Files
SoaFE/DATA/XML/UNITS/UNITS_SOAFE_RIFT.XML
2026-02-28 14:00:45 -06:00

1190 lines
49 KiB
XML

<?xml version="1.0" encoding="utf-8"?>
<Data>
<!-- Red Buff -->
<GroundInfantry Name="SoaFE_Rift_Rancor">
<!-- Encyclopedia Info -->
<LOD_Bias>1</LOD_Bias>
<Text_ID>TEXT_INDIG_RANCOR</Text_ID>
<Encyclopedia_Text>TEXT_TOOLTIP_UNIT_CAPTURE_ABILITY</Encyclopedia_Text>
<Encyclopedia_Unit_Class>TEXT_ENCYCLOPEDIA_CLASS_INDIGENOUS</Encyclopedia_Unit_Class>
<Land_Model_Name>AI_Rancor.alo</Land_Model_Name>
<Icon_Name>i_button_rancor.tga</Icon_Name>
<Affiliation>Hostile</Affiliation>
<!-- GUI Info -->
<GUI_Bounds_Scale>0.3</GUI_Bounds_Scale>
<GUI_Bracket_Size>1</GUI_Bracket_Size>
<!-- Scale - Collision Info -->
<Mass>1.0</Mass>
<Size_Value>10</Size_Value>
<Scale_Factor>1.0</Scale_Factor>
<Select_Box_Scale>60</Select_Box_Scale>
<Select_Box_Z_Adjust>3.0f</Select_Box_Z_Adjust>
<UnitCollisionClass>Giant Vehicle</UnitCollisionClass>
<Collidable_By_Projectile_Living>Yes</Collidable_By_Projectile_Living>
<Mouse_Collide_Override_Sphere_Radius>10.0</Mouse_Collide_Override_Sphere_Radius>
<Custom_Hard_XExtent>20.0</Custom_Hard_XExtent>
<Custom_Hard_YExtent>25.0</Custom_Hard_YExtent>
<Is_Squashable>No</Is_Squashable>
<!-- Movement Info -->
<MovementClass>Infantry</MovementClass>
<Max_Speed>0.8</Max_Speed>
<Min_Speed>0.1</Min_Speed>
<Max_Rate_Of_Turn>2.0</Max_Rate_Of_Turn>
<Movement_Animation_Speed>0.8</Movement_Animation_Speed>
<Rotation_Animation_Speed>2.0</Rotation_Animation_Speed>
<Loop_Idle_Anim_00>No</Loop_Idle_Anim_00>
<Walk_Transition>Yes</Walk_Transition>
<!-- <Has_Pre_Turn_Anim>Yes</Has_Pre_Turn_Anim>-->
<MinimumPushReturnDistance>100</MinimumPushReturnDistance>
<FormationGrouping>Solo</FormationGrouping>
<Blob_Shadow_Below_Detail_Level>3</Blob_Shadow_Below_Detail_Level>
<Blob_Shadow_Scale>33.0, 33.0</Blob_Shadow_Scale>
<Blob_Shadow_Material_Name>Generic_Shadow</Blob_Shadow_Material_Name>
<Blob_Shadow_Bone_Name>B_Chest</Blob_Shadow_Bone_Name>
<!-- Statistics Info -->
<Armor_Type>Armor_Vehicle_Heavy</Armor_Type>
<Tactical_Health>2000</Tactical_Health>
<Autoresolve_Health>900</Autoresolve_Health>
<!-- Damage - Targeting Info -->
<Damage>90</Damage>
<AI_Combat_Power>500</AI_Combat_Power>
<Projectile_Types>Proj_Rancor_Hit</Projectile_Types>
<Projectile_Fire_Recharge_Seconds>2.0</Projectile_Fire_Recharge_Seconds>
<Projectile_Appearance_Delay_Frames>20</Projectile_Appearance_Delay_Frames>
<Targeting_Fire_Inaccuracy>Infantry, 1.0</Targeting_Fire_Inaccuracy>
<Targeting_Fire_Inaccuracy>Vehicle, 1.0</Targeting_Fire_Inaccuracy>
<Targeting_Fire_Inaccuracy>Air, 70.0</Targeting_Fire_Inaccuracy>
<Targeting_Fire_Inaccuracy>Structure, 1.0</Targeting_Fire_Inaccuracy>
<Fire_Category_Restrictions>Air</Fire_Category_Restrictions>
<Land_FOW_Reveal_Range>200.0</Land_FOW_Reveal_Range>
<Targeting_Max_Attack_Distance>50.0</Targeting_Max_Attack_Distance>
<Ranged_Target_Z_Adjust>15.0</Ranged_Target_Z_Adjust>
<Targeting_Priority_Set>SoaFE_Rift_Jungle_Melee</Targeting_Priority_Set>
<Idle_Chase_Range>200.0</Idle_Chase_Range>
<Guard_Chase_Range>200.0</Guard_Chase_Range>
<Attack_Move_Response_Range>200.0</Attack_Move_Response_Range>
<!-- Misc. Info -->
<Is_Visible_On_Radar>Yes</Is_Visible_On_Radar>
<Victory_Relevant>No</Victory_Relevant>
<CanCellStack>Yes</CanCellStack>
<Influences_Capture_Point>False</Influences_Capture_Point>
<CategoryMask>LandHero</CategoryMask>
<Space_Layer>Land</Space_Layer>
<Weather_Category>Infantry</Weather_Category>
<OccupationStyle>1x1</OccupationStyle>
<Score_Cost_Credits>1000</Score_Cost_Credits>
<Political_Control>0</Political_Control>
<Override_Bounty_MP>1000</Override_Bounty_MP>
<!-- Behavior - Death Info -->
<Behavior>SELECTABLE</Behavior>
<LandBehavior>AFFECTED_BY_SHIELD, WALK_LOCOMOTOR, IDLE, TARGETING, WEAPON, REVEAL, HIDE_WHEN_FOGGED, SQUASH, UNIT_AI</LandBehavior>
<Base_Shield_Penetration_Particle>Shield_Penetration_Effect_Particle</Base_Shield_Penetration_Particle>
<Ground_Infantry_Turret_Target>Yes</Ground_Infantry_Turret_Target>
<Death_Clone>Damage_Normal, Rancor_Death_Clone_00</Death_Clone>
<Death_Clone>Damage_Normal, Rancor_Death_Clone_01</Death_Clone>
<!-- SFX Events -->
<Abilities SubObjectList="Yes">
<Generic_Attack_Ability Name="Rancor_Pound_Vehicles">
<Activation_Chance>1.0</Activation_Chance>
<Activation_Min_Range>0.0</Activation_Min_Range>
<Activation_Max_Range>45.0</Activation_Max_Range>
<Damage_Amount>200.0</Damage_Amount>
<Damage_Percentage>0.0</Damage_Percentage>
<Damage_Type>Damage_Normal</Damage_Type><!--Needs to be an Internal Damage_Type-->
<Attack_Animation>POUND_ATTACK</Attack_Animation>
<Attack_Animation_Speedup>0.75</Attack_Animation_Speedup>
<Damage_Frame_Number>20</Damage_Frame_Number>
<SFXEvent_Apply_Damage/>
<Applicable_Unit_Categories>Vehicle</Applicable_Unit_Categories>
<Applicable_Unit_Types/>
</Generic_Attack_Ability>
<!--Commented out due to censorship issues... - SoaFE enabled-->
<Eat_Attack_Ability Name="Rancor_Eat_Infantry">
<Activation_Chance>0.2</Activation_Chance>
<Activation_Min_Range>40.0</Activation_Min_Range>
<Activation_Max_Range>45.0</Activation_Max_Range>
<Damage_Amount>0.0</Damage_Amount>
<Damage_Percentage>1.0</Damage_Percentage>
<Damage_Type>Damage_Eat</Damage_Type>
<Attack_Animation>EAT_ATTACK</Attack_Animation>
<Attack_Animation_Speedup>1.0</Attack_Animation_Speedup>
<Owner_Attachment_Bone>B_ATTACH_01</Owner_Attachment_Bone>
<Attachment_Frame>14</Attachment_Frame>
<Target_Destruction_Frame>110</Target_Destruction_Frame>
<Target_Grabbed_Animation>EATEN_DIE</Target_Grabbed_Animation>
<Applicable_Unit_Categories>Infantry</Applicable_Unit_Categories>
<Applicable_Unit_Types/>
<Health_Per_Victim>400</Health_Per_Victim>
<Excluded_Unit_Types>
Rancor,
Rancor_Dark_Ally,
Night_Sister,
UM06_Night_Sister,
Prisoner_Night_Sister,
Wampa,
Cuddles_The_Rancor
</Excluded_Unit_Types>
</Eat_Attack_Ability>
