; Map created with FinalAlert 2(tm) Mission Editor
; Get it at http://www.westwood.com
; note that all comments were truncated

[General]
UIName=Name:General
Name=Red Alert 2 Yuri's Revenge -- YR Pro Team 3v3 map

EliteFlashTimer=300 ;3星闪的时间
DefaultMirageDisguises=TREE21,TREE22,TREE23,TREE24
OreTwinkle=TWNKORE  ;矿石闪光动画，闪瞎眼
CraterLevel=0 ;默认1；弹坑大小0～4
MaximumQueuedObjects=100 ;29 ;制造栏可以预定到29
InfantryExplode=DBRS10SM

PadAircraft=ORCA,BEAG ;FORT ;航空器一定要在PadAircraft= 后面声明，否则会出现建造不受机位限制的问题


[CombatDamage]
Scorches=BURNT01,BURNT02
Scorches1=BURNT03,BURNT04,BURNT05
Scorches2=BURNT06,BURNT07,BURNT08
Scorches3=BURNT09,BURNT10
Scorches4=BURNT11,BURNT12
Craters=CRATER01,CRATER02,CRATER03,CRATER04,CRATER05,CRATER06,CRATER07,CRATER08,CRATER09,CRATER10,CRATER11,CRATER12
AmmoCrateDamage=125 ;200 ;瞬间伤害超过200则形成弹坑
;***MasterMind Overload***
OverloadCount=3,6,10,50		;You fall into the biggest category you are equal or less than (last number arbitrary since past it will be last category anyway)
OverloadDamage=0,50,100,500	;You take this much damage
OverloadFrames=30,60,60,60	;This often
ControlledAnimationType=MINDANIM    
PermaControlledAnimationType=MINDANIMR    ;心灵永久控制动画
MindControlAttackLineFrames=20;20;gs how long to draw the act of mind controlling regardless of selection state

;***Crazy Ivan stuff***
IvanWarhead=IvanWH   ;gs Since Ivan's weapon plants the bomb, exploding the bomb needs its own WH
IvanDamage=450 ;400      ;gs and since Weapons don't have own life damage is needed seperately ;was 400
IvanTimedDelay=700 ;450	;gs frame delay of an Ivan Time Bomb
CanDetonateTimeBomb=no ;gs Turn this on to restore double click functionality on enemy bombs (actually easier than pulling out the Event)
CanDetonateDeathBomb=no ;gs and this one controls double clicking bombs on own guys; neither of these will give double click back to Ivan himself // obsolete now that deathbombs cut
IvanIconFlickerRate=8 ;gs this many frames and the icon goes back and forth within one of the 6 2 frame anims

;ghost
C4Delay=0.3 ;.03          ; minutes to delay after placing C4 before building will explode

; ******* Random Crate Powerups *******
; This specifies the chance for the specified crate powerup to appear
; in a 'random' crate. The chance is expressed in the form of 'shares'
; out of the total shares specified.
;
; The second parameter is the animation to use when this crate is picked up.
;
; The third parameter specifies whether this crate is available over water.
;
; The fourth parameter, if present, specifies
; the data value needed for that crate powerup. They mean different things
; for the different powerups.
[Powerups]
Armor=5,ARMOR,yes,1.5              ; 装甲增加到1.5倍
Firepower=5,FIREPOWR,yes,2.0       ; 10火力增加到2.0倍
HealBase=10,HEALALL,yes              ; all buildings to full strength加生命值
Money=15,MONEY,yes,800             ; 20a chunk o' cash (maximum cash)钱数
Reveal=10,REVEAL,yes                 ; reveal entire radar map全图
Speed=10,SPEED,yes,1.2              ; speed of nearby objects increased (speed multiplier)速度增加到1.2倍 
Veteran=10,VETERAN,yes,1             ;20 veteran upgrade (levels to upgrade)升级的级数
Unit=15,<none>,no                  ; 20vehicle获得车辆 

Invulnerability=0,ARMOR,yes,1.0     ; invulnerability (duration in minutes)
IonStorm=0,<none>,yes               ; 0initiate ion storm
Gas=1,<none>,yes,100                ; 0tiberium gas (damage for each gas cloud)气体云的杀伤力
Tiberium=26,<none>,yes               ;0 tiberium patch 一片矿（好东西～）
Pod=0,<none>,no                    ;0 drop pod special
Cloak=0,CLOAK,no                   ; enable cloaking on nearby objects隐形
Darkness=1,SHROUDX,yes              ; cloak entire radar map关闭全图
Explosion=1,<none>,no,200          ; high explosive baddie (damage per explosion)大爆炸
ICBM=0,CHEMISLE,no                 ; nuke missile one time shot核弹一次 
Napalm=1,<none>,no,300             ; fire explosion baddie (damage)火焰杀伤力 <
Squad=0,<none>,no                 ; squad of random infantry

[PCV]  ;禁止箱子捡尤里基地
CrateGoodie=no

[AircraftTypes]  自带飞机
;1=APACHE
;2=ORCA        入侵 
;3=HORNET    大黄蜂
;4=V3ROCKET    v3
;5=ASW          反潜机
;6=DMISL         无畏导弹
;7=PDPLANE      运输机
;8=BEAG       黑鹰
;9=CARGOPLANE  
;10=BPLN    米格
;11=SPYP       侦察机
;12=CMISL       雷鸣导弹
13=FORTRESS   核子飞机

[AudioVisual]          ;颜色
LaserTargetColor=7  ;4  ;9;1		召唤米格飞机的定位激光的颜色
;IronCurtainColor=0		铁幕的颜色
;BerserkColor=4			混乱烟雾的颜色(就是YURI的神经突击车的攻击方式)
ForceShieldColor=2  ;11 13;6    ;电力护盾 
OreTwinkleChance=4 ;1一直闪                  	;矿石闪光的几率1/N
;ShakeScreen=400   ;屏幕震动帧数 比如核弹
ChronoBeamColor=0,0,0           	;超时空兵波浪线的颜色
ExtraUnitLight=.3		;战车额外发光0.2
ExtraInfantryLight=.3		;步兵额外发光0.2
ExtraAircraftLight=.5		;航空器额外发光0.2
;CreateInfantrySound=			制造新步兵时的声音
;CreateUnitSound=			制造新单位时的声音
CreateAircraftSound=IntruderSelect	;制造新航空器(停于机场)时的声音
;ShakeScreen=400         		关键物体被毁造成的屏幕抖动时间400桢
SpyPlaneCameraFrames=2 ;7 ;16		;间谍飞机拍照声音响16帧一下
;EliteFlashTimer=150		3星闪的时间
;Gravity=6               	(影响导弹抛物线的)重力为6
MessageDelay=3 ;.6         	信息显示0.6分钟; time duration of multiplayer messages displayed over map


[Warheads]   ;注册新弹头 直升机武器效果
550=CometWHSHAD
551=CometWHSHADE
552=LightningGun2WH;laoda
553=BoltWH ;Jumby
554=ORCAAPHY
555=SAE ;E1

[UltraAP];坦克杀手弹头
;CellSpread=0
;PercentAtMax=1
Wall=yes
Wood=yes
;Verses=2%,2%,2%,100%,40%,100%,2%,2%,2%,2%,100% ; can only be used on armor
Verses=1%,1%,1%,100%,40%,100%,1%,1%,1%,1%,100% ; can only be used on armor
Conventional=yes
InfDeath=3
AnimList=S_CLSN30
ProneDamage=100% ;50%

[UltraAPE]
;CellSpread=0
;PercentAtMax=1
Wall=yes
Wood=yes
Verses=2%,2%,2%,100%,50%,100%,2%,2%,2%,100%,100% ; can only be used on armor
Verses=1%,1%,1%,100%,50%,100%,1%,1%,1%,100%,100% 
Conventional=yes
InfDeath=3
AnimList=VTEXPLOD
ProneDamage=100%

[FlakGuyAAGunE]	; Separate from Flak Cannon weapon so that stats may be tweaked
Damage=20;8修正
ROF=25
Range=8
Projectile=FlakProj	; AA bullet shared with Flak Cannon
Speed=100
Report=FlakTrackAttackAir
Warhead=FlakGuyWH
Anim=GUNFIRE
Burst=2


[CAEGYP02] ;埃及金字塔
Name=Egypt Small Pyramid
UIName=Name:CAPYR01
TechLevel=-1
Strength=1000
Insignificant=yes
Nominal=yes
;RadarInvisible=yes
Points=5
Armor=wood
;Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60,TWLT100
;DestroyAnim=CARUS01D
DebrisAnims=DBRI-WM1,DBRI-WM2,DBRI-WM3,DBRI-WM4,DBRI-WM5,DBRI-WM6
MaxDebris=15
MinDebris=5
;Selectable=no
;IsBase=no
BaseNormal=no ;psst....IsBase isn't a Rules flag
Sight=6 ; UC base values
ClickRepairable=no
CanBeOccupied=yes
MaxNumberOccupants=10
LeaveRubble=true
DieSound=MonumentCrumble
CanOccupyFire=yes
LightVisibility=1000
LightIntensity=0.5
LightRedTint=0.993
LightGreenTint=0.167
LightBlueTint=0.037



[GACNST]  ;盟军建造长
UIName=Name:GACNST
Name=Allied Construction Yard
ConstructionYard=yes
Strength=1000
Armor=concrete
TechLevel=-1
Adjacent=2
Factory=BuildingType
UndeploysInto=AMCV
Sight=8
Owner=British,French,Germans,Americans,Alliance
Cost=3000
Points=80
Power=0
Capturable=true
Crewed=yes
DestroyAnim=GACNSTDM   ;死亡动画
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60,BRRLEXP1,TWLT100,BRRLEXP2,DBRS10SM,FLAMEGUY
DebrisAnims=DBRIS1LG,DBRIS1SM,DBRIS2LG,DBRIS4LG,DBRIS4SM,DBRIS5LG,DBRIS5SM,DBRIS6LG,DBRIS6SM,DBRIS7LG
MaxDebris=15
MinDebris=7
ThreatPosed=0	; This value MUST be 0 for all building addons
DamageParticleSystems=SparkSys,SmallGreySSys,BigGreySmokeSys  ;增加粒子效果
DamageSmokeOffset=1470, 1060, 1078
AIBuildThis=yes
TogglePower=no
ProtectWithWall=yes
EligibileForAllyBuilding=yes ;gs This allows a building of this type to count as a sucess in building placement, but only if that option is turned on
ImmuneToPsionics=no ; defaults to yes for buildings, no for others
VoiceSelect=CameraSwitch  ;给选中建筑增加声音效果
NaturalParticleSystem=ABuildBSmokeSys
NaturalParticleLocation=730,730,490
LightVisibility=600;4000
LightIntensity=0.9
LightRedTint=0.017;0.293
LightGreenTint=0.027;0.167
LightBlueTint=0.993;0.037

;GAPOWR 盟军发电厂 
[GAPOWR]
UIName=Name:GAPOWR
Name=Allied Power Plant
BuildCat=Power
Prerequisite=GACNST
Strength=750
Armor=wood
TechLevel=1
Adjacent=2
Sight=4
Owner=British,French,Germans,Americans,Alliance,Russians,Confederation,Africans,Arabs,YuriCountry
AIBasePlanningSide=0 ;gs 0 for Good, 1 for Evil
Cost=800
Points=40
Power=200
Capturable=true
Crewed=yes
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60,BRRLEXP1,TWLT100,BRRLEXP2,DBRS10SM,FLAMEGUY
Upgrades=2
DebrisAnims=DBRIS1LG,DBRIS1SM,DBRIS4LG,DBRIS4SM,DBRIS5LG,DBRIS5SM
MaxDebris=6
MinDebris=4
ThreatPosed=0	; This value MUST be 0 for all building addons
;DamageParticleSystems=SparkSys,SmallGreySSys,BigGreySmokeSys
DamageSmokeOffset=300, 300, 450
TogglePower=no
Spyable=yes ; A spy can do something to this, works like captureable
DieSound=PowerPlantDie
ImmuneToPsionics=no ; defaults to yes for buildings, no for others
Drainable=yes
PoweredSpecial=yes
NaturalParticleSystem=ABuildSmokeSys
NaturalParticleLocation=130,130,-100

;GAREFN 盟军矿厂 
[GAREFN]
UIName=Name:GAREFN
Name=Allied Ore Refinery
BuildCat=Resource
DockUnload=yes
Refinery=yes
;//gs revertNumberOfWaitingPoints=8
NumberOfDocks=1
Bib=yes
Prerequisite=POWER,GACNST
Strength=1000
Adjacent=2
Armor=wood
TechLevel=1
FreeUnit=CMIN
Sight=6
Owner=British,French,Germans,Americans,Alliance,Russians,Confederation,Africans,Arabs,YuriCountry
AIBasePlanningSide=0 ;gs 0 for Good, 1 for Evil
Cost=2000
Soylent=300
Points=80
Power=-50
Storage=200
Capturable=true
Crewed=yes
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60,BRRLEXP1,TWLT100,BRRLEXP2,DBRS10SM,FLAMEGUY
HalfDamageSmokeLocation1=0,0,0
DebrisAnims=DBRIS1LG,DBRIS1SM,DBRIS4LG,DBRIS4SM,DBRIS5LG,DBRIS5SM,CRYSTAL1,CRYSTAL2,CRYSTAL3,CRYSTAL4 ;CRYSTAL1,CRYSTAL2,CRYSTAL3,CRYSTAL4矿石飞出
MaxDebris=10
MinDebris=5
PipScale=Tiberium
ThreatPosed=0	; This value MUST be 0 for all building addons
;DamageParticleSystems=SparkSys,SmallGreySSys,BigGreySmokeSys
DamageSmokeOffset=410, 100, 165
AIBuildThis=yes
TogglePower=no
RefinerySmokeOffsetOne=-92, -208, 312
RefinerySmokeOffsetTwo=-92, 208, 312
RefinerySmokeFrames=50
RefinerySmokeParticleSystem=SmallGreySSys;
Spyable=yes
;WantsExtraSpace=yes ; gs This will look for a space AIBaseSpacing+1 when the computer places, but will settle for AIBasSpacing
NumberImpassableRows=3 ; This is the fix to the Repair depots are flat and RadioContact/Enter means I can drive on you assumption.  It counts from game west
ImmuneToPsionics=no ; defaults to yes for buildings, no for others
ResourceDestination=yes;gs for the AI to handle the slave miner, it has to understand what makes money
Drainable=yes
NaturalParticleSystem=ABuildBSmokeSys
NaturalParticleLocation=230,230,-30

;GAPILE 盟军兵营 
[GAPILE]
UIName=Name:GAPILE
Name=Allied Barracks ;needs different Given Name to avoid editor confusion
BuildCat=Tech
Prerequisite=POWER,GACNST
Strength=500
Armor=steel
Factory=InfantryType
Adjacent=2
TechLevel=2
Sight=5
Owner=British,French,Germans,Americans,Alliance,Russians,Confederation,Africans,Arabs,YuriCountry
AIBasePlanningSide=0 ;gs 0 for Good, 1 for Evil
Cost=500
Points=30
Power=-10
Crewed=yes
Capturable=true
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60,BRRLEXP1,TWLT100,BRRLEXP2,DBRS10SM,FLAMEGUY
;DestroyAnim=GAPILEDM
MaxDebris=15
MinDebris=5
DebrisAnims=DBRIS1LG,DBRIS1SM,DBRIS4LG,DBRIS4SM,DBRIS5LG,DBRIS5SM
ThreatPosed=0 ; This value MUST be 0 for all building addons
ExitCoord=-64,64,0
GDIBarracks=yes
DamageParticleSystems=SparkSys,SmallGreySSys,BigGreySmokeSys
DamageSmokeOffset=215,395,200
AIBuildThis=yes
Spyable=yes
;WantsExtraSpace=yes ; gs This will look for a space AIBaseSpacing+1 when the computer places, but will settle for AIBasSpacing
ImmuneToPsionics=no ; defaults to yes for buildings, no for others
NaturalParticleSystem=ABuildSmokeSys
NaturalParticleLocation=360,170,30
VoiceSelect=CameraSwitch  ;给选中建筑增加声音效果

;GAWEAP 盟军兵工厂
[GAWEAP]
UIName=Name:GAWEAP
Name=Allied War Factory
;Image=NAWEAP
BuildCat=Tech
WeaponsFactory=yes
Prerequisite=PROC,GAPILE,GACNST
Factory=UnitType
DeployTime=.044
Strength=1000
Armor=wood
TechLevel=2
Sight=4
Adjacent=2
Owner=British,French,Germans,Americans,Alliance,Russians,Confederation,Africans,Arabs,YuriCountry
AIBasePlanningSide=0 ;gs 0 for Good, 1 for Evil
Cost=2000
Points=80
Power=-25
Capturable=true
Crewed=yes
Bib=yes
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60,BRRLEXP1,TWLT100,BRRLEXP2,DBRS10SM,FLAMEGUY
DebrisAnims=DBRIS1LG,DBRIS1SM,DBRIS2LG,DBRIS4LG,DBRIS4SM,DBRIS5LG,DBRIS5SM,DBRIS6SM,DBRIS7LG,DBRIS7SM
MaxDebris=15
MinDebris=5
ThreatPosed=0 ; This value MUST be 0 for all building addons
DamageParticleSystems=SparkSys,SmallGreySSys,BigGreySmokeSys
DamageSmokeOffset=408,880,435
AIBuildThis=yes
ExitCoord=512,256,0 
Spyable=yes
;WantsExtraSpace=yes ; gs This will look for a space AIBaseSpacing+1 when the computer places, but will settle for AIBasSpacing
ImmuneToPsionics=no ; defaults to yes for buildings, no for others
NumberImpassableRows=1 ; Tanks unlimbo on the second cell.  Drive locomotor's Force Track ignores the building, but hover gets stuck 
NaturalParticleSystem=ABuildBSmokeSys
NaturalParticleLocation=330,330,60
VoiceSelect=CameraSwitch  ;给选中建筑增加声音效果

