSE b MechBay=FALSE f TimeToBurnDamage=5.000000 f BurnDamagePerTime=1.000000 f DamageLvlForBurn=22.000000 f SensorRange=-1.000000 l TeamID=-1 l Tonnage=20 l BattleRating=20 l NumMarines=0 b blockLineOfFire=FALSE l LowTemplate=939524096 l HighTemplate=14392 l PotentialContact=0 l BasePixelOffsetX=4 l BasePixelOffsetY=70 b ImpassableWhenDestroyed = false FITend FITini [ObjectClass] l ObjectTypeNum=1 [ObjectType] st Name="HPG_gen" st AppearanceName="hpg_gen" l ExplosionObject=727 l DestroyedObject=0 f ExtentRadius=35.000000 [BuildingData] ul DmgLevel=20 f ExtentRadius=35.000000 f ExplosionRadius=0.000000 f ExplosionDamage=0.000000 l BuildingName=30750 l SetImpassable=1 l XImpasse=0 l YImpasse=0 ul NormalEffectId=0 ul BlownEffectId=0 ul DamageEffectId=0 b CanRefit=FALSE b MechBay=FALSE f TimeToBurnDamage=5.000000 f BurnDamagePerTime=1.000000 f DamageLvlForBurn=22.000000 f SensorRange=-1.000000 l TeamID=-1 l Tonnage=20 l BattleRating=20 l NumMarines=0 b blockLineOfFire=FALSE l LowTemplate=939524096 l HighTemplate=14392 l PotentialContact=0 l BasePixelOffsetX=4 l BasePixelOffsetY=70 b ImpassableWhenDestroyed = false FITend FITini [ObjectClass] l ObjectTypeNum=1 [ObjectType] st Name="HPG_Office" st AppearanceName="hpg_office" l ExplosionObject=727 l DestroyedObject=0 f ExtentRadius=35.000000 [BuildingData] ul DmgLevel=20 f ExtentRadius=35.000000 f ExplosionRadius=0.000000 f ExplosionDamage=0.000000 l BuildingName=30752 l SetImpassable=1 l XImpasse=0 l YImpasse=0 ul NormalEffectId=0 ul BlownEffectId=0 ul DamageEffectId=0 b CanRefit=FALSE b MechBay=FALSE f TimeToBurnDamage=5.000000 f BurnDamagePerTime=1.000000 f DamageLvlForBurn=22.000000 f SensorRange=-1.000000 l TeamID=-1 l Tonnage=20 l BattleRating=20 l NumMarines=0 b blockLineOfFire=FALSE l LowTemplate=939524096 l HighTemplate=14392 l PotentialContact=0 l BasePixelOffsetX=4 l BasePixelOffsetY=70 b ImpassableWhenDestroyed = false FITend FITini [ObjectClass] l ObjectTypeNum=1 [ObjectType] st Name="HPG_threeway" st AppearanceName="hpg_threeway" l ExplosionObject=727 l DestroyedObject=0 f ExtentRadius=35.000000 [BuildingData] ul DmgLevel=20 f ExtentRadius=35.000000 f ExplosionRadius=0.000000 f ExplosionDamage=0.000000 l BuildingName=30753 l SetImpassable=1 l XImpasse=0 l YImpasse=0 ul NormalEffectId=0 ul BlownEffectId=0 ul DamageEffectId=0 b CanRefit=FALSE b MechBay=FALSE f TimeToBurnDamage=5.000000 f BurnDamagePerTime=1.000000 f DamageLvlForBurn=22.000000 f SensorRange=-1.000000 l TeamID=-1 l Tonnage=20 l BattleRating=20 l NumMarines=0 b blockLineOfFire=FALSE l LowTemplate=939524096 l HighTemplate=14392 l PotentialContact=0 l BasePixelOffsetX=4 l BasePixelOffsetY=70 b ImpassableWhenDestroyed = false FITend FITini [ObjectClass] l ObjectTypeNum=1 [ObjectType] st Name="HPG_walkway" st AppearanceName="hpg_walkway" l ExplosionObject=727 l DestroyedObject=0 f ExtentRadius=35.000000 [BuildingData] ul DmgLevel=20 f ExtentRadius=35.000000 f ExplosionRadius=0.000000 f ExplosionDamage=0.000000 l BuildingName=30755 l SetImpassable=1 l XImpasse=0 l YImpasse=0 ul NormalEffectId=0 ul BlownEffectId=0 ul DamageEffectId=0 b CanRefit=FALSE b MechBay=FALSE f TimeToBurnDamage=5.000000 f BurnDamagePerTime=1.000000 f DamageLvlForBurn=22.000000 f SensorRange=-1.000000 l TeamID=-1 l Tonnage=20 l BattleRating=20 l NumMarines=0 b blockLineOfFire=FALSE l LowTemplate=939524096 l HighTemplate=14392 l PotentialContact=0 l BasePixelOffsetX=4 l BasePixelOffsetY=70 b ImpassableWhenDestroyed = false FITend FITini [ObjectClass] l ObjectTypeNum=1 [ObjectType] st Name="d_heavypost" st AppearanceName="d_heavyPost" l ExplosionObject=727 l DestroyedObject=0 f ExtentRadius=35.000000 [BuildingData] ul DmgLevel=90 f ExtentRadius=35.000000 f ExplosionRadius=0.000000 f ExplosionDamage=0.000000 l BuildingName=30756 l SetImpassable=1 l XImpasse=0 l YImpasse=0 ul NormalEffectId=0 ul BlownEffectId=0 ul DamageEffectId=0 b CanRefit=FALSE b MechBay=FALSE f TimeToBurnDamage=5.000000 f BurnDamagePerTime=1.000000 f DamageLvlForBurn=22.000000 f SensorRange=-1.000000 l TeamID=-1 l Tonnage=20 l BattleRating=20 l NumMarines=0 b blockLineOfFire=FALSE l LowTemplate=939524096 l HighTemplate=14392 l PotentialContact=0 l BasePixelOffsetX=4 l BasePixelOffsetY=70 b ImpassableWhenDestroyed = false FITend FITini [ObjectClass] l ObjectTypeNum=1 [ObjectType] st Name="d_LightPost" st AppearanceName="d_LightPost" l ExplosionObject=727 l DestroyedObject=0 f ExtentRadius=35.000000 [BuildingData] ul DmgLevel=30 f ExtentRadius=35.000000 f ExplosionRadius=0.000000 f ExplosionDamage=0.000000 l BuildingName=30758 l SetImpassable=1 l XImpasse=0 l YImpasse=0 ul NormalEffectId=0 ul BlownEffectId=0 ul DamageEffectId=0 b CanRefit=FALSE b MechBay=FALSE f TimeToBurnDamage=5.000000 f BurnDamagePerTime=1.000000 f DamageLvlForBurn=22.000000 f SensorRange=-1.000000 l TeamID=-1 l Tonnage=20 l BattleRating=20 l NumMarines=0 b blockLineOfFire=FALSE l LowTemplate=939524096 l HighTemplate=14392 l PotentialContact=0 l BasePixelOffsetX=4 l BasePixelOffsetY=70 b ImpassableWhenDestroyed = false FITend FITini [ObjectClass] l ObjectTypeNum=1 [ObjectType] st Name="d_MediumPost" st AppearanceName="d_mediumpost" l ExplosionObject=727 l DestroyedObject=0 f ExtentRadius=35.000000 [BuildingData] ul DmgLevel=45 f ExtentRadius=35.000000 f ExplosionRadius=0.000000 f ExplosionDamage=0.000000 l BuildingName=30759 l SetImpassable=1 l XImpasse=0 l YImpasse=0 ul NormalEffectId=0 ul BlownEffectId=0 ul DamageEffectId=0 b CanRefit=FALSE b MechBay=FALSE f TimeToBurnDamage=5.000000 f BurnDamagePerTime=1.000000 f DamageLvlForBurn=22.000000 f SensorRange=-1.000000 l TeamID=-1 l Tonnage=20 l BattleRating=20 l NumMarines=0 b blockLineOfFire=FALSE l LowTemplate=939524096 l HighTemplate=14392 l PotentialContact=0 l BasePixelOffsetX=4 l BasePixelOffsetY=70 b ImpassableWhenDestroyed = false FITend FITini [ObjectClass] l ObjectTypeNum=1 [ObjectType] st Name="s_adminquarter" st AppearanceName="s_adminquarter" l ExplosionObject=727 l DestroyedObject=0 f ExtentRadius=35.000000 [BuildingData] ul DmgLevel=100 f ExtentRadius=35.000000 f ExplosionRadius=0.000000 f ExplosionDamage=0.000000 l BuildingName=30761 l SetImpassable=1 l XImpasse=0 l YImpasse=0 ul NormalEffectId=0 ul BlownEffectId=0 ul DamageEffectId=0 b CanRefit=FALSE b MechBay=FALSE f TimeToBurnDamage=5.000000 f BurnDamagePerTime=1.000000 f DamageLvlForBurn=22.000000 f SensorRange=-1.000000 l TeamID=-1 l Tonnage=20 l BattleRating=20 l NumMarines=0 b blockLineOfFire=FALSE l LowTemplate=939524096 l HighTemplate=14392 l PotentialContact=0 l BasePixelOffsetX=4 l BasePixelOffsetY=70 b ImpassableWhenDestroyed = false FITend FITini [ObjectClass] l ObjectTypeNum=1 [ObjectType] st Name="s_gov1" st AppearanceName="s_gov1" l ExplosionObject=727 l DestroyedObject=0 f ExtentRadius=35.000000 [BuildingData] ul DmgLevel=20 f ExtentRadius=35.000000 f ExplosionRadius=0.000000 f ExplosionDamage=0.000000 l BuildingName=30762 l SetImpassable=1 l XImpasse=0 l YImpasse=0 ul NormalEffectId=0 ul BlownEffectId=0 ul DamageEffectId=0 b CanRefit=FALSE b MechBay=FALSE f TimeToBurnDamage=5.000000 f BurnDamagePerTime=1.000000 f DamageLvlForBurn=22.000000 f SensorRange=-1.000000 l TeamID=-1 l Tonnage=20 l BattleRating=20 l NumMarines=0 b blockLineOfFire=FALSE l LowTemplate=939524096 l HighTemplate=14392 l PotentialContact=0 l BasePixelOffsetX=4 l BasePixelOffsetY=70 b ImpassableWhenDestroyed = false FITend FITini [ObjectClass] l ObjectTypeNum=1 [ObjectType] st Name="s_gov2" st AppearanceName="s_gov2" l ExplosionObject=727 l DestroyedObject=0 f ExtentRadius=35.000000 [BuildingData] ul DmgLevel=20 f ExtentRadius=35.000000 f ExplosionRadius=0.000000 f ExplosionDamage=0.000000 l BuildingName=30764 l SetImpassable=1 l XImpasse=0 l YImpasse=0 ul NormalEffectId=0 ul BlownEffectId=0 ul DamageEffectId=0 b CanRefit=FALSE b MechBay=FALSE f TimeToBurnDamage=5.000000 f BurnDamagePerTime=1.000000 f DamageLvlForBurn=22.000000 f SensorRange=-1.000000 l TeamID=-1 l Tonnage=20 l BattleRating=20 l NumMarines=0 b blockLineOfFire=FALSE l LowTemplate=939524096 l HighTemplate=14392 l PotentialContact=0 l BasePixelOffsetX=4 l BasePixelOffsetY=70 b ImpassableWhenDestroyed = false FITend FITini [ObjectClass] l ObjectTypeNum=1 [ObjectType] st Name="s_govresidence" st AppearanceName="s_govresidence" l ExplosionObject=727 l DestroyedObject=0 f ExtentRadius=35.000000 [BuildingData] ul DmgLevel=20 f ExtentRadius=35.000000 f ExplosionRadius=0.000000 f ExplosionDamage=0.000000 l BuildingName=30765 l SetImpassable=1 l XImpasse=0 l YImpasse=0 ul NormalEffectId=0 ul BlownEffectId=0 ul DamageEffectId=0 b CanRefit=FALSE b MechBay=FALSE f TimeToBurnDamage=5.000000 f BurnDamagePerTime=1.000000 f DamageLvlForBurn=22.000000 f SensorRange=-1.000000 l TeamID=-1 l Tonnage=20 l BattleRating=20 l NumMarines=0 b blockLineOfFire=FALSE l LowTemplate=939524096 l HighTemplate=14392 l PotentialContact=0 l BasePixelOffsetX=4 l BasePixelOffsetY=70 b ImpassableWhenDestroyed = false FITend FITini [ObjectClass] l ObjectTypeNum=1 [ObjectType] st Name="s_main" st AppearanceName="s_main" l ExplosionObject=727 l DestroyedObject=0 f ExtentRadius=35.000000 [BuildingData] ul DmgLevel=20 f ExtentRadius=35.000000 f ExplosionRadius=0.000000 f ExplosionDamage=0.000000 l BuildingName=30767 l SetImpassable=1 l XImpasse=0 l YImpasse=0 ul NormalEffectId=0 ul BlownEffectId=0 ul DamageEffectId=0 b CanRefit=FALSE b MechBay=FALSE f TimeToBurnDamage=5.000000 f BurnDamagePerTime=1.000000 f DamageLvlForBurn=22.000000 f SensorRange=-1.000000 l TeamID=-1 l Tonnage=20 l BattleRating=20 l NumMarines=0 b blockLineOfFire=FALSE l LowTemplate=939524096 l HighTemplate=14392 l PotentialContact=0 l BasePixelOffsetX=4 l BasePixelOffsetY=70 b ImpassableWhenDestroyed = false FITend FITini [ObjectClass] l ObjectTypeNum=1 [ObjectType] st Name="s_main_leftwing" st AppearanceName="s_main_leftwing" l ExplosionObject=727 l DestroyedObject=0 f ExtentRadius=35.000000 [BuildingData] ul DmgLevel=20 f ExtentRadius=35.000000 f ExplosionRadius=0.000000 f ExplosionDamage=0.000000 l BuildingName=30768 l SetImpassable=1 l XImpasse=0 l YImpasse=0 ul NormalEffectId=0 ul BlownEffectId=0 ul DamageEffectId=0 b CanRefit=FALSE b MechBay=FALSE f TimeToBurnDamage=5.000000 f BurnDamagePerTime=1.000000 f DamageLvlForBurn=22.000000 f SensorRange=-1.000000 l TeamID=-1 l Tonnage=20 l BattleRating=20 l NumMarines=0 b blockLineOfFire=FALSE l LowTemplate=939524096 l HighTemplate=14392 l PotentialContact=0 l BasePixelOffsetX=4 l BasePixelOffsetY=70 b ImpassableWhenDestroyed = false FITend FITini [ObjectClass] l ObjectTypeNum=1 [ObjectType] st Name="s_main_rightwing" st AppearanceName="s_main_rightwing" l ExplosionObject=727 l DestroyedObject=0 f ExtentRadius=35.000000 [BuildingData] ul DmgLevel=20 f ExtentRadius=35.000000 f ExplosionRadius=0.000000 f ExplosionDamage=0.000000 l BuildingName=30770 l SetImpassable=1 l XImpasse=0 l YImpasse=0 ul NormalEffectId=0 ul BlownEffectId=0 ul DamageEffectId=0 b CanRefit=FALSE b MechBay=FALSE f TimeToBurnDamage=5.000000 f BurnDamagePerTime=1.000000 f DamageLvlForBurn=22.000000 f SensorRange=-1.000000 l TeamID=-1 l Tonnage=20 l BattleRating=20 l NumMarines=0 b blockLineOfFire=FALSE l LowTemplate=939524096 l HighTemplate=14392 l PotentialContact=0 l BasePixelOffsetX=4 l BasePixelOffsetY=70 b ImpassableWhenDestroyed = false FITend FITini [ObjectClass] l ObjectTypeNum=1 [ObjectType] st Name="s_main_stairs" st AppearanceName="s_main_stairs" l ExplosionObject=727 l DestroyedObject=0 f ExtentRadius=35.000000 [BuildingData] ul DmgLevel=20 f ExtentRadius=35.000000 f ExplosionRadius=0.000000 f ExplosionDamage=0.000000 l BuildingName=30771 l SetImpassable=1 l XImpasse=0 l YImpasse=0 ul NormalEffectId=0 ul BlownEffectId=0 ul DamageEffectId=0 b CanRefit=FALSE b MechBay=FALSE f TimeToBurnDamage=5.000000 f BurnDamagePerTime=1.000000 f DamageLvlForBurn=22.000000 f SensorRange=-1.000000 l TeamID=-1 l Tonnage=20 l BattleRating=20 l NumMarines=0 b blockLineOfFire=FALSE l LowTemplate=939524096 l HighTemplate=14392 l PotentialContact=0 l BasePixelOffsetX=4 l BasePixelOffsetY=70 b ImpassableWhenDestroyed = false FITend FITini [ObjectClass] l ObjectTypeNum=1 [ObjectType] st Name="s_promenade" st AppearanceName="s_promenade" l ExplosionObject=727 l DestroyedObject=0 f ExtentRadius=35.000000 [BuildingData] ul DmgLevel=20 f ExtentRadius=35.000000 f ExplosionRadius=0.000000 f ExplosionDamage=0.000000 l BuildingName=30774 l SetImpassable=1 l XImpasse=0 l YImpasse=0 ul NormalEffectId=0 ul BlownEffectId=0 ul DamageEffectId=0 b CanRefit=FALSE b MechBay=FALSE f TimeToBurnDamage=5.000000 f BurnDamagePerTime=1.000000 f DamageLvlForBurn=22.000000 f SensorRange=-1.000000 l TeamID=-1 l Tonnage=20 l BattleRating=20 l NumMarines=0 b blockLineOfFire=FALSE l LowTemplate=939524096 l HighTemplate=14392 l PotentialContact=0 l BasePixelOffsetX=4 l BasePixelOffsetY=70 b ImpassableWhenDestroyed = false FITend FITini [ObjectClass] l ObjectTypeNum=1 [ObjectType] st Name="s_quetragon" st AppearanceName="s_quetragon" l ExplosionObject=727 l DestroyedObject=0 f ExtentRadius=35.000000 [BuildingData] ul DmgLevel=20 f ExtentRadius=35.000000 f ExplosionRadius=0.000000 f ExplosionDamage=0.000000 l BuildingName=30775 l SetImpassable=1 l XImpasse=0 l YImpasse=0 ul NormalEffectId=0 ul BlownEffectId=0 ul DamageEffectId=0 b CanRefit=FALSE b MechBay=FALSE f TimeToBurnDamage=5.000000 f BurnDamagePerTime=1.000000 f DamageLvlForBurn=22.000000 f SensorRange=-1.000000 l TeamID=-1 l Tonnage=20 l BattleRating=20 l NumMarines=0 b blockLineOfFire=FALSE l LowTemplate=939524096 l HighTemplate=14392 l PotentialContact=0 l BasePixelOffsetX=4 l BasePixelOffsetY=70 b ImpassableWhenDestroyed = false FITend FITini [ObjectClass] l ObjectTypeNum=1 [ObjectType] st Name="s_promenadecap" st AppearanceName="s_promenadecap" l ExplosionObject=727 l DestroyedObject=0 f ExtentRadius=35.000000 [BuildingData] ul DmgLevel=20 f ExtentRadius=35.000000 f ExplosionRadius=0.000000 f ExplosionDamage=0.000000 l BuildingName=30776 l SetImpassable=1 l XImpasse=0 l YImpasse=0 ul NormalEffectId=0 ul BlownEffectId=0 ul DamageEffectId=0 b CanRefit=FALSE b MechBay=FALSE f TimeToBurnDamage=5.000000 f BurnDamagePerTime=1.000000 f DamageLvlForBurn=22.000000 f SensorRange=-1.000000 l TeamID=-1 l Tonnage=20 l BattleRating=20 l NumMarines=0 b blockLineOfFire=FALSE l LowTemplate=939524096 l HighTemplate=14392 l PotentialContact=0 l BasePixelOffsetX=4 l BasePixelOffsetY=70 b ImpassableWhenDestroyed = false FITend FITini [ObjectClass] l ObjectTypeNum=1 [ObjectType] st Name="s_face" st AppearanceName="s_face" l ExplosionObject=727 l DestroyedObject=0 f ExtentRadius=35.000000 [BuildingData] ul DmgLevel=20 f ExtentRadius=35.000000 f ExplosionRadius=0.000000 f ExplosionDamage=0.000000 l BuildingName=30777 l SetImpassable=1 l XImpasse=0 l YImpasse=0 ul NormalEffectId=0 ul BlownEffectId=0 ul DamageEffectId=0 b CanRefit=FALSE b MechBay=FALSE f TimeToBurnDamage=5.000000 f BurnDamagePerTime=1.000000 f DamageLvlForBurn=22.000000 f SensorRange=-1.000000 l TeamID=-1 l Tonnage=20 l BattleRating=20 l NumMarines=0 b blockLineOfFire=FALSE l LowTemplate=939524096 l HighTemplate=14392 l PotentialContact=0 l BasePixelOffsetX=4 l BasePixelOffsetY=70 b ImpassableWhenDestroyed = false FITend FITini [ObjectClass] l ObjectTypeNum=3 [ObjectType] st Name ="shilone" st AppearanceName ="shilone" l ExplosionObject =700 l DestroyedObject =0 f ExtentRadius =35.000000 [General] //Read by Type uc Chassis =0 b MineLayer =FALSE b MineSweeper =FALSE l RefitPoints =0 f ExplosionRadius =0.0 f ExplosionDamage =0.0 //Read by instance l DescIndex =45391 f CurTonnage =10 c Status =0 l BattleRating =25 l EncyclopediaID = 45224 [InternalStructure] uc Front =1 uc Rear =1 uc Left =1 uc Right =1 uc Turret =1 [VehicleDynamics] f MaxAccel =5.000000 f MaxVelocity =15.000000 l MaxTurretYawRate =0 l MaxTurretYaw =0 l MaxVehicleYawRate =720 [Front] uc CurInternalStructure =1 uc MaxArmorPoints =2 uc CurArmorPoints =2 [Left] uc CurInternalStructure =1 uc MaxArmorPoints =2 uc CurArmorPoints =2 [Right] uc CurInternalStructure =1 uc MaxArmorPoints =2 uc CurArmorPoints =2 [Rear] uc CurInternalStructure =1 uc MaxArmorPoints =2 uc CurArmorPoints =2 [Turret] uc CurInternalStructure =1 uc MaxArmorPoints =2 uc CurArmorPoints =2 [InventoryInfo] uc NumOther =4 uc NumWeapons =0 uc NumAmmo =0 // Inventory Items -- Other [Item:0] uc MasterID =1 //Engine [Item:1] uc MasterID =6 //Cockpit [Item:2] uc MasterID =35 //LifeSupport [Item:3] uc MasterID =36 //Vehicle Sensor // Inventory Items -- Weapons // Inventory Items -- Ammo FITend FITini [ObjectClass] l ObjectTypeNum=1 [ObjectType] st Name="bridge" st AppearanceName="bridge" l ExplosionObject=727 l DestroyedObject=0 f ExtentRadius=35.000000 [BuildingData] ul DmgLevel=100 f ExtentRadius=35.000000 f ExplosionRadius=0.000000 f ExplosionDamage=0.000000 l BuildingName=30649 l SetImpassable=1 l XImpasse=0 l YImpasse=0 ul NormalEffectId=0 ul BlownEffectId=0 ul DamageEffectId=0 b CanRefit=FALSE b MechBay=FALSE f TimeToBurnDamage=5.000000 f BurnDamagePerTime=1.000000 f DamageLvlForBurn=22.000000 f SensorRange=-1.000000 l TeamID=-1 l Tonnage=20 l BattleRating=20 l NumMarines=0 b blockLineOfFire=FALSE l LowTemplate=939524096 l HighTemplate=14392 l PotentialContact=0 l BasePixelOffsetX=4 l BasePixelOffsetY=70 b ImpassableWhenDestroyed = false FITend FITini [ObjectClass] l ObjectTypeNum=1 [ObjectType] st Name="Lifeboat" st AppearanceName="Lifeboat" l ExplosionObject=727 l DestroyedObject=0 f ExtentRadius=35.000000 [BuildingData] ul DmgLevel=1 f ExtentRadius=35.000000 f ExplosionRadius=0.000000 f ExplosionDamage=0.000000 l BuildingName=30650 l SetImpassable=1 l XImpasse=0 l YImpasse=0 ul NormalEffectId=0 ul BlownEffectId=0 ul DamageEffectId=0 b CanRefit=FALSE b MechBay=FALSE f TimeToBurnDamage=5.000000 f BurnDamagePerTime=1.000000 f DamageLvlForBurn=22.000000 f SensorRange=-1.000000 l TeamID=-1 l Tonnage=20 l BattleRating=20 l NumMarines=0 b blockLineOfFire=FALSE l LowTemplate=939524096 l HighTemplate=14392 l PotentialContact=0 l BasePixelOffsetX=4 l BasePixelOffsetY=70 b ImpassableWhenDestroyed = false FITend FITini [ObjectClass] l ObjectTypeNum=1 [ObjectType] st Name="shilonep" st AppearanceName="shilonep" l ExplosionObject=727 l DestroyedObject=0 f ExtentRadius=35.000000 [BuildingData] ul DmgLevel=3 f ExtentRadius=35.000000 f ExplosionRadius=0.000000 f ExplosionDamage=0.000000 l BuildingName=30651 l SetImpassable=1 l XImpasse=0 l YImpasse=0 ul NormalEffectId=0 ul BlownEffectId=0 ul DamageEffectId=0 b CanRefit=FALSE b MechBay=FALSE f TimeToBurnDamage=5.000000 f BurnDamagePerTime=1.000000 f DamageLvlForBurn=22.000000 f SensorRange=-1.000000 l TeamID=-1 l Tonnage=20 l BattleRating=20 l NumMarines=0 b blockLineOfFire=FALSE l LowTemplate=939524096 l HighTemplate=14392 l PotentialContact=0 l BasePixelOffsetX=4 l BasePixelOffsetY=70 b ImpassableWhenDestroyed = false FITend FITini [ObjectClass] l ObjectTypeNum=1 [ObjectType] st Name="slayerp" st AppearanceName="slayerp" l ExplosionObject=727 l DestroyedObject=0 f ExtentRadius=35.000000 [BuildingData] ul DmgLevel=1 f ExtentRadius=35.000000 f ExplosionRadius=0.000000 f ExplosionDamage=0.000000 l BuildingName=30652 l SetImpassable=1 l XImpasse=0 l YImpasse=0 ul NormalEffectId=0 ul BlownEffectId=0 ul DamageEffectId=0 b CanRefit=FALSE b MechBay=FALSE f TimeToBurnDamage=5.000000 f BurnDamagePerTime=1.000000 f DamageLvlForBurn=22.000000 f SensorRange=-1.000000 l TeamID=-1 l Tonnage=20 l BattleRating=20 l NumMarines=0 b blockLineOfFire=FALSE l LowTemplate=939524096 l HighTemplate=14392 l PotentialContact=0 l BasePixelOffsetX=4 l BasePixelOffsetY=70 b ImpassableWhenDestroyed = false FITend FITini [ObjectClass] l ObjectTypeNum=1 [ObjectType] st Name="Crane" st AppearanceName="Crane" l ExplosionObject=727 l DestroyedObject=0 f ExtentRadius=35.000000 [BuildingData] ul DmgLevel=1 f ExtentRadius=35.000000 f ExplosionRadius=0.000000 f ExplosionDamage=0.000000 l BuildingName=30653 l SetImpassable=1 l XImpasse=0 l YImpasse=0 ul NormalEffectId=0 ul BlownEffectId=0 ul DamageEffectId=0 b CanRefit=FALSE b MechBay=FALSE f TimeToBurnDamage=5.000000 f BurnDamagePerTime=1.000000 f DamageLvlForBurn=22.000000 f SensorRange=-1.000000 l TeamID=-1 l Tonnage=20 l BattleRating=20 l NumMarines=0 b blockLineOfFire=FALSE l LowTemplate=939524096 l HighTemplate=14392 l PotentialContact=0 l BasePixelOffsetX=4 l BasePixelOffsetY=70 b ImpassableWhenDestroyed = false FITend FITini [ObjectClass] l ObjectTypeNum=1 [ObjectType] st Name="City2StoryA" st AppearanceName="City2StoryA" l ExplosionObject=727 l DestroyedObject=0 f ExtentRadius=35.000000 [BuildingData] ul DmgLevel=4 f ExtentRadius=35.000000 f ExplosionRadius=0.000000 f ExplosionDamage=0.000000 l BuildingName=30778 l SetImpassable=1 l XImpasse=0 l YImpasse=0 ul NormalEffectId=0 ul BlownEffectId=0 ul DamageEffectId=0 b CanRefit=FALSE b MechBay=FALSE f TimeToBurnDamage=5.000000 f BurnDamagePerTime=1.000000 f DamageLvlForBurn=22.000000 f SensorRange=-1.000000 l TeamID=-1 l Tonnage=20 l BattleRating=20 l NumMarines=0 b blockLineOfFire=FALSE l LowTemplate=939524096 l HighTemplate=14392 l PotentialContact=0 l BasePixelOffsetX=4 l BasePixelOffsetY=70 b ImpassableWhenDestroyed = false FITend FITini // This is the ground tile fire Data File [ObjectClass] l ObjectTypeNum = 5 [ObjectType] st Name = "bb" // Text string giving a descriptive name (only 8 chars long!!) l Type = 41 // ID number for this object type l Appearance = 0x02000239 // decimal 569 l Duration = -1 // Lasts forever = -1 l MaxDamage = 0 // Number of damage points before BOOM! l ExplosionObject = 0 // Object Class Number of explosion for Mech l DestroyedObject = 0 // Object Class Number of Destroyed shape for Mech f ExtentRadius = 0 // Extent Radius in Meters l KeepMe = 1 [FireData] ul DmgLevel = 0 ul SoundEffectId = 22 ul startLoopFrame = 10 ul endLoopFrame = 26 // was 27 ul numLoops = 20 f maxExtentRadius = 150.0 //How big do I eventually get in terms of setting new fires f TimeToMaxExtent = 10.0 //How long does it take me to get there. l TotalFireShapes = 5 //total number of little fires f FireOffsetX0 = -30.0 l FireRandomOffsetX0 = 20.0 f FireOffsetY0 = -30.0 l FireRandomOffsetY0 = 20.0 f FireDelay0 = 0.0 l FireRandomdelay0 = 15.0 f FireOffsetX1 = 30.0 l FireRandomOffsetX1 = 20.0 f FireOffsetY1 = 30.0 l FireRandomOffsetY1 = 20.0 f FireDelay1 = 0.0 l FireRandomdelay1 = 15.0 f FireOffsetX2 = 30.0 l FireRandomOffsetX2 = 20.0 f FireOffsetY2 = -30.0 l FireRandomOffsetY2 = 20.0 f FireDelay2 = 0.0 l FireRandomdelay2 = 15.0 f FireOffsetX3 = -30.0 l FireRandomOffsetX3 = 20.0 f FireOffsetY3 = 30.0 l FireRandomOffsetY3 = 20.0 f FireDelay3 = 10.0 l FireRandomdelay3 = 10.0 f FireOffsetX4 = 0.0 l FireRandomOffsetX4 = 20.0 f FireOffsetY4 = 0.0 l FireRandomOffsetY4 = 20.0 f FireDelay4 = 0.0 l FireRandomdelay4 = 0.0 FITend FITini [ObjectClass] l ObjectTypeNum=1 [ObjectType] st Name="City2StoryB" st AppearanceName="City2StoryB" l ExplosionObject=727 l DestroyedObject=0 f ExtentRadius=35.000000 [BuildingData] ul DmgLevel=4 f ExtentRadius=35.000000 f ExplosionRadius=0.000000 f ExplosionDamage=0.000000 l BuildingName=30779 l SetImpassable=1 l XImpasse=0 l YImpasse=0 ul NormalEffectId=0 ul BlownEffectId=0 ul DamageEffectId=0 b CanRefit=FALSE b MechBay=FALSE f TimeToBurnDamage=5.000000 f BurnDamagePerTime=1.000000 f DamageLvlForBurn=22.000000 f SensorRange=-1.000000 l TeamID=-1 l Tonnage=20 l BattleRating=20 l NumMarines=0 b blockLineOfFire=FALSE l LowTemplate=939524096 l HighTemplate=14392 l PotentialContact=0 l BasePixelOffsetX=4 l BasePixelOffsetY=70 b ImpassableWhenDestroyed = false FITend FITini [ObjectClass] l ObjectTypeNum=1 [ObjectType] st Name="City2StoryC" st AppearanceName="City2StoryC" l ExplosionObject=727 l DestroyedObject=0 f ExtentRadius=35.000000 [BuildingData] ul DmgLevel=4 f ExtentRadius=35.000000 f ExplosionRadius=0.000000 f ExplosionDamage=0.000000 l BuildingName=30780 l SetImpassable=1 l XImpasse=0 l YImpasse=0 ul NormalEffectId=0 ul BlownEffectId=0 ul DamageEffectId=0 b CanRefit=FALSE b MechBay=FALSE f TimeToBurnDamage=5.000000 f BurnDamagePerTime=1.000000 f DamageLvlForBurn=22.000000 f SensorRange=-1.000000 l TeamID=-1 l Tonnage=20 l BattleRating=20 l NumMarines=0 b blockLineOfFire=FALSE l LowTemplate=939524096 l HighTemplate=14392 l PotentialContact=0 l BasePixelOffsetX=4 l BasePixelOffsetY=70 b ImpassableWhenDestroyed = false FITend FITini [ObjectClass] l ObjectTypeNum=1 [ObjectType] st Name="City4StoryA" st AppearanceName="City4StoryA" l ExplosionObject=727 l DestroyedObject=0 f ExtentRadius=35.000000 [BuildingData] ul DmgLevel=8 f ExtentRadius=35.000000 f ExplosionRadius=0.000000 f ExplosionDamage=0.000000 l BuildingName=30781 l SetImpassable=1 l XImpasse=0 l YImpasse=0 ul NormalEffectId=0 ul BlownEffectId=0 ul DamageEffectId=0 b CanRefit=FALSE b MechBay=FALSE f TimeToBurnDamage=5.000000 f BurnDamagePerTime=1.000000 f DamageLvlForBurn=22.000000 f SensorRange=-1.000000 l TeamID=-1 l Tonnage=20 l BattleRating=20 l NumMarines=0 b blockLineOfFire=FALSE l LowTemplate=939524096 l HighTemplate=14392 l PotentialContact=0 l BasePixelOffsetX=4 l BasePixelOffsetY=70 b ImpassableWhenDestroyed = false FITend FITini [ObjectClass] l ObjectTypeNum=1 [ObjectType] st Name="City4StoryB" st AppearanceName="City4StoryB" l ExplosionObject=727 l DestroyedObject=0 f ExtentRadius=35.000000 [BuildingData] ul DmgLevel=8 f ExtentRadius=35.000000 f ExplosionRadius=0.000000 f ExplosionDamage=0.000000 l BuildingName=30782 l SetImpassable=1 l XImpasse=0 l YImpasse=0 ul NormalEffectId=0 ul BlownEffectId=0 ul DamageEffectId=0 b CanRefit=FALSE b MechBay=FALSE f TimeToBurnDamage=5.000000 f BurnDamagePerTime=1.000000 f DamageLvlForBurn=22.000000 f SensorRange=-1.000000 l TeamID=-1 l Tonnage=20 l BattleRating=20 l NumMarines=0 b blockLineOfFire=FALSE l LowTemplate=939524096 l HighTemplate=14392 l PotentialContact=0 l BasePixelOffsetX=4 l BasePixelOffsetY=70 b ImpassableWhenDestroyed = false FITend FITini [ObjectClass] l ObjectTypeNum=1 [ObjectType] st Name="City4StoryC" st AppearanceName="City4StoryC" l ExplosionObject=727 l DestroyedObject=0 f ExtentRadius=35.000000 [BuildingData] ul DmgLevel=8 f ExtentRadius=35.000000 f ExplosionRadius=0.000000 f ExplosionDamage=0.000000 l BuildingName=30783 l SetImpassable=1 l XImpasse=0 l YImpasse=0 ul NormalEffectId=0 ul BlownEffectId=0 ul DamageEffectId=0 b CanRefit=FALSE b MechBay=FALSE f TimeToBurnDamage=5.000000 f BurnDamagePerTime=1.000000 f DamageLvlForBurn=22.000000 f SensorRange=-1.000000 l TeamID=-1 l Tonnage=20 l BattleRating=20 l NumMarines=0 b blockLineOfFire=FALSE l LowTemplate=939524096 l HighTemplate=14392 l PotentialContact=0 l BasePixelOffsetX=4 l BasePixelOffsetY=70 b ImpassableWhenDestroyed = false FITend FITini [ObjectClass] l ObjectTypeNum=1 [ObjectType] st Name="City6StoryA" st AppearanceName="City6StoryA" l ExplosionObject=727 l DestroyedObject=0 f ExtentRadius=35.000000 [BuildingData] ul DmgLevel=15 f ExtentRadius=35.000000 f ExplosionRadius=0.000000 f ExplosionDamage=0.000000 l BuildingName=30784 l SetImpassable=1 l XImpasse=0 l YImpasse=0 ul NormalEffectId=0 ul BlownEffectId=0 ul DamageEffectId=0 b CanRefit=FALSE b MechBay=FALSE f TimeToBurnDamage=5.000000 f BurnDamagePerTime=1.000000 f DamageLvlForBurn=22.000000 f SensorRange=-1.000000 l TeamID=-1 l Tonnage=20 l BattleRating=20 l NumMarines=0 b blockLineOfFire=FALSE l LowTemplate=939524096 l HighTemplate=14392 l PotentialContact=0 l BasePixelOffsetX=4 l BasePixelOffsetY=70 b ImpassableWhenDestroyed = false FITend FITini [ObjectClass] l ObjectTypeNum=1 [ObjectType] st Name="City6StoryB" st AppearanceName="City6StoryB" l ExplosionObject=727 l DestroyedObject=0 f ExtentRadius=35.000000 [BuildingData] ul DmgLevel=15 f ExtentRadius=35.000000 f ExplosionRadius=0.000000 f ExplosionDamage=0.000000 l BuildingName=30785 l SetImpassable=1 l XImpasse=0 l YImpasse=0 ul NormalEffectId=0 ul BlownEffectId=0 ul DamageEffectId=0 b CanRefit=FALSE b MechBay=FALSE f TimeToBurnDamage=5.000000 f BurnDamagePerTime=1.000000 f DamageLvlForBurn=22.000000 f SensorRange=-1.000000 l TeamID=-1 l Tonnage=20 l BattleRating=20 l NumMarines=0 b blockLineOfFire=FALSE l LowTemplate=939524096 l HighTemplate=14392 l PotentialContact=0 l BasePixelOffsetX=4 l BasePixelOffsetY=70 b ImpassableWhenDestroyed = false FITend FITini [ObjectClass] l ObjectTypeNum=1 [ObjectType] st Name="City6StoryC" st AppearanceName="City6StoryC" l ExplosionObject=727 l DestroyedObject=0 f ExtentRadius=35.000000 [BuildingData] ul DmgLevel=15 f ExtentRadius=35.000000 f ExplosionRadius=0.000000 f ExplosionDamage=0.000000 l BuildingName=30786 l SetImpassable=1 l XImpasse=0 l YImpasse=0 ul NormalEffectId=0 ul BlownEffectId=0 ul DamageEffectId=0 b CanRefit=FALSE b MechBay=FALSE f TimeToBurnDamage=5.000000 f BurnDamagePerTime=1.000000 f DamageLvlForBurn=22.000000 f SensorRange=-1.000000 l TeamID=-1 l Tonnage=20 l BattleRating=20 l NumMarines=0 b blockLineOfFire=FALSE l LowTemplate=939524096 l HighTemplate=14392 l PotentialContact=0 l BasePixelOffsetX=4 l BasePixelOffsetY=70 b ImpassableWhenDestroyed = false FITend FITini [ObjectClass] l ObjectTypeNum=1 [ObjectType] st Name="City8StoryA" st AppearanceName="City8StoryA" l ExplosionObject=727 l DestroyedObject=0 f ExtentRadius=35.000000 [BuildingData] ul DmgLevel=25 f ExtentRadius=35.000000 f ExplosionRadius=0.000000 f ExplosionDamage=0.000000 l BuildingName=30787 l SetImpassable=1 l XImpasse=0 l YImpasse=0 ul NormalEffectId=0 ul BlownEffectId=0 ul DamageEffectId=0 b CanRefit=FALSE b MechBay=FALSE f TimeToBurnDamage=5.000000 f BurnDamagePerTime=1.000000 f DamageLvlForBurn=22.000000 f SensorRange=-1.000000 l TeamID=-1 l Tonnage=20 l BattleRating=20 l NumMarines=0 b blockLineOfFire=FALSE l LowTemplate=939524096 l HighTemplate=14392 l PotentialContact=0 l BasePixelOffsetX=4 l BasePixelOffsetY=70 b ImpassableWhenDestroyed = false FITend FITini [ObjectClass] l ObjectTypeNum=1 [ObjectType] st Name="City8StoryB" st AppearanceName="City8StoryB" l ExplosionObject=727 l DestroyedObject=0 f ExtentRadius=35.000000 [BuildingData] ul DmgLevel=25 f ExtentRadius=35.000000 f ExplosionRadius=0.000000 f ExplosionDamage=0.000000 l BuildingName=30788 l SetImpassable=1 l XImpasse=0 l YImpasse=0 ul NormalEffectId=0 ul BlownEffectId=0 ul DamageEffectId=0 b CanRefit=FALSE b MechBay=FALSE f TimeToBurnDamage=5.000000 f BurnDamagePerTime=1.000000 f DamageLvlForBurn=22.000000 f SensorRange=-1.000000 l TeamID=-1 l Tonnage=20 l BattleRating=20 l NumMarines=0 b blockLineOfFire=FALSE l LowTemplate=939524096 l HighTemplate=14392 l PotentialContact=0 l BasePixelOffsetX=4 l BasePixelOffsetY=70 b ImpassableWhenDestroyed = false FITend FITini [ObjectClass] l ObjectTypeNum=1 [ObjectType] st Name="City8StoryC" st AppearanceName="City8StoryC" l ExplosionObject=727 l DestroyedObject=0 f ExtentRadius=35.000000 [BuildingData] ul DmgLevel=25 f ExtentRadius=35.000000 f ExplosionRadius=0.000000 f ExplosionDamage=0.000000 l BuildingName=30789 l SetImpassable=1 l XImpasse=0 l YImpasse=0 ul NormalEffectId=0 ul BlownEffectId=0 ul DamageEffectId=0 b CanRefit=FALSE b MechBay=FALSE f TimeToBurnDamage=5.000000 f BurnDamagePerTime=1.000000 f DamageLvlForBurn=22.000000 f SensorRange=-1.000000 l TeamID=-1 l Tonnage=20 l BattleRating=20 l NumMarines=0 b blockLineOfFire=FALSE l LowTemplate=939524096 l HighTemplate=14392 l PotentialContact=0 l BasePixelOffsetX=4 l BasePixelOffsetY=70 b ImpassableWhenDestroyed = false FITend FITini [ObjectClass] l ObjectTypeNum=1 [ObjectType] st Name="DavionDropship" st AppearanceName="DropshipDavion" l ExplosionObject=727 l DestroyedObject=0 f ExtentRadius=35.000000 [BuildingData] ul DmgLevel=150 f ExtentRadius=35.000000 f ExplosionRadius=0.000000 f ExplosionDamage=0.000000 l BuildingName=30790 l SetImpassable=1 l XImpasse=0 l YImpasse=0 ul NormalEffectId=0 ul BlownEffectId=0 ul DamageEffectId=0 b CanRefit=FALSE b MechBay=FALSE f TimeToBurnDamage=5.000000 f BurnDamagePerTime=1.000000 f DamageLvlForBurn=22.000000 f SensorRange=-1.000000 l TeamID=-1 l Tonnage=20 l BattleRating=20 l NumMarines=0 b blockLineOfFire=FALSE l LowTemplate=939524096 l HighTemplate=14392 l PotentialContact=0 l BasePixelOffsetX=4 l BasePixelOffsetY=70 b ImpassableWhenDestroyed = false FITend FITini [ObjectClass] l ObjectTypeNum=1 [ObjectType] st Name="LiaoDropship" st AppearanceName="DropshipLiao" l ExplosionObject=727 l DestroyedObject=0 f ExtentRadius=35.000000 [BuildingData] ul DmgLevel=150 f ExtentRadius=35.000000 f ExplosionRadius=0.000000 f ExplosionDamage=0.000000 l BuildingName=30791 l SetImpassable=1 l XImpasse=0 l YImpasse=0 ul NormalEffectId=0 ul BlownEffectId=0 ul DamageEffectId=0 b CanRefit=FALSE b MechBay=FALSE f TimeToBurnDamage=5.000000 f BurnDamagePerTime=1.000000 f DamageLvlForBurn=22.000000 f SensorRange=-1.000000 l TeamID=-1 l Tonnage=20 l BattleRating=20 l NumMarines=0 b blockLineOfFire=FALSE l LowTemplate=939524096 l HighTemplate=14392 l PotentialContact=0 l BasePixelOffsetX=4 l BasePixelOffsetY=70 b ImpassableWhenDestroyed = false FITend FITini [ObjectClass] l ObjectTypeNum=1 [ObjectType] st Name="KuritaDropship" st AppearanceName="DropshipKurita" l ExplosionObject=727 l DestroyedObject=0 f ExtentRadius=35.000000 [BuildingData] ul DmgLevel=150 f ExtentRadius=35.000000 f ExplosionRadius=0.000000 f ExplosionDamage=0.000000 l BuildingName=30792 l SetImpassable=1 l XImpasse=0 l YImpasse=0 ul NormalEffectId=0 ul BlownEffectId=0 ul DamageEffectId=0 b CanRefit=FALSE b MechBay=FALSE f TimeToBurnDamage=5.000000 f BurnDamagePerTime=1.000000 f DamageLvlForBurn=22.000000 f SensorRange=-1.000000 l TeamID=-1 l Tonnage=20 l BattleRating=20 l NumMarines=0 b blockLineOfFire=FALSE l LowTemplate=939524096 l HighTemplate=14392 l PotentialContact=0 l BasePixelOffsetX=4 l BasePixelOffsetY=70 b ImpassableWhenDestroyed = false FITend FITini [ObjectClass] l ObjectTypeNum=1 [ObjectType] st Name="SteinerDropship" st AppearanceName="DropshipSteiner" l ExplosionObject=727 l DestroyedObject=0 f ExtentRadius=35.000000 [BuildingData] ul DmgLevel=150 f ExtentRadius=35.000000 f ExplosionRadius=0.000000 f ExplosionDamage=0.000000 l BuildingName=30793 l SetImpassable=1 l XImpasse=0 l YImpasse=0 ul NormalEffectId=0 ul BlownEffectId=0 ul DamageEffectId=0 b CanRefit=FALSE b MechBay=FALSE f TimeToBurnDamage=5.000000 f BurnDamagePerTime=1.000000 f DamageLvlForBurn=22.000000 f SensorRange=-1.000000 l TeamID=-1 l Tonnage=20 l BattleRating=20 l NumMarines=0 b blockLineOfFire=FALSE l LowTemplate=939524096 l HighTemplate=14392 l PotentialContact=0 l BasePixelOffsetX=4 l BasePixelOffsetY=70 b ImpassableWhenDestroyed = false FITend FITini [ObjectClass] l ObjectTypeNum = 2 [ObjectType] st Name = "Ryoken" // Text string giving a descriptive name (only 8 chars long!!) l ExplosionObject = 41 // Object Class Number of explosion for Mech l DestroyedObject = 101 // Object Class Number of Destroyed shape for Mech f ExtentRadius = 12 // Extent Radius in Meters st AppearanceName = "ryoken" [MechProfile] st ProfileName = "ryoken" f destructdamage = 45 f explosiondamage = 20 f explosionradius = 80 FITEnd FITini [ObjectClass] l ObjectTypeNum = 2 [ObjectType] st Name = "Cougar" // Text string giving a descriptive name (only 8 chars long!!) l ExplosionObject = 41 // Object Class Number of explosion for Mech l DestroyedObject = 101 // Object Class Number of Destroyed shape for Mech f ExtentRadius = 12 // Extent Radius in Meters st AppearanceName = "Cougar" [MechProfile] st ProfileName = "Cougar" f destructdamage = 35 f explosiondamage = 15 f explosionradius = 80 FITEnd FITini [ObjectClass] l ObjectTypeNum = 2 [ObjectType] st Name = "Thor" // Text string giving a descriptive name (only 8 chars long!!) l ExplosionObject = 41 // Object Class Number of explosion for Mech l DestroyedObject = 101 // Object Class Number of Destroyed shape for Mech f ExtentRadius = 12 // Extent Radius in Meters st AppearanceName = "thor" [MechProfile] st ProfileName = "thor" f destructdamage = 55 f explosiondamage = 25 f explosionradius = 80 FITEnd FITini // This is the Mech Explosion Data File [ObjectClass] l ObjectTypeNum = 4 [ObjectType] st Name = "mboom" // Text string giving a descriptive name (only 8 chars long!!) l Type = 41 // ID number for this object type l Appearance = 0x0200002F l Duration = -1 // Lasts forever = -1 l MaxDamage = 0 // Number of damage points before BOOM! l ExplosionObject = 0 // Object Class Number of explosion for Mech l DestroyedObject = 0 // Object Class Number of Destroyed shape for Mech f ExtentRadius = 0 // Extent Radius in Meters st AppearanceName = "mech_dest_handle" [ExplosionData] ul DmgLevel = 0 ul SoundEffectId = 105 ul LightObjectId = 698 f DelayUntilCollidable = 3.0f FITend FITini [ObjectClass] l ObjectTypeNum=11 [ObjectType] st Name="steinerflag" st AppearanceName="s_flag" l ExplosionObject=42 l DestroyedObject=0 f ExtentRadius=0.000000 [TerrainObjectData] ul DmgLevel=1 f ExtentRadius=20.000000 FITend FITini [ObjectClass] l ObjectTypeNum=21 [ObjectType] st Name="MediumAutoCannonTurret" st AppearanceName="AutoCannonCamo4" l ExplosionObject=42 l DestroyedObject=0 f ExtentRadius=500.000000 [TurretData] ul DmgLevel=25 f ExtentRadius=35.000000 f ExplosionRadius=0.000000 f ExplosionDamage=0.000000 l BuildingName=30798 l SetImpassable=1 l XImpasse=0 l YImpasse=0 ul NormalEffectId=0 ul BlownEffectId=0 ul DamageEffectId=0 b CanRefit=FALSE b MechBay=FALSE f TimeToBurnDamage=5.000000 f BurnDamagePerTime=1.000000 f DamageLvlForBurn=13.000000 f SensorRange=-1.000000 l TeamID=-1 l Tonnage=20 l BattleRating=0 l NumMarines=0 b blockLineOfFire=FALSE l LowTemplate=268435456 l HighTemplate=4112 l PotentialContact=0 l BasePixelOffsetX=43 l BasePixelOffsetY=75 f AttackRadius=500.0 f MaxTurretYawRate=20.0 l WeaponType = 101 l WeaponType1 = 101 l PilotSkill = 50 l LittleExtent = 35.0 FITend FITini [ObjectClass] l ObjectTypeNum=21 [ObjectType] st Name="MediumAutoCannonTurret" st AppearanceName="SRMCamo4" l ExplosionObject=42 l DestroyedObject=0 f ExtentRadius=500.000000 [TurretData] ul DmgLevel=25 f ExtentRadius=35.000000 f ExplosionRadius=0.000000 f ExplosionDamage=0.000000 l BuildingName=30799 l SetImpassable=1 l XImpasse=0 l YImpasse=0 ul NormalEffectId=0 ul BlownEffectId=0 ul DamageEffectId=0 b CanRefit=FALSE b MechBay=FALSE f TimeToBurnDamage=5.000000 f BurnDamagePerTime=1.000000 f DamageLvlForBurn=13.000000 f SensorRange=-1.000000 l TeamID=-1 l Tonnage=20 l BattleRating=0 l NumMarines=0 b blockLineOfFire=FALSE l LowTemplate=268435456 l HighTemplate=4112 l PotentialContact=0 l BasePixelOffsetX=43 l BasePixelOffsetY=75 f AttackRadius=500.0 f MaxTurretYawRate=20.0 l WeaponType = 125 l WeaponType1 = 125 l PilotSkill = 50 l LittleExtent = 35.0 FITend FITini [ObjectClass] l ObjectTypeNum=1 [ObjectType] st Name="HeavyIndustrial" st AppearanceName="Generic_RPBuilding" l ExplosionObject=727 l DestroyedObject=0 f ExtentRadius=35.000000 [BuildingData] ul DmgLevel=630000000 f ExtentRadius=35.000000 f ExplosionRadius=0.000000 f ExplosionDamage=0.000000 l BuildingName=30800 l SetImpassable=1 l XImpasse=0 l YImpasse=0 ul NormalEffectId=0 ul BlownEffectId=0 ul DamageEffectId=0 b CanRefit=FALSE b MechBay=FALSE f TimeToBurnDamage=5.000000 f BurnDamagePerTime=1.000000 f DamageLvlForBurn=22.000000 f SensorRange=-1.000000 l TeamID=-1 l Tonnage=20 l BattleRating=20 l NumMarines=0 b blockLineOfFire=FALSE l LowTemplate=939524096 l HighTemplate=14392 l PotentialContact=0 l BasePixelOffsetX=4 l BasePixelOffsetY=70 b ImpassableWhenDestroyed = false l ResourcePoints = 10000 b Capturable = true FITend FITini [ObjectClass] l ObjectTypeNum=1 [ObjectType] st Name="S_HQ" st AppearanceName="Generic_HQ" l ExplosionObject=727 l DestroyedObject=0 f ExtentRadius=35.000000 [BuildingData] ul DmgLevel=630000000 f ExtentRadius=35.000000 f ExplosionRadius=0.000000 f ExplosionDamage=0.000000 l BuildingName=30801 l SetImpassable=1 l XImpasse=0 l YImpasse=0 ul NormalEffectId=0 ul BlownEffectId=0 ul DamageEffectId=0 b CanRefit=FALSE b MechBay=FALSE f TimeToBurnDamage=5.000000 f BurnDamagePerTime=1.000000 f DamageLvlForBurn=46.000000 f SensorRange=-1.000000 l TeamID=-1 l Tonnage=20 l BattleRating=20 l NumMarines=0 b blockLineOfFire=FALSE l LowTemplate=942669824 l HighTemplate=14392 l PotentialContact=0 l BasePixelOffsetX=5 l BasePixelOffsetY=70 b Capturable = true FITend FITini [ObjectClass] l ObjectTypeNum=3 [ObjectType] st Name ="infantry" st AppearanceName ="infantry" l ExplosionObject =700 l DestroyedObject =0 f ExtentRadius =10.000000 [General] //Read by Type uc Chassis =0 b MineLayer =FALSE b MineSweeper =FALSE b IsSensorContact =FALSE l RefitPoints =0 f ExplosionRadius =0.0 f ExplosionDamage =0.0 b PathLocks =FALSE //Read by instance l DescIndex =30395 f CurTonnage =1 c Status =0 l BattleRating =25 l EncyclopediaID =45225 l IconIndex =5 [InternalStructure] uc Front =1 uc Rear =1 uc Left =1 uc Right =1 uc Turret =1 [VehicleDynamics] f MaxAccel =5.000000 f MaxVelocity =5.000000 l MaxTurretYawRate =150 l MaxTurretYaw =360 l MaxVehicleYawRate =720 [Front] uc CurInternalStructure =1 uc MaxArmorPoints =1 uc CurArmorPoints =1 [Left] uc CurInternalStructure =1 uc MaxArmorPoints =1 uc CurArmorPoints =1 [Right] uc CurInternalStructure =1 uc MaxArmorPoints =1 uc CurArmorPoints =1 [Rear] uc CurInternalStructure =1 uc MaxArmorPoints =1 uc CurArmorPoints =1 [Turret] uc CurInternalStructure =1 uc MaxArmorPoints =1 uc CurArmorPoints =1 [InventoryInfo] uc NumOther =3 uc NumWeapons =0 uc NumAmmo =0 // Inventory Items -- Other [Item:0] uc MasterID =1 //Engine [Item:1] uc MasterID =6 //Cockpit [Item:2] uc MasterID =35 //LifeSupport // Inventory Items -- Weapons // Inventory Items -- Ammo FITend FITini // This is the Mine Explosion Data File [ObjectClass] l ObjectTypeNum = 4 [ObjectType] st Name = "minedet" // Text string giving a descriptive name (only 8 chars long!!) l Type = 41 // ID number for this object type l Appearance = 0x0200002F l Duration = -1 // Lasts forever = -1 l MaxDamage = 0 // Number of damage points before BOOM! l ExplosionObject = 0 // Object Class Number of explosion for Mech l DestroyedObject = 0 // Object Class Number of Destroyed shape for Mech f ExtentRadius = 0 // Extent Radius in Meters st AppearanceName = "mech_dest_handle" [ExplosionData] ul DmgLevel = 0 ul SoundEffectId = 99 ul LightObjectId = 698 FITend FITini // This is the DFA Explosion Data File [ObjectClass] l ObjectTypeNum = 4 [ObjectType] st Name = "DFAdet" // Text string giving a descriptive name (only 8 chars long!!) l Type = 41 // ID number for this object type l Appearance = 0x0200002F l Duration = -1 // Lasts forever = -1 l MaxDamage = 0 // Number of damage points before BOOM! l ExplosionObject = 0 // Object Class Number of explosion for Mech l DestroyedObject = 0 // Object Class Number of Destroyed shape for Mech f ExtentRadius = 0 // Extent Radius in Meters st AppearanceName = "mech_dest_handle" [ExplosionData] ul DmgLevel = 0 ul SoundEffectId = 99 ul LightObjectId = 698 FITend FITini // This is ppc smoke file [ObjectClass] l ObjectTypeNum = 7 [ObjectType] st Name = "ppcsmoke" // Text string giving a descriptive name (only 8 chars long!!) l Type = 23 // ID number for this mech type l Appearance = 0x03000017 l MaxDamage = 0 // Number of damage points before BOOM! l ExplosionObject = 0 // Object Class Number of explosion for Mech l DestroyedObject = 0 // Object Class Number of Destroyed shape for Mech f ExtentRadius = 0 // Extent Radius in Meters [SmokeData] f FrameRate = 15 b HasRotation = TRUE //Do the smoke spheres have a rotation? l numRotations = 32 // How many? f zVelocity = 0.0 // m/s f SlowDownPercent = 0.2 // Percent slower smoke goes then object due to drag. f SmokePerSecond = 20 // number of spheres per second. ul maxSmokeSpheres = 10 // max number of spheres around. l Duration = 25 // Lasts forever = -1 (s) f randomVelX = 0.0 // How much can x/y velocity vary by. f randomVelY = 0.0 // This should get crowded spheres going. f randomVelZ = 0.0 // This should get crowded spheres going. f randomPosX = 2.5 // How much can x/y/z position vary by. f randomPosY = 0.0 // This should get crowded spheres going. f randomPosZ = 2.5 st SmokeShape = "ppcsmoke" FITend FITini // This is the medium hit Explosion Data File [ObjectClass] l ObjectTypeNum = 4 [ObjectType] st Name = "ppchit" // Text string giving a descriptive name (only 8 chars long!!) l Type = 39 // ID number for this object type l Appearance = 0x0200026A // dec= 27 (ac20hit.ini ac20_hit.pak) l Duration = -1 // Lasts forever = -1 l MaxDamage = 0 // Number of damage points before BOOM! l ExplosionObject = 0 // Object Class Number of explosion for Mech l DestroyedObject = 0 // Object Class Number of Destroyed shape for Mech f ExtentRadius = 0 // Extent Radius in Meters l KeepMe = 1 [ExplosionData] ul DmgLevel = 0 ul LightObjectId = 699 ul SoundEffectId = 24 FITend FITini // This is the test light disc data file [ObjectClass] l ObjectTypeNum = 4 [ObjectType] st Name = "litdisc" // Text string giving a descriptive name (only 8 chars long!!) l Type = 0x7 l Appearance = 0x0200026B l Duration = -1 // Lasts forever = -1 l MaxDamage = 0 // Number of damage points before BOOM! l ExplosionObject = -1 // Object Class Number of explosion for Mech l DestroyedObject = 0 // Object Class Number of Destroyed shape for Mech f ExtentRadius = 15 // Extent Radius in Meters [ExplosionData] ul DmgLevel = 0 ul SoundEffectId = 9 FITend FITini // This the flamer Smoke Data File [ObjectClass] l ObjectTypeNum = 7 [ObjectType] st Name = "flsmoke" // Text string giving a descriptive name (only 8 chars long!!) l Type = 23 // ID number for this mech type l Appearance = 0x03000017 l MaxDamage = 0 // Number of damage points before BOOM! l ExplosionObject = 0 // Object Class Number of explosion for Mech l DestroyedObject = 0 // Object Class Number of Destroyed shape for Mech f ExtentRadius = 0 // Extent Radius in Meters [SmokeData] f FrameRate = 15.0 b HasRotation = TRUE //Do the smoke spheres have a rotation? l numRotations = 32 // How many? f zVelocity = 0.0 // m/s f SlowDownPercent = 0.1 // Percent slower smoke goes then object due to drag. f SmokePerSecond = 20 // number of spheres per second. ul maxSmokeSpheres = 10 // max number of spheres around. l Duration = 25 // Lasts forever = -1 (s) f randomVelX = 0.0 // How much can x/y velocity vary by. f randomVelY = 0.0 // This should get crowded spheres going. f randomVelZ = 0.0 // This should get crowded spheres going. f randomPosX = 0.80 // How much can x/y/z position vary by. f randomPosY = 0.80 // This should get crowded spheres going. f randomPosZ = 0.0 st