<Arc_Sweep_Attack_Ability Name="Rancor_Swat_Infantry_Left">
<Activation_Chance>0.4</Activation_Chance>
<Activation_Min_Range>0.0</Activation_Min_Range>
<Activation_Max_Range>50.0</Activation_Max_Range>
<Damage_Amount>0.0</Damage_Amount>
<Damage_Percentage>1.0</Damage_Percentage>
<Damage_Type>Damage_Force_Whirlwind</Damage_Type>
<Attack_Animation>ATTACK</Attack_Animation>
<Attack_Animation_Speedup>0.75</Attack_Animation_Speedup>
<Attack_Animation_Subindex>0</Attack_Animation_Subindex>
<Arc_Width_In_Degrees>120.0</Arc_Width_In_Degrees>
<Arc_Min_Range>10.0</Arc_Min_Range>
<Arc_Max_Range>55.0</Arc_Max_Range>
<Begin_Applying_Damage_Frame>27</Begin_Applying_Damage_Frame>
<Damage_Sweep_Time_In_Secs>0.233333</Damage_Sweep_Time_In_Secs>
<Apply_Damage_Right_To_Left>Yes</Apply_Damage_Right_To_Left>
<Applicable_Unit_Categories>Infantry</Applicable_Unit_Categories>
<Excluded_Unit_Types>Wampa</Excluded_Unit_Types>
<Applicable_Unit_Types/>
</Arc_Sweep_Attack_Ability>
<Arc_Sweep_Attack_Ability Name="Rancor_Swat_Infantry_Right">
<Activation_Chance>0.4</Activation_Chance>
<Activation_Min_Range>0.0</Activation_Min_Range>
<Activation_Max_Range>50.0</Activation_Max_Range>
<Damage_Amount>0.0</Damage_Amount>
<Damage_Percentage>1.0</Damage_Percentage>
<Damage_Type>Damage_Force_Whirlwind</Damage_Type>
<Attack_Animation>ATTACK</Attack_Animation>
<Attack_Animation_Speedup>0.75</Attack_Animation_Speedup>
<Attack_Animation_Subindex>1</Attack_Animation_Subindex>
<Arc_Width_In_Degrees>120.0</Arc_Width_In_Degrees>
<Arc_Min_Range>10.0</Arc_Min_Range>
<Arc_Max_Range>55.0</Arc_Max_Range>
<Begin_Applying_Damage_Frame>27</Begin_Applying_Damage_Frame>
<Damage_Sweep_Time_In_Secs>0.233333</Damage_Sweep_Time_In_Secs>
<Apply_Damage_Right_To_Left>No</Apply_Damage_Right_To_Left>
<Applicable_Unit_Categories>Infantry</Applicable_Unit_Categories>
<Excluded_Unit_Types>Wampa</Excluded_Unit_Types>
<Applicable_Unit_Types/>
</Arc_Sweep_Attack_Ability>
</Abilities>
</GroundInfantry>
<!-- Blue Buff -->
<GroundInfantry Name="SoaFE_Rift_Wampa">
<!-- Encyclopedia Info -->
<Text_ID>TEXT_INDIG_WAMPA</Text_ID>
<Encyclopedia_Text>TEXT_TOOLTIP_UNIT_CAPTURE_ABILITY</Encyclopedia_Text>
<Encyclopedia_Unit_Class>TEXT_ENCYCLOPEDIA_CLASS_INDIGENOUS</Encyclopedia_Unit_Class>
<Land_Model_Name>AI_Wampa.alo</Land_Model_Name>
<Icon_Name>i_button_wampa.tga</Icon_Name>
<Affiliation>Hostile</Affiliation>
<!-- GUI Info -->
<GUI_Bounds_Scale>0.6</GUI_Bounds_Scale>
<GUI_Bracket_Size>1</GUI_Bracket_Size>
<!-- Scale - Collision Info -->
<Mass>1.0</Mass>
<Size_Value>10</Size_Value>
<Scale_Factor>2.0</Scale_Factor>
<Select_Box_Scale>30</Select_Box_Scale>
<Select_Box_Z_Adjust>3.0f</Select_Box_Z_Adjust>
<UnitCollisionClass>Infantry</UnitCollisionClass>
<Collidable_By_Projectile_Living>Yes</Collidable_By_Projectile_Living>
<Mouse_Collide_Override_Sphere_Radius>10.0</Mouse_Collide_Override_Sphere_Radius>
<Custom_Hard_XExtent>2.0</Custom_Hard_XExtent>
<Custom_Hard_YExtent>2.0</Custom_Hard_YExtent>
<Custom_Soft_Footprint_Radius>4.0</Custom_Soft_Footprint_Radius>
<Is_Squashable>No</Is_Squashable>
<!-- Movement Info -->
<MovementClass>Infantry</MovementClass>
<Max_Speed>1.2</Max_Speed>
<Max_Rate_Of_Turn>8</Max_Rate_Of_Turn>
<OverrideAcceleration>.1</OverrideAcceleration>
<OverrideDeceleration>.1</OverrideDeceleration>
<Movement_Animation_Speed>1.2</Movement_Animation_Speed>
<Rotation_Animation_Speed>4</Rotation_Animation_Speed>
<Loop_Idle_Anim_00>No</Loop_Idle_Anim_00>
<MinimumPushReturnDistance>100</MinimumPushReturnDistance>
<FormationGrouping>Solo</FormationGrouping>
<Blob_Shadow_Below_Detail_Level>3</Blob_Shadow_Below_Detail_Level>
<Blob_Shadow_Scale>10.0, 10.0</Blob_Shadow_Scale>
<Blob_Shadow_Material_Name>Generic_Shadow</Blob_Shadow_Material_Name>
<Blob_Shadow_Bone_Name>B_Chest</Blob_Shadow_Bone_Name>
<!-- Statistics Info -->
<Armor_Type>Armor_Vehicle_Heavy</Armor_Type>
<Tactical_Health>3000</Tactical_Health>
<Autoresolve_Health>1000</Autoresolve_Health>
<!-- Damage - Targeting Info -->
<Damage>90</Damage>
<AI_Combat_Power>500</AI_Combat_Power>
<Projectile_Types>Proj_Wampa_Hit</Projectile_Types>
<Projectile_Damage>100.0</Projectile_Damage>
<Projectile_Fire_Recharge_Seconds>2.0</Projectile_Fire_Recharge_Seconds>
<Projectile_Appearance_Delay_Frames>16</Projectile_Appearance_Delay_Frames>
<Targeting_Fire_Inaccuracy>Infantry, 1.0</Targeting_Fire_Inaccuracy>
<Targeting_Fire_Inaccuracy>Vehicle, 1.0</Targeting_Fire_Inaccuracy>
<Targeting_Fire_Inaccuracy>Air, 70.0</Targeting_Fire_Inaccuracy>
<Targeting_Fire_Inaccuracy>Structure, 1.0</Targeting_Fire_Inaccuracy>
<Fire_Category_Restrictions>Air</Fire_Category_Restrictions>
<Turret_Rotate_Extent_Degrees>100.0</Turret_Rotate_Extent_Degrees>
<Turret_Elevate_Extent_Degrees>40.0</Turret_Elevate_Extent_Degrees>
<Land_FOW_Reveal_Range>200.0</Land_FOW_Reveal_Range>
<Targeting_Max_Attack_Distance>20.0</Targeting_Max_Attack_Distance>
<Ranged_Target_Z_Adjust>9.0</Ranged_Target_Z_Adjust>
<Targeting_Stickiness_Time_Threshold>5.0</Targeting_Stickiness_Time_Threshold>
<Targeting_Priority_Set>SoaFE_Rift_Jungle_Melee</Targeting_Priority_Set>
<Idle_Chase_Range>200.0</Idle_Chase_Range>
<Guard_Chase_Range>200.0</Guard_Chase_Range>
<Attack_Move_Response_Range>200.0</Attack_Move_Response_Range>
<!-- Misc. Info -->
<Is_Visible_On_Radar>Yes</Is_Visible_On_Radar>
<Victory_Relevant>No</Victory_Relevant>
<CanCellStack>Yes</CanCellStack>
<Influences_Capture_Point>True</Influences_Capture_Point>
<CategoryMask>LandHero</CategoryMask>
<Space_Layer>Land</Space_Layer>
<Weather_Category>Infantry</Weather_Category>
<OccupationStyle>1x1</OccupationStyle>
<Score_Cost_Credits>1000</Score_Cost_Credits>
<Political_Control>0</Political_Control>
<Override_Bounty_MP>1000</Override_Bounty_MP>
<!-- Behavior - Death Info -->
<Behavior>SELECTABLE</Behavior>