;GAAIRC 盟军空军指挥部 
[GAAIRC]
UIName=Name:GAAIRC
Name=Allied Airforce Command Headquarters
BuildCat=Tech
Prerequisite=GAREFN,GACNST
Strength=600
Armor=steel
Adjacent=2
TechLevel=3
Sight=5
UnitReload=yes
;UnitRepair=yes;gs this is part of reloading + being an aircraft (Repair code is oogly, only Reload got rewritten for four ports.)
Helipad=yes
Owner=British,French,Germans,Americans,Alliance,Russians,Confederation,Africans,Arabs,YuriCountry
ForbiddenHouses=Americans
AIBasePlanningSide=0 ;gs 0 for Good, 1 for Evil
Cost=1000
Points=70
Power=-50
Factory=AircraftType
Capturable=true
Crewed=yes
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60,BRRLEXP1,TWLT100,BRRLEXP2,,DBRS10SM,FLAMEGUY
DebrisAnims=DBRIS1LG,DBRIS1SM,DBRIS2LG,DBRIS4LG,DBRIS4SM,DBRIS5LG,DBRIS5SM,DBRIS6LG,DBRIS6SM,DBRIS7LG
MaxDebris=8
MinDebris=4
ThreatPosed=0	; This value MUST be 0 for all building addons
;DamageParticleSystems=SparkSys,SmallGreySSys,BigGreySmokeSys
DamageSmokeOffset=75, 270, 140
AIBuildThis=yes
NumberOfDocks=4
HasStupidGuardMode=false
Radar=yes
Spyable=yes
ImmuneToPsionics=no ; defaults to yes for buildings, no for others
NaturalParticleSystem=ABuildSmokeSys
NaturalParticleLocation=360,200,-30
VoiceSelect=CameraSwitch  ;给选中建筑增加声音效果

;AMRADR 美国空军指挥部–AmericanParaDropSpecial 
[AMRADR]
UIName=Name:GAAIRC
Name=Allied American Airforce Command Headquarters
Image=GAAIRC
BuildCat=Tech
Prerequisite=GAREFN,GACNST
Strength=600
Armor=steel
Adjacent=2
TechLevel=3
Sight=5
UnitReload=yes
;UnitRepair=yes;gs this is part of reloading + being an aircraft (Repair code is oogly, only Reload got rewritten for four ports.)
Helipad=yes
Owner=British,French,Germans,Americans,Alliance,Russians,Confederation,Africans,Arabs,YuriCountry
RequiredHouses=Americans
AIBasePlanningSide=0 ;gs 0 for Good, 1 for Evil
Cost=1000
Points=70
Power=-50
Factory=AircraftType
Capturable=true
Crewed=yes
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60,BRRLEXP1,TWLT100,BRRLEXP2,DBRS10SM,FLAMEGUY
MaxDebris=4
ThreatPosed=0	; This value MUST be 0 for all building addons
DamageParticleSystems=SparkSys,SmallGreySSys,BigGreySmokeSys
DamageSmokeOffset=75, 270, 140
AIBuildThis=yes
NumberOfDocks=4
HasStupidGuardMode=false
Radar=yes
Spyable=yes
SuperWeapon=AmericanParaDropSpecial
ImmuneToPsionics=no ; defaults to yes for buildings, no for others
NaturalParticleSystem=ABuildSmokeSys
NaturalParticleLocation=360,200,-30
VoiceSelect=CameraSwitch  ;给选中建筑增加声音效果

;GADEPT 盟军维修厂 
[GADEPT]
UIName=Name:GADEPT
Name=Allied Service Depot
BuildCat=Tech
Prerequisite=GAWEAP,GACNST
Strength=1200
Armor=wood
TechLevel=6
Adjacent=2
Sight=5
UnitRepair=yes
;UnitReload=yes
Owner=British,French,Germans,Americans,Alliance,Russians,Confederation,Africans,Arabs,YuriCountry
AIBasePlanningSide=0 ;gs 0 for Good, 1 for Evil
Cost=800
Points=80
Power=-25
Capturable=true
Crewed=yes
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60,BRRLEXP1,TWLT100,BRRLEXP2,DBRS10SM,FLAMEGUY
DebrisAnims=DBRIS1LG,DBRIS1SM,DBRIS4LG,DBRIS4SM,DBRIS5LG,DBRIS5SM
MaxDebris=8
MinDebris=4
ThreatPosed=0	; This value MUST be 0 for all building addons
;DamageParticleSystems=SparkSys,SmallGreySSys,BigGreySmokeSys
DamageSmokeOffset=270, 580, 260
AIBuildThis=no ;taken out to remove useless building - DB
HasStupidGuardMode=false
NumberImpassableRows=1 ; This is the fix to the Repair depots are flat and RadioContact/Enter means I can drive on you assumption.  It counts from game west
ImmuneToPsionics=no ; defaults to yes for buildings, no for others
NaturalParticleSystem=ABuildBSmokeSys
NaturalParticleLocation=190,190,-30



;GATECH 盟军实验室 
[GATECH]
UIName=Name:GATECH
Name=Allied Battle Lab
BuildCat=Tech
Prerequisite=GAWEAP,RADAR,GACNST
Strength=500
Armor=wood
TechLevel=8
Adjacent=2
Sight=6
Owner=British,French,Germans,Americans,Alliance,Russians,Confederation,Africans,Arabs,YuriCountry
AIBasePlanningSide=0 ;gs 0 for Good, 1 for Evil
Cost=2000
Points=85
Power=-100
Capturable=true
Crewed=yes
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60,BRRLEXP1,TWLT100,BRRLEXP2,DBRS10SM,FLAMEGUY
DebrisAnims=DBRIS1LG,DBRIS1SM,DBRIS2LG,DBRIS4SM,DBRIS5LG,DBRIS5SM,DBRIS6SM,DBRS10LG
MaxDebris=12
MinDebris=6
ThreatPosed=0	; This value MUST be 0 for all building addons
;DamageParticleSystems=SparkSys,SmallGreySSys,BigGreySmokeSys
DamageSmokeOffset=1500, 1055, 815
AIBuildThis=yes
TogglePower=no
Spyable=yes
ProtectWithWall=yes
ImmuneToPsionics=no ; defaults to yes for buildings, no for others
SuperWeapon=ForceShieldSpecial
NaturalParticleSystem=ABuildSmokeSys
NaturalParticleLocation=360,170,-30

[GAGAP]  ;官方裂缝
UIName=Name:GAGAP
Name=Allied Gap Generator
BuildCat=Combat
Prerequisite=GATECH,GACNST
GapGenerator=yes
GapRadiusInCells=10
SuperGapRadiusInCells=13 ;10+
TechLevel=7
Adjacent=2
HasRadialIndicator=true
Strength=600
Armor=wood
Sight=5
Points=30
Owner=British,French,Germans,Americans,Alliance,Russians,Confederation,Africans,Arabs,YuriCountry
AIBasePlanningSide=0 ;gs 0 for Good, 1 for Evil
Cost=1000
Power=-100
ExtraPower=-200 ;-9000
Powered=true
Capturable=false
Crewed=no
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60,DBRS10SM,FLAMEGUY
DebrisAnims=DBRIS1LG,DBRIS1SM,DBRIS4LG,DBRIS4SM,DBRIS5LG,DBRIS5SM
MaxDebris=4
MinDebris=2
ThreatPosed=0	; This value MUST be 0 for all building addons
;DamageParticleSystems=SparkSys,SmallGreySSys,BigGreySmokeSys
DamageSmokeOffset=450, 200, 150
AIBuildThis=yes ; commented out so that it's easier to debug base building
ImmuneToPsionics=no ; defaults to yes for buildings, no for others
VoiceSelect=CameraSwitch  ;给选中建筑增加声音效果

;GAROBO 控制中心 — 
[GAROBO]
Name=Allied Robot Control Center
UIName=Name:Robocont
BuildCat=Resource
Prerequisite=GAWEAP,GACNST
TechLevel=10
Strength=600
Adjacent=2
Points=30
Power=-100
Sight=6
Armor=wood
Cost=600
Owner=British,French,Germans,Americans,Alliance,Russians,Confederation,Africans,Arabs,YuriCountry
AIBasePlanningSide=0 ;gs 0 for Good, 1 for Evil
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60,BRRLEXP1,TWLT100,BRRLEXP2,DBRS10SM,FLAMEGUY
DebrisAnims=DBRIS1LG,DBRIS1SM,DBRIS2LG,DBRIS4LG,DBRIS4SM,DBRIS5LG,DBRIS5SM,DBRIS6LG,DBRIS6SM,DBRIS7LG
MaxDebris=12
MinDebris=6
HalfDamageSmokeLocation1=0,0,0
;DamageParticleSystems=SparkSys,SmallGreySSys,BigGreySmokeSys
DamageSmokeOffset=410, 100, 165
ThreatPosed=0	; This value MUST be 0 for all building addons
Crewed=yes
AIBuildThis=yes
TogglePower=yes
Powered=true
PowersUnit=ROBO;one of these buildings must be present and powered, or else these guys turn off.
ImmuneToPsionics=no ;gs per Dustin, never intended to be yes,      defaults to yes for buildings, no for others
Capturable=true
NaturalParticleSystem=ABuildSmokeSys
NaturalParticleLocation=130,130,-100

;GAOREP 矿石精鍊器 

[GAOREP]
Name=Allied Ore Processor
UIName=Name:GAOREP;Needs its own UINAME eventually
;Image=NANRCT
BuildCat=Resource
Prerequisite=GATECH,PROC,GACNST
TechLevel=10
Strength=900
Adjacent=2
Points=30
Power=-200
Sight=5
Armor=wood
Cost=2500
Soylent=1250
Owner=British,French,Germans,Americans,Alliance,Russians,Confederation,Africans,Arabs,YuriCountry
AIBasePlanningSide=0 ;gs 0 for Good, 1 for Evil
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60,BRRLEXP1,TWLT100,BRRLEXP2,DBRS10SM,FLAMEGUY
DebrisAnims=DBRIS1LG,DBRIS1SM,DBRIS2LG,DBRIS4LG,DBRIS4SM,DBRIS5LG,DBRIS5SM,DBRIS6LG,DBRIS6SM,DBRIS7LG,CRYSTAL1,CRYSTAL2,CRYSTAL3,CRYSTAL4 ;CRYSTAL1,CRYSTAL2,CRYSTAL3,CRYSTAL4矿石飞出
MaxDebris=12
MinDebris=6
HalfDamageSmokeLocation1=0,0,0
;DamageParticleSystems=SparkSys,SmallGreySSys,BigGreySmokeSys
DamageSmokeOffset=410, 100, 165
ThreatPosed=0	; This value MUST be 0 for all building addons
Capturable=false
Crewed=yes
;Explodes=yes
;DeathWeapon=OilExplosion
OrePurifier=yes
;ProduceCashAmount=50 ; Amount every Delay
;ProduceCashDelay=100 ; Frame delay between Amounts
AIBuildThis=yes
TogglePower=no
Powered=true
BuildLimit=1
NaturalParticleSystem=ABuildBSmokeSys
NaturalParticleLocation=190,190,-30


;GASPYSAT 间谍卫星 
[GASPYSAT]
UIName=Name:GASPYSAT
Name=Allied SpySat Uplink
Image=GASPST
BuildCat=Combat
Prerequisite=GATECH,GACNST
Strength=1000
Radar=yes
SpySat=yes
Armor=wood
TechLevel=9
Adjacent=2
Sight=5
Owner=British,French,Germans,Americans,Alliance,Russians,Confederation,Africans,Arabs,YuriCountry
AIBasePlanningSide=0 ;gs 0 for Good, 1 for Evil
Cost=1500
Points=0
Power=-100
Powered=true
Capturable=true
Crewed=yes
;Upgrades=2 ;GEF
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60,BRRLEXP1,TWLT100,BRRLEXP2,DBRS10SM,FLAMEGUY
DebrisAnims=DBRIS1LG,DBRIS1SM,DBRIS2LG,DBRIS4LG,DBRIS4SM,DBRIS5LG,DBRIS5SM,DBRIS6SM,DBRIS7LG
MaxDebris=8
MinDebris=4
ThreatPosed=0	; This value MUST be 0 for all building addons
;DamageParticleSystems=SparkSys,SmallGreySSys,BigGreySmokeSys
DamageSmokeOffset=800, 550, 400
AIBuildThis=no ;taken out to remove usless things from AI list - DB
SpecialThreatValue=1
;IsPlug=true ;GEF
NaturalParticleSystem=ABuildSmokeSys
NaturalParticleLocation=130,130,-30

;GTGCAN 法国巨炮 GrandCannonWeapon 
[GTGCAN]  ;巨炮
UIName=Name:GTGCAN
Name=Allied Grand Cannon
BuildCat=Combat
Strength=900
Armor=steel
TechLevel=7
Prerequisite=RADAR,GACNST
Adjacent=2
Sight=10
Owner=British,French,Germans,Americans,Alliance,Russians,Confederation,Africans,Arabs,YuriCountry
Cost=2000
RequiredHouses=French ; Can't limit Owner without it showing up as a greyed out button on the sidebar since Prereqs would be met.  This is new system
Points=30				; Basically, Owner was meant for Side, not House.  (x Houses, 2 Sides)
Power=-100
Crewed=no
ROT=1
Primary=GrandCannonWeapon
Capturable=false
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60,BRRLEXP1,TWLT100,BRRLEXP2,DBRS10SM,FLAMEGUY
DebrisAnims=DBRIS1LG,DBRIS1SM,DBRIS4LG,DBRIS4SM,DBRIS5LG,DBRIS5SM
MaxDebris=8
MinDebris=4
;DamageParticleSystems=SparkSys,LGSparkSys
Powered=yes
Turret=yes
TurretAnim=GTGCANTUR
TurretAnimIsVoxel=true
TurretAnimX=3
TurretAnimY=28
TurretAnimZAdjust=-60
TurretRecoil=yes
TurretTravel=0
BarrelTravel=8
BarrelCompressFrames=3
BarrelHoldFrames=3
BarrelRecoverFrames=40
TurretRotateSound=GrandCannonRotate
WorkingSound=PowerOn
NotWorkingSound=PowerOff
BaseNormal=no
AIBuildThis=yes
ImmuneToPsionics=no ; defaults to yes for buildings, no for others
Drainable=yes
Trainable=yes
BuildLimit=2    ;巨炮只能做2个
NaturalParticleSystem=ABuildSmokeSys
NaturalParticleLocation=130,130,0

[GrandCannonWeapon]
Damage=150
ROF=120
Range=15
MinimumRange=3
Projectile=GrandCannonBall
Speed=1
Report=GrandCannonAttack
Bright=yes
Warhead=GrandCannonWH
Anim=S_BRNL40 ;TWLT050;GCMUZZLE

[GrandCannonWH]
CellSpread=2
PercentAtMax=.2
Wall=yes
Wood=yes
Sparky=no
Conventional=yes
Rocker=yes
Verses=100%,100%,100%,100%,100%,100%,50%,100%,50%,100%,100%
AnimList=XGRYSML1,XGRYSML2,EXPLOSML,XGRYMED1,XGRYMED2,EXPLOMED,EXPLOLRG,TWLT070
ProneDamage=30%
CLDisableBlue=yes   ;true	; This says the Combat Light should be red.  (1)
CLDisableGreen=true	; This says the Combat Light should be red.  (2)
;CLDisableRed=true
CombatLightSize=100%    ;100%
Particle=BigGreySmokeSys

;GACSPH 超时空传送仪 — ChronoSphereSpecial 
[GACSPH]
UIName=Name:GACSPH
Name=Allied Chrono Sphere
;Image=GACHRO ;GEF we need to get this name straightened out
BuildCat=Combat
;Image=NTIRON
Prerequisite=GATECH,GACNST
TechLevel=10
Strength=750
Powered=true
Adjacent=2
Armor=concrete
Sight=5
Owner=British,French,Germans,Americans,Alliance,Russians,Confederation,Africans,Arabs,YuriCountry
AIBasePlanningSide=0 ;gs 0 for Good, 1 for Evil
Cost=2500
Points=30
Power=-200
Crewed=yes
Capturable=false
RevealToAll=yes
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60,BRRLEXP1,TWLT100,BRRLEXP2,DBRS10SM,FLAMEGUY
SuperWeapon=ChronoSphereSpecial
Nominal=yes
;SuperWeapon2=ChronoWarpSpecial
ThreatPosed=1	; This value MUST be 0 for all building addons
AIBuildThis=yes
ProtectWithWall=yes
Spyable=yes
ChargedAnimTime=1		;Number of minutes left at which weapon should switch to charged state
BuildLimit=1
DebrisAnims=DBRIS1LG,DBRIS1SM,DBRIS2LG,DBRIS4LG,DBRIS4SM,DBRIS5LG,DBRIS5SM,DBRIS6LG,DBRIS6SM,DBRIS7LG,DBRS10LG
MaxDebris=15
MinDebris=7
NaturalParticleSystem=ABuildBSmokeSys
NaturalParticleLocation=230,230,-30