SmokeShape = "flsmoke" FITend FITini // This is the Office 1 A1 data file [ObjectClass] l ObjectTypeNum = 18 [ObjectType] st Name = "Ofc1A1" // Text string giving a descriptive name (only 8 chars long!!) l Type = 0x7 l Appearance = 0x02000272 l Duration = -1 // Lasts forever = -1 l MaxDamage = 0 // Number of damage points before BOOM! l ExplosionObject = 727 // Object Class Number of explosion for Mech l DestroyedObject = 0 // Object Class Number of Destroyed shape for Mech f ExtentRadius = 35 // Extent Radius in Meters [TreeData] l BuildingName = 514 b BlocksLineOfFire = TRUE ul DmgLevel = 22 l LowTemplate = 0x3c1c0000 l HighTemplate = 0x00607078 FITend FITini // This is the Office 1 A2 data file [ObjectClass] l ObjectTypeNum = 18 [ObjectType] st Name = "Ofc1A2" // Text string giving a descriptive name (only 8 chars long!!) l Type = 0x7 l Appearance = 0x02000273 l Duration = -1 // Lasts forever = -1 l MaxDamage = 0 // Number of damage points before BOOM! l ExplosionObject = 727 // Object Class Number of explosion for Mech l DestroyedObject = 0 // Object Class Number of Destroyed shape for Mech f ExtentRadius = 35 // Extent Radius in Meters [TreeData] l BuildingName = 514 b BlocksLineOfFire = TRUE ul DmgLevel = 22 l LowTemplate = 0x38180000 l HighTemplate = 0x00707878 FITend FITini // This is the Office 1 A3 data file [ObjectClass] l ObjectTypeNum = 18 [ObjectType] st Name = "Ofc1A3" // Text string giving a descriptive name (only 8 chars long!!) l Type = 0x7 l Appearance = 0x02000274 l Duration = -1 // Lasts forever = -1 l MaxDamage = 0 // Number of damage points before BOOM! l ExplosionObject = 727 // Object Class Number of explosion for Mech l DestroyedObject = 0 // Object Class Number of Destroyed shape for Mech f ExtentRadius = 35 // Extent Radius in Meters [TreeData] l BuildingName = 514 b BlocksLineOfFire = TRUE ul DmgLevel = 22 l LowTemplate = 0x1c080000 l HighTemplate = 0x00707838 FITend FITini // This is the Office 1 A4 data file [ObjectClass] l ObjectTypeNum = 18 [ObjectType] st Name = "Ofc1A4" // Text string giving a descriptive name (only 8 chars long!!) l Type = 0x7 l Appearance = 0x02000275 l Duration = -1 // Lasts forever = -1 l MaxDamage = 0 // Number of damage points before BOOM! l ExplosionObject = 727 // Object Class Number of explosion for Mech l DestroyedObject = 0 // Object Class Number of Destroyed shape for Mech f ExtentRadius = 35 // Extent Radius in Meters [TreeData] l BuildingName = 514 b BlocksLineOfFire = TRUE ul DmgLevel = 22 l LowTemplate = 0x3c1c0000 l HighTemplate = 0x00307878 FITend FITini // This is the Office 2 A1 data file [ObjectClass] l ObjectTypeNum = 18 [ObjectType] st Name = "Ofc2A1" // Text string giving a descriptive name (only 8 chars long!!) l Type = 0x7 l Appearance = 0x02000276 l Duration = -1 // Lasts forever = -1 l MaxDamage = 0 // Number of damage points before BOOM! l ExplosionObject = 727 // Object Class Number of explosion for Mech l DestroyedObject = 0 // Object Class Number of Destroyed shape for Mech f ExtentRadius = 35 // Extent Radius in Meters [TreeData] l BuildingName = 514 b BlocksLineOfFire = TRUE ul DmgLevel = 22 l BasePixelOffsetX = -1 //Where on tile to draw this building. l BasePixelOffsetY = 60 l LowTemplate = 0x00000000 l HighTemplate = 0x00307070 FITend FITini // This is the Office 2 A2 data file [ObjectClass] l ObjectTypeNum = 18 [ObjectType] st Name = "Ofc2A2" // Text string giving a descriptive name (only 8 chars long!!) l Type = 0x7 l Appearance = 0x02000277 l Duration = -1 // Lasts forever = -1 l MaxDamage = 0 // Number of damage points before BOOM! l ExplosionObject = 727 // Object Class Number of explosion for Mech l DestroyedObject = 0 // Object Class Number of Destroyed shape for Mech f ExtentRadius = 35 // Extent Radius in Meters [TreeData] l BuildingName = 514 b BlocksLineOfFire = TRUE ul DmgLevel = 22 l BasePixelOffsetX = -1 //Where on tile to draw this building. l BasePixelOffsetY = 60 l LowTemplate = 0x00000000 l HighTemplate = 0x00607070 FITend FITini // This is the Office 2 A3 data file [ObjectClass] l ObjectTypeNum = 18 [ObjectType] st Name = "Ofc2A3" // Text string giving a descriptive name (only 8 chars long!!) l Type = 0x7 l Appearance = 0x02000278 l Duration = -1 // Lasts forever = -1 l MaxDamage = 0 // Number of damage points before BOOM! l ExplosionObject = 727 // Object Class Number of explosion for Mech l DestroyedObject = 0 // Object Class Number of Destroyed shape for Mech f ExtentRadius = 35 // Extent Radius in Meters [TreeData] l BuildingName = 514 b BlocksLineOfFire = TRUE ul DmgLevel = 22 l BasePixelOffsetX = -1 //Where on tile to draw this building. l BasePixelOffsetY = 60 l LowTemplate = 0x00000000 l HighTemplate = 0x00707070 FITend FITini // This is the Office 3 A1 data file [ObjectClass] l ObjectTypeNum = 18 [ObjectType] st Name = "Ofc3A1" // Text string giving a descriptive name (only 8 chars long!!) l Type = 0x7 l Appearance = 0x02000279 l Duration = -1 // Lasts forever = -1 l MaxDamage = 0 // Number of damage points before BOOM! l ExplosionObject = 727 // Object Class Number of explosion for Mech l DestroyedObject = 0 // Object Class Number of Destroyed shape for Mech f ExtentRadius = 35 // Extent Radius in Meters [TreeData] l BuildingName = 514 b BlocksLineOfFire = TRUE ul DmgLevel = 22 l LowTemplate = 0x3c000000 l HighTemplate = 0x00787c7c FITend FITini // This is the Office 3 A2 data file [ObjectClass] l ObjectTypeNum = 18 [ObjectType] st Name = "Ofc3A2" // Text string giving a descriptive name (only 8 chars long!!) l Type = 0x7 l Appearance = 0x0200027A l Duration = -1 // Lasts forever = -1 l MaxDamage = 0 // Number of damage points before BOOM! l ExplosionObject = 727 // Object Class Number of explosion for Mech l DestroyedObject = 0 // Object Class Number of Destroyed shape for Mech f ExtentRadius = 35 // Extent Radius in Meters [TreeData] l BuildingName = 514 b BlocksLineOfFire = TRUE ul DmgLevel = 22 l LowTemplate = 0x78000000 l HighTemplate = 0x00383878 FITend FITini // This is the Office 3 A3 data file [ObjectClass] l ObjectTypeNum = 18 [ObjectType] st Name = "Ofc3A3" // Text string giving a descriptive name (only 8 chars long!!) l Type = 0x7 l Appearance = 0x0200027B l Duration = -1 // Lasts forever = -1 l MaxDamage = 0 // Number of damage points before BOOM! l ExplosionObject = 727 // Object Class Number of explosion for Mech l DestroyedObject = 0 // Object Class Number of Destroyed shape for Mech f ExtentRadius = 35 // Extent Radius in Meters [TreeData] l BuildingName = 514 b BlocksLineOfFire = TRUE ul DmgLevel = 22 l LowTemplate = 0x78000000 l HighTemplate = 0x00707878 FITend FITini // This is the Office 3 A4 data file [ObjectClass] l ObjectTypeNum = 18 [ObjectType] st Name = "Ofc3A4" // Text string giving a descriptive name (only 8 chars long!!) l Type = 0x7 l Appearance = 0x0200027C l Duration = -1 // Lasts forever = -1 l MaxDamage = 0 // Number of damage points before BOOM! l ExplosionObject = 727 // Object Class Number of explosion for Mech l DestroyedObject = 0 // Object Class Number of Destroyed shape for Mech f ExtentRadius = 35 // Extent Radius in Meters [TreeData] l BuildingName = 514 b BlocksLineOfFire = TRUE ul DmgLevel = 22 l LowTemplate = 0x78300000 l HighTemplate = 0x00787878 FITend FITini // This is the Office 1B A1 data file [ObjectClass] l ObjectTypeNum = 18 [ObjectType] st Name = "Ofc1bA1" // Text string giving a descriptive name (only 8 chars long!!) l Type = 0x7 l Appearance = 0x0200027D l Duration = -1 // Lasts forever = -1 l MaxDamage = 0 // Number of damage points before BOOM! l ExplosionObject = 727 // Object Class Number of explosion for Mech l DestroyedObject = 0 // Object Class Number of Destroyed shape for Mech f ExtentRadius = 35 // Extent Radius in Meters [TreeData] l BuildingName = 514 b BlocksLineOfFire = TRUE ul DmgLevel = 22 l LowTemplate = 0x00000000 l HighTemplate = 0x00383838 FITend FITini // This is the Office 1B A2 data file [ObjectClass] l ObjectTypeNum = 18 [ObjectType] st Name = "Ofc1bA2" // Text string giving a descriptive name (only 8 chars long!!) l Type = 0x7 l Appearance = 0x0200027E l Duration = -1 // Lasts forever = -1 l MaxDamage = 0 // Number of damage points before BOOM! l ExplosionObject = 727 // Object Class Number of explosion for Mech l DestroyedObject = 0 // Object Class Number of Destroyed shape for Mech f ExtentRadius = 35 // Extent Radius in Meters [TreeData] l BuildingName = 514 b BlocksLineOfFire = TRUE ul DmgLevel = 22 l LowTemplate = 0x00000000 l HighTemplate = 0x00307070 FITend FITini // This is the Office 1B A3 data file [ObjectClass] l ObjectTypeNum = 18 [ObjectType] st Name = "Ofc1bA3" // Text string giving a descriptive name (only 8 chars long!!) l Type = 0x7 l Appearance = 0x0200027F l Duration = -1 // Lasts forever = -1 l MaxDamage = 0 // Number of damage points before BOOM! l ExplosionObject = 727 // Object Class Number of explosion for Mech l DestroyedObject = 0 // Object Class Number of Destroyed shape for Mech f ExtentRadius = 35 // Extent Radius in Meters [TreeData] l BuildingName = 514 b BlocksLineOfFire = TRUE ul DmgLevel = 22 l LowTemplate = 0x00000000 l HighTemplate = 0x00707030 FITend FITini // This is the Office 1B A4 data file [ObjectClass] l ObjectTypeNum = 18 [ObjectType] st Name = "Ofc1bA4" // Text string giving a descriptive name (only 8 chars long!!) l Type = 0x7 l Appearance = 0x02000280 l Duration = -1 // Lasts forever = -1 l MaxDamage = 0 // Number of damage points before BOOM! l ExplosionObject = 727 // Object Class Number of explosion for Mech l DestroyedObject = 0 // Object Class Number of Destroyed shape for Mech f ExtentRadius = 35 // Extent Radius in Meters [TreeData] l BuildingName = 514 b BlocksLineOfFire = TRUE ul DmgLevel = 22 l LowTemplate = 0x00000000 l HighTemplate = 0x00607070 FITend FITini // This is the Office 2B A1 data file [ObjectClass] l ObjectTypeNum = 18 [ObjectType] st Name = "Ofc2bA1" // Text string giving a descriptive name (only 8 chars long!!) l Type = 0x7 l Appearance = 0x02000281 l Duration = -1 // Lasts forever = -1 l MaxDamage = 0 // Number of damage points before BOOM! l ExplosionObject = 727 // Object Class Number of explosion for Mech l DestroyedObject = 0 // Object Class Number of Destroyed shape for Mech f ExtentRadius = 35 // Extent Radius in Meters [TreeData] l BuildingName = 514 b BlocksLineOfFire = TRUE ul DmgLevel = 22 l LowTemplate = 0x78000000 l HighTemplate = 0x00387878 FITend FITini // This is the Office 2B A2 data file [ObjectClass] l ObjectTypeNum = 18 [ObjectType] st Name = "Ofc2bA2" // Text string giving a descriptive name (only 8 chars long!!) l Type = 0x7 l Appearance = 0x02000282 l Duration = -1 // Lasts forever = -1 l MaxDamage = 0 // Number of damage points before BOOM! l ExplosionObject = 727 // Object Class Number of explosion for Mech l DestroyedObject = 0 // Object Class Number of Destroyed shape for Mech f ExtentRadius = 35 // Extent Radius in Meters [TreeData] l BuildingName = 514 b BlocksLineOfFire = TRUE ul DmgLevel = 22 l LowTemplate = 0x78000000 l HighTemplate = 0x00787878 FITend FITini // This is the Office 2B A3 data file [ObjectClass] l ObjectTypeNum = 18 [ObjectType] st Name = "Ofc2bA3" // Text string giving a descriptive name (only 8 chars long!!) l Type = 0x7 l Appearance = 0x02000282 l Duration = -1 // Lasts forever = -1 l MaxDamage = 0 // Number of damage points before BOOM! l ExplosionObject = 727 // Object Class Number of explosion for Mech l DestroyedObject = 0 // Object Class Number of Destroyed shape for Mech f ExtentRadius = 35 // Extent Radius in Meters [TreeData] l BuildingName = 614 b BlocksLineOfFire = TRUE ul DmgLevel = 22 l LowTemplate = 0x38000000 l HighTemplate = 0x00003838 FITend FITini // This is the Light Test Data File [ObjectClass] l ObjectTypeNum = 23 [ObjectType] st Name = "Light" // Text string giving a descriptive name (only 8 chars long!!) l Type = 41 // ID number for this object type l Appearance = 0x02000284 l Duration = -1 // Lasts forever = -1 l MaxDamage = 0 // Number of damage points before BOOM! l ExplosionObject = 0 // Object Class Number of explosion for Mech l DestroyedObject = 0 // Object Class Number of Destroyed shape for Mech f ExtentRadius = 0 // Extent Radius in Meters [LightData] b OneShotFlag = f //Run animation OR hold single frame ONCE!!!! f AltitudeOffset = -10.0 //10 world units below Object using it!! FITend FITini // This is the large red light disc Data File [ObjectClass] l ObjectTypeNum = 23 [ObjectType] st Name = "lbdred" // Text string giving a descriptive name (only 8 chars long!!) l Type = 41 // ID number for this object type l Appearance = 0x02000285 l Duration = -1 // Lasts forever = -1 l MaxDamage = 0 // Number of damage points before BOOM! l ExplosionObject = 0 // Object Class Number of explosion for Mech l DestroyedObject = 0 // Object Class Number of Destroyed shape for Mech f ExtentRadius = 0 // Extent Radius in Meters [LightData] b OneShotFlag = f //Run animation OR hold single frame ONCE!!!! f AltitudeOffset = -20.0 //10 world units below Object using it!! FITend FITini // This is the large red light disc Data File [ObjectClass] l ObjectTypeNum = 23 [ObjectType] st Name = "lbdgreen" // Text string giving a descriptive name (only 8 chars long!!) l Type = 41 // ID number for this object type l Appearance = 0x02000286 l Duration = -1 // Lasts forever = -1 l MaxDamage = 0 // Number of damage points before BOOM! l ExplosionObject = 0 // Object Class Number of explosion for Mech l DestroyedObject = 0 // Object Class Number of Destroyed shape for Mech f ExtentRadius = 0 // Extent Radius in Meters [LightData] b OneShotFlag = f //Run animation OR hold single frame ONCE!!!! f AltitudeOffset = -20.0 //10 world units below Object using it!! FITend FITini // This is the large red light disc Data File [ObjectClass] l ObjectTypeNum = 23 [ObjectType] st Name = "lddred" // Text string giving a descriptive name (only 8 chars long!!) l Type = 41 // ID number for this object type l Appearance = 0x02000287 l Duration = -1 // Lasts forever = -1 l MaxDamage = 0 // Number of damage points before BOOM! l ExplosionObject = 0 // Object Class Number of explosion for Mech l DestroyedObject = 0 // Object Class Number of Destroyed shape for Mech f ExtentRadius = 0 // Extent Radius in Meters [LightData] b OneShotFlag = f //Run animation OR hold single frame ONCE!!!! f AltitudeOffset = -20.0 //10 world units below Object using it!! FITend FITini // This is the large red light disc Data File [ObjectClass] l ObjectTypeNum = 23 [ObjectType] st Name = "lddred" // Text string giving a descriptive name (only 8 chars long!!) l Type = 41 // ID number for this object type l Appearance = 0x02000288 l Duration = -1 // Lasts forever = -1 l MaxDamage = 0 // Number of damage points before BOOM! l ExplosionObject = 0 // Object Class Number of explosion for Mech l DestroyedObject = 0 // Object Class Number of Destroyed shape for Mech f ExtentRadius = 0 // Extent Radius in Meters [LightData] b OneShotFlag = f //Run animation OR hold single frame ONCE!!!! f AltitudeOffset = -20.0 //10 world units below Object using it!! FITend FITini // This is the Blue Flag data file [ObjectClass] l ObjectTypeNum = 0 [ObjectType] st Name = "blueFlg" // Text string giving a descriptive name (only 8 chars long!!) l Type = 0x7 l Appearance = 0x0200028C l Duration = -1 // Lasts forever = -1 l MaxDamage = 0 // Number of damage points before BOOM! l ExplosionObject = 42 // Object Class Number of explosion for Mech l DestroyedObject = 0 // Object Class Number of Destroyed shape for Mech f ExtentRadius = 15 // Extent Radius in Meters [TreeData] ul DmgLevel = 1 FITend FITini // This is the Red Flag data file [ObjectClass] l ObjectTypeNum = 0 [ObjectType] st Name = "redFlg" // Text string giving a descriptive name (only 8 chars long!!) l Type = 0x7 l Appearance = 0x0200028D l Duration = -1 // Lasts forever = -1 l MaxDamage = 0 // Number of damage points before BOOM! l ExplosionObject = 42 // Object Class Number of explosion for Mech l DestroyedObject = 0 // Object Class Number of Destroyed shape for Mech f ExtentRadius = 15 // Extent Radius in Meters [TreeData] ul DmgLevel = 1 FITend FITini // This is the Green Flag data file [ObjectClass] l ObjectTypeNum = 0 [ObjectType] st Name = "GrnFlg" // Text string giving a descriptive name (only 8 chars long!!) l Type = 0x7 l Appearance = 0x0200028E l Duration = -1 // Lasts forever = -1 l MaxDamage = 0 // Number of damage points before BOOM! l ExplosionObject = 42 // Object Class Number of explosion for Mech l DestroyedObject = 0 // Object Class Number of Destroyed shape for Mech f ExtentRadius = 15 // Extent Radius in Meters [TreeData] ul DmgLevel = 1 FITend FITini //----------------------------------------------------- // This is a Gate Object [ObjectClass] l ObjectTypeNum = 22 [ObjectType] st Name = "whgate" // Text string giving a descriptive name (only 8 chars long!!) l Type = 43 // ID number for this mech type l Appearance = 0x09000290 l Duration = -1 // Lasts forever = -1 l MaxDamage = 200 // Number of damage points before BOOM! l ExplosionObject = 449 // Object Class Number of explosion for Mech l DestroyedObject = 101 // Object Class Number of Destroyed shape for Mech f ExtentRadius = 5 // Extent Radius in Meters l IconNumber = 0 [GateData] ul DmgLevel = 61 // How much damage before BOOM ul BlownEffectId = -1 ul NormalEffectId = -1 ul DamageEffectId = -1 l XImpasse = 0 l YImpasse = 0 f ExplosionRadius = 0.0 // How big is my splash Damage Radius? f ExplosionDamage = 0.0 // How much splash damage do I do? f OpenRadius = 250.0 // At what radius do I start trying to attack a target // (i.e. When do I popup, start rotating, etc.) l BuildingName = 597 b BlocksLineOfFire = FALSE l BasePixelOffsetX = 0 //Where on tile to draw this building. l BasePixelOffsetY = 64 // FITEnd FITini //----------------------------------------------------- // This is a Gate Object [ObjectClass] l ObjectTypeNum = 22 [ObjectType] st Name = "ehgate" // Text string giving a descriptive name (only 8 chars long!!) l Type = 43 // ID number for this mech type l Appearance = 0x09000291 l Duration = -1 // Lasts forever = -1 l MaxDamage = 200 // Number of damage points before BOOM! l ExplosionObject = 449 // Object Class Number of explosion for Mech l DestroyedObject = 101 // Object Class Number of Destroyed shape for Mech f ExtentRadius = 5 // Extent Radius in Meters l IconNumber = 0 [GateData] ul DmgLevel = 61 // How much damage before BOOM ul BlownEffectId = -1 ul NormalEffectId = -1 ul DamageEffectId = -1 l XImpasse = 0 l YImpasse = 0 f ExplosionRadius = 0.0 // How big is my splash Damage Radius? f ExplosionDamage = 0.0 // How much splash damage do I do? f OpenRadius = 250.0 // At what radius do I start trying to attack a target // (i.e. When do I popup, start rotating, etc.) l BuildingName = 594 b BlocksLineOfFire = FALSE l BasePixelOffsetX = 0 //Where on tile to draw this building. l BasePixelOffsetY = 64 // FITEnd FITini //----------------------------------------------------- // This is a Gate Object [ObjectClass] l ObjectTypeNum = 22 [ObjectType] st Name = "nhgate" // Text string giving a descriptive name (only 8 chars long!!) l Type = 43 // ID number for this mech type l Appearance = 0x09000292 l Duration = -1 // Lasts forever = -1 l MaxDamage = 200 // Number of damage points before BOOM! l ExplosionObject = 449 // Object Class Number of explosion for Mech l DestroyedObject = 101 // Object Class Number of Destroyed shape for Mech f ExtentRadius = 5 // Extent Radius in Meters l IconNumber = 0 [GateData] ul DmgLevel = 61 // How much damage before BOOM ul BlownEffectId = -1 ul NormalEffectId = -1 ul DamageEffectId = -1 l XImpasse = 0 l YImpasse = 0 f ExplosionRadius = 0.0 // How big is my splash Damage Radius? f ExplosionDamage = 0.0 // How much splash damage do I do? f OpenRadius = 250.0 // At what radius do I start trying to attack a target // (i.e. When do I popup, start rotating, etc.) l BuildingName = 595 b BlocksLineOfFire = FALSE l BasePixelOffsetX = 0 //Where on tile to draw this building. l BasePixelOffsetY = 64 // FITEnd FITini //----------------------------------------------------- // This is a Gate Object [ObjectClass] l ObjectTypeNum = 22 [ObjectType] st Name = "shgate" // Text string giving a descriptive name (only 8 chars long!!) l Type = 43 // ID number for this mech type l Appearance = 0x09000293 l Duration = -1 // Lasts forever = -1 l MaxDamage = 200 // Number of damage points before BOOM! l ExplosionObject = 449 // Object Class Number of explosion for Mech l DestroyedObject = 101 // Object Class Number of Destroyed shape for Mech f ExtentRadius = 5 // Extent Radius in Meters l IconNumber = 0 [GateData] ul DmgLevel = 61 // How much damage before BOOM ul BlownEffectId = -1 ul NormalEffectId = -1 ul DamageEffectId = -1 l XImpasse = 0 l YImpasse = 0 f ExplosionRadius = 0.0 // How big is my splash Damage Radius? f ExplosionDamage = 0.0 // How much splash damage do I do? f OpenRadius = 250.0 // At what radius do I start trying to attack a target // (i.e. When do I popup, start rotating, etc.) l BuildingName = 596 b BlocksLineOfFire = FALSE l BasePixelOffsetX = 0 //Where on tile to draw this building. l BasePixelOffsetY = 64 // FITEnd FITini // This is the airstrike varient A data file [ObjectClass] l ObjectTypeNum = 4 [ObjectType] st Name = "stra" // Text string giving a descriptive name (only 8 chars long!!) l Type = 0x7 l Appearance = 0x02000294 l Duration = -1 // Lasts forever = -1 l MaxDamage = 0 // Number of damage points before BOOM! l ExplosionObject = -1 // Object Class Number of explosion for Mech l DestroyedObject = 0 // Object Class Number of Destroyed shape for Mech f ExtentRadius = 0 // Extent Radius in Meters [ExplosionData] ul DmgLevel = 0 ul SoundEffectId = 35 FITend FITini // This is the airstrike varient B data file [ObjectClass] l ObjectTypeNum = 4 [ObjectType] st Name = "strb" // Text string giving a descriptive name (only 8 chars long!!) l Type = 0x7 l Appearance = 0x02000295 l Duration = -1 // Lasts forever = -1 l MaxDamage = 0 // Number of damage points before BOOM! l ExplosionObject = -1 // Object Class Number of explosion for Mech l DestroyedObject = 0 // Object Class Number of Destroyed shape for Mech f ExtentRadius = 0 // Extent Radius in Meters [ExplosionData] ul DmgLevel = 0 ul SoundEffectId = 35 FITend FITini // This is the airstrike varient A data file [ObjectClass] l ObjectTypeNum = 4 [ObjectType] st Name = "strb" // Text string giving a descriptive name (only 8 chars long!!) l Type = 0x7 l Appearance = 0x02000296 l Duration = -1 // Lasts forever = -1 l MaxDamage = 0 // Number of damage points before BOOM! l ExplosionObject = -1 // Object Class Number of explosion for Mech l DestroyedObject = 0 // Object Class Number of Destroyed shape for Mech f ExtentRadius = 0 // Extent Radius in Meters [ExplosionData] ul DmgLevel = 0 ul SoundEffectId = 35 FITend FITini // This is the large red light disc Data File [ObjectClass] l ObjectTypeNum = 23 [ObjectType] st Name = "lwhite" // Text string giving a descriptive name (only 8 chars long!!) l Type = 41 // ID number for this object type l Appearance = 0x02000289 l Duration = -1 // Lasts forever = -1 l MaxDamage = 0 // Number of damage points before BOOM! l ExplosionObject = 0 // Object Class Number of explosion for Mech l DestroyedObject = 0 // Object Class Number of Destroyed shape for Mech f ExtentRadius = 0 // Extent Radius in Meters [LightData] b OneShotFlag = f //Run animation OR hold single frame ONCE!!!! f AltitudeOffset = -30.0 //10 world units below Object using it!! FITend FITini // This is the large explosion light disc Data File [ObjectClass] l ObjectTypeNum = 23 [ObjectType] st Name = "ldblup" // Text string giving a descriptive name (only 8 chars long!!) l Type = 41 // ID number for this object type l Appearance = 0x0200028A l Duration = -1 // Lasts forever = -1 l MaxDamage = 0 // Number of damage points before BOOM! l ExplosionObject = 0 // Object Class Number of explosion for Mech l DestroyedObject = 0 // Object Class Number of Destroyed shape for Mech f ExtentRadius = 0 // Extent Radius in Meters [LightData] b OneShotFlag = t //Run animation OR hold single frame ONCE!!!! f AltitudeOffset = -10.0 //10 world units below Object using it!! FITend FITini // This is the large explosion light disc Data File [ObjectClass] l ObjectTypeNum = 23 [ObjectType] st Name = "ldhit" // Text string giving a descriptive name (only 8 chars long!!) l Type = 41 // ID number for this object type l Appearance = 0x0200028B l Duration = -1 // Lasts forever = -1 l MaxDamage = 0 // Number of damage points before BOOM! l ExplosionObject = 0 // Object Class Number of explosion for Mech l DestroyedObject = 0 // Object Class Number of Destroyed shape for Mech f ExtentRadius = 0 // Extent Radius in Meters [LightData] b OneShotFlag = t //Run animation OR hold single frame ONCE!!!! f AltitudeOffset = -10.0 //10 world units below Object using it!! FITend FITini // This is the Mech Explosion Data File [ObjectClass] l ObjectTypeNum = 4 [ObjectType] st Name = "gasexpl" // Text string giving a descriptive name (only 8 chars long!!) l Type = 41 // ID number for this object type l Appearance = 0x02000298 l Duration = -1 // Lasts forever = -1 l MaxDamage = 0 // Number of damage points before BOOM! l ExplosionObject = 0 // Object Class Number of explosion for Mech l DestroyedObject = 0 // Object Class Number of Destroyed shape for Mech f ExtentRadius = 0 // Extent Radius in Meters st AppearanceName = "MushroomCloud" [ExplosionData] ul DmgLevel = 0 ul SoundEffectId = 35 ul LightObjectId = 698 FITend FITini // This is a sample Smoke Data File [ObjectClass] l ObjectTypeNum = 7 [ObjectType] st Name = "ssmoke" // Text string giving a descriptive name (only 8 chars long!!) l Type = 23 // ID number for this mech type l Appearance = 0x03000017 l MaxDamage = 0 // Number of damage points before BOOM! l ExplosionObject = 0 // Object Class Number of explosion for Mech l DestroyedObject = 0 // Object Class Number of Destroyed shape for Mech f ExtentRadius = 0 // Extent Radius in Meters [SmokeData] f FrameRate = 17.0 b HasRotation = TRUE //Do the smoke spheres have a rotation? l numRotations = 32 // How many? f zVelocity = 0.0 // m/s f SlowDownPercent = 0.1 // Percent slower smoke goes then object due to drag. f SmokePerSecond = 20 // number of spheres per second. ul maxSmokeSpheres = 10 // max number of spheres around. l Duration = 25 // Lasts forever = -1 (s) f randomVelX = 0.0 // How much can x/y velocity vary by. f randomVelY = 0.0 // This should get crowded spheres going. f randomVelZ = 0.0 // This should get crowded spheres going. f randomPosX = 2.0 // How much can x/y/z position vary by. f randomPosY = 2.0 // This should get crowded spheres going. f randomPosZ = 0.0 st SmokeShape = "smsl_a" FITend FITini // This is the Mech Explosion Data File [ObjectClass] l ObjectTypeNum = 4 [ObjectType] st Name = "sgasexpl" // Text string giving a descriptive name (only 8 chars long!!) l Type = 41 // ID number for this object type l Appearance = 0x0200029A l Duration = -1 // Lasts forever = -1 l MaxDamage = 0 // Number of damage points before BOOM! l ExplosionObject = 0 // Object Class Number of explosion for Mech l DestroyedObject = 0 // Object Class Number of Destroyed shape for Mech f ExtentRadius = 0 // Extent Radius in Meters [ExplosionData] ul DmgLevel = 0 ul SoundEffectId = 35 ul LightObjectId = 698 FITend FITini // This is the Gate Control Bldg data file [ObjectClass] l ObjectTypeNum = 18 [ObjectType] st Name = "gatecon" // Text string giving a descriptive name (only 8 chars long!!) l Type = 0x7 l Appearance = 0x0200029b l Duration = -1 // Lasts forever = -1 l MaxDamage = 0 // Number of damage points before BOOM! l ExplosionObject = 42 // Object Class Number of explosion for Mech l DestroyedObject = 0 // Object Class Number of Destroyed shape for Mech f ExtentRadius = 45 // Extent Radius in Meters [TreeData] l BuildingName = 206 b BlocksLineOfFire = TRUE ul DmgLevel = 33 l LowTemplate = 0x18000000 l HighTemplate = 0x00000038 FITend FITini // This is the Gate Control Bldg data file [ObjectClass] l ObjectTypeNum = 18 [ObjectType] st Name = "gatecon" // Text string giving a descriptive name (only 8 chars long!!) l Type = 0x7 l Appearance = 0x0200029c l Duration = -1 // Lasts forever = -1 l MaxDamage = 0 // Number of damage points before BOOM! l ExplosionObject = 42 // Object Class Number of explosion for Mech l DestroyedObject = 0 // Object Class Number of Destroyed shape for Mech f ExtentRadius = 45 // Extent Radius in Meters [TreeData] l BuildingName = 206 b BlocksLineOfFire = TRUE ul DmgLevel = 33 l LowTemplate = 0x18000000 l HighTemplate = 0x00001018 FITend FITini // This is the Gate Control Bldg data file [ObjectClass] l ObjectTypeNum = 18 [ObjectType] st Name = "gatecon" // Text string giving a descriptive name (only 8 chars long!!) l Type = 0x7 l Appearance = 0x0200029d l Duration = -1 // Lasts forever = -1 l MaxDamage = 0 // Number of damage points before BOOM! l ExplosionObject = 42 // Object Class Number of explosion for Mech l DestroyedObject = 0 // Object Class Number of Destroyed shape for Mech f ExtentRadius = 45 // Extent Radius in Meters [TreeData] l BuildingName = 206 b BlocksLineOfFire = TRUE ul DmgLevel = 33 l LowTemplate = 0x18000000 l HighTemplate = 0x00000038 FITend FITini // This is the Gate Control Bldg data file [ObjectClass] l ObjectTypeNum = 18 [ObjectType] st Name = "gatecon" // Text string giving a descriptive name (only 8 chars long!!) l Type = 0x7 l Appearance = 0x0200029e l Duration = -1 // Lasts forever = -1 l MaxDamage = 0 // Number of damage points before BOOM! l ExplosionObject = 42 // Object Class Number of explosion for Mech l DestroyedObject = 0 // Object Class Number of Destroyed shape for Mech f ExtentRadius = 45 // Extent Radius in Meters [TreeData] l BuildingName = 206 b BlocksLineOfFire = TRUE ul DmgLevel = 33 l LowTemplate = 0x18000000 l HighTemplate = 0x00001018 FITend FITini // This is the Smaller Gate Control Bldg data file [ObjectClass] l ObjectTypeNum = 18 [ObjectType] st Name = "gateconsm" // Text string giving a descriptive name (only 8 chars long!!) l Type = 0x7 l Appearance = 0x0200029f l Duration = -1 // Lasts forever = -1 l MaxDamage = 0 // Number of damage points before BOOM! l ExplosionObject = 42 // Object Class Number of explosion for Mech l DestroyedObject = 0 // Object Class Number of Destroyed shape for Mech f ExtentRadius = 45 // Extent Radius in Meters [TreeData] l BuildingName = 206 b BlocksLineOfFire = TRUE ul DmgLevel = 22 l LowTemplate = 0x18000000 l HighTemplate = 0x00000018 FITend FITini // This is the Smaller Gate Control Bldg data file [ObjectClass] l ObjectTypeNum = 18 [ObjectType] st Name = "gateconsm" // Text string giving a descriptive name (only 8 chars long!!) l Type = 0x7 l Appearance = 0x020002a0 l Duration = -1 // Lasts forever = -1 l MaxDamage = 0 // Number of damage points before BOOM! l ExplosionObject = 42 // Object Class Number of explosion for Mech l DestroyedObject = 0 // Object Class Number of Destroyed shape for Mech f ExtentRadius = 45 // Extent Radius in Meters [TreeData] l BuildingName = 206 b BlocksLineOfFire = TRUE ul DmgLevel = 22 l LowTemplate = 0x18000000 l HighTemplate = 0x00000018 FITend FITini // This is the Smaller Gate Control Bldg data file [ObjectClass] l ObjectTypeNum = 18 [ObjectType] st Name = "gateconsm" // Text string giving a descriptive name (only 8 chars long!!) l Type = 0x7 l Appearance = 0x020002a1 l Duration = -1 // Lasts forever = -1 l MaxDamage = 0 // Number of damage points before BOOM! l ExplosionObject = 42 // Object Class Number of explosion for Mech l DestroyedObject = 0 // Object Class Number of Destroyed shape for Mech f ExtentRadius = 45 // Extent Radius in Meters [TreeData] l BuildingName = 206 b BlocksLineOfFire = TRUE ul DmgLevel = 22 l LowTemplate = 0x18000000 l HighTemplate = 0x00000018 FITend FITini // This is the Smaller Gate Control Bldg data file [ObjectClass] l ObjectTypeNum = 18 [ObjectType] st Name = "gateconsm" // Text string giving a descriptive name (only 8 chars long!!) l Type = 0x7 l Appearance = 0x020002a2 l Duration = -1 // Lasts forever = -1 l MaxDamage = 0 // Number of damage points before BOOM! l ExplosionObject = 42 // Object Class Number of explosion for Mech l DestroyedObject = 0 // Object Class Number of Destroyed shape for Mech f ExtentRadius = 45 // Extent Radius in Meters [TreeData] l BuildingName = 206 b BlocksLineOfFire = TRUE ul DmgLevel = 22 l LowTemplate = 0x18000000 l HighTemplate = 0x00000018 FITend FITini // This is the Sabutai Omnifighter data file [ObjectClass] l ObjectTypeNum = 18 [ObjectType] st Name = "sabutai" // Text string giving a descriptive name (only 8 chars long!!) l Type = 0x7 l Appearance = 0x020002a3 l Duration = -1 // Lasts forever = -1 l MaxDamage = 0 // Number of damage points before BOOM! l ExplosionObject = 41 // Object Class Number of explosion for Mech l DestroyedObject = 0 // Object Class Number of Destroyed shape for Mech f ExtentRadius = 35 // Extent Radius in Meters [TreeData] l BuildingName = 205 ul DmgLevel = 22 l LowTemplate = 0x10000000 l HighTemplate = 0x00000018 FITend FITini // This is the Sabutai Omnifighter data file [ObjectClass] l ObjectTypeNum = 18 [ObjectType] st Name = "sabutai" // Text string giving a descriptive name (only 8 chars long!!) l Type = 0x7 l Appearance = 0x020002a4 l Duration = -1 // Lasts forever = -1 l MaxDamage = 0 // Number of damage points before BOOM! l ExplosionObject = 41 // Object Class Number of explosion for Mech l DestroyedObject = 0 // Object Class Number of Destroyed shape for Mech f ExtentRadius = 35 // Extent Radius in Meters [TreeData] l BuildingName = 205 ul DmgLevel = 22 l LowTemplate = 0x10000000 l HighTemplate = 0x00000018 FITend FITini // This is the Sabutai Omnifighter data file [ObjectClass] l ObjectTypeNum = 18 [ObjectType] st Name = "sabutai" // Text string giving a descriptive name (only 8 chars long!!) l Type = 0x7 l Appearance = 0x020002a5 l Duration = -1 // Lasts forever = -1 l MaxDamage = 0 // Number of damage points before BOOM! l ExplosionObject = 41 // Object Class Number of explosion for Mech l DestroyedObject = 0 // Object Class Number of Destroyed shape for Mech f ExtentRadius = 35 // Extent Radius in Meters [TreeData] l BuildingName = 205 ul DmgLevel = 22 l LowTemplate = 0x08000000 l HighTemplate = 0x00000038 FITend FITini // This is the Sabutai Omnifighter data file [ObjectClass] l ObjectTypeNum = 18 [ObjectType] st Name = "sabutai" // Text string giving a descriptive name (only 8 chars long!!) l Type = 0x7 l Appearance = 0x020002a6 l Duration = -1 // Lasts forever = -1 l MaxDamage = 0 // Number of damage points before BOOM! l ExplosionObject = 41 // Object Class Number of explosion for Mech l DestroyedObject = 0 // Object Class Number of Destroyed shape for Mech f ExtentRadius = 35 // Extent Radius in Meters [TreeData] l BuildingName = 205 ul DmgLevel = 22 l LowTemplate = 0x18000000 l HighTemplate = 0x00001010 FITend FITini // This is the Clan Crew Barracks Building Data File [ObjectClass] l ObjectTypeNum = 18 [ObjectType] st Name = "ClanCrew" // Text string giving a descriptive name (only 8 chars long!!) l Type = 0x7 l Appearance = 0x020002a7 l Duration = -1 // Lasts forever = -1 l MaxDamage = 0 // Number of damage points before BOOM! l ExplosionObject = 42 // Object Class Number of explosion for this building l DestroyedObject = 0 // Object Class Number of Destroyed shape for building f ExtentRadius = 35 // Extent Radius in Meters [TreeData] l BuildingName = 260 ul DmgLevel = 13 l LowTemplate = 0x00000000 l HighTemplate = 0x00000018 FITend FITini // This is the Clan Crew Barracks Building Data File [ObjectClass] l ObjectTypeNum = 18 [ObjectType] st Name = "ClanCrew" // Text string giving a descriptive name (only 8 chars long!!) l Type = 0x7 l Appearance = 0x020002a8 l Duration = -1 // Lasts forever = -1 l MaxDamage = 0 // Number of damage points before BOOM! l ExplosionObject = 42 // Object Class Number of explosion for this building l DestroyedObject = 0 // Object Class Number of Destroyed shape for building f ExtentRadius = 35 // Extent Radius in Meters [TreeData] l BuildingName = 260 ul DmgLevel = 13 l LowTemplate = 0x10000000 l HighTemplate = 0x00000010 FITend FITini // This is the Clan Crew Barracks Building Data File [ObjectClass] l ObjectTypeNum = 18 [ObjectType] st Name = "ClanCrew" // Text string giving a descriptive name (only 8 chars long!!) l Type = 0x7 l Appearance = 0x020002a9 l Duration = -1 // Lasts forever = -1 l MaxDamage = 0 // Number of damage points before BOOM! l ExplosionObject = 42 // Object Class Number of explosion for this building l DestroyedObject = 0 // Object Class Number of Destroyed shape for building f ExtentRadius = 35 // Extent Radius in Meters [TreeData] l BuildingName = 260 ul DmgLevel = 13 l LowTemplate = 0x00000000 l HighTemplate = 0x00000030 FITend FITini // This is the Clan Crew Barracks Building Data File [ObjectClass] l ObjectTypeNum = 18 [ObjectType] st Name = "ClanCrew" // Text string giving a descriptive name (only 8 chars long!!) l Type = 0x7 l Appearance = 0x020002aa l Duration = -1 // Lasts forever = -1 l MaxDamage = 0 // Number of damage points before BOOM! l ExplosionObject = 42 // Object Class Number of explosion for this building l DestroyedObject = 0 // Object Class Number of Destroyed shape for building f ExtentRadius = 35 // Extent Radius in Meters [TreeData] l BuildingName = 260 ul DmgLevel = 13 l LowTemplate = 0x10000000 l HighTemplate = 0x00000010 FITend FITini // This is the Clan Industrial data file [ObjectClass] l ObjectTypeNum = 18 [ObjectType] st Name = "clanhvyindy" // Text string giving a descriptive name (only 8 chars long!!) l Type = 0x7 l Appearance = 0x020002ab l Duration = -1 // Lasts forever = -1 l MaxDamage = 0 // Number of damage points before BOOM! l ExplosionObject = 727 // Object Class Number of explosion for Mech l DestroyedObject = 0 // Object Class Number of Destroyed shape for Mech f ExtentRadius = 35 // Extent Radius in Meters [TreeData] l BuildingName = 204 ul DmgLevel = 78 l LowTemplate = 0x38000000 l HighTemplate = 0x00003838 FITend FITini // This is the Clan Industrial data file [ObjectClass] l ObjectTypeNum = 18 [ObjectType] st Name = "clanhvyindy" // Text string giving a descriptive name (only 8 chars long!!) l Type = 0x7 l Appearance = 0x020002ac l Duration = -1 // Lasts forever = -1 l MaxDamage = 0 // Number of damage points before BOOM! l ExplosionObject = 727 // Object Class Number of explosion for Mech l DestroyedObject = 0 // Object Class Number of Destroyed shape for Mech f ExtentRadius = 35 // Extent Radius in Meters [TreeData] l BuildingName = 204 ul DmgLevel = 78 l LowTemplate = 0x38000000 l HighTemplate = 0x00003838 FITend FITini // This is the Clan Water Storage data file [ObjectClass] l ObjectTypeNum = 18 [ObjectType] st Name = "clanws" // Text string giving a descriptive name (only 8 chars long!!) l Type = 0x7 l Appearance = 0x020002ad l Duration = -1 // Lasts forever = -1 l MaxDamage = 0 // Number of damage points before BOOM! l ExplosionObject = 727 // Object Class Number of explosion for Mech l DestroyedObject = 0 // Object Class Number of Destroyed shape for Mech f ExtentRadius = 35 // Extent Radius in Meters [TreeData] l BuildingName = 464 ul DmgLevel = 33 l LowTemplate = 0x38000000 l HighTemplate = 0x00003838 FITend FITini // This is the Clan Water Storage data file [ObjectClass] l ObjectTypeNum = 18 [ObjectType] st Name = "clanws" // Text string giving a descriptive name (only 8 chars long!!) l Type = 0x7 l Appearance = 0x020002ae l Duration = -1 // Lasts forever = -1 l MaxDamage = 0 // Number of damage points before BOOM! l ExplosionObject = 727 // Object Class Number of explosion for Mech l DestroyedObject = 0 // Object Class Number of Destroyed shape for Mech f ExtentRadius = 35 // Extent Radius in Meters [TreeData] l BuildingName = 464 ul DmgLevel = 33 l LowTemplate = 0x38000000 l HighTemplate = 0x00003838 FITend FITini // This is the Clan Water Storage data file [ObjectClass] l ObjectTypeNum = 18 [ObjectType] st Name = "clanws" // Text string giving a descriptive name (only 8 chars long!!) l Type = 0x7 l Appearance = 0x020002af l Duration = -1 // Lasts forever = -1 l MaxDamage = 0 // Number of damage points before BOOM! l ExplosionObject = 727 // Object Class Number of explosion for Mech l DestroyedObject = 0 // Object Class Number of Destroyed shape for Mech f ExtentRadius = 35 // Extent Radius in Meters [TreeData] l BuildingName = 464 ul DmgLevel = 33 l LowTemplate = 0x38000000 l HighTemplate = 0x00003838 FITend FITini // This is the Clan Water Storage data file [ObjectClass] l ObjectTypeNum = 18 [ObjectType] st Name = "clanws" // Text string giving a descriptive name (only 8 chars long!!) l Type = 0x7 l Appearance = 0x020002b0 l Duration = -1 // Lasts forever = -1 l MaxDamage = 0 // Number of damage points before BOOM! l ExplosionObject = 727 // Object Class Number of explosion for Mech l DestroyedObject = 0 // Object Class Number of Destroyed shape for Mech f ExtentRadius = 35 // Extent Radius in Meters [TreeData] l BuildingName = 464 ul DmgLevel = 33 l LowTemplate = 0x38000000 l HighTemplate = 0x00003838 FITend FITini // This is the Non-Powered Missile (Dead) turret data file [ObjectClass] l ObjectTypeNum = 18 [ObjectType] st Name = "deadturret" // Text string giving a descriptive name (only 8 chars long!!) l Type = 0x7 l Appearance = 0x020002b1 l Duration = -1 // Lasts forever = -1 l MaxDamage = 0 // Number of damage points before BOOM! l ExplosionObject = 696 // Object Class Number of explosion for Mech l DestroyedObject = 0 // Object Class Number of Destroyed shape for Mech f ExtentRadius = 18 // Extent Radius in Meters [TreeData] l BuildingName = 377 b BlocksLineOfFire = FALSE ul DmgLevel = 33 ul BlownEffectId = -1 //Sound Effect played when building dies. ul NormalEffectId = -1 //Sound Effect played when building is normal. ul DamageEffectId = -1 //Sound Effect Played when building is dmg/destroyed. l LowTemplate = 0x00000000 l HighTemplate = 0x00000010 FITend FITini // This is the building medium fire Data File [ObjectClass] l ObjectTypeNum = 5 [ObjectType] st Name = "mf" // Text string giving a descriptive name (only 8 chars long!!) l Type = 41 // ID number for this object type l Appearance = 0x02000239 // decimal 569 l Duration = -1 // Lasts forever = -1 l MaxDamage = 0 // Number of damage points before BOOM! l ExplosionObject = 0 // Object Class Number of explosion for Mech l DestroyedObject = 0 // Object Class Number of Destroyed shape for Mech f ExtentRadius = 0 // Extent Radius in Meters l KeepMe = 1 [FireData] ul DmgLevel = 0 ul SoundEffectId = 22 ul startLoopFrame = 10 ul endLoopFrame = 26 // was 27 ul numLoops = 20 f maxExtentRadius = 150.0 //How big do I eventually get in terms of setting new fires f TimeToMaxExtent = 10.0 //How long does it take me to get there. l TotalFireShapes = 1 //total number of little fires f FireOffsetX0 = 0.0 l FireRandomOffsetX0 = 0.0 f FireOffsetY0 = 0.0 l FireRandomOffsetY0 = 0.0 f FireDelay0 = 0.0 l FireRandomdelay0 = 0.0 FITend FITini // This is the INDESTRUCTABLE miscon_a1 data file [ObjectClass] l ObjectTypeNum = 18 [ObjectType] st Name = "indmiscon_a1" // Text string giving a descriptive name (only 8 chars long!!) l Type = 0x7 l Appearance = 0x020001c3 l Duration = -1 // Lasts forever = -1 l MaxDamage = 0 // Number of damage points before BOOM! l ExplosionObject = 727 // Object Class Number of explosion for Mech l DestroyedObject = 0 // Object Class Number of Destroyed shape for Mech f ExtentRadius = 50 // Extent Radius in Meters [TreeData] l BuildingName = 386 b BlocksLineOfFire = TRUE ul DmgLevel = 950000 l NumMarines = 2 //Little guys will come running out l BattleRating = 2500 l LowTemplate = 0x38000000 l HighTemplate = 0x00003838 FITend FITini // This is the INDESTRUCTABLE miscont_a2 data file [ObjectClass] l ObjectTypeNum = 18 [ObjectType] st Name = "indmiscon_a2" // Text string giving a descriptive name (only 8 chars long!!) l Type = 0x7 l Appearance = 0x020001c4 l Duration = -1 // Lasts forever = -1 l MaxDamage = 0 // Number of damage points before BOOM! l ExplosionObject = 727 // Object Class Number of explosion for Mech l DestroyedObject = 0 // Object Class Number of Destroyed shape for Mech f ExtentRadius = 50 // Extent Radius in Meters [TreeData] l BuildingName = 386 b BlocksLineOfFire = TRUE l BattleRating = 2500 l NumMarines = 2 //Little guys will come running out ul DmgLevel = 950000 l LowTemplate = 0x38000000 l HighTemplate = 0x00003838 FITend FITini // This is the INDESTRUCTABLE comm_a1 Building Data File [ObjectClass] l ObjectTypeNum = 1 [ObjectType] st Name = "indcomm_a5" // Text string giving a descriptive name (only 8 chars long!!) l Type = 19 l Appearance = 0x070000E6 l Duration = -1 // Lasts forever = -1 l MaxDamage = 0 // Number of damage points before BOOM! l ExplosionObject = 727 // Object Class Number of explosion for this building l DestroyedObject = 0 // Object Class Number of Destroyed shape for building f ExtentRadius = 35 // Extent Radius in Meters [BuildingData] l BuildingName = 231 ul DmgLevel = 950000 b BlocksLineOfFire = FALSE ul BlownEffectId = -1 //Sound Effect played when building dies. ul NormalEffectId = -1 //Sound Effect played when building is normal. ul DamageEffectId = -1 //Sound Effect Played when building is dmg/destroyed. l BasePixelOffsetX = 3 //Where on tile to draw this building. l BasePixelOffsetY = 52 // l CollisionOffsetX = 13 //Some buildings were not rendered to spec. This fixes the problem. l CollisionOffsetY = 32 l LowTemplate = 0x38000000 l HighTemplate = 0x00003838 FITend FITini // This is the MULTIPLAYER Cargo Container Stack data file [ObjectClass] l ObjectTypeNum = 18 [ObjectType] st Name = "cargostack1" // Text string giving a descriptive name (only 8 chars long!!) l Type = 0x7 l Appearance = 0x020001ec l Duration = -1 // Lasts forever = -1 l MaxDamage = 0 // Number of damage points before BOOM! l ExplosionObject = 727 // Object Class Number of explosion for Mech l DestroyedObject = 0 // Object Class Number of Destroyed shape for Mech f ExtentRadius = 35 // Extent Radius in Meters [TreeData] l BuildingName = 210 b BlocksLineOfFire = TRUE ul DmgLevel = 61 l LowTemplate = 0x38000000 l HighTemplate = 0x00003838 FITend FITini // This is the