<LandBehavior>AFFECTED_BY_SHIELD, WALK_LOCOMOTOR, IDLE, TARGETING, WEAPON, REVEAL, HIDE_WHEN_FOGGED, UNIT_AI</LandBehavior>
<Base_Shield_Penetration_Particle>Shield_Penetration_Effect_Particle</Base_Shield_Penetration_Particle>
<Ground_Infantry_Turret_Target>Yes</Ground_Infantry_Turret_Target>
<Remove_Upon_Death>True</Remove_Upon_Death>
<Death_Fade_Time>0.25</Death_Fade_Time>
<Death_Persistence_Duration>0.0</Death_Persistence_Duration>
<!-- SFX Events -->
<SFXEvent_Select>Ambient_Wampa_Random_Chatter</SFXEvent_Select>
<SFXEvent_Move>Ambient_Wampa_Random_Chatter</SFXEvent_Move>
<SFXEvent_Attack>Unit_Attack_Wampa</SFXEvent_Attack>
<SFXEvent_Guard>Ambient_Wampa_Random_Chatter</SFXEvent_Guard>
<SFXEvent_Assist_Move>Ambient_Wampa_Random_Chatter</SFXEvent_Assist_Move>
<SFXEvent_Assist_Attack>Unit_Attack_Wampa</SFXEvent_Assist_Attack>
<Death_SFXEvent_Start_Die>Unit_Wampa_Death</Death_SFXEvent_Start_Die>
<Abilities SubObjectList="Yes">
<Generic_Attack_Ability Name="Wampa_Pound_Vehicles">
<Activation_Chance>0.3</Activation_Chance>
<Activation_Min_Range>0.0</Activation_Min_Range>
<Activation_Max_Range>30.0</Activation_Max_Range>
<Damage_Amount>120.0</Damage_Amount>
<Damage_Percentage>0.0</Damage_Percentage>
<Damage_Type>Damage_Wampa</Damage_Type>
<Attack_Animation>POUND_ATTACK</Attack_Animation>
<Attack_Animation_Speedup>0.75</Attack_Animation_Speedup>
<Damage_Frame_Number>11</Damage_Frame_Number>
<SFXEvent_Apply_Damage/>
<Applicable_Unit_Categories>Vehicle</Applicable_Unit_Categories>
<Applicable_Unit_Types/>
</Generic_Attack_Ability>
</Abilities>
</GroundInfantry>
<!-- Gromp -->
<GroundInfantry Name="SoaFE_Rift_Hutt">
<!-- Encyclopedia Info -->
<Text_ID>TEXT_INDIG_HUTT_CIV</Text_ID>
<Encyclopedia_Text>TEXT_TOOLTIP_UNIT_CAPTURE_ABILITY</Encyclopedia_Text>
<Encyclopedia_Unit_Class>TEXT_ENCYCLOPEDIA_CLASS_INDIGENOUS</Encyclopedia_Unit_Class>
<Land_Model_Name>NI_HUTT.ALO</Land_Model_Name>
<Icon_Name>i_button_hutt.tga</Icon_Name>
<Affiliation>Hostile</Affiliation>
<!-- GUI Info -->
<GUI_Bounds_Scale>0.3</GUI_Bounds_Scale>
<GUI_Bracket_Size>1</GUI_Bracket_Size>
<!-- Scale - Collision Info -->
<Mass>1.0</Mass>
<Size_Value>10</Size_Value>
<Scale_Factor>4.0</Scale_Factor>
<Select_Box_Scale>20</Select_Box_Scale>
<Select_Box_Z_Adjust>3.0f</Select_Box_Z_Adjust>
<UnitCollisionClass>Infantry</UnitCollisionClass>
<Collidable_By_Projectile_Living>Yes</Collidable_By_Projectile_Living>
<Mouse_Collide_Override_Sphere_Radius>10.0</Mouse_Collide_Override_Sphere_Radius>
<Custom_Hard_XExtent>5.0</Custom_Hard_XExtent>
<Custom_Hard_XExtent_Offset>-3.0</Custom_Hard_XExtent_Offset>
<Custom_Hard_YExtent>2.0</Custom_Hard_YExtent>
<Custom_Soft_Footprint_Radius>6.0</Custom_Soft_Footprint_Radius>
<Is_Squashable>No</Is_Squashable>
<!-- Movement Info -->
<Type>Walk</Type>
<MovementClass>Infantry</MovementClass>
<Max_Speed>0.5</Max_Speed>
<Max_Rate_Of_Turn>8</Max_Rate_Of_Turn>
<OverrideAcceleration>.05</OverrideAcceleration>
<OverrideDeceleration>.05</OverrideDeceleration>
<Rotation_Animation_Speed>8.0</Rotation_Animation_Speed>
<Movement_Animation_Speed>0.8</Movement_Animation_Speed>
<MinimumPushReturnDistance>10</MinimumPushReturnDistance>
<FormationOrder>3</FormationOrder>
<FormationSpacing>0.5</FormationSpacing>
<Blob_Shadow_Below_Detail_Level>3</Blob_Shadow_Below_Detail_Level>
<Blob_Shadow_Scale>5.0, 5.0</Blob_Shadow_Scale>
<Blob_Shadow_Material_Name>Generic_Shadow</Blob_Shadow_Material_Name>
<Blob_Shadow_Bone_Name>B_Chest</Blob_Shadow_Bone_Name>
<!-- Statistics Info -->
<Armor_Type>Armor_Infantry_Hero</Armor_Type>
<Tactical_Health>1500</Tactical_Health>
<Autoresolve_Health>1000</Autoresolve_Health>
<Sensor_Range>30</Sensor_Range>
<!-- Damage - Targeting Info -->
<Damage>100</Damage>
<AI_Combat_Power>350</AI_Combat_Power>
<Projectile_Types>Proj_Infantry_Heavy_Blaster_Orange</Projectile_Types>
<Projectile_Damage>30</Projectile_Damage>
<Projectile_Fire_Recharge_Seconds>2.0</Projectile_Fire_Recharge_Seconds>
<Projectile_Fire_Pulse_Count>4</Projectile_Fire_Pulse_Count>
<Projectile_Fire_Pulse_Delay_Seconds>0.3</Projectile_Fire_Pulse_Delay_Seconds>
<Projectile_Appearance_Delay_Frames>9</Projectile_Appearance_Delay_Frames>
<Targeting_Fire_Inaccuracy>Infantry, 1.0</Targeting_Fire_Inaccuracy>
<Targeting_Fire_Inaccuracy>Vehicle, 1.0</Targeting_Fire_Inaccuracy>
<Targeting_Fire_Inaccuracy>Air, 1.0</Targeting_Fire_Inaccuracy>
<Targeting_Fire_Inaccuracy>Structure, 1.0</Targeting_Fire_Inaccuracy>
<Land_FOW_Reveal_Range>200.0</Land_FOW_Reveal_Range>
<Targeting_Max_Attack_Distance>200.0</Targeting_Max_Attack_Distance>
<Ranged_Target_Z_Adjust>10.0</Ranged_Target_Z_Adjust>
<Targeting_Stickiness_Time_Threshold>5.0</Targeting_Stickiness_Time_Threshold>
<Targeting_Priority_Set>SoaFE_Rift_Jungle</Targeting_Priority_Set>
<Idle_Chase_Range>50.0</Idle_Chase_Range>
<Guard_Chase_Range>200.0</Guard_Chase_Range>
<Attack_Move_Response_Range>150.0</Attack_Move_Response_Range>
<!-- Misc. Info -->
<Is_Visible_On_Radar>Yes</Is_Visible_On_Radar>
<Victory_Relevant>No</Victory_Relevant>
<Stealth_Capable>No</Stealth_Capable>
<CanCellStack>Yes</CanCellStack>
<Create_Team>No</Create_Team>
<Deploys>No</Deploys>
<CategoryMask>LandHero</CategoryMask>
<Space_Layer>Land</Space_Layer>
<Weather_Category>Infantry</Weather_Category>
<OccupationStyle>1x1</OccupationStyle>
<No_Reflection_Below_Detail_Level>99</No_Reflection_Below_Detail_Level>
<No_Refraction_Below_Detail_Level>99</No_Refraction_Below_Detail_Level>
<Occlusion_Silhouette_Enabled>1</Occlusion_Silhouette_Enabled>
<Score_Cost_Credits>1000</Score_Cost_Credits>
<Political_Control>0</Political_Control>
<Override_Bounty_MP>250</Override_Bounty_MP>
<!-- Behavior - Death Info -->
<Behavior>SELECTABLE</Behavior>
<LandBehavior>SURFACE_FX, WALK_LOCOMOTOR, TARGETING, WEAPON, STUNNABLE, REVEAL, HIDE_WHEN_FOGGED, DAMAGE_TRACKING, IDLE, UNIT_AI</LandBehavior>
<SurfaceFX_Name>Generic_Footprint, Infantry_Terrain_Modifier</SurfaceFX_Name>