;GAWEAT 天气控制器 — LightningStormSpecial
[GAWEAT]
UIName=Name:GAWEAT
Name=Allied Weather Controller
Image=GAWETH ;GEF we need to get this name straightened out
BuildCat=Combat
;Image=NTIRON
Prerequisite=GATECH,GACNST
TechLevel=10
Strength=1000
Powered=true
Adjacent=2
Armor=concrete
Sight=5
Owner=British,French,Germans,Americans,Alliance,Russians,Confederation,Africans,Arabs,YuriCountry
AIBasePlanningSide=0 ;gs 0 for Good, 1 for Evil
Cost=5000
Points=30
Power=-200
Crewed=yes
Capturable=false
RevealToAll=yes
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60,BRRLEXP1,TWLT100,BRRLEXP2,DBRS10SM,FLAMEGUY
SuperWeapon=LightningStormSpecial
Nominal=yes
ThreatPosed=1	; This value MUST be 0 for all building addons
AIBuildThis=yes
Spyable=yes
ChargedAnimTime=1		;Number of minutes left at which weapon should switch to charged state
ProtectWithWall=yes
BuildLimit=1
DebrisAnims=DBRIS1LG,DBRIS1SM,DBRIS3SM,DBRIS4LG,DBRIS4SM,DBRIS5LG,DBRIS5SM
MaxDebris=14
MinDebris=7
NaturalParticleSystem=ABuildBSmokeSys
NaturalParticleLocation=230,230,-30

[NACNST]  ;苏军建造长
UIName=Name:NACNST
Name=Soviet Construction Yard
ConstructionYard=yes
Strength=1000
Armor=concrete
TechLevel=-1
Adjacent=2
Factory=BuildingType
UndeploysInto=SMCV
Sight=8
Owner=Russians,Confederation,Africans,Arabs
Cost=3000
Points=80
Power=0
Capturable=true
Crewed=yes
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60,BRRLEXP1,TWLT100,BRRLEXP2,DBRS10SM,FLAMEGUY
DestroyAnim=NACNSTD                                                     ;+
MaxDebris=15
MinDebris=5
DebrisAnim=Dbris1sm,Dbris1lg,Dbris4sm,Dbris5sm,Dbris4lg,Dbris7sm,Dbris8sm,Dbris5lg,Dbris4lg
ThreatPosed=0 ; This value MUST be 0 for all building addons
DamageParticleSystems=SparkSys,SmallGreySSys,BigGreySmokeSys
DamageSmokeOffset=1470,1060,1078
AIBuildThis=yes
TogglePower=no
ProtectWithWall=yes
EligibileForAllyBuilding=yes ;gs This allows a building of this type to count as a sucess in building placement, but only if that option is turned on
ImmuneToPsionics=no ; defaults to yes for buildings, no for others
VoiceSelect=CameraSwitch  ;给选中建筑增加声音效果
NaturalParticleSystem=BuildBSmokeSys
NaturalParticleLocation=730,730,440
LightVisibility=1500
LightIntensity=0.1
LightRedTint=0.993
LightGreenTint=0.167
LightBlueTint=0.037

;NAPOWR 磁能反应炉 
[NAPOWR]
UIName=Name:NAPOWR
Name=Soviet Tesla Reactor
BuildCat=Power
Prerequisite=NACNST
Strength=750
Armor=wood
TechLevel=1
Sight=4
Adjacent=2
Owner=British,French,Germans,Americans,Alliance,Russians,Confederation,Africans,Arabs,YuriCountry
AIBasePlanningSide=1 ;gs 0 for Good, 1 for Evil
Cost=600
Points=40
Power=150
Capturable=true
Crewed=yes
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60,BRRLEXP1,TWLT100,BRRLEXP2,DBRS10SM,FLAMEGUY
MaxDebris=15
MinDebris=5
DebrisAnims=DBRIS1LG,DBRIS1SM,DBRIS4LG,DBRIS4SM,DBRIS5LG,DBRIS5SM
ThreatPosed=0 ; This value MUST be 0 for all building addons
DamageParticleSystems=SparkSys,SmallGreySSys,BigGreySmokeSys
DamageSmokeOffset=450, 200, 300
TogglePower=no
Spyable=yes ; A spy can do something to this, works like captureable
DieSound=PowerPlantDie
ImmuneToPsionics=no ; defaults to yes for buildings, no for others
Drainable=yes
PoweredSpecial=yes
NaturalParticleSystem=BuildSmokeSys
NaturalParticleLocation=190,130,30

;NAREFN 苏军矿厂 
[NAREFN]
UIName=Name:NAREFN
Name=Soviet Ore Refinery
BuildCat=Resource
DockUnload=yes
Refinery=yes
NumberOfDocks=1;//gs revertNumberOfWaitingPoints=8
Bib=yes
NumberImpassableRows=3 ; This is the fix to the Repair depots are flat and RadioContact/Enter means I can drive on you assumption.  It counts from game west
Prerequisite=POWER,NACNST
Strength=1000
Adjacent=2
Armor=wood
TechLevel=1
FreeUnit=HARV
Sight=6
Owner=British,French,Germans,Americans,Alliance,Russians,Confederation,Africans,Arabs,YuriCountry
AIBasePlanningSide=1 ;gs 0 for Good, 1 for Evil
Cost=2000
Soylent=300
Points=80
Power=-50
Storage=200
Capturable=true
Crewed=yes
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60,BRRLEXP1,TWLT100,BRRLEXP2,DBRS10SM,FLAMEGUY
HalfDamageSmokeLocation1=0,0,0
MaxDebris=8
PipScale=Tiberium
ThreatPosed=0	; This value MUST be 0 for all building addons
;DamageParticleSystems=SparkSys,SmallGreySSys,BigGreySmokeSys
DamageSmokeOffset=410, 100, 165
AIBuildThis=yes
TogglePower=no
RefinerySmokeOffsetOne=-80, -232, 372
RefinerySmokeOffsetTwo=-80, 232, 372
RefinerySmokeFrames=50
RefinerySmokeParticleSystem=SmallGreySSys;
Spyable=yes
;WantsExtraSpace=yes ; gs This will look for a space AIBaseSpacing+1 when the computer places, but will settle for AIBasSpacing
ImmuneToPsionics=no ; defaults to yes for buildings, no for others
ResourceDestination=yes;gs for the AI to handle the slave miner, it has to understand what makes money
Drainable=yes
NaturalParticleSystem=BuildBSmokeSys
NaturalParticleLocation=230,230,-30
DebrisAnims=CRYSTAL1,CRYSTAL2,CRYSTAL3,CRYSTAL4 ;CRYSTAL1,CRYSTAL2,CRYSTAL3,CRYSTAL4矿石飞出

;NAHAND 苏军兵营 
[NAHAND]
UIName=Name:NAHAND
Name=Soviet Barracks
BuildCat=Tech
Prerequisite=POWER,NACNST
Strength=500
Armor=steel
TechLevel=2
Adjacent=2
Sight=6
Owner=British,French,Germans,Americans,Alliance,Russians,Confederation,Africans,Arabs,YuriCountry
AIBasePlanningSide=1 ;gs 0 for Good, 1 for Evil
Cost=500
Points=30
Power=-10
Factory=InfantryType
Crewed=yes
Capturable=true
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60,BRRLEXP1,TWLT100,BRRLEXP2,DBRS10SM,FLAMEGUY
DebrisAnims=DBRIS2SM,DBRIS3LG,DBRIS3SM,DBRIS4LG,DBRIS4SM,DBRIS5LG,DBRIS5SM,DBRIS6SM,DBRIS7LG,DBRIS7SM,DBRIS8LG
MaxDebris=8
MinDebris=4
ThreatPosed=0	; This value MUST be 0 for all building addons
ExitCoord=0,0,0
NODBarracks=yes
;DamageParticleSystems=SparkSys,SmallGreySmokeSys,BigGreySmokeSys
DamageSmokeOffset=480,96,125
AIBuildThis=yes
Spyable=yes
;WantsExtraSpace=yes ; gs This will look for a space AIBaseSpacing+1 when the computer places, but will settle for AIBasSpacing
ImmuneToPsionics=no ; defaults to yes for buildings, no for others
NaturalParticleSystem=BuildSmokeSys
NaturalParticleLocation=130,130,70
VoiceSelect=CameraSwitch  ;给选中建筑增加声音效果

[NABNKR] ;战斗碉堡
UIName=Name:NABNKR
Name=Soviet Battle Bunker
Adjacent=2
AIBasePlanningSide=1 ;gs 0 for Good, 1 for Evil
Armor=steel
BaseNormal=no
BuildCat=Combat
Prerequisite=NACNST
Capturable=false
ClickRepairable=yes
Cost=500
Crewed=no
DebrisAnim=Dbris3sm,Dbris4lg,Dbris4sm,Dbris6sm,Dbris7lg,Dbris7sm,Dbris8sm,Dbris10lg,Dbris10sm
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60,BRRLEXP1,TWLT100,BRRLEXP2,DBRS10SM,FLAMEGUY
IsBaseDefense=yes
MaxDebris=15
MinDebris=5
Owner=British,French,Germans,Americans,Alliance,Russians,Confederation,Africans,Arabs,YuriCountry
Powered=no
Sight=6
Strength=600
TechLevel=1
CanBeOccupied=yes
MaxNumberOccupants=5
CanOccupyFire=yes
AntiInfantryValue=25
AntiArmorValue=10
AntiAirValue=0
;gs these three are in abstract units and just help the AI pick the right base defense. (see AIForcePredictionFudge)
Trainable=yes
NaturalParticleSystem=BuildSmokeSys
NaturalParticleLocation=130,130,30

;NAWEAP 苏军兵工厂 
[NAWEAP]
UIName=Name:NAWEAP
Name=Soviet War Factory
BuildCat=Tech
WeaponsFactory=yes
Prerequisite=PROC,NAHAND,NACNST
Factory=UnitType
DeployTime=.044
Strength=1000
Adjacent=2
Armor=wood
TechLevel=2
Sight=4
Owner=British,French,Germans,Americans,Alliance,Russians,Confederation,Africans,Arabs,YuriCountry
AIBasePlanningSide=1 ;gs 0 for Good, 1 for Evil
Cost=2000
Points=80
Power=-25
Capturable=true
Crewed=yes
Bib=yes
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60,BRRLEXP1,TWLT100,BRRLEXP2,DBRS10SM,FLAMEGUY
NaturalSmokeLocation=-12,0,370
MaxDebris=15
MinDebris=5
DebrisAnim=Dbris1sm,Dbris1lg,Dbris4sm,Dbris5sm,Dbris4lg,Dbris7sm,Dbris8sm,Dbris5lg,Dbris4lg
ThreatPosed=0 ; This value MUST be 0 for all building addons
DamageParticleSystems=SparkSys,SmallGreySSys,BigGreySmokeSys
DamageSmokeOffset=395,750,410
AIBuildThis=yes
;ExitCoord = 1280,256,0
;ExitCoord = 610,188,0 ;above - 670 and 68
;ExitCoord=384,96,0 
ExitCoord=512,256,0 ;gs 96 isn't the center of a cell.  This causes pop when the Force Track grabs hold.
Spyable=yes
;WantsExtraSpace=yes ; gs This will look for a space AIBaseSpacing+1 when the computer places, but will settle for AIBasSpacing
ImmuneToPsionics=no ; defaults to yes for buildings, no for others
NumberImpassableRows=1 ; Tanks unlimbo on the second cell.  Drive locomotor's Force Track ignores the building, but hover gets stuck
NaturalParticleSystem=BuildBSmokeSys
NaturalParticleLocation=330,330,-30
VoiceSelect=CameraSwitch  ;给选中建筑增加声音效果

;NARADR 苏军雷达 — SpyPlaneSpecial 
[NARADR]
UIName=Name:NARADR
Name=Soviet Radar Tower
BuildCat=Tech
Prerequisite=NAREFN,NACNST
Strength=1000
Radar=yes
Armor=wood
TechLevel=3
Adjacent=2
Sight=10
Owner=British,French,Germans,Americans,Alliance,Russians,Confederation,Africans,Arabs,YuriCountry
AIBasePlanningSide=1 ;gs 0 for Good, 1 for Evil
Cost=1000
Points=60
Power=-50
Powered=true
Capturable=true
Crewed=yes
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60,BRRLEXP1,TWLT100,BRRLEXP2,DBRS10SM,FLAMEGUY
DebrisAnim=Dbris3sm,Dbris4lg,Dbris4sm,Dbris6sm,Dbris7lg,Dbris7sm,Dbris8sm,Dbris9lg,Dbris10lg,Dbris10sm
MaxDebris=15
MinDebris=5
ThreatPosed=0 ; This value MUST be 0 for all building addons
DamageParticleSystems=SparkSys,SmallGreySSys,BigGreySmokeSys
DamageSmokeOffset=220, 390, 150
AIBuildThis=yes
Spyable=yes ; A spy can do something to this, works like captureable
ImmuneToPsionics=no ; defaults to yes for buildings, no for others
SuperWeapon=SpyPlaneSpecial
NaturalParticleSystem=BuildSmokeSys
NaturalParticleLocation=130,130,70

;NADEPT 苏军维修厂 
[NADEPT]
UIName=Name:NADEPT
Name=Soviet Service Depot
BuildCat=Tech
Prerequisite=NAWEAP,NACNST
Strength=1200
Armor=wood
TechLevel=6
Adjacent=2
Sight=5
UnitRepair=yes
Owner=British,French,Germans,Americans,Alliance,Russians,Confederation,Africans,Arabs,YuriCountry
AIBasePlanningSide=1 ;gs 0 for Good, 1 for Evil
Cost=800
Points=80
Power=-20
Capturable=true
Crewed=yes
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60,BRRLEXP1,TWLT100,BRRLEXP2,DBRS10SM,FLAMEGUY
DebrisAnim=Dbris1sm,Dbris1lg,Dbris4sm,Dbris5sm,Dbris4lg,Dbris7sm,Dbris8sm,Dbris5lg,Dbris4lg
MaxDebris=15
MinDebris=5
ThreatPosed=0 ; This value MUST be 0 for all building addons
DamageParticleSystems=SparkSys,SmallGreySSys,BigGreySmokeSys
DamageSmokeOffset=270, 580, 260
AIBuildThis=no ;gs DB is signed as removing the other one
NumberOfDocks=1
HasStupidGuardMode=false
NumberImpassableRows=1 ; This is the fix to the Repair depots are flat and RadioContact/Enter means I can drive on you assumption.  It counts from game west
ImmuneToPsionics=no ; defaults to yes for buildings, no for others
NaturalParticleSystem=BuildBSmokeSys
NaturalParticleLocation=230,230,-30



;NATECH 苏军实验室 
[NATECH]
UIName=Name:NATECH
Name=Soviet Battle Lab
BuildCat=Tech
Prerequisite=NAWEAP,RADAR,NACNST
Strength=500
Armor=wood
TechLevel=7
Adjacent=2
Sight=6
Owner=British,French,Germans,Americans,Alliance,Russians,Confederation,Africans,Arabs,YuriCountry
AIBasePlanningSide=1 ;gs 0 for Good, 1 for Evil
Cost=2000
Points=85
Power=-100
Capturable=true
Crewed=yes
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60,BRRLEXP1,TWLT100,BRRLEXP2,DBRS10SM,FLAMEGUY
DebrisAnims=DBRIS2SM,DBRIS3LG,DBRIS3SM,DBRIS7SM,DBRIS8LG,DBRS10LG
MaxDebris=10
MinDebris=5
ThreatPosed=0	; This value MUST be 0 for all building addons
;DamageParticleSystems=SparkSys,SmallGreySSys,BigGreySmokeSys
DamageSmokeOffset=200, 325, 200
AIBuildThis=yes
TogglePower=no
Spyable=yes
ProtectWithWall=yes
ImmuneToPsionics=no ; defaults to yes for buildings, no for others
SuperWeapon=ForceShieldSpecial
NaturalParticleSystem=BuildBSmokeSys
NaturalParticleLocation=190,190,-30