MULTIPLAYER Cargo Container Stack data file [ObjectClass] l ObjectTypeNum = 18 [ObjectType] st Name = "cargostack2" // Text string giving a descriptive name (only 8 chars long!!) l Type = 0x7 l Appearance = 0x020001ed l Duration = -1 // Lasts forever = -1 l MaxDamage = 0 // Number of damage points before BOOM! l ExplosionObject = 727 // Object Class Number of explosion for Mech l DestroyedObject = 0 // Object Class Number of Destroyed shape for Mech f ExtentRadius = 35 // Extent Radius in Meters [TreeData] l BuildingName = 210 b BlocksLineOfFire = TRUE ul DmgLevel = 61 l LowTemplate = 0x38000000 l HighTemplate = 0x00003838 FITend FITini // This is the xwarehouse_large data file [ObjectClass] l ObjectTypeNum = 18 [ObjectType] st Name = "xwarehouse_large_1" l Type = 0x7 l Appearance = 0x020002B3 l Duration = -1 // Lasts forever = -1 l MaxDamage = 0 // Number of damage points before BOOM! l ExplosionObject = 613 // Object Class Number of explosion for Mech l DestroyedObject = 0 // Object Class Number of Destroyed shape for Mech f ExtentRadius = 35 // Extent Radius in Meters [TreeData] l BuildingName = 218 b BlocksLineOfFire = FALSE ul DmgLevel = 46 ul BlownEffectId = -1 //Sound Effect played when building dies. ul NormalEffectId = -1 //Sound Effect played when building is normal. ul DamageEffectId = 73 //Sound Effect Played when building is dmg/destroyed. l LowTemplate = 0x7c7c0000 l HighTemplate = 0x007c7c7c FITend FITini // This is the xwarehouse_large data file [ObjectClass] l ObjectTypeNum = 18 [ObjectType] st Name = "xwarehouse_large_2" l Type = 0x7 l Appearance = 0x020002B4 l Duration = -1 // Lasts forever = -1 l MaxDamage = 0 // Number of damage points before BOOM! l ExplosionObject = 613 // Object Class Number of explosion for Mech l DestroyedObject = 0 // Object Class Number of Destroyed shape for Mech f ExtentRadius = 35 // Extent Radius in Meters [TreeData] l BuildingName = 218 b BlocksLineOfFire = FALSE ul DmgLevel = 46 ul BlownEffectId = -1 //Sound Effect played when building dies. ul NormalEffectId = -1 //Sound Effect played when building is normal. ul DamageEffectId = 73 //Sound Effect Played when building is dmg/destroyed. l LowTemplate = 0x7c7c0000 l HighTemplate = 0x007c7c7c FITend FITini // This is the xwarehouse_small data file [ObjectClass] l ObjectTypeNum = 18 [ObjectType] st Name = "xwarehouse_small_1" l Type = 0x7 l Appearance = 0x020002B5 l Duration = -1 // Lasts forever = -1 l MaxDamage = 0 // Number of damage points before BOOM! l ExplosionObject = 613 // Object Class Number of explosion for Mech l DestroyedObject = 0 // Object Class Number of Destroyed shape for Mech f ExtentRadius = 35 // Extent Radius in Meters [TreeData] l BuildingName = 231 b BlocksLineOfFire = FALSE ul DmgLevel = 33 ul BlownEffectId = -1 //Sound Effect played when building dies. ul NormalEffectId = -1 //Sound Effect played when building is normal. ul DamageEffectId = 73 //Sound Effect Played when building is dmg/destroyed. l LowTemplate = 0x3c3c0000 l HighTemplate = 0x00003c3c FITend FITini // This is the xwarehouse_small data file [ObjectClass] l ObjectTypeNum = 18 [ObjectType] st Name = "xwarehouse_small_2" l Type = 0x7 l Appearance = 0x020002B6 l Duration = -1 // Lasts forever = -1 l MaxDamage = 0 // Number of damage points before BOOM! l ExplosionObject = 613 // Object Class Number of explosion for Mech l DestroyedObject = 0 // Object Class Number of Destroyed shape for Mech f ExtentRadius = 35 // Extent Radius in Meters [TreeData] l BuildingName = 231 b BlocksLineOfFire = FALSE ul DmgLevel = 33 ul BlownEffectId = -1 //Sound Effect played when building dies. ul NormalEffectId = -1 //Sound Effect played when building is normal. ul DamageEffectId = 73 //Sound Effect Played when building is dmg/destroyed. l LowTemplate = 0x3c000000 l HighTemplate = 0x003c3c3c FITend FITini // This is the xbarracks data file [ObjectClass] l ObjectTypeNum = 18 [ObjectType] st Name = "xbarracks_1" l Type = 0x7 l Appearance = 0x020002B7 l Duration = -1 // Lasts forever = -1 l MaxDamage = 0 // Number of damage points before BOOM! l ExplosionObject = 42 // Object Class Number of explosion for Mech l DestroyedObject = 0 // Object Class Number of Destroyed shape for Mech f ExtentRadius = 25 // Extent Radius in Meters [TreeData] l BuildingName = 222 b BlocksLineOfFire = FALSE ul DmgLevel = 22 ul BlownEffectId = -1 //Sound Effect played when building dies. ul NormalEffectId = -1 //Sound Effect played when building is normal. ul DamageEffectId = 73 //Sound Effect Played when building is dmg/destroyed. l LowTemplate = 0x30000000 l HighTemplate = 0x00003030 FITend FITini // This is the xbarracks data file [ObjectClass] l ObjectTypeNum = 18 [ObjectType] st Name = "xbarracks_2" l Type = 0x7 l Appearance = 0x020002B8 l Duration = -1 // Lasts forever = -1 l MaxDamage = 0 // Number of damage points before BOOM! l ExplosionObject = 42 // Object Class Number of explosion for Mech l DestroyedObject = 0 // Object Class Number of Destroyed shape for Mech f ExtentRadius = 25 // Extent Radius in Meters [TreeData] l BuildingName = 222 b BlocksLineOfFire = FALSE ul DmgLevel = 22 ul BlownEffectId = -1 //Sound Effect played when building dies. ul NormalEffectId = -1 //Sound Effect played when building is normal. ul DamageEffectId = 73 //Sound Effect Played when building is dmg/destroyed. l LowTemplate = 0x00000000 l HighTemplate = 0x00003838 FITend FITini // This is the xbarracks data file [ObjectClass] l ObjectTypeNum = 18 [ObjectType] st Name = "xbarracks_3" l Type = 0x7 l Appearance = 0x020002B9 l Duration = -1 // Lasts forever = -1 l MaxDamage = 0 // Number of damage points before BOOM! l ExplosionObject = 42 // Object Class Number of explosion for Mech l DestroyedObject = 0 // Object Class Number of Destroyed shape for Mech f ExtentRadius = 25 // Extent Radius in Meters [TreeData] l BuildingName = 222 b BlocksLineOfFire = FALSE ul DmgLevel = 22 ul BlownEffectId = -1 //Sound Effect played when building dies. ul NormalEffectId = -1 //Sound Effect played when building is normal. ul DamageEffectId = 73 //Sound Effect Played when building is dmg/destroyed. l LowTemplate = 0x30000000 l HighTemplate = 0x00003030 FITend FITini // This is the xbarracks data file [ObjectClass] l ObjectTypeNum = 18 [ObjectType] st Name = "xbarracks_4" l Type = 0x7 l Appearance = 0x020002BA l Duration = -1 // Lasts forever = -1 l MaxDamage = 0 // Number of damage points before BOOM! l ExplosionObject = 42 // Object Class Number of explosion for Mech l DestroyedObject = 0 // Object Class Number of Destroyed shape for Mech f ExtentRadius = 25 // Extent Radius in Meters [TreeData] l BuildingName = 222 b BlocksLineOfFire = FALSE ul DmgLevel = 22 ul BlownEffectId = -1 //Sound Effect played when building dies. ul NormalEffectId = -1 //Sound Effect played when building is normal. ul DamageEffectId = 73 //Sound Effect Played when building is dmg/destroyed. l LowTemplate = 0x00000000 l HighTemplate = 0x00003838 FITend FITini // This is the xhabitat_dome data file [ObjectClass] l ObjectTypeNum = 18 [ObjectType] st Name = "xhabitat_dome_1" l Type = 0x7 l Appearance = 0x020002BB l Duration = -1 // Lasts forever = -1 l MaxDamage = 0 // Number of damage points before BOOM! l ExplosionObject = 42 // Object Class Number of explosion for Mech l DestroyedObject = 0 // Object Class Number of Destroyed shape for Mech f ExtentRadius = 25 // Extent Radius in Meters [TreeData] l BuildingName = 220 b BlocksLineOfFire = FALSE ul DmgLevel = 22 ul BlownEffectId = -1 //Sound Effect played when building dies. ul NormalEffectId = -1 //Sound Effect played when building is normal. ul DamageEffectId = 73 //Sound Effect Played when building is dmg/destroyed. l LowTemplate = 0x18000000 l HighTemplate = 0x00001038 FITend FITini // This is the xhabitat_dome data file [ObjectClass] l ObjectTypeNum = 18 [ObjectType] st Name = "xhabitat_dome_2" l Type = 0x7 l Appearance = 0x020002BC l Duration = -1 // Lasts forever = -1 l MaxDamage = 0 // Number of damage points before BOOM! l ExplosionObject = 42 // Object Class Number of explosion for Mech l DestroyedObject = 0 // Object Class Number of Destroyed shape for Mech f ExtentRadius = 25 // Extent Radius in Meters [TreeData] l BuildingName = 220 b BlocksLineOfFire = FALSE ul DmgLevel = 22 ul BlownEffectId = -1 //Sound Effect played when building dies. ul NormalEffectId = -1 //Sound Effect played when building is normal. ul DamageEffectId = 73 //Sound Effect Played when building is dmg/destroyed. l LowTemplate = 0x18000000 l HighTemplate = 0x00001038 FITend FITini // This is the xhabitat_dome data file [ObjectClass] l ObjectTypeNum = 18 [ObjectType] st Name = "xhabitat_dome_3" l Type = 0x7 l Appearance = 0x020002BD l Duration = -1 // Lasts forever = -1 l MaxDamage = 0 // Number of damage points before BOOM! l ExplosionObject = 42 // Object Class Number of explosion for Mech l DestroyedObject = 0 // Object Class Number of Destroyed shape for Mech f ExtentRadius = 25 // Extent Radius in Meters [TreeData] l BuildingName = 220 b BlocksLineOfFire = FALSE ul DmgLevel = 22 ul BlownEffectId = -1 //Sound Effect played when building dies. ul NormalEffectId = -1 //Sound Effect played when building is normal. ul DamageEffectId = 73 //Sound Effect Played when building is dmg/destroyed. l LowTemplate = 0x18000000 l HighTemplate = 0x00001038 FITend FITini // This is the xhabitat_dome data file [ObjectClass] l ObjectTypeNum = 18 [ObjectType] st Name = "xhabitat_dome_4" l Type = 0x7 l Appearance = 0x020002BE l Duration = -1 // Lasts forever = -1 l MaxDamage = 0 // Number of damage points before BOOM! l ExplosionObject = 42 // Object Class Number of explosion for Mech l DestroyedObject = 0 // Object Class Number of Destroyed shape for Mech f ExtentRadius = 25 // Extent Radius in Meters [TreeData] l BuildingName = 220 b BlocksLineOfFire = FALSE ul DmgLevel = 22 ul BlownEffectId = -1 //Sound Effect played when building dies. ul NormalEffectId = -1 //Sound Effect played when building is normal. ul DamageEffectId = 73 //Sound Effect Played when building is dmg/destroyed. l LowTemplate = 0x18000000 l HighTemplate = 0x00001038 FITend FITini // This is the xruin_large data file [ObjectClass] l ObjectTypeNum = 18 [ObjectType] st Name = "xruin_large_1" l Type = 0x7 l Appearance = 0x020002BF l Duration = -1 // Lasts forever = -1 l MaxDamage = 0 // Number of damage points before BOOM! l ExplosionObject = 0 // Object Class Number of explosion for Mech l DestroyedObject = 0 // Object Class Number of Destroyed shape for Mech f ExtentRadius = 55 // Extent Radius in Meters [TreeData] l BuildingName = 221 b BlocksLineOfFire = TRUE ul DmgLevel = 0 l LowTemplate = 0x78700000 l HighTemplate = 0x38f8f8f8 FITend FITini // This is the xruin_large data file [ObjectClass] l ObjectTypeNum = 18 [ObjectType] st Name = "xruin_large_2" l Type = 0x7 l Appearance = 0x020002C0 l Duration = -1 // Lasts forever = -1 l MaxDamage = 0 // Number of damage points before BOOM! l ExplosionObject = 0 // Object Class Number of explosion for Mech l DestroyedObject = 0 // Object Class Number of Destroyed shape for Mech f ExtentRadius = 55 // Extent Radius in Meters [TreeData] l BuildingName = 221 b BlocksLineOfFire = TRUE ul DmgLevel = 0 l LowTemplate = 0x78000000 l HighTemplate = 0x38f8fcfc FITend FITini // This is the xruin_medium data file [ObjectClass] l ObjectTypeNum = 18 [ObjectType] st Name = "xruin_medium_1" l Type = 0x7 l Appearance = 0x020002C1 l Duration = -1 // Lasts forever = -1 l MaxDamage = 0 // Number of damage points before BOOM! l ExplosionObject = 0 // Object Class Number of explosion for Mech l DestroyedObject = 0 // Object Class Number of Destroyed shape for Mech f ExtentRadius = 55 // Extent Radius in Meters [TreeData] l BuildingName = 221 b BlocksLineOfFire = TRUE ul DmgLevel = 0 l LowTemplate = 0x38380000 l HighTemplate = 0x00003838 FITend FITini // This is the xruin_medium data file [ObjectClass] l ObjectTypeNum = 18 [ObjectType] st Name = "xruin_medium_2" l Type = 0x7 l Appearance = 0x020002C2 l Duration = -1 // Lasts forever = -1 l MaxDamage = 0 // Number of damage points before BOOM! l ExplosionObject = 0 // Object Class Number of explosion for Mech l DestroyedObject = 0 // Object Class Number of Destroyed shape for Mech f ExtentRadius = 55 // Extent Radius in Meters [TreeData] l BuildingName = 221 b BlocksLineOfFire = TRUE ul DmgLevel = 0 l LowTemplate = 0x3c000000 l HighTemplate = 0x00003c3c FITend FITini // This is the xruin_small data file [ObjectClass] l ObjectTypeNum = 18 [ObjectType] st Name = "xruin_small_1" l Type = 0x7 l Appearance = 0x020002C3 l Duration = -1 // Lasts forever = -1 l MaxDamage = 0 // Number of damage points before BOOM! l ExplosionObject = 0 // Object Class Number of explosion for Mech l DestroyedObject = 0 // Object Class Number of Destroyed shape for Mech f ExtentRadius = 55 // Extent Radius in Meters [TreeData] l BuildingName = 221 b BlocksLineOfFire = FALSE ul DmgLevel = 0 l LowTemplate = 0x38000000 l HighTemplate = 0x00003838 FITend FITini // This is the xruin_small data file [ObjectClass] l ObjectTypeNum = 18 [ObjectType] st Name = "xruin_small_2" l Type = 0x7 l Appearance = 0x020002C4 l Duration = -1 // Lasts forever = -1 l MaxDamage = 0 // Number of damage points before BOOM! l ExplosionObject = 0 // Object Class Number of explosion for Mech l DestroyedObject = 0 // Object Class Number of Destroyed shape for Mech f ExtentRadius = 55 // Extent Radius in Meters [TreeData] l BuildingName = 221 b BlocksLineOfFire = FALSE ul DmgLevel = 0 l LowTemplate = 0x38000000 l HighTemplate = 0x00003838 FITend FITini // This is the xadmin_building data file [ObjectClass] l ObjectTypeNum = 18 [ObjectType] st Name = "xadmin_building_1" l Type = 0x7 l Appearance = 0x020002C5 l Duration = -1 // Lasts forever = -1 l MaxDamage = 0 // Number of damage points before BOOM! l ExplosionObject = 613 // Object Class Number of explosion for Mech l DestroyedObject = 0 // Object Class Number of Destroyed shape for Mech f ExtentRadius = 35 // Extent Radius in Meters [TreeData] l BuildingName = 216 b BlocksLineOfFire = FALSE ul DmgLevel = 78 ul BlownEffectId = -1 //Sound Effect played when building dies. ul NormalEffectId = -1 //Sound Effect played when building is normal. ul DamageEffectId = 73 //Sound Effect Played when building is dmg/destroyed. l LowTemplate = 0x30000000 l HighTemplate = 0x70f8f878 FITend FITini // This is the xadmin_building data file [ObjectClass] l ObjectTypeNum = 18 [ObjectType] st Name = "xadmin_building_2" l Type = 0x7 l Appearance = 0x020002C6 l Duration = -1 // Lasts forever = -1 l MaxDamage = 0 // Number of damage points before BOOM! l ExplosionObject = 613 // Object Class Number of explosion for Mech l DestroyedObject = 0 // Object Class Number of Destroyed shape for Mech f ExtentRadius = 35 // Extent Radius in Meters [TreeData] l BuildingName = 386 b BlocksLineOfFire = TRUE ul DmgLevel = 78 ul BlownEffectId = -1 //Sound Effect played when building dies. ul NormalEffectId = -1 //Sound Effect played when building is normal. ul DamageEffectId = 73 //Sound Effect Played when building is dmg/destroyed. l LowTemplate = 0x38000000 l HighTemplate = 0x00787838 FITend FITini //----------------------------------------------------- // This is a Turret Object [ObjectClass] l ObjectTypeNum = 21 [ObjectType] st Name = "xturret_SL" // Text string giving a descriptive name (only 8 chars long!!) l Type = 43 // ID number for this mech type l Appearance = 0x090002C7 l Duration = -1 // Lasts forever = -1 l MaxDamage = 200 // Number of damage points before BOOM! l ExplosionObject = 41 // Object Class Number of explosion for Mech l DestroyedObject = 101 // Object Class Number of Destroyed shape for Mech f ExtentRadius = 5 // Extent Radius in Meters l IconNumber = 0 [TurretData] ul DmgLevel = 46 // How much damage before BOOM b BlocksLineOfFire = FALSE ul BlownEffectId = -1 ul NormalEffectId = -1 ul DamageEffectId = -1 l LowTemplate = 0x18000000 l HighTemplate = 0x00000038 f ExplosionRadius = 0.0 // How big is my splash Damage Radius? f ExplosionDamage = 0.0 // How much splash damage do I do? f Tonnage = 20.0 // How much do I weigh (for sensors) f AttackRadius = 875.0 // At what radius do I start trying to attack a target // (i.e. When do I popup, start rotating, etc.) l WeaponType = 160 // What do I shoot? (LONG TOM ARTILLERY - IS) // This is the number in the first column of the // Compbas file for that weapon l BuildingName = 226 f maxTurretYawRate = 45 //Degrees per second turret yaws l BasePixelOffsetX = -1 //Where on tile to draw this building. l BasePixelOffsetY = 60 // l PilotSkill = 50 FITEnd FITini // This is the gtower data file [ObjectClass] l ObjectTypeNum = 18 [ObjectType] st Name = "xturret_small_1" l Type = 0x7 l Appearance = 0x020002C8 l Duration = -1 // Lasts forever = -1 l MaxDamage = 0 // Number of damage points before BOOM! l ExplosionObject = 42 // Object Class Number of explosion for Mech l DestroyedObject = 0 // Object Class Number of Destroyed shape for Mech f ExtentRadius = 25 // Extent Radius in Meters [TreeData] l BuildingName = 254 b BlocksLineOfFire = t ul DmgLevel = 22 ul BlownEffectId = -1 //Sound Effect played when building dies. ul NormalEffectId = 38 //Sound Effect played when building is normal. ul DamageEffectId = 73 //Sound Effect Played when building is dmg/destroyed. l SetImpassable = 1 // l XImpasse = 1 // l YImpasse = 1 l LowTemplate = 0x18000000 l HighTemplate = 0x00000018 FITend FITini // This is the xsensor_array data file [ObjectClass] l ObjectTypeNum = 18 [ObjectType] st Name = "xsensor_array_1" l Type = 0x7 l Appearance = 0x020002C9 l Duration = -1 // Lasts forever = -1 l MaxDamage = 0 // Number of damage points before BOOM! l ExplosionObject = 42 // Object Class Number of explosion for Mech l DestroyedObject = 0 // Object Class Number of Destroyed shape for Mech f ExtentRadius = 35 // Extent Radius in Meters [TreeData] l BuildingName = 415 b BlocksLineOfFire = FALSE ul DmgLevel = 46 ul BlownEffectId = -1 //Sound Effect played when building dies. ul NormalEffectId = -1 //Sound Effect played when building is normal. ul DamageEffectId = 73 //Sound Effect Played when building is dmg/destroyed. l LowTemplate = 0x18000000 l HighTemplate = 0x00001038 l TeamId = 1 //0 is inner sphere, 2 is allies, 1 is clans f SensorRange = 600.0 FITend FITini // This is the xsensor_array data file [ObjectClass] l ObjectTypeNum = 18 [ObjectType] st Name = "xsensor_array_2" l Type = 0x7 l Appearance = 0x020002CA l Duration = -1 // Lasts forever = -1 l MaxDamage = 0 // Number of damage points before BOOM! l ExplosionObject = 42 // Object Class Number of explosion for Mech l DestroyedObject = 0 // Object Class Number of Destroyed shape for Mech f ExtentRadius = 35 // Extent Radius in Meters [TreeData] l BuildingName = 208 b BlocksLineOfFire = FALSE ul DmgLevel = 22 ul BlownEffectId = -1 //Sound Effect played when building dies. ul NormalEffectId = -1 //Sound Effect played when building is normal. ul DamageEffectId = 73 //Sound Effect Played when building is dmg/destroyed. l LowTemplate = 0x18000000 l HighTemplate = 0x00001038 FITend FITini // This is the xseismic_sensor data file [ObjectClass] l ObjectTypeNum = 18 [ObjectType] st Name = "xseismic_sensor_1" l Type = 0x7 l Appearance = 0x020002CB l Duration = -1 // Lasts forever = -1 l MaxDamage = 0 // Number of damage points before BOOM! l ExplosionObject = 42 // Object Class Number of explosion for Mech l DestroyedObject = 0 // Object Class Number of Destroyed shape for Mech f ExtentRadius = 35 // Extent Radius in Meters [TreeData] l BuildingName = 410 b BlocksLineOfFire = FALSE ul DmgLevel = 13 ul BlownEffectId = -1 //Sound Effect played when building dies. ul NormalEffectId = -1 //Sound Effect played when building is normal. ul DamageEffectId = 73 //Sound Effect Played when building is dmg/destroyed. l LowTemplate = 0x00000000 l HighTemplate = 0x00001030 FITend FITini // This is the xsensor_ctrl_twr data file [ObjectClass] l ObjectTypeNum = 18 [ObjectType] st Name = "xsensor_ctrl_twr_1" l Type = 0x7 l Appearance = 0x020002CC l Duration = -1 // Lasts forever = -1 l MaxDamage = 0 // Number of damage points before BOOM! l ExplosionObject = 42 // Object Class Number of explosion for Mech l DestroyedObject = 0 // Object Class Number of Destroyed shape for Mech f ExtentRadius = 35 // Extent Radius in Meters [TreeData] l BuildingName = 424 b BlocksLineOfFire = TRUE ul DmgLevel = 33 ul BlownEffectId = -1 //Sound Effect played when building dies. ul NormalEffectId = -1 //Sound Effect played when building is normal. ul DamageEffectId = 73 //Sound Effect Played when building is dmg/destroyed. l LowTemplate = 0x18000000 l HighTemplate = 0x00001038 FITend FITini // This is the xengine_drill data file [ObjectClass] l ObjectTypeNum = 18 [ObjectType] st Name = "xengine_drill_1" l Type = 0x7 l Appearance = 0x020002CD l Duration = -1 // Lasts forever = -1 l MaxDamage = 0 // Number of damage points before BOOM! l ExplosionObject = 41 // Object Class Number of explosion for Mech l DestroyedObject = 0 // Object Class Number of Destroyed shape for Mech f ExtentRadius = 35 // Extent Radius in Meters [TreeData] l BuildingName = 217 b BlocksLineOfFire = TRUE ul DmgLevel = 61 ul BlownEffectId = -1 //Sound Effect played when building dies. ul NormalEffectId = -1 //Sound Effect played when building is normal. ul DamageEffectId = 73 //Sound Effect Played when building is dmg/destroyed. l LowTemplate = 0x10000000 l HighTemplate = 0x00101818 FITend FITini // This is the xengine_drill data file [ObjectClass] l ObjectTypeNum = 18 [ObjectType] st Name = "xengine_drill_2" l Type = 0x7 l Appearance = 0x020002CE l Duration = -1 // Lasts forever = -1 l MaxDamage = 0 // Number of damage points before BOOM! l ExplosionObject = 41 // Object Class Number of explosion for Mech l DestroyedObject = 0 // Object Class Number of Destroyed shape for Mech f ExtentRadius = 35 // Extent Radius in Meters [TreeData] l BuildingName = 217 b BlocksLineOfFire = TRUE ul DmgLevel = 61 ul BlownEffectId = -1 //Sound Effect played when building dies. ul NormalEffectId = -1 //Sound Effect played when building is normal. ul DamageEffectId = 73 //Sound Effect Played when building is dmg/destroyed. l LowTemplate = 0x00000000 l HighTemplate = 0x0000003C FITend FITini // This is the xengine_drill data file [ObjectClass] l ObjectTypeNum = 18 [ObjectType] st Name = "xengine_drill_3" l Type = 0x7 l Appearance = 0x020002CF l Duration = -1 // Lasts forever = -1 l MaxDamage = 0 // Number of damage points before BOOM! l ExplosionObject = 41 // Object Class Number of explosion for Mech l DestroyedObject = 0 // Object Class Number of Destroyed shape for Mech f ExtentRadius = 35 // Extent Radius in Meters [TreeData] l BuildingName = 217 b BlocksLineOfFire = TRUE ul DmgLevel = 61 ul BlownEffectId = -1 //Sound Effect played when building dies. ul NormalEffectId = -1 //Sound Effect played when building is normal. ul DamageEffectId = 73 //Sound Effect Played when building is dmg/destroyed. l LowTemplate = 0x30000000 l HighTemplate = 0x00003030 FITend FITini // This is the xengine_drill data file [ObjectClass] l ObjectTypeNum = 18 [ObjectType] st Name = "xengine_drill_4" l Type = 0x7 l Appearance = 0x020002D0 l Duration = -1 // Lasts forever = -1 l MaxDamage = 0 // Number of damage points before BOOM! l ExplosionObject = 41 // Object Class Number of explosion for Mech l DestroyedObject = 0 // Object Class Number of Destroyed shape for Mech f ExtentRadius = 35 // Extent Radius in Meters [TreeData] l BuildingName = 217 b BlocksLineOfFire = TRUE ul DmgLevel = 61 ul BlownEffectId = -1 //Sound Effect played when building dies. ul NormalEffectId = -1 //Sound Effect played when building is normal. ul DamageEffectId = 73 //Sound Effect Played when building is dmg/destroyed. l LowTemplate = 0x00000000 l HighTemplate = 0x00003838 FITend FITini // This is the gtower data file [ObjectClass] l ObjectTypeNum = 18 [ObjectType] st Name = "xengine_fuel_tnk_1" l Type = 0x7 l Appearance = 0x020002D1 l Duration = -1 // Lasts forever = -1 l MaxDamage = 0 // Number of damage points before BOOM! l ExplosionObject = 42 // Object Class Number of explosion for Mech l DestroyedObject = 0 // Object Class Number of Destroyed shape for Mech f ExtentRadius = 25 // Extent Radius in Meters [TreeData] l BuildingName = 254 b BlocksLineOfFire = t ul DmgLevel = 22 ul BlownEffectId = -1 //Sound Effect played when building dies. ul NormalEffectId = 38 //Sound Effect played when building is normal. ul DamageEffectId = 73 //Sound Effect Played when building is dmg/destroyed. l SetImpassable = 1 // l XImpasse = 1 // l YImpasse = 1 l LowTemplate = 0x18000000 l HighTemplate = 0x00000018 FITend FITini // This is the gtower data file [ObjectClass] l ObjectTypeNum = 18 [ObjectType] st Name = "xengine_fuel_tnk_2" l Type = 0x7 l Appearance = 0x020002D2 l Duration = -1 // Lasts forever = -1 l MaxDamage = 0 // Number of damage points before BOOM! l ExplosionObject = 42 // Object Class Number of explosion for Mech l DestroyedObject = 0 // Object Class Number of Destroyed shape for Mech f ExtentRadius = 25 // Extent Radius in Meters [TreeData] l BuildingName = 254 b BlocksLineOfFire = t ul DmgLevel = 22 ul BlownEffectId = -1 //Sound Effect played when building dies. ul NormalEffectId = 38 //Sound Effect played when building is normal. ul DamageEffectId = 73 //Sound Effect Played when building is dmg/destroyed. l SetImpassable = 1 // l XImpasse = 1 // l YImpasse = 1 l LowTemplate = 0x18000000 l HighTemplate = 0x00000018 FITend FITini // This is the gtower data file [ObjectClass] l ObjectTypeNum = 18 [ObjectType] st Name = "xengine_fuel_tnk_3" l Type = 0x7 l Appearance = 0x020002D3 l Duration = -1 // Lasts forever = -1 l MaxDamage = 0 // Number of damage points before BOOM! l ExplosionObject = 42 // Object Class Number of explosion for Mech l DestroyedObject = 0 // Object Class Number of Destroyed shape for Mech f ExtentRadius = 25 // Extent Radius in Meters [TreeData] l BuildingName = 254 b BlocksLineOfFire = t ul DmgLevel = 22 ul BlownEffectId = -1 //Sound Effect played when building dies. ul NormalEffectId = 38 //Sound Effect played when building is normal. ul DamageEffectId = 73 //Sound Effect Played when building is dmg/destroyed. l SetImpassable = 1 // l XImpasse = 1 // l YImpasse = 1 l LowTemplate = 0x18000000 l HighTemplate = 0x00000018 FITend FITini // This is the gtower data file [ObjectClass] l ObjectTypeNum = 18 [ObjectType] st Name = "xengine_fuel_tnk_4" l Type = 0x7 l Appearance = 0x020002D4 l Duration = -1 // Lasts forever = -1 l MaxDamage = 0 // Number of damage points before BOOM! l ExplosionObject = 42 // Object Class Number of explosion for Mech l DestroyedObject = 0 // Object Class Number of Destroyed shape for Mech f ExtentRadius = 25 // Extent Radius in Meters [TreeData] l BuildingName = 254 b BlocksLineOfFire = t ul DmgLevel = 22 ul BlownEffectId = -1 //Sound Effect played when building dies. ul NormalEffectId = 38 //Sound Effect played when building is normal. ul DamageEffectId = 73 //Sound Effect Played when building is dmg/destroyed. l SetImpassable = 1 // l XImpasse = 1 // l YImpasse = 1 l LowTemplate = 0x18000000 l HighTemplate = 0x00000018 FITend FITini // This is the Xstarport tower data file [ObjectClass] l ObjectTypeNum = 18 [ObjectType] st Name = "xstarport_tower_1" l Type = 0x7 l Appearance = 0x020002D5 l Duration = -1 // Lasts forever = -1 l MaxDamage = 0 // Number of damage points before BOOM! l ExplosionObject = 727 // Object Class Number of explosion for Mech l DestroyedObject = 0 // Object Class Number of Destroyed shape for Mech f ExtentRadius = 25 // Extent Radius in Meters [TreeData] l BuildingName = 208 b BlocksLineOfFire = TRUE ul DmgLevel = 22 ul BlownEffectId = -1 //Sound Effect played when building dies. ul NormalEffectId = -1 //Sound Effect played when building is normal. ul DamageEffectId = 73 //Sound Effect Played when building is dmg/destroyed. l LowTemplate = 0x18000000 l HighTemplate = 0x00000038 FITend FITini // This is the Starport Gantry data file [ObjectClass] l ObjectTypeNum = 18 [ObjectType] st Name = "xstarport_gantry_1" l Type = 0x7 l Appearance = 0x020002D6 l Duration = -1 // Lasts forever = -1 l MaxDamage = 0 // Number of damage points before BOOM! l ExplosionObject = 613 // Object Class Number of explosion for Mech l DestroyedObject = 0 // Object Class Number of Destroyed shape for Mech f ExtentRadius = 35 // Extent Radius in Meters [TreeData] l BuildingName = 228 b BlocksLineOfFire = FALSE ul DmgLevel = 46 ul BlownEffectId = -1 //Sound Effect played when building dies. ul NormalEffectId = -1 //Sound Effect played when building is normal. ul DamageEffectId = 73 //Sound Effect Played when building is dmg/destroyed. l LowTemplate = 0x00000000 l HighTemplate = 0xe0f0f830 FITend FITini // This is the Starport Depot data file [ObjectClass] l ObjectTypeNum = 18 [ObjectType] st Name = "xstarport_depot_1" l Type = 0x7 l Appearance = 0x020002D7 l Duration = -1 // Lasts forever = -1 l MaxDamage = 0 // Number of damage points before BOOM! l ExplosionObject = 613 // Object Class Number of explosion for Mech l DestroyedObject = 0 // Object Class Number of Destroyed shape for Mech f ExtentRadius = 65 // Extent Radius in Meters [TreeData] l BuildingName = 225 b BlocksLineOfFire = FALSE ul DmgLevel = 46 ul BlownEffectId = -1 //Sound Effect played when building dies. ul NormalEffectId = -1 //Sound Effect played when building is normal. ul DamageEffectId = 73 //Sound Effect Played when building is dmg/destroyed. l LowTemplate = 0x3c380000 l HighTemplate = 0x00003c3c FITend FITini // This is the gtower data file [ObjectClass] l ObjectTypeNum = 18 [ObjectType] st Name = "xcrater_dirt_sm_1" l Type = 0x7 l Appearance = 0x020002D8 l Duration = -1 // Lasts forever = -1 l MaxDamage = 0 // Number of damage points before BOOM! l ExplosionObject = 42 // Object Class Number of explosion for Mech l DestroyedObject = 0 // Object Class Number of Destroyed shape for Mech f ExtentRadius = 25 // Extent Radius in Meters [TreeData] l BuildingName = 254 b BlocksLineOfFire = t ul DmgLevel = 22 ul BlownEffectId = -1 //Sound Effect played when building dies. ul NormalEffectId = 38 //Sound Effect played when building is normal. ul DamageEffectId = 73 //Sound Effect Played when building is dmg/destroyed. l SetImpassable = 1 // l XImpasse = 1 // l YImpasse = 1 l LowTemplate = 0x18000000 l HighTemplate = 0x00000018 FITend FITini // This is the gtower data file [ObjectClass] l ObjectTypeNum = 18 [ObjectType] st Name = "xcrater_dirt_md_2" l Type = 0x7 l Appearance = 0x020002D9 l Duration = -1 // Lasts forever = -1 l MaxDamage = 0 // Number of damage points before BOOM! l ExplosionObject = 42 // Object Class Number of explosion for Mech l DestroyedObject = 0 // Object Class Number of Destroyed shape for Mech f ExtentRadius = 25 // Extent Radius in Meters [TreeData] l BuildingName = 254 b BlocksLineOfFire = t ul DmgLevel = 22 ul BlownEffectId = -1 //Sound Effect played when building dies. ul NormalEffectId = 38 //Sound Effect played when building is normal. ul DamageEffectId = 73 //Sound Effect Played when building is dmg/destroyed. l SetImpassable = 1 // l XImpasse = 1 // l YImpasse = 1 l LowTemplate = 0x18000000 l HighTemplate = 0x00000018 FITend FITini // This is the gtower data file [ObjectClass] l ObjectTypeNum = 18 [ObjectType] st Name = "xcrater_rock_sm_1" l Type = 0x7 l Appearance = 0x020002DB l Duration = -1 // Lasts forever = -1 l MaxDamage = 0 // Number of damage points before BOOM! l ExplosionObject = 42 // Object Class Number of explosion for Mech l DestroyedObject = 0 // Object Class Number of Destroyed shape for Mech f ExtentRadius = 25 // Extent Radius in Meters [TreeData] l BuildingName = 254 b BlocksLineOfFire = t ul DmgLevel = 22 ul BlownEffectId = -1 //Sound Effect played when building dies. ul NormalEffectId = 38 //Sound Effect played when building is normal. ul DamageEffectId = 73 //Sound Effect Played when building is dmg/destroyed. l SetImpassable = 1 // l XImpasse = 1 // l YImpasse = 1 l LowTemplate = 0x18000000 l HighTemplate = 0x00000018 FITend FITini // This is the gtower data file [ObjectClass] l ObjectTypeNum = 18 [ObjectType] st Name = "xcrater_rock_md_2" l Type = 0x7 l Appearance = 0x020002DC l Duration = -1 // Lasts forever = -1 l MaxDamage = 0 // Number of damage points before BOOM! l ExplosionObject = 42 // Object Class Number of explosion for Mech l DestroyedObject = 0 // Object Class Number of Destroyed shape for Mech f ExtentRadius = 25 // Extent Radius in Meters [TreeData] l BuildingName = 254 b BlocksLineOfFire = t ul DmgLevel = 22 ul BlownEffectId = -1 //Sound Effect played when building dies. ul NormalEffectId = 38 //Sound Effect played when building is normal. ul DamageEffectId = 73 //Sound Effect Played when building is dmg/destroyed. l SetImpassable = 1 // l XImpasse = 1 // l YImpasse = 1 l LowTemplate = 0x18000000 l HighTemplate = 0x00000018 FITend FITini // This is the gtower data file [ObjectClass] l ObjectTypeNum = 18 [ObjectType] st Name = "xcrater_rock_lg_3" l Type = 0x7 l Appearance = 0x020002DD l Duration = -1 // Lasts forever = -1 l MaxDamage = 0 // Number of damage points before BOOM! l ExplosionObject = 42 // Object Class Number of explosion for Mech l DestroyedObject = 0 // Object Class Number of Destroyed shape for Mech f ExtentRadius = 25 // Extent Radius in Meters [TreeData] l BuildingName = 254 b BlocksLineOfFire = t ul DmgLevel = 22 ul BlownEffectId = -1 //Sound Effect played when building dies. ul NormalEffectId = 38 //Sound Effect played when building is normal. ul DamageEffectId = 73 //Sound Effect Played when building is dmg/destroyed. l SetImpassable = 1 // l XImpasse = 1 // l YImpasse = 1 l LowTemplate = 0x18000000 l HighTemplate = 0x00000018 FITend FITini // This is the Rock Pile Object [ObjectClass] l ObjectTypeNum = 11 //Misc Terrain Object [ObjectType] st Name = "xrock_unpassable_1" // Text string giving a descriptive name (only 8 chars long!!) l Type = 19 l Appearance = 0x020002DE l Duration = -1 // Lasts forever = -1 l MaxDamage = 0 // Number of damage points before BOOM! l ExplosionObject = 0 // Object Class Number of explosion for this building l DestroyedObject = 0 // Object Class Number of Destroyed shape for building f ExtentRadius = 0 // Extent Radius in Meters [TerrainObjectData] ul DmgLevel = 0 // How much damage before changing to destroyed shape b BlocksLineOfFire = TRUE l BasePixelOffsetX = 0 //Where on tile to draw this building. l BasePixelOffsetY = 0 l LowTemplate = 0x38000000 l HighTemplate = 0x00003838 FITendFITini // This is the Rock Pile Object [ObjectClass] l ObjectTypeNum = 11 //Misc Terrain Object [ObjectType] st Name = "xrock_unpassable_2" // Text string giving a descriptive name (only 8 chars long!!) l Type = 19 l Appearance = 0x020002DF l Duration = -1 // Lasts forever = -1 l MaxDamage = 0 // Number of damage points before BOOM! l ExplosionObject = 0 // Object Class Number of explosion for this building l DestroyedObject = 0 // Object Class Number of Destroyed shape for building f ExtentRadius = 0 // Extent Radius in Meters [TerrainObjectData] ul DmgLevel = 0 // How much damage before changing to destroyed shape b BlocksLineOfFire = TRUE l BasePixelOffsetX = 0 //Where on tile to draw this building. l BasePixelOffsetY = 0 l LowTemplate = 0x38000000 l HighTemplate = 0x00003838 FITendFITini // This is the Rock Pile Object [ObjectClass] l ObjectTypeNum = 11 //Misc Terrain Object [ObjectType] st Name = "xrock_unpassable_3" // Text string giving a descriptive name (only 8 chars long!!) l Type = 19 l Appearance = 0x020002E0 l Duration = -1 // Lasts forever = -1 l MaxDamage = 0 // Number of damage points before BOOM! l ExplosionObject = 0 // Object Class Number of explosion for this building l DestroyedObject = 0 // Object Class Number of Destroyed shape for building f ExtentRadius = 0 // Extent Radius in Meters [TerrainObjectData] ul DmgLevel = 0 // How much damage before changing to destroyed shape b BlocksLineOfFire = TRUE l BasePixelOffsetX = 0 //Where on tile to draw this building. l BasePixelOffsetY = 0 l LowTemplate = 0x38000000 l HighTemplate = 0x00003838 FITendFITini // This is the Rock Pile Object [ObjectClass] l ObjectTypeNum = 11 //Misc Terrain Object [ObjectType] st Name = "xrock_unpassable_4" // Text string giving a descriptive name (only 8 chars long!!) l Type = 19 l Appearance = 0x020002E1 l Duration = -1 // Lasts forever = -1 l MaxDamage = 0 // Number of damage points before BOOM! l ExplosionObject = 0 // Object Class Number of explosion for this building l DestroyedObject = 0 // Object Class Number of Destroyed shape for building f ExtentRadius = 0 // Extent Radius in Meters [TerrainObjectData] ul DmgLevel = 0 // How much damage before changing to destroyed shape b BlocksLineOfFire = TRUE l BasePixelOffsetX = 0 //Where on tile to draw this building. l BasePixelOffsetY = 0 l LowTemplate = 0x38000000 l HighTemplate = 0x00003838 FITendFITini // This is the Rock Pile Object [ObjectClass] l ObjectTypeNum = 11 //Misc Terrain Object [ObjectType] st Name = "xrock_unpassable_5" // Text string giving a descriptive name (only 8 chars long!!) l Type = 19 l Appearance = 0x020002E2 l Duration = -1 // Lasts forever = -1 l MaxDamage = 0 // Number of damage points before BOOM! l ExplosionObject = 0 // Object Class Number of explosion for this building l DestroyedObject = 0 // Object Class Number of Destroyed shape for building f ExtentRadius = 0 // Extent Radius in Meters [TerrainObjectData] ul DmgLevel = 0 // How much damage before changing to destroyed shape b BlocksLineOfFire = TRUE l BasePixelOffsetX = 0 //Where on tile to draw this building. l BasePixelOffsetY = 0 l LowTemplate = 0x38000000 l HighTemplate = 0x00003838 FITendFITini // This is the Rock Pile Object [ObjectClass] l ObjectTypeNum = 11 //Misc Terrain Object [ObjectType] st Name = "xrock_unpassable_6" // Text string giving a descriptive name (only 8 chars long!!) l Type = 19 l Appearance = 0x020002E3 l Duration = -1 // Lasts forever = -1 l MaxDamage = 0 // Number of damage points before BOOM! l ExplosionObject = 0 // Object Class Number of explosion for this building l DestroyedObject = 0 // Object Class Number of Destroyed shape for building f ExtentRadius = 0 // Extent Radius in Meters [TerrainObjectData] ul DmgLevel = 0 // How much damage before changing to destroyed shape b BlocksLineOfFire = TRUE l BasePixelOffsetX = 0 //Where on tile to draw this building. l BasePixelOffsetY = 0 l LowTemplate = 0x38000000 l HighTemplate = 0x00003838 FITendFITini // This is the gtower data file [ObjectClass] l ObjectTypeNum = 18 [ObjectType] st Name = "xrock_passable_1" l Type = 0x7 l Appearance = 0x020002E4 l Duration = -1 // Lasts forever = -1 l MaxDamage = 0 // Number of damage points before BOOM! l ExplosionObject = 42 // Object Class Number of explosion for Mech l DestroyedObject = 0 // Object Class Number of Destroyed shape for Mech f ExtentRadius = 25 // Extent Radius in Meters [TreeData] l BuildingName = 254 b BlocksLineOfFire = t ul DmgLevel = 22 ul BlownEffectId = -1 //Sound Effect played when building dies. ul NormalEffectId = 38 //Sound Effect played when building is normal. ul DamageEffectId = 73 //Sound Effect Played when building is dmg/destroyed. l SetImpassable = 1 // l XImpasse = 1 // l YImpasse = 1 l LowTemplate = 0x18000000 l HighTemplate = 0x00000018 FITend FITini // This is the gtower data file [ObjectClass] l ObjectTypeNum = 18 [ObjectType] st Name = "xrock_passable_2" l Type = 0x7 l Appearance = 0x020002E5 l Duration = -1 // Lasts forever = -1 l MaxDamage = 0 // Number of damage points before BOOM! l ExplosionObject = 42 // Object Class Number of explosion for Mech l DestroyedObject = 0 // Object Class Number of Destroyed shape for Mech f ExtentRadius = 25 // Extent Radius in Meters [TreeData] l BuildingName = 254 b BlocksLineOfFire = t ul DmgLevel = 22 ul BlownEffectId = -1 //Sound Effect played when building dies. ul NormalEffectId = 38 //Sound Effect played when building is normal. ul DamageEffectId = 73 //Sound Effect Played when building is dmg/destroyed. l SetImpassable = 1 // l XImpasse = 1 // l YImpasse = 1 l LowTemplate = 0x18000000 l HighTemplate = 0x00000018 FITend FITini // This is the gtower data file [ObjectClass] l ObjectTypeNum = 18 [ObjectType] st Name = "xrock_passable_3" l Type = 0x7 l Appearance = 0x020002E6 l Duration = -1 // Lasts forever = -1 l MaxDamage = 0 // Number of damage points before BOOM! l ExplosionObject = 42 // Object Class Number of explosion for Mech l DestroyedObject = 0 // Object Class Number of Destroyed shape for Mech f ExtentRadius = 25 // Extent Radius in Meters [TreeData] l BuildingName = 254 b BlocksLineOfFire = t ul DmgLevel = 22 ul BlownEffectId = -1 //Sound Effect played when building dies. ul NormalEffectId = 38 //Sound Effect played when building is normal. ul DamageEffectId = 73 //Sound Effect Played when building is dmg/destroyed. l SetImpassable = 1 // l XImpasse = 1 // l YImpasse = 1 l LowTemplate = 0x18000000 l HighTemplate = 0x00000018 FITend FITini // This is the gtower data file [ObjectClass] l ObjectTypeNum = 18 [ObjectType] st Name = "xrock_passable_4" l Type = 0x7 l Appearance = 0x020002E7 l Duration = -1 // Lasts forever = -1 l MaxDamage = 0 // Number of damage points before BOOM! l ExplosionObject = 42 // Object Class Number of explosion for Mech l DestroyedObject = 0 // Object Class Number of Destroyed shape for Mech f ExtentRadius = 25 // Extent Radius in Meters [TreeData] l BuildingName = 254 b BlocksLineOfFire = t ul DmgLevel = 22 ul BlownEffectId = -1 //Sound Effect played when building dies. ul NormalEffectId = 38 //Sound Effect played when building is normal. ul DamageEffectId = 73 //Sound Effect Played when building is dmg/destroyed. l SetImpassable = 1 // l XImpasse = 1 // l YImpasse = 1 l LowTemplate = 0x18000000 l HighTemplate = 0x00000018 FITend FITini // This is the gtower data file [ObjectClass] l ObjectTypeNum = 18 [ObjectType] st Name = "xforest_1" l Type = 0x7 l Appearance = 0x020002E8 l Duration = -1 // Lasts forever = -1 l MaxDamage = 0 // Number of damage points before BOOM! l ExplosionObject = 42 // Object Class Number of explosion for Mech l DestroyedObject = 0 // Object Class Number of Destroyed shape for Mech f ExtentRadius = 25 // Extent Radius in Meters [TreeData] l BuildingName = 254 b BlocksLineOfFire = t ul DmgLevel = 22 ul BlownEffectId = -1 //Sound Effect played when building dies. ul NormalEffectId = 38 //Sound Effect played when building is normal. ul DamageEffectId = 73 //Sound Effect Played when building is dmg/destroyed. l SetImpassable = 1 // l XImpasse = 1 // l YImpasse = 1 l LowTemplate = 0x18000000 l HighTemplate = 0x00000018 FITend FITini // This is the gtower data file [ObjectClass] l ObjectTypeNum = 18 [ObjectType] st Name = "xforest_2" l Type = 0x7 l Appearance = 0x020002E9 l Duration = -1 // Lasts forever = -1 l MaxDamage = 0 // Number of damage points before BOOM! l ExplosionObject = 42 // Object Class Number of explosion for Mech l DestroyedObject = 0 // Object Class Number of Destroyed shape for Mech f ExtentRadius = 25 // Extent Radius in Meters [TreeData] l BuildingName = 254 b BlocksLineOfFire = t ul DmgLevel = 22 ul BlownEffectId = -1 //Sound Effect played when building dies. ul NormalEffectId = 38 //Sound Effect played when building is normal. ul DamageEffectId = 73 //Sound Effect Played when building is dmg/destroyed. l SetImpassable = 1 // l XImpasse = 1 // l YImpasse = 1 l LowTemplate = 0x18000000 l HighTemplate = 0x00000018 FITend FITini // This is the gtower data file [ObjectClass] l ObjectTypeNum = 18 [ObjectType] st Name = "xforest_3" l Type = 0x7 l Appearance = 0x020002EA l Duration = -1 // Lasts forever = -1 l MaxDamage = 0 // Number of damage points before BOOM! l ExplosionObject = 42 // Object Class Number of explosion for Mech l DestroyedObject = 0 // Object Class Number of Destroyed shape for Mech f ExtentRadius = 25 // Extent Radius in Meters [TreeData] l BuildingName = 254 b BlocksLineOfFire = t ul DmgLevel = 22 ul BlownEffectId = -1 //Sound Effect played when building dies. ul NormalEffectId = 38 //Sound Effect played when building is normal. ul DamageEffectId = 73 //Sound Effect Played when building is dmg/destroyed. l SetImpassable = 1 // l XImpasse = 1 // l YImpasse = 1 l LowTemplate = 0x18000000 l HighTemplate = 0x00000018 FITend FITini // This is the gtower data file [ObjectClass] l ObjectTypeNum = 18 [ObjectType] st Name = "xforest_4" l Type = 0x7 l Appearance = 0x020002EB l Duration = -1 // Lasts forever = -1 l MaxDamage = 0 // Number of damage points before BOOM! l ExplosionObject = 42 // Object Class Number of explosion for Mech l DestroyedObject = 0 // Object Class Number of Destroyed shape for Mech f ExtentRadius = 25 // Extent Radius in Meters [TreeData] l BuildingName = 254 b BlocksLineOfFire = t ul DmgLevel = 22 ul BlownEffectId = -1 //Sound Effect played when building dies. ul NormalEffectId = 38 //Sound Effect played when building is normal. ul DamageEffectId = 73 //Sound Effect Played when building is dmg/destroyed. l SetImpassable = 1 // l XImpasse = 1 // l YImpasse = 1 l LowTemplate = 0x18000000 l HighTemplate = 0x00000018 FITend FITini // This is the gtower data file [ObjectClass] l ObjectTypeNum = 18 [ObjectType] st Name = "xforest_5" l Type = 0x7 l Appearance = 0x020002EC l Duration = -1 // Lasts forever = -1 l MaxDamage = 0 // Number of damage points before BOOM! l ExplosionObject = 42 // Object Class Number of explosion for Mech l DestroyedObject = 0 // Object Class Number of Destroyed shape for Mech f ExtentRadius = 25 // Extent Radius in Meters [TreeData] l BuildingName = 254 b BlocksLineOfFire = t ul DmgLevel = 22 ul BlownEffectId = -1 //Sound Effect played when building dies. ul NormalEffectId = 38 //Sound Effect played when building is normal. ul DamageEffectId = 73 //Sound Effect Played when building is dmg/destroyed. l SetImpassable = 1 // l XImpasse = 1 // l YImpasse = 1 l LowTemplate = 0x18000000 l HighTemplate = 0x00000018 FITend FITini // This is the gtower data file [ObjectClass] l ObjectTypeNum = 18 [ObjectType] st Name = "xforest_6" l Type = 0x7 l Appearance = 0x020002ED l Duration = -1 // Lasts forever = -1 l MaxDamage = 0 // Number of damage points before BOOM! l ExplosionObject = 42 // Object Class Number of explosion for Mech l DestroyedObject = 0 // Object Class Number of Destroyed shape for Mech f ExtentRadius = 25 // Extent Radius in Meters [TreeData] l BuildingName = 254 b BlocksLineOfFire = t ul DmgLevel = 22 ul BlownEffectId = -1 //Sound Effect played when building dies. ul NormalEffectId = 38 //Sound Effect played when building is normal. ul DamageEffectId = 73 //Sound Effect Played when building is dmg/destroyed. l SetImpassable = 1 // l XImpasse = 1 // l YImpasse = 1 l LowTemplate = 0x18000000 l HighTemplate = 0x00000018 FITend FITini // This is the tree data file [ObjectClass] l ObjectTypeNum = 0 [ObjectType] st Name = "Xtree1_1" // Text string giving a descriptive name (only 8 chars long!!) l Type = 0x7 l Appearance = 0x020002EE l Duration = -1 // Lasts forever = -1 l MaxDamage = 0 // Number of damage points before BOOM! l ExplosionObject = 42 // Object Class Number of explosion for Mech l DestroyedObject = 0 // Object Class Number of Destroyed shape for Mech f ExtentRadius = 30 // Extent Radius in Meters [TreeData] ul DmgLevel = 1 l LowTemplate = 0x00000000 l HighTemplate = 0x00000000 FITend FITini // This is the tree data file [ObjectClass] l ObjectTypeNum = 0 [ObjectType] st Name = "Xtree2_1" // Text string giving a descriptive name (only 8 chars long!!) l Type = 0x7 l Appearance = 0x020002F2 l Duration = -1 // Lasts forever = -1 l MaxDamage = 0 // Number of damage points before BOOM! l ExplosionObject = 42 // Object Class Number of explosion for Mech l DestroyedObject = 0 // Object Class Number of Destroyed shape for Mech f ExtentRadius = 30 // Extent Radius in Meters [TreeData] ul DmgLevel = 1 FITend FITini // This is the Straight Pipe data file [ObjectClass] l ObjectTypeNum = 18 [ObjectType] st Name = "xpipe_straight_1" l Type = 0x7 l Appearance = 0x020002F6 l Duration = -1 // Lasts forever = -1 l MaxDamage = 10 // Number of damage points before BOOM! l ExplosionObject = 703 // Object Class Number of explosion for this building l DestroyedObject = 0 // Object Class Number of Destroyed shape for building f ExtentRadius = 15 // Extent Radius in Meters [TreeData] l BuildingName = 209 ul DmgLevel = 6 // How much damage before changing to destroyed shape ul BlownEffectId = 42 //Special Effect played when building dies. ul NormalEffectId = -1 //Sound Effect played when building is dies. f ExplosionDamage = 25.0 //When the building dies, it does this much damage f ExplosionRadius = 125.0 //in this radius. Radius is World Units. f TimeToBurnDamage = 0.5 //Ok. This means that at 30 points of damage, the building bursts f BurnDamagePerTime = 5.0 //info flame. Each half second its on fire, the building takes f DamageLvlForBurn = 1.0 l LowTemplate = 0x00000000 l HighTemplate = 0x00000038 FITend FITini // This is the Straight Pipe data file [ObjectClass] l ObjectTypeNum = 18 [ObjectType] st Name = "xpipe_straight_2" l Type = 0x7 l Appearance = 0x020002F7 l Duration = -1 // Lasts forever = -1 l MaxDamage = 10 // Number of damage points before BOOM! l ExplosionObject = 703 // Object Class Number of explosion for this building l DestroyedObject = 0 // Object Class Number of Destroyed shape for building f ExtentRadius = 15 // Extent Radius in Meters [TreeData] l BuildingName = 209 ul DmgLevel = 6 // How much damage before changing to destroyed shape ul BlownEffectId = 42 //Special Effect played when building dies. ul NormalEffectId = -1 //Sound Effect played when building is dies. f ExplosionDamage = 25.0 //When the building dies, it does this much damage f ExplosionRadius = 125.0 //in this radius. Radius is World Units. f TimeToBurnDamage = 0.5 //Ok. This means that at 30 points of damage, the building bursts f BurnDamagePerTime = 5.0 //info flame. Each half second its on fire, the building takes f DamageLvlForBurn = 1.0 l LowTemplate = 0x10000000 l HighTemplate = 0x00001010 FITend FITini // This is the Straight Pipe data file [ObjectClass] l ObjectTypeNum = 18 [ObjectType] st Name = "xpipe_straight_3" l Type = 0x7 l Appearance = 0x020002F8 l Duration = -1 // Lasts forever = -1 l MaxDamage = 10 // Number of damage points before BOOM! l ExplosionObject = 703 // Object Class Number of explosion for this building l DestroyedObject = 0 // Object Class Number of Destroyed shape for building f ExtentRadius = 15 // Extent Radius in Meters [TreeData] l BuildingName = 209 ul DmgLevel = 6 // How much damage before changing to destroyed shape ul BlownEffectId = 42 //Special Effect played when building dies. ul NormalEffectId = -1 //Sound Effect played when building is dies. f ExplosionDamage = 25.0 //When the building dies, it does this much damage f ExplosionRadius = 125.0 //in this radius. Radius is World Units. f TimeToBurnDamage = 0.5 //Ok. This means that at 30 points of damage, the building bursts f BurnDamagePerTime = 5.0 //info flame. Each half second its on fire, the building takes f DamageLvlForBurn = 1.0 l LowTemplate = 0x00000000 l HighTemplate = 0x00000038 FITend FITini // This is the Straight Pipe data file [ObjectClass] l ObjectTypeNum = 18 [ObjectType] st Name = "xpipe_straight_4" l Type = 0x7 l Appearance = 0x020002F9 l Duration = -1 // Lasts forever = -1 l MaxDamage = 10 // Number of damage points before BOOM! l ExplosionObject = 703 // Object Class Number of explosion for this building l DestroyedObject = 0 // Object Class Number of Destroyed shape for building f ExtentRadius = 15 // Extent Radius in Meters [TreeData] l BuildingName = 209 ul DmgLevel = 6 // How much damage before changing to destroyed shape ul BlownEffectId = 42 //Special Effect played when building dies. ul NormalEffectId = -1 //Sound Effect played when building is dies. f ExplosionDamage = 25.0 //When the building dies, it does this much damage f ExplosionRadius = 125.0 //in this radius. Radius is World Units. f TimeToBurnDamage = 0.5 //Ok. This means that at 30 points of damage, the building bursts f BurnDamagePerTime = 5.0 //info flame. Each half second its on fire, the building takes f DamageLvlForBurn = 1.0 l LowTemplate = 0x10000000 l HighTemplate = 0x00001010 FITend FITini // This is the TEMPLATE data file [ObjectClass] l ObjectTypeNum = 18 [ObjectType] st Name = "xpipe_elbow_1" l Type = 0x7 l Appearance = 0x020002FA l Duration = -1 // Lasts forever = -1 l MaxDamage = 10 // Number of damage points before BOOM! l ExplosionObject = 703 // Object Class Number of explosion for this building l DestroyedObject = 0 // Object Class Number of Destroyed shape for building f ExtentRadius = 15 // Extent Radius in Meters [TreeData] l BuildingName = 209 ul DmgLevel = 6 // How much damage before changing to destroyed shape ul BlownEffectId = 42 //Special Effect played when building dies. ul NormalEffectId = -1 //Sound Effect played when building is dies. f ExplosionDamage = 25.0 //When the building dies, it does this much damage f ExplosionRadius = 125.0 //in this radius. Radius is World Units. f TimeToBurnDamage = 0.5 //Ok. This means that at 30 points of damage, the building bursts f BurnDamagePerTime = 5.0 //info flame. Each half second its on fire, the building takes f DamageLvlForBurn = 1.0 l LowTemplate = 0x10000000 l HighTemplate = 0x00000030 FITend FITini // This is the TEMPLATE data file [ObjectClass] l ObjectTypeNum = 18 [ObjectType] st Name = "xpipe_elbow_2" l Type = 0x7 l Appearance = 0x020002FB l Duration = -1 // Lasts forever = -1 l MaxDamage = 10 // Number of damage points before BOOM! l ExplosionObject = 703 // Object Class Number of explosion for this building l DestroyedObject = 0 // Object Class Number of Destroyed shape for building f ExtentRadius = 15 // Extent Radius in Meters [TreeData] l BuildingName = 209 ul DmgLevel = 6 // How much damage before changing to destroyed shape ul BlownEffectId = 42 //Special Effect played when building dies. ul NormalEffectId = -1 //Sound Effect played when building is dies. f ExplosionDamage = 25.0 //When the building dies, it does this much damage f ExplosionRadius = 125.0 //in this radius. Radius is World Units. f TimeToBurnDamage = 0.5 //Ok. This means that at 30 points of damage, the building bursts f BurnDamagePerTime = 5.0 //info flame. Each half second its on fire, the building takes f DamageLvlForBurn = 1.0 l LowTemplate = 0x10000000 l HighTemplate = 0x00000018 FITend FITini // This is the TEMPLATE data file [ObjectClass] l ObjectTypeNum = 18 [ObjectType] st Name = "xpipe_elbow_3" l Type = 0x7 l Appearance = 0x020002FC l Duration = -1 // Lasts forever = -1 l MaxDamage = 10 // Number of damage points before BOOM! l ExplosionObject = 703 // Object Class Number of explosion for this building l DestroyedObject = 0 // Object Class Number of Destroyed shape for building f ExtentRadius = 15 // Extent Radius in Meters [TreeData] l BuildingName = 209 ul DmgLevel = 6 // How much damage before changing to destroyed shape ul BlownEffectId = 42 //Special Effect played when building dies. ul NormalEffectId = -1 //Sound Effect played when building is dies. f ExplosionDamage = 25.0 //When the building dies, it does this much damage f ExplosionRadius = 125.0 //in this radius. Radius is World Units. f TimeToBurnDamage = 0.5 //Ok. This means that at 30 points of damage, the building bursts f BurnDamagePerTime = 5.0 //info flame. Each half second its on fire, the building takes f DamageLvlForBurn = 1.0 l LowTemplate = 0x00000000 l HighTemplate = 0x00001018 FITend FITini // This is the TEMPLATE data file [ObjectClass] l ObjectTypeNum = 18 [ObjectType] st Name = "xpipe_elbow_4" l Type = 0x7 l Appearance = 0x020002FD l Duration = -1 // Lasts forever = -1 l MaxDamage = 10 // Number of damage points before BOOM! l ExplosionObject = 703 // Object Class Number of explosion for this building l DestroyedObject = 0 // Object Class Number of Destroyed shape for building f ExtentRadius = 15 // Extent Radius in Meters [TreeData] l BuildingName = 209 ul DmgLevel = 6 // How much damage before changing to destroyed shape ul BlownEffectId = 42 //Special Effect played when building dies. ul NormalEffectId = -1 //Sound Effect played when building is dies. f ExplosionDamage = 25.0 //When the building dies, it does this much damage f ExplosionRadius = 125.0 //in this radius. Radius is World Units. f TimeToBurnDamage = 0.5 //Ok. This means that at 30 points of damage, the building bursts f BurnDamagePerTime = 5.0 //info flame. Each half second its on fire, the building takes f DamageLvlForBurn = 1.0 l LowTemplate = 0x00000000 l HighTemplate = 0x00001030 FITend FITini // This is the TEMPLATE data file [ObjectClass] l ObjectTypeNum = 18 [ObjectType] st Name = "xpipe_fourway_1" l Type = 0x7 l Appearance = 0x020002FE l Duration = -1 // Lasts forever = -1 l MaxDamage = 25 // Number of damage points before BOOM! l ExplosionObject = 700 // Object Class Number of explosion for this building l DestroyedObject = 0 // Object Class Number of Destroyed shape for building f ExtentRadius = 30 // Extent Radius in Meters [TreeData] l BuildingName = 211 ul DmgLevel = 13 // How much damage before changing to destroyed shape ul BlownEffectId = 42 //Special Effect played when building dies. ul NormalEffectId = -1 //Sound Effect played when building is dies. f ExplosionDamage = 75.0 //When the building dies, it does this much damage f ExplosionRadius = 250.0 //in this radius. Radius is World Units. f TimeToBurnDamage = 0.5 //Ok. This means that at 30 points of damage, the building bursts f BurnDamagePerTime = 5.0 //info flame. Each half second its on fire, the building takes f DamageLvlForBurn = 1.0 l LowTemplate = 0x18000000 l HighTemplate = 0x00001038 FITend FITini // This is the TEMPLATE data file [ObjectClass] l ObjectTypeNum = 18 [ObjectType] st Name = "xpipe_threeway_1" l Type = 0x7 l Appearance = 0x020002FF l Duration = -1 // Lasts forever = -1 l MaxDamage = 10 // Number of damage points before BOOM! l ExplosionObject = 700 // Object Class Number of explosion for this building l DestroyedObject = 0 // Object Class Number of Destroyed shape for building f ExtentRadius = 25 // Extent Radius in Meters [TreeData] l BuildingName = 211 ul DmgLevel = 13 // How much damage before changing to destroyed shape ul BlownEffectId = 42 //Special Effect played when building dies. ul NormalEffectId = -1 //Sound Effect played when building is dies. f ExplosionDamage = 50.0 //When the building dies, it does this much damage f ExplosionRadius = 250.0 //in this radius. Radius is World Units. f TimeToBurnDamage = 0.5 //Ok. This means that at 30 points of damage, the building bursts f BurnDamagePerTime = 5.0 //info flame. Each half second its on fire, the building takes f DamageLvlForBurn = 1.0 l LowTemplate = 0x18000000 l HighTemplate = 0x00001038 FITend FITini // This is the TEMPLATE data file [ObjectClass] l ObjectTypeNum = 18 [ObjectType] st Name = "xpipe_threeway_2" l Type = 0x7 l Appearance = 0x02000300 l Duration = -1 // Lasts forever = -1 l MaxDamage = 10 // Number of damage points before BOOM! l ExplosionObject = 700 // Object Class Number of explosion for this building l DestroyedObject = 0 // Object Class Number of Destroyed shape for building f ExtentRadius = 25 // Extent Radius in Meters [TreeData] l BuildingName = 211 ul DmgLevel = 13 // How much damage before changing to destroyed shape ul BlownEffectId = 42 //Special Effect played when building dies. ul NormalEffectId = -1 //Sound Effect played when building is dies. f ExplosionDamage = 50.0 //When the building dies, it does this much damage f ExplosionRadius = 250.0 //in this radius. Radius is World Units. f TimeToBurnDamage = 0.5 //Ok. This means that at 30 points of damage, the building bursts f BurnDamagePerTime = 5.0 //info flame. Each half second its on fire, the building takes f DamageLvlForBurn = 1.0 l LowTemplate = 0x18000000 l HighTemplate = 0x00001038 FITend FITini // This is the TEMPLATE data file [ObjectClass] l ObjectTypeNum = 18 [ObjectType] st Name = "xpipe_threeway_3" l Type = 0x7 l Appearance = 0x02000301 l Duration = -1 // Lasts forever = -1 l MaxDamage = 10 // Number of damage points before BOOM! l ExplosionObject = 700 // Object Class Number of explosion for this building l DestroyedObject = 0 // Object Class Number of Destroyed shape for building f ExtentRadius = 25 // Extent Radius in Meters [TreeData] l BuildingName = 211 ul DmgLevel = 13 // How much damage before changing to destroyed shape ul BlownEffectId = 42 //Special Effect played when building dies. ul NormalEffectId = -1 //Sound Effect played when building is dies. f ExplosionDamage = 50.0 //When the building dies, it does this much damage f ExplosionRadius = 250.0 //in this radius. Radius is World Units. f TimeToBurnDamage = 0.5 //Ok. This means that at 30 points of damage, the building bursts f BurnDamagePerTime = 5.0 //info flame. Each half second its on fire, the building takes f DamageLvlForBurn = 1.0 l LowTemplate = 0x18000000 l HighTemplate = 0x00001038 FITend FITini // This is the TEMPLATE data file [ObjectClass] l ObjectTypeNum = 18 [ObjectType] st Name = "xpipe_threeway_4" l Type = 0x7 l Appearance = 0x02000302 l Duration = -1 // Lasts forever = -1 l MaxDamage = 10 // Number of damage points before BOOM! l ExplosionObject = 700 // Object Class Number of explosion for this building l DestroyedObject = 0 // Object Class Number of Destroyed shape for building f ExtentRadius = 25 // Extent Radius in Meters [TreeData] l BuildingName = 211 ul DmgLevel = 13 // How much damage before changing to destroyed shape ul BlownEffectId = 42 //Special Effect played when building dies. ul NormalEffectId = -1 //Sound Effect played when building is dies. f ExplosionDamage = 50.0 //When the building dies, it does this much damage f ExplosionRadius = 250.0 //in this radius. Radius is World Units. f TimeToBurnDamage = 0.5 //Ok. This means that at 30 points of damage, the building bursts f BurnDamagePerTime = 5.0 //info flame. Each half second its on fire, the building takes f DamageLvlForBurn = 1.0 l LowTemplate = 0x18000000 l HighTemplate = 0x00001038 FITend FITini // This is the TEMPLATE data file [ObjectClass] l ObjectTypeNum = 18 [ObjectType] st Name = "xpipe_end_1" l Type = 0x7 l Appearance = 0x02000303 l Duration = -1 // Lasts forever = -1 l MaxDamage = 10 // Number of damage points before BOOM! l ExplosionObject = 703 // Object Class Number of explosion for this building l DestroyedObject = 0 // Object Class Number of Destroyed shape for building f ExtentRadius = 15 // Extent Radius in Meters [TreeData] l BuildingName = 212 ul DmgLevel = 6 // How much damage before changing to destroyed shape ul BlownEffectId = 42 //Special Effect played when building dies. ul NormalEffectId = -1 //Sound Effect played when building is dies. f ExplosionDamage = 25.0 //When the building dies, it does this much damage f ExplosionRadius = 125.0 //in this radius. Radius is World Units. f TimeToBurnDamage = 0.5 //Ok. This means that at 30 points of damage, the building bursts f BurnDamagePerTime = 5.0 //info flame. Each half second its on fire, the building takes f DamageLvlForBurn = 1.0 l LowTemplate = 0x00000000 l HighTemplate = 0x00000038 FITend FITini // This is the TEMPLATE data file [ObjectClass] l ObjectTypeNum = 18 [ObjectType] st Name = "xpipe_end_2" l Type = 0x7 l Appearance = 0x02000304 l Duration = -1 // Lasts forever = -1 l MaxDamage = 10 // Number of damage points before BOOM! l ExplosionObject = 703 // Object Class Number of explosion for this building l DestroyedObject = 0 // Object Class Number of Destroyed shape for building f ExtentRadius = 15 // Extent Radius in Meters [TreeData] l BuildingName = 212 ul DmgLevel = 6 // How much damage before changing to destroyed shape ul BlownEffectId = 42 //Special Effect played when building dies. ul NormalEffectId = -1 //Sound Effect played when building is dies. f ExplosionDamage = 25.0 //When the building dies, it does this much damage f ExplosionRadius = 125.0 //in this radius. Radius is World Units. f TimeToBurnDamage = 0.5 //Ok. This means that at 30 points of damage, the building bursts f BurnDamagePerTime = 5.0 //info flame. Each half second its on fire, the building takes f DamageLvlForBurn = 1.0 l LowTemplate = 0x10000000 l HighTemplate = 0x00001010 FITend FITini // This is the TEMPLATE data file [ObjectClass] l ObjectTypeNum = 18 [ObjectType] st Name = "xpipe_end_3" l Type = 0x7 l Appearance = 0x02000305 l Duration = -1 // Lasts forever = -1 l MaxDamage = 10 // Number of damage points before BOOM! l ExplosionObject = 703 // Object Class Number of explosion for this building l DestroyedObject = 0 // Object Class Number of Destroyed shape for building f ExtentRadius = 15 // Extent Radius in Meters [TreeData] l BuildingName = 212 ul DmgLevel = 6 // How much damage before changing to destroyed shape ul BlownEffectId = 42 //Special Effect played when building dies. ul NormalEffectId = -1 //Sound Effect played when building is dies. f ExplosionDamage = 25.0 //When the building dies, it does this much damage f ExplosionRadius = 125.0 //in this radius. Radius is World Units. f TimeToBurnDamage = 0.5 //Ok. This means that at 30 points of damage, the building bursts f BurnDamagePerTime = 5.0 //info flame. Each half second its on fire, the building takes f DamageLvlForBurn = 1.0 l LowTemplate = 0x00000000 l HighTemplate = 0x00000038 FITend FITini // This is the TEMPLATE data file [ObjectClass] l ObjectTypeNum = 18 [ObjectType] st Name = "xpipe_end_4" l Type = 0x7 l Appearance = 0x02000306 l Duration = -1 // Lasts forever = -1 l MaxDamage = 10 // Number of damage points before BOOM! l ExplosionObject = 703 // Object Class Number of explosion for this building l DestroyedObject = 0 // Object Class Number of Destroyed shape for building f ExtentRadius = 15 // Extent Radius in Meters [TreeData] l BuildingName = 212 ul DmgLevel = 6 // How much damage before changing to destroyed shape ul BlownEffectId = 42 //Special Effect played when building dies. ul NormalEffectId = -1 //Sound Effect played when building is dies. f ExplosionDamage = 25.0 //When the building dies, it does this much damage f ExplosionRadius = 125.0 //in this radius. Radius is World Units. f TimeToBurnDamage = 0.5 //Ok. This means that at 30 points of damage, the building bursts f BurnDamagePerTime = 5.0 //info flame. Each half second its on fire, the building takes f DamageLvlForBurn = 1.0 l LowTemplate = 0x10000000 l HighTemplate = 0x00001010 FITend FITini // This is the xskeletal_small data file [ObjectClass] l ObjectTypeNum = 18 [ObjectType] st Name = "xskeletal_small_1" l Type = 0x7 l Appearance = 0x02000307 l Duration = -1 // Lasts forever = -1 l MaxDamage = 0 // Number of damage points before BOOM! l ExplosionObject = 0 // Object Class Number of explosion for Mech l DestroyedObject = 0 // Object Class Number of Destroyed shape for Mech f ExtentRadius = 55 // Extent Radius in Meters [TreeData] l BuildingName = 224 b BlocksLineOfFire = FALSE ul DmgLevel = 0 l LowTemplate = 0x38000000 l HighTemplate = 0x00003838 FITend FITini // This is the xskeletal_small data file [ObjectClass] l ObjectTypeNum = 18 [ObjectType] st Name = "xskeletal_small_2" l Type = 0x7 l Appearance = 0x02000308 l Duration = -1 // Lasts forever = -1 l MaxDamage = 0 // Number of damage points before BOOM! l ExplosionObject = 0 // Object Class Number of explosion for Mech l DestroyedObject = 0 // Object Class Number of Destroyed shape for Mech f ExtentRadius = 55 // Extent Radius in Meters [TreeData] l BuildingName = 224 b BlocksLineOfFire = FALSE ul DmgLevel = 0 l LowTemplate = 0x38000000 l HighTemplate = 0x00003838 FITend FITini // This is the xskeletal_small data file [ObjectClass] l ObjectTypeNum = 18 [ObjectType] st Name = "xskeletal_small_3" l Type = 0x7 l Appearance = 0x02000309 l Duration = -1 // Lasts forever = -1 l MaxDamage = 0 // Number of damage points before BOOM! l ExplosionObject = 0 // Object Class Number of explosion for Mech l DestroyedObject = 0 // Object Class Number of Destroyed shape for Mech f ExtentRadius = 55 // Extent Radius in Meters [TreeData] l BuildingName = 224 b BlocksLineOfFire = FALSE ul DmgLevel = 0 l LowTemplate = 0x38000000 l HighTemplate = 0x00003838 FITend FITini // This is the xskeletal_small data file [ObjectClass] l ObjectTypeNum = 18 [ObjectType] st Name = "xskeletal_small_4" l Type = 0x7 l Appearance = 0x0200030A l Duration = -1 // Lasts forever = -1 l MaxDamage = 0 // Number of damage points before BOOM! l ExplosionObject = 0 // Object Class Number of explosion for Mech l DestroyedObject = 0 // Object Class Number of Destroyed shape for Mech f ExtentRadius = 55 // Extent Radius in Meters [TreeData] l BuildingName = 224 b BlocksLineOfFire = FALSE ul DmgLevel = 0 l LowTemplate = 0x38000000 l HighTemplate = 0x00003838 FITend FITini // This is the xskeletal_large data file [ObjectClass] l ObjectTypeNum = 18 [ObjectType] st Name = "xskeletal_large_1" l Type = 0x7 l Appearance = 0x0200030B l Duration = -1 // Lasts forever = -1 l MaxDamage = 0 // Number of damage points before BOOM! l ExplosionObject = 0 // Object Class Number of explosion for Mech l DestroyedObject = 0 // Object Class Number of Destroyed shape for Mech f ExtentRadius = 55 // Extent Radius in Meters [TreeData] l BuildingName = 224 b BlocksLineOfFire = FALSE ul DmgLevel = 0 l LowTemplate = 0x78000000 l HighTemplate = 0x00787878 FITend FITini // This is the xskeletal_large data file [ObjectClass] l ObjectTypeNum = 18 [ObjectType] st Name = "xskeletal_large_2" l Type = 0x7 l Appearance = 0x0200030C l Duration = -1 // Lasts forever = -1 l MaxDamage = 0 // Number of damage points before BOOM! l ExplosionObject = 0 // Object Class Number of explosion for Mech l DestroyedObject = 0 // Object Class Number of Destroyed shape for Mech f ExtentRadius = 55 // Extent Radius in Meters [TreeData] l BuildingName = 224 b BlocksLineOfFire = FALSE ul DmgLevel = 0 l LowTemplate = 0x38000000 l HighTemplate = 0x00f8f838 FITend FITini // This is the xskeletal_large data file [ObjectClass] l ObjectTypeNum = 18 [ObjectType] st Name = "xskeletal_large_3" l Type = 0x7 l Appearance = 0x0200030D l Duration = -1 // Lasts forever = -1 l MaxDamage = 0 // Number of damage points before BOOM! l ExplosionObject = 0 // Object Class Number of explosion for Mech l DestroyedObject = 0 // Object Class Number of Destroyed shape for Mech f ExtentRadius = 55 // Extent Radius in Meters [TreeData] l BuildingName = 224 b BlocksLineOfFire = FALSE ul DmgLevel = 0 l LowTemplate = 0x78000000 l HighTemplate = 0x00383c38 FITend FITini // This is the xskeletal_large data file [ObjectClass] l ObjectTypeNum = 18 [ObjectType] st Name = "xskeletal_large_4" l Type = 0x7 l Appearance = 0x0200030E l Duration = -1 // Lasts forever = -1 l MaxDamage = 0 // Number of damage points before BOOM! l ExplosionObject = 0 // Object Class Number of explosion for Mech l DestroyedObject = 0 // Object Class Number of Destroyed shape for Mech f ExtentRadius = 55 // Extent Radius in Meters [TreeData] l BuildingName = 224 b BlocksLineOfFire = FALSE ul DmgLevel = 0 l LowTemplate = 0x7e000000 l HighTemplate = 0x0000787e FITend FITini // This is the gtower data file [ObjectClass] l ObjectTypeNum = 18 [ObjectType] st Name = "xcrater_road_1" l Type = 0x7 l Appearance = 0x0200030F l Duration = -1 // Lasts forever = -1 l MaxDamage = 0 // Number of damage points before BOOM! l ExplosionObject = 42 // Object Class Number of explosion for Mech l DestroyedObject = 0 // Object Class Number of Destroyed shape for Mech f ExtentRadius = 25 // Extent Radius in Meters [TreeData] l BuildingName = 254 b BlocksLineOfFire = t ul DmgLevel = 22 ul BlownEffectId = -1 //Sound Effect played when building dies. ul NormalEffectId = 38 //Sound Effect played when building is normal. ul DamageEffectId = 73 //Sound Effect Played when building is dmg/destroyed. l SetImpassable = 1 // l XImpasse = 1 // l YImpasse = 1 l LowTemplate = 0x18000000 l HighTemplate = 0x00000018 FITend FITini // This is the gtower data file [ObjectClass] l ObjectTypeNum = 18 [ObjectType] st Name = "xcrater_road_2" l Type = 0x7 l Appearance = 0x02000310 l Duration = -1 // Lasts forever = -1 l MaxDamage = 0 // Number of damage points before BOOM! l ExplosionObject = 42 // Object Class Number of explosion for Mech l DestroyedObject = 0 // Object Class Number of Destroyed shape for Mech f ExtentRadius = 25 // Extent Radius in Meters [TreeData] l BuildingName = 254 b BlocksLineOfFire = t ul DmgLevel = 22 ul BlownEffectId = -1 //Sound Effect played when building dies. ul NormalEffectId = 38 //Sound Effect played when building is normal. ul DamageEffectId = 73 //Sound Effect Played when building is dmg/destroyed. l SetImpassable = 1 // l XImpasse = 1 // l YImpasse = 1 l LowTemplate = 0x18000000 l HighTemplate = 0x00000018 FITend FITini // This is the xruin_large data file [ObjectClass] l ObjectTypeNum = 18 [ObjectType] st Name = "xruin_large_3" l Type = 0x7 l Appearance = 0x02000311 l Duration = -1 // Lasts forever = -1 l MaxDamage = 0 // Number of damage points before BOOM! l ExplosionObject = 0 // Object Class Number of explosion for Mech l DestroyedObject = 0 // Object Class Number of Destroyed shape for Mech f ExtentRadius = 55 // Extent Radius in Meters [TreeData] l BuildingName = 221 b BlocksLineOfFire = TRUE ul DmgLevel = 0 l LowTemplate = 0x7c7c0000 l HighTemplate = 0x007c7c7c FITend FITini // This is the xruin_large data file [ObjectClass] l ObjectTypeNum = 18 [ObjectType] st Name = "xruin_large_4" l Type = 0x7 l Appearance = 0x02000312 l Duration = -1 // Lasts forever = -1 l MaxDamage = 0 // Number of damage points before BOOM! l ExplosionObject = 0 // Object Class Number of explosion for Mech l DestroyedObject = 0 // Object Class Number of Destroyed shape for Mech f ExtentRadius = 55 // Extent Radius in Meters [TreeData] l BuildingName = 221 b BlocksLineOfFire = TRUE ul DmgLevel = 0 l LowTemplate = 0x78000000 l HighTemplate = 0x38f8fcfc FITend FITini // This is the xruin_medium data file [ObjectClass] l ObjectTypeNum = 18 [ObjectType] st Name = "xruin_medium_3" l Type = 0x7 l Appearance = 0x02000313 l Duration = -1 // Lasts forever = -1 l MaxDamage = 0 // Number of damage points before BOOM! l ExplosionObject = 0 // Object Class Number of explosion for Mech l DestroyedObject = 0 // Object Class Number of Destroyed shape for Mech f ExtentRadius = 55 // Extent Radius in Meters [TreeData] l BuildingName = 221 b BlocksLineOfFire = TRUE ul DmgLevel = 0 l LowTemplate = 0x38000000 l HighTemplate = 0x00383838 FITend FITini // This is the xruin_medium data file [ObjectClass] l ObjectTypeNum = 18 [ObjectType] st Name = "xruin_medium_4" l Type = 0x7 l Appearance = 0x02000314 l Duration = -1 // Lasts forever = -1 l MaxDamage = 0 // Number of damage points before BOOM! l ExplosionObject = 0 // Object Class Number of explosion for Mech l DestroyedObject = 0 // Object Class Number of Destroyed shape for Mech f ExtentRadius = 55 // Extent Radius in Meters [TreeData] l BuildingName = 221 b BlocksLineOfFire = TRUE ul DmgLevel = 0 l LowTemplate = 0x78000000 l HighTemplate = 0x00007878 FITend FITini // This is the xruin_small data file [ObjectClass] l ObjectTypeNum = 18 [ObjectType] st Name = "xruin_small_3" l Type = 0x7 l Appearance = 0x02000315 l Duration = -1 // Lasts forever = -1 l MaxDamage = 0 // Number of damage points before BOOM! l ExplosionObject = 0 // Object Class Number of explosion for Mech l DestroyedObject = 0 // Object Class Number of Destroyed shape for Mech f ExtentRadius = 55 // Extent Radius in Meters [TreeData] l BuildingName = 221 b BlocksLineOfFire = FALSE ul DmgLevel = 0 l LowTemplate = 0x38000000 l HighTemplate = 0x00003838 FITend FITini // This is the xruin_small data file [ObjectClass] l ObjectTypeNum = 18 [ObjectType] st Name = "xruin_small_4" l Type = 0x7 l Appearance = 0x02000316 l Duration = -1 // Lasts forever = -1 l MaxDamage = 0 // Number of damage points before BOOM! l ExplosionObject = 0 // Object Class Number of explosion for Mech l DestroyedObject = 0 // Object Class Number of Destroyed shape for Mech f ExtentRadius = 55 // Extent Radius in Meters [TreeData] l BuildingName = 221 b BlocksLineOfFire = FALSE ul DmgLevel = 0 l LowTemplate = 0x38000000 l HighTemplate = 0x00003838 FITend FITini // This is the gtower data file [ObjectClass] l ObjectTypeNum = 18 [ObjectType] st Name = "xdropship_1" l Type = 0x7 l Appearance = 0x02000317 l Duration = -1 // Lasts forever = -1 l MaxDamage = 0 // Number of damage points before BOOM! l ExplosionObject = 42 // Object Class Number of explosion for Mech l DestroyedObject = 0 // Object Class Number of Destroyed shape for Mech f ExtentRadius = 25 // Extent Radius in Meters [TreeData] l BuildingName = 254 b BlocksLineOfFire = t ul DmgLevel = 22 ul BlownEffectId = -1 //Sound Effect played when building dies. ul NormalEffectId = 38 //Sound Effect played when building is normal. ul DamageEffectId = 73 //Sound Effect Played when building is dmg/destroyed. l SetImpassable = 1 // l XImpasse = 1 // l YImpasse = 1 l LowTemplate = 0x18000000 l HighTemplate = 0x00000018 FITend FITini // This is the gtower data file [ObjectClass] l ObjectTypeNum = 18 [ObjectType] st Name = "xdropship_2" l Type = 0x7 l Appearance = 0x02000318 l Duration = -1 // Lasts forever = -1 l MaxDamage = 0 // Number of damage points before BOOM! l ExplosionObject = 42 // Object Class Number of explosion for Mech l DestroyedObject = 0 // Object Class Number of Destroyed shape for Mech f ExtentRadius = 25 // Extent Radius in Meters [TreeData] l BuildingName = 254 b BlocksLineOfFire = t ul DmgLevel = 22 ul BlownEffectId = -1 //Sound Effect played when building dies. ul NormalEffectId = 38 //Sound Effect played when building is normal. ul DamageEffectId = 73 //Sound Effect Played when building is dmg/destroyed. l SetImpassable = 1 // l XImpasse = 1 // l YImpasse = 1 l LowTemplate = 0x18000000 l HighTemplate = 0x00000018 FITend FITini // This is the gtower data file [ObjectClass] l ObjectTypeNum = 18 [ObjectType] st Name = "xvault_tower_1" l Type = 0x7 l Appearance = 0x02000319 l Duration = -1 // Lasts forever = -1 l MaxDamage = 0 // Number of damage points before BOOM! l ExplosionObject = 42 // Object Class Number of explosion for Mech l DestroyedObject = 0 // Object Class Number of Destroyed shape for Mech f ExtentRadius = 25 // Extent Radius in Meters [TreeData] l BuildingName = 254 b BlocksLineOfFire = t ul DmgLevel = 22 ul BlownEffectId = -1 //Sound Effect played when building dies. ul NormalEffectId = 38 //Sound Effect played when building is normal. ul DamageEffectId = 73 //Sound Effect Played when building is dmg/destroyed. l SetImpassable = 1 // l XImpasse = 1 // l YImpasse = 1 l LowTemplate = 0x18000000 l HighTemplate = 0x00000018 FITend FITini // This is the gtower data file [ObjectClass] l ObjectTypeNum = 18 [ObjectType] st Name = "xvault_tower_2" l Type = 0x7 l Appearance = 0x0200031A l Duration = -1 // Lasts forever = -1 l MaxDamage = 0 // Number of damage points before BOOM! l ExplosionObject = 42 // Object Class Number of explosion for Mech l DestroyedObject = 0 // Object Class Number of Destroyed shape for Mech f ExtentRadius = 25 // Extent Radius in Meters [TreeData] l BuildingName = 254 b BlocksLineOfFire = t ul DmgLevel = 22 ul BlownEffectId = -1 //Sound Effect played when building dies. ul NormalEffectId = 38 //Sound Effect played when building is normal. ul DamageEffectId = 73 //Sound Effect Played when building is dmg/destroyed. l SetImpassable = 1 // l XImpasse = 1 // l YImpasse = 1 l LowTemplate = 0x18000000 l HighTemplate = 0x00000018 FITend FITini // This is the gtower data file [ObjectClass] l ObjectTypeNum = 18 [ObjectType] st Name = "xvault_tower_3" l Type = 0x7 l Appearance = 0x0200031B l Duration = -1 // Lasts forever = -1 l MaxDamage = 0 // Number of damage points before BOOM! l ExplosionObject = 42 // Object Class Number of explosion for Mech l DestroyedObject = 0 // Object Class Number of Destroyed shape for Mech f ExtentRadius = 25 // Extent Radius in Meters [TreeData] l BuildingName = 254 b BlocksLineOfFire = t ul DmgLevel = 22 ul BlownEffectId = -1 //Sound Effect played when building dies. ul NormalEffectId = 38 //Sound Effect played when building is normal. ul DamageEffectId = 73 //Sound Effect Played when building is dmg/destroyed. l SetImpassable = 1 // l XImpasse = 1 // l YImpasse = 1 l LowTemplate = 0x18000000 l HighTemplate = 0x00000018 FITend FITini // This is the gtower data file [ObjectClass] l ObjectTypeNum = 18 [ObjectType] st Name = "xvault_tower_4" l Type = 0x7 l Appearance = 0x0200031C l Duration = -1 // Lasts forever = -1 l MaxDamage = 0 // Number of damage points before BOOM! l ExplosionObject = 42 // Object Class Number of explosion for Mech l DestroyedObject = 0 // Object Class Number of Destroyed shape for Mech f ExtentRadius = 25 // Extent Radius in Meters [TreeData] l BuildingName = 254 b BlocksLineOfFire = t ul DmgLevel = 22 ul BlownEffectId = -1 //Sound Effect played when building dies. ul NormalEffectId = 38 //Sound Effect played when building is normal. ul DamageEffectId = 73 //Sound Effect Played when building is dmg/destroyed. l SetImpassable = 1 // l XImpasse = 1 // l YImpasse = 1 l LowTemplate = 0x18000000 l HighTemplate = 0x00000018 FITend FITini // This is the gtower data file [ObjectClass] l ObjectTypeNum = 18 [ObjectType] st Name = "xvault_generator_1" l Type = 0x7 l Appearance = 0x0200031D l Duration = -1 // Lasts forever = -1 l MaxDamage = 0 // Number of damage points before BOOM! l ExplosionObject = 42 // Object Class Number of explosion for Mech l DestroyedObject = 0 // Object Class Number of Destroyed shape for Mech f ExtentRadius = 25 // Extent Radius in Meters [TreeData] l BuildingName = 254 b BlocksLineOfFire = t ul DmgLevel = 22 ul BlownEffectId = -1 //Sound Effect played when building dies. ul NormalEffectId = 38 //Sound Effect played when building is normal. ul DamageEffectId = 73 //Sound Effect Played when building is dmg/destroyed. l SetImpassable = 1 // l XImpasse = 1 // l YImpasse = 1 l LowTemplate = 0x18000000 l HighTemplate = 0x00000018 FITend FITini // This is the gtower data file [ObjectClass] l ObjectTypeNum = 18 [ObjectType] st Name = "xvault_generator_2" l Type = 0x7 l Appearance = 0x0200031E l Duration = -1 // Lasts forever = -1 l MaxDamage = 0 // Number of damage points before BOOM! l ExplosionObject = 42 // Object Class Number of explosion for Mech l DestroyedObject = 0 // Object Class Number of Destroyed shape for Mech f ExtentRadius = 25 // Extent Radius in Meters [TreeData] l BuildingName = 254 b BlocksLineOfFire = t ul DmgLevel = 22 ul BlownEffectId = -1 //Sound Effect played when building dies. ul NormalEffectId = 38 //Sound Effect played when building is normal. ul DamageEffectId = 73 //Sound Effect Played when building is dmg/destroyed. l SetImpassable = 1 // l XImpasse = 1 // l YImpasse = 1 l LowTemplate = 0x18000000 l HighTemplate = 0x00000018 FITend FITini // This is the xseismic_sensor data file [ObjectClass] l ObjectTypeNum = 18 [ObjectType] st Name = "xseismic_sensor_2" l Type = 0x7 l Appearance = 0x0200031F l Duration = -1 // Lasts forever = -1 l MaxDamage = 0 // Number of damage points before BOOM! l ExplosionObject = 42 // Object Class Number of explosion for Mech l DestroyedObject = 0 // Object Class Number of Destroyed shape for Mech f ExtentRadius = 35 // Extent Radius in Meters [TreeData] l BuildingName = 410 b BlocksLineOfFire = FALSE ul DmgLevel = 13 ul BlownEffectId = -1 //Sound Effect played when building dies. ul NormalEffectId = -1 //Sound Effect played when building is normal. ul DamageEffectId = 73 //Sound Effect Played when building is dmg/destroyed. l LowTemplate = 0x00000000 l HighTemplate = 0x00003030 FITend FITini // This is the Large Crater Object [ObjectClass] l ObjectTypeNum = 11 //Misc Terrain Object [ObjectType] st Name = "xcrater_dirt_lg_1" // Text string giving a descriptive name (only 8 chars long!!) l Type = 19 l Appearance = 0x02000320 l Duration = -1 // Lasts forever = -1 l MaxDamage = 0 // Number of damage points before BOOM! l ExplosionObject = 0 // Object Class Number of explosion for this building l DestroyedObject = 0 // Object Class Number of Destroyed shape for building f ExtentRadius = 0 // Extent Radius in Meters [TerrainObjectData] ul DmgLevel = 0 // How much damage before changing to destroyed shape l BasePixelOffsetX = 0 //Where on tile to draw this building. l BasePixelOffsetY = 0 l LowTemplate = 0x38000000 l HighTemplate = 0x00003838 FITendFITini // This is the Large Crater Object [ObjectClass] l ObjectTypeNum = 11 //Misc Terrain Object [ObjectType] st Name = "xcrater_dirt_lg_2" // Text string giving a descriptive name (only 8 chars long!!) l Type = 19 l Appearance = 0x02000321 l Duration = -1 // Lasts forever = -1 l MaxDamage = 0 // Number of damage points before BOOM! l ExplosionObject = 0 // Object Class Number of explosion for this building l DestroyedObject = 0 // Object Class Number of Destroyed shape for building f ExtentRadius = 0 // Extent Radius in Meters [TerrainObjectData] ul DmgLevel = 0 // How much damage before changing to destroyed shape l BasePixelOffsetX = 0 //Where on tile to draw this building. l BasePixelOffsetY = 0 l LowTemplate = 0x38000000 l HighTemplate = 0x00003838 FITendFITini // This is the Large Crater Object [ObjectClass] l ObjectTypeNum = 11 //Misc Terrain Object [ObjectType] st Name = "xcrater_dirt_lg_3" // Text string giving a descriptive name (only 8 chars long!!) l Type = 19 l Appearance = 0x02000322 l Duration = -1 // Lasts forever = -1 l MaxDamage = 0 // Number of damage points before BOOM! l ExplosionObject = 0 // Object Class Number of explosion for this building l DestroyedObject = 0 // Object Class Number of Destroyed shape for building f ExtentRadius = 0 // Extent Radius in Meters [TerrainObjectData] ul DmgLevel = 0 // How much damage before changing to destroyed shape l BasePixelOffsetX = 0 //Where on tile to draw this building. l BasePixelOffsetY = 0 l LowTemplate = 0x38000000 l HighTemplate = 0x00003838 FITendFITini // This is the Large Crater Object [ObjectClass] l ObjectTypeNum = 11 //Misc Terrain Object [ObjectType] st Name = "xcrater_dirt_lg_4" // Text string giving a descriptive name (only 8 chars long!!) l Type = 19 l Appearance = 0x02000323 l Duration = -1 // Lasts forever = -1 l MaxDamage = 0 // Number of damage points before BOOM! l ExplosionObject = 0 // Object Class Number of explosion for this building l DestroyedObject = 0 // Object Class Number of Destroyed shape for building f ExtentRadius = 0 // Extent Radius in Meters [TerrainObjectData] ul DmgLevel = 0 // How much damage before changing to destroyed shape l BasePixelOffsetX = 0 //Where on tile to draw this building. l BasePixelOffsetY = 0 l LowTemplate = 0x38000000 l HighTemplate = 0x00003838 FITendFITini // This is the Large Crater Object [ObjectClass] l ObjectTypeNum = 11 //Misc Terrain Object [ObjectType] st Name = "xcrater_grass_lg_1" // Text string giving a descriptive name (only 8 chars long!!) l Type = 19 l Appearance = 0x02000324 l Duration = -1 // Lasts forever = -1 l MaxDamage = 0 // Number of damage points before BOOM! l ExplosionObject = 0 // Object Class Number of explosion for this building l DestroyedObject = 0 // Object Class Number of Destroyed shape for building f ExtentRadius = 0 // Extent Radius in Meters [TerrainObjectData] ul DmgLevel = 0 // How much damage before changing to destroyed shape l BasePixelOffsetX = 0 //Where on tile to draw this building. l BasePixelOffsetY = 0 l LowTemplate = 0x38000000 l HighTemplate = 0x00003838 FITendFITini // This is the Large Crater Object [ObjectClass] l ObjectTypeNum = 11 //Misc Terrain Object [ObjectType] st Name = "xcrater_grass_lg_2" // Text string giving a descriptive name (only 8 chars long!!) l Type = 19 l Appearance = 0x02000325 l Duration = -1 // Lasts forever = -1 l MaxDamage = 0 // Number of damage points before BOOM! l ExplosionObject = 0 // Object Class Number of explosion for this building l DestroyedObject = 0 // Object Class Number of Destroyed shape for building f ExtentRadius = 0 // Extent Radius in Meters [TerrainObjectData] ul DmgLevel = 0 // How much damage before changing to destroyed shape l BasePixelOffsetX = 0 //Where on tile to draw this building. l BasePixelOffsetY = 0 l LowTemplate = 0x38000000 l HighTemplate = 0x00003838 FITendFITini // This is the Large Crater Object [ObjectClass] l ObjectTypeNum = 11 //Misc Terrain Object [ObjectType] st Name = "xcrater_grass_lg_3" // Text string giving a descriptive name (only 8 chars long!!) l Type = 19 l Appearance = 0x02000326 l Duration = -1 // Lasts forever = -1 l MaxDamage = 0 // Number of damage points before BOOM! l ExplosionObject = 0 // Object Class Number of explosion for this building l DestroyedObject = 0 // Object Class Number of Destroyed shape for building f ExtentRadius = 0 // Extent Radius in Meters [TerrainObjectData] ul DmgLevel = 0 // How much damage before changing to destroyed shape l BasePixelOffsetX = 0 //Where on tile to draw this building. l BasePixelOffsetY = 0 l LowTemplate = 0x38000000 l HighTemplate = 0x00003838 FITendFITini // This is the Large Crater Object [ObjectClass] l ObjectTypeNum = 11 //Misc Terrain Object [ObjectType] st Name = "xcrater_grass_lg_4" // Text string giving a descriptive name (only 8 chars long!!) l Type = 19 l Appearance = 0x02000327 l Duration = -1 // Lasts forever = -1 l MaxDamage = 0 // Number of damage points before BOOM! l ExplosionObject = 0 // Object Class Number of explosion for this building l DestroyedObject = 0 // Object Class Number of Destroyed shape for building f ExtentRadius = 0 // Extent Radius in Meters [TerrainObjectData] ul DmgLevel = 0 // How much damage before changing to destroyed shape l BasePixelOffsetX = 0 //Where on tile to draw this building. l BasePixelOffsetY = 0 l LowTemplate = 0x38000000 l HighTemplate = 0x00003838 FITendFITini // This is the Large Crater Object [ObjectClass] l ObjectTypeNum = 11 //Misc Terrain Object [ObjectType] st Name = "xcrater_mount_lg_1" // Text string giving a descriptive name (only 8 chars long!!) l Type = 19 l Appearance = 0x02000328 l Duration = -1 // Lasts forever = -1 l MaxDamage = 0 // Number of damage points before BOOM! l ExplosionObject = 0 // Object Class Number of explosion for this building l DestroyedObject = 0 // Object Class Number of Destroyed shape for building f ExtentRadius = 0 // Extent Radius in Meters [TerrainObjectData] ul DmgLevel = 0 // How much damage before changing to destroyed shape l BasePixelOffsetX = 0 //Where on tile to draw this building. l BasePixelOffsetY = 0 l LowTemplate = 0x38000000 l HighTemplate = 0x00003838 FITendFITini // This is the Large Crater Object [ObjectClass] l ObjectTypeNum = 11 //Misc Terrain Object [ObjectType] st Name = "xcrater_mount_lg_2" // Text string giving a descriptive name (only 8 chars long!!) l Type = 19 l Appearance = 0x02000329 l Duration = -1 // Lasts forever = -1 l MaxDamage = 0 // Number of damage points before BOOM! l ExplosionObject = 0 // Object Class Number of explosion for this building l DestroyedObject = 0 // Object Class Number of Destroyed shape for building f ExtentRadius = 0 // Extent Radius in Meters [TerrainObjectData] ul DmgLevel = 0 // How much damage before changing to destroyed shape l BasePixelOffsetX = 0 //Where on tile to draw this building. l BasePixelOffsetY = 0 l LowTemplate = 0x38000000 l HighTemplate = 0x00003838 FITendFITini // This is the Large Crater Object [ObjectClass] l ObjectTypeNum = 11 //Misc Terrain Object [ObjectType] st Name = "xcrater_mount_lg_3" // Text string giving a descriptive name (only 8 chars long!!) l Type = 19 l Appearance = 0x0200032A l Duration = -1 // Lasts forever = -1 l MaxDamage = 0 // Number of damage points before BOOM! l ExplosionObject = 0 // Object Class Number of explosion for this building l DestroyedObject = 0 // Object Class Number of Destroyed shape for building f ExtentRadius = 0 // Extent Radius in Meters [TerrainObjectData] ul DmgLevel = 0 // How much damage before changing to destroyed shape l BasePixelOffsetX = 0 //Where on tile to draw this building. l BasePixelOffsetY = 0 l LowTemplate = 0x38000000 l HighTemplate = 0x00003838 FITendFITini // This is the Large Crater Object [ObjectClass] l ObjectTypeNum = 11 //Misc Terrain Object [ObjectType] st Name = "xcrater_mount_lg_4" // Text string giving a descriptive name (only 8 chars long!!) l Type = 19 l Appearance = 0x0200032B l Duration = -1 // Lasts forever = -1 l MaxDamage = 0 // Number of damage points before BOOM! l ExplosionObject = 0 // Object Class Number of explosion for this building l DestroyedObject = 0 // Object Class Number of Destroyed shape for building f ExtentRadius = 0 // Extent Radius in Meters [TerrainObjectData] ul DmgLevel = 0 // How much damage before changing to destroyed shape l BasePixelOffsetX = 0 //Where on tile to draw this building. l BasePixelOffsetY = 0 l LowTemplate = 0x38000000 l HighTemplate = 0x00003838 FITendFITini [ObjectClass] l ObjectTypeNum=1 [ObjectType] st Name="xwatch_tower_1.fit" st AppearanceName="LiaoLookout" l ExplosionObject=42 l DestroyedObject=0 f ExtentRadius=35.000000 [BuildingData] ul DmgLevel=22 f ExtentRadius=35.000000 f ExplosionRadius=0.000000 f ExplosionDamage=0.000000 l BuildingName=30392 l SetImpassable=1 l XImpasse=0 l YImpasse=0 ul NormalEffectId=0 ul BlownEffectId=0 ul DamageEffectId=73 b CanRefit=FALSE b MechBay=FALSE f TimeToBurnDamage=5.000000 f BurnDamagePerTime=1.000000 f DamageLvlForBurn=22.000000 f SensorRange=-1.000000 l TeamID=-1 l Tonnage=20 l BattleRating=20 l NumMarines=0 b blockLineOfFire=FALSE l LowTemplate=805306368 l HighTemplate=48 l PotentialContact=0 l BasePixelOffsetX=0 l BasePixelOffsetY=0 FITend FITini // This is the xwatch_tower data file [ObjectClass] l ObjectTypeNum = 18 [ObjectType] st Name = "xwatch_tower_2" l Type = 0x7 l Appearance = 0x0200032D l Duration = -1 // Lasts forever = -1 l MaxDamage = 0 // Number of damage points before BOOM! l ExplosionObject = 42 // Object Class Number of explosion for Mech l DestroyedObject = 0 // Object Class Number of Destroyed shape for Mech f ExtentRadius = 35 // Extent Radius in Meters [TreeData] l BuildingName = 392 b BlocksLineOfFire = FALSE ul DmgLevel = 22 ul BlownEffectId = -1 //Sound Effect played when building dies. ul NormalEffectId = -1 //Sound Effect played when building is normal. ul DamageEffectId = 73 //Sound Effect Played when building is dmg/destroyed. l LowTemplate = 0x00000000 l HighTemplate = 0x00000818 FITend FITini // This is the Gas Vent Object [ObjectClass] l ObjectTypeNum = 11 //Misc Terrain Object [ObjectType] st Name = "xgasvent_dirt_1" // Text string giving a descriptive name (only 8 chars long!!) l Type = 19 l Appearance = 0x0200032E l Duration = -1 // Lasts forever = -1 l MaxDamage = 0 // Number of damage points before BOOM! l ExplosionObject = 0 // Object Class Number of explosion for this building l DestroyedObject = 0 // Object Class Number of Destroyed shape for building f ExtentRadius = 0 // Extent Radius in Meters [TerrainObjectData] ul DmgLevel = 0 // How much damage before changing to destroyed shape l BasePixelOffsetX = 0 //Where on tile to draw this building. l BasePixelOffsetY = 0 l LowTemplate = 0x00000000 l HighTemplate = 0x00000000 FITendFITini // This is the Gas Vent Object [ObjectClass] l ObjectTypeNum = 11 //Misc Terrain Object [ObjectType] st Name = "xgasvent_dirt_2" // Text string giving a descriptive name (only 8 chars long!!) l Type = 19 l Appearance = 0x0200032F l Duration = -1 // Lasts forever = -1 l MaxDamage = 0 // Number of damage points before BOOM! l ExplosionObject = 0 // Object Class Number of explosion for this building l DestroyedObject = 0 // Object Class Number of Destroyed shape for building f ExtentRadius = 0 // Extent Radius in Meters [TerrainObjectData] ul DmgLevel = 0 // How much damage before changing to destroyed shape l BasePixelOffsetX = 0 //Where on tile to draw this building. l BasePixelOffsetY = 0 l LowTemplate = 0x00000000 l HighTemplate = 0x00000000 FITendFITini // This is the Gas Vent Object [ObjectClass] l ObjectTypeNum = 11 //Misc Terrain Object [ObjectType] st Name = "xgasvent_dirt_3" // Text string giving a descriptive name (only 8 chars long!!) l Type = 19 l Appearance = 0x02000330 l Duration = -1 // Lasts forever = -1 l MaxDamage = 0 // Number of damage points before BOOM! l ExplosionObject = 0 // Object Class Number of explosion for this building l DestroyedObject = 0 // Object Class Number of Destroyed shape for building f ExtentRadius = 0 // Extent Radius in Meters [TerrainObjectData] ul DmgLevel = 0 // How much damage before changing to destroyed shape l BasePixelOffsetX = 0 //Where on tile to draw this building. l BasePixelOffsetY = 0 l LowTemplate = 0x00000000 l HighTemplate = 0x00000000 FITendFITini // This is the Gas Vent Object [ObjectClass] l ObjectTypeNum = 11 //Misc Terrain Object [ObjectType] st Name = "xgasvent_dirt_4" // Text string giving a descriptive name (only 8 chars long!!) l Type = 19 l Appearance = 0x02000331 l Duration = -1 // Lasts forever = -1 l MaxDamage = 0 // Number of damage points before BOOM! l ExplosionObject = 0 // Object Class Number of explosion for this building l DestroyedObject = 0 // Object Class Number of Destroyed shape for building f ExtentRadius = 0 // Extent Radius in Meters [TerrainObjectData] ul DmgLevel = 0 // How much damage before changing to destroyed shape l BasePixelOffsetX = 0 //Where on tile to draw this building. l BasePixelOffsetY = 0 l LowTemplate = 0x00000000 l HighTemplate = 0x00000000 FITendFITini // This is the Gas Vent Object [ObjectClass] l ObjectTypeNum = 11 //Misc Terrain Object [ObjectType] st Name = "xgasvent_grass_1" // Text string giving a descriptive name (only 8 chars long!!) l Type = 19 l Appearance = 0x02000332 l Duration = -1 // Lasts forever = -1 l MaxDamage = 0 // Number of damage points before BOOM! l ExplosionObject = 0 // Object Class Number of explosion for this building l DestroyedObject = 0 // Object Class Number of Destroyed shape for building f ExtentRadius = 0 // Extent Radius in Meters [TerrainObjectData] ul DmgLevel = 0 // How much damage before changing to destroyed shape l BasePixelOffsetX = 0 //Where on tile to draw this building. l BasePixelOffsetY = 0 l LowTemplate = 0x00000000 l HighTemplate = 0x00000000 FITendFITini // This is the Gas Vent Object [ObjectClass] l ObjectTypeNum = 11 //Misc Terrain Object [ObjectType] st Name = "xgasvent_grass_2" // Text string giving a descriptive name (only 8 chars long!!) l Type = 19 l Appearance = 0x02000333 l Duration = -1 // Lasts forever = -1 l MaxDamage = 0 // Number of damage points before BOOM! l ExplosionObject = 0 // Object Class Number of explosion for this building l DestroyedObject = 0 // Object Class Number of Destroyed shape for building f ExtentRadius = 0 // Extent Radius in Meters [TerrainObjectData] ul DmgLevel = 0 // How much damage before changing to destroyed shape l BasePixelOffsetX = 0 //Where on tile to draw this building. l BasePixelOffsetY = 0 l LowTemplate = 0x00000000 l HighTemplate = 0x00000000 FITendFITini // This is the Gas Vent Object [ObjectClass] l ObjectTypeNum = 11 //Misc Terrain Object [ObjectType] st Name = "xgasvent_grass_3" // Text string giving a descriptive name (only 8 chars long!!) l Type = 19 l Appearance = 0x02000334 l Duration = -1 // Lasts forever = -1 l MaxDamage = 0 // Number of damage points before BOOM! l ExplosionObject = 0 // Object Class Number of explosion for this building l DestroyedObject = 0 // Object Class Number of Destroyed shape for building f ExtentRadius = 0 // Extent Radius in Meters [TerrainObjectData] ul DmgLevel = 0 // How much damage before changing to destroyed shape l BasePixelOffsetX = 0 //Where on tile to draw this building. l BasePixelOffsetY = 0 l LowTemplate = 0x00000000 l HighTemplate = 0x00000000 FITendFITini // This is the Gas Vent Object [ObjectClass] l ObjectTypeNum = 11 //Misc Terrain Object [ObjectType] st Name = "xgasvent_grass_4" // Text string giving a descriptive name (only 8 chars long!!) l Type = 19 l Appearance = 0x02000335 l Duration = -1 // Lasts forever = -1 l MaxDamage = 0 // Number of damage points before BOOM! l ExplosionObject = 0 // Object Class Number of explosion for this building l DestroyedObject = 0 // Object Class Number of Destroyed shape for building f ExtentRadius = 0 // Extent Radius in Meters [TerrainObjectData] ul DmgLevel = 0 // How much damage before changing to destroyed shape l BasePixelOffsetX = 0 //Where on tile to draw this building. l BasePixelOffsetY = 0 l LowTemplate = 0x00000000 l HighTemplate = 0x00000000 FITendFITini // This is the Gas Vent Object [ObjectClass] l ObjectTypeNum = 11 //Misc Terrain Object [ObjectType] st Name = "xgasvent_mount_1" // Text string giving a descriptive name (only 8 chars long!!) l Type = 19 l Appearance = 0x02000336 l Duration = -1 // Lasts forever = -1 l MaxDamage = 0 // Number of damage points before BOOM! l ExplosionObject = 0 // Object Class Number of explosion for this building l DestroyedObject = 0 // Object Class Number of Destroyed shape for building f ExtentRadius = 0 // Extent Radius in Meters [TerrainObjectData] ul DmgLevel = 0 // How much damage before changing to destroyed shape l BasePixelOffsetX = 0 //Where on tile to draw this building. l BasePixelOffsetY = 0 l LowTemplate = 0x00000000 l HighTemplate = 0x00000000 FITendFITini // This is the Gas Vent Object [ObjectClass] l ObjectTypeNum = 11 //Misc Terrain Object [ObjectType] st Name = "xgasvent_mount_2" // Text string giving a descriptive name (only 8 chars long!!) l Type = 19 l Appearance = 0x02000337 l Duration = -1 // Lasts forever = -1 l MaxDamage = 0 // Number of damage points before BOOM! l ExplosionObject = 0 // Object Class Number of explosion for this building l DestroyedObject = 0 // Object Class Number of Destroyed shape for building f ExtentRadius = 0 // Extent Radius in Meters [TerrainObjectData] ul DmgLevel = 0 // How much damage before changing to destroyed shape l BasePixelOffsetX = 0 //Where on tile to draw this building. l BasePixelOffsetY = 0 l LowTemplate = 0x00000000 l HighTemplate = 0x00000000 FITendFITini // This is the Gas Vent Object [ObjectClass] l ObjectTypeNum = 11 //Misc Terrain Object [ObjectType] st Name = "xgasvent_mount_3" // Text string giving a descriptive name (only 8 chars long!!) l Type = 19 l Appearance = 0x02000338 l Duration = -1 // Lasts forever = -1 l MaxDamage = 0 // Number of damage points before BOOM! l ExplosionObject = 0 // Object Class Number of explosion for this building l DestroyedObject = 0 // Object Class Number of Destroyed shape for building f ExtentRadius = 0 // Extent Radius in Meters [TerrainObjectData] ul DmgLevel = 0 // How much damage before changing to destroyed shape l BasePixelOffsetX = 0 //Where on tile to draw this building. l BasePixelOffsetY = 0 l LowTemplate = 0x00000000 l HighTemplate = 0x00000000 FITendFITini // This is the Gas Vent Object [ObjectClass] l ObjectTypeNum = 11 //Misc Terrain Object [ObjectType] st Name = "xgasvent_mount_4" // Text string giving a descriptive name (only 8 chars long!!) l Type = 19 l Appearance = 0x02000339 l Duration = -1 // Lasts forever = -1 l MaxDamage = 0 // Number of damage points before BOOM! l ExplosionObject = 0 // Object Class Number of explosion for this building l DestroyedObject = 0 // Object Class Number of Destroyed shape for building f ExtentRadius = 0 // Extent Radius in Meters [TerrainObjectData] ul DmgLevel = 0 // How much damage before changing to destroyed shape l BasePixelOffsetX = 0 //Where on tile to draw this building. l BasePixelOffsetY = 0 l LowTemplate = 0x00000000 l HighTemplate = 0x00000000 FITendFITini // This is the Xturret_control_1 data file [ObjectClass] l ObjectTypeNum = 18 [ObjectType] st Name = "gtower" // Text string giving a descriptive name (only 8 chars long!!) l Type = 0x7 l Appearance = 0x0200033a l Duration = -1 // Lasts forever = -1 l MaxDamage = 0 // Number of damage points before BOOM! l ExplosionObject = 42 // Object Class Number of explosion for Mech l DestroyedObject = 0 // Object Class Number of Destroyed shape for Mech f ExtentRadius = 25 // Extent Radius in Meters [TreeData] l BuildingName = 254 b BlocksLineOfFire = FALSE l BattleRating = 500 ul DmgLevel = 46 ul BlownEffectId = -1 //Sound Effect played when building dies. ul NormalEffectId = 38 //Sound Effect played when building is normal. ul DamageEffectId = 73 //Sound Effect Played when building is dmg/destroyed. l LowTemplate = 0x18000000 l HighTemplate = 0x00000018 FITend FITini // This is the Xcomp_warehouse_1 data file [ObjectClass] l ObjectTypeNum = 18 [ObjectType] st Name = "warehouse_a1" // Text string giving a descriptive name (only 8 chars long!!) l Type = 0x7 l Appearance = 0x0200033b l Duration = -1 // Lasts forever = -1 l MaxDamage = 0 // Number of damage points before BOOM! l ExplosionObject = 727 // Object Class Number of explosion for Mech l DestroyedObject = 0 // Object Class Number of Destroyed shape for Mech f ExtentRadius = 35 // Extent Radius in Meters [TreeData] l BuildingName = 462 ul DmgLevel = 33 l LowTemplate = 0x38000000 l HighTemplate = 0x00003838 FITend FITini // This is the Xcomp_warehouse_2 data file [ObjectClass] l ObjectTypeNum = 18 [ObjectType] st Name = "warehouse_a2" // Text string giving a descriptive name (only 8 chars long!!) l Type = 0x7 l Appearance = 0x0200033c l Duration = -1 // Lasts forever = -1 l MaxDamage = 0 // Number of damage points before BOOM! l ExplosionObject = 727 // Object Class Number of explosion for Mech l DestroyedObject = 0 // Object Class Number of Destroyed shape for Mech f ExtentRadius = 35 // Extent Radius in Meters [TreeData] l BuildingName = 462 ul DmgLevel = 33 l LowTemplate = 0x38000000 l HighTemplate = 0x00003838 FITend FITini // This is the XGate_ctrl_large_1 data file [ObjectClass] l ObjectTypeNum = 18 [ObjectType] st Name = "gatecon" // Text string giving a descriptive name (only 8 chars long!!) l Type = 0x7 l Appearance = 0x0200033d l Duration = -1 // Lasts forever = -1 l MaxDamage = 0 // Number of damage points before BOOM! l ExplosionObject = 42 // Object Class Number of explosion for Mech l DestroyedObject = 0 // Object Class Number of Destroyed shape for Mech f ExtentRadius = 45 // Extent Radius in Meters [TreeData] l BuildingName = 206 b BlocksLineOfFire = TRUE ul DmgLevel = 33 l LowTemplate = 0x18000000 l HighTemplate = 0x00000038 FITend FITini [ObjectClass] l ObjectTypeNum = 2 [ObjectType] st Name = "cyclops" // Text string giving a descriptive name (only 8 chars long!!) l ExplosionObject = 41 // Object Class Number of explosion for Mech l DestroyedObject = 101 // Object Class Number of Destroyed shape for Mech f ExtentRadius = 12 // Extent Radius in Meters st AppearanceName = "cyclops" [MechProfile] st ProfileName = "cyclops" f destructdamage = 65 f explosiondamage = 30 f explosionradius = 80 FITEnd FITini [ObjectClass] l ObjectTypeNum = 2 [ObjectType] st Name = "BushWacker" // Text string giving a descriptive name (only 8 chars long!!) l ExplosionObject = 41 // Object Class Number of explosion for Mech l DestroyedObject = 101 // Object Class Number of Destroyed shape for Mech f ExtentRadius = 12 // Extent Radius in Meters st AppearanceName = "bushwacker" [MechProfile] st ProfileName = "bushwacker" f destructdamage = 45 f explosiondamage = 20 f explosionradius = 80 FITEnd FITini [ObjectClass] l ObjectTypeNum = 2 [ObjectType] st Name = "Bloodasp" // Text string giving a descriptive name (only 8 chars long!!) l ExplosionObject = 41 // Object Class Number of explosion for Mech l DestroyedObject = 101 // Object Class Number of Destroyed shape for Mech f ExtentRadius = 12 // Extent Radius in Meters st AppearanceName = "Bloodasp" [MechProfile] st ProfileName = "Bloodasp" f destructdamage = 65 f explosiondamage = 30 f explosionradius = 80 FITEnd FITini [ObjectClass] l ObjectTypeNum = 2 [ObjectType] st Name = "ShadoCat" // Text string giving a descriptive name (only 8 chars long!!) l ExplosionObject = 41 // Object Class Number of explosion for Mech l DestroyedObject = 101 // Object Class Number of Destroyed shape for Mech f ExtentRadius = 12 // Extent Radius in Meters st AppearanceName = "shadowcat" [MechProfile] st ProfileName = "shadowcat" f destructdamage = 45 f explosiondamage = 20 f explosionradius = 80 FITEnd FITini [ObjectClass] l ObjectTypeNum = 2 [ObjectType] st Name = "enfield" // Text string giving a descriptive name (only 8 chars long!!) l ExplosionObject = 41 // Object Class Number of explosion for Mech l DestroyedObject = 101 // Object Class Number of Destroyed shape for Mech f ExtentRadius = 12 // Extent Radius in Meters st AppearanceName = "enfield" [MechProfile] st ProfileName = "enfield" f destructdamage = 45 f explosiondamage = 20 f explosionradius = 80 FITEnd FITini [ObjectClass] l ObjectTypeNum = 2 [ObjectType] st Name = "shootist" // Text string giving a descriptive name (only 8 chars long!!) l ExplosionObject = 41 // Object Class Number of explosion for Mech l DestroyedObject = 101 // Object Class Number of Destroyed shape for Mech f ExtentRadius = 12 // Extent Radius in Meters st AppearanceName = "shootist" [MechProfile] st ProfileName = "shootist" f destructdamage = 55 f explosiondamage = 25 f explosionradius = 80 FITEnd FITini [ObjectClass] l ObjectTypeNum=24 [ObjectType] st Name="" l Appearance=0 l ExplosionObject=0 l DestroyedObject=0 f ExtentRadius=0.000000 [BoltProjectileData] f ProjectileLength=60.000000 f BulgeLength=10.000000 f BulgeWidth=2.500000 f Velocity=200.000000 l FiringEffect=0 l TrailEffect=0 l HitEffect=0 l MissEffect=0 l FiringSoundFX=0 l LightEffect=0 ul FrontRGB=32768 ul MidEdgeRGB=65280 ul MiddleRGB=16777215 ul BackRGB=16384 uc EdgeAlpha=255 uc BoltAlpha=255 FITend FITini [ObjectClass] l ObjectTypeNum=24 [ObjectType] st Name="" l Appearance=0 l ExplosionObject=0 l DestroyedObject=0 f ExtentRadius=0.000000 [BoltProjectileData] f ProjectileLength=50.000000 f BulgeLength=5.000000 f BulgeWidth=2.000000 f Velocity=200.000000 l FiringEffect=0 l TrailEffect=0 l HitEffect=0 l MissEffect=0 l FiringSoundFX=0 l LightEffect=0 ul FrontRGB=65280 ul MidEdgeRGB=65280 ul MiddleRGB=16777215 ul BackRGB=32768 uc EdgeAlpha=255 uc BoltAlpha=255 FITend FITini [ObjectClass] l ObjectTypeNum=24 [ObjectType] st Name="" l Appearance=0 l ExplosionObject=0 l DestroyedObject=0 f ExtentRadius=0.000000 [BoltProjectileData] f ProjectileLength=35.000000 f BulgeLength=5.000000 f BulgeWidth=1.500000 f Velocity=200.000000 l FiringEffect=0 l TrailEffect=0 l HitEffect=0 l MissEffect=0 l FiringSoundFX=0 l LightEffect=0 ul FrontRGB=65280 ul MidEdgeRGB=65280 ul MiddleRGB=16777215 ul BackRGB=32768 uc EdgeAlpha=255 uc BoltAlpha=255 FITend FITini [ObjectClass] l ObjectTypeNum=24 [ObjectType] st Name="" l Appearance=0 l ExplosionObject=0 l DestroyedObject=0 f ExtentRadius=0.000000 [BoltProjectileData] f ProjectileLength=60.000000 f BulgeLength=15.000000 f BulgeWidth=2.500000 f Velocity=250.000000 l FiringEffect=0 l TrailEffect=0 l HitEffect=0 l MissEffect=0 l FiringSoundFX=0 l LightEffect=0 ul FrontRGB=16711935 ul MidEdgeRGB=8388863 ul MiddleRGB=16777215 ul BackRGB=8388736 uc EdgeAlpha=255 uc BoltAlpha=255 FITend FITini [ObjectClass] l ObjectTypeNum=24 [ObjectType] st Name="" l Appearance=0 l ExplosionObject=0 l DestroyedObject=0 f ExtentRadius=0.000000 [BoltProjectileData] f ProjectileLength=50.000000 f BulgeLength=10.000000 f BulgeWidth=2.000000 f Velocity=250.000000 l FiringEffect=0 l TrailEffect=0 l HitEffect=0 l MissEffect=0 l FiringSoundFX=0 l LightEffect=0 ul FrontRGB=16744703 ul MidEdgeRGB=16711935 ul MiddleRGB=8388863 ul BackRGB=8388736 uc EdgeAlpha=255 uc BoltAlpha=255 FITend FITini [ObjectClass] l ObjectTypeNum=24 [ObjectType] st Name="" l Appearance=0 l ExplosionObject=0 l DestroyedObject=0 f ExtentRadius=0.000000 [BoltProjectileData] f ProjectileLength=45.000000 f BulgeLength=8.000000 f BulgeWidth=1.500000 f Velocity=250.000000 l FiringEffect=0 l TrailEffect=0 l HitEffect=0 l MissEffect=0 l FiringSoundFX=0 l LightEffect=0 ul FrontRGB=16744703 ul MidEdgeRGB=16711935 ul MiddleRGB=8388863 ul BackRGB=8388736 uc EdgeAlpha=255 uc BoltAlpha=255 FITend FITini [ObjectClass] l ObjectTypeNum=24 [ObjectType] st Name="" l Appearance=0 l ExplosionObject=0 l DestroyedObject=0 f ExtentRadius=0.000000 [BeamProjectileData] l FiringSoundFX = 1 //Sound Effect ID f BulgeWidth = 3.0 ul MidEdgeRGB = 0xFFFFFF //Color of the start of the beam ul MiddleRGB = 0x007800 //Color of the end of the beam uc EdgeAlpha = 0x3f uc BoltAlpha = 0xff b IsBeam = t f BeamDuration = 1.0 //(seconds) f BeamWiggle = 1.0 //(magic/wizard) st TextureName = "fx_laser02" //(located in data\effects directory) f UVAnimRate = -6.0 //Amount UV moves per second) f UVRepeat = 1.0 //Amount UV repeats along beam) f UnitLength = 28.0 //Amount of distance necessary to repeat above times FITend FITini [ObjectClass] l ObjectTypeNum=24 [ObjectType] st Name="" l Appearance=0 l ExplosionObject=0 l DestroyedObject=0 f ExtentRadius=0.000000 [BoltProjectileData] f ProjectileLength=30.000000 f BulgeLength=15.000000 f BulgeWidth=1.500000 f Velocity=250.000000 l FiringEffect=0 l TrailEffect=0 l HitEffect=0 l MissEffect=0 l FiringSoundFX=22 b PointLight=true f MaxRadius=50.0 f OutRadius=250.0 ul LightRGB=0x005f5f f Intensity=0.050000 ul FrontRGB=16777215 ul MidEdgeRGB=1554141 ul MiddleRGB=5592405 ul BackRGB=1592246 uc EdgeAlpha=255 uc BoltAlpha=255 b ArcEffect = t f ArcHeight = 20.0 f AfterHitTime = 1.0 FITend FITini [ObjectClass] l ObjectTypeNum=24 [ObjectType] st Name="" l Appearance=0 l ExplosionObject=0 l DestroyedObject=0 f ExtentRadius=0.000000 [BoltProjectileData] f ProjectileLength=35.000000 f BulgeLength=5.000000 f BulgeWidth=1.500000 f Velocity=325.000000 l FiringEffect=0 l TrailEffect=0 l HitEffect=0 l MissEffect=0 l FiringSoundFX=0 b PointLight=true f MaxRadius=50.0 f OutRadius=250.0 ul LightRGB=0x7f0000 f Intensity=0.050000 ul FrontRGB=16776960 ul MidEdgeRGB=8421376 ul MiddleRGB=8421504 ul BackRGB=8421376 uc EdgeAlpha=200 uc BoltAlpha=255 f AfterHitTime = .35 FITend FITini [ObjectClass] l ObjectTypeNum=24 [ObjectType] st Name="" l Appearance=0 l ExplosionObject=0 l DestroyedObject=0 f ExtentRadius=0.000000 [BeamProjectileData] l FiringSoundFX = 1 //Sound Effect ID f BulgeWidth = 3.0 ul MidEdgeRGB = 0xFFFFFF //Color of the start of the beam ul MiddleRGB = 0x5A5AFF //Color of the end of the beam uc EdgeAlpha = 0x3f uc BoltAlpha = 0xff b IsBeam = t f BeamDuration = 0.5 //(seconds) f BeamWiggle = 1.0 //(magic/wizard) st TextureName = "fx_laser03" //(located in data\effects directory) f UVAnimRate = 1.0 //Amount UV moves per second) f UVRepeat = 15.0 //Amount UV repeats along beam) f UnitLength = 100.0 //Amount of distance necessary to repeat above times FITend FITini [ObjectClass] l ObjectTypeNum=24 [ObjectType] st Name="" l Appearance=0 l ExplosionObject=0 l DestroyedObject=0 f ExtentRadius=0.000000 [BeamProjectileData] l FiringSoundFX = 1 //Sound Effect ID f BulgeWidth = 5.5 ul MidEdgeRGB = 0xFFFFFF //Color of the start of the beam ul MiddleRGB = 0x5A5AFF //Color of the end of the beam uc EdgeAlpha = 0x3f uc BoltAlpha = 0xff b IsBeam = t f BeamDuration = 0.7 //(seconds) f BeamWiggle = 1.0 //(magic/wizard) st TextureName = "fx_laser03" //(located in data\effects directory) f UVAnimRate = 1.0 //Amount UV moves per second) f UVRepeat = 15.0 //Amount UV repeats along beam) f UnitLength = 100.0 //Amount of distance necessary to repeat above times FITend FITini [ObjectClass] l ObjectTypeNum=24 [ObjectType] st Name="" l Appearance=0 l ExplosionObject=0 l DestroyedObject=0 f ExtentRadius=0.000000 [BoltProjectileData] f ProjectileLength=110.000000 f BulgeLength=35.000000 f BulgeWidth=4.000000 f Velocity=325.000000 l FiringEffect=0 l TrailEffect=0 //Which Effect number in effects.csv to play -- ONLY for area effect weapons l HitEffect=63 l MissEffect=0 l FiringSoundFX=7 l LightEffect=0 ul FrontRGB=255 ul MidEdgeRGB=33023 ul MiddleRGB=65535 ul BackRGB=64 uc EdgeAlpha=200 uc BoltAlpha=255 b ArcEffect = t f ArcHeight = 40.0 f AfterHitTime = 1.0 //Area Effect! f AreaEffectDamage = 15.0 f AreaEffectRadius = 187.0 FITend FITini // This is the IS Heavy LBX Hit Explosion Data File [ObjectClass] l ObjectTypeNum = 4 [ObjectType] st Name = "hlbxhit" // Text string giving a descriptive name (only 8 chars long!!) l Type = 902 // ID number for this object type l Appearance = 0x020003DF // dec= 991 l Duration = -1 // Lasts forever = -1 l MaxDamage = 0 // Number of damage points before BOOM! l ExplosionObject = 0 // Object Class Number of explosion for Mech l DestroyedObject = 0 // Object Class Number of Destroyed shape for Mech f ExtentRadius = 0 // Extent Radius in Meters l KeepMe = 1 [ExplosionData] ul DmgLevel = 5 ul SoundEffectId = 25 l ExplosionRadius = 30 f DamageChunkSize = 2.0 FITend FITini // This is the IS Medium LBX Hit Explosion Data File [ObjectClass] l ObjectTypeNum = 4 [ObjectType] st Name = "mlbxhit" // Text string giving a descriptive name (only 8 chars long!!) l Type = 902 // ID number for this object type l Appearance = 0x020003D1 // dec= 977 l Duration = -1 // Lasts forever = -1 l MaxDamage = 0 // Number of damage points before BOOM! l ExplosionObject = 0 // Object Class Number of explosion for Mech l DestroyedObject = 0 // Object Class Number of Destroyed shape for Mech f ExtentRadius = 0 // Extent Radius in Meters l KeepMe = 1 [ExplosionData] ul DmgLevel = 2 ul SoundEffectId = 25 l ExplosionRadius = 30 f DamageChunkSize = 2.0 FITend FITini // This is the Light LBX Hit Explosion Data File [ObjectClass] l ObjectTypeNum = 4 [ObjectType] st Name = "llbxhit" // Text string giving a descriptive name (only 8 chars long!!) l Type = 902 // ID number for this object type l Appearance = 0x020003B6 // dec= 950 l Duration = -1 // Lasts forever = -1 l MaxDamage = 0 // Number of damage points before BOOM! l ExplosionObject = 0 // Object Class Number of explosion for Mech l DestroyedObject = 0 // Object Class Number of Destroyed shape for Mech f ExtentRadius = 0 // Extent Radius in Meters l KeepMe = 1 [ExplosionData] ul DmgLevel = .5 ul SoundEffectId = 25 l ExplosionRadius = 30 f DamageChunkSize = 2.0 FITend FITini // This is the Clan Heavy LBX Hit Explosion Data File [ObjectClass] l ObjectTypeNum = 4 [ObjectType] st Name = "chlbxhit" // Text string giving a descriptive name (only 8 chars long!!) l Type = 902 // ID number for this object type l Appearance = 0x020003DF // dec= 27 (ac20hit.ini ac20_hit.pak) l Duration = -1 // Lasts forever = -1 l MaxDamage = 0 // Number of damage points before BOOM! l ExplosionObject = 0 // Object Class Number of explosion for Mech l DestroyedObject = 0 // Object Class Number of Destroyed shape for Mech f ExtentRadius = 0 // Extent Radius in Meters l KeepMe = 1 [ExplosionData] ul DmgLevel = 5 ul SoundEffectId = 25 l ExplosionRadius = 30 f DamageChunkSize = 2.0 FITend FITini // This is the Clan Medium LBX Hit Explosion Data File [ObjectClass] l ObjectTypeNum = 4 [ObjectType] st Name = "cmlbxhit" // Text string giving a descriptive name (only 8 chars long!!) l Type = 902 // ID number for this object type l Appearance = 0x020003D1 // dec= 27 (ac20hit.ini ac20_hit.pak) l Duration = -1 // Lasts forever = -1 l MaxDamage = 0 // Number of damage points before BOOM! l ExplosionObject = 0 // Object Class Number of explosion for Mech l DestroyedObject = 0 // Object Class Number of Destroyed shape for Mech f ExtentRadius = 0 // Extent Radius in Meters l KeepMe = 1 [ExplosionData] ul DmgLevel = 2 ul SoundEffectId = 25 l ExplosionRadius = 30 f DamageChunkSize = 2.0 FITend FITini // This is the Clan Light LBX Hit Explosion Data File [ObjectClass] l ObjectTypeNum = 4 [ObjectType] st Name = "cllbxhit" // Text string giving a descriptive name (only 8 chars long!!) l Type = 902 // ID number for this object type l Appearance = 0x020003B6 // dec= 27 (ac20hit.ini ac20_hit.pak) l Duration = -1 // Lasts forever = -1 l MaxDamage = 0 // Number of damage points before BOOM! l ExplosionObject = 0 // Object Class Number of explosion for Mech l DestroyedObject = 0 // Object Class Number of Destroyed shape for Mech f ExtentRadius = 0 // Extent Radius in Meters l KeepMe = 1 [ExplosionData] ul DmgLevel = .5 ul SoundEffectId = 25 l ExplosionRadius = 30 f DamageChunkSize = 2.0 FITend FITini // This is the Thunderbolt Hit Explosion Data File [ObjectClass] l ObjectTypeNum = 4 [ObjectType] st Name = "tbolthit" // Text string giving a descriptive name (only 8 chars long!!) l Type = 898 // ID number for this object type l Appearance = 0x020003A7 // l Duration = -1 // Lasts forever = -1 l MaxDamage = 0 // Number of damage points before BOOM! l ExplosionObject = 0 // Object Class Number of explosion for Mech l DestroyedObject = 0 // Object Class Number of Destroyed shape for Mech f ExtentRadius = 0 // Extent Radius in Meters l KeepMe = 1 [ExplosionData] ul DmgLevel = 0 ul LightObjectId = 699 ul SoundEffectId = 25 FITend FITini // This is the rail gun hit data file [ObjectClass] l ObjectTypeNum = 4 [ObjectType] st Name = "railhit" // Text string giving a descriptive name (only 8 chars long!!) l Type = 0x7 l Appearance = 0x020003A6 l Duration = -1 // Lasts forever = -1 l MaxDamage = 0 // Number of damage points before BOOM! l ExplosionObject = -1 // Object Class Number of explosion for Mech l DestroyedObject = 0 // Object Class Number of Destroyed shape for Mech f ExtentRadius = 15 // Extent Radius in Meters [ExplosionData] ul DmgLevel = 0 ul SoundEffectId = 9 FITend FITini // This is the Sniper Hit Explosion Data File [ObjectClass] l ObjectTypeNum = 4 [ObjectType] st Name = "snipehit" // Text string giving a descriptive name (only 8 chars long!!) l Type = 901 // ID number for this object type l Appearance = 0x020003E9 // dec= 1001 l Duration = -1 // Lasts forever = -1 l MaxDamage = 0 // Number of damage points before BOOM! l ExplosionObject = 0 // Object Class Number of explosion for Mech l DestroyedObject = 0 // Object Class Number of Destroyed shape for Mech f ExtentRadius = 0 // Extent Radius in Meters l KeepMe = 1 [ExplosionData] ul DmgLevel = 4 ul LightObjectId = 1086 ul SoundEffectId = 79 l ExplosionRadius = 62 FITend FITini // This is the LongTom Hit explosion [ObjectClass] l ObjectTypeNum = 4 [ObjectType] st Name = "LongTom" // Text string giving a descriptive name (only 8 chars long!!) l MaxDamage = 0 // Number of damage points before BOOM! l ExplosionObject = -1 // Object Class Number of explosion for Mech l DestroyedObject = 0 // Object Class Number of Destroyed shape for Mech f ExtentRadius = 0 // Extent Radius in Meters [ExplosionData] ul DmgLevel = 0 ul SoundEffectId = 35 f DamageChunkSize = 5.0 [LightData] f LightMinMaxRadius = 50.0 f LightMaxMaxRadius = 75.0 f LightOutMinRadius = 125.0 f LightOutMaxRadius = 250.0 ul LightRGB = 0x00ffffff f MaxIntensity = .5 f MinIntensity = 0.05 f Duration = 3.0 FITend FITini //--------------------------------------------------------------------------- // // VEHICLE: Regulator // // BASE ID: 500 // //--------------------------------------------------------------------------- // This is a sample MechBase Data File. [ObjectClass] l ObjectTypeNum = 3 [Header] st FileType = "GroundVehicleType" [General] ul ID = 500 // ID number for this mech type uc Alignment = 0 // 0 = Inner Sphere, 1 = Clan st Name = "Regulatr" // vehicle type description uc Chassis = 0 // Standard Chassis f TonnageClass = 45.0 // 45 tons [InternalStructure] //------------------------------------------------------------------------ // In theory, the following should be dictated by the MaxTonnage, correct? uc Front = 1 uc Left = 1 uc Right = 1 uc Rear = 1 uc Turret = 1 [ObjectType] st Name = "Regulatr" // Text string giving a descriptive name (only 8 chars long!!) l Type = 903 // ID number for this mech type l Appearance = 0x050003A8 l Duration = -1 // Lasts forever = -1 l MaxDamage = 200 // Number of damage points before BOOM! l ExplosionObject = 41 // Object Class Number of explosion for Mech l DestroyedObject = 101 // Object Class Number of Destroyed shape for Mech f ExtentRadius = 20 // Extent Radius in Meters l IconNumber = 102 [Control] ul Type = 2 //player = 1, ai = 2, net = 3 ul DataType = 1 //mech control data = 1 [Dynamics] ul Type = 2 //Mech dynamics = 1 [VehicleDynamics] l maxTurretYawRate = 180 l maxTurretYaw = 360 l maxVehicleYawRate = 360 f maxAccel = 21.0 //18.0 f maxVelocity = 21.0 //18.0 [AudioVisual] st Anim = "animString" uc[3] MoveAnimSpeed = 0,2,1 FITEnd FITini [ObjectClass] l ObjectTypeNum=3 [ObjectType] st Name ="Centipede" st AppearanceName ="Centipede" l ExplosionObject =700 l DestroyedObject =0 f ExtentRadius =20.000000 [General] //Read by Type uc Chassis =0 b MineLayer =FALSE b MineSweeper =FALSE l RefitPoints =0 f ExplosionRadius =0.0 f ExplosionDamage =0.0 l IconIndex = 3 b HoverCraft = t //Read by instance l DescIndex =30470 f CurTonnage =15 c Status =0 l BattleRating =25 l EncyclopediaID =45208 [InternalStructure] uc Front =1 uc Rear =1 uc Left =1 uc Right =1 uc Turret =1 [VehicleDynamics] f MaxAccel =8.000000 f MaxVelocity =27.000000 l MaxTurretYawRate =0 l MaxTurretYaw =0 l MaxVehicleYawRate =720 [Front] uc CurInternalStructure =1 uc MaxArmorPoints =6 uc CurArmorPoints =6 [Left] uc CurInternalStructure =1 uc MaxArmorPoints =6 uc CurArmorPoints =6 [Right] uc CurInternalStructure =1 uc MaxArmorPoints =6 uc CurArmorPoints =6 [Rear] uc CurInternalStructure =1 uc MaxArmorPoints =6 uc CurArmorPoints =6 [Turret] uc CurInternalStructure =1 uc MaxArmorPoints =6 uc CurArmorPoints =6 [InventoryInfo] uc NumOther =4 uc NumWeapons =1 uc NumAmmo =0 // Inventory Items -- Other [Item:0] uc MasterID =1 //Engine [Item:1] uc MasterID =6 //Cockpit [Item:2] uc MasterID =35 //LifeSupport [Item:3] uc MasterID =36 //Vehicle Sensor // Inventory Items -- Weapons [Item:4] uc MasterID =140 //Large Laser FITend FITini //--------------------------------------------------------------------------- // // VEHICLE: Manticore // // BASE ID: 500 // //--------------------------------------------------------------------------- // This is a sample MechBase Data File. [ObjectClass] l ObjectTypeNum = 3 [Header] st FileType = "GroundVehicleType" [General] ul ID = 500 // ID number for this mech type uc Alignment = 0 // 0 = Inner Sphere, 1 = Clan st Name = "Manticor" // vehicle type description uc Chassis = 0 // Standard Chassis f TonnageClass = 60.0 // 60 tons [InternalStructure] //------------------------------------------------------------------------ // In theory, the following should be dictated by the MaxTonnage, correct? uc Front = 1 uc Left = 1 uc Right = 1 uc Rear = 1 uc Turret = 1 [ObjectType] st Name = "Manticor" // Text string giving a descriptive name (only 8 chars long!!) l Type = 905 // ID number for this mech type l Appearance = 0x050003AA l Duration = -1 // Lasts forever = -1 l MaxDamage = 200 // Number of damage points before BOOM! l ExplosionObject = 41 // Object Class Number of explosion for Mech l DestroyedObject = 101 // Object Class Number of Destroyed shape for Mech f ExtentRadius = 19 // Extent Radius in Meters l IconNumber = 131 [Control] ul Type = 2 //player = 1, ai = 2, net = 3 ul DataType = 1 //mech control data = 1 [Dynamics] ul Type = 2 //Mech dynamics = 1 [VehicleDynamics] l maxTurretYawRate = 120 l maxTurretYaw = 270 l maxVehicleYawRate = 90 f maxAccel = 15.0 //18.0 f maxVelocity = 15.0 //18.0 [AudioVisual] st Anim = "animString" uc[3] MoveAnimSpeed = 0,2,1 FITEnd FITini //--------------------------------------------------------------------------- // // VEHICLE: Alacorn // // BASE ID: 500 // //--------------------------------------------------------------------------- // This is a sample MechBase Data File. [ObjectClass] l ObjectTypeNum = 3 [Header] st FileType = "GroundVehicleType" [General] ul ID = 500 // ID number for this mech type uc Alignment = 0 // 0 = Inner Sphere, 1 = Clan st Name = "Alacorn" // vehicle type description uc Chassis = 0 // Standard Chassis f TonnageClass = 95.0 // 95 tons [InternalStructure] //------------------------------------------------------------------------ // In theory, the following should be dictated by the MaxTonnage, correct? uc Front = 1 uc Left = 1 uc Right = 1 uc Rear = 1 uc Turret = 1 [ObjectType] st Name = "Alacorn" // Text string giving a descriptive name (only 8 chars long!!) l Type = 907 // ID number for this mech type l Appearance = 0x050003AB l Duration = -1 // Lasts forever = -1 l MaxDamage = 200 // Number of damage points before BOOM! l ExplosionObject = 41 // Object Class Number of explosion for Mech l DestroyedObject = 101 // Object Class Number of Destroyed shape for Mech f ExtentRadius = 22 // Extent Radius in Meters l IconNumber = 132 [Control] ul Type = 2 //player = 1, ai = 2, net = 3 ul DataType = 1 //mech control data = 1 [Dynamics] ul Type = 2 //Mech dynamics = 1 [VehicleDynamics] l maxTurretYawRate = 120 l maxTurretYaw = 360 l maxVehicleYawRate = 360 f maxAccel = 12.0 //15.0 f maxVelocity = 12.0 //15.0 [AudioVisual] st Anim = "animString" uc[3] MoveAnimSpeed = 0,2,1 FITEnd FITini //--------------------------------------------------------------------------- // // VEHICLE: Pilum // // BASE ID: 500 // //--------------------------------------------------------------------------- // This is a sample MechBase Data File. [ObjectClass] l ObjectTypeNum = 3 [Header] st FileType = "GroundVehicleType" [General] ul ID = 500 // ID number for this mech type uc Alignment = 0 // 0 = Inner Sphere, 1 = Clan st Name = "Pilum" // vehicle type description uc Chassis = 0 // Standard Chassis f TonnageClass = 70.0 // 70 tons [InternalStructure] //------------------------------------------------------------------------ // In theory, the following should be dictated by the MaxTonnage, correct? uc Front = 1 uc Left = 1 uc Right = 1 uc Rear = 1 uc Turret = 1 [ObjectType] st Name = "Pilum" // Text string giving a descriptive name (only 8 chars long!!) l Type = 907 // ID number for this mech type l Appearance = 0x050003AC l Duration = -1 // Lasts forever = -1 l MaxDamage = 200 // Number of damage points before BOOM! l ExplosionObject = 41 // Object Class Number of explosion for Mech l DestroyedObject = 101 // Object Class Number of Destroyed shape for Mech f ExtentRadius = 15 // Extent Radius in Meters l IconNumber = 133 [Control] ul Type = 2 //player = 1, ai = 2, net = 3 ul DataType = 1 //mech control data = 1 [Dynamics] ul Type = 2 //Mech dynamics = 1 [VehicleDynamics] l maxTurretYawRate = 120 l maxTurretYaw = 360 l maxVehicleYawRate = 360 f maxAccel = 18.0 //18.0 f maxVelocity = 18.0 //18.0 [AudioVisual] st Anim = "animString" uc[3] MoveAnimSpeed = 0,2,1 FITEnd FITini //--------------------------------------------------------------------------- // // VEHICLE: Ammo Truck // // BASE ID: 500 // //--------------------------------------------------------------------------- // This is a vehicle Data File. [ObjectClass] l ObjectTypeNum = 3 [Header] st FileType = "GroundVehicleType" [General] ul ID = 500 // ID number for this mech type uc Alignment = 0 // 0 = Inner Sphere, 1 = Clan st Name = "Ammo Truck" // vehicle type description uc Chassis = 0 // Standard Chassis f TonnageClass = 20.0 // 20 tons f ExplosionRadius = 200.0 f ExplosionDamage = 55.0 b AmmoTruck = T l RefitPoints = 168 [InternalStructure] //------------------------------------------------------------------------ // In theory, the following should be dictated by the MaxTonnage, correct? uc Front = 1 uc Left = 1 uc Right = 1 uc Rear = 1 uc Turret = 1 [ObjectType] st Name = "AmmoTruk" // Text string giving a descriptive name (only 8 chars long!!) l Type = 908 // ID number for this mech type l Appearance = 0x050003AD l Duration = -1 // Lasts forever = -1 l MaxDamage = 200 // Number of damage points before BOOM! l ExplosionObject = 700 // Object Class Number of explosion for Mech l DestroyedObject = 101 // Object Class Number of Destroyed shape for Mech f ExtentRadius = 27 // Extent Radius in Meters l IconNumber = 134 [Control] ul Type = 2 //player = 1, ai = 2, net = 3 ul DataType = 1 //mech control data = 1 [Dynamics] ul Type = 2 //Mech dynamics = 1 [VehicleDynamics] l maxTurretYawRate = 90 l maxTurretYaw = 100 l maxVehicleYawRate = 360 f maxAccel = 18.0 f maxVelocity = 18.0 [AudioVisual] st Anim = "animString" uc[3] MoveAnimSpeed = 0,2,1 FITEnd FITini [ObjectClass] l ObjectTypeNum=24 [ObjectType] st Name="" l Appearance=0 l ExplosionObject=0 l DestroyedObject=0 f ExtentRadius=0.000000 [BoltProjectileData] f ProjectileLength=110.000000 f BulgeLength=35.000000 f BulgeWidth=4.000000 f Velocity=250.000000 l FiringEffect=0 l TrailEffect=0 //Which Effect number in effects.csv to play -- ONLY for area effect weapons l HitEffect=6 l MissEffect=0 l FiringSoundFX=30 l LightEffect=0 ul FrontRGB=255 ul MidEdgeRGB=33023 ul MiddleRGB=65535 ul BackRGB=64 uc EdgeAlpha=200 uc BoltAlpha=255 //Area Effect! f AreaEffectDamage = 3.0 f AreaEffectRadius = 120.0 b ArcEffect = t f ArcHeight = 30.0 f AfterHitTime = 1.0 FITend FITini // This is the Swarm LRM Hit explosion [ObjectClass] l ObjectTypeNum = 4 [ObjectType] st Name = "swarmlrm" // Text string giving a descriptive name (only 8 chars long!!) l MaxDamage = 0 // Number of damage points before BOOM! l ExplosionObject = -1 // Object Class Number of explosion for Mech l DestroyedObject = 0 // Object Class Number of Destroyed shape for Mech f ExtentRadius = 0 // Extent Radius in Meters [ExplosionData] ul DmgLevel = 0 ul SoundEffectId = 35 f DamageChunkSize = 5.0 [LightData] f LightMinMaxRadius = 50.0 f LightMaxMaxRadius = 60.0 f LightOutMinRadius = 100.0 f LightOutMaxRadius = 130.0 ul LightRGB = 0x00ffffff f MaxIntensity = .2 f MinIntensity = 0.05 f Duration = 1.0 FITend FITini // This is ppc smoke file [ObjectClass] l ObjectTypeNum = 7 [ObjectType] st Name = "railsmoke" // Text string giving a descriptive name (only 8 chars long!!) l Type = 23 // ID number for this mech type l Appearance = 0x03000017 l MaxDamage = 0 // Number of damage points before BOOM! l ExplosionObject = 0 // Object Class Number of explosion for Mech l DestroyedObject = 0 // Object Class Number of Destroyed shape for Mech f ExtentRadius = 0 // Extent Radius in Meters [SmokeData] f FrameRate = 15 b HasRotation = TRUE //Do the smoke spheres have a rotation? l numRotations = 32 // How many? f zVelocity = 0.0 // m/s f SlowDownPercent = 0.2 // Percent slower smoke goes then object due to drag. f SmokePerSecond = 20 // number of spheres per second. ul maxSmokeSpheres = 10 // max number of spheres around. l Duration = 25 // Lasts forever = -1 (s) f randomVelX = 0.0 // How much can x/y velocity vary by. f randomVelY = 0.0 // This should get crowded spheres going. f randomVelZ = 0.0 // This should get crowded spheres going. f randomPosX = 2.5 // How much can x/y/z position vary by. f randomPosY = 0.0 // This should get crowded spheres going. f randomPosZ = 2.5 st SmokeShape = "railsmoke" FITend FITini // This is the TEMPLATE data file [ObjectClass] l ObjectTypeNum = 18 [ObjectType] st Name = "xgate_ctrl_large_2" // Text string giving a descriptive name (only 8 chars long!!) l Type = 0x7 l Appearance = 0x0200033e l Duration = -1 // Lasts forever = -1 l MaxDamage = 0 // Number of damage points before BOOM! l ExplosionObject = 42 // Object Class Number of explosion for Mech l DestroyedObject = 0 // Object Class Number of Destroyed shape for Mech f ExtentRadius = 45 // Extent Radius in Meters [TreeData] l BuildingName = 206 b BlocksLineOfFire = TRUE ul DmgLevel = 33 l LowTemplate = 0x18000000 l HighTemplate = 0x00001018 FITend FITini // This is the TEMPLATE data file [ObjectClass] l ObjectTypeNum = 18 [ObjectType] st Name = "xgate_ctrl_small_1" // Text string giving a descriptive name (only 8 chars long!!) l Type = 0x7 l Appearance = 0x0200033f l Duration = -1 // Lasts forever = -1 l MaxDamage = 0 // Number of damage points before BOOM! l ExplosionObject = 42 // Object Class Number of explosion for Mech l DestroyedObject = 0 // Object Class Number of Destroyed shape for Mech f ExtentRadius = 45 // Extent Radius in Meters [TreeData] l BuildingName = 206 b BlocksLineOfFire = TRUE ul DmgLevel = 22 l LowTemplate = 0x18000000 l HighTemplate = 0x00001038 FITend FITini // This is the TEMPLATE data file [ObjectClass] l ObjectTypeNum = 18 [ObjectType] st Name = "xgate_ctrl_small_2" // Text string giving a descriptive name (only 8 chars long!!) l Type = 0x7 l Appearance = 0x02000340 l Duration = -1 // Lasts forever = -1 l MaxDamage = 0 // Number of damage points before BOOM! l ExplosionObject = 42 // Object Class Number of explosion for Mech l DestroyedObject = 0 // Object Class Number of Destroyed shape for Mech f ExtentRadius = 45 // Extent Radius in Meters [TreeData] l BuildingName = 206 b BlocksLineOfFire = TRUE ul DmgLevel = 22 l LowTemplate = 0x18000000 l HighTemplate = 0x00001038 FITend FITini // This is the TEMPLATE data file [ObjectClass] l ObjectTypeNum = 18 [ObjectType] st Name = "xbarracks_crew_1" // Text string giving a descriptive name (only 8 chars long!!) l Type = 0x7 l Appearance = 0x02000341 l Duration = -1 // Lasts forever = -1 l MaxDamage = 0 // Number of damage points before BOOM! l ExplosionObject = 42 // Object Class Number of explosion for Mech l DestroyedObject = 0 // Object Class Number of Destroyed shape for Mech f ExtentRadius = 35 // Extent Radius in Meters [TreeData] l BuildingName = 432 ul DmgLevel = 13 l LowTemplate = 0x00000000 l HighTemplate = 0x00000038 FITend FITini // This is the TEMPLATE data file [ObjectClass] l ObjectTypeNum = 18 [ObjectType] st Name = "xbarracks_crew_2" // Text string giving a descriptive name (only 8 chars long!!) l Type = 0x7 l Appearance = 0x02000342 l Duration = -1 // Lasts forever = -1 l MaxDamage = 0 // Number of damage points before BOOM! l ExplosionObject = 42 // Object Class Number of explosion for Mech l DestroyedObject = 0 // Object Class Number of Destroyed shape for Mech f ExtentRadius = 35 // Extent Radius in Meters [TreeData] l BuildingName = 432 ul DmgLevel = 13 l LowTemplate = 0x10000000 l HighTemplate = 0x00001010 FITend FITini // This is the TEMPLATE data file [ObjectClass] l ObjectTypeNum = 18 [ObjectType] st Name = "xbarracks_crew_3" // Text string giving a descriptive name (only 8 chars long!!) l Type = 0x7 l Appearance = 0x02000343 l Duration = -1 // Lasts forever = -1 l MaxDamage = 0 // Number of damage points before BOOM! l ExplosionObject = 42 // Object Class Number of explosion for Mech l DestroyedObject = 0 // Object Class Number of Destroyed shape for Mech f ExtentRadius = 35 // Extent Radius in Meters [TreeData] l BuildingName = 432 ul DmgLevel = 13 l LowTemplate = 0x00000000 l HighTemplate = 0x00000038 FITend FITini // This is the TEMPLATE data file [ObjectClass] l ObjectTypeNum = 18 [ObjectType] st Name = "xbarracks_crew_4" // Text string giving a descriptive name (only 8 chars long!!) l Type = 0x7 l Appearance = 0x02000344 l Duration = -1 // Lasts forever = -1 l MaxDamage = 0 // Number of damage points before BOOM! l ExplosionObject = 42 // Object Class Number of explosion for Mech l DestroyedObject = 0 // Object Class Number of Destroyed shape for Mech f ExtentRadius = 35 // Extent Radius in Meters [TreeData] l BuildingName = 432 ul DmgLevel = 13 l LowTemplate = 0x10000000 l HighTemplate = 0x00001010 FITend FITini // This is the TEMPLATE data file [ObjectClass] l ObjectTypeNum = 18 [ObjectType] st Name = "xbarracks_mech_1" // Text string giving a descriptive name (only 8 chars long!!) l Type = 0x7 l Appearance = 0x02000345 l Duration = -1 // Lasts forever = -1 l MaxDamage = 0 // Number of damage points before BOOM! l ExplosionObject = 727 // Object Class Number of explosion for Mech l DestroyedObject = 0 // Object Class Number of Destroyed shape for Mech f ExtentRadius = 35 // Extent Radius in Meters [TreeData] l BuildingName = 351 ul DmgLevel = 46 b BlocksLineOfFire = FALSE l BattleRating = 0 l LowTemplate = 0x38000000 l HighTemplate = 0x00003838 FITend FITini [ObjectClass] l ObjectTypeNum=1 [ObjectType] st Name="xbarracks_mech_2.fit" st AppearanceName="LiaoMechWarriorBarracks" l ExplosionObject=727 l DestroyedObject=0 f ExtentRadius=35.000000 [BuildingData] ul DmgLevel=46 f ExtentRadius=35.000000 f ExplosionRadius=0.000000 f ExplosionDamage=0.000000 l BuildingName=30351 l SetImpassable=1 l XImpasse=0 l YImpasse=0 ul NormalEffectId=0 ul BlownEffectId=0 ul DamageEffectId=0 b CanRefit=FALSE b MechBay=FALSE f TimeToBurnDamage=5.000000 f BurnDamagePerTime=1.000000 f DamageLvlForBurn=46.000000 f SensorRange=-1.000000 l TeamID=-1 l Tonnage=20 l BattleRating=0 l NumMarines=0 b blockLineOfFire=FALSE l LowTemplate=939524096 l HighTemplate=14392 l PotentialContact=0 l BasePixelOffsetX=0 l BasePixelOffsetY=0 FITend FITini // This is the TEMPLATE data file [ObjectClass] l ObjectTypeNum = 18 [ObjectType] st Name = "xbarracks_mech_3" // Text string giving a descriptive name (only 8 chars long!!) l Type = 0x7 l Appearance = 0x02000347 l Duration = -1 // Lasts forever = -1 l MaxDamage = 0 // Number of damage points before BOOM! l ExplosionObject = 727 // Object Class Number of explosion for Mech l DestroyedObject = 0 // Object Class Number of Destroyed shape for Mech f ExtentRadius = 35 // Extent Radius in Meters [TreeData] l BuildingName = 351 ul DmgLevel = 46 b BlocksLineOfFire = FALSE l BattleRating = 0 l LowTemplate = 0x38000000 l HighTemplate = 0x00003838 FITend FITini // This is the TEMPLATE data file [ObjectClass] l ObjectTypeNum = 18 [ObjectType] st Name = "xbarracks_mech_4" // Text string giving a descriptive name (only 8 chars long!!) l Type = 0x7 l Appearance = 0x02000348 l Duration = -1 // Lasts forever = -1 l MaxDamage = 0 // Number of damage points before BOOM! l ExplosionObject = 727 // Object Class Number of explosion for Mech l DestroyedObject = 0 // Object Class Number of Destroyed shape for Mech f ExtentRadius = 35 // Extent Radius in Meters [TreeData] l BuildingName = 351 ul DmgLevel = 46 b BlocksLineOfFire = FALSE l BattleRating = 0 l LowTemplate = 0x38000000 l HighTemplate = 0x00003838 FITend FITini // This is the xbarracks_toad data file [ObjectClass] l ObjectTypeNum = 18 [ObjectType] st Name = "xbarracks_toad_1" // Text string giving a descriptive name (only 8 chars long!!) l Type = 0x7 l Appearance = 0x02000349 l Duration = -1 // Lasts forever = -1 l MaxDamage = 0 // Number of damage points before BOOM! l ExplosionObject = 727 // Object Class Number of explosion for Mech l DestroyedObject = 0 // Object Class Number of Destroyed shape for Mech f ExtentRadius = 35 // Extent Radius in Meters [TreeData] l BuildingName = 438 b BlocksLineOfFire = FALSE ul DmgLevel = 46 l LowTemplate = 0x38000000 l HighTemplate = 0x00003838 FITend FITini // This is the xbarracks_toad data file [ObjectClass] l ObjectTypeNum = 18 [ObjectType] st Name = "xbarracks_toad_2" // Text string giving a descriptive name (only 8 chars long!!) l Type = 0x7 l Appearance = 0x0200034A l Duration = -1 // Lasts forever = -1 l MaxDamage = 0 // Number of damage points before BOOM! l ExplosionObject = 727 // Object Class Number of explosion for Mech l DestroyedObject = 0 // Object Class Number of Destroyed shape for Mech f ExtentRadius = 35 // Extent Radius in Meters [TreeData] l BuildingName = 438 b BlocksLineOfFire = FALSE ul DmgLevel = 46 l LowTemplate = 0x38000000 l HighTemplate = 0x00003838 FITend FITini // This is the xcontainer_stack data file [ObjectClass] l ObjectTypeNum = 18 [ObjectType] st Name = "xcontainer_stack_1" // Text string giving a descriptive name (only 8 chars long!!) l Type = 0x7 l Appearance = 0x0200034B l Duration = -1 // Lasts forever = -1 l MaxDamage = 0 // Number of damage points before BOOM! l ExplosionObject = 727 // Object Class Number of explosion for Mech l DestroyedObject = 0 // Object Class Number of Destroyed shape for Mech f ExtentRadius = 35 // Extent Radius in Meters [TreeData] l BuildingName = 499 b BlocksLineOfFire = TRUE ul DmgLevel = 61 l LowTemplate = 0x38000000 l HighTemplate = 0x00003838 FITend FITini // This is the xcontainer_stack data file [ObjectClass] l ObjectTypeNum = 18 [ObjectType] st Name = "xcontainer_stack_2" // Text string giving a descriptive name (only 8 chars long!!) l Type = 0x7 l Appearance = 0x0200034C l Duration = -1 // Lasts forever = -1 l MaxDamage = 0 // Number of damage points before BOOM! l ExplosionObject = 727 // Object Class Number of explosion for Mech l DestroyedObject = 0 // Object Class Number of Destroyed shape for Mech f ExtentRadius = 35 // Extent Radius in Meters [TreeData] l BuildingName = 499 b BlocksLineOfFire = TRUE ul DmgLevel = 61 l LowTemplate = 0x38000000 l HighTemplate = 0x00003838 FITend FITini // This is the xdata_center data file [ObjectClass] l ObjectTypeNum = 18 [ObjectType] st Name = "xdata_center_1" // Text string giving a descriptive name (only 8 chars long!!) l Type = 0x7 l Appearance = 0x0200034D l Duration = -1 // Lasts forever = -1 l MaxDamage = 0 // Number of damage points before BOOM! l ExplosionObject = 727 // Object Class Number of explosion for Mech l DestroyedObject = 0 // Object Class Number of Destroyed shape for Mech f ExtentRadius = 45 // Extent Radius in Meters [TreeData] l BuildingName = 572 l BattleRating = 2000 b BlocksLineOfFire = TRUE l NumMarines = 3 //Little guys will come running out ul DmgLevel = 46 l LowTemplate = 0x38000000 l HighTemplate = 0x00003838 FITend FITini // This is the TEMPLATE data file [ObjectClass] l ObjectTypeNum = 18 [ObjectType] st Name = "xfurnace_1" // Text string giving a descriptive name (only 8 chars long!!) l Type = 0x7 l Appearance = 0x0200034e l Duration = -1 // Lasts forever = -1 l MaxDamage = 0 // Number of damage points before BOOM! l ExplosionObject = 727 // Object Class Number of explosion for Mech l DestroyedObject = 0 // Object Class Number of Destroyed shape for Mech f ExtentRadius = 35 // Extent Radius in Meters [TreeData] l BuildingName = 305 b BlocksLineOfFire = TRUE ul DmgLevel = 46 l LowTemplate = 0x78000000 l HighTemplate = 0x00007878 FITend FITini // This is the TEMPLATE data file [ObjectClass] l ObjectTypeNum = 18 [ObjectType] st Name = "xfurnace_2" // Text string giving a descriptive name (only 8 chars long!!) l Type = 0x7 l Appearance = 0x0200034f l Duration = -1 // Lasts forever = -1 l MaxDamage = 0 // Number of damage points before BOOM! l ExplosionObject = 727 // Object Class Number of explosion for Mech l DestroyedObject = 0 // Object Class Number of Destroyed shape for Mech f ExtentRadius = 35 // Extent Radius in Meters [TreeData] l BuildingName = 305 b BlocksLineOfFire = TRUE ul DmgLevel = 46 l LowTemplate = 0x38000000 l HighTemplate = 0x00383838 FITend FITini // This is the TEMPLATE data file [ObjectClass] l ObjectTypeNum = 18 [ObjectType] st Name = "xfurnace_3" // Text string giving a descriptive name (only 8 chars long!!) l Type = 0x7 l Appearance = 0x02000350 l Duration = -1 // Lasts forever = -1 l MaxDamage = 0 // Number of damage points before BOOM! l ExplosionObject = 727 // Object Class Number of explosion for Mech l DestroyedObject = 0 // Object Class Number of Destroyed shape for Mech f ExtentRadius = 35 // Extent Radius in Meters [TreeData] l BuildingName = 305 b BlocksLineOfFire = TRUE ul DmgLevel = 46 l LowTemplate = 0x78000000 l HighTemplate = 0x00787878 FITend FITini // This is the TEMPLATE data file [ObjectClass] l ObjectTypeNum = 18 [ObjectType] st Name = "xfurnace_4" // Text string giving a descriptive name (only 8 chars long!!) l Type = 0x7 l Appearance = 0x02000351 l Duration = -1 // Lasts forever = -1 l MaxDamage = 0 // Number of damage points before BOOM! l ExplosionObject = 727 // Object Class Number of explosion for Mech l DestroyedObject = 0 // Object Class Number of Destroyed shape for Mech f ExtentRadius = 35 // Extent Radius in Meters [TreeData] l BuildingName = 305 b BlocksLineOfFire = TRUE ul DmgLevel = 46 l LowTemplate = 0x78000000 l HighTemplate = 0x00787878 FITend FITini [ObjectClass] l ObjectTypeNum=1 [ObjectType] st Name="xgenerator_aux_1.fit" st AppearanceName="LiaoTurretPowerGenerator" l ExplosionObject=41 l DestroyedObject=0 f ExtentRadius=45.000000 [BuildingData] ul DmgLevel=46 f ExtentRadius=45.000000 f ExplosionRadius=0.000000 f ExplosionDamage=0.000000 l BuildingName=30201 l SetImpassable=1 l XImpasse=0 l YImpasse=0 ul NormalEffectId=37 ul BlownEffectId=0 ul DamageEffectId=0 b CanRefit=FALSE b MechBay=FALSE f TimeToBurnDamage=5.000000 f BurnDamagePerTime=1.000000 f DamageLvlForBurn=46.000000 f SensorRange=-1.000000 l TeamID=-1 l Tonnage=20 l BattleRating=20 l NumMarines=0 b blockLineOfFire=FALSE l LowTemplate=939524096 l HighTemplate=14392 l PotentialContact=0 l BasePixelOffsetX=0 l BasePixelOffsetY=0 FITend FITini [ObjectClass] l ObjectTypeNum=1 [ObjectType] st Name="xgenerator_main_1.fit" st AppearanceName="DavionPowerGenerator" l ExplosionObject=41 l DestroyedObject=0 f ExtentRadius=5.000000 [BuildingData] ul DmgLevel=61 f ExtentRadius=5.000000 f ExplosionRadius=0.000000 f ExplosionDamage=0.000000 l BuildingName=30588 l SetImpassable=1 l XImpasse=0 l YImpasse=0 ul NormalEffectId=37 ul BlownEffectId=0 ul DamageEffectId=35 b CanRefit=FALSE b MechBay=FALSE f TimeToBurnDamage=5.000000 f BurnDamagePerTime=1.000000 f DamageLvlForBurn=61.000000 f SensorRange=-1.000000 l TeamID=-1 l Tonnage=20 l BattleRating=20 l NumMarines=0 b blockLineOfFire=FALSE l LowTemplate=939524096 l HighTemplate=14392 l PotentialContact=0 l BasePixelOffsetX=0 l BasePixelOffsetY=0 FITend FITini // This is the TEMPLATE data file [ObjectClass] l ObjectTypeNum = 18 [ObjectType] st Name = "xgreenhouse_1" // Text string giving a descriptive name (only 8 chars long!!) l Type = 0x7 l Appearance = 0x02000354 l Duration = -1 // Lasts forever = -1 l MaxDamage = 0 // Number of damage points before BOOM! l ExplosionObject = 727 // Object Class Number of explosion for Mech l DestroyedObject = 0 // Object Class Number of Destroyed shape for Mech f ExtentRadius = 35 // Extent Radius in Meters [TreeData] l BuildingName = 215 ul DmgLevel = 33 l LowTemplate = 0x38000000 l HighTemplate = 0x00003838 FITend FITini // This is the TEMPLATE data file [ObjectClass] l ObjectTypeNum = 18 [ObjectType] st Name = "xgreenhouse_2" // Text string giving a descriptive name (only 8 chars long!!) l Type = 0x7 l Appearance = 0x02000355 l Duration = -1 // Lasts forever = -1 l MaxDamage = 0 // Number of damage points before BOOM! l ExplosionObject = 727 // Object Class Number of explosion for Mech l DestroyedObject = 0 // Object Class Number of Destroyed shape for Mech f ExtentRadius = 35 // Extent Radius in Meters [TreeData] l BuildingName = 215 ul DmgLevel = 33 l LowTemplate = 0x38000000 l HighTemplate = 0x00003838 FITend FITini // This is the TEMPLATE data file [ObjectClass] l ObjectTypeNum = 18 [ObjectType] st Name = "xgreenhouse_3" // Text string giving a descriptive name (only 8 chars long!!) l Type = 0x7 l Appearance = 0x02000356 l Duration = -1 // Lasts forever = -1 l MaxDamage = 0 // Number of damage points before BOOM! l ExplosionObject = 727 // Object Class Number of explosion for Mech l DestroyedObject = 0 // Object Class Number of Destroyed shape for Mech f ExtentRadius = 35 // Extent Radius in Meters [TreeData] l BuildingName = 215 ul DmgLevel = 33 l LowTemplate = 0x38000000 l HighTemplate = 0x00003838 FITend FITini // This is the TEMPLATE data file [ObjectClass] l ObjectTypeNum = 18 [ObjectType] st Name = "xgreenhouse_4" // Text string giving a descriptive name (only 8 chars long!!) l Type = 0x7 l Appearance = 0x02000357 l Duration = -1 // Lasts forever = -1 l MaxDamage = 0 // Number of damage points before BOOM! l ExplosionObject = 727 // Object Class Number of explosion for Mech l DestroyedObject = 0 // Object Class Number of Destroyed shape for Mech f ExtentRadius = 35 // Extent Radius in Meters [TreeData] l BuildingName = 215 ul DmgLevel = 33 l LowTemplate = 0x38000000 l HighTemplate = 0x00003838 FITend FITini // This is the xhanger data file [ObjectClass] l ObjectTypeNum = 18 [ObjectType] st Name = "xhanger_1" // Text string giving a descriptive name (only 8 chars long!!) l Type = 0x7 l Appearance = 0x02000358 l Duration = -1 // Lasts forever = -1 l MaxDamage = 0 // Number of damage points before BOOM! l ExplosionObject = 727 // Object Class Number of explosion for Mech l DestroyedObject = 0 // Object Class Number of Destroyed shape for Mech f ExtentRadius = 50 // Extent Radius in Meters [TreeData] l BuildingName = 255 b BlocksLineOfFire = TRUE ul DmgLevel = 46 l LowTemplate = 0x38000000 l HighTemplate = 0x00003838 FITend FITini // This is the TEMPLATE data file [ObjectClass] l ObjectTypeNum = 18 [ObjectType] st Name = "xheadquarters_1" // Text string giving a descriptive name (only 8 chars long!!) l Type = 0x7 l Appearance = 0x02000359 l Duration = -1 // Lasts forever = -1 l MaxDamage = 0 // Number of damage points before BOOM! l ExplosionObject = 727 // Object Class Number of explosion for Mech l DestroyedObject = 0 // Object Class Number of Destroyed shape for Mech f ExtentRadius = 50 // Extent Radius in Meters [TreeData] l BuildingName = 386 b BlocksLineOfFire = TRUE ul DmgLevel = 97 l NumMarines = 2 //Little guys will come running out l BattleRating = 2500 l LowTemplate = 0x38000000 l HighTemplate = 0x00003838 FITend FITini // This is the TEMPLATE data file [ObjectClass] l ObjectTypeNum = 18 [ObjectType] st Name = "xheadquarters_2" // Text string giving a descriptive name (only 8 chars long!!) l Type = 0x7 l Appearance = 0x0200035a l Duration = -1 // Lasts forever = -1 l MaxDamage = 0 // Number of damage points before BOOM! l ExplosionObject = 727 // Object Class Number of explosion for Mech l DestroyedObject = 0 // Object Class Number of Destroyed shape for Mech f ExtentRadius = 50 // Extent Radius in Meters [TreeData] l BuildingName = 386 b BlocksLineOfFire = TRUE l BattleRating = 2500 l NumMarines = 2 //Little guys will come running out ul DmgLevel = 97 l LowTemplate = 0x38000000 l HighTemplate = 0x00003838 FITend FITini // This is the xhpg data file [ObjectClass] l ObjectTypeNum = 18 [ObjectType] st Name = "xhpg_1" // Text string giving a descriptive name (only 8 chars long!!) l Type = 0x7 l Appearance = 0x0200035B l Duration = -1 // Lasts forever = -1 l MaxDamage = 0 // Number of damage points before BOOM! l ExplosionObject = 727 // Object Class Number of explosion for Mech l DestroyedObject = 0 // Object Class Number of Destroyed shape for Mech f ExtentRadius = 25 // Extent Radius in Meters [TreeData] l BuildingName = 298 l BattleRating = 2500 b BlocksLineOfFire = FALSE ul DmgLevel = 78 ul BlownEffectId = -1 //Sound Effect played when building dies. ul NormalEffectId = -1 //Sound Effect played when building is normal. ul DamageEffectId = 73 //Sound Effect Played when building is dmg/destroyed. l LowTemplate = 0x38000000 l HighTemplate = 0x00003838 FITend FITini // This is the TEMPLATE data file [ObjectClass] l ObjectTypeNum = 18 [ObjectType] st Name = "xindustrial_1" // Text string giving a descriptive name (only 8 chars long!!) l Type = 0x7 l Appearance = 0x0200035c l Duration = -1 // Lasts forever = -1 l MaxDamage = 0 // Number of damage points before BOOM! l ExplosionObject = 727 // Object Class Number of explosion for Mech l DestroyedObject = 0 // Object Class Number of Destroyed shape for Mech f ExtentRadius = 35 // Extent Radius in Meters [TreeData] l BuildingName = 204 ul DmgLevel = 78 l LowTemplate = 0x38000000 l HighTemplate = 0x00003838 FITend FITini // This is the TEMPLATE data file [ObjectClass] l ObjectTypeNum = 18 [ObjectType] st Name = "xindustrial_2" // Text string giving a descriptive name (only 8 chars long!!) l Type = 0x7 l Appearance = 0x0200035d l Duration = -1 // Lasts forever = -1 l MaxDamage = 0 // Number of damage points before BOOM! l ExplosionObject = 727 // Object Class Number of explosion for Mech l DestroyedObject = 0 // Object Class Number of Destroyed shape for Mech f ExtentRadius = 35 // Extent Radius in Meters [TreeData] l BuildingName = 204 ul DmgLevel = 78 l LowTemplate = 0x38000000 l HighTemplate = 0x00003838 FITend FITini // This is the xliquid_storage data file [ObjectClass] l ObjectTypeNum = 18 [ObjectType] st Name = "xliquid_storage_1" // Text string giving a descriptive name (only 8 chars long!!) l Type = 0x7 l Appearance = 0x0200035E l Duration = -1 // Lasts forever = -1 l MaxDamage = 0 // Number of damage points before BOOM! l ExplosionObject = 727 // Object Class Number of explosion for Mech l DestroyedObject = 0 // Object Class Number of Destroyed shape for Mech f ExtentRadius = 35 // Extent Radius in Meters [TreeData] l BuildingName = 464 ul DmgLevel = 33 l LowTemplate = 0x38000000 l HighTemplate = 0x00003838 FITend FITini // This is the TEMPLATE data file [ObjectClass] l ObjectTypeNum = 18 [ObjectType] st Name = "xliquid_storage_2" // Text string giving a descriptive name (only 8 chars long!!) l Type = 0x7 l Appearance = 0x0200035F l Duration = -1 // Lasts forever = -1 l MaxDamage = 0 // Number of damage points before BOOM! l ExplosionObject = 727 // Object Class Number of explosion for Mech l DestroyedObject = 0 // Object Class Number of Destroyed shape for Mech f ExtentRadius = 35 // Extent Radius in Meters [TreeData] l BuildingName = 464 ul DmgLevel = 33 l LowTemplate = 0x38000000 l HighTemplate = 0x00003838 FITend FITini // This is the xmech_bay data file [ObjectClass] l ObjectTypeNum = 18 [ObjectType] st Name = "xmech_bay_1" // Text string giving a descriptive name (only 8 chars long!!) l Type = 0x7 l Appearance = 0x02000360 l Duration = -1 // Lasts forever = -1 l MaxDamage = 0 // Number of damage points before BOOM! l ExplosionObject = 727 // Object Class Number of explosion for Mech l DestroyedObject = 0 // Object Class Number of Destroyed shape for Mech f ExtentRadius = 1 // Extent Radius in Meters [TreeData] l BuildingName = 384 b BlocksLineOfFire = TRUE ul DmgLevel = 120 l BattleRating = 2000 l LowTemplate = 0x38000000 l HighTemplate = 0x00002838 b CanRefit = TRUE b MechBay = TRUE FITend FITini // This is the xmobile_orbital data file [ObjectClass] l ObjectTypeNum = 18 [ObjectType] st Name = "xmobile_orbital_1" // Text string giving a descriptive name (only 8 chars long!!) l Type = 0x7 l Appearance = 0x02000361 l Duration = -1 // Lasts forever = -1 l MaxDamage = 0 // Number of damage points before BOOM! l ExplosionObject = 41 // Object Class Number of explosion for Mech l DestroyedObject = 0 // Object Class Number of Destroyed shape for Mech f ExtentRadius = 5 // Extent Radius in Meters [TreeData] l BuildingName = 589 l BattleRating = 1000 b BlocksLineOfFire = TRUE l NumMarines = 2 //Little guys will come running out ul DmgLevel = 78 l LowTemplate = 0x38000000 l HighTemplate = 0x00003838 FITend FITini // This is the xobservation_twr data file [ObjectClass] l ObjectTypeNum = 18 [ObjectType] st Name = "xobservation_twr_1" // Text string giving a descriptive name (only 8 chars long!!) l Type = 0x7 l Appearance = 0x02000362 l Duration = -1 // Lasts forever = -1 l MaxDamage = 0 // Number of damage points before BOOM! l ExplosionObject = 727 // Object Class Number of explosion for Mech l DestroyedObject = 0 // Object Class Number of Destroyed shape for Mech f ExtentRadius = 35 // Extent Radius in Meters [TreeData] l BuildingName = 513 b BlocksLineOfFire = TRUE ul DmgLevel = 61 l NumMarines = 5 //Little guys will come running out l BattleRating = 1500 l LowTemplate = 0x38000000 l HighTemplate = 0x00003838 FITend FITini // This is the xorbital_gun data file [ObjectClass] l ObjectTypeNum = 18 [ObjectType] st Name = "xorbital_gun_1" // Text string giving a descriptive name (only 8 chars long!!) l Type = 0x7 l Appearance = 0x02000363 l Duration = -1 // Lasts forever = -1 l MaxDamage = 0 // Number of damage points before BOOM! l ExplosionObject = 41 // Object Class Number of explosion for Mech l DestroyedObject = 0 // Object Class Number of Destroyed shape for Mech f ExtentRadius = 45 // Extent Radius in Meters [TreeData] l BuildingName = 200 l BattleRating = 1000 b BlocksLineOfFire = FALSE ul DmgLevel = 97 l LowTemplate = 0x38000000 l HighTemplate = 0x00003838 FITend FITini [ObjectClass] l ObjectTypeNum=1 [ObjectType] st Name="xperimeter_alarm_1.fit" st AppearanceName="LiaoPerimeterAlarm" l ExplosionObject=42 l DestroyedObject=0 f ExtentRadius=20.000000 [BuildingData] ul DmgLevel=13 f ExtentRadius=20.000000 f ExplosionRadius=0.000000 f ExplosionDamage=0.000000 l BuildingName=30410 l SetImpassable=1 l XImpasse=0 l YImpasse=0 ul NormalEffectId=0 ul BlownEffectId=0 ul DamageEffectId=0 b CanRefit=FALSE b MechBay=FALSE f TimeToBurnDamage=5.000000 f BurnDamagePerTime=1.000000 f DamageLvlForBurn=13.000000 f SensorRange=-1.000000 l TeamID=-1 l Tonnage=20 l BattleRating=20 l NumMarines=0 b blockLineOfFire=FALSE l LowTemplate=134217728 l HighTemplate=16 l PotentialContact=0 l BasePixelOffsetX=0 l BasePixelOffsetY=0 FITend FITini // This is the TEMPLATE data file [ObjectClass] l ObjectTypeNum = 18 [ObjectType] st Name = "xpressure_tank_1" // Text string giving a descriptive name (only 8 chars long!!) l Type = 0x7 l Appearance = 0x02000365 l Duration = -1 // Lasts forever = -1 l MaxDamage = 25 // Number of damage points before BOOM! l ExplosionObject = 700 // Object Class Number of explosion for Mech l DestroyedObject = 0 // Object Class Number of Destroyed shape for Mech f ExtentRadius = 35 // Extent Radius in Meters [TreeData] l BuildingName = 496 b BlocksLineOfFire = TRUE ul DmgLevel = 13 ul BlownEffectId = 42 l LowTemplate = 0x38000000 l HighTemplate = 0x00003838 f ExplosionDamage = 75.0 //When the building dies, it does this much damage f ExplosionRadius = 250.0 //in this radius. Radius is World Units. f TimeToBurnDamage = 0.5 //Ok. This means that at 30 points of damage, the building bursts f BurnDamagePerTime = 5.0 //info flame. Each half second its on fire, the building takes f DamageLvlForBurn = 1.0 FITend FITini // This is the TEMPLATE data file [ObjectClass] l ObjectTypeNum = 18 [ObjectType] st Name = "xsensor_control_1" // Text string giving a descriptive name (only 8 chars long!!) l Type = 0x7 l Appearance = 0x02000366 l Duration = -1 // Lasts forever = -1 l MaxDamage = 0 // Number of damage points before BOOM! l ExplosionObject = 727 // Object Class Number of explosion for Mech l DestroyedObject = 0 // Object Class Number of Destroyed shape for Mech f ExtentRadius = 25 // Extent Radius in Meters [TreeData] l BuildingName = 577 b BlocksLineOfFire = FALSE l BattleRating = 2000 ul DmgLevel = 22 ul BlownEffectId = -1 //Sound Effect played when building dies. ul NormalEffectId = 38 //Sound Effect played when building is normal. ul DamageEffectId = 73 //Sound Effect Played when building is dmg/destroyed. l LowTemplate = 0x38000000 l HighTemplate = 0x00003838 FITend FITini // This is the TEMPLATE data file [ObjectClass] l ObjectTypeNum = 18 [ObjectType] st Name = "xsensor_control_2" // Text string giving a descriptive name (only 8 chars long!!) l Type = 0x7 l Appearance = 0x02000367 l Duration = -1 // Lasts forever = -1 l MaxDamage = 0 // Number of damage points before BOOM! l ExplosionObject = 727 // Object Class Number of explosion for Mech l DestroyedObject = 0 // Object Class Number of Destroyed shape for Mech f ExtentRadius = 25 // Extent Radius in Meters [TreeData] l BuildingName = 577 b BlocksLineOfFire = FALSE l BattleRating = 2000 ul DmgLevel = 22 ul BlownEffectId = -1 //Sound Effect played when building dies. ul NormalEffectId = 38 //Sound Effect played when building is normal. ul DamageEffectId = 73 //Sound Effect Played when building is dmg/destroyed. l LowTemplate = 0x38000000 l HighTemplate = 0x00003838 FITend FITini // This is the TEMPLATE data file [ObjectClass] l ObjectTypeNum = 18 [ObjectType] st Name = "xstorage_1" // Text string giving a descriptive name (only 8 chars long!!) l Type = 0x7 l Appearance = 0x02000368 l Duration = -1 // Lasts forever = -1 l MaxDamage = 0 // Number of damage points before BOOM! l ExplosionObject = 727 // Object Class Number of explosion for Mech l DestroyedObject = 0 // Object Class Number of Destroyed shape for Mech f ExtentRadius = 35 // Extent Radius in Meters [TreeData] l BuildingName = 219 ul DmgLevel = 33 l LowTemplate = 0x38000000 l HighTemplate = 0x00003838 FITend FITini // This is the TEMPLATE data file [ObjectClass] l ObjectTypeNum = 18 [ObjectType] st Name = "xstorage_2" // Text string giving a descriptive name (only 8 chars long!!) l Type = 0x7 l Appearance = 0x02000369 l Duration = -1 // Lasts forever = -1 l MaxDamage = 0 // Number of damage points before BOOM! l ExplosionObject = 727 // Object Class Number of explosion for Mech l DestroyedObject = 0 // Object Class Number of Destroyed shape for Mech f ExtentRadius = 35 // Extent Radius in Meters [TreeData] l BuildingName = 219 ul DmgLevel = 33 l LowTemplate = 0x38000000 l HighTemplate = 0x00003838 FITend FITini // This is the TEMPLATE data file [ObjectClass] l ObjectTypeNum = 18 [ObjectType] st Name = "xstorage_3" // Text string giving a descriptive name (only 8 chars long!!) l Type = 0x7 l Appearance = 0x0200036a l Duration = -1 // Lasts forever = -1 l MaxDamage = 0 // Number of damage points before BOOM! l ExplosionObject = 727 // Object Class Number of explosion for Mech l DestroyedObject = 0 // Object Class Number of Destroyed shape for Mech f ExtentRadius = 35 // Extent Radius in Meters [TreeData] l BuildingName = 219 ul DmgLevel = 33 l LowTemplate = 0x38000000 l HighTemplate = 0x00003838 FITend FITini // This is the TEMPLATE data file [ObjectClass] l ObjectTypeNum = 18 [ObjectType] st Name = "xstorage_4" // Text string giving a descriptive name (only 8 chars long!!) l Type = 0x7 l Appearance = 0x0200036b l Duration = -1 // Lasts forever = -1 l MaxDamage = 0 // Number of damage points before BOOM! l ExplosionObject = 727 // Object Class Number of explosion for Mech l DestroyedObject = 0 // Object Class Number of Destroyed shape for Mech f ExtentRadius = 35 // Extent Radius in Meters [TreeData] l BuildingName = 219 ul DmgLevel = 33 l LowTemplate = 0x38000000 l HighTemplate = 0x00003838 FITend FITini // This is the xsupport_building data file [ObjectClass] l ObjectTypeNum = 18 [ObjectType] st Name = "xsupport_building_1" // Text string giving a descriptive name (only 8 chars long!!) l Type = 0x7 l Appearance = 0x0200036C l Duration = -1 // Lasts forever = -1 l MaxDamage = 0 // Number of damage points before BOOM! l ExplosionObject = 727 // Object Class Number of explosion for Mech l DestroyedObject = 0 // Object Class Number of Destroyed shape for Mech f ExtentRadius = 35 // Extent Radius in Meters [TreeData] l BuildingName = 222 ul DmgLevel = 22 l NumMarines = 2 //Little guys will come running out l LowTemplate = 0x18000000 l HighTemplate = 0x00003838 FITend FITini // This is the TEMPLATE data file [ObjectClass] l ObjectTypeNum = 18 [ObjectType] st Name = "xturret_ctrl_hvy_1" // Text string giving a descriptive name (only 8 chars long!!) l Type = 0x7 l Appearance = 0x0200036d l Duration = -1 // Lasts forever = -1 l MaxDamage = 0 // Number of damage points before BOOM! l ExplosionObject = 42 // Object Class Number of explosion for Mech l DestroyedObject = 0 // Object Class Number of Destroyed shape for Mech f ExtentRadius = 25 // Extent Radius in Meters [TreeData] l BuildingName = 229 b BlocksLineOfFire = FALSE l BattleRating = 500 ul DmgLevel = 61 ul BlownEffectId = -1 //Sound Effect played when building dies. ul NormalEffectId = 38 //Sound Effect played when building is normal. ul DamageEffectId = 73 //Sound Effect Played when building is dmg/destroyed. l LowTemplate = 0x38000000 l HighTemplate = 0x00003838 FITend FITini // This is the TEMPLATE data file [ObjectClass] l ObjectTypeNum = 18 [ObjectType] st Name = "xvehicle_bay_1" // Text string giving a descriptive name (only 8 chars long!!) l Type = 0x7 l Appearance = 0x0200036E l Duration = -1 // Lasts forever = -1 l MaxDamage = 0 // Number of damage points before BOOM! l ExplosionObject = 727 // Object Class Number of explosion for Mech l DestroyedObject = 0 // Object Class Number of Destroyed shape for Mech f ExtentRadius = 1 // Extent Radius in Meters [TreeData] l BuildingName = 576 b BlocksLineOfFire = FALSE ul DmgLevel = 61 l LowTemplate = 0x38000000 l HighTemplate = 0x00000838 b CanRefit = TRUE b MechBay = FALSE FITend FITini // This is the TEMPLATE data file [ObjectClass] l ObjectTypeNum = 11 [ObjectType] st Name = "xboulder_1_1" // Text string giving a descriptive name (only 8 chars long!!) l Type = 19 l Appearance = 0x0200036f l Duration = -1 // Lasts forever = -1 l MaxDamage = 0 // Number of damage points before BOOM! l ExplosionObject = 0 // Object Class Number of explosion for this building l DestroyedObject = 0 // Object Class Number of Destroyed shape for building f ExtentRadius = 0 // Extent Radius in Meters [TerrainObjectData] ul DmgLevel = 0 // How much damage before changing to destroyed shape b BlocksLineOfFire = TRUE l BasePixelOffsetX = 0 //Where on tile to draw this building. l BasePixelOffsetY = 0 l LowTemplate = 0x38000000 l HighTemplate = 0x00003838 FITendFITini // This is the TEMPLATE data file [ObjectClass] l ObjectTypeNum = 11 [ObjectType] st Name = "xboulder_1_2" // Text string giving a descriptive name (only 8 chars long!!) l Type = 19 l Appearance = 0x02000370 l Duration = -1 // Lasts forever = -1 l MaxDamage = 0 // Number of damage points before BOOM! l ExplosionObject = 0 // Object Class Number of explosion for this building l DestroyedObject = 0 // Object Class Number of Destroyed shape for building f ExtentRadius = 0 // Extent Radius in Meters [TerrainObjectData] ul DmgLevel = 0 // How much damage before changing to destroyed shape b BlocksLineOfFire = TRUE l BasePixelOffsetX = 0 //Where on tile to draw this building. l BasePixelOffsetY = 0 l LowTemplate = 0x38000000 l HighTemplate = 0x00003838 FITendFITini // This is the TEMPLATE data file [ObjectClass] l ObjectTypeNum = 11 [ObjectType] st Name = "xboulder_1_3" // Text string giving a descriptive name (only 8 chars long!!) l Type = 19 l Appearance = 0x02000371 l Duration = -1 // Lasts forever = -1 l MaxDamage = 0 // Number of damage points before BOOM! l ExplosionObject = 0 // Object Class Number of explosion for this building l DestroyedObject = 0 // Object Class Number of Destroyed shape for building f ExtentRadius = 0 // Extent Radius in Meters [TerrainObjectData] ul DmgLevel = 0 // How much damage before changing to destroyed shape b BlocksLineOfFire = TRUE l BasePixelOffsetX = 0 //Where on tile to draw this building. l BasePixelOffsetY = 0 l LowTemplate = 0x38000000 l HighTemplate = 0x00003838 FITendFITini // This is the TEMPLATE data file [ObjectClass] l ObjectTypeNum = 11 [ObjectType] st Name = "xboulder_1_4" // Text string giving a descriptive name (only 8 chars long!!) l Type = 19 l Appearance = 0x02000372 l Duration = -1 // Lasts forever = -1 l MaxDamage = 0 // Number of damage points before BOOM! l ExplosionObject = 0 // Object Class Number of explosion for this building l DestroyedObject = 0 // Object Class Number of Destroyed shape for building f ExtentRadius = 0 // Extent Radius in Meters [TerrainObjectData] ul DmgLevel = 0 // How much damage before changing to destroyed shape b BlocksLineOfFire = TRUE l BasePixelOffsetX = 0 //Where on tile to draw this building. l BasePixelOffsetY = 0 l LowTemplate = 0x38000000 l HighTemplate = 0x00003838 FITendFITini // This is the TEMPLATE data file [ObjectClass] l ObjectTypeNum = 11 [ObjectType] st Name = "xboulder_2_1" // Text string giving a descriptive name (only 8 chars long!!) l Type = 19 l Appearance = 0x02000373 l Duration = -1 // Lasts forever = -1 l MaxDamage = 0 // Number of damage points before BOOM! l ExplosionObject = 0 // Object Class Number of explosion for this building l DestroyedObject = 0 // Object Class Number of Destroyed shape for building f ExtentRadius = 0 // Extent Radius in Meters [TerrainObjectData] ul DmgLevel = 0 // How much damage before changing to destroyed shape b BlocksLineOfFire = TRUE l BasePixelOffsetX = 0 //Where on tile to draw this building. l BasePixelOffsetY = 0 l LowTemplate = 0x38000000 l HighTemplate = 0x00003838 FITendFITini // This is the TEMPLATE data file [ObjectClass] l ObjectTypeNum = 11 [ObjectType] st Name = "xboulder_2_2" // Text string giving a descriptive name (only 8 chars long!!) l Type = 19 l Appearance = 0x02000374 l Duration = -1 // Lasts forever = -1 l MaxDamage = 0 // Number of damage points before BOOM! l ExplosionObject = 0 // Object Class Number of explosion for this building l DestroyedObject = 0 // Object Class Number of Destroyed shape for building f ExtentRadius = 0 // Extent Radius in Meters [TerrainObjectData] ul DmgLevel = 0 // How much damage before changing to destroyed shape b BlocksLineOfFire = TRUE l BasePixelOffsetX = 0 //Where on tile to draw this building. l BasePixelOffsetY = 0 l LowTemplate = 0x38000000 l HighTemplate = 0x00003838 FITendFITini // This is the TEMPLATE data file [ObjectClass] l ObjectTypeNum = 11 [ObjectType] st Name = "xboulder_2_3" // Text string giving a descriptive name (only 8 chars long!!) l Type = 19 l Appearance = 0x02000375 l Duration = -1 // Lasts forever = -1 l MaxDamage = 0 // Number of damage points before BOOM! l ExplosionObject = 0 // Object Class Number of explosion for this building l DestroyedObject = 0 // Object Class Number of Destroyed shape for building f ExtentRadius = 0 // Extent Radius in Meters [TerrainObjectData] ul DmgLevel = 0 // How much damage before changing to destroyed shape b BlocksLineOfFire = TRUE l BasePixelOffsetX = 0 //Where on tile to draw this building. l BasePixelOffsetY = 0 l LowTemplate = 0x38000000 l HighTemplate = 0x00003838 FITendFITini // This is the TEMPLATE data file [ObjectClass] l ObjectTypeNum = 11 [ObjectType] st Name = "xboulder_2_4" // Text string giving a descriptive name (only 8 chars long!!) l Type = 19 l Appearance = 0x02000376 l Duration = -1 // Lasts forever = -1 l MaxDamage = 0 // Number of damage points before BOOM! l ExplosionObject = 0 // Object Class Number of explosion for this building l DestroyedObject = 0 // Object Class Number of Destroyed shape for building f ExtentRadius = 0 // Extent Radius in Meters [TerrainObjectData] ul DmgLevel = 0 // How much damage before changing to destroyed shape b BlocksLineOfFire = TRUE l BasePixelOffsetX = 0 //Where on tile to draw this building. l BasePixelOffsetY = 0 l LowTemplate = 0x38000000 l HighTemplate = 0x00003838 FITendFITini // This is the TEMPLATE data file [ObjectClass] l ObjectTypeNum = 11 [ObjectType] st Name = "xboulder_3_1" // Text string giving a descriptive name (only 8 chars long!!) l Type = 19 l Appearance = 0x02000377 l Duration = -1 // Lasts forever = -1 l MaxDamage = 0 // Number of damage points before BOOM! l ExplosionObject = 0 // Object Class Number of explosion for this building l DestroyedObject = 0 // Object Class Number of Destroyed shape for building f ExtentRadius = 0 // Extent Radius in Meters [TerrainObjectData] ul DmgLevel = 0 // How much damage before changing to destroyed shape b BlocksLineOfFire = TRUE l BasePixelOffsetX = 0 //Where on tile to draw this building. l BasePixelOffsetY = 0 l LowTemplate = 0x38000000 l HighTemplate = 0x00003838 FITendFITini // This is the TEMPLATE data file [ObjectClass] l ObjectTypeNum = 11 [ObjectType] st Name = "xboulder_3_2" // Text string giving a descriptive name (only 8 chars long!!) l Type = 19 l Appearance = 0x02000378 l Duration = -1 // Lasts forever = -1 l MaxDamage = 0 // Number of damage points before BOOM! l ExplosionObject = 0 // Object Class Number of explosion for this building l DestroyedObject = 0 // Object Class Number of Destroyed shape for building f ExtentRadius = 0 // Extent Radius in Meters [TerrainObjectData] ul DmgLevel = 0 // How much damage before changing to destroyed shape b BlocksLineOfFire = TRUE l BasePixelOffsetX = 0 //Where on tile to draw this building. l BasePixelOffsetY = 0 l LowTemplate = 0x38000000 l HighTemplate = 0x00003838 FITendFITini // This is the TEMPLATE data file [ObjectClass] l ObjectTypeNum = 11 [ObjectType] st Name = "xboulder_3_3" // Text string giving a descriptive name (only 8 chars long!!) l Type = 19 l Appearance = 0x02000379 l Duration = -1 // Lasts forever = -1 l MaxDamage = 0 // Number of damage points before BOOM! l ExplosionObject = 0 // Object Class Number of explosion for this building l DestroyedObject = 0 // Object Class Number of Destroyed shape for building f ExtentRadius = 0 // Extent Radius in Meters [TerrainObjectData] ul DmgLevel = 0 // How much damage before changing to destroyed shape b BlocksLineOfFire = TRUE l BasePixelOffsetX = 0 //Where on tile to draw this building. l BasePixelOffsetY = 0 l LowTemplate = 0x38000000 l HighTemplate = 0x00003838 FITendFITini // This is the TEMPLATE data file [ObjectClass] l ObjectTypeNum = 11 [ObjectType] st Name = "xboulder_3_4" // Text string giving a descriptive name (only 8 chars long!!) l Type = 19 l Appearance = 0x0200037a l Duration = -1 // Lasts forever = -1 l MaxDamage = 0 // Number of damage points before BOOM! l ExplosionObject = 0 // Object Class Number of explosion for this building l DestroyedObject = 0 // Object Class Number of Destroyed shape for building f ExtentRadius = 0 // Extent Radius in Meters [TerrainObjectData] ul DmgLevel = 0 // How much damage before changing to destroyed shape b BlocksLineOfFire = TRUE l BasePixelOffsetX = 0 //Where on tile to draw this building. l BasePixelOffsetY = 0 l LowTemplate = 0x38000000 l HighTemplate = 0x00003838 FITendFITini // This is the TEMPLATE data file [ObjectClass] l ObjectTypeNum = 18 [ObjectType] st Name = "xturret_ctrl_hvy_2" // Text string giving a descriptive name (only 8 chars long!!) l Type = 0x7 l Appearance = 0x0200037b l Duration = -1 // Lasts forever = -1 l MaxDamage = 0 // Number of damage points before BOOM! l ExplosionObject = 42 // Object Class Number of explosion for Mech l DestroyedObject = 0 // Object Class Number of Destroyed shape for Mech f ExtentRadius = 25 // Extent Radius in Meters [TreeData] l BuildingName = 229 b BlocksLineOfFire = FALSE l BattleRating = 500 ul DmgLevel = 61 ul BlownEffectId = -1 //Sound Effect played when building dies. ul NormalEffectId = 38 //Sound Effect played when building is normal. ul DamageEffectId = 73 //Sound Effect Played when building is dmg/destroyed. l LowTemplate = 0x38000000 l HighTemplate = 0x00003838 FITend FITini // This is the TEMPLATE data file [ObjectClass] l ObjectTypeNum = 18 [ObjectType] st Name = "xturret_ctrl_hvy_3" // Text string giving a descriptive name (only 8 chars long!!) l Type = 0x7 l Appearance = 0x0200037c l Duration = -1 // Lasts forever = -1 l MaxDamage = 0 // Number of damage points before BOOM! l ExplosionObject = 42 // Object Class Number of explosion for Mech l DestroyedObject = 0 // Object Class Number of Destroyed shape for Mech f ExtentRadius = 25 // Extent Radius in Meters [TreeData] l BuildingName = 229 b BlocksLineOfFire = FALSE l BattleRating = 500 ul DmgLevel = 61 ul BlownEffectId = -1 //Sound Effect played when building dies. ul NormalEffectId = 38 //Sound Effect played when building is normal. ul DamageEffectId = 73 //Sound Effect Played when building is dmg/destroyed. l LowTemplate = 0x38000000 l HighTemplate = 0x00003838 FITend FITini // This is the TEMPLATE data file [ObjectClass] l ObjectTypeNum = 18 [ObjectType] st Name = "xturret_ctrl_hvy_4" // Text string giving a descriptive name (only 8 chars long!!) l Type = 0x7 l Appearance = 0x0200037d l Duration = -1 // Lasts forever = -1 l MaxDamage = 0 // Number of damage points before BOOM! l ExplosionObject = 42 // Object Class Number of explosion for Mech l DestroyedObject = 0 // Object Class Number of Destroyed shape for Mech f ExtentRadius = 25 // Extent Radius in Meters [TreeData] l BuildingName = 229 b BlocksLineOfFire = FALSE l BattleRating = 500 ul DmgLevel = 61 ul BlownEffectId = -1 //Sound Effect played when building dies. ul NormalEffectId = 38 //Sound Effect played when building is normal. ul DamageEffectId = 73 //Sound Effect Played when building is dmg/destroyed. l LowTemplate = 0x38000000 l HighTemplate = 0x00003838 FITend FITini // This is the TEMPLATE data file [ObjectClass] l ObjectTypeNum = 18 [ObjectType] st Name = "xliquid_storage_3" // Text string giving a descriptive name (only 8 chars long!!) l Type = 0x7 l Appearance = 0x0200037E l Duration = -1 // Lasts forever = -1 l MaxDamage = 0 // Number of damage points before BOOM! l ExplosionObject = 727 // Object Class Number of explosion for Mech l DestroyedObject = 0 // Object Class Number of Destroyed shape for Mech f ExtentRadius = 35 // Extent Radius in Meters [TreeData] l BuildingName = 464 ul DmgLevel = 33 l LowTemplate = 0x38000000 l HighTemplate = 0x00003838 FITend FITini // This is the TEMPLATE data file [ObjectClass] l ObjectTypeNum = 18 [ObjectType] st Name = "xliquid_storage_4" // Text string giving a descriptive name (only 8 chars long!!) l Type = 0x7 l Appearance = 0x0200037F l Duration = -1 // Lasts forever = -1 l MaxDamage = 0 // Number of damage points before BOOM! l ExplosionObject = 727 // Object Class Number of explosion for Mech l DestroyedObject = 0 // Object Class Number of Destroyed shape for Mech f ExtentRadius = 35 // Extent Radius in Meters [TreeData] l BuildingName = 464 ul DmgLevel = 33 l LowTemplate = 0x38000000 l HighTemplate = 0x00003838 FITend FITini // This is the TEMPLATE data file [ObjectClass] l ObjectTypeNum = 11 [ObjectType] st Name = "xrock2cell_1" // Text string giving a descriptive name (only 8 chars long!!) l Type = 19 l Appearance = 0x02000380 l Duration = -1 // Lasts forever = -1 l MaxDamage = 0 // Number of damage points before BOOM! l ExplosionObject = 0 // Object Class Number of explosion for this building l DestroyedObject = 0 // Object Class Number of Destroyed shape for building f ExtentRadius = 0 // Extent Radius in Meters [TerrainObjectData] ul DmgLevel = 0 // How much damage before changing to destroyed shape l BasePixelOffsetX = 0 //Where on tile to draw this building. l BasePixelOffsetY = 0 l LowTemplate = 0x00000000 l HighTemplate = 0x00000030 FITendFITini // This is the TEMPLATE data file [ObjectClass] l ObjectTypeNum = 11 [ObjectType] st Name = "xrock2cell_2" // Text string giving a descriptive name (only 8 chars long!!) l Type = 19 l Appearance = 0x02000381 l Duration = -1 // Lasts forever = -1 l MaxDamage = 0 // Number of damage points before BOOM! l ExplosionObject = 0 // Object Class Number of explosion for this building l DestroyedObject = 0 // Object Class Number of Destroyed shape for building f ExtentRadius = 0 // Extent Radius in Meters [TerrainObjectData] ul DmgLevel = 0 // How much damage before changing to destroyed shape l BasePixelOffsetX = 0 //Where on tile to draw this building. l BasePixelOffsetY = 0 l LowTemplate = 0x10000000 l HighTemplate = 0x00000010 FITendFITini // This is the TEMPLATE data file [ObjectClass] l ObjectTypeNum = 11 [ObjectType] st Name = "xrock2cell_3" // Text string giving a descriptive name (only 8 chars long!!) l Type = 19 l Appearance = 0x02000382 l Duration = -1 // Lasts forever = -1 l MaxDamage = 0 // Number of damage points before BOOM! l ExplosionObject = 0 // Object Class Number of explosion for this building l DestroyedObject = 0 // Object Class Number of Destroyed shape for building f ExtentRadius = 0 // Extent Radius in Meters [TerrainObjectData] ul DmgLevel = 0 // How much damage before changing to destroyed shape l BasePixelOffsetX = 0 //Where on tile to draw this building. l BasePixelOffsetY = 0 l LowTemplate = 0x00000000 l HighTemplate = 0x00000018 FITendFITini // This is the TEMPLATE data file [ObjectClass] l ObjectTypeNum = 11 [ObjectType] st Name = "xrock2cell_4" // Text string giving a descriptive name (only 8 chars long!!) l Type = 19 l Appearance = 0x02000383 l Duration = -1 // Lasts forever = -1 l MaxDamage = 0 // Number of damage points before BOOM! l ExplosionObject = 0 // Object Class Number of explosion for this building l DestroyedObject = 0 // Object Class Number of Destroyed shape for building f ExtentRadius = 0 // Extent Radius in Meters [TerrainObjectData] ul DmgLevel = 0 // How much damage before changing to destroyed shape l BasePixelOffsetX = 0 //Where on tile to draw this building. l BasePixelOffsetY = 0 l LowTemplate = 0x00000000 l HighTemplate = 0x00001010 FITendFITini // This is the TEMPLATE data file [ObjectClass] l ObjectTypeNum = 11 [ObjectType] st Name = "xrock1cell_1" // Text string giving a descriptive name (only 8 chars long!!) l Type = 19 l Appearance = 0x02000384 l Duration = -1 // Lasts forever = -1 l MaxDamage = 0 // Number of damage points before BOOM! l ExplosionObject = 0 // Object Class Number of explosion for this building l DestroyedObject = 0 // Object Class Number of Destroyed shape for building f ExtentRadius = 0 // Extent Radius in Meters [TerrainObjectData] ul DmgLevel = 0 // How much damage before changing to destroyed shape l BasePixelOffsetX = 0 //Where on tile to draw this building. l BasePixelOffsetY = 0 l LowTemplate = 0x00000000 l HighTemplate = 0x00000010 FITendFITini // This is the TEMPLATE data file [ObjectClass] l ObjectTypeNum = 11 [ObjectType] st Name = "xrock1cell_2" // Text string giving a descriptive name (only 8 chars long!!) l Type = 19 l Appearance = 0x02000385 l Duration = -1 // Lasts forever = -1 l MaxDamage = 0 // Number of damage points before BOOM! l ExplosionObject = 0 // Object Class Number of explosion for this building l DestroyedObject = 0 // Object Class Number of Destroyed shape for building f ExtentRadius = 0 // Extent Radius in Meters [TerrainObjectData] ul DmgLevel = 0 // How much damage before changing to destroyed shape l BasePixelOffsetX = 0 //Where on tile to draw this building. l BasePixelOffsetY = 0 l LowTemplate = 0x00000000 l HighTemplate = 0x00000010 FITendFITini // This is the TEMPLATE data file [ObjectClass] l ObjectTypeNum = 11 [ObjectType] st Name = "xrock1cell_3" // Text string giving a descriptive name (only 8 chars long!!) l Type = 19 l Appearance = 0x02000386 l Duration = -1 // Lasts forever = -1 l MaxDamage = 0 // Number of damage points before BOOM! l ExplosionObject = 0 // Object Class Number of explosion for this building l DestroyedObject = 0 // Object Class Number of Destroyed shape for building f ExtentRadius = 0 // Extent Radius in Meters [TerrainObjectData] ul DmgLevel = 0 // How much damage before changing to destroyed shape l BasePixelOffsetX = 0 //Where on tile to draw this building. l BasePixelOffsetY = 0 l LowTemplate = 0x00000000 l HighTemplate = 0x00000010 FITendFITini // This is the TEMPLATE data file [ObjectClass] l ObjectTypeNum = 11 [ObjectType] st Name = "xrock1cell_4" // Text string giving a descriptive name (only 8 chars long!!) l Type = 19 l Appearance = 0x02000387 l Duration = -1 // Lasts forever = -1 l MaxDamage = 0 // Number of damage points before BOOM! l ExplosionObject = 0 // Object Class Number of explosion for this building l DestroyedObject = 0 // Object Class Number of Destroyed shape for building f ExtentRadius = 0 // Extent Radius in Meters [TerrainObjectData] ul DmgLevel = 0 // How much damage before changing to destroyed shape l BasePixelOffsetX = 0 //Where on tile to draw this building. l BasePixelOffsetY = 0 l LowTemplate = 0x00000000 l HighTemplate = 0x00000010 FITendFITini // This is the TEMPLATE data file [ObjectClass] l ObjectTypeNum = 11 [ObjectType] st Name = "xrock4cell_1" // Text string giving a descriptive name (only 8 chars long!!) l Type = 19 l Appearance = 0x02000388 l Duration = -1 // Lasts forever = -1 l MaxDamage = 0 // Number of damage points before BOOM! l ExplosionObject = 0 // Object Class Number of explosion for this building l DestroyedObject = 0 // Object Class Number of Destroyed shape for building f ExtentRadius = 0 // Extent Radius in Meters [TerrainObjectData] ul DmgLevel = 0 // How much damage before changing to destroyed shape l BasePixelOffsetX = 0 //Where on tile to draw this building. l BasePixelOffsetY = 0 l LowTemplate = 0x00000000 l HighTemplate = 0x00001818 FITendFITini // This is the TEMPLATE data file [ObjectClass] l ObjectTypeNum = 11 [ObjectType] st Name = "xrock4cell_2" // Text string giving a descriptive name (only 8 chars long!!) l Type = 19 l Appearance = 0x02000389 l Duration = -1 // Lasts forever = -1 l MaxDamage = 0 // Number of damage points before BOOM! l ExplosionObject = 0 // Object Class Number of explosion for this building l DestroyedObject = 0 // Object Class Number of Destroyed shape for building f ExtentRadius = 0 // Extent Radius in Meters [TerrainObjectData] ul DmgLevel = 0 // How much damage before changing to destroyed shape l BasePixelOffsetX = 0 //Where on tile to draw this building. l BasePixelOffsetY = 0 l LowTemplate = 0x18000000 l HighTemplate = 0x00000018 FITendFITini // This is the TEMPLATE data file [ObjectClass] l ObjectTypeNum = 11 [ObjectType] st Name = "xrock4cell_3" // Text string giving a descriptive name (only 8 chars long!!) l Type = 19 l Appearance = 0x0200038A l Duration = -1 // Lasts forever = -1 l MaxDamage = 0 // Number of damage points before BOOM! l ExplosionObject = 0 // Object Class Number of explosion for this building l DestroyedObject = 0 // Object Class Number of Destroyed shape for building f ExtentRadius = 0 // Extent Radius in Meters [TerrainObjectData] ul DmgLevel = 0 // How much damage before changing to destroyed shape l BasePixelOffsetX = 0 //Where on tile to draw this building. l BasePixelOffsetY = 0 l LowTemplate = 0x00000000 l HighTemplate = 0x00003030 FITendFITini // This is the TEMPLATE data file [ObjectClass] l ObjectTypeNum = 11 [ObjectType] st Name = "xrock4cell_4" // Text string giving a descriptive name (only 8 chars long!!) l Type = 19 l Appearance = 0x0200038b l Duration = -1 // Lasts forever = -1 l MaxDamage = 0 // Number of damage points before BOOM! l ExplosionObject = 0 // Object Class Number of explosion for this building l DestroyedObject = 0 // Object Class Number of Destroyed shape for building f ExtentRadius = 0 // Extent Radius in Meters [TerrainObjectData] ul DmgLevel = 0 // How much damage before changing to destroyed shape l BasePixelOffsetX = 0 //Where on tile to draw this building. l BasePixelOffsetY = 0 l LowTemplate = 0x30000000 l HighTemplate = 0x00000030 FITendFITini // This is the TEMPLATE data file [ObjectClass] l ObjectTypeNum = 11 [ObjectType] st Name = "xrock9cell_1" // Text string giving a descriptive name (only 8 chars long!!) l Type = 19 l Appearance = 0x0200038c l Duration = -1 // Lasts forever = -1 l MaxDamage = 0 // Number of damage points before BOOM! l ExplosionObject = 0 // Object Class Number of explosion for this building l DestroyedObject = 0 // Object Class Number of Destroyed shape for building f ExtentRadius = 0 // Extent Radius in Meters [TerrainObjectData] ul DmgLevel = 0 // How much damage before changing to destroyed shape l BasePixelOffsetX = 0 //Where on tile to draw this building. l BasePixelOffsetY = 0 l LowTemplate = 0x38000000 l HighTemplate = 0x00003838 FITendFITini // This is the TEMPLATE data file [ObjectClass] l ObjectTypeNum = 11 [ObjectType] st Name = "xrock9cell_2" // Text string giving a descriptive name (only 8 chars long!!) l Type = 19 l Appearance = 0x0200038d l Duration = -1 // Lasts forever = -1 l MaxDamage = 0 // Number of damage points before BOOM! l ExplosionObject = 0 // Object Class Number of explosion for this building l DestroyedObject = 0 // Object Class Number of Destroyed shape for building f ExtentRadius = 0 // Extent Radius in Meters [TerrainObjectData] ul DmgLevel = 0 // How much damage before changing to destroyed shape l BasePixelOffsetX = 0 //Where on tile to draw this building. l BasePixelOffsetY = 0 l LowTemplate = 0x38000000 l HighTemplate = 0x00003838 FITendFITini // This is the TEMPLATE data file [ObjectClass] l ObjectTypeNum = 11 [ObjectType] st Name = "xrock9cell_3" // Text string giving a descriptive name (only 8 chars long!!) l Type = 19 l Appearance = 0x0200038e l Duration = -1 // Lasts forever = -1 l MaxDamage = 0 // Number of damage points before BOOM! l ExplosionObject = 0 // Object Class Number of explosion for this building l DestroyedObject = 0 // Object Class Number of Destroyed shape for building f ExtentRadius = 0 // Extent Radius in Meters [TerrainObjectData] ul DmgLevel = 0 // How much damage before changing to destroyed shape l BasePixelOffsetX = 0 //Where on tile to draw this building. l BasePixelOffsetY = 0 l LowTemplate = 0x38000000 l HighTemplate = 0x00003838 FITendFITini // This is the TEMPLATE data file [ObjectClass] l ObjectTypeNum = 11 [ObjectType] st Name = "xrock9cell_4" // Text string giving a descriptive name (only 8 chars long!!) l Type = 19 l Appearance = 0x0200038f l Duration = -1 // Lasts forever = -1 l MaxDamage = 0 // Number of damage points before BOOM! l ExplosionObject = 0 // Object Class Number of explosion for this building l DestroyedObject = 0 // Object Class Number of Destroyed shape for building f ExtentRadius = 0 // Extent Radius in Meters [TerrainObjectData] ul DmgLevel = 0 // How much damage before changing to destroyed shape l BasePixelOffsetX = 0 //Where on tile to draw this building. l BasePixelOffsetY = 0 l LowTemplate = 0x38000000 l HighTemplate = 0x00003838 FITendFITini //----------------------------------------------------- // This is a Gate Object [ObjectClass] l ObjectTypeNum = 22 [ObjectType] st Name = "xgate_EW" // Text string giving a descriptive name (only 8 chars long!!) l Type = 43 // ID number for this mech type l Appearance = 0x09000390 l Duration = -1 // Lasts forever = -1 l MaxDamage = 200 // Number of damage points before BOOM! l ExplosionObject = 449 // Object Class Number of explosion for Mech l DestroyedObject = 101 // Object Class Number of Destroyed shape for Mech f ExtentRadius = 5 // Extent Radius in Meters l IconNumber = 0 [GateData] ul DmgLevel = 46 // How much damage before BOOM ul BlownEffectId = -1 ul NormalEffectId = -1 ul DamageEffectId = -1 l XImpasse = 0 l YImpasse = 0 f ExplosionRadius = 0.0 // How big is my splash Damage Radius? f ExplosionDamage = 0.0 // How much splash damage do I do? f OpenRadius = 250.0 // At what radius do I start trying to attack a target // (i.e. When do I popup, start rotating, etc.) l BuildingName = 213 l BasePixelOffsetX = 0 //Where on tile to draw this building. l BasePixelOffsetY = 64 //64 FITEnd FITini //----------------------------------------------------- // This is a Gate Object [ObjectClass] l ObjectTypeNum = 22 [ObjectType] st Name = "xgate_NS" // Text string giving a descriptive name (only 8 chars long!!) l Type = 43 // ID number for this mech type l Appearance = 0x09000391 l Duration = -1 // Lasts forever = -1 l MaxDamage = 200 // Number of damage points before BOOM! l ExplosionObject = 449 // Object Class Number of explosion for Mech l DestroyedObject = 101 // Object Class Number of Destroyed shape for Mech f ExtentRadius = 5 // Extent Radius in Meters l IconNumber = 0 [GateData] ul DmgLevel = 46 // How much damage before BOOM ul BlownEffectId = -1 ul NormalEffectId = -1 ul DamageEffectId = -1 l XImpasse = 0 l YImpasse = 0 f ExplosionRadius = 0.0 // How big is my splash Damage Radius? f ExplosionDamage = 0.0 // How much splash damage do I do? f OpenRadius = 250.0 // At what radius do I start trying to attack a target // (i.e. When do I popup, start rotating, etc.) l BuildingName = 213 l BasePixelOffsetX = 0 //Where on tile to draw this building. l BasePixelOffsetY = 64 //64 FITEnd FITini //----------------------------------------------------- // This is a Gate Object [ObjectClass] l ObjectTypeNum = 22 [ObjectType] st Name = "xgate_hvy_EW" // Text string giving a descriptive name (only 8 chars long!!) l Type = 43 // ID number for this mech type l Appearance = 0x09000392 l Duration = -1 // Lasts forever = -1 l MaxDamage = 200 // Number of damage points before BOOM! l ExplosionObject = 449 // Object Class Number of explosion for Mech l DestroyedObject = 101 // Object Class Number of Destroyed shape for Mech f ExtentRadius = 5 // Extent Radius in Meters l IconNumber = 0 [GateData] ul DmgLevel = 61 // How much damage before BOOM ul BlownEffectId = -1 ul NormalEffectId = -1 ul DamageEffectId = -1 l XImpasse = 0 l YImpasse = 0 f ExplosionRadius = 0.0 // How big is my splash Damage Radius? f ExplosionDamage = 0.0 // How much splash damage do I do? f OpenRadius = 250.0 // At what radius do I start trying to attack a target // (i.e. When do I popup, start rotating, etc.) l BuildingName = 214 b BlocksLineOfFire = FALSE l BasePixelOffsetX = 0 //Where on tile to draw this building. l BasePixelOffsetY = 64 // FITEnd FITini //----------------------------------------------------- // This is a Gate Object [ObjectClass] l ObjectTypeNum = 22 [ObjectType] st Name = "xgate_hvy_NS" // Text string giving a descriptive name (only 8 chars long!!) l Type = 43 // ID number for this mech type l Appearance = 0x09000393 l Duration = -1 // Lasts forever = -1 l MaxDamage = 200 // Number of damage points before BOOM! l ExplosionObject = 449 // Object Class Number of explosion for Mech l DestroyedObject = 101 // Object Class Number of Destroyed shape for Mech f ExtentRadius = 5 // Extent Radius in Meters l IconNumber = 0 [GateData] ul DmgLevel = 61 // How much damage before BOOM ul BlownEffectId = -1 ul NormalEffectId = -1 ul DamageEffectId = -1 l XImpasse = 0 l YImpasse = 0 f ExplosionRadius = 0.0 // How big is my splash Damage Radius? f ExplosionDamage = 0.0 // How much splash damage do I do? f OpenRadius = 250.0 // At what radius do I start trying to attack a target // (i.e. When do I popup, start rotating, etc.) l BuildingName = 214 b BlocksLineOfFire = FALSE l BasePixelOffsetX = 0 //Where on tile to draw this building. l BasePixelOffsetY = 64 // FITEnd FITini // This is the xwatch_tower data file [ObjectClass] l ObjectTypeNum = 18 [ObjectType] st Name = "xwatch_tower_3" l Type = 0x7 l Appearance = 0x020003AE l Duration = -1 // Lasts forever = -1 l MaxDamage = 0 // Number of damage points before BOOM! l ExplosionObject = 42 // Object Class Number of explosion for Mech l DestroyedObject = 0 // Object Class Number of Destroyed shape for Mech f ExtentRadius = 35 // Extent Radius in Meters [TreeData] l BuildingName = 392 b BlocksLineOfFire = FALSE ul DmgLevel = 22 ul BlownEffectId = -1 //Sound Effect played when building dies. ul NormalEffectId = -1 //Sound Effect played when building is normal. ul DamageEffectId = 73 //Sound Effect Played when building is dmg/destroyed. l LowTemplate = 0x00000000 l HighTemplate = 0x00101010 FITend FITini // This is the xwatch_tower data file [ObjectClass] l ObjectTypeNum = 18 [ObjectType] st Name = "xwatch_tower_1" l Type = 0x7 l Appearance = 0x020003AF l Duration = -1 // Lasts forever = -1 l MaxDamage = 0 // Number of damage points before BOOM! l ExplosionObject = 42 // Object Class Number of explosion for Mech l DestroyedObject = 0 // Object Class Number of Destroyed shape for Mech f ExtentRadius = 35 // Extent Radius in Meters [TreeData] l BuildingName = 392 b BlocksLineOfFire = FALSE ul DmgLevel = 22 ul BlownEffectId = -1 //Sound Effect played when building dies. ul NormalEffectId = -1 //Sound Effect played when building is normal. ul DamageEffectId = 73 //Sound Effect Played when building is dmg/destroyed. l LowTemplate = 0x30000000 l HighTemplate = 0x00000030 FITend FITini //----------------------------------------------------- // This is a Turret Object [ObjectClass] l ObjectTypeNum = 21 [ObjectType] st Name = "pop1g" // Text string giving a descriptive name (only 8 chars long!!) l Type = 43 // ID number for this mech type l Appearance = 0x090003B2 l Duration = -1 // Lasts forever = -1 l MaxDamage = 200 // Number of damage points before BOOM! l ExplosionObject = 694 // Object Class Number of explosion for Mech l DestroyedObject = 101 // Object Class Number of Destroyed shape for Mech f ExtentRadius = 5 // Extent Radius in Meters l IconNumber = 0 [TurretData] ul DmgLevel = 13 // How much damage before BOOM ul BlownEffectId = -1 ul NormalEffectId = -1 ul DamageEffectId = -1 l LowTemplate = 0x18000000 l HighTemplate = 0x00000018 f ExplosionRadius = 0.0 // How big is my splash Damage Radius? f ExplosionDamage = 0.0 // How much splash damage do I do? f Tonnage = 20.0 // How much do I weigh (for sensors) f AttackRadius = 250.0 // At what radius do I start trying to attack a target // (i.e. When do I popup, start rotating, etc.) l WeaponType = 144 // What do I shoot? (MEDIUM PULSE LASER - IS) // This is the number in the first column of the // Compbas file for that weapon l BuildingName = 396 f maxTurretYawRate = 360 //Degrees per second turret yaws l BasePixelOffsetX = -1 //Where on tile to draw this building. l BasePixelOffsetY = 60 // l PilotSkill = 50 FITEnd FITini //----------------------------------------------------- // This is a Turret Object [ObjectClass] l ObjectTypeNum = 21 [ObjectType] st Name = "pop2g" // Text string giving a descriptive name (only 8 chars long!!) l Type = 43 // ID number for this mech type l Appearance = 0x090003B0 l Duration = -1 // Lasts forever = -1 l MaxDamage = 200 // Number of damage points before BOOM! l ExplosionObject = 695 // Object Class Number of explosion for Mech l DestroyedObject = 101 // Object Class Number of Destroyed shape for Mech f ExtentRadius = 5 // Extent Radius in Meters l IconNumber = 0 [TurretData] ul DmgLevel = 22 // How much damage before BOOM ul BlownEffectId = -1 ul NormalEffectId = -1 ul DamageEffectId = -1 l LowTemplate = 0x18000000 l HighTemplate = 0x00000018 f ExplosionRadius = 0.0 // How big is my splash Damage Radius? f ExplosionDamage = 0.0 // How much splash damage do I do? f Tonnage = 20.0 // How much do I weigh (for sensors) f AttackRadius = 375.0 // At what radius do I start trying to attack a target // (i.e. When do I popup, start rotating, etc.) l WeaponType = 101 // What do I shoot? (AUTOCANNON - IS) // This is the number in the first column of the // Compbas file for that weapon l BuildingName = 398 f maxTurretYawRate = 45 //Degrees per second turret yaws l BasePixelOffsetX = -1 //Where on tile to draw this building. l BasePixelOffsetY = 60 // l PilotSkill = 50 FITEnd FITini //----------------------------------------------------- // This is a Turret Object [ObjectClass] l ObjectTypeNum = 21 [ObjectType] st Name = "pop3g" // Text string giving a descriptive name (only 8 chars long!!) l Type = 43 // ID number for this mech type l Appearance = 0x090003B1 l Duration = -1 // Lasts forever = -1 l MaxDamage = 200 // Number of damage points before BOOM! l ExplosionObject = 696 // Object Class Number of explosion for Mech l DestroyedObject = 101 // Object Class Number of Destroyed shape for Mech f ExtentRadius = 5 // Extent Radius in Meters l IconNumber = 0 [TurretData] ul DmgLevel = 33 // How much damage before BOOM b BlocksLineOfFire = FALSE ul BlownEffectId = -1 ul NormalEffectId = -1 ul DamageEffectId = -1 l LowTemplate = 0x18000000 l HighTemplate = 0x00000018 f ExplosionRadius = 0.0 // How big is my splash Damage Radius? f ExplosionDamage = 0.0 // How much splash damage do I do? f Tonnage = 20.0 // How much do I weigh (for sensors) f AttackRadius = 375.0 // At what radius do I start trying to attack a target // (i.e. When do I popup, start rotating, etc.) l WeaponType = 120 // What do I shoot? (TURRET LRM - IS) // This is the number in the first column of the // Compbas file for that weapon l BuildingName = 400 f maxTurretYawRate = 45 //Degrees per second turret yaws l BasePixelOffsetX = -1 //Where on tile to draw this building. l BasePixelOffsetY = 60 // l PilotSkill = 50 FITEnd FITini //----------------------------------------------------- // This is a Turret Object [ObjectClass] l ObjectTypeNum = 21 [ObjectType] st Name = "pop1d" // Text string giving a descriptive name (only 8 chars long!!) l Type = 43 // ID number for this mech type l Appearance = 0x090003B5 l Duration = -1 // Lasts forever = -1 l MaxDamage = 200 // Number of damage points before BOOM! l ExplosionObject = 694 // Object Class Number of explosion for Mech l DestroyedObject = 101 // Object Class Number of Destroyed shape for Mech f ExtentRadius = 5 // Extent Radius in Meters l IconNumber = 0 [TurretData] ul DmgLevel = 13 // How much damage before BOOM ul BlownEffectId = -1 ul NormalEffectId = -1 ul DamageEffectId = -1 l BattleRating = 3000 l LowTemplate = 0x18000000 l HighTemplate = 0x00000018 f ExplosionRadius = 0.0 // How big is my splash Damage Radius? f ExplosionDamage = 0.0 // How much splash damage do I do? f Tonnage = 20.0 // How much do I weigh (for sensors) f AttackRadius = 250.0 // At what radius do I start trying to attack a target // (i.e. When do I popup, start rotating, etc.) l WeaponType = 144 // What do I shoot? (MEDIUM PULSE LASER-IS) // This is the number in the first column of the // Compbas file for that weapon l BuildingName = 396 f maxTurretYawRate = 45 //Degrees per second turret yaws l BasePixelOffsetX = -1 //Where on tile to draw this building. l BasePixelOffsetY = 60 // l PilotSkill = 50 FITEnd FITini //----------------------------------------------------- // This is a Turret Object [ObjectClass] l ObjectTypeNum = 21 [ObjectType] st Name = "pop2d" // Text string giving a descriptive name (only 8 chars long!!) l Type = 43 // ID number for this mech type l Appearance = 0x090003B3 l Duration = -1 // Lasts forever = -1 l MaxDamage = 200 // Number of damage points before BOOM! l ExplosionObject = 695 // Object Class Number of explosion for Mech l DestroyedObject = 101 // Object Class Number of Destroyed shape for Mech f ExtentRadius = 5 // Extent Radius in Meters l IconNumber = 0 [TurretData] ul DmgLevel = 22 // How much damage before BOOM ul BlownEffectId = -1 ul NormalEffectId = -1 ul DamageEffectId = -1 l LowTemplate = 0x18000000 l HighTemplate = 0x00000018 f ExplosionRadius = 0.0 // How big is my splash Damage Radius? f ExplosionDamage = 0.0 // How much splash damage do I do? f Tonnage = 20.0 // How much do I weigh (for sensors) f AttackRadius = 375.0 // At what radius do I start trying to attack a target // (i.e. When do I popup, start rotating, etc.) l WeaponType = 101 // What do I shoot? (AUTOCANNON - IS) // This is the number in the first column of the // Compbas file for that weapon l BuildingName = 398 f maxTurretYawRate = 45 //Degrees per second turret yaws l BasePixelOffsetX = -1 //Where on tile to draw this building. l BasePixelOffsetY = 60 // l PilotSkill = 50 FITEnd FITini //----------------------------------------------------- // This is a Turret Object [ObjectClass] l ObjectTypeNum = 21 [ObjectType] st Name = "pop3d" // Text string giving a descriptive name (only 8 chars long!!) l Type = 43 // ID number for this mech type l Appearance = 0x090003B4 l Duration = -1 // Lasts forever = -1 l MaxDamage = 200 // Number of damage points before BOOM! l ExplosionObject = 696 // Object Class Number of explosion for Mech l DestroyedObject = 101 // Object Class Number of Destroyed shape for Mech f ExtentRadius = 5 // Extent Radius in Meters l IconNumber = 0 [TurretData] ul DmgLevel = 33 // How much damage before BOOM b BlocksLineOfFire = FALSE ul BlownEffectId = -1 ul NormalEffectId = -1 ul DamageEffectId = -1 l LowTemplate = 0x18000000 l HighTemplate = 0x00000018 f ExplosionRadius = 0.0 // How big is my splash Damage Radius? f ExplosionDamage = 0.0 // How much splash damage do I do? f Tonnage = 20.0 // How much do I weigh (for sensors) f AttackRadius = 375.0 // At what radius do I start trying to attack a target // (i.e. When do I popup, start rotating, etc.) l WeaponType = 121 // What do I shoot? (TURRET LRM - IS) // This is the number in the first column of the // Compbas file for that weapon l BuildingName = 400 f maxTurretYawRate = 45 //Degrees per second turret yaws l BasePixelOffsetX = -1 //Where on tile to draw this building. l BasePixelOffsetY = 60 // l PilotSkill = 50 FITEnd FITini // This is the tree data file [ObjectClass] l ObjectTypeNum = 0 [ObjectType] st Name = "Xtree3_1" // Text string giving a descriptive name (only 8 chars long!!) l Type = 0x7 l Appearance = 0x020003B7 l Duration = -1 // Lasts forever = -1 l MaxDamage = 0 // Number of damage points before BOOM! l ExplosionObject = 42 // Object Class Number of explosion for Mech l DestroyedObject = 0 // Object Class Number of Destroyed shape for Mech f ExtentRadius = 30 // Extent Radius in Meters [TreeData] ul DmgLevel = 1 FITend FITini // This is the tree data file [ObjectClass] l ObjectTypeNum = 0 [ObjectType] st Name = "Xtree4_1" // Text string giving a descriptive name (only 8 chars long!!) l Type = 0x7 l Appearance = 0x020003BB l Duration = -1 // Lasts forever = -1 l MaxDamage = 0 // Number of damage points before BOOM! l ExplosionObject = 42 // Object Class Number of explosion for Mech l DestroyedObject = 0 // Object Class Number of Destroyed shape for Mech f ExtentRadius = 30 // Extent Radius in Meters [TreeData] ul DmgLevel = 1 FITend FITini // This is the tree data file [ObjectClass] l ObjectTypeNum = 0 [ObjectType] st Name = "Xtree5_1" // Text string giving a descriptive name (only 8 chars long!!) l Type = 0x7 l Appearance = 0x020003BF l Duration = -1 // Lasts forever = -1 l MaxDamage = 0 // Number of damage points before BOOM! l ExplosionObject = 42 // Object Class Number of explosion for Mech l DestroyedObject = 0 // Object Class Number of Destroyed shape for Mech f ExtentRadius = 30 // Extent Radius in Meters [TreeData] ul DmgLevel = 1 FITend FITini // This is the xtree data file [ObjectClass] l ObjectTypeNum = 18 [ObjectType] st Name = "xcomm_tower_1" l Type = 0x7 l Appearance = 0x020003C3 l Duration = -1 // Lasts forever = -1 l MaxDamage = 0 // Number of damage points before BOOM! l ExplosionObject = 42 // Object Class Number of explosion for Mech l DestroyedObject = 0 // Object Class Number of Destroyed shape for Mech f ExtentRadius = 35 // Extent Radius in Meters [TreeData] l BuildingName = 577 b BlocksLineOfFire = TRUE ul DmgLevel = 33 ul BlownEffectId = -1 //Sound Effect played when building dies. ul NormalEffectId = -1 //Sound Effect played when building is normal. ul DamageEffectId = 73 //Sound Effect Played when building is dmg/destroyed. l LowTemplate = 0x30000000 l HighTemplate = 0x00003030 FITend FITini // This is the xtree data file [ObjectClass] l ObjectTypeNum = 18 [ObjectType] st Name = "xcomm_tower_2" l Type = 0x7 l Appearance = 0x020003C4 l Duration = -1 // Lasts forever = -1 l MaxDamage = 0 // Number of damage points before BOOM! l ExplosionObject = 42 // Object Class Number of explosion for Mech l DestroyedObject = 0 // Object Class Number of Destroyed shape for Mech f ExtentRadius = 35 // Extent Radius in Meters [TreeData] l BuildingName = 577 b BlocksLineOfFire = TRUE ul DmgLevel = 33 ul BlownEffectId = -1 //Sound Effect played when building dies. ul NormalEffectId = -1 //Sound Effect played when building is normal. ul DamageEffectId = 73 //Sound Effect Played when building is dmg/destroyed. l LowTemplate = 0x38000000 l HighTemplate = 0x00000038 FITend FITini // This is the xtree data file [ObjectClass] l ObjectTypeNum = 18 [ObjectType] st Name = "xcomm_tower_3" l Type = 0x7 l Appearance = 0x020003C5 l Duration = -1 // Lasts forever = -1 l MaxDamage = 0 // Number of damage points before BOOM! l ExplosionObject = 42 // Object Class Number of explosion for Mech l DestroyedObject = 0 // Object Class Number of Destroyed shape for Mech f ExtentRadius = 35 // Extent Radius in Meters [TreeData] l BuildingName = 577 b BlocksLineOfFire = TRUE ul DmgLevel = 33 ul BlownEffectId = -1 //Sound Effect played when building dies. ul NormalEffectId = -1 //Sound Effect played when building is normal. ul DamageEffectId = 73 //Sound Effect Played when building is dmg/destroyed. l LowTemplate = 0x18000000 l HighTemplate = 0x00001818 FITend FITini // This is the xtree data file [ObjectClass] l ObjectTypeNum = 18 [ObjectType] st Name = "xcomm_tower_4" l Type = 0x7 l Appearance = 0x020003C6 l Duration = -1 // Lasts forever = -1 l MaxDamage = 0 // Number of damage points before BOOM! l ExplosionObject = 42 // Object Class Number of explosion for Mech l DestroyedObject = 0 // Object Class Number of Destroyed shape for Mech f ExtentRadius = 35 // Extent Radius in Meters [TreeData] l BuildingName = 577 b BlocksLineOfFire = TRUE ul DmgLevel = 33 ul BlownEffectId = -1 //Sound Effect played when building dies. ul NormalEffectId = -1 //Sound Effect played when building is normal. ul DamageEffectId = 73 //Sound Effect Played when building is dmg/destroyed. l LowTemplate = 0x00000000 l HighTemplate = 0x00003838 FITend FITini // This is the Windmill data file [ObjectClass] l ObjectTypeNum = 18 [ObjectType] st Name = "wmill" // Text string giving a descriptive name (only 8 chars long!!) l Type = 0x7 l Appearance = 0x020003c7 l Duration = -1 // Lasts forever = -1 l MaxDamage = 0 // Number of damage points before BOOM! l ExplosionObject = 42 // Object Class Number of explosion for Mech l DestroyedObject = 0 // Object Class Number of Destroyed shape for Mech f ExtentRadius = 5 // Extent Radius in Meters [TreeData] l BuildingName = 593 ul DmgLevel = 1 l LowTemplate = 0x00000000 l HighTemplate = 0x00000010 FITend FITini // This is the hazardous material container Object [ObjectClass] l ObjectTypeNum = 18 //Misc Terrain Object [ObjectType] st Name = "hazmat" // Text string giving a descriptive name (only 8 chars long!!) l Type = 0x7 l Appearance = 0x020003C8 l Duration = -1 // Lasts forever = -1 l MaxDamage = 0 // Number of damage points before BOOM! l ExplosionObject = 42 // Object Class Number of explosion for this building l DestroyedObject = 0 // Object Class Number of Destroyed shape for building f ExtentRadius = 10 // Extent Radius in Meters [TreeData] l BuildingName = 256 ul DmgLevel = 6 // How much damage before changing to destroyed shape l LowTemplate = 0x18000000 l HighTemplate = 0x00000018 FITendFITini // This is the hazardous material container Object [ObjectClass] l ObjectTypeNum = 18 //Misc Terrain Object [ObjectType] st Name = "hazmat" // Text string giving a descriptive name (only 8 chars long!!) l Type = 0x7 l Appearance = 0x020003C9 l Duration = -1 // Lasts forever = -1 l MaxDamage = 0 // Number of damage points before BOOM! l ExplosionObject = 42 // Object Class Number of explosion for this building l DestroyedObject = 0 // Object Class Number of Destroyed shape for building f ExtentRadius = 10 // Extent Radius in Meters [TreeData] l BuildingName = 256 ul DmgLevel = 6 // How much damage before changing to destroyed shape l LowTemplate = 0x18000000 l HighTemplate = 0x00000018 FITendFITini // This is the hazardous material container Object [ObjectClass] l ObjectTypeNum = 18 //Misc Terrain Object [ObjectType] st Name = "hazmat" // Text string giving a descriptive name (only 8 chars long!!) l Type = 0x7 l Appearance = 0x020003CA l Duration = -1 // Lasts forever = -1 l MaxDamage = 0 // Number of damage points before BOOM! l ExplosionObject = 42 // Object Class Number of explosion for this building l DestroyedObject = 0 // Object Class Number of Destroyed shape for building f ExtentRadius = 10 // Extent Radius in Meters [TreeData] l BuildingName = 256 ul DmgLevel = 6 // How much damage before changing to destroyed shape l LowTemplate = 0x18000000 l HighTemplate = 0x00000018 FITendFITini // This is the hazardous material container Object [ObjectClass] l ObjectTypeNum = 18 //Misc Terrain Object [ObjectType] st Name = "hazmat" // Text string giving a descriptive name (only 8 chars long!!) l Type = 0x7 l Appearance = 0x020003CB l Duration = -1 // Lasts forever = -1 l MaxDamage = 0 // Number of damage points before BOOM! l ExplosionObject = 42 // Object Class Number of explosion for this building l DestroyedObject = 0 // Object Class Number of Destroyed shape for building f ExtentRadius = 10 // Extent Radius in Meters [TreeData] l BuildingName = 256 ul DmgLevel = 6 // How much damage before changing to destroyed shape l LowTemplate = 0x18000000 l HighTemplate = 0x00000018 FITend FITini // This is the Amazing Exploding Keg Object [ObjectClass] l ObjectTypeNum = 18 //Misc Terrain Object [ObjectType] st Name = "xkeg" // Text string giving a descriptive name (only 8 chars long!!) l Type = 0x7 l Appearance = 0x020003CC l Duration = -1 // Lasts forever = -1 l MaxDamage = 10 // Number of damage points before BOOM! l ExplosionObject = 700 // Object Class Number of explosion for this building l DestroyedObject = 0 // Object Class Number of Destroyed shape for building f ExtentRadius = 15 // Extent Radius in Meters [TreeData] l BuildingName = 357 ul DmgLevel = 6 // How much damage before changing to destroyed shape ul BlownEffectId = 42 //Special Effect played when building dies. ul NormalEffectId = -1 //Sound Effect played when building is dies. l LowTemplate = 0x00000000 l HighTemplate = 0x00000010 f ExplosionDamage = 50.0 //When the building dies, it does this much damage f ExplosionRadius = 250.0 //in this radius. Radius is World Units. f TimeToBurnDamage = 0.5 //Ok. This means that at 30 points of damage, the building bursts f BurnDamagePerTime = 5.0 //info flame. Each half second its on fire, the building takes f DamageLvlForBurn = 1.0 FITend FITini // This is the Amazing Exploding Keg Object [ObjectClass] l ObjectTypeNum = 18 //Misc Terrain Object [ObjectType] st Name = "xkeg" // Text string giving a descriptive name (only 8 chars long!!) l Type = 0x7 l Appearance = 0x020003CD l Duration = -1 // Lasts forever = -1 l MaxDamage = 10 // Number of damage points before BOOM! l ExplosionObject = 700 // Object Class Number of explosion for this building l DestroyedObject = 0 // Object Class Number of Destroyed shape for building f ExtentRadius = 15 // Extent Radius in Meters [TreeData] l BuildingName = 357 ul DmgLevel = 6 // How much damage before changing to destroyed shape ul BlownEffectId = 42 //Special Effect played when building dies. ul NormalEffectId = -1 //Sound Effect played when building is dies. l LowTemplate = 0x00000000 l HighTemplate = 0x00000010 f ExplosionDamage = 50.0 //When the building dies, it does this much damage f ExplosionRadius = 250.0 //in this radius. Radius is World Units. f TimeToBurnDamage = 0.5 //Ok. This means that at 30 points of damage, the building bursts f BurnDamagePerTime = 5.0 //info flame. Each half second its on fire, the building takes f DamageLvlForBurn = 1.0 FITend FITini // This is the Amazing Exploding Keg Object [ObjectClass] l ObjectTypeNum = 18 //Misc Terrain Object [ObjectType] st Name = "xkeg" // Text string giving a descriptive name (only 8 chars long!!) l Type = 0x7 l Appearance = 0x020003CE l Duration = -1 // Lasts forever = -1 l MaxDamage = 10 // Number of damage points before BOOM! l ExplosionObject = 700 // Object Class Number of explosion for this building l DestroyedObject = 0 // Object Class Number of Destroyed shape for building f ExtentRadius = 15 // Extent Radius in Meters [TreeData] l BuildingName = 357 ul DmgLevel = 6 // How much damage before changing to destroyed shape ul BlownEffectId = 42 //Special Effect played when building dies. ul NormalEffectId = -1 //Sound Effect played when building is dies. l LowTemplate = 0x00000000 l HighTemplate = 0x00000010 f ExplosionDamage = 50.0 //When the building dies, it does this much damage f ExplosionRadius = 250.0 //in this radius. Radius is World Units. f TimeToBurnDamage = 0.5 //Ok. This means that at 30 points of damage, the building bursts f BurnDamagePerTime = 5.0 //info flame. Each half second its on fire, the building takes f DamageLvlForBurn = 1.0 FITend FITini // This is the Amazing Exploding Keg Object [ObjectClass] l ObjectTypeNum = 18 //Misc Terrain Object [ObjectType] st Name = "xkeg" // Text string giving a descriptive name (only 8 chars long!!) l Type = 0x7 l Appearance = 0x020003CF l Duration = -1 // Lasts forever = -1 l MaxDamage = 10 // Number of damage points before BOOM! l ExplosionObject = 700 // Object Class Number of explosion for this building l DestroyedObject = 0 // Object Class Number of Destroyed shape for building f ExtentRadius = 15 // Extent Radius in Meters [TreeData] l BuildingName = 357 ul DmgLevel = 6 // How much damage before changing to destroyed shape ul BlownEffectId = 42 //Special Effect played when building dies. ul NormalEffectId = -1 //Sound Effect played when building is dies. l LowTemplate = 0x00000000 l HighTemplate = 0x00000010 f ExplosionDamage = 50.0 //When the building dies, it does this much damage f ExplosionRadius = 250.0 //in this radius. Radius is World Units. f TimeToBurnDamage = 0.5 //Ok. This means that at 30 points of damage, the building bursts f BurnDamagePerTime = 5.0 //info flame. Each half second its on fire, the building takes f DamageLvlForBurn = 1.0 FITend FITini [ObjectClass] l ObjectTypeNum = 18 [ObjectType] st Name = "xfuel_tank_1" // Text string giving a descriptive name (only 8 chars long!!) l Type = 19 l Appearance = 0x020003D0 l Duration = -1 // Lasts forever = -1 l MaxDamage = 10 // Number of damage points before BOOM! l ExplosionObject = 700 // Object Class Number of explosion for this building l DestroyedObject = 0 // Object Class Number of Destroyed shape for building f ExtentRadius = 15 // Extent Radius in Meters [TreeData] l BuildingName = 264 ul DmgLevel = 6 // How much damage before changing to destroyed shape ul BlownEffectId = 42 //Special Effect played when building dies. ul NormalEffectId = -1 //Sound Effect played when building is dies. l LowTemplate = 0x18000000 l HighTemplate = 0x00000018 f ExplosionDamage = 50.0 //When the building dies, it does this much damage f ExplosionRadius = 250.0 //in this radius. Radius is World Units. f TimeToBurnDamage = 0.5 //Ok. This means that at 30 points of damage, the building bursts f BurnDamagePerTime = 5.0 //info flame. Each half second its on fire, the building takes f DamageLvlForBurn = 1.0 FITend FITini // This is the xtree data file [ObjectClass] l ObjectTypeNum = 18 [ObjectType] st Name = "xstarport_tower_2" l Type = 0x7 l Appearance = 0x020003D2 l Duration = -1 // Lasts forever = -1 l MaxDamage = 0 // Number of damage points before BOOM! l ExplosionObject = 727 // Object Class Number of explosion for Mech l DestroyedObject = 0 // Object Class Number of Destroyed shape for Mech f ExtentRadius = 25 // Extent Radius in Meters [TreeData] l BuildingName = 208 b BlocksLineOfFire = TRUE ul DmgLevel = 22 ul BlownEffectId = -1 //Sound Effect played when building dies. ul NormalEffectId = -1 //Sound Effect played when building is normal. ul DamageEffectId = 73 //Sound Effect Played when building is dmg/destroyed. l LowTemplate = 0x00000000 l HighTemplate = 0x00003030 FITend FITini // This is the xtree data file [ObjectClass] l ObjectTypeNum = 0 [ObjectType] st Name = "Xtree6_1" // Text string giving a descriptive name (only 8 chars long!!) l Type = 0x7 l Appearance = 0x020003D3 l Duration = -1 // Lasts forever = -1 l MaxDamage = 0 // Number of damage points before BOOM! l ExplosionObject = 42 // Object Class Number of explosion for Mech l DestroyedObject = 0 // Object Class Number of Destroyed shape for Mech f ExtentRadius = 30 // Extent Radius in Meters [TreeData] ul DmgLevel = 1 FITend FITini // This is the xtree data file [ObjectClass] l ObjectTypeNum = 0 [ObjectType] st Name = "Xtree7_1" // Text string giving a descriptive name (only 8 chars long!!) l Type = 0x7 l Appearance = 0x020003D7 l Duration = -1 // Lasts forever = -1 l MaxDamage = 0 // Number of damage points before BOOM! l ExplosionObject = 42 // Object Class Number of explosion for Mech l DestroyedObject = 0 // Object Class Number of Destroyed shape for Mech f ExtentRadius = 30 // Extent Radius in Meters [TreeData] ul DmgLevel = 1 FITend FITini // This is the xtree data file [ObjectClass] l ObjectTypeNum = 0 [ObjectType] st Name = "Xtree8_1" // Text string giving a descriptive name (only 8 chars long!!) l Type = 0x7 l Appearance = 0x020003DB l Duration = -1 // Lasts forever = -1 l MaxDamage = 0 // Number of damage points before BOOM! l ExplosionObject = 42 // Object Class Number of explosion for Mech l DestroyedObject = 0 // Object Class Number of Destroyed shape for Mech f ExtentRadius = 30 // Extent Radius in Meters [TreeData] ul DmgLevel = 1 FITend FITini // This is the xtree data file [ObjectClass] l ObjectTypeNum = 0 [ObjectType] st Name = "Xtree9" // Text string giving a descriptive name (only 8 chars long!!) l Type = 0x7 l Appearance = 0x020003DC l Duration = -1 // Lasts forever = -1 l MaxDamage = 0 // Number of damage points before BOOM! l ExplosionObject = 42 // Object Class Number of explosion for Mech l DestroyedObject = 0 // Object Class Number of Destroyed shape for Mech f ExtentRadius = 30 // Extent Radius in Meters [TreeData] ul DmgLevel = 1 FITend FITini // This is the xtree data file [ObjectClass] l ObjectTypeNum = 0 [ObjectType] st Name = "Xtree10" // Text string giving a descriptive name (only 8 chars long!!) l Type = 0x7 l Appearance = 0x020003DD l Duration = -1 // Lasts forever = -1 l MaxDamage = 0 // Number of damage points before BOOM! l ExplosionObject = 42 // Object Class Number of explosion for Mech l DestroyedObject = 0 // Object Class Number of Destroyed shape for Mech f ExtentRadius = 30 // Extent Radius in Meters [TreeData] ul DmgLevel = 1 FITend FITini // This is the xtree data file [ObjectClass] l ObjectTypeNum = 0 [ObjectType] st Name = "Xtree11" // Text string giving a descriptive name (only 8 chars long!!) l Type = 0x7 l Appearance = 0x020003DE l Duration = -1 // Lasts forever = -1 l MaxDamage = 0 // Number of damage points before BOOM! l ExplosionObject = 42 // Object Class Number of explosion for Mech l DestroyedObject = 0 // Object Class Number of Destroyed shape for Mech f ExtentRadius = 30 // Extent Radius in Meters [TreeData] ul DmgLevel = 1 FITend FITini // This is the xtree data file [ObjectClass] l ObjectTypeNum = 0 [ObjectType] st Name = "Xtree12" // Text string giving a descriptive name (only 8 chars long!!) l Type = 0x7 l Appearance = 0x020003E1 l Duration = -1 // Lasts forever = -1 l MaxDamage = 0 // Number of damage points before BOOM! l ExplosionObject = 42 // Object Class Number of explosion for Mech l DestroyedObject = 0 // Object Class Number of Destroyed shape for Mech f ExtentRadius = 30 // Extent Radius in Meters [TreeData] ul DmgLevel = 1 FITend FITini // This is the dropzone data file [ObjectClass] l ObjectTypeNum = 18 [ObjectType] st Name = "xdropzone1_1" // Text string giving a descriptive name (only 8 chars long!!) l Type = 0x7 l Appearance = 0x020003E2 l Duration = -1 // Lasts forever = -1 l MaxDamage = 0 // Number of damage points before BOOM! l ExplosionObject = 0 // Object Class Number of explosion for Mech l DestroyedObject = 0 // Object Class Number of Destroyed shape for Mech f ExtentRadius = 0 // Extent Radius in Meters [TreeData] ul DmgLevel = 0 l LowTemplate = 0x38000000 l HighTemplate = 0x00003838 FITend FITini // This is the dropzone data file [ObjectClass] l ObjectTypeNum = 18 [ObjectType] st Name = "xdropzone2_1" // Text string giving a descriptive name (only 8 chars long!!) l Type = 0x7 l Appearance = 0x020003E3 l Duration = -1 // Lasts forever = -1 l MaxDamage = 0 // Number of damage points before BOOM! l ExplosionObject = 0 // Object Class Number of explosion for Mech l DestroyedObject = 0 // Object Class Number of Destroyed shape for Mech f ExtentRadius = 0 // Extent Radius in Meters [TreeData] ul DmgLevel = 0 l LowTemplate = 0x38000000 l HighTemplate = 0x00003838 FITend FITini // This is the longtom mech-mount-artillery light object [ObjectClass] l ObjectTypeNum = 23 [ObjectType] st Name = "ltlight" // Text string giving a descriptive name (only 8 chars long!!) l Type = 41 // ID number for this object type l Appearance = 0x020003E8 l Duration = -1 // Lasts forever = -1 l MaxDamage = 0 // Number of damage points before BOOM! l ExplosionObject = 0 // Object Class Number of explosion for Mech l DestroyedObject = 0 // Object Class Number of Destroyed shape for Mech f ExtentRadius = 0 // Extent Radius in Meters [LightData] b OneShotFlag = t //Run animation OR hold single frame ONCE!!!! f AltitudeOffset = -15.0 //10 world units below Object using it!! FITend FITini // This is the sniper cannon mech-mount-artillery light object [ObjectClass] l ObjectTypeNum = 23 [ObjectType] st Name = "snplight" // Text string giving a descriptive name (only 8 chars long!!) l Type = 41 // ID number for this object type l Appearance = 0x020003EA / dec: 1002 l Duration = -1 // Lasts forever = -1 l MaxDamage = 0 // Number of damage points before BOOM! l ExplosionObject = 0 // Object Class Number of explosion for Mech l DestroyedObject = 0 // Object Class Number of Destroyed shape for Mech f ExtentRadius = 0 // Extent Radius in Meters [LightData] b OneShotFlag = t //Run animation OR hold single frame ONCE!!!! f AltitudeOffset = -15.0 //10 world units below Object using it!! FITend FITini // This is a mech placement marker fit file [ObjectClass] l ObjectTypeNum = 18 [ObjectType] st Name = "xmp_atlas_01" l Type = 0x7 l Appearance = 0x020003EB l Duration = -1 // Lasts forever = -1 l MaxDamage = 0 // Number of damage points before BOOM! l ExplosionObject = 0 // Object Class Number of explosion for Mech l DestroyedObject = 0 // Object Class Number of Destroyed shape for Mech f ExtentRadius = 0 // Extent Radius in Meters [TreeData] ul DmgLevel = 0 FITend FITini // This is a mech placement marker fit file [ObjectClass] l ObjectTypeNum = 18 [ObjectType] st Name = "xmp_atlas_02" l Type = 0x7 l Appearance = 0x020003EC l Duration = -1 // Lasts forever = -1 l MaxDamage = 0 // Number of damage points before BOOM! l ExplosionObject = 0 // Object Class Number of explosion for Mech l DestroyedObject = 0 // Object Class Number of Destroyed shape for Mech f ExtentRadius = 0 // Extent Radius in Meters [TreeData] ul DmgLevel = 0 FITend FITini // This is a mech placement marker fit file [ObjectClass] l ObjectTypeNum = 18 [ObjectType] st Name = "xmp_atlas_03" l Type = 0x7 l Appearance = 0x020003ED l Duration = -1 // Lasts forever = -1 l MaxDamage = 0 // Number of damage points before BOOM! l ExplosionObject = 0 // Object Class Number of explosion for Mech l DestroyedObject = 0 // Object Class Number of Destroyed shape for Mech f ExtentRadius = 0 // Extent Radius in Meters [TreeData] ul DmgLevel = 0 FITend FITini // This is a mech placement marker fit file [ObjectClass] l ObjectTypeNum = 18 [ObjectType] st Name = "xmp_atlas_04" l Type = 0x7 l Appearance = 0x020003EE l Duration = -1 // Lasts forever = -1 l MaxDamage = 0 // Number of damage points before BOOM! l ExplosionObject = 0 // Object Class Number of explosion for Mech l DestroyedObject = 0 // Object Class Number of Destroyed shape for Mech f ExtentRadius = 0 // Extent Radius in Meters [TreeData] ul DmgLevel = 0 FITend FITini // This is a mech placement marker fit file [ObjectClass] l ObjectTypeNum = 18 [ObjectType] st Name = "xmp_awesome_01" l Type = 0x7 l Appearance = 0x020003EF l Duration = -1 // Lasts forever = -1 l MaxDamage = 0 // Number of damage points before BOOM! l ExplosionObject = 0 // Object Class Number of explosion for Mech l DestroyedObject = 0 // Object Class Number of Destroyed shape for Mech f ExtentRadius = 0 // Extent Radius in Meters [TreeData] ul DmgLevel = 0 FITend FITini // This is a mech placement marker fit file [ObjectClass] l ObjectTypeNum = 18 [ObjectType] st Name = "xmp_awesome_02" l Type = 0x7 l Appearance = 0x020003F0 l Duration = -1 // Lasts forever = -1 l MaxDamage = 0 // Number of damage points before BOOM! l ExplosionObject = 0 // Object Class Number of explosion for Mech l DestroyedObject = 0 // Object Class Number of Destroyed shape for Mech f ExtentRadius = 0 // Extent Radius in Meters [TreeData] ul DmgLevel = 0 FITend FITini // This is a mech placement marker fit file [ObjectClass] l ObjectTypeNum = 18 [ObjectType] st Name = "xmp_awesome_03" l Type = 0x7 l Appearance = 0x020003F1 l Duration = -1 // Lasts forever = -1 l MaxDamage = 0 // Number of damage points before BOOM! l ExplosionObject = 0 // Object Class Number of explosion for Mech l DestroyedObject = 0 // Object Class Number of Destroyed shape for Mech f ExtentRadius = 0 // Extent Radius in Meters [TreeData] ul DmgLevel = 0 FITend FITini // This is a mech placement marker fit file [ObjectClass] l ObjectTypeNum = 18 [ObjectType] st Name = "xmp_awesome_04" l Type = 0x7 l Appearance = 0x020003F2 l Duration = -1 // Lasts forever = -1 l MaxDamage = 0 // Number of damage points before BOOM! l ExplosionObject = 0 // Object Class Number of explosion for Mech l DestroyedObject = 0 // Object Class Number of Destroyed shape for Mech f ExtentRadius = 0 // Extent Radius in Meters [TreeData] ul DmgLevel = 0 FITend FITini // This is a mech placement marker fit file [ObjectClass] l ObjectTypeNum = 18 [ObjectType] st Name = "xmp_catapult_01" l Type = 0x7 l Appearance = 0x020003F3 l Duration = -1 // Lasts forever = -1 l MaxDamage = 0 // Number of damage points before BOOM! l ExplosionObject = 0 // Object Class Number of explosion for Mech l DestroyedObject = 0 // Object Class Number of Destroyed shape for Mech f ExtentRadius = 0 // Extent Radius in Meters [TreeData] ul DmgLevel = 0 FITend FITini // This is a mech placement marker fit file [ObjectClass] l ObjectTypeNum = 18 [ObjectType] st Name = "xmp_catapult_02" l Type = 0x7 l Appearance = 0x020003F4 l Duration = -1 // Lasts forever = -1 l MaxDamage = 0 // Number of damage points before BOOM! l ExplosionObject = 0 // Object Class Number of explosion for Mech l DestroyedObject = 0 // Object Class Number of Destroyed shape for Mech f ExtentRadius = 0 // Extent Radius in Meters [TreeData] ul DmgLevel = 0 FITend FITini // This is a mech placement marker fit file [ObjectClass] l ObjectTypeNum = 18 [ObjectType] st Name = "xmp_catapult_03" l Type = 0x7 l Appearance = 0x020003F5 l Duration = -1 // Lasts forever = -1 l MaxDamage = 0 // Number of damage points before BOOM! l ExplosionObject = 0 // Object Class Number of explosion for Mech l DestroyedObject = 0 // Object Class Number of Destroyed shape for Mech f ExtentRadius = 0 // Extent Radius in Meters [TreeData] ul DmgLevel = 0 FITend FITini // This is a mech placement marker fit file [ObjectClass] l ObjectTypeNum = 18 [ObjectType] st Name = "xmp_catapult_04" l Type = 0x7 l Appearance = 0x020003F6 l Duration = -1 // Lasts forever = -1 l MaxDamage = 0 // Number of damage points before BOOM! l ExplosionObject = 0 // Object Class Number of explosion for Mech l DestroyedObject = 0 // Object Class Number of Destroyed shape for Mech f ExtentRadius = 0 // Extent Radius in Meters [TreeData] ul DmgLevel = 0 FITend FITini // This is a mech placement marker fit file [ObjectClass] l ObjectTypeNum = 18 [ObjectType] st Name = "xmp_centurion_01" l Type = 0x7 l Appearance = 0x020003F7 l Duration = -1 // Lasts forever = -1 l MaxDamage = 0 // Number of damage points before BOOM! l ExplosionObject = 0 // Object Class Number of explosion for Mech l DestroyedObject = 0 // Object Class Number of Destroyed shape for Mech f ExtentRadius = 0 // Extent Radius in Meters [TreeData] ul DmgLevel = 0 FITend FITini // This is a mech placement marker fit file [ObjectClass] l ObjectTypeNum = 18 [ObjectType] st Name = "xmp_centurion_02" l Type = 0x7 l Appearance = 0x020003F8 l Duration = -1 // Lasts forever = -1 l MaxDamage = 0 // Number of damage points before BOOM! l ExplosionObject = 0 // Object Class Number of explosion for Mech l DestroyedObject = 0 // Object Class Number of Destroyed shape for Mech f ExtentRadius = 0 // Extent Radius in Meters [TreeData] ul DmgLevel = 0 FITend FITini // This is a mech placement marker fit file [ObjectClass] l ObjectTypeNum = 18 [ObjectType] st Name = "xmp_centurion_03" l Type = 0x7 l Appearance = 0x020003F9 l Duration = -1 // Lasts forever = -1 l MaxDamage = 0 // Number of damage points before BOOM! l ExplosionObject = 0 // Object Class Number of explosion for Mech l DestroyedObject = 0 // Object Class Number of Destroyed shape for Mech f ExtentRadius = 0 // Extent Radius in Meters [TreeData] ul DmgLevel = 0 FITend FITini // This is a mech placement marker fit file [ObjectClass] l ObjectTypeNum = 18 [ObjectType] st Name = "xmp_centurion_04" l Type = 0x7 l Appearance = 0x020003FA l Duration = -1 // Lasts forever = -1 l MaxDamage = 0 // Number of damage points before BOOM! l ExplosionObject = 0 // Object Class Number of explosion for Mech l DestroyedObject = 0 // Object Class Number of Destroyed shape for Mech f ExtentRadius = 0 // Extent Radius in Meters [TreeData] ul DmgLevel = 0 FITend FITini // This is a mech placement marker fit file [ObjectClass] l ObjectTypeNum = 18 [ObjectType] st Name = "xmp_commando_01" l Type = 0x7 l Appearance = 0x020003FB l Duration = -1 // Lasts forever = -1 l MaxDamage = 0 // Number of damage points before BOOM! l ExplosionObject = 0 // Object Class Number of explosion for Mech l DestroyedObject = 0 // Object Class Number of Destroyed shape for Mech f ExtentRadius = 0 // Extent Radius in Meters [TreeData] ul DmgLevel = 0 FITend FITini // This is a mech placement marker fit file [ObjectClass] l ObjectTypeNum = 18 [ObjectType] st Name = "xmp_commando_02" l Type = 0x7 l Appearance = 0x020003FC l Duration = -1 // Lasts forever = -1 l MaxDamage = 0 // Number of damage points before BOOM! l ExplosionObject = 0 // Object Class Number of explosion for Mech l DestroyedObject = 0 // Object Class Number of Destroyed shape for Mech f ExtentRadius = 0 // Extent Radius in Meters [TreeData] ul DmgLevel = 0 FITend FITini // This is a mech placement marker fit file [ObjectClass] l ObjectTypeNum = 18 [ObjectType] st Name = "xmp_commando_03" l Type = 0x7 l Appearance = 0x020003FD l Duration = -1 // Lasts forever = -1 l MaxDamage = 0 // Number of damage points before BOOM! l ExplosionObject = 0 // Object Class Number of explosion for Mech l DestroyedObject = 0 // Object Class Number of Destroyed shape for Mech f ExtentRadius = 0 // Extent Radius in Meters [TreeData] ul DmgLevel = 0 FITend FITini // This is a mech placement marker fit file [ObjectClass] l ObjectTypeNum = 18 [ObjectType] st Name = "xmp_commando_04" l Type = 0x7 l Appearance = 0x020003FE l Duration = -1 // Lasts forever = -1 l MaxDamage = 0 // Number of damage points before BOOM! l ExplosionObject = 0 // Object Class Number of explosion for Mech l DestroyedObject = 0 // Object Class Number of Destroyed shape for Mech f ExtentRadius = 0 // Extent Radius in Meters [TreeData] ul DmgLevel = 0 FITend FITini // This is a mech placement marker fit file [ObjectClass] l ObjectTypeNum = 18 [ObjectType] st Name = "xmp_cougar_01" l Type = 0x7 l Appearance = 0x020003FF l Duration = -1 // Lasts forever = -1 l MaxDamage = 0 // Number of damage points before BOOM! l ExplosionObject = 0 // Object Class Number of explosion for Mech l DestroyedObject = 0 // Object Class Number of Destroyed shape for Mech f ExtentRadius = 0 // Extent Radius in Meters [TreeData] ul DmgLevel = 0 FITend FITini // This is a mech placement marker fit file [ObjectClass] l ObjectTypeNum = 18 [ObjectType] st Name = "xmp_cougar_02" l Type = 0x7 l Appearance = 0x02000400 l Duration = -1 // Lasts forever = -1 l MaxDamage = 0 // Number of damage points before BOOM! l ExplosionObject = 0 // Object Class Number of explosion for Mech l DestroyedObject = 0 // Object Class Number of Destroyed shape for Mech f ExtentRadius = 0 // Extent Radius in Meters [TreeData] ul DmgLevel = 0 FITend FITini // This is a mech placement marker fit file [ObjectClass] l ObjectTypeNum = 18 [ObjectType] st Name = "xmp_cougar_03" l Type = 0x7 l Appearance = 0x02000401 l Duration = -1 // Lasts forever = -1 l MaxDamage = 0 // Number of damage points before BOOM! l ExplosionObject = 0 // Object Class Number of explosion for Mech l DestroyedObject = 0 // Object Class Number of Destroyed shape for Mech f ExtentRadius = 0 // Extent Radius in Meters [TreeData] ul DmgLevel = 0 FITend FITini // This is a mech placement marker fit file [ObjectClass] l ObjectTypeNum = 18 [ObjectType] st Name = "xmp_cougar_04" l Type = 0x7 l Appearance = 0x02000402 l Duration = -1 // Lasts forever = -1 l MaxDamage = 0 // Number of damage points before BOOM! l ExplosionObject = 0 // Object Class Number of explosion for Mech l DestroyedObject = 0 // Object Class Number of Destroyed shape for Mech f ExtentRadius = 0 // Extent Radius in Meters [TreeData] ul DmgLevel = 0 FITend FITini // This is a mech placement marker fit file [ObjectClass] l ObjectTypeNum = 18 [ObjectType] st Name = "xmp_firestarter_01" l Type = 0x7 l Appearance = 0x02000403 l Duration = -1 // Lasts forever = -1 l MaxDamage = 0 // Number of damage points before BOOM! l ExplosionObject = 0 // Object Class Number of explosion for Mech l DestroyedObject = 0 // Object Class Number of Destroyed shape for Mech f ExtentRadius = 0 // Extent Radius in Meters [TreeData] ul DmgLevel = 0 FITend FITini // This is a mech placement marker fit file [ObjectClass] l ObjectTypeNum = 18 [ObjectType] st Name = "xmp_firestarter_02" l Type = 0x7 l Appearance = 0x02000404 l Duration = -1 // Lasts forever = -1 l MaxDamage = 0 // Number of damage points before BOOM! l ExplosionObject = 0 // Object Class Number of explosion for Mech l DestroyedObject = 0 // Object Class Number of Destroyed shape for Mech f ExtentRadius = 0 // Extent Radius in Meters [TreeData] ul DmgLevel = 0 FITend FITini // This is a mech placement marker fit file [ObjectClass] l ObjectTypeNum = 18 [ObjectType] st Name = "xmp_firestarter_03" l Type = 0x7 l Appearance = 0x02000405 l Duration = -1 // Lasts forever = -1 l MaxDamage = 0 // Number of damage points before BOOM! l ExplosionObject = 0 // Object Class Number of explosion for Mech l DestroyedObject = 0 // Object Class Number of Destroyed shape for Mech f ExtentRadius = 0 // Extent Radius in Meters [TreeData] ul DmgLevel = 0 FITend FITini // This is a mech placement marker fit file [ObjectClass] l ObjectTypeNum = 18 [ObjectType] st Name = "xmp_firestarter_04" l Type = 0x7 l Appearance = 0x02000406 l Duration = -1 // Lasts forever = -1 l MaxDamage = 0 // Number of damage points before BOOM! l ExplosionObject = 0 // Object Class Number of explosion for Mech l DestroyedObject = 0 // Object Class Number of Destroyed shape for Mech f ExtentRadius = 0 // Extent Radius in Meters [TreeData] ul DmgLevel = 0 FITend FITini // This is a mech placement marker fit file [ObjectClass] l ObjectTypeNum = 18 [ObjectType] st Name = "xmp_hollanderii_01" l Type = 0x7 l Appearance = 0x02000407 l Duration = -1 // Lasts forever = -1 l MaxDamage = 0 // Number of damage points before BOOM! l ExplosionObject = 0 // Object Class Number of explosion for Mech l DestroyedObject = 0 // Object Class Number of Destroyed shape for Mech f ExtentRadius = 0 // Extent Radius in Meters [TreeData] ul DmgLevel = 0 FITend FITini // This is a mech placement marker fit file [ObjectClass] l ObjectTypeNum = 18 [ObjectType] st Name = "xmp_hollanderii_02" l Type = 0x7 l Appearance = 0x02000408 l Duration = -1 // Lasts forever = -1 l MaxDamage = 0 // Number of damage points before BOOM! l ExplosionObject = 0 // Object Class Number of explosion for Mech l DestroyedObject = 0 // Object Class Number of Destroyed shape for Mech f ExtentRadius = 0 // Extent Radius in Meters [TreeData] ul DmgLevel = 0 FITend FITini // This is a mech placement marker fit file [ObjectClass] l ObjectTypeNum = 18 [ObjectType] st Name = "xmp_hollanderii_03" l Type = 0x7 l Appearance = 0x02000409 l Duration = -1 // Lasts forever = -1 l MaxDamage = 0 // Number of damage points before BOOM! l ExplosionObject = 0 // Object Class Number of explosion for Mech l DestroyedObject = 0 // Object Class Number of Destroyed shape for Mech f ExtentRadius = 0 // Extent Radius in Meters [TreeData] ul DmgLevel = 0 FITend FITini // This is a mech placement marker fit file [ObjectClass] l ObjectTypeNum = 18 [ObjectType] st Name = "xmp_hollanderii_04" l Type = 0x7 l Appearance = 0x0200040A l Duration = -1 // Lasts forever = -1 l MaxDamage = 0 // Number of damage points before BOOM! l ExplosionObject = 0 // Object Class Number of explosion for Mech l DestroyedObject = 0 // Object Class Number of Destroyed shape for Mech f ExtentRadius = 0 // Extent Radius in Meters [TreeData] ul DmgLevel = 0 FITend FITini // This is a mech placement marker fit file [ObjectClass] l ObjectTypeNum = 18 [ObjectType] st Name = "xmp_hunchback_01" l Type = 0x7 l Appearance = 0x0200040B l Duration = -1 // Lasts forever = -1 l MaxDamage = 0 // Number of damage points before BOOM! l ExplosionObject = 0 // Object Class Number of explosion for Mech l DestroyedObject = 0 // Object Class Number of Destroyed shape for Mech f ExtentRadius = 0 // Extent Radius in Meters [TreeData] ul DmgLevel = 0 FITend FITini // This is a mech placement marker fit file [ObjectClass] l ObjectTypeNum = 18 [ObjectType] st Name = "xmp_hunchback_02" l Type = 0x7 l Appearance = 0x0200040C l Duration = -1 // Lasts forever = -1 l MaxDamage = 0 // Number of damage points before BOOM! l ExplosionObject = 0 // Object Class Number of explosion for Mech l DestroyedObject = 0 // Object Class Number of Destroyed shape for Mech f ExtentRadius = 0 // Extent Radius in Meters [TreeData] ul DmgLevel = 0 FITend FITini // This is a mech placement marker fit file [ObjectClass] l ObjectTypeNum = 18 [ObjectType] st Name = "xmp_hunchback_03" l Type = 0x7 l Appearance = 0x0200040D l Duration = -1 // Lasts forever = -1 l MaxDamage = 0 // Number of damage points before BOOM! l ExplosionObject = 0 // Object Class Number of explosion for Mech l DestroyedObject = 0 // Object Class Number of Destroyed shape for Mech f ExtentRadius = 0 // Extent Radius in Meters [TreeData] ul DmgLevel = 0 FITend FITini // This is a mech placement marker fit file [ObjectClass] l ObjectTypeNum = 18 [ObjectType] st Name = "xmp_hunchback_04" l Type = 0x7 l Appearance = 0x0200040E l Duration = -1 // Lasts forever = -1 l MaxDamage = 0 // Number of damage points before BOOM! l ExplosionObject = 0 // Object Class Number of explosion for Mech l DestroyedObject = 0 // Object Class Number of Destroyed shape for Mech f ExtentRadius = 0 // Extent Radius in Meters [TreeData] ul DmgLevel = 0 FITend FITini // This is a mech placement marker fit file [ObjectClass] l ObjectTypeNum = 18 [ObjectType] st Name = "xmp_hunchbackiic_01" l Type = 0x7 l Appearance = 0x0200040F l Duration = -1 // Lasts forever = -1 l MaxDamage = 0 // Number of damage points before BOOM! l ExplosionObject = 0 // Object Class Number of explosion for Mech l DestroyedObject = 0 // Object Class Number of Destroyed shape for Mech f ExtentRadius = 0 // Extent Radius in Meters [TreeData] ul DmgLevel = 0 FITend FITini // This is a mech placement marker fit file [ObjectClass] l ObjectTypeNum = 18 [ObjectType] st Name = "xmp_hunchbackiic_02" l Type = 0x7 l Appearance = 0x02000410 l Duration = -1 // Lasts forever = -1 l MaxDamage = 0 // Number of damage points before BOOM! l ExplosionObject = 0 // Object Class Number of explosion for Mech l DestroyedObject = 0 // Object Class Number of Destroyed shape for Mech f ExtentRadius = 0 // Extent Radius in Meters [TreeData] ul DmgLevel = 0 FITend FITini // This is a mech placement marker fit file [ObjectClass] l ObjectTypeNum = 18 [ObjectType] st Name = "xmp_hunchbackiic_03" l Type = 0x7 l Appearance = 0x02000411 l Duration = -1 // Lasts forever = -1 l MaxDamage = 0 // Number of damage points before BOOM! l ExplosionObject = 0 // Object Class Number of explosion for Mech l DestroyedObject = 0 // Object Class Number of Destroyed shape for Mech f ExtentRadius = 0 // Extent Radius in Meters [TreeData] ul DmgLevel = 0 FITend FITini // This is a mech placement marker fit file [ObjectClass] l ObjectTypeNum = 18 [ObjectType] st Name = "xmp_hunchbackiic_04" l Type = 0x7 l Appearance = 0x02000412 l Duration = -1 // Lasts forever = -1 l MaxDamage = 0 // Number of damage points before BOOM! l ExplosionObject = 0 // Object Class Number of explosion for Mech l DestroyedObject = 0 // Object Class Number of Destroyed shape for Mech f ExtentRadius = 0 // Extent Radius in Meters [TreeData] ul DmgLevel = 0 FITend FITini // This is a mech placement marker fit file [ObjectClass] l ObjectTypeNum = 18 [ObjectType] st Name = "xmp_jagermech_01" l Type = 0x7 l Appearance = 0x02000413 l Duration = -1 // Lasts forever = -1 l MaxDamage = 0 // Number of damage points before BOOM! l ExplosionObject = 0 // Object Class Number of explosion for Mech l DestroyedObject = 0 // Object Class Number of Destroyed shape for Mech f ExtentRadius = 0 // Extent Radius in Meters [TreeData] ul DmgLevel = 0 FITend FITini // This is a mech placement marker fit file [ObjectClass] l ObjectTypeNum = 18 [ObjectType] st Name = "xmp_jagermech_02" l Type = 0x7 l Appearance = 0x02000414 l Duration = -1 // Lasts forever = -1 l MaxDamage = 0 // Number of damage points before BOOM! l ExplosionObject = 0 // Object Class Number of explosion for Mech l DestroyedObject = 0 // Object Class Number of Destroyed shape for Mech f ExtentRadius = 0 // Extent Radius in Meters [TreeData] ul DmgLevel = 0 FITend FITini // This is a mech placement marker fit file [ObjectClass] l ObjectTypeNum = 18 [ObjectType] st Name = "xmp_jagermech_03" l Type = 0x7 l Appearance = 0x02000415 l Duration = -1 // Lasts forever = -1 l MaxDamage = 0 // Number of damage points before BOOM! l ExplosionObject = 0 // Object Class Number of explosion for Mech l DestroyedObject = 0 // Object Class Number of Destroyed shape for Mech f ExtentRadius = 0 // Extent Radius in Meters [TreeData] ul DmgLevel = 0 FITend FITini // This is a mech placement marker fit file [ObjectClass] l ObjectTypeNum = 18 [ObjectType] st Name = "xmp_jagermech_04" l Type = 0x7 l Appearance = 0x02000416 l Duration = -1 // Lasts forever = -1 l MaxDamage = 0 // Number of damage points before BOOM! l ExplosionObject = 0 // Object Class Number of explosion for Mech l DestroyedObject = 0 // Object Class Number of Destroyed shape for Mech f ExtentRadius = 0 // Extent Radius in Meters [TreeData] ul DmgLevel = 0 FITend FITini // This is a mech placement marker fit file [ObjectClass] l ObjectTypeNum = 18 [ObjectType] st Name = "xmp_loki_01" l Type = 0x7 l Appearance = 0x02000417 l Duration = -1 // Lasts forever = -1 l MaxDamage = 0 // Number of damage points before BOOM! l ExplosionObject = 0 // Object Class Number of explosion for Mech l DestroyedObject = 0 // Object Class Number of Destroyed shape for Mech f ExtentRadius = 0 // Extent Radius in Meters [TreeData] ul DmgLevel = 0 FITend FITini // This is a mech placement marker fit file [ObjectClass] l ObjectTypeNum = 18 [ObjectType] st Name = "xmp_loki_02" l Type = 0x7 l Appearance = 0x02000418 l Duration = -1 // Lasts forever = -1 l MaxDamage = 0 // Number of damage points before BOOM! l ExplosionObject = 0 // Object Class Number of explosion for Mech l DestroyedObject = 0 // Object Class Number of Destroyed shape for Mech f ExtentRadius = 0 // Extent Radius in Meters [TreeData] ul DmgLevel = 0 FITend FITini // This is a mech placement marker fit file [ObjectClass] l ObjectTypeNum = 18 [ObjectType] st Name = "xmp_loki_03" l Type = 0x7 l Appearance = 0x02000419 l Duration = -1 // Lasts forever = -1 l MaxDamage = 0 // Number of damage points before BOOM! l ExplosionObject = 0 // Object Class Number of explosion for Mech l DestroyedObject = 0 // Object Class Number of Destroyed shape for Mech f ExtentRadius = 0 // Extent Radius in Meters [TreeData] ul DmgLevel = 0 FITend FITini // This is a mech placement marker fit file [ObjectClass] l ObjectTypeNum = 18 [ObjectType] st Name = "xmp_loki_04" l Type = 0x7 l Appearance = 0x0200041A l Duration = -1 // Lasts forever = -1 l MaxDamage = 0 // Number of damage points before BOOM! l ExplosionObject = 0 // Object Class Number of explosion for Mech l DestroyedObject = 0 // Object Class Number of Destroyed shape for Mech f ExtentRadius = 0 // Extent Radius in Meters [TreeData] ul DmgLevel = 0 FITend FITini // This is a mech placement marker fit file [ObjectClass] l ObjectTypeNum = 18 [ObjectType] st Name = "xmp_madcat_01" l Type = 0x7 l Appearance = 0x0200041B l Duration = -1 // Lasts forever = -1 l MaxDamage = 0 // Number of damage points before BOOM! l ExplosionObject = 0 // Object Class Number of explosion for Mech l DestroyedObject = 0 // Object Class Number of Destroyed shape for Mech f ExtentRadius = 0 // Extent Radius in Meters [TreeData] ul DmgLevel = 0 FITend FITini // This is a mech placement marker fit file [ObjectClass] l ObjectTypeNum = 18 [ObjectType] st Name = "xmp_madcat_02" l Type = 0x7 l Appearance = 0x0200041C l Duration = -1 // Lasts forever = -1 l MaxDamage = 0 // Number of damage points before BOOM! l ExplosionObject = 0 // Object Class Number of explosion for Mech l DestroyedObject = 0 // Object Class Number of Destroyed shape for Mech f ExtentRadius = 0 // Extent Radius in Meters [TreeData] ul DmgLevel = 0 FITend FITini // This is a mech placement marker fit file [ObjectClass] l ObjectTypeNum = 18 [ObjectType] st Name = "xmp_madcat_03" l Type = 0x7 l Appearance = 0x0200041D l Duration = -1 // Lasts forever = -1 l MaxDamage = 0 // Number of damage points before BOOM! l ExplosionObject = 0 // Object Class Number of explosion for Mech l DestroyedObject = 0 // Object Class Number of Destroyed shape for Mech f ExtentRadius = 0 // Extent Radius in Meters [TreeData] ul DmgLevel = 0 FITend FITini // This is a mech placement marker fit file [ObjectClass] l ObjectTypeNum = 18 [ObjectType] st Name = "xmp_madcat_04" l Type = 0x7 l Appearance = 0x0200041E l Duration = -1 // Lasts forever = -1 l MaxDamage = 0 // Number of damage points before BOOM! l ExplosionObject = 0 // Object Class Number of explosion for Mech l DestroyedObject = 0 // Object Class Number of Destroyed shape for Mech f ExtentRadius = 0 // Extent Radius in Meters [TreeData] ul DmgLevel = 0 FITend FITini // This is a mech placement marker fit file [ObjectClass] l ObjectTypeNum = 18 [ObjectType] st Name = "xmp_masakari_01" l Type = 0x7 l Appearance = 0x0200041F l Duration = -1 // Lasts forever = -1 l MaxDamage = 0 // Number of damage points before BOOM! l ExplosionObject = 0 // Object Class Number of explosion for Mech l DestroyedObject = 0 // Object Class Number of Destroyed shape for Mech f ExtentRadius = 0 // Extent Radius in Meters [TreeData] ul DmgLevel = 0 FITend FITini // This is a mech placement marker fit file [ObjectClass] l ObjectTypeNum = 18 [ObjectType] st Name = "xmp_masakari_02" l Type = 0x7 l Appearance = 0x02000420 l Duration = -1 // Lasts forever = -1 l MaxDamage = 0 // Number of damage points before BOOM! l ExplosionObject = 0 // Object Class Number of explosion for Mech l DestroyedObject = 0 // Object Class Number of Destroyed shape for Mech f ExtentRadius = 0 // Extent Radius in Meters [TreeData] ul DmgLevel = 0 FITend FITini // This is a mech placement marker fit file [ObjectClass] l ObjectTypeNum = 18 [ObjectType] st Name = "xmp_masakari_03" l Type = 0x7 l Appearance = 0x02000421 l Duration = -1 // Lasts forever = -1 l MaxDamage = 0 // Number of damage points before BOOM! l ExplosionObject = 0 // Object Class Number of explosion for Mech l DestroyedObject = 0 // Object Class Number of Destroyed shape for Mech f ExtentRadius = 0 // Extent Radius in Meters [TreeData] ul DmgLevel = 0 FITend FITini // This is a mech placement marker fit file [ObjectClass] l ObjectTypeNum = 18 [ObjectType] st Name = "xmp_masakari_04" l Type = 0x7 l Appearance = 0x02000422 l Duration = -1 // Lasts forever = -1 l MaxDamage = 0 // Number of damage points before BOOM! l ExplosionObject = 0 // Object Class Number of explosion for Mech l DestroyedObject = 0 // Object Class Number of Destroyed shape for Mech f ExtentRadius = 0 // Extent Radius in Meters [TreeData] ul DmgLevel = 0 FITend FITini // This is a mech placement marker fit file [ObjectClass] l ObjectTypeNum = 18 [ObjectType] st Name = "xmp_raven_01" l Type = 0x7 l Appearance = 0x02000423 l Duration = -1 // Lasts forever = -1 l MaxDamage = 0 // Number of damage points before BOOM! l ExplosionObject = 0 // Object Class Number of explosion for Mech l DestroyedObject = 0 // Object Class Number of Destroyed shape for Mech f ExtentRadius = 0 // Extent Radius in Meters [TreeData] ul DmgLevel = 0 FITend FITini // This is a mech placement marker fit file [ObjectClass] l ObjectTypeNum = 18 [ObjectType] st Name = "xmp_raven_02" l Type = 0x7 l Appearance = 0x02000424 l Duration = -1 // Lasts forever = -1 l MaxDamage = 0 // Number of damage points before BOOM! l ExplosionObject = 0 // Object Class Number of explosion for Mech l DestroyedObject = 0 // Object Class Number of Destroyed shape for Mech f ExtentRadius = 0 // Extent Radius in Meters [TreeData] ul DmgLevel = 0 FITend FITini // This is a mech placement marker fit file [ObjectClass] l ObjectTypeNum = 18 [ObjectType] st Name = "xmp_raven_03" l Type = 0x7 l Appearance = 0x02000425 l Duration = -1 // Lasts forever = -1 l MaxDamage = 0 // Number of damage points before BOOM! l ExplosionObject = 0 // Object Class Number of explosion for Mech l DestroyedObject = 0 // Object Class Number of Destroyed shape for Mech f ExtentRadius = 0 // Extent Radius in Meters [TreeData] ul DmgLevel = 0 FITend FITini // This is a mech placement marker fit file [ObjectClass] l ObjectTypeNum = 18 [ObjectType] st Name = "xmp_raven_04" l Type = 0x7 l Appearance = 0x02000426 l Duration = -1 // Lasts forever = -1 l MaxDamage = 0 // Number of damage points before BOOM! l ExplosionObject = 0 // Object Class Number of explosion for Mech l DestroyedObject = 0 // Object Class Number of Destroyed shape for Mech f ExtentRadius = 0 // Extent Radius in Meters [TreeData] ul DmgLevel = 0 FITend FITini // This is a mech placement marker fit file [ObjectClass] l ObjectTypeNum = 18 [ObjectType] st Name = "xmp_thor_01" l Type = 0x7 l Appearance = 0x02000427 l Duration = -1 // Lasts forever = -1 l MaxDamage = 0 // Number of damage points before BOOM! l ExplosionObject = 0 // Object Class Number of explosion for Mech l DestroyedObject = 0 // Object Class Number of Destroyed shape for Mech f ExtentRadius = 0 // Extent Radius in Meters [TreeData] ul DmgLevel = 0 FITend FITini // This is a mech placement marker fit file [ObjectClass] l ObjectTypeNum = 18 [ObjectType] st Name = "xmp_thor_02" l Type = 0x7 l Appearance = 0x02000428 l Duration = -1 // Lasts forever = -1 l MaxDamage = 0 // Number of damage points before BOOM! l ExplosionObject = 0 // Object Class Number of explosion for Mech l DestroyedObject = 0 // Object Class Number of Destroyed shape for Mech f ExtentRadius = 0 // Extent Radius in Meters [TreeData] ul DmgLevel = 0 FITend FITini // This is a mech placement marker fit file [ObjectClass] l ObjectTypeNum = 18 [ObjectType] st Name = "xmp_thor_03" l Type = 0x7 l Appearance = 0x02000429 l Duration = -1 // Lasts forever = -1 l MaxDamage = 0 // Number of damage points before BOOM! l ExplosionObject = 0 // Object Class Number of explosion for Mech l DestroyedObject = 0 // Object Class Number of Destroyed shape for Mech f ExtentRadius = 0 // Extent Radius in Meters [TreeData] ul DmgLevel = 0 FITend FITini // This is a mech placement marker fit file [ObjectClass] l ObjectTypeNum = 18 [ObjectType] st Name = "xmp_thor_04" l Type = 0x7 l Appearance = 0x0200042A l Duration = -1 // Lasts forever = -1 l MaxDamage = 0 // Number of damage points before BOOM! l ExplosionObject = 0 // Object Class Number of explosion for Mech l DestroyedObject = 0 // Object Class Number of Destroyed shape for Mech f ExtentRadius = 0 // Extent Radius in Meters [TreeData] ul DmgLevel = 0 FITend FITini // This is a mech placement marker fit file [ObjectClass] l ObjectTypeNum = 18 [ObjectType] st Name = "xmp_uller_01" l Type = 0x7 l Appearance = 0x0200042B l Duration = -1 // Lasts forever = -1 l MaxDamage = 0 // Number of damage points before BOOM! l ExplosionObject = 0 // Object Class Number of explosion for Mech l DestroyedObject = 0 // Object Class Number of Destroyed shape for Mech f ExtentRadius = 0 // Extent Radius in Meters [TreeData] ul DmgLevel = 0 FITend FITini // This is a mech placement marker fit file [ObjectClass] l ObjectTypeNum = 18 [ObjectType] st Name = "xmp_uller_02" l Type = 0x7 l Appearance = 0x0200042C l Duration = -1 // Lasts forever = -1 l MaxDamage = 0 // Number of damage points before BOOM! l ExplosionObject = 0 // Object Class Number of explosion for Mech l DestroyedObject = 0 // Object Class Number of Destroyed shape for Mech f ExtentRadius = 0 // Extent Radius in Meters [TreeData] ul DmgLevel = 0 FITend FITini // This is a mech placement marker fit file [ObjectClass] l ObjectTypeNum = 18 [ObjectType] st Name = "xmp_uller_03" l Type = 0x7 l Appearance = 0x0200042D l Duration = -1 // Lasts forever = -1 l MaxDamage = 0 // Number of damage points before BOOM! l ExplosionObject = 0 // Object Class Number of explosion for Mech l DestroyedObject = 0 // Object Class Number of Destroyed shape for Mech f ExtentRadius = 0 // Extent Radius in Meters [TreeData] ul DmgLevel = 0 FITend FITini // This is a mech placement marker fit file [ObjectClass] l ObjectTypeNum = 18 [ObjectType] st Name = "xmp_uller_04" l Type = 0x7 l Appearance = 0x0200042E l Duration = -1 // Lasts forever = -1 l MaxDamage = 0 // Number of damage points before BOOM! l ExplosionObject = 0 // Object Class Number of explosion for Mech l DestroyedObject = 0 // Object Class Number of Destroyed shape for Mech f ExtentRadius = 0 // Extent Radius in Meters [TreeData] ul DmgLevel = 0 FITend FITini // This is a mech placement marker fit file [ObjectClass] l ObjectTypeNum = 18 [ObjectType] st Name = "xmp_vulture_01" l Type = 0x7 l Appearance = 0x0200042F l Duration = -1 // Lasts forever = -1 l MaxDamage = 0 // Number of damage points before BOOM! l ExplosionObject = 0 // Object Class Number of explosion for Mech l DestroyedObject = 0 // Object Class Number of Destroyed shape for Mech f ExtentRadius = 0 // Extent Radius in Meters [TreeData] ul DmgLevel = 0 FITend FITini // This is a mech placement marker fit file [ObjectClass] l ObjectTypeNum = 18 [ObjectType] st Name = "xmp_vulture_02" l Type = 0x7 l Appearance = 0x02000430 l Duration = -1 // Lasts forever = -1 l MaxDamage = 0 // Number of damage points before BOOM! l ExplosionObject = 0 // Object Class Number of explosion for Mech l DestroyedObject = 0 // Object Class Number of Destroyed shape for Mech f ExtentRadius = 0 // Extent Radius in Meters [TreeData] ul DmgLevel = 0 FITend FITini // This is a mech placement marker fit file [ObjectClass] l ObjectTypeNum = 18 [ObjectType] st Name = "xmp_vulture_03" l Type = 0x7 l Appearance = 0x02000431 l Duration = -1 // Lasts forever = -1 l MaxDamage = 0 // Number of damage points before BOOM! l ExplosionObject = 0 // Object Class Number of explosion for Mech l DestroyedObject = 0 // Object Class Number of Destroyed shape for Mech f ExtentRadius = 0 // Extent Radius in Meters [TreeData] ul DmgLevel = 0 FITend FITini // This is a mech placement marker fit file [ObjectClass] l ObjectTypeNum = 18 [ObjectType] st Name = "xmp_vulture_04" l Type = 0x7 l Appearance = 0x02000432 l Duration = -1 // Lasts forever = -1 l MaxDamage = 0 // Number of damage points before BOOM! l ExplosionObject = 0 // Object Class Number of explosion for Mech l DestroyedObject = 0 // Object Class Number of Destroyed shape for Mech f ExtentRadius = 0 // Extent Radius in Meters [TreeData] ul DmgLevel = 0 FITend FITini // This is a mech placement marker fit file [ObjectClass] l ObjectTypeNum = 18 [ObjectType] st Name = "xmp_stiletto_01" l Type = 0x7 l Appearance = 0x02000433 l Duration = -1 // Lasts forever = -1 l MaxDamage = 0 // Number of damage points before BOOM! l ExplosionObject = 0 // Object Class Number of explosion for Mech l DestroyedObject = 0 // Object Class Number of Destroyed shape for Mech f ExtentRadius = 0 // Extent Radius in Meters [TreeData] ul DmgLevel = 0 FITend FITini // This is a mech placement marker fit file [ObjectClass] l ObjectTypeNum = 18 [ObjectType] st Name = "xmp_stiletto_02" l Type = 0x7 l Appearance = 0x02000434 l Duration = -1 // Lasts forever = -1 l MaxDamage = 0 // Number of damage points before BOOM! l ExplosionObject = 0 // Object Class Number of explosion for Mech l DestroyedObject = 0 // Object Class Number of Destroyed shape for Mech f ExtentRadius = 0 // Extent Radius in Meters [TreeData] ul DmgLevel = 0 FITend FITini // This is a mech placement marker fit file [ObjectClass] l ObjectTypeNum = 18 [ObjectType] st Name = "xmp_stiletto_03" l Type = 0x7 l Appearance = 0x02000435 l Duration = -1 // Lasts forever = -1 l MaxDamage = 0 // Number of damage points before BOOM! l ExplosionObject = 0 // Object Class Number of explosion for Mech l DestroyedObject = 0 // Object Class Number of Destroyed shape for Mech f ExtentRadius = 0 // Extent Radius in Meters [TreeData] ul DmgLevel = 0 FITend FITini // This is a mech placement marker fit file [ObjectClass] l ObjectTypeNum = 18 [ObjectType] st Name = "xmp_stiletto_04" l Type = 0x7 l Appearance = 0x02000436 l Duration = -1 // Lasts forever = -1 l MaxDamage = 0 // Number of damage points before BOOM! l ExplosionObject = 0 // Object Class Number of explosion for Mech l DestroyedObject = 0 // Object Class Number of Destroyed shape for Mech f ExtentRadius = 0 // Extent Radius in Meters [TreeData] ul DmgLevel = 0 FITend FITini // This is a mech placement marker fit file [ObjectClass] l ObjectTypeNum = 18 [ObjectType] st Name = "xmp_bushwacker_01" l Type = 0x7 l Appearance = 0x02000437 l Duration = -1 // Lasts forever = -1 l MaxDamage = 0 // Number of damage points before BOOM! l ExplosionObject = 0 // Object Class Number of explosion for Mech l DestroyedObject = 0 // Object Class Number of Destroyed shape for Mech f ExtentRadius = 0 // Extent Radius in Meters [TreeData] ul DmgLevel = 0 FITend FITini // This is a mech placement marker fit file [ObjectClass] l ObjectTypeNum = 18 [ObjectType] st Name = "xmp_bushwacker_02" l Type = 0x7 l Appearance = 0x02000438 l Duration = -1 // Lasts forever = -1 l MaxDamage = 0 // Number of damage points before BOOM! l ExplosionObject = 0 // Object Class Number of explosion for Mech l DestroyedObject = 0 // Object Class Number of Destroyed shape for Mech f ExtentRadius = 0 // Extent Radius in Meters [TreeData] ul DmgLevel = 0 FITend FITini // This is a mech placement marker fit file [ObjectClass] l ObjectTypeNum = 18 [ObjectType] st Name = "xmp_bushwacker_03" l Type = 0x7 l Appearance = 0x02000439 l Duration = -1 // Lasts forever = -1 l MaxDamage = 0 // Number of damage points before BOOM! l ExplosionObject = 0 // Object Class Number of explosion for Mech l DestroyedObject = 0 // Object Class Number of Destroyed shape for Mech f ExtentRadius = 0 // Extent Radius in Meters [TreeData] ul DmgLevel = 0 FITend FITini // This is a mech placement marker fit file [ObjectClass] l ObjectTypeNum = 18 [ObjectType] st Name = "xmp_bushwacker_04" l Type = 0x7 l Appearance = 0x0200043A l Duration = -1 // Lasts forever = -1 l MaxDamage = 0 // Number of damage points before BOOM! l ExplosionObject = 0 // Object Class Number of explosion for Mech l DestroyedObject = 0 // Object Class Number of Destroyed shape for Mech f ExtentRadius = 0 // Extent Radius in Meters [TreeData] ul DmgLevel = 0 FITend FITini // This is a mech placement marker fit file [ObjectClass] l ObjectTypeNum = 18 [ObjectType] st Name = "xmp_mauler_01" l Type = 0x7 l Appearance = 0x0200043B l Duration = -1 // Lasts forever = -1 l MaxDamage = 0 // Number of damage points before BOOM! l ExplosionObject = 0 // Object Class Number of explosion for Mech l DestroyedObject = 0 // Object Class Number of Destroyed shape for Mech f ExtentRadius = 0 // Extent Radius in Meters [TreeData] ul DmgLevel = 0 FITend FITini // This is a mech placement marker fit file [ObjectClass] l ObjectTypeNum = 18 [ObjectType] st Name = "xmp_mauler_02" l Type = 0x7 l Appearance = 0x0200043C l Duration = -1 // Lasts forever = -1 l MaxDamage = 0 // Number of damage points before BOOM! l ExplosionObject = 0 // Object Class Number of explosion for Mech l DestroyedObject = 0 // Object Class Number of Destroyed shape for Mech f ExtentRadius = 0 // Extent Radius in Meters [TreeData] ul DmgLevel = 0 FITend FITini // This is a mech placement marker fit file [ObjectClass] l ObjectTypeNum = 18 [ObjectType] st Name = "xmp_mauler_03" l Type = 0x7 l Appearance = 0x0200043D l Duration = -1 // Lasts forever = -1 l MaxDamage = 0 // Number of damage points before BOOM! l ExplosionObject = 0 // Object Class Number of explosion for Mech l DestroyedObject = 0 // Object Class Number of Destroyed shape for Mech f ExtentRadius = 0 // Extent Radius in Meters [TreeData] ul DmgLevel = 0 FITend FITini // This is a mech placement marker fit file [ObjectClass] l ObjectTypeNum = 18 [ObjectType] st Name = "xmp_mauler_04" l Type = 0x7 l Appearance = 0x0200043E l Duration = -1 // Lasts forever = -1 l MaxDamage = 0 // Number of damage points before BOOM! l ExplosionObject = 0 // Object Class Number of explosion for Mech l DestroyedObject = 0 // Object Class Number of Destroyed shape for Mech f ExtentRadius = 0 // Extent Radius in Meters [TreeData] ul DmgLevel = 0 FITend FITini // This is a mech placement marker fit file [ObjectClass] l ObjectTypeNum = 18 [ObjectType] st Name = "xmp_shadowcat_01" l Type = 0x7 l Appearance = 0x0200043F l Duration = -1 // Lasts forever = -1 l MaxDamage = 0 // Number of damage points before BOOM! l ExplosionObject = 0 // Object Class Number of explosion for Mech l DestroyedObject = 0 // Object Class Number of Destroyed shape for Mech f ExtentRadius = 0 // Extent Radius in Meters [TreeData] ul DmgLevel = 0 FITend FITini // This is a mech placement marker fit file [ObjectClass] l ObjectTypeNum = 18 [ObjectType] st Name = "xmp_shadowcat_02" l Type = 0x7 l Appearance = 0x02000440 l Duration = -1 // Lasts forever = -1 l MaxDamage = 0 // Number of damage points before BOOM! l ExplosionObject = 0 // Object Class Number of explosion for Mech l DestroyedObject = 0 // Object Class Number of Destroyed shape for Mech f ExtentRadius = 0 // Extent Radius in Meters [TreeData] ul DmgLevel = 0 FITend FITini // This is a mech placement marker fit file [ObjectClass] l ObjectTypeNum = 18 [ObjectType] st Name = "xmp_shadowcat_03" l Type = 0x7 l Appearance = 0x02000441 l Duration = -1 // Lasts forever = -1 l MaxDamage = 0 // Number of damage points before BOOM! l ExplosionObject = 0 // Object Class Number of explosion for Mech l DestroyedObject = 0 // Object Class Number of Destroyed shape for Mech f ExtentRadius = 0 // Extent Radius in Meters [TreeData] ul DmgLevel = 0 FITend FITini // This is a mech placement marker fit file [ObjectClass] l ObjectTypeNum = 18 [ObjectType] st Name = "xmp_shadowcat_04" l Type = 0x7 l Appearance = 0x02000442 l Duration = -1 // Lasts forever = -1 l MaxDamage = 0 // Number of damage points before BOOM! l ExplosionObject = 0 // Object Class Number of explosion for Mech l DestroyedObject = 0 // Object Class Number of Destroyed shape for Mech f ExtentRadius = 0 // Extent Radius in Meters [TreeData] ul DmgLevel = 0 FITend FITini // This is a mech placement marker fit file [ObjectClass] l ObjectTypeNum = 18 [ObjectType] st Name = "xmp_novacat_01" l Type = 0x7 l Appearance = 0x02000443 l Duration = -1 // Lasts forever = -1 l MaxDamage = 0 // Number of damage points before BOOM! l ExplosionObject = 0 // Object Class Number of explosion for Mech l DestroyedObject = 0 // Object Class Number of Destroyed shape for Mech f ExtentRadius = 0 // Extent Radius in Meters [TreeData] ul DmgLevel = 0 FITend FITini // This is a mech placement marker fit file [ObjectClass] l ObjectTypeNum = 18 [ObjectType] st Name = "xmp_novacat_02" l Type = 0x7 l Appearance = 0x02000444 l Duration = -1 // Lasts forever = -1 l MaxDamage = 0 // Number of damage points before BOOM! l ExplosionObject = 0 // Object Class Number of explosion for Mech l DestroyedObject = 0 // Object Class Number of Destroyed shape for Mech f ExtentRadius = 0 // Extent Radius in Meters [TreeData] ul DmgLevel = 0 FITend FITini // This is a mech placement marker fit file [ObjectClass] l ObjectTypeNum = 18 [ObjectType] st Name = "xmp_novacat_03" l Type = 0x7 l Appearance = 0x02000445 l Duration = -1 // Lasts forever = -1 l MaxDamage = 0 // Number of damage points before BOOM! l ExplosionObject = 0 // Object Class Number of explosion for Mech l DestroyedObject = 0 // Object Class Number of Destroyed shape for Mech f ExtentRadius = 0 // Extent Radius in Meters [TreeData] ul DmgLevel = 0 FITend FITini // This is a mech placement marker fit file [ObjectClass] l ObjectTypeNum = 18 [ObjectType] st Name = "xmp_novacat_04" l Type = 0x7 l Appearance = 0x02000446 l Duration = -1 // Lasts forever = -1 l MaxDamage = 0 // Number of damage points before BOOM! l ExplosionObject = 0 // Object Class Number of explosion for Mech l DestroyedObject = 0 // Object Class Number of Destroyed shape for Mech f ExtentRadius = 0 // Extent Radius in Meters [TreeData] ul DmgLevel = 0 FITend FITini // This is a mech placement marker fit file [ObjectClass] l ObjectTypeNum = 18 [ObjectType] st Name = "xmp_turkina_01" l Type = 0x7 l Appearance = 0x02000447 l Duration = -1 // Lasts forever = -1 l MaxDamage = 0 // Number of damage points before BOOM! l ExplosionObject = 0 // Object Class Number of explosion for Mech l DestroyedObject = 0 // Object Class Number of Destroyed shape for Mech f ExtentRadius = 0 // Extent Radius in Meters [TreeData] ul DmgLevel = 0 FITend FITini // This is a mech placement marker fit file [ObjectClass] l ObjectTypeNum = 18 [ObjectType] st Name = "xmp_turkina_02" l Type = 0x7 l Appearance = 0x02000448 l Duration = -1 // Lasts forever = -1 l MaxDamage = 0 // Number of damage points before BOOM! l ExplosionObject = 0 // Object Class Number of explosion for Mech l DestroyedObject = 0 // Object Class Number of Destroyed shape for Mech f ExtentRadius = 0 // Extent Radius in Meters [TreeData] ul DmgLevel = 0 FITend FITini // This is a mech placement marker fit file [ObjectClass] l ObjectTypeNum = 18 [ObjectType] st Name = "xmp_turkina_03" l Type = 0x7 l Appearance = 0x02000449 l Duration = -1 // Lasts forever = -1 l MaxDamage = 0 // Number of damage points before BOOM! l ExplosionObject = 0 // Object Class Number of explosion for Mech l DestroyedObject = 0 // Object Class Number of Destroyed shape for Mech f ExtentRadius = 0 // Extent Radius in Meters [TreeData] ul DmgLevel = 0 FITend FITini // This is a mech placement marker fit file [ObjectClass] l ObjectTypeNum = 18 [ObjectType] st Name = "xmp_turkina_04" l Type = 0x7 l Appearance = 0x0200044A l Duration = -1 // Lasts forever = -1 l MaxDamage = 0 // Number of damage points before BOOM! l ExplosionObject = 0 // Object Class Number of explosion for Mech l DestroyedObject = 0 // Object Class Number of Destroyed shape for Mech f ExtentRadius = 0 // Extent Radius in Meters [TreeData] ul DmgLevel = 0 FITend FITini // This is the MULTIPLAYER data file [ObjectClass] l ObjectTypeNum = 18 [ObjectType] st Name = "xheadquarters_1" // Text string giving a descriptive name (only 8 chars long!!) l Type = 0x7 l Appearance = 0x02000359 l Duration = -1 // Lasts forever = -1 l MaxDamage = 0 // Number of damage points before BOOM! l ExplosionObject = 727 // Object Class Number of explosion for Mech l DestroyedObject = 0 // Object Class Number of Destroyed shape for Mech f ExtentRadius = 50 // Extent Radius in Meters [TreeData] l BuildingName = 386 b BlocksLineOfFire = TRUE ul DmgLevel = 950000 l NumMarines = 2 //Little guys will come running out l BattleRating = 2500 l LowTemplate = 0x38000000 l HighTemplate = 0x00003838 FITend FITini // This is the MULTIPLAYER data file [ObjectClass] l ObjectTypeNum = 18 [ObjectType] st Name = "xheadquarters_2" // Text string giving a descriptive name (only 8 chars long!!) l Type = 0x7 l Appearance = 0x0200035a l Duration = -1 // Lasts forever = -1 l MaxDamage = 0 // Number of damage points before BOOM! l ExplosionObject = 727 // Object Class Number of explosion for Mech l DestroyedObject = 0 // Object Class Number of Destroyed shape for Mech f ExtentRadius = 50 // Extent Radius in Meters [TreeData] l BuildingName = 386 b BlocksLineOfFire = TRUE l BattleRating = 2500 l NumMarines = 2 //Little guys will come running out ul DmgLevel = 950000 l LowTemplate = 0x38000000 l HighTemplate = 0x00003838 FITend FITini // This is the MULTIPLAYER data file [ObjectClass] l ObjectTypeNum = 18 [ObjectType] st Name = "xindcommand" l Type = 0x7 l Appearance = 0x020002B5 l Duration = -1 // Lasts forever = -1 l MaxDamage = 0 // Number of damage points before BOOM! l ExplosionObject = 613 // Object Class Number of explosion for Mech l DestroyedObject = 0 // Object Class Number of Destroyed shape for Mech f ExtentRadius = 35 // Extent Radius in Meters [TreeData] l BuildingName = 231 b BlocksLineOfFire = FALSE ul DmgLevel = 950000 ul BlownEffectId = -1 //Sound Effect played when building dies. ul NormalEffectId = -1 //Sound Effect played when building is normal. ul DamageEffectId = 73 //Sound Effect Played when building is dmg/destroyed. l LowTemplate = 0x3c3c0000 l HighTemplate = 0x00003c3c FITend FITini // This is the xcontainer_stack data file [ObjectClass] l ObjectTypeNum = 18 [ObjectType] st Name = "xcontainer_stack_1" // Text string giving a descriptive name (only 8 chars long!!) l Type = 0x7 l Appearance = 0x0200034B l Duration = -1 // Lasts forever = -1 l MaxDamage = 0 // Number of damage points before BOOM! l ExplosionObject = 727 // Object Class Number of explosion for Mech l DestroyedObject = 0 // Object Class Number of Destroyed shape for Mech f ExtentRadius = 35 // Extent Radius in Meters [TreeData] l BuildingName = 210 b BlocksLineOfFire = TRUE ul DmgLevel = 61 l LowTemplate = 0x38000000 l HighTemplate = 0x00003838 FITend FITini // This is the xcontainer_stack data file [ObjectClass] l ObjectTypeNum = 18 [ObjectType] st Name = "xcontainer_stack_2" // Text string giving a descriptive name (only 8 chars long!!) l Type = 0x7 l Appearance = 0x0200034C l Duration = -1 // Lasts forever = -1 l MaxDamage = 0 // Number of damage points before BOOM! l ExplosionObject = 727 // Object Class Number of explosion for Mech l DestroyedObject = 0 // Object Class Number of Destroyed shape for Mech f ExtentRadius = 35 // Extent Radius in Meters [TreeData] l BuildingName = 210 b BlocksLineOfFire = TRUE ul DmgLevel = 61 l LowTemplate = 0x38000000 l HighTemplate = 0x00003838 FITend