<Surface_Type_Cover_Damage_Shield>.5</Surface_Type_Cover_Damage_Shield>
<Ground_Infantry_Turret_Target>Yes</Ground_Infantry_Turret_Target>
<Remove_Upon_Death>True</Remove_Upon_Death>
<Death_Fade_Time>0.25</Death_Fade_Time>
<Death_Persistence_Duration>1.0</Death_Persistence_Duration>
<!-- SFX Events -->
<SFXEvent_Fire>Unit_Chewie_Blaster_Fire</SFXEvent_Fire>
<SFXEvent_Select> </SFXEvent_Select>
<SFXEvent_Move> </SFXEvent_Move>
<SFXEvent_Fleet_Move> </SFXEvent_Fleet_Move>
<SFXEvent_Attack> </SFXEvent_Attack>
<SFXEvent_Guard> </SFXEvent_Guard>
<SFXEvent_Assist_Move> </SFXEvent_Assist_Move>
<SFXEvent_Assist_Attack> </SFXEvent_Assist_Attack>
<Death_SFXEvent_Start_Die>Unit_Hutt_Death</Death_SFXEvent_Start_Die>
<Abilities SubObjectList="Yes">
<Force_Healing_Ability Name="Giant_Hutt_Healing">
<Activation_Style>Ground_Automatic</Activation_Style>
<Heal_Range>0.0</Heal_Range>
<Heal_Amount>0.0</Heal_Amount>
<Heal_Percent>0.05</Heal_Percent>
<Heal_Interval_In_Secs>10.0</Heal_Interval_In_Secs>
<Single_Target_Heal>Yes</Single_Target_Heal>
<Applicable_Unit_Categories/>
<Applicable_Unit_Types/>
</Force_Healing_Ability>
</Abilities>
</GroundInfantry>
<!-- Krugs -->
<GroundInfantry Name="SoaFE_Rift_Shaak">
<!-- Encyclopedia Info -->
<Text_ID>TEXT_INDIGENOUS_SHAAK</Text_ID>
<Encyclopedia_Text>TEXT_TOOLTIP_UNIT_CAPTURE_ABILITY</Encyclopedia_Text>
<Encyclopedia_Unit_Class>TEXT_ENCYCLOPEDIA_CLASS_INDIGENOUS</Encyclopedia_Unit_Class>
<Land_Model_Name>AI_SHAAKS.ALO</Land_Model_Name>
<Icon_Name>I_BUTTON_SHAAKS.tga</Icon_Name>
<Affiliation>Hostile</Affiliation>
<!-- GUI Info -->
<GUI_Bounds_Scale>0.3</GUI_Bounds_Scale>
<GUI_Bracket_Size>1</GUI_Bracket_Size>
<!-- Scale - Collision Info -->
<Mass>1.0</Mass>
<Size_Value>120</Size_Value>
<Scale_Factor>3.0</Scale_Factor>
<Select_Box_Scale>60</Select_Box_Scale>
<Select_Box_Z_Adjust>3.0f</Select_Box_Z_Adjust>
<UnitCollisionClass>Vehicle</UnitCollisionClass>
<Collidable_By_Projectile_Living>Yes</Collidable_By_Projectile_Living>
<Mouse_Collide_Override_Sphere_Radius>10.0</Mouse_Collide_Override_Sphere_Radius>
<Custom_Hard_XExtent>4.0</Custom_Hard_XExtent>
<Custom_Hard_YExtent>2.0</Custom_Hard_YExtent>
<Custom_Soft_Footprint_Radius>3.0</Custom_Soft_Footprint_Radius>
<Is_Squashable>No</Is_Squashable>
<!-- Movement Info -->
<Type>Walk</Type>
<MovementClass>Infantry</MovementClass>
<Max_Speed>0.25</Max_Speed>
<Max_Rate_Of_Turn>5</Max_Rate_Of_Turn>
<OverrideAcceleration>.2</OverrideAcceleration>
<OverrideDeceleration>.25</OverrideDeceleration>
<Rotation_Animation_Speed>5.0</Rotation_Animation_Speed>
<Movement_Animation_Speed>0.25</Movement_Animation_Speed>
<MinimumPushReturnDistance>10</MinimumPushReturnDistance>
<FormationOrder>3</FormationOrder>
<FormationSpacing>0.5</FormationSpacing>
<Blob_Shadow_Below_Detail_Level>2</Blob_Shadow_Below_Detail_Level>
<Blob_Shadow_Scale>40.0, 15.0</Blob_Shadow_Scale>
<Blob_Shadow_Material_Name>Generic_Shadow</Blob_Shadow_Material_Name>
<Blob_Shadow_Bone_Name>B_Chest</Blob_Shadow_Bone_Name>
<!-- Statistics Info -->
<Armor_Type>Armor_Vehicle_Heavy</Armor_Type>
<Tactical_Health>1000</Tactical_Health>
<Autoresolve_Health>1000</Autoresolve_Health>
<Sensor_Range>30</Sensor_Range>
<!-- Damage - Targeting Info -->
<Damage>100</Damage>
<AI_Combat_Power>200</AI_Combat_Power>
<Projectile_Types>Proj_Force_Pike</Projectile_Types>
<Projectile_Damage>300</Projectile_Damage>
<Projectile_Fire_Recharge_Seconds>2.0</Projectile_Fire_Recharge_Seconds>
<Projectile_Appearance_Delay_Frames>11</Projectile_Appearance_Delay_Frames>
<Targeting_Fire_Inaccuracy>Infantry, 1.0</Targeting_Fire_Inaccuracy>
<Targeting_Fire_Inaccuracy>Vehicle, 1.0</Targeting_Fire_Inaccuracy>
<Targeting_Fire_Inaccuracy>Air, 1.0</Targeting_Fire_Inaccuracy>
<Targeting_Fire_Inaccuracy>Structure, 1.0</Targeting_Fire_Inaccuracy>
<Fire_Category_Restrictions>Air</Fire_Category_Restrictions>
<Turret_Rotate_Extent_Degrees>60.0</Turret_Rotate_Extent_Degrees>
<Turret_Elevate_Extent_Degrees>40.0</Turret_Elevate_Extent_Degrees>
<Land_FOW_Reveal_Range>200.0</Land_FOW_Reveal_Range>
<Targeting_Max_Attack_Distance>30.0</Targeting_Max_Attack_Distance>
<Ranged_Target_Z_Adjust>4.0</Ranged_Target_Z_Adjust>
<Targeting_Stickiness_Time_Threshold>5.0</Targeting_Stickiness_Time_Threshold>
<Targeting_Priority_Set>SoaFE_Rift_Jungle_Melee</Targeting_Priority_Set>
<Idle_Chase_Range>200.0</Idle_Chase_Range>
<Guard_Chase_Range>200.0</Guard_Chase_Range>
<Attack_Move_Response_Range>200.0</Attack_Move_Response_Range>
<!-- Misc. Info -->
<Is_Visible_On_Radar>Yes</Is_Visible_On_Radar>
<Victory_Relevant>No</Victory_Relevant>
<Stealth_Capable>No</Stealth_Capable>
<CanCellStack>Yes</CanCellStack>
<Create_Team>No</Create_Team>
<Deploys>No</Deploys>
<CategoryMask>LandHero</CategoryMask>
<Space_Layer>Land</Space_Layer>
<Weather_Category>Infantry</Weather_Category>
<OccupationStyle>1x1</OccupationStyle>
<No_Reflection_Below_Detail_Level>99</No_Reflection_Below_Detail_Level>
<No_Refraction_Below_Detail_Level>99</No_Refraction_Below_Detail_Level>
<Occlusion_Silhouette_Enabled>1</Occlusion_Silhouette_Enabled>
<Score_Cost_Credits>1000</Score_Cost_Credits>
<Political_Control>0</Political_Control>
<Override_Bounty_MP>150</Override_Bounty_MP>
<!-- Behavior - Death Info -->
<Behavior>SELECTABLE</Behavior>
<LandBehavior>SURFACE_FX, WALK_LOCOMOTOR, TARGETING, WEAPON, STUNNABLE, REVEAL, HIDE_WHEN_FOGGED, DAMAGE_TRACKING, IDLE, UNIT_AI</LandBehavior>
<SurfaceFX_Name>Generic_Footprint, Infantry_Terrain_Modifier</SurfaceFX_Name>
<Surface_Type_Cover_Damage_Shield>.5</Surface_Type_Cover_Damage_Shield>
<Ground_Infantry_Turret_Target>Yes</Ground_Infantry_Turret_Target>
<Remove_Upon_Death>True</Remove_Upon_Death>
<Death_Fade_Time>0.25</Death_Fade_Time>
<Death_Persistence_Duration>1.0</Death_Persistence_Duration>
<!-- SFX Events -->
<SFXEvent_Fire> </SFXEvent_Fire>
<SFXEvent_Select> </SFXEvent_Select>
<SFXEvent_Move> </SFXEvent_Move>
<SFXEvent_Fleet_Move> </SFXEvent_Fleet_Move>
<SFXEvent_Attack> </SFXEvent_Attack>
<SFXEvent_Guard> </SFXEvent_Guard>
<SFXEvent_Assist_Move> </SFXEvent_Assist_Move>
<SFXEvent_Assist_Attack> </SFXEvent_Assist_Attack>
<Death_SFXEvent_Start_Die>Unit_Death_Wolf</Death_SFXEvent_Start_Die>
<Abilities SubObjectList="Yes">
<Redirect_Blaster_Ability Name="SR_Shaak_Redirect_Blaster">
<Activation_Style>Take_Damage</Activation_Style>
<Redirect_Chance>0.15</Redirect_Chance>
<Block_Chance>0.0</Block_Chance>
<Reaction_Arc_In_Degrees>180.0</Reaction_Arc_In_Degrees>
<Max_Projectile_Redirection_Angle_In_Degrees>180.0</Max_Projectile_Redirection_Angle_In_Degrees>
<Turn_To_Face_Unblockable_Shots>No</Turn_To_Face_Unblockable_Shots>
<Applicable_Unit_Categories>Infantry</Applicable_Unit_Categories>
<Applicable_Unit_Types/>
<SFXEvent_Activate>Unit_Lightsaber_Projectile_Block</SFXEvent_Activate>
</Redirect_Blaster_Ability>
</Abilities>
</GroundInfantry>
<!-- Wolves -->
<GroundInfantry Name="SoaFE_Rift_Vornskr">
<!-- Encyclopedia Info -->
<LOD_Bias>5</LOD_Bias>
<Text_ID>TEXT_UNIT_VORNSKR_WOLF</Text_ID>
<Encyclopedia_Text>TEXT_ENCYCLOPEDIA_VORNSKR_WOLF</Encyclopedia_Text>
<Encyclopedia_Unit_Class>TEXT_ENCYCLOPEDIA_CLASS_INDIGENOUS</Encyclopedia_Unit_Class>
<Land_Model_Name>UI_Vornskr.ALO</Land_Model_Name>
<Icon_Name>i_button_ui_vornskr.tga</Icon_Name>
<Affiliation>Hostile</Affiliation>
<!-- GUI Info -->
<GUI_Bracket_Size>1</GUI_Bracket_Size>
<!-- Scale - Collision Info -->
<Mass>1.0</Mass>
<Size_Value>10</Size_Value>
<Scale_Factor>1.0</Scale_Factor>
<Select_Box_Scale>40</Select_Box_Scale>
<Select_Box_Z_Adjust>3.0f</Select_Box_Z_Adjust>
<UnitCollisionClass>Vehicle</UnitCollisionClass>
<Collidable_By_Projectile_Living>Yes</Collidable_By_Projectile_Living>
<Mouse_Collide_Override_Sphere_Radius>10.0</Mouse_Collide_Override_Sphere_Radius>
<Custom_Hard_XExtent>6.0</Custom_Hard_XExtent>
<Custom_Hard_YExtent>2.0</Custom_Hard_YExtent>
<Is_Squashable>Yes</Is_Squashable>
<!-- Movement Info -->
<MovementClass>Infantry</MovementClass>
<Max_Speed>1.8</Max_Speed>
<Max_Rate_Of_Turn>5.0</Max_Rate_Of_Turn>
<OverrideAcceleration>.2</OverrideAcceleration>
<OverrideDeceleration>.25</OverrideDeceleration>
<Movement_Animation_Speed>3.5</Movement_Animation_Speed>
<Loop_Idle_Anim_00>No</Loop_Idle_Anim_00>
<FormationOrder>3</FormationOrder>
<FormationGrouping>Standard</FormationGrouping>
<FormationSpacing>1.5</FormationSpacing>
<FormationRaggedness>0.3</FormationRaggedness>
<WaitsForFormationFormup>False</WaitsForFormationFormup>
<Blob_Shadow_Below_Detail_Level>3</Blob_Shadow_Below_Detail_Level>
<Blob_Shadow_Scale>6.0, 6.0</Blob_Shadow_Scale>
<Blob_Shadow_Material_Name>Generic_Shadow</Blob_Shadow_Material_Name>
<Blob_Shadow_Bone_Name>B_Chest</Blob_Shadow_Bone_Name>
<!-- Statistics Info -->
<Armor_Type>Armor_Infantry_Hero</Armor_Type>
<Tactical_Health>400</Tactical_Health>
<Autoresolve_Health>400</Autoresolve_Health>
<Sensor_Range>20</Sensor_Range>
<!-- Damage - Targeting Info -->
<Damage>10</Damage>
<AI_Combat_Power>100</AI_Combat_Power>
<Projectile_Types>Proj_Vornskr_Bite</Projectile_Types>
<Projectile_Fire_Recharge_Seconds>1.2</Projectile_Fire_Recharge_Seconds>
<Projectile_Fire_Pulse_Count>2</Projectile_Fire_Pulse_Count>
<Projectile_Fire_Pulse_Delay_Seconds>0.5</Projectile_Fire_Pulse_Delay_Seconds>
<Projectile_Appearance_Delay_Frames>13</Projectile_Appearance_Delay_Frames>
<Targeting_Fire_Inaccuracy>Infantry, 1.0</Targeting_Fire_Inaccuracy>
<Targeting_Fire_Inaccuracy>Vehicle, 5.0</Targeting_Fire_Inaccuracy>
<Targeting_Fire_Inaccuracy>Air, 70.0</Targeting_Fire_Inaccuracy>
<Targeting_Fire_Inaccuracy>Structure, 5.0</Targeting_Fire_Inaccuracy>
<Land_FOW_Reveal_Range>150.0</Land_FOW_Reveal_Range>
<Targeting_Max_Attack_Distance>20.0</Targeting_Max_Attack_Distance>
<Ranged_Target_Z_Adjust>6.0</Ranged_Target_Z_Adjust>
<Targeting_Stickiness_Time_Threshold>5.0</Targeting_Stickiness_Time_Threshold>
<Targeting_Priority_Set>SoaFE_Rift_Jungle_Melee</Targeting_Priority_Set>
<Target_Stealth_Units>Yes</Target_Stealth_Units>
<Idle_Chase_Range>200.0</Idle_Chase_Range>
<Guard_Chase_Range>300.0</Guard_Chase_Range>
<Attack_Move_Response_Range>200.0</Attack_Move_Response_Range>
<!-- Misc. Info -->
<Is_Visible_On_Radar>Yes</Is_Visible_On_Radar>
<Victory_Relevant>No</Victory_Relevant>
<Stealth_Capable>No</Stealth_Capable>
<CanCellStack>Yes</CanCellStack>
<Create_Team>No</Create_Team>
<Deploys>No</Deploys>
<Is_Force_Sensitive>Yes</Is_Force_Sensitive>
<Influences_Capture_Point>False</Influences_Capture_Point>
<CategoryMask>LandHero</CategoryMask>
<Space_Layer>Land</Space_Layer>
<Weather_Category>Infantry</Weather_Category>
<OccupationStyle>1x1</OccupationStyle>
<No_Reflection_Below_Detail_Level>99</No_Reflection_Below_Detail_Level>
<No_Refraction_Below_Detail_Level>99</No_Refraction_Below_Detail_Level>
<Occlusion_Silhouette_Enabled>1</Occlusion_Silhouette_Enabled>
<Score_Cost_Credits>1000</Score_Cost_Credits>
<Political_Control>0</Political_Control>
<Override_Bounty_MP>100</Override_Bounty_MP>
<!-- Behavior - Death Info -->
<Behavior>SELECTABLE</Behavior>
<LandBehavior>SURFACE_FX, WALK_LOCOMOTOR, IDLE, TARGETING, WEAPON, STUNNABLE, REVEAL, HIDE_WHEN_FOGGED, DAMAGE_TRACKING, UNIT_AI</LandBehavior>
<SurfaceFX_Name>Generic_Footprint, Infantry_Terrain_Modifier</SurfaceFX_Name>
<Surface_Type_Cover_Damage_Shield>.5</Surface_Type_Cover_Damage_Shield>
<Ground_Infantry_Turret_Target>Yes</Ground_Infantry_Turret_Target>
<Remove_Upon_Death>True</Remove_Upon_Death>
<Death_Fade_Time>0.25</Death_Fade_Time>
<Death_Persistence_Duration>0</Death_Persistence_Duration>
<!-- SFX Events -->
<SFXEvent_Fire/>
<SFXEvent_Select>Unit_Select_Wolf</SFXEvent_Select>
<SFXEvent_Move>Unit_Move_Wolf</SFXEvent_Move>
<SFXEvent_Attack>Unit_Attack_Wolf</SFXEvent_Attack>
<SFXEvent_Guard>Unit_Move_Wolf</SFXEvent_Guard>
<SFXEvent_Health_Low_Warning>Unit_Health_Low_Wolf</SFXEvent_Health_Low_Warning>
<SFXEvent_Health_Critical_Warning>Unit_Health_Low_Wolf</SFXEvent_Health_Critical_Warning>
<SFXEvent_Ambient_Moving>Unit_Random_Wolf</SFXEvent_Ambient_Moving>
<SFXEvent_Ambient_Moving_Min_Delay_Seconds>3</SFXEvent_Ambient_Moving_Min_Delay_Seconds>
<SFXEvent_Ambient_Moving_Max_Delay_Seconds>5</SFXEvent_Ambient_Moving_Max_Delay_Seconds>
<SFXEvent_Cough_Override>Unit_Coughing_Wolf</SFXEvent_Cough_Override>
<Death_SFXEvent_Start_Die>Unit_Death_Wolf</Death_SFXEvent_Start_Die>
</GroundInfantry>
<!-- Razor Beaks -->
<GroundInfantry Name="SoaFE_Rift_Womprat">
<!-- Encyclopedia Info -->
<Text_ID>TEXT_INDIGENOUS_WOMPRAT</Text_ID>
<Encyclopedia_Text>TEXT_TOOLTIP_UNIT_CAPTURE_ABILITY</Encyclopedia_Text>
<Encyclopedia_Unit_Class>TEXT_ENCYCLOPEDIA_CLASS_INDIGENOUS</Encyclopedia_Unit_Class>
<Land_Model_Name>AI_womprat.ALO</Land_Model_Name>
<Icon_Name>i_button_womprat.tga</Icon_Name>
<Affiliation>Hostile</Affiliation>
<!-- GUI Info -->
<GUI_Bounds_Scale>0.3</GUI_Bounds_Scale>
<GUI_Bracket_Size>1</GUI_Bracket_Size>
<!-- Scale - Collision Info -->
<Mass>1.0</Mass>
<Size_Value>100</Size_Value>
<Scale_Factor>2.0</Scale_Factor>
<Select_Box_Scale>60</Select_Box_Scale>
<Select_Box_Z_Adjust>3.0f</Select_Box_Z_Adjust>
<UnitCollisionClass>Infantry</UnitCollisionClass>
<Collidable_By_Projectile_Living>Yes</Collidable_By_Projectile_Living>
<Mouse_Collide_Override_Sphere_Radius>10.0</Mouse_Collide_Override_Sphere_Radius>
<Custom_Hard_XExtent>3.0</Custom_Hard_XExtent>
<Custom_Hard_YExtent>2.0</Custom_Hard_YExtent>
<Custom_Soft_Footprint_Radius>3.0</Custom_Soft_Footprint_Radius>
<Is_Squashable>No</Is_Squashable>
<!-- Movement Info -->
<Type>Walk</Type>
<MovementClass>Infantry</MovementClass>
<Max_Speed>1.2</Max_Speed>
<Max_Rate_Of_Turn>5</Max_Rate_Of_Turn>
<OverrideAcceleration>.2</OverrideAcceleration>
<OverrideDeceleration>.25</OverrideDeceleration>
<Rotation_Animation_Speed>5.0</Rotation_Animation_Speed>
<Movement_Animation_Speed>0.5</Movement_Animation_Speed>
<MinimumPushReturnDistance>10</MinimumPushReturnDistance>
<FormationOrder>3</FormationOrder>
<FormationSpacing>0.5</FormationSpacing>
<Blob_Shadow_Below_Detail_Level>2</Blob_Shadow_Below_Detail_Level>
<Blob_Shadow_Scale>16.0, 8.0</Blob_Shadow_Scale>
<Blob_Shadow_Material_Name>Generic_Shadow</Blob_Shadow_Material_Name>
<Blob_Shadow_Bone_Name>B_Chest</Blob_Shadow_Bone_Name>
<!-- Statistics Info -->
<Armor_Type>Armor_Vehicle_Heavy</Armor_Type>
<Tactical_Health>250</Tactical_Health>
<Autoresolve_Health>200</Autoresolve_Health>
<Sensor_Range>30</Sensor_Range>
<!-- Damage - Targeting Info -->
<Damage>10</Damage>
<AI_Combat_Power>60</AI_Combat_Power>
<Projectile_Types>Proj_Force_Pike</Projectile_Types>
<Projectile_Damage>100</Projectile_Damage>
<Projectile_Fire_Recharge_Seconds>1.5</Projectile_Fire_Recharge_Seconds>
<Projectile_Appearance_Delay_Frames>9</Projectile_Appearance_Delay_Frames>
<Targeting_Fire_Inaccuracy>Infantry, 1.0</Targeting_Fire_Inaccuracy>
<Targeting_Fire_Inaccuracy>Vehicle, 1.0</Targeting_Fire_Inaccuracy>
<Targeting_Fire_Inaccuracy>Air, 1.0</Targeting_Fire_Inaccuracy>
<Targeting_Fire_Inaccuracy>Structure, 1.0</Targeting_Fire_Inaccuracy>
<Fire_Category_Restrictions>Air</Fire_Category_Restrictions>
<Turret_Rotate_Extent_Degrees>60.0</Turret_Rotate_Extent_Degrees>
<Turret_Elevate_Extent_Degrees>40.0</Turret_Elevate_Extent_Degrees>
<Land_FOW_Reveal_Range>150.0</Land_FOW_Reveal_Range>
<Targeting_Max_Attack_Distance>25.0</Targeting_Max_Attack_Distance>
<Ranged_Target_Z_Adjust>3.0</Ranged_Target_Z_Adjust>
<Targeting_Stickiness_Time_Threshold>5.0</Targeting_Stickiness_Time_Threshold>
<Targeting_Priority_Set>SoaFE_Rift_Jungle_Melee</Targeting_Priority_Set>
<Idle_Chase_Range>250.0</Idle_Chase_Range>
<Guard_Chase_Range>300.0</Guard_Chase_Range>
<Attack_Move_Response_Range>250.0</Attack_Move_Response_Range>
<!-- Misc. Info -->
<Is_Visible_On_Radar>Yes</Is_Visible_On_Radar>
<Victory_Relevant>No</Victory_Relevant>
<Stealth_Capable>No</Stealth_Capable>
<CanCellStack>Yes</CanCellStack>
<Create_Team>No</Create_Team>
<Deploys>No</Deploys>
<CategoryMask>LandHero</CategoryMask>
<Space_Layer>Land</Space_Layer>
<Weather_Category>Infantry</Weather_Category>
<OccupationStyle>1x1</OccupationStyle>
<No_Reflection_Below_Detail_Level>99</No_Reflection_Below_Detail_Level>
<No_Refraction_Below_Detail_Level>99</No_Refraction_Below_Detail_Level>
<Occlusion_Silhouette_Enabled>1</Occlusion_Silhouette_Enabled>
<Score_Cost_Credits>1000</Score_Cost_Credits>
<Political_Control>0</Political_Control>
<Override_Bounty_MP>60</Override_Bounty_MP>
<!-- Behavior - Death Info -->
<Behavior>SELECTABLE</Behavior>
<LandBehavior>SURFACE_FX, WALK_LOCOMOTOR, TARGETING, WEAPON, STUNNABLE, REVEAL, HIDE_WHEN_FOGGED, DAMAGE_TRACKING, IDLE, UNIT_AI</LandBehavior>
<SurfaceFX_Name>Generic_Footprint, Infantry_Terrain_Modifier</SurfaceFX_Name>
<Surface_Type_Cover_Damage_Shield>.5</Surface_Type_Cover_Damage_Shield>
<Ground_Infantry_Turret_Target>Yes</Ground_Infantry_Turret_Target>
<Remove_Upon_Death>True</Remove_Upon_Death>
<Death_Fade_Time>0.25</Death_Fade_Time>
<Death_Persistence_Duration>1.0</Death_Persistence_Duration>
<!-- SFX Events -->
<SFXEvent_Fire> </SFXEvent_Fire>
<SFXEvent_Select> </SFXEvent_Select>
<SFXEvent_Move> </SFXEvent_Move>
<SFXEvent_Fleet_Move> </SFXEvent_Fleet_Move>
<SFXEvent_Attack> </SFXEvent_Attack>
<SFXEvent_Guard> </SFXEvent_Guard>
<SFXEvent_Assist_Move> </SFXEvent_Assist_Move>
<SFXEvent_Assist_Attack> </SFXEvent_Assist_Attack>
<Death_SFXEvent_Start_Die>Unit_Death_Wolf</Death_SFXEvent_Start_Die>
</GroundInfantry>
<GroundInfantry Name="SoaFE_Rift_Dragon">
<!-- Encyclopedia Info -->
<Text_ID>Galyana_Unit_SR_Great_Kimera_Dragon</Text_ID>
<Encyclopedia_Text>Galyana_Unit_Text_SR_Great_Kimera_Dragon</Encyclopedia_Text>
<Encyclopedia_Unit_Class>GALYANA_CLASS_BLANK</Encyclopedia_Unit_Class>
<Land_Model_Name>AI_SANDFIRE.ALO</Land_Model_Name>
<Icon_Name>I_BUTTON_SANDFIRE.tga</Icon_Name>
<Affiliation>Hostile</Affiliation>
<!-- GUI Info -->
<GUI_Bounds_Scale>0.3</GUI_Bounds_Scale>
<GUI_Bracket_Size>1</GUI_Bracket_Size>
<!-- Scale - Collision Info -->
<Mass>0.985</Mass>
<Size_Value>75</Size_Value>
<Scale_Factor>0.55</Scale_Factor>
<Select_Box_Scale>100</Select_Box_Scale>
<UnitCollisionClass>Large Vehicle</UnitCollisionClass>
<Collidable_By_Projectile_Living>Yes</Collidable_By_Projectile_Living>
<!-- Movement Info -->
<MovementClass>Flying</MovementClass>
<Max_Speed>3.0</Max_Speed>
<Min_Speed>0.3</Min_Speed>
<Max_Rate_Of_Turn>2.0</Max_Rate_Of_Turn>
<Max_Rate_Of_Roll>3.0</Max_Rate_Of_Roll>
<Bank_Turn_Angle>20</Bank_Turn_Angle>
<Max_Lift>1.0</Max_Lift>
<OverrideAcceleration>.15</OverrideAcceleration>
<OverrideDeceleration>.15</OverrideDeceleration>
<FormationGrouping>Solo</FormationGrouping>
<Hover_Height>90.0</Hover_Height>
<Prepare_Strafe_Height>150.0</Prepare_Strafe_Height>
<PathFrameDelay>3</PathFrameDelay>
<MaxFacingLookAheadFrames>5.0</MaxFacingLookAheadFrames>
<Movement_Animation_Speed>9</Movement_Animation_Speed>
<Walk_Animation_Speed>30</Walk_Animation_Speed>
<Loop_Idle_Anim_00>Yes</Loop_Idle_Anim_00>
<MinimumPushReturnDistance>100</MinimumPushReturnDistance>
<MaxJiggleDistance>20</MaxJiggleDistance>
<Is_Affected_By_Gravity_Control_Field>No</Is_Affected_By_Gravity_Control_Field>
<Blob_Shadow_Below_Detail_Level>2</Blob_Shadow_Below_Detail_Level>
<Blob_Shadow_Scale>50.0, 50.0</Blob_Shadow_Scale>
<Blob_Shadow_Material_Name>Generic_Shadow</Blob_Shadow_Material_Name>
<Wind_Disturbance_Radius>100</Wind_Disturbance_Radius>
<Wind_Disturbance_Strength>5</Wind_Disturbance_Strength>
<Wind_Disturbance_Sphere_Alpha>0.1</Wind_Disturbance_Sphere_Alpha>
<!-- Statistics Info -->
<Armor_Type>Armor_Aircraft_Hero</Armor_Type>
<Tactical_Health>5000</Tactical_Health>
<Autoresolve_Health>5000</Autoresolve_Health>
<Energy_Capacity>1000</Energy_Capacity>
<Energy_Refresh_Rate>999</Energy_Refresh_Rate>
<!-- Damage - Targeting Info -->
<Damage>200</Damage>
<AI_Combat_Power>3000</AI_Combat_Power>
<Hardpoints>HP_SANDFIRE_FIREBALL</Hardpoints> <!-- MAY REPLACE -->
<!-- Dummy Projectile to fix assert -->
<Projectile_Types>Proj_Dummy_Invisible</Projectile_Types>
<Projectile_Fire_Recharge_Seconds>10.0</Projectile_Fire_Recharge_Seconds>
<Land_FOW_Reveal_Range>300.0</Land_FOW_Reveal_Range>
<Targeting_Max_Attack_Distance>135.0</Targeting_Max_Attack_Distance>
<Targeting_Min_Attack_Distance>35.0</Targeting_Min_Attack_Distance>
<Ranged_Target_Z_Adjust>0.0</Ranged_Target_Z_Adjust>
<Targeting_Priority_Set>SoaFE_Rift_Jungle</Targeting_Priority_Set>
<Targeting_Stickiness_Time_Threshold>5.0</Targeting_Stickiness_Time_Threshold>
<Idle_Chase_Range>50.0</Idle_Chase_Range>
<Guard_Chase_Range>100.0</Guard_Chase_Range>
<Attack_Move_Response_Range>150.0</Attack_Move_Response_Range>
<Autonomous_Move_Extension_Vs_Attacker>200.0</Autonomous_Move_Extension_Vs_Attacker>
<!-- Misc. Info -->
<Is_Visible_On_Radar>Yes</Is_Visible_On_Radar>
<Is_Visible_On_Enemy_Radar>Yes</Is_Visible_On_Enemy_Radar>
<Victory_Relevant>Yes</Victory_Relevant>
<Influences_Capture_Point>True</Influences_Capture_Point>
<CategoryMask>Air | AntiStructure</CategoryMask>
<Ranking_In_Category>6</Ranking_In_Category>
<Space_Layer>Frigate</Space_Layer>
<Stationary_Space_Layer>Land</Stationary_Space_Layer>
<Weather_Category>Flying</Weather_Category>
<OccupationStyle>1x1</OccupationStyle>
<No_Reflection_Below_Detail_Level>1</No_Reflection_Below_Detail_Level>
<No_Refraction_Below_Detail_Level>1</No_Refraction_Below_Detail_Level>
<Occlusion_Silhouette_Enabled>1</Occlusion_Silhouette_Enabled>
<Score_Cost_Credits>5000</Score_Cost_Credits>
<Political_Control>0</Political_Control>
<Override_Bounty_MP>500</Override_Bounty_MP>
<!-- Behavior - Death Info -->
<Behavior>SELECTABLE, POWERED</Behavior>
<LandBehavior>WALK_LOCOMOTOR, IDLE, REVEAL, HIDE_WHEN_FOGGED, AMBIENT_SFX, UNIT_AI, TARGETING, WEAPON, WIND_DISTURBANCE, DAMAGE_TRACKING</LandBehavior>
<!-- While it doesn't have a unit based weapon, WEAPON behavior is required for unit rotation while targeting -->
<Air_Vehicle_Turret_Target>Yes</Air_Vehicle_Turret_Target>
<Should_Cause_Limited_Turrets_To_Turn>False</Should_Cause_Limited_Turrets_To_Turn>
<Death_Explosions>Huge_Explosion_Land</Death_Explosions>
<Remove_Upon_Death>True</Remove_Upon_Death>
<!-- SFX Events -->
<SFXEvent_Fire/>
<SFXEvent_Select>Unit_Sandfire_Ambient</SFXEvent_Select>
<SFXEvent_Move>Unit_Sandfire_Ambient</SFXEvent_Move>
<SFXEvent_Fleet_Move>Unit_Sandfire_Ambient</SFXEvent_Fleet_Move>
<SFXEvent_Attack>Unit_Sandfire_Ambient</SFXEvent_Attack>
<SFXEvent_Guard>Unit_Sandfire_Ambient</SFXEvent_Guard>
<SFXEvent_Assist_Move>Unit_Sandfire_Ambient</SFXEvent_Assist_Move>
<SFXEvent_Assist_Attack>Unit_Sandfire_Ambient</SFXEvent_Assist_Attack>
<Death_SFXEvent_Start_Die/>
</GroundInfantry>
<GroundInfantry Name="SoaFE_Rift_Baron_Nate">
<!-- Encyclopedia Info -->
<Text_ID>Galyana_Unit_SR_Baron_Nate</Text_ID>
<Encyclopedia_Text>Galyana_Unit_Text_SR_Baron_Nate</Encyclopedia_Text>
<Encyclopedia_Unit_Class>TEXT_ENCYCLOPEDIA_CLASS_COMMANDO</Encyclopedia_Unit_Class>
<Land_Model_Name>NI_Cad_Bane.ALO</Land_Model_Name>
<Icon_Name>I_BUTTON_HUTT_SNIPER.tga</Icon_Name>
<Affiliation>Hostile</Affiliation>
<!-- GUI Info -->
<GUI_Bracket_Size>1</GUI_Bracket_Size>
<!-- Scale - Collision Info -->
<Mass>1.0</Mass>
<Size_Value>10</Size_Value>
<Scale_Factor>1.5</Scale_Factor>
<Select_Box_Scale>30</Select_Box_Scale>
<Select_Box_Z_Adjust>3.0f</Select_Box_Z_Adjust>
<UnitCollisionClass>Infantry</UnitCollisionClass>
<Collidable_By_Projectile_Living>Yes</Collidable_By_Projectile_Living>
<Mouse_Collide_Override_Sphere_Radius>10.0</Mouse_Collide_Override_Sphere_Radius>
<Custom_Hard_XExtent>2.0</Custom_Hard_XExtent>
<Custom_Hard_YExtent>2.0</Custom_Hard_YExtent>
<Custom_Soft_Footprint_Radius>3.5</Custom_Soft_Footprint_Radius>
<Is_Squashable>No</Is_Squashable>
<!-- Movement Info -->
<Type>Walk</Type>
<MovementClass>Infantry</MovementClass>
<Max_Speed>0.8</Max_Speed>
<Max_Rate_Of_Turn>12</Max_Rate_Of_Turn>
<OverrideAcceleration>.1</OverrideAcceleration>
<OverrideDeceleration>.1</OverrideDeceleration>
<Rotation_Animation_Speed>8.0</Rotation_Animation_Speed>
<Movement_Animation_Speed>0.65</Movement_Animation_Speed>
<MinimumPushReturnDistance>10</MinimumPushReturnDistance>
<FormationOrder>3</FormationOrder>
<FormationSpacing>0.5</FormationSpacing>
<Blob_Shadow_Below_Detail_Level>3</Blob_Shadow_Below_Detail_Level>
<Blob_Shadow_Scale>5.0, 5.0</Blob_Shadow_Scale>
<Blob_Shadow_Material_Name>Generic_Shadow</Blob_Shadow_Material_Name>
<Blob_Shadow_Bone_Name>B_Chest</Blob_Shadow_Bone_Name>
<!-- Statistics Info -->
<Shield_Armor_Type>Shield_Infantry</Shield_Armor_Type>
<Shield_Points>10000</Shield_Points>
<Shield_Refresh_Rate>100</Shield_Refresh_Rate>
<Armor_Type>Armor_Infantry_Hero</Armor_Type>
<Tactical_Health>10000</Tactical_Health>
<Energy_Capacity>10000</Energy_Capacity>
<Energy_Refresh_Rate>2000</Energy_Refresh_Rate>
<Sensor_Range>30</Sensor_Range>
<!-- Damage - Targeting Info -->
<Damage>100</Damage>
<AI_Combat_Power>5000</AI_Combat_Power>
<Projectile_Types>Proj_Infantry_Rail_Driver</Projectile_Types>
<Projectile_Fire_Recharge_Seconds>4.0</Projectile_Fire_Recharge_Seconds>
<Targeting_Fire_Inaccuracy>Infantry, 1.0</Targeting_Fire_Inaccuracy>
<Targeting_Fire_Inaccuracy>Vehicle, 1.0</Targeting_Fire_Inaccuracy>
<Targeting_Fire_Inaccuracy>Air, 1.0</Targeting_Fire_Inaccuracy>
<Targeting_Fire_Inaccuracy>Structure, 1.0</Targeting_Fire_Inaccuracy>
<Land_FOW_Reveal_Range>250.0</Land_FOW_Reveal_Range>
<Targeting_Max_Attack_Distance>300.0</Targeting_Max_Attack_Distance>
<Ranged_Target_Z_Adjust>7.0</Ranged_Target_Z_Adjust>
<Targeting_Stickiness_Time_Threshold>3.0</Targeting_Stickiness_Time_Threshold>
<Targeting_Priority_Set>SoaFE_Rift_Jungle</Targeting_Priority_Set>
<Idle_Chase_Range>50.0</Idle_Chase_Range>
<Guard_Chase_Range>200.0</Guard_Chase_Range>
<Attack_Move_Response_Range>150.0</Attack_Move_Response_Range>
<!-- Misc. Info -->
<Is_Visible_On_Radar>Yes</Is_Visible_On_Radar>
<Victory_Relevant>No</Victory_Relevant>
<Stealth_Capable>No</Stealth_Capable>
<CanCellStack>Yes</CanCellStack>
<Create_Team>No</Create_Team>
<Deploys>No</Deploys>
<CategoryMask>LandHero</CategoryMask>
<Space_Layer>Land</Space_Layer>
<Garrison_Category>Infantry</Garrison_Category>
<Weather_Category>Infantry</Weather_Category>
<OccupationStyle>1x1</OccupationStyle>
<No_Reflection_Below_Detail_Level>99</No_Reflection_Below_Detail_Level>
<No_Refraction_Below_Detail_Level>99</No_Refraction_Below_Detail_Level>
<Occlusion_Silhouette_Enabled>1</Occlusion_Silhouette_Enabled>
<Tactical_Bribe_Cost>100000</Tactical_Bribe_Cost>
<Score_Cost_Credits>10000</Score_Cost_Credits>
<Political_Control>0</Political_Control>
<Override_Bounty_MP>1500</Override_Bounty_MP>
<!-- Behavior - Death Info -->
<Behavior>SELECTABLE, POWERED, SHIELDED</Behavior>
<LandBehavior>SURFACE_FX, WALK_LOCOMOTOR, TARGETING, WEAPON, STUNNABLE, REVEAL, HIDE_WHEN_FOGGED, DAMAGE_TRACKING, IDLE, GARRISON_UNIT</LandBehavior>
<SurfaceFX_Name>Generic_Footprint, Infantry_Terrain_Modifier</SurfaceFX_Name>
<Surface_Type_Cover_Damage_Shield>.333</Surface_Type_Cover_Damage_Shield>
<Ground_Infantry_Turret_Target>Yes</Ground_Infantry_Turret_Target>
<Death_Fade_Time>0.25</Death_Fade_Time>
<Death_Persistence_Duration>1.0</Death_Persistence_Duration>
<Death_Clone>Damage_Infantry_Disruptor, Infantry_Disruptor_Death_Clone_00</Death_Clone>
<Death_Clone>Damage_Infantry_Disruptor, Infantry_Disruptor_Death_Clone_01</Death_Clone>
<Death_Clone>Damage_Infection, Infantry_Melt_Death_Clone_00</Death_Clone>
<!-- SFX Events -->
<SFXEvent_Fire>Unit_Rail_Driver_Fire</SFXEvent_Fire>
<SFXEvent_Select>Unit_Select_Rebel_Infiltrator</SFXEvent_Select>
<SFXEvent_Move>Unit_Move_Rebel_Infiltrator</SFXEvent_Move>
<SFXEvent_Fleet_Move>Unit_Fleet_Move_Rebel_Infiltrator</SFXEvent_Fleet_Move>
<SFXEvent_Attack>Unit_Attack_Rebel_Infiltrator</SFXEvent_Attack>
<SFXEvent_Guard>Unit_Guard_Rebel_Infiltrator</SFXEvent_Guard>
<SFXEvent_Assist_Move>Unit_Assist_Move_Rebel_Infiltrator</SFXEvent_Assist_Move>
<SFXEvent_Assist_Attack>Unit_Assist_Attack_Rebel_Infiltrator</SFXEvent_Assist_Attack>
<Death_SFXEvent_Start_Die>Unit_Rebel_Soldier_3_Death</Death_SFXEvent_Start_Die>
<Abilities SubObjectList="Yes">
<Force_Healing_Ability Name="Baron_Healing">
<Activation_Style>Ground_Automatic</Activation_Style>
<Heal_Range>0.0</Heal_Range>
<Heal_Amount>0.0</Heal_Amount>
<Heal_Percent>0.15</Heal_Percent>
<Heal_Interval_In_Secs>15.0</Heal_Interval_In_Secs>
<Single_Target_Heal>Yes</Single_Target_Heal>
<Applicable_Unit_Categories/>
<Applicable_Unit_Types/>
<SFXEvent_Target_Affected>Unit_Force_Healing_Pulse</SFXEvent_Target_Affected>
<Target_Particle_Effect>Unit_Healed_Particles</Target_Particle_Effect>
<Target_Particle_Bone_Name>B_HEAD</Target_Particle_Bone_Name>
<Target_Light_Effect_Type>Color_Flash</Target_Light_Effect_Type>
<Target_Light_Effect_Color>1.2, 2.0, 1.2</Target_Light_Effect_Color>
<Target_Light_Effect_Color2/>
<Target_Light_Effect_Duration>0.6</Target_Light_Effect_Duration>
<Target_Light_Effect_Pulse_Count>1</Target_Light_Effect_Pulse_Count>
<Owner_Light_Effect_Type>Color_Flash</Owner_Light_Effect_Type>
<Owner_Light_Effect_Color>1.2, 2.0, 1.2</Owner_Light_Effect_Color>
<Owner_Light_Effect_Color2/>
<Owner_Light_Effect_Duration>0.6</Owner_Light_Effect_Duration>
<Owner_Light_Effect_Pulse_Count>1</Owner_Light_Effect_Pulse_Count>
</Force_Healing_Ability>
</Abilities>
</GroundInfantry>
</Data>