;NANRCT 核子反应堆 — NukePayload 
[NANRCT]
UIName=Name:NANRCT
Name=Soviet Nuclear Reactor
BuildCat=Power
Strength=1000
Armor=concrete
TechLevel=9
Prerequisite=NATECH,NACNST
Adjacent=2
Sight=5
Owner=British,French,Germans,Americans,Alliance,Russians,Confederation,Africans,Arabs,YuriCountry
AIBasePlanningSide=1 ;gs 0 for Good, 1 for Evil
Cost=1000
Points=30
Power=2000
Crewed=yes
Capturable=true
DamageSmokeOffset=410, 100, 165
MaxDebris=15
MinDebris=5
DebrisAnims=DBRIS1LG,DBRIS1SM,DBRIS4LG,DBRIS4SM,DBRIS5LG,DBRIS5SM,DBRS10SM,FLAMEGUY
DamageParticleSystems=SmallGreySSys,BigGreySmokeSys
Powered=no
IsImmuneToRadiation=yes
Explodes=yes
DeathWeapon=NukePayload ; NUKE
DeathWeaponDamageModifier=0.5
Spyable=yes
ImmuneToPsionics=no ; defaults to yes for buildings, no for others
Drainable=yes
PoweredSpecial=yes
NaturalParticleSystem=BuildBSmokeSys
NaturalParticleLocation=730,730,340

[NukePayload]
Damage=600
Range=30
Projectile=GiantNukeDown  ;MultiMissile
Speed=10
RadLevel=500
Warhead=NUKE
Report=

;NAINDP 工业工厂 
[NAINDP]
Name=Soviet Industrial Plant
UIName=Name:IndustrialPlant
Image=NAINDP
BuildCat=Resource
Prerequisite=NATECH,PROC,NACNST
TechLevel=10
Strength=1000
Adjacent=2
Points=30
Power=-200
Sight=4
Armor=wood
Cost=2500
Soylent=1000
Owner=British,French,Germans,Americans,Alliance,Russians,Confederation,Africans,Arabs,YuriCountry
AIBasePlanningSide=1 ;gs 0 for Good, 1 for Evil
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60,BRRLEXP1,TWLT100,BRRLEXP2,DBRS10SM,FLAMEGUY
DebrisAnims=DBRIS1LG,DBRIS1SM,DBRIS2LG,DBRIS4LG,DBRIS4SM,DBRIS5LG,DBRIS5SM,DBRIS6LG,DBRIS6SM,DBRIS7LG
MaxDebris=15
MinDebris=1
HalfDamageSmokeLocation1=0,0,0
;DamageParticleSystems=SparkSys,SmallGreySSys,BigGreySmokeSys
DamageSmokeOffset=410, 100, 165
ThreatPosed=0 ; This value MUST be 0 for all building addons
Capturable=false
Crewed=yes
;Explodes=yes
;DeathWeapon=OilExplosion
;Does this building give bonuses to production costs?
FactoryPlant=yes
;What value should it multiply the cost by? (Defaults to 1)
InfantryCostBonus=1
UnitsCostBonus=0.75
AircraftCostBonus=1
BuildingsCostBonus=1
DefensesCostBonus=1
;ProduceCashAmount=50 ; Amount every Delay
;ProduceCashDelay=100 ; Frame delay between Amounts
AIBuildThis=yes
TogglePower=no
Powered=true
BuildLimit=1
NaturalParticleSystem=BuildBSmokeSys
NaturalParticleLocation=190,190,-30



;NAIRON 铁幕 — IronCurtainSpecial 
[NAIRON]
UIName=Name:NAIRON
Name=Soviet Iron Curtain Device
BuildCat=Combat
;Image=NAIRON
Prerequisite=NATECH,NACNST
TechLevel=10
Strength=750
Powered=true
Adjacent=2
Armor=concrete
Sight=4
Nominal=yes
Owner=British,French,Germans,Americans,Alliance,Russians,Confederation,Africans,Arabs,YuriCountry
AIBasePlanningSide=1 ;gs 0 for Good, 1 for Evil
Cost=2500
Points=30
Power=-200
Crewed=yes
Capturable=false
RevealToAll=yes
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60,BRRLEXP1,TWLT100,BRRLEXP2,DBRS10SM,FLAMEGUY
MaxDebris=15
MinDebris=5
DebrisAnims=DBRIS1LG,DBRIS1SM,DBRIS2LG,DBRIS4LG,DBRIS4SM,DBRIS5LG,DBRIS5SM,DBRIS6SM,DBRIS7LG,DBRIS7SM
SuperWeapon=IronCurtainSpecial
ThreatPosed=1 ; This value MUST be 0 for all building addons
AIBuildThis=yes
ProtectWithWall=yes
Spyable=yes
ChargedAnimTime=1
BuildLimit=1
NaturalParticleSystem=BuildBSmokeSys
NaturalParticleLocation=190,190,-30

;NAMISL 核弹发射井 — NukeSpecial
[NAMISL]
UIName=Name:NAMISL
Name=Soviet Nuclear Missile Silo
BuildCat=Combat
SuperWeapon=NukeSpecial
;HY SuperWeapon2=ChemicalSpecial
Prerequisite=NATECH,NACNST
Strength=1000
Armor=concrete
TechLevel=10
Adjacent=2
Sight=4
Owner=British,French,Germans,Americans,Alliance,Russians,Confederation,Africans,Arabs,YuriCountry
AIBasePlanningSide=1 ;gs 0 for Good, 1 for Evil
Cost=5000
Points=30
Power=-200
Crewed=yes
Capturable=false
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60,BRRLEXP1,TWLT100,BRRLEXP2,DBRS10SM,FLAMEGUY
MaxDebris=15
MinDebris=5
DebrisAnim=Dbris3sm,Dbris4lg,Dbris4sm,Dbris6sm,Dbris7lg,Dbris7sm,Dbris8sm,Dbris9lg,Dbris10lg,Dbris10sm
ThreatPosed=0 ; This value MUST be 0 for all building addons
DamageParticleSystems=SparkSys,LGSparkSys
SpecialThreatValue=1
NukeSilo=yes
Nominal=yes
RevealToAll=yes
HasStupidGuardMode=false
Spyable=yes
ChargedAnimTime=1  ;Number of minutes left at which weapon should switch to charged state  Geoff is god!
;DeathWeapon=NukePayload
;Explodes=Yes
AIBuildThis=yes
ProtectWithWall=yes
BuildLimit=1
DamageSelf=yes
NaturalParticleSystem=BuildBSmokeSys
NaturalParticleLocation=190,190,0



[YACNST] ;尤里建造长
UIName=Name:YACNST
Name=Yuri Construction Yard
;Image=GACNST
ConstructionYard=yes
Strength=1000
Armor=concrete
TechLevel=-1
Adjacent=2
Factory=BuildingType
UndeploysInto=PCV
Sight=10
Owner=YuriCountry
Cost=3000
Points=80
Power=0
Capturable=true
Crewed=yes
DestroyAnim=GACNSTDM                                                        ;+
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60,BRRLEXP1,TWLT100,BRRLEXP2,DBRS10SM,FLAMEGUY
DebrisAnims=DBRIS1LG,DBRIS1SM,DBRIS2LG,DBRIS4LG,DBRIS4SM,DBRIS5LG,DBRIS5SM,DBRIS6LG,DBRIS6SM,DBRIS7LG
MaxDebris=15
MinDebris=7
ThreatPosed=0	; This value MUST be 0 for all building addons
DamageParticleSystems=SparkSys,SmallGreySSys,BigGreySmokeSys                ;+
DamageSmokeOffset=1470, 1060, 1078
AIBuildThis=yes
TogglePower=no
ProtectWithWall=yes
EligibileForAllyBuilding=yes ;gs This allows a building of this type to count as a sucess in building placement, but only if that option is turned on
ImmuneToPsionics=no ; defaults to yes for buildings, no for others
VoiceSelect=CameraSwitch  ;给选中建筑增加声音效果
NaturalParticleSystem=YBuildBSmokebaseSys
NaturalParticleLocation=730,730,440
LightVisibility=600
LightIntensity=0.9
LightRedTint=0.900;0.293
LightGreenTint=0.291 ;0.167 
LightBlueTint=0.903;0.037

;YAPOWR 生化反应炉 
[YAPOWR]
UIName=Name:BioR
Name=Yuri Bio Reactor
;Image=GAPOWR
BuildCat=Power
Prerequisite=YACNST
Strength=700
Armor=wood
TechLevel=1
Adjacent=2
Sight=4
Owner=British,French,Germans,Americans,Alliance,Russians,Confederation,Africans,Arabs,YuriCountry
AIBasePlanningSide=2 ;gs 0 for Good, 1 for Evil
Cost=600
Points=40
Power=150
Capturable=true ;gs per Design true    Should engineer capture or enter it?  Dunno, so ban capture. (Grinder already was)
Crewed=yes
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60,BRRLEXP1,TWLT100,BRRLEXP2,DBRS10SM,FLAMEGUY
Upgrades=2
DebrisAnims=DBRIS1LG,DBRIS1SM,DBRIS4LG,DBRIS4SM,DBRIS5LG,DBRIS5SM
MaxDebris=6
MinDebris=4
ThreatPosed=0	; This value MUST be 0 for all building addons
;DamageParticleSystems=SparkSys,SmallGreySSys,BigGreySmokeSys
DamageSmokeOffset=300, 300, 450
TogglePower=no
Spyable=yes ; A spy can do something to this, works like captureable
DieSound=PowerPlantDie
ImmuneToPsionics=no ; defaults to yes for buildings, no for others
UnitAbsorb=no
InfantryAbsorb=yes
;CanBeOccupied=yes
;MaxNumberOccupants=5
PipScale=Passengers
Passengers=5
SizeLimit=15
ExtraPower=100
Drainable=yes
PoweredSpecial=yes
NaturalParticleSystem=YBuildSmokeSys
NaturalParticleLocation=130,130,30

[NATBNK] ;NATBNK 坦克碉堡 
UIName=Name:NATBNK
Name=Yuri Tank Bunker
BuildCat=Combat
Prerequisite=YACNST
Strength=1000
Armor=steel
TechLevel=3
Adjacent=3
Sight=6
Bunker=yes
Owner=British,French,Germans,Americans,Alliance,Russians,Confederation,Africans,Arabs,YuriCountry
AIBasePlanningSide=2 ;gs 0 for Good, 1 for Evil
Cost=400
Points=60
Power=0
Powered=false
Capturable=false
Crewed=no
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60,BRRLEXP1,TWLT100,BRRLEXP2,DBRS10SM,FLAMEGUY
DebrisAnim=Dbris3sm,Dbris4lg,Dbris4sm,Dbris6sm,Dbris7lg,Dbris7sm,Dbris8sm,Dbris9lg,Dbris10lg,Dbris10sm
MaxDebris=15
MinDebris=5
ThreatPosed=0 ; This value MUST be 0 for all building addons
DamageParticleSystems=SparkSys,SmallGreySSys,BigGreySmokeSys
DamageSmokeOffset=220, 390, 150
AIBuildThis=no
ImmuneToPsionics=no ; defaults to yes for buildings, no for others
NumberOfDocks=1
NumberImpassableRows=0;defaults to all impassible
HasStupidGuardMode=false
AntiInfantryValue=10
AntiArmorValue=25
AntiAirValue=0
BaseNormal=no
;gs these three are in abstract units and just help the AI pick the right base defense. (see AIForcePredictionFudge)
NaturalParticleSystem=YBuildSmokeSys
NaturalParticleLocation=120,120,0

;YAREFN 奴隶矿厂 
[YAREFN]
UIName=Name:SMIN
Name=Yuri Ore Refinery
BuildCat=Resource
;Bib=yes
Prerequisite=POWER,YACNST
Strength=2000
Adjacent=2
Armor=medium
Primary=20mmRapid
ElitePrimary=20mmRapidE
Turret=yes
TurretAnim=SMINTUR
TurretAnimIsVoxel=true
TurretAnimX=-25
TurretAnimY=15
TurretAnimZAdjust=-50
TechLevel=1;-1
Sight=6
Owner=British,French,Germans,Americans,Alliance,Russians,Confederation,Africans,Arabs,YuriCountry
AIBasePlanningSide=2 ;gs 0 for Good, 1 for Evil
Cost=1500
Soylent=1500
Points=80
Power=0;-50
Storage=200
Capturable=false;gs true
;Crewed=yes
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60,BRRLEXP1,TWLT100,BRRLEXP2,DBRS10SM,FLAMEGUY
HalfDamageSmokeLocation1=0,0,0
DebrisAnims=DBRIS1LG,DBRIS1SM,DBRIS4LG,DBRIS4SM,DBRIS5LG,DBRIS5SM,,CRYSTAL1,CRYSTAL2,CRYSTAL3,CRYSTAL4 
MaxDebris=10
MinDebris=5
PipScale=Tiberium
ThreatPosed=0	; This value MUST be 0 for all building addons
;DamageParticleSystems=SparkSys,SmallGreySSys,BigGreySmokeSys
DamageSmokeOffset=410, 100, 165
AIBuildThis=yes;no;yes
TogglePower=no
RefinerySmokeOffsetOne=-85,-85,220
RefinerySmokeOffsetTwo=-85,90,220
RefinerySmokeOffsetThree=95,-85,220
RefinerySmokeOffsetFour=95,90,220
RefinerySmokeFrames=30
RefinerySmokeParticleSystem=SmallGreySSys;
Enslaves=SLAV;gs The SMIN does not get an Enslaves listing because the Slave object will get passed from unit to building upon deploy
SlavesNumber=5
SlaveRegenRate=500 ;225
SlaveReloadRate=25
;moving brain to refinery to start
;Ugh.  Now that placed as building, problem arises from managing to get a SMIN as vehicle (Campaign map, crate).  Both get this listing now, and Brain transplant will check to make sure extra one is not created
Spyable=yes
;NumberImpassableRows=3 ; This is the fix to the Repair depots are flat and RadioContact/Enter means I can drive on you assumption.  It counts from game west
ImmuneToPsionics=yes ; defaults to yes for buildings, no for others
BaseNormal=no
UndeploysInto=SMIN
ClickRepairable=no
DeployFacing=0;0 = N, 7 = NW
ResourceGatherer=yes;gs for the AI to handle the slave miner, it has to understand what makes money
ResourceDestination=yes
VoiceSelect=SlaveMinerSelect
VoiceMove=SlaveMinerMove
VoiceAttack=SlaveMinerAttackCommand
VoiceHarvest=SlaveMinerHarvest
DeploySound=SlaveMinerUndeploy
VoiceDeploy=SlaveMinerUnDeployVoice
Unsellable=yes
Trainable=yes
NaturalParticleSystem=YBuildSmokeSys
NaturalParticleLocation=130,130,0

;YABRCK 尤里兵营 
[YABRCK]
UIName=Name:Ybarracks
Name=Yuri Barracks ;needs different Given Name to avoid editor confusion
Image=YABRCK
BuildCat=Tech
Prerequisite=POWER,YACNST
Strength=500
Armor=steel
Factory=InfantryType
Adjacent=2
TechLevel=2
Sight=5
Owner=British,French,Germans,Americans,Alliance,Russians,Confederation,Africans,Arabs,YuriCountry
AIBasePlanningSide=2 ;gs 0 for Good, 1 for Evil
Cost=500
Points=30
Power=-10
Crewed=yes
Capturable=true
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60,BRRLEXP1,TWLT100,BRRLEXP2,DBRS10SM,FLAMEGUY
;DestroyAnim=GAPILEDM
MaxDebris=15
MinDebris=5
DebrisAnims=DBRIS1LG,DBRIS1SM,DBRIS4LG,DBRIS4SM,DBRIS5LG,DBRIS5SM
ThreatPosed=0 ; This value MUST be 0 for all building addons
ExitCoord=-64,64,0
YuriBarracks=yes
DamageParticleSystems=SparkSys,SmallGreySSys,BigGreySmokeSys
DamageSmokeOffset=215,395,200
AIBuildThis=yes
Spyable=yes
;WantsExtraSpace=yes ; gs This will look for a space AIBaseSpacing+1 when the computer places, but will settle for AIBasSpacing
ImmuneToPsionics=no ; defaults to yes for buildings, no for others
NaturalParticleSystem=YBuildSmokeSys
NaturalParticleLocation=100,190,30
VoiceSelect=CameraSwitch  ;给选中建筑增加声音效果

;;YAWEAP 尤里兵工厂 
[YAWEAP]
UIName=Name:YWarfactory
Name=Yuri War Factory
BuildCat=Tech
WeaponsFactory=yes
Prerequisite=PROC,YABRCK,YACNST
Factory=UnitType
DeployTime=.044
Strength=1000
Armor=wood
TechLevel=2
Sight=4
Adjacent=2
Owner=British,French,Germans,Americans,Alliance,Russians,Confederation,Africans,Arabs,YuriCountry
AIBasePlanningSide=2 ;gs 0 for Good, 1 for Evil
Cost=2000
Points=80
Power=-25
Capturable=true
Crewed=yes
Bib=yes
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60,BRRLEXP1,TWLT100,BRRLEXP2,DBRS10SM,FLAMEGUY
DebrisAnims=DBRIS1LG,DBRIS1SM,DBRIS2LG,DBRIS4LG,DBRIS4SM,DBRIS5LG,DBRIS5SM,DBRIS6SM,DBRIS7LG,DBRIS7SM
MaxDebris=15
MinDebris=5
ThreatPosed=0 ; This value MUST be 0 for all building addons
DamageParticleSystems=SparkSys,SmallGreySSys,BigGreySmokeSys
DamageSmokeOffset=408,880,435
AIBuildThis=yes
;ExitCoord=384,96,0 
ExitCoord=512,256,0 ;must be center of cell
Spyable=yes
;WantsExtraSpace=yes ; gs This will look for a space AIBaseSpacing+1 when the computer places, but will settle for AIBasSpacing
ImmuneToPsionics=no ; defaults to yes for buildings, no for others
NumberImpassableRows=1 ; Tanks unlimbo on the second cell.  Drive locomotor's Force Track ignores the building, but hover gets stuck
NaturalParticleSystem=YBuildBSmokeSys
NaturalParticleLocation=330,330,30
VoiceSelect=CameraSwitch  ;给选中建筑增加声音效果

;NAPSIS 心灵感应器 — PsychicRevealSpecial 
[NAPSIS]
UIName=Name:YURIRAD
Name=Yuri Psychic Sensor
BuildCat=Tech; Combat
Prerequisite=YACNST,PROC; REFN can't be prereq YAREFN,YACNST; acts as yuri radar, so different prereqs NATECH,NACNST
Strength=750
Radar=yes
Armor=wood
TechLevel=3
Adjacent=2
Sight=10
PsychicDetectionRadius=15
Owner=British,French,Germans,Americans,Alliance,Russians,Confederation,Africans,Arabs,YuriCountry
AIBasePlanningSide=2 ;gs 0 for Good, 1 for Evil
Cost=1000
Points=50
Power=-50
Powered=true
Capturable=true
Crewed=yes
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60,BRRLEXP1,TWLT100,BRRLEXP2,DBRS10SM,FLAMEGUY
DebrisAnim=Dbris1sm,Dbris1lg,Dbris4sm,Dbris5sm,Dbris4lg,Dbris7sm,Dbris8sm,Dbris5lg,Dbris4lg
MaxDebris=15
MinDebris=5
ThreatPosed=0 ; This value MUST be 0 for all building addons
DamageParticleSystems=SparkSys,SmallGreySSys,BigGreySmokeSys
DamageSmokeOffset=220, 390, 150
AIBuildThis=yes;GEF it's the new radar, the computer needs to be able to build it now for prereqs. AIBuildThis=no ; ;took it out at HY's request -DB To fool the player -- it's not like it's necessary.
HasRadialIndicator=true
ConcentricRadialIndicator=true ; SJM: If HasRadialIndicator, use a concentric-ring effect rather than radar sweep.
DetectDisguise=yes
DetectDisguiseRange=15
;Sensors=yes ;GEF buildings and units use different methods of saying that they are sensors, grumble
SensorArray=yes
SensorsSight=15
Spyable=yes ; A spy can do something to this, works like captureable
ImmuneToPsionics=no ; defaults to yes for buildings, no for others
SuperWeapon=PsychicRevealSpecial
NaturalParticleSystem=YBuildSmokeSys
NaturalParticleLocation=130,130,50



;YAGRND 部队回收厂 
[YAGRND]
UIName=Name:Grinder
Name=Yuri Grinder
BuildCat=Tech
Prerequisite=YAWEAP,YACNST
Strength=900
Armor=wood
TechLevel=9
Adjacent=2
Sight=6
Owner=British,French,Germans,Americans,Alliance,Russians,Confederation,Africans,Arabs,YuriCountry
AIBasePlanningSide=2 ;gs 0 for Good, 1 for Evil
Cost=600
Points=30
Power=-50
Grinding=yes
Crewed=yes
Capturable=false
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60,BRRLEXP1,TWLT100,BRRLEXP2,DBRS10SM,FLAMEGUY
MaxDebris=15
MinDebris=5
DebrisAnim=Dbris3sm,Dbris4lg,Dbris4sm,Dbris6sm,Dbris7lg,Dbris7sm,Dbris8sm,Dbris9lg,Dbris10lg,Dbris10sm
ThreatPosed=0 ; This value MUST be 0 for all building addons
ExitCoord=0,0,0
DamageParticleSystems=SparkSys,SmallGreySmokeSys,BigGreySmokeSys
DamageSmokeOffset=480,96,125
AIBuildThis=yes
CreateUnitSound=CloningVatsCreate
ImmuneToPsionics=no ; defaults to yes for buildings, no for others
NaturalParticleSystem=YBuildBSmokeSys
NaturalParticleLocation=190,190,30

;YATECH 尤里实验室 
[YATECH]
UIName=Name:Yblab
Name=Yuri Battle Lab
;Image=GATECH
BuildCat=Tech
Prerequisite=YAWEAP,YACNST,RADAR
Strength=500
Armor=wood
TechLevel=8
Adjacent=2
Sight=6
Owner=British,French,Germans,Americans,Alliance,Russians,Confederation,Africans,Arabs,YuriCountry
AIBasePlanningSide=2 ;gs 0 for Good, 1 for Evil
Cost=2000
Points=85
Power=-100
Capturable=true
Crewed=yes
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60,BRRLEXP1,TWLT100,BRRLEXP2,DBRS10SM,FLAMEGUY
DebrisAnims=DBRIS1LG,DBRIS1SM,DBRIS2LG,DBRIS4SM,DBRIS5LG,DBRIS5SM,DBRIS6SM,DBRS10LG
MaxDebris=12
MinDebris=6
ThreatPosed=0	; This value MUST be 0 for all building addons
;DamageParticleSystems=SparkSys,SmallGreySSys,BigGreySmokeSys
DamageSmokeOffset=1500, 1055, 815
AIBuildThis=yes
TogglePower=no
Spyable=yes
ProtectWithWall=yes
ImmuneToPsionics=no ; defaults to yes for buildings, no for others
SuperWeapon=ForceShieldSpecial
NaturalParticleSystem=YBuildSmokeSys
NaturalParticleLocation=360,170,30 
 
;NACLON 复制中心 
[NACLON]
UIName=Name:NACLON
Name=Yuri Cloning Vats
BuildCat=Combat
Prerequisite=YATECH,YACNST
Strength=1000
Armor=wood
TechLevel=9
Adjacent=2
Sight=5
Owner=British,French,Germans,Americans,Alliance,Russians,Confederation,Africans,Arabs,YuriCountry
AIBasePlanningSide=2 ;gs 0 for Good, 1 for Evil
Cost=2500
Points=30
Power=-200
Cloning=yes
Crewed=yes
Capturable=false
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60,BRRLEXP1,TWLT100,BRRLEXP2,DBRS10SM,FLAMEGUY
MaxDebris=15
MinDebris=5
DebrisAnim=Dbris3sm,Dbris4lg,Dbris4sm,Dbris6sm,Dbris7lg,Dbris7sm,Dbris8sm,Dbris9lg,Dbris10lg,Dbris10sm
ThreatPosed=0 ; This value MUST be 0 for all building addons
ExitCoord=0,0,0
YuriBarracks=yes
DamageParticleSystems=SparkSys,SmallGreySmokeSys,BigGreySmokeSys
DamageSmokeOffset=480,96,125
AIBuildThis=yes
CreateUnitSound=CloningVatsCreate
BuildLimit=1
NaturalParticleSystem=YBuildSmokeSys
NaturalParticleLocation=130,130,50

;YAGNTC 基因突变器 — GeneticConverterSpecial 

[YAGNTC]
UIName=Name:YAGNTC
Name=Yuri Genetic Mutator Device
BuildCat=Combat
;Image=NAIRON
Prerequisite=YATECH,YACNST
TechLevel=10
Strength=1000
Powered=true
Adjacent=2
Armor=concrete
Sight=5
Nominal=yes
Owner=British,French,Germans,Americans,Alliance,Russians,Confederation,Africans,Arabs,YuriCountry
AIBasePlanningSide=2 ;gs 0 for Good, 1 for Evil
Cost=2500
Points=30
Power=-200
Crewed=yes
Capturable=false
RevealToAll=yes
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60,BRRLEXP1,TWLT100,BRRLEXP2,DBRS10SM,FLAMEGUY
MaxDebris=15
MinDebris=5
DebrisAnims=DBRIS1LG,DBRIS1SM,DBRIS2LG,DBRIS4LG,DBRIS4SM,DBRIS5LG,DBRIS5SM,DBRIS6SM,DBRIS7LG,DBRIS7SM
SuperWeapon=GeneticConverterSpecial
ThreatPosed=1 ; This value MUST be 0 for all building addons
AIBuildThis=yes
ProtectWithWall=yes
Spyable=yes
ChargedAnimTime=1
BuildLimit=1
NaturalParticleSystem=YBuildBSmokeSys
NaturalParticleLocation=190,190,30



;YAPPET 心灵控制增幅器 — PsychicDominatorSpecial 
[YAPPET]
UIName=Name:YAPPET
Name=Yuri Puppet Master
;Image=GAWETH
BuildCat=Combat
Prerequisite=YATECH,YACNST
TechLevel=10
Strength=1000
Powered=true
Adjacent=2
Armor=concrete
Sight=5
Owner=British,French,Germans,Americans,Alliance,Russians,Confederation,Africans,Arabs,YuriCountry
AIBasePlanningSide=2 ;gs 0 for Good, 1 for Evil
Cost=5000
Points=30
Power=-200
Crewed=yes
Capturable=false
RevealToAll=yes
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60,BRRLEXP1,TWLT100,BRRLEXP2,DBRS10SM,FLAMEGUY
SuperWeapon=PsychicDominatorSpecial
Nominal=yes
ThreatPosed=1	; This value MUST be 0 for all building addons
AIBuildThis=yes
Spyable=yes
ChargedAnimTime=1		;Number of minutes left at which weapon should switch to charged state
ProtectWithWall=yes
BuildLimit=1
DebrisAnims=DBRIS1LG,DBRIS1SM,DBRIS3SM,DBRIS4LG,DBRIS4SM,DBRIS5LG,DBRIS5SM
MaxDebris=14
MinDebris=7
NaturalParticleSystem=YBuildBSmokeSys
NaturalParticleLocation=190,190,30

[JUMPJET]  ;飞行兵
UIName=Name:JUMPJET
Name=Rocketeer
Image=ROCK
Category=Soldier
JumpJet=yes
Primary=20mm
Prerequisite=GAPILE,RADAR
Crushable=yes
Strength=125
Fearless=yes
;OpportunityFire=yes ;gs Doesn't work because will fly backwards to point towards it and never shoot
Armor=none
TechLevel=3
;Sight=6
Sight=8
Pip=white
Speed=9
Owner=British,French,Germans,Americans,Alliance
AllowedToStartInMultiplayer=no
Cost=600
Soylent=300
Points=15
IsSelectableCombatant=yes
VoiceSelect=RocketeerSelect
VoiceMove=RocketeerMove
VoiceAttack=RocketeerAttackCommand
VoiceFeedback=RocketeerFear
VoiceSpecialAttack=RocketeerMove
DieSound=
CrashingSound=RocketeerDie
ImpactLandSound=RocketeerCrash
Locomotor={92612C46-F71F-11d1-AC9F-006008055BB5}
PhysicalSize=1
MovementZone=Fly		; This needs to be None, like aircraft
ConsideredAircraft=yes
ThreatPosed=15	; This value MUST be 0 for all building addons
VeteranAbilities=STRONGER,FIREPOWER,ROF,SIGHT,FASTER
EliteAbilities=SELF_HEAL,STRONGER,FIREPOWER,ROF
JumpjetSpeed=30 ;params not defined use defaults (old globals way up top called Jumpjet controls)
JumpjetClimb=20 ;HY increase climb speed; used to be 10
JumpjetCrash=25 ; Climb, but down
JumpJetAccel=10
JumpJetTurnRate=10
JumpjetHeight=500
JumpjetWobbles=.01
JumpjetDeviation=1
JumpjetNoWobbles=yes ; the wobbling is in the Hover sequence of the art, instead of being programmer art/ sine wave
Size=1
SpeedType=Hover
HoverAttack=yes
Crashable=yes
BalloonHover=yes ; ie never land
MoveSound=RocketeerMoveLoop
ElitePrimary=20mmE
DamageParticleSystems=SmallGreySSys,BigGreySmokeSys,FlameSmokeSys,Flame2SmokeSys      ;+big  SparkSys,


[CLEG] ;超时空兵冒烟
UIName=Name:CLEG
Name=Chrono Legionnaire
Category=Soldier
Primary=NeutronRifle
Prerequisite=GAPILE,TECH
PrerequisiteOverride=CAWASH16 ; SJM: Smithsonian Institute
CrushSound=InfantrySquish
Crushable=no
Strength=125
Armor=none
TechLevel=10
Pip=red
Sight=8
Speed=5 ;okay, we don't really need this, but give it a dummy value just to make sure nothing complains
MoveToShroud=no
Teleporter=yes;
Owner=British,French,Germans,Americans,Alliance
Cost=1500
Soylent=750
Points=15
IsSelectableCombatant=yes
VoiceSelect=ChronoLegionSelect
VoiceMove=ChronoLegionMove
VoiceAttack=ChronoLegionAttackCommand
VoiceFeedback=ChronoLegionFear
VoiceSpecialAttack=ChronoLegionMove
DieSound=ChronoLegionDie
ChronoInSound=ChronoLegionTeleport
ChronoOutSound=ChronoLegionTeleport
Locomotor={4A582747-9839-11d1-B709-00A024DDAFD1}
;Locomotor={4A582744-9839-11d1-B709-00A024DDAFD1}
PhysicalSize=1
MovementZone=Infantry
;MovementZone=InfantryDestroyer ;GEF wow!!! copy paste bug from the original Disk Thrower!
ThreatPosed=20	; This value MUST be 0 for all building addons
ImmuneToRadiation=no  ; SJM: approved by Dustin on 09-11-00
ImmuneToPsionics=no
Bombable=yes
AllowedToStartInMultiplayer=no
Size=1
VeteranAbilities=STRONGER,FIREPOWER,ROF,SIGHT,FASTER
EliteAbilities=SELF_HEAL,STRONGER,FIREPOWER,ROF
;CanPassiveAquire=no
;CanRetaliate=no; Won't fire back when hit
ElitePrimary=NeutronRifleE
;PreventAttackMove=yes ;gs don't laugh, he can actually do this while in a plan loop
IFVMode=10
DamageParticleSystems=SmallGreySSys,BigGreySmokeSys,FlameSmokeSys,Flame2SmokeSys      ;+big  SparkSys,


[DESO]   ;辐射冒烟
UIName=Name:DESO
Name=Desolater
Category=Soldier
Primary=RadBeamWeapon
Secondary=RadEruptionWeapon
Prerequisite=NAHAND,RADAR
CrushSound=InfantrySquish
Strength=150
Armor=plate
TechLevel=8
Pip=red
Sight=6
Speed=4
Owner=Russians,Confederation,Africans,Arabs
RequiredHouses=Arabs
Cost=600
Soylent=300
Points=30
IsSelectableCombatant=yes
VoiceSelect=DesolatorSelect
VoiceMove=DesolatorMove
VoiceAttack=DesolatorAttackCommand
VoiceFeedback=
VoiceSpecialAttack=DesolatorMove
DieSound=DesolatorDie
Locomotor={4A582744-9839-11d1-B709-00A024DDAFD1}
PhysicalSize=1
MovementZone=Infantry
;MovementZone=InfantryDestroyer ;GEF wow!!! copy paste bug from the original Disk Thrower!
ThreatPosed=20	; This value MUST be 0 for all building addons
Deployer=yes
DeployFire=yes
; DeployTime=.022  ; PCG; Unused for now.  Was maybe going to make its way in if we did
; a more explicit state machine for deploying b/c of autodeploy.
ImmuneToRadiation=yes
ImmuneToPsionics=no
Bombable=yes
AllowedToStartInMultiplayer=no
VeteranAbilities=STRONGER,FIREPOWER,ROF,SIGHT,FASTER
EliteAbilities=SELF_HEAL,STRONGER,FIREPOWER,ROF
Size=1
Fearless=yes
SelfHealing=yes
Crushable=no
ElitePrimary=RadBeamWeaponE
IFVMode=9
DamageParticleSystems=SmallGreySSys,BigGreySmokeSys,FlameSmokeSys,Flame2SmokeSys      ;+big  SparkSys,


[RadEruptionWeapon]
Damage=1		; Irrelevant as long as it is greater than 0.  Establishes that this unit can fire this weapon.
ROF=60
Range=4         ; SJM: changed from 1 so distance check won't fail on bridges -- only fired at own cell so should be OK
Speed=1
AreaFire=yes
FireOnce=no		; SJM: Desolator should maintain radiation at site when deployed
Projectile=InvisibleLow
Warhead=RadEruptionWarhead
IsRadEruption=yes ;no默认 ; SJM: we're not using this effect anymore
RadLevel=500
Report=DesolatorDeploy

[SHK];磁暴冒烟
UIName=Name:SHK
Name=Shock Trooper
Category=Soldier
Primary=ElectricBolt
Secondary=AssaultBolt
Assaulter=no ; I clear out UC buildings
Prerequisite=NAHAND
CrushSound=InfantrySquish
Crushable=no
Strength=130
Armor=Plate
TechLevel=5
Pip=white
Sight=6
Speed=4
Owner=Russians,Confederation,Africans,Arabs
Cost=500
Soylent=250
Points=5
IsSelectableCombatant=yes
VoiceSelect=TeslaTroopSelect
VoiceMove=TeslaTroopMove
VoiceAttack=TeslaTroopAttackCommand
VoiceFeedback=TeslaTroopFear
VoiceSpecialAttack=TeslaTroopMove
DieSound=TeslaTroopDie
Locomotor={4A582744-9839-11d1-B709-00A024DDAFD1}
PhysicalSize=1
MovementZone=Infantry
;MovementZone=InfantryDestroyer ;GEF wow!!! copy paste bug from the original Disk Thrower!
ThreatPosed=20	; This value MUST be 0 for all building addons
VeteranAbilities=STRONGER,FIREPOWER,ROF,SIGHT,FASTER
EliteAbilities=SELF_HEAL,STRONGER,FIREPOWER,ROF
ImmuneToVeins=yes
Size=1
AllowedToStartInMultiplayer=no
ElitePrimary=ElectricBoltE
IFVMode=6
DamageParticleSystems=SmallGreySSys,BigGreySmokeSys,FlameSmokeSys,Flame2SmokeSys      ;+big  SparkSys,





[NUKE]  ;核弹震动 
CellSpread=10
PercentAtMax=.02 ;used to be .8
WallAbsoluteDestroyer=yes
Wood=yes
Verses=100%,100%,100%,200%,100%,100%,60%,100%,8%,100%,100%
InfDeath=7; 
Sparky=no
Tiberium=yes
;AnimList=NUKEBALL	; SJM: Activated from code now... see Bullet AI
AnimList=NUKEANIM	; SJM: This is once again the warhead-related anim
ShakeXlo=25  ;20
ShakeXhi=25  ;20
ShakeYlo=25  ;20
ShakeYhi=40  ;30
Particle=GasCloudSys ;+

;[VoxelAnims]
;11=CRYSTAL03

[SMIN]   ;奴隶矿车，去粒子
UIName=Name:SMIN
Name=Slave Miner
Prerequisite=YAWEAP
Nominal=yes
ToProtect=yes
Category=Support
Strength=2000
Armor=medium
Primary=20mmRapid
ElitePrimary=20mmRapidE
Turret=yes
OpportunityFire=yes
TechLevel=1
Sight=4
Speed=3
Owner=YuriCountry
AllowedToStartInMultiplayer=no
CrateGoodie=yes
Storage=20
Cost=1500
Soylent=1500
Points=55
ROT=5
Crusher=yes
Crewed=no
SelfHealing=yes
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60,BRRLEXP1,TWLT100,BRRLEXP2,DBRS10SM,FLAMEGUY
VoiceSelect=SlaveMinerSelect
VoiceMove=SlaveMinerMove
VoiceAttack=SlaveMinerAttackCommand
VoiceHarvest=SlaveMinerHarvest
DieSound=GenVehicleDie
MoveSound=SlaveMinerMoveStart
CrushSound=TankCrush
DeploySound=SlaveMinerDeploy
VoiceDeploy=SlaveMinerDeployVoice
MaxDebris=6
DebrisTypes=TIRE
DebrisMaximums=4
Locomotor={4A582741-9839-11d1-B709-00A024DDAFD1} ;drive locomotor
Weight=3.5
MovementZone=Crusher
ThreatPosed=0	; This value MUST be 0 for all building addons
ThreatAvoidanceCoefficient=.65
DamageParticleSystems=SparkSys,SmallGreySSys
ImmuneToVeins=yes
ImmuneToPsionics=yes
ImmuneToRadiation=yes
ZFudgeColumn=9
ZFudgeTunnel=14
ZFudgeBridge=7
Size=3
StupidHunt=yes ;this guy can't handle a hunt command, so he should just run towards the player
Trainable=yes
DeploysInto=YAREFN
DeployFacing=0;0 = N, 7 = NW
Enslaves=SLAV;gs The Refinery does not get an Enslaves listing because the Slave object will get passed from unit to building upon deploy
SlavesNumber=5
SlaveRegenRate=500 ;225
SlaveReloadRate=25
;moving brain to refinery to start
;Ugh.  Now that placed as building, problem arises from managing to get a SMIN as vehicle (Campaign map, crate).  Both get this listing now, and Brain transplant will check to make sure extra one is not created
ResourceGatherer=yes;gs for the AI to handle the slave miner, it has to understand what makes money
ResourceDestination=yes
DeaccelerationFactor=.2 ; This is TS's mizspelingg knot min
Accelerates=false
Bunkerable=no; Units default to yes, others default to no
OmniCrushResistant=yes; so Crusher can crush Crushable, OmniCrusher trumps Crushable=no, and then OmniCrushResistant trumps OmniCrusher
Parasiteable=no
Unsellable=yes

[SMON]
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60,DBRS10SM,FLAMEGUY,CRYSTAL1,CRYSTAL2,CRYSTAL3,CRYSTAL4 


;[TIBTRE02] ;矿井发出声音太吵了 加到矿车上
;AmbientSound=OreMineExtract

[SLAV];奴隶
UIName=Name:SLAV
Name=Yuri Slave Worker
MoveSound=OreMineExtract


[CMIN];盟军矿车采矿时
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60,DBRS10SM,FLAMEGUY,CRYSTAL1,CRYSTAL2,CRYSTAL3,CRYSTAL4 ;CRYSTAL1,CRYSTAL2,CRYSTAL3,CRYSTAL4矿石飞出
MoveSound=OreMineExtract ;OreTruckHarvest


[CMON];盟军矿车倒矿时
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60,DBRS10SM,FLAMEGUY


[HARV]    ;苏军矿车
UIName=Name:HARV
Name=War Miner
Prerequisite=NAWEAP,PROC
Nominal=yes
ToProtect=yes
Category=Support
Strength=1000
Armor=medium
;Dock=PROC		; Need both in case a building from the other team is captured.
Dock=NAREFN,GAREFN
Turret=yes
Primary=20mmRapid
Harvester=yes
TechLevel=1
Sight=4
Speed=4
Owner=Russians,Confederation,Africans,Arabs
AllowedToStartInMultiplayer=no
PipScale=Tiberium
CrateGoodie=yes
Storage=40
Cost=1400
Soylent=1400
Points=55
ROT=5
Crusher=yes
AutoCrush=yes
Crewed=no
SelfHealing=yes
OpportunityFire=yes
UnloadingClass=HORV
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60,BRRLEXP1,TWLT100,BRRLEXP2,DBRS10SM,FLAMEGUY,CRYSTAL1,CRYSTAL2,CRYSTAL3,CRYSTAL4 ;CRYSTAL1,CRYSTAL2,CRYSTAL3,CRYSTAL4矿石飞出
VoiceSelect=WarMinerSelect
VoiceMove=WarMinerMove
VoiceAttack=WarMinerAttackCommand
VoiceEnter=WarMinerMove
VoiceHarvest=WarMinerHarvest
DieSound=GenVehicleDie
CrushSound=TankCrush
MaxDebris=6
DebrisTypes=TIRE
DebrisMaximums=4
Locomotor={4A582741-9839-11d1-B709-00A024DDAFD1}
Weight=3.5
MovementZone=Crusher
ThreatPosed=0	; This value MUST be 0 for all building addons
ThreatAvoidanceCoefficient=.65
DamageParticleSystems=SparkSys,SmallGreySSys
ImmuneToVeins=yes
ImmuneToPsionics=yes
ImmuneToRadiation=yes
ZFudgeColumn=9
ZFudgeTunnel=14
ZFudgeBridge=7
Size=3
VeteranAbilities=STRONGER,FIREPOWER,SIGHT,FASTER
EliteAbilities=SELF_HEAL,STRONGER,FIREPOWER,ROF
ElitePrimary=20mmRapidE
ResourceGatherer=yes;gs for the AI to handle the slave miner, it has to understand what makes money
Bunkerable=no; Units default to yes, others default to no
MoveSound=OreMineExtract ;OreTruckHarvest


;===============飞机爆炸效果====================

; Soviet MIG    米格
[BPLN]
UIName=Name:BPLN
Name=Soviet MIG
;Image=FORTRESS;PDPLANE
Strength=100
Category=AirLift
Armor=light
TechLevel=-1
Primary=Maverick3
;Primary=ParaDropWeapon	; Doesn't really fire it; dummy weapon
Spawned=yes	; Created by another object and therefore not player controllable
LeadershipRating=10
Selectable=no
RadarInvisible=no
Sight=0
Landable=no
MoveToShroud=yes
PitchAngle=0 ; default is 20 degrees
Speed=16; 18
Owner=British,French,Germans,Americans,Alliance,Russians,Confederation,Africans,Arabs,YuriCountry
Points=30
ROT=2
Crewed=yes
Ammo=1
Explosion=BRRLEXP2,BRRLEXP1,TWLT100,DBRS10SM,FLAMEGUY  ;TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60,   ;BRRLEXP2
MaxDebris=10   ;2
Locomotor={4A582746-9839-11d1-B709-00A024DDAFD1}
MovementZone=Fly
ThreatPosed=0	; This value MUST be 0 for all building addons
DamageParticleSystems=SparkSys,SmallGreySSys,BigGreySmokeSys    ;+big   SparkSys,
ImmuneToPsionics=yes
CanPassiveAquire=no ; Won't try to pick up own targets
CanRetaliate=no; Won't fire back when hit
MoveSound=MigMoveLoop
DieSound=
VoiceCrashing=MigVoiceDie
CrashingSound=IntruderDie
ImpactLandSound=GenAircraftCrash
Fighter=yes
ElitePrimary=Maverick3E
Trainable=no
DeathWeapon=BlimpBomb
DeathWeaponDamageModifier=.1;gs needs a death weapon or it will do one laser blast's worth of crash damage.  This gives control
FlyBy=true	;GEF Don't slow down over your target
;Explodes=yes ;单位可以爆炸
;DeathWeapon=BarrelExplosion7  ;油桶  ;填武器名。这个代码指定该单位被摧毁时使用的武器。
DamageSound=BuildingMetalDamaged
;DeathWeaponDamageModifier= .01  ;填数值。这个代码指定该单位DeathWeapon=武器增加或减少威力的百分比。
;DebrisAnims=BRRLEXP2                ;填动画名。这个代码指定该VXL单位、建筑单位被摧毁时弹出的碎片。



[MIGWH] ;米格弹头
Wall=yes
Wood=yes
;CellSpread=.4
;PercentAtMax=1
Verses=100%,100%,100%,100%,100%,100%,100%,100%,50%,100%,100%
Conventional=yes
InfDeath=3
AnimList=NUKEANIM ;S_CLSN16,S_CLSN22,S_CLSN30,S_CLSN42,S_CLSN58,MININUKE   ;+mininuke
ProneDamage=50%
Bright=true			; This says there should be Combat Lighting.  It's ignored, but we'll say it anyway.
CLDisableBlue=yes   ;true	; This says the Combat Light should be red.  (1)
;CLDisableGreen=true	; This says the Combat Light should be red.  (2)
CLDisableRed=true
CombatLightSize=3000%    ;100%
;Sparky=yes

; Soviet Spy Plane   侦察机
[SPYP]
UIName=Name:SpyP
Name=Soviet Spy Plane
;Image=APACHE;FORTRESS
Strength=400
Category=AirLift
Armor=light
TechLevel=-1
Primary=SpyCameraWeapon
Spawned=yes	; Created by another object and therefore not player controllable
LeadershipRating=10
Selectable=no
RadarInvisible=no
Sight=0
Landable=no
MoveToShroud=yes
PitchAngle=0 ; default is 20 degrees
Speed=15
Owner=British,French,Germans,Americans,Alliance,Russians,Confederation,Africans,Arabs,YuriCountry
Points=30
ROT=2
Crewed=yes
Ammo=100
Explosion=BRRLEXP1,TWLT100,BRRLEXP2,DBRS10SM,FLAMEGUY ;,TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60   ;+BRRLEXP2
MaxDebris=10;2
Locomotor={4A582746-9839-11d1-B709-00A024DDAFD1}
MovementZone=Fly
ThreatPosed=0	; This value MUST be 0 for all building addons
DamageParticleSystems=SparkSys,SmallGreySSys,BigGreySmokeSys     ;+big
ImmuneToPsionics=yes
CanPassiveAquire=no ; Won't try to pick up own targets
CanRetaliate=no; Won't fire back when hit
MoveSound=SpyPlaneMoveLoop
DieSound=
CrashingSound=SpyPlaneDie
ImpactLandSound=GenAircraftCrash
DeathWeapon=BlimpBomb
DeathWeaponDamageModifier=.1;gs needs a death weapon or it will do nothing when it crashes since its weapon is a camera
FlyBy=true	;GEF Don't slow down over your target
;Explodes=yes ;单位可以爆炸
;DeathWeapon=BarrelExplosion7  ;油桶  ;填武器名。这个代码指定该单位被摧毁时使用的武器。
DamageSound=BuildingMetalDamaged
;DeathWeaponDamageModifier= .01  ;填数值。这个代码指定该单位DeathWeapon=武器增加或减少威力的百分比。
;DebrisAnims=BRRLEXP2                ;填动画名。这个代码指定该VXL单位、建筑单位被摧毁时弹出的碎片。


[ZEP]  ;基洛夫
UIName=Name:ZEP
Name=Kirov Airship
Prerequisite=NAWEAP,NATECH
Primary=BlimpBomb
Strength=2000
Category=AirPower
Armor=medium
TechLevel=10
Sight=8
RadarInvisible=no
MoveToShroud=yes
BalloonHover=yes ; ie never land
;OmniFire=yes ;GEF moving to weapon
Speed=5
JumpjetSpeed=5 ;params not defined use defaults (old globals way up top called Jumpjet controls)
JumpjetClimb=6 ; SJM increased from 2 so Kirov can get out of factory before doors close
JumpjetCrash=12 ; Climb, but down
JumpJetAccel=10
JumpJetTurnRate=2
JumpjetHeight=750
;JumpjetWobbles=.01 ; ! value of zero stop wobbles?  NO!  Wobbles of zero means div by 0 crash.  "How many wobbles would you like?"  "0"  "You must have wobbles!!!  I kill you!"
;JumpjetDeviation=1
JumpjetNoWobbles=yes ; Really small numbers on two lines above don't actually slow down the wobbling since it is the amplitude of a sinusoidal curve
Crashable=yes ; JJ plummets down like aircraft
PitchSpeed=.9
PitchAngle=0
Owner=Russians,Confederation,Africans,Arabs
Cost=2000
Soylent=2000
Points=100
ROT=10
SpeedType=Hover
Crewed=no
ConsideredAircraft=yes
Explosion=BRRLEXP1,TWLT100,BRRLEXP2 ;,S_BRNL58,S_CLSN58,S_TUMU60
MaxDebris=14
IsSelectableCombatant=yes
VoiceSelect=KirovSelect
VoiceMove=KirovMove
VoiceAttack=KirovAttackCommand
VoiceFeedback=
VoiceCrashing=KirovVoiceDie
DieSound=
CreateSound=KirovCreated
CrashingSound=KirovDie
ImpactLandSound=KirovCrash
Locomotor={92612C46-F71F-11d1-AC9F-006008055BB5} ;Jumpjet
MovementZone=Fly
ThreatPosed=30	; This value MUST be 0 for all building addons
DamageParticleSystems=FlameSmokeSys,Flame2SmokeSys,SparkSys,SmallGreySSys
AuxSound1=Dummy ;Taking off
AuxSound2=Dummy ;Landing
AllowedToStartInMultiplayer=no
VeteranAbilities=STRONGER,FIREPOWER,SIGHT,FASTER
EliteAbilities=SELF_HEAL,STRONGER,FIREPOWER,ROF
SelfHealing=Yes
MoveSound=KirovMoveLoop
ElitePrimary=BlimpBombE
Parasiteable=no
Size=50
Bunkerable=no; Units default to yes, others default to no
CrateGoodie=yes;no

[BlimpHE]
CellSpread=2
PercentAtMax=.5
Wall=yes
Wood=yes
Verses=100%,100%,100%,70%,35%,35%,85%,75%,50%,100%,100%
Conventional=yes
Rocker=yes
InfDeath=2
AnimList=MININUKE ;XGRYSML1,XGRYSML2,EXPLOSML,XGRYMED1,XGRYMED2,EXPLOMED,EXPLOLRG,TWLT070
Tiberium=yes
Sparky=no
Bright=yes
ProneDamage=70%
Bright=true			; This says there should be Combat Lighting.  It's ignored, but we'll say it anyway.
CLDisableBlue=yes   ;true	; This says the Combat Light should be red.  (1)
;CLDisableGreen=true	; This says the Combat Light should be red.  (2)
CLDisableRed=true
CombatLightSize=100%    ;100%
;Sparky=yes ;引起IE

[KTSTLEXP];基洛夫弹头
CellSpread=2
PercentAtMax=.5
Wall=yes
Wood=yes
Verses=100%,100%,100%,70%,35%,35%,85%,75%,50%,100%,100%
Conventional=yes
Rocker=yes
InfDeath=2
AnimList=KTSTLEXP
Tiberium=yes
;Sparky=no
;Bright=yes
ProneDamage=70%
Bright=true			; This says there should be Combat Lighting.  It's ignored, but we'll say it anyway.
CLDisableBlue=yes   ;true	; This says the Combat Light should be red.  (1)
;CLDisableGreen=true	; This says the Combat Light should be red.  (2)
CLDisableRed=true
CombatLightSize=100%    ;100%
;Sparky=yes ;引起IE

[DISK]  ;飞碟gs changed to K, as per the Master Name Doc (thank god for that, or this would never straighten out)
UIName=Name:DISK
Name=Floating Disk
Prerequisite=YAWEAP,YATECH
Primary=DiskLaser
Secondary=DiskDrain
Strength=600 ;700
Category=AirPower
Armor=light
IsTilter=yes
TooBigToFitUnderBridge=true
TechLevel=2
Turret=yes
TurretSpins=yes;gs unit is one big turret so it can use existing permaspin
Sight=9
Speed=15
CrateGoodie=no
Crusher=no;yes
Owner=YuriCountry
Cost=1750
Soylent=1750
Points=25
ROT=100;gs super fast turn, ie turn on spot
AllowedToStartInMultiplayer=no
IsSelectableCombatant=yes
VoiceSelect=FloatingDiscSelect
VoiceMove=FloatingDiscMove
VoiceAttack=FloatingDiscAttackCommand
VoiceSecondaryWeaponAttack=FloatingDiscSteal
VoiceFeedback=
CrashingSound=FloatingDiscDie
MoveSound=FloatingDiscMoveLoop
CreateSound=FloatingDiscCreated
BalloonHover=yes ; ie never land
Locomotor={92612C46-F71F-11d1-AC9F-006008055BB5} ;Jumpjet
SpeedType=Hover
MovementZone=Fly
MoveToShroud=yes
ThreatPosed=20	; This value MUST be 0 for all building addons
ConsideredAircraft=yes
Explosion=BRRLEXP1,TWLT100,BRRLEXP2 ;S_CLSN58,S_TUMU60,TWLT070,S_BANG48,DBRS10SM,FLAMEGUY
MaxDebris=14
DamageParticleSystems=FlameSmokeSys,Flame2SmokeSys,SparkSys,SmallGreySSys
DamageSmokeOffset=100, 100, 275
Weight=3.5
VeteranAbilities=STRONGER,FIREPOWER,SIGHT,FASTER
EliteAbilities=SELF_HEAL,STRONGER,FIREPOWER,ROF
Accelerates=false
ZFudgeColumn=8
ZFudgeTunnel=13
Size=6
OpportunityFire=yes
ElitePrimary=DiskLaserE
JumpjetSpeed=16 ;params not defined use defaults (old globals way up top called Jumpjet controls)
JumpjetClimb=8 ; 
JumpjetCrash=15 ; Climb, but down
JumpJetAccel=10
JumpJetTurnRate=100;gs superfast turn on spot, from 2
JumpjetHeight=750
JumpjetWobbles=.1 ; ! value of zero stop wobbles?  NO!  Wobbles of zero means div by 0 crash.  "How many wobbles would you like?"  "0"  "You must have wobbles!!!  I kill you!"
JumpjetDeviation=15
JumpjetNoWobbles=yes ; Really small numbers on two lines above don't actually slow down the wobbling since it is the amplitude of a sinusoidal curve
Crashable=yes ; JJ plummets down like aircraft
TiltCrashJumpjet=yes; can handle tilting while falling without freaking out
DeathWeapon=BlimpBombEffect
DeathWeaponDamageModifier=.1;gs needs a death weapon or it will do one laser blast's worth of crash damage.  This gives control
SelfHealing=yes


; Paratrooper Drop Plane   伞兵飞机
[PDPLANE]
UIName=Name:PDPLANE
Name=Cargo Plane
Strength=400
Category=AirLift
Armor=light
TechLevel=-1
Primary=ParaDropWeapon	; Doesn't really fire it; dummy weapon
Spawned=yes	; Created by another object and therefore not player controllable
LeadershipRating=10
Selectable=no
RadarInvisible=no
Sight=0
Landable=no
MoveToShroud=yes
PitchAngle=0 ; default is 20 degrees
Speed=15
Owner=British,French,Germans,Americans,Alliance,Russians,Confederation,Africans,Arabs,YuriCountry
Points=30
ROT=2
Crewed=yes
Ammo=100
Explosion=BRRLEXP2,BRRLEXP1,TWLT100,DBRS10SM,FLAMEGUY  ;,TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60  ;+BRRLEXP2
MaxDebris=10 ;2
Locomotor={4A582746-9839-11d1-B709-00A024DDAFD1}
MovementZone=Fly
ThreatPosed=0	; This value MUST be 0 for all building addons
DamageParticleSystems=FlameSmokeSys,Flame2SmokeSys,SmallGreySSys,BigGreySmokeSys         ;+big SparkSys,
ImmuneToPsionics=yes
CanPassiveAquire=no ; Won't try to pick up own targets
CanRetaliate=no; Won't fire back when hit
MoveSound=PDPlaneMoveLoop
DieSound=
CrashingSound=PDPlaneDie
ImpactLandSound=GenAircraftCrash
;Explodes=yes ;单位可以爆炸
;DeathWeapon=BarrelExplosion7  ;油桶  ;填武器名。这个代码指定该单位被摧毁时使用的武器。
DamageSound=BuildingMetalDamaged
;DeathWeaponDamageModifier= .01  ;填数值。这个代码指定该单位DeathWeapon=武器增加或减少威力的百分比。
;DebrisAnims=BRRLEXP2                ;填动画名。这个代码指定该VXL单位、建筑单位被摧毁时弹出的碎片。

; Black Eagle    黑鹰
[BEAG]
UIName=Name:BEAGLE
Name=Black Eagle
Prerequisite=RADAR
Primary=Maverick2
CanPassiveAquire=no ; Won't try to pick up own targets
CanRetaliate=no; Won't fire back when hit
Strength=200
Category=AirPower
Armor=light
TechLevel=3
Sight=8
RadarInvisible=no
Landable=yes
MoveToShroud=yes
Dock=GAAIRC,AMRADR
PipScale=Ammo
Speed=14
PitchSpeed=1.1
PitchAngle=0
OmniFire=yes
Owner=British,French,Germans,Americans,Alliance
RequiredHouses=Alliance
Cost=1200
Points=20
ROT=3
Ammo=1
Crewed=yes
ConsideredAircraft=yes
AirportBound=yes ; If I ever need to land and there are no airports I crash because I can only land on them
GuardRange=30
Explosion=BRRLEXP2,BRRLEXP1,TWLT100,DBRS10SM,FLAMEGUY  ;S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60    ;+BRRLEXP2
MaxDebris=10   ;3
IsSelectableCombatant=yes
VoiceSelect=BlackEagleSelect
VoiceMove=BlackEagleMove
VoiceAttack=BlackEagleAttackCommand
VoiceCrashing=BlackEagleVoiceDie
DieSound=
MoveSound=BlackEagleMoveLoop
CrashingSound=BlackEagleDie
ImpactLandSound=GenAircraftCrash
Locomotor={4A582746-9839-11d1-B709-00A024DDAFD1}
MovementZone=Fly
ThreatPosed=20	; This value MUST be 0 for all building addons
DamageParticleSystems=FlameSmokeSys,Flame2SmokeSys,SmallGreySSys,BigGreySmokeSys       ;+Big   SparkSys,
;AuxSound1=BlackEagleTakeOff	;Taking off
;AuxSound2=BlackEagleLanding	;Landing
VeteranAbilities=STRONGER,FIREPOWER,SIGHT,FASTER
EliteAbilities=STRONGER,FIREPOWER,ROF
Fighter=yes
AllowedToStartInMultiplayer=no
ImmuneToPsionics=yes
ElitePrimary=Maverick2E
PreventAttackMove=yes
;Explodes=yes ;单位可以爆炸
;DeathWeapon=BarrelExplosion7  ;油桶  ;填武器名。这个代码指定该单位被摧毁时使用的武器。
DamageSound=BuildingMetalDamaged
;DeathWeaponDamageModifier= .01  ;填数值。这个代码指定该单位DeathWeapon=武器增加或减少威力的百分比。
;DebrisAnims=BRRLEXP2                ;填动画名。这个代码指定该VXL单位、建筑单位被摧毁时弹出的碎片。
;IdleRate=4;+




[SHAD]  ;夜鹰
UIName=Name:SHAD
Name=BlackHawk Transport
;Prerequisite=GAHPAD
Prerequisite=GAWEAP   ;制造此部队所需的建筑.
Primary=BlackHawkCannons
Strength=175          ;部队强度
Category=AirPower  ;战机，用在战机和直升机上，可以使用武器个代码指定VXL单位的分类，用来给AI判断的
JumpJet=yes
Armor=light    ;部队所使用的装甲类型
TechLevel=7
Sight=7
RadarInvisible=yes  ;是否无法被敌方雷达显示
Landable=yes
PipScale=Passengers
Passengers=5
Speed=14
PitchSpeed=1.1
JumpjetSpeed=30 ;params not defined use defaults (old globals way up top)
JumpjetClimb=10
JumpjetCrash=40 ; Climb, but down
JumpJetAccel=12
JumpJetTurnRate=6
JumpjetHeight=500
JumpjetWobbles=.01
JumpjetDeviation=1
Owner=British,French,Germans,Americans,Alliance
Cost=1000
Points=15
ROT=5
Crewed=yes
ConsideredAircraft=yes
Explosion=BRRLEXP2,,BRRLEXP1,TWLT100,DBRS10SM,FLAMEGUY  ;S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60,BRRLEXP2    ;+ BRRLEXP2,
VoiceSelect=BlackOpsSelect
VoiceMove=BlackOpsMove
VoiceAttack=BlackOpsAttackCommand
VoiceCrashing=BlackOpsVoiceDie
DieSound=
CrashingSound=BlackOpsDie
ImpactLandSound=GenAircraftCrash
;Locomotor={4A582746-9839-11d1-B709-00A024DDAFD1} ;flying
Locomotor={92612C46-F71F-11d1-AC9F-006008055BB5} ;jumpjet
MovementZone=Fly
DamageParticleSystems=FlameSmokeSys,Flame2SmokeSys,SparkSys,SmallGreySSys
;AuxSound1=BlackOpsTakeOff	;Taking off
;AuxSound2=BlackOpsLanding	;Landing
ThreatPosed=0
SpecialThreatValue=1
VeteranAbilities=STRONGER,FIREPOWER,SIGHT,FASTER
EliteAbilities=SELF_HEAL,STRONGER,FIREPOWER,ROF
Size=15
SizeLimit=2
HoverAttack=yes
;OmniFire=yes ;GEF moved to weapon
AllowedToStartInMultiplayer=no
Crashable=yes
CanPassiveAquire=no ; Won't try to pick up own targets
SpeedType=Hover
MoveSound=BlackOpsMoveLoop
EnterTransportSound=EnterTransport
LeaveTransportSound=ExitTransport
ElitePrimary=BlackHawkCannonsE
PreventAttackMove=yes
;Bombable=no
TooBigToFitUnderBridge=true
Trainable=yes
Bunkerable=no; Units default to yes, others default to no
;Explodes=yes ;单位可以爆炸
;DeathWeapon=BarrelExplosion7  ;油桶  ;填武器名。这个代码指定该单位被摧毁时使用的武器。
DamageSound=BuildingMetalDamaged
;DeathWeaponDamageModifier= .01  ;填数值。这个代码指定该单位DeathWeapon=武器增加或减少威力的百分比。
;DebrisAnims=BRRLEXP2                ;填动画名。这个代码指定该VXL单位、建筑单位被摧毁时弹出的碎片。
IdleRate=4 ;一直有声音
CrateGoodie=yes;no

[BlackHawkCannons]
Damage=35
ROF=40
Range=6
Projectile=QuadShell
Speed=100
Warhead=SA
Report=BlackOpsAttack
Anim=S_BANG16;MGUN-N,MGUN-NE,MGUN-E,MGUN-SE,MGUN-S,MGUN-SW,MGUN-W,MGUN-NW
OmniFire=yes
IsHouseColor=true         ;是否使用玩家颜色
LaserOuterSpread= 0,0,0  ;激光最外侧使用的颜色
LaserDuration=1      ;光束闪动的时间，数字越大，激光就越久才消失
IsLaser=true	; this flag tells the game to use the special laser draw effect
;Burst=1   ;一次两发子弹 后+


[M60]
Damage=15
ROF=20
Range=4
Projectile=InvisibleLow
Speed=100
Warhead=SAE
Report=GIAttack
Anim=MGUN-N,MGUN-NE,MGUN-E,MGUN-SE,MGUN-S,MGUN-SW,MGUN-W,MGUN-NW
OccupantAnim=UCFLASH

[SAE]
;DB Changed how Plate interacts with this warhead on 6/6. See also AP warhead.
;Verses=100%,80%,70%,50%,25%,25%,75%,50%,25%,100%,100%
Verses=100%,80%,80%,50%,25%,25%,75%,50%,25%,100%,100%
InfDeath=1
AnimList=PIFFPIFF
Bullets=yes
ProneDamage=70%



[SA]
;DB Changed how Plate interacts with this warhead on 6/6. See also AP warhead.
;Verses=100%,80%,70%,50%,25%,25%,75%,50%,25%,100%,100%
Verses=100%,80%,80%,50%,25%,25%,75%,50%,25%,100%,100%
InfDeath=1
AnimList=S_BANG16 ;PIFFPIFF,PIFFPIFF
Bullets=yes
ProneDamage=70%

[BlackHawkCannonsE]
Damage=40
ROF=40
Range=6
Projectile=QuadShell
Speed=100
Warhead=SSA
Report=BlackOpsAttack
Anim=S_BANG16;MGUN-N,MGUN-NE,MGUN-E,MGUN-SE,MGUN-S,MGUN-SW,MGUN-W,MGUN-NW
OmniFire=yes
IsHouseColor=true         ;是否使用玩家颜色
LaserOuterSpread= 0,0,0  ;激光最外侧使用的颜色
LaserDuration=1      ;光束闪动的时间，数字越大，激光就越久才消失
IsLaser=true	; this flag tells the game to use the special laser draw effect
;Burst=1   ;一次两发子弹 后+



[SCHP]   ;武装直升机
UIName=Name:SiegeChopper
Name=Soviet Siege Chopper
;Image=SHAD
Prerequisite=NAWEAP,TECH
Primary=BlackHawkCannons
Secondary=160mm
Strength=300
Category=AirPower
JumpJet=yes
Armor=light
TechLevel=7
Sight=7
Speed=12
PitchSpeed=1.1
JumpjetSpeed=30 ;params not defined use defaults (old globals way up top)
JumpjetClimb=10
JumpjetCrash=40 ; Climb, but down
JumpJetAccel=12
JumpJetTurnRate=6
JumpjetHeight=500
JumpjetWobbles=.01
JumpjetDeviation=1
Owner=Russians,Confederation,Africans,Arabs
Cost=1400
Soylent=1400
Points=15
ROT=5
Crewed=no
ConsideredAircraft=yes
Explosion=BRRLEXP2,DBRS10SM,FLAMEGUY,BRRLEXP1,TWLT100,FLAMEGUY ;S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60 ;+ BRRLEXP2,
MaxDebris=15  ;3
VoiceSelect=SeigeChopperSelect
VoiceMove=SeigeChopperMove
VoiceAttack=SeigeChopperAttackAir
VoiceCrashing=SeigeChopperVoiceDie
CrashingSound=SeigeChopperDie
DieSound=
ImpactLandSound=GenAircraftCrash
;Locomotor={4A582746-9839-11d1-B709-00A024DDAFD1} ;flying
Locomotor={92612C46-F71F-11d1-AC9F-006008055BB5} ;jumpjet
MovementZone=Fly
DamageParticleSystems=FlameSmokeSys,Flame2SmokeSys,SparkSys,SmallGreySSys
;AuxSound1=BlackOpsTakeOff	;Taking off
;AuxSound2=BlackOpsLanding	;Landing
ThreatPosed=0
SpecialThreatValue=1
VeteranAbilities=STRONGER,FIREPOWER,SIGHT,FASTER
EliteAbilities=SELF_HEAL,STRONGER,FIREPOWER,ROF
Size=15
SizeLimit=2
HoverAttack=yes
AllowedToStartInMultiplayer=no
Crashable=yes
;CanPassiveAquire=no ; Won't try to pick up own targets
SpeedType=Hover
MoveSound=SeigeChopperMoveLoop
EnterTransportSound=EnterTransport
LeaveTransportSound=ExitTransport
ElitePrimary=BlackHawkCannonsE
EliteSecondary=160mmE
PreventAttackMove=yes
TooBigToFitUnderBridge=true
Trainable=yes
Bunkerable=no; Units default to yes, others default to no
IsSimpleDeployer=yes
UnloadingClass=SCHD
DeployingAnim=SCHPDEPL
DeployFire=yes
Turret=yes
DeployToLand=yes
IsSelectableCombatant=yes ; TR
;Explodes=yes ;单位可以爆炸
;DeathWeapon=BarrelExplosion7  ;油桶  ;填武器名。这个代码指定该单位被摧毁时使用的武器。
DamageSound=BuildingMetalDamaged
;DeathWeaponDamageModifier= .01  ;填数值。这个代码指定该单位DeathWeapon=武器增加或减少威力的百分比。
;DebrisAnims=BRRLEXP2                ;填动画名。这个代码指定该VXL单位、建筑单位被摧毁时弹出的碎片。
CrateGoodie=yes;no


[ORCA]  ;入侵者飞机
UIName=Name:ORCA
Name=Intruder
Image=FALC
Prerequisite=RADAR
Primary=Maverick
CanPassiveAquire=no ; Won't try to pick up own targets
CanRetaliate=no; Won't fire back when hit
Strength=150
Category=AirPower
Armor=light
TechLevel=3
Sight=8
RadarInvisible=no
Landable=yes
MoveToShroud=yes
;Dock=GAAIRC,GAHPAD,NAHPAD
Dock=GAAIRC,AMRADR
PipScale=Ammo
Speed=14
;PitchSpeed=0.9
;PitchAngle=0
PitchSpeed=1.1
PitchAngle=0
OmniFire=yes
Owner=British,French,Germans,Americans
ForbiddenHouses=Alliance
Cost=1200
Points=20
ROT=3
Ammo=1
Crewed=yes
ConsideredAircraft=yes
AirportBound=yes ; If I ever need to land and there are no airports I crash because I can only land on them
GuardRange=30
Explosion=BRRLEXP2,BRRLEXP1,TWLT100,DBRS10SM,DBRS10SM,FLAMEGUY ;S_BRNL58,S_CLSN58,S_TUMU60,  ;+BRRLEXP2,
MaxDebris=10 ;3
IsSelectableCombatant=yes
VoiceSelect=IntruderSelect
VoiceMove=IntruderMove
VoiceAttack=IntruderAttackCommand
VoiceCrashing=IntruderVoiceDie
DieSound=
MoveSound=IntruderMoveLoop
CrashingSound=IntruderDie
ImpactLandSound=GenAircraftCrash
Locomotor={4A582746-9839-11d1-B709-00A024DDAFD1}
MovementZone=Fly
ThreatPosed=20	; This value MUST be 0 for all building addons
DamageParticleSystems=FlameSmokeSys,Flame2SmokeSys,SmallGreySSys,BigGreySmokeSys            ;+biggrey   SparkSys,
AuxSound1=IntruderTakeOff	;Taking off
AuxSound2=IntruderLanding	;Landing
VeteranAbilities=STRONGER,FIREPOWER,SIGHT,FASTER
EliteAbilities=STRONGER,FIREPOWER,ROF
Fighter=yes
AllowedToStartInMultiplayer=no
ImmuneToPsionics=yes
ElitePrimary=MaverickE
PreventAttackMove=yes
DamageSound=BuildingMetalDamaged






[MaverickE]  ;入侵3星
Damage=300
ROF=10
Range=9
Projectile=AirToGroundMissileru ;GEF was AAHeatSeeker2 ; was HeatSeeker
Speed=70
Warhead=ORCAAP
Report=IntruderAttack
Burst=1;4
Bright=yes 
Anim=EXPLOMED

[Maverick]
Damage=150
ROF=10
Range=6
Projectile=AirToGroundMissileru ;GEF was AAHeatSeeker2 ; was HeatSeeker
Speed=70
Warhead=ORCAAP
Report=IntruderAttack
Burst=1;2
Bright=yes 
Anim=EXPLOMED;S_BRNL58;V3TAKOFF

[AirToGroundMissileru]     ;空对地导弹抛射体 入侵
Arm=2
Shadow=no
;Proximity=yes
Proximity=no
Ranged=yes
AA=no
AG=yes
;Image=DRAGON
Image=MISLCHEM    ;MISLMLTI  ;红色导弹
Color=LightGrey    ;NeonGreen 黑色  ;DarkRed 暗红

ROT=100 ;was 60
SubjectToCliffs=no
SubjectToElevation=no
SubjectToWalls=no
;FirersPalette=yes   ;使用玩家所属色  无效



[BarrelExplosion7]  ;油桶武器
Projectile=Invisible
;Damage=0
Warhead=OilExplosionWH7
Anim=RING1

[OilExplosionWH7]
Sparky=yes
Fire=yes
;CellSpread=4
;PercentAtMax=.5

[Animations];注册动画
;2000=CHRONODB

[InfantryTypes];添加兵种
66=LAODA
67=JUMBY

[VehicleTypes] ;注册车辆
85=XCOMET2


[LAODA]
UIName=Name:LAODA
Name=LAODA ;:Fuck
Image=MUMY
Category=Soldier
Primary=LightningGun2;Mummypunch
Secondary=Mummysmash
;Primary=AWP
;CanPassiveAquire=no ; Won't try to pick up own targets
Prerequisite=GAPILE,GAWEAT
CrushSound=InfantrySquish
Strength=3825
Pip=red
Armor=none
TechLevel=10
Sight=8
Speed=5
Owner=British,French,Germans,Americans,Alliance
;RequiredHouses=British
Cost=1500
Soylent=25
Points=0
IsSelectableCombatant=yes
VoiceSelect=MummySelect
VoiceMove=MummyMove
VoiceAttack=MummyMove
DieSound=MummyDie
;VoiceFeedback=SniperFear
;VoiceSpecialAttack=SniperMove
Locomotor={4A582744-9839-11d1-B709-00A024DDAFD1}
PhysicalSize=1
MovementZone=Infantry
ThreatPosed=10	; This value MUST be 0 for all building addons
ImmuneToVeins=yes
ImmuneToPsionics=no
Bombable=yes
VeteranAbilities=STRONGER,FIREPOWER,SIGHT,FASTER
EliteAbilities=SELF_HEAL,STRONGER,FIREPOWER,ROF
Size=1
AllowedToStartInMultiplayer=no
;ElitePrimary=AWPE
PreventAttackMove=no
IFVMode=0
UseOwnName=true
Trainable=no
BuildLimit=1 


[LightningGun2];;CNC闪电武器
Damage=15;75
ROF=80
Range=9    
Projectile=LightningGun2Projectile
Speed=40
Warhead=LightningGun2WH
Report=WeatherStrike
Bright=yes
MinimumRange=3
Anim=S_BANG34
;Anim=NEWANIM9;1

[LightningGun2WH]
Wall=yes
Wood=yes
CellSpread=2.0
PercentAtMax=.5
Verses=90%,85%,80%,85%,85%,75%,85%,80%,65%,100%,100%
Conventional=no
Rocker=yes
InfDeath=5
AnimList=EXPLOLB    ;KTSTLEXP
Tiberium=yes
Bright=yes
CombatLightSize=300%
Particle=LightningGun2Sys
PenetratesBunker=yes

[LightningGun2Projectile]
Inviso=yes
Image=none
SubjectToCliffs=no
SubjectToElevation=no
SubjectToWalls=no
AA=yes
AG=yes
ShrapnelWeapon=TeslaFragment
ShrapnelCount=5


[LightningGun2Part]
Deacc=.05
Image=WCLBOLT1
MaxEC=10
Velocity=1220
EndStateAI=20
WindEffect=4
BehavesLike=Smoke
Translucency=0
StateAIAdvance=4
DeleteOnStateLimit=yes

[LightningGun2Sys]
Spawns=yes
Slowdown=.03
HoldsWhat=LightningGun2Part
BehavesLike=Smoke
ParticleCap=7
SpawnCutoff=16
SpawnFrames=15.5
SpawnRadius=1
SpawnTranslucencyCutoff=12.5

[TeslaFragment]
Damage=5
ROF=80
Range=6
Projectile=CoilElectricbounce ;SmallTeslaP
Speed=10
Report=TeslaCoilAttack
Warhead=Electric
IsElectricBolt=true
Anim=PIFFPIFF ;gs TEMP###




[JUMBY]
UIName=Name:JUMBY
Name=JUMBY
Image=SSRV
Category=Soldier
Primary=ThorHammer ;LightningGun2;Mummypunch
Prerequisite=NAHAND,NAMISL
CrushSound=InfantrySquish
Crushable=no
Strength=2500
Pip=red
Armor=none
TechLevel=10
Sight=8
Speed=5
Owner=Russians,Confederation,Africans,Arabs ;British,French,Germans,Americans,Alliance
;RequiredHouses=British
Cost=1500
Soylent=25
Points=0
IsSelectableCombatant=yes
VoiceSelect=SSSelect
VoiceMove=SSMove
VoiceAttack=SSAttackCommand
VoiceFeedback=
VoiceSpecialAttack=SSMove
DieSound=SSDie
;VoiceSpecialAttack=SniperMove
Locomotor={4A582744-9839-11d1-B709-00A024DDAFD1}
PhysicalSize=1
MovementZone=Infantry
ThreatPosed=10	; This value MUST be 0 for all building addons
ImmuneToVeins=yes
ImmuneToPsionics=no
Bombable=yes
VeteranAbilities=STRONGER,FIREPOWER,SIGHT,FASTER
EliteAbilities=SELF_HEAL,STRONGER,FIREPOWER,ROF
Size=1
AllowedToStartInMultiplayer=no
;ElitePrimary=AWPE
PreventAttackMove=no
IFVMode=0
UseOwnName=true
Trainable=no
BuildLimit=1 
DebrisAnims=IBSPARKB,IBSPARK;抛出鲜血效果 
MaxDebris=6
MinDebris=1
;DamageParticleSystems=


[ThorHammer]  ;jumby新武器
ROF=80;10
Anim=IONBEAM  ;KTSTLEXP
Range=9
Speed=100
Bright=yes
Damage=15 ;125
Report=WeatherStrike
Warhead=BoltWH
Projectile=ThorLightning
OmniFire=yes



[BoltWH]   ;注册
Bright=yes
Verses=100%,100%,100%,100%,100%,100%,50%,100%,2%,100%,100%
AnimList=WCCLOUD1,WCCLOUD2,WCCLOUD3
InfDeath=5
CellSpread=2.5
ProneDamage=100%
PercentAtMax=.5
CombatLightSize=100%
CLDisableRed=yes
CLDisableBlue=yes


[ThorLightning]
Arm=2
AA=yes
AG=yes
Inviso=yes
Image=none
Airburst=yes
Cluster=9
AirburstWeapon=ThorBoltFragment  ;
Proximity=yes
Ranged=yes
ROT=400
Acceleration=5000
ShrapnelCount=5
ShrapnelWeapon=ThorBolt   ;
SubjectToWalls=no
SubjectToCliffs=no
SubjectToElevation=yes
;Inaccurate=yes	; Bullets do not snap onto targets when "close enough".
;FlakScatter=yes ; This weapon scatters its shots.


[ThorBoltFragment]
Damage=5
ROF=80
Range=9;3
Projectile=ThorSmallTeslaP
Speed=100
Report=TeslaCoilAttack
Warhead=Electric       ;自带
IsElectricBolt=true
Anim=PIFFPIFF ;gs TEMP###

[ThorSmallTeslaP]
AA=yes
AG=yes
Inviso=yes
Image=none
SubjectToCliffs=yes
SubjectToElevation=yes
SubjectToWalls=yes


[ThorBolt]
Damage=5  ;200
ROF=80 ;120
Range=9 ;7
Speed=100
Warhead=Electric
Report=TeslaCoilAttack
Projectile=CoilElectricbounce   ;Invisible
IsElectricBolt=true


[CoilElectricbounce]
ShrapnelWeapon=CoilBoltFragment
ShrapnelCount=3	;2
Inviso=yes
Image=none
SubjectToCliffs=yes
SubjectToElevation=no
SubjectToWalls=no

[CoilBoltFragment]
Damage=5
ROF=80
Range=10;3
Projectile=SmallTeslaP
Speed=10
Report=TeslaCoilAttack
Warhead=Electric
IsElectricBolt=true
Anim=PIFFPIFF ;gs TEMP###

[SmallTeslaP]
Inviso=yes
Image=none
SubjectToCliffs=yes
SubjectToElevation=yes
SubjectToWalls=yes

[Electric]
Verses=100%,100%,100%,85%,100%,100%,50%,50%,50%,200%,100%
InfDeath=5
Wood=yes
; SJM: No piff-piff animation -- electric bolts now spawn spark systems instead.
Wall=yes  ; SJM: This allows Tesla Coils to destroy bridges (approved by DB)
;CellSpread=.3
;PercentAtMax=.5
AnimList=TSTIMPCT


[Mummysmash]
Damage=100;150
ROF=60 ;30
Range=1.1
Speed=100
Warhead=Smashing
;Report=BruteSmashAttack
Projectile=InvisibleLow

[XCOMET2];挂武器使用
UIName=Name:XCOMET
Name=Placeholder
Image=HTNK
Prerequisite=GAWEAP,GATECH
Primary=CoilBoltFragment  ;;;;jb
Secondary=ThorBolt   ;;;;jb     ;OPCoilBoltFragment
ElitePrimary=TeslaFragment;PrismTowerFragment ;Like [WEEDGUY] this just instantiates more weapons
EliteSecondary=ThorBoltFragment  ;;;jb
Strength=300
Category=AFV
Armor=heavy
Turret=yes ;temp until tank art done
IsTilter=yes
TooBigToFitUnderBridge=true
TechLevel=-1
Sight=8
Speed=4
CrateGoodie=no
Crusher=yes
Owner=British,French,Germans,Americans,Alliance
Cost=2000
Points=50
ROT=5
IsSelectableCombatant=yes
AllowedToStartInMultiplayer=no
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
VoiceSelect=
VoiceMove=
VoiceAttack=
VoiceFeedback=
MaxDebris=3
Locomotor={4A582741-9839-11d1-B709-00A024DDAFD1}
MovementZone=Destroyer
ThreatPosed=40	; This value MUST be 0 for all building addons
DamageParticleSystems=SparkSys,SmallGreySSys
DamageSmokeOffset=100, 100, 275
Weight=3.5
VeteranAbilities=STRONGER,FIREPOWER,SIGHT,FASTER
Accelerates=false
ZFudgeColumn=8
ZFudgeTunnel=13
Size=3



[Particles]  ;粒子注册
400=FlameTracerBullet
401=FireCloudX   ;火焰残留
402=MirageRailgunPart
403=FlameSmokeSmoke
404=Flame2SmokeSmoke
405=LightningGun2Part ;laoda
406=YBuildSmoke
407=ABuildSmoke
408=BuildSmoke
409=YBuildSmokebase

[ParticleSystems]
330=FlameTracerSys  ;E1
331=MirageRailgunSys   ;轨迹炮 旋转粒子
332=FlameSmokeSys        ;受伤着火冒烟
333=Flame2SmokeSys
;334=DBulletSys  ;子弹轨迹  新  太细
335=BuildBSmokeSys
336=ABuildBSmokeSys
337=YBuildBSmokeSys
338=ABuildSmokeSys
339=BuildSmokeSys
340=YBuildSmokeSys
341=LightningGun2Sys ;laoda
342=YBuildBSmokebaseSys


;---------------FlameSmokeSys

[FlameSmokeSys]
HoldsWhat=FlameSmokeSmoke
Spawns=yes
SpawnFrames=8
SpawnRadius=1
Slowdown=.0025
ParticleCap=17;gs8
SpawnCutoff=13.0
SpawnTranslucencyCutoff=12.5
BehavesLike=Smoke


[FlameSmokeSmoke]
Image=FIRE02
MaxEC=55
Translucency=25
Velocity=0.0
Deacc=.05
WindEffect=0
BehavesLike=Smoke
DeleteOnStateLimit=yes
EndStateAI=20
StateAIAdvance=1

[Flame2SmokeSys]
HoldsWhat=Flame2SmokeSmoke
Spawns=yes
SpawnFrames=5
SpawnRadius=1
Slowdown=.0025
ParticleCap=17;gs8
SpawnCutoff=13.0
SpawnTranslucencyCutoff=12.5
BehavesLike=Smoke


[Flame2SmokeSmoke]
Image=FIRE01
MaxEC=45
Translucency=25
Velocity=0.0
Deacc=.05
WindEffect=0
BehavesLike=Smoke
DeleteOnStateLimit=yes
EndStateAI=20
StateAIAdvance=1



[ABuildBSmokeSys]   ;=================基地展开烟雾
HoldsWhat=ABuildSmoke
Spawns=yes
SpawnFrames=1
SpawnRadius=400
Slowdown=.0025
ParticleCap=20;gs30
SpawnCutoff=15.0
SpawnTranslucencyCutoff=13.0
BehavesLike=Smoke
Lifetime=70

[ABuildSmoke]
Image=V3TRAIL;
MaxEC=70
Translucency=25
Velocity=7.0
Deacc=.05
WindEffect=2
BehavesLike=Smoke
DeleteOnStateLimit=yes
StartStateAI=7
EndStateAI=19
LightSize=25
OneFrameLight=true
StateAIAdvance=2

[BuildBSmokeSys]
HoldsWhat=BuildSmoke
Spawns=yes
SpawnFrames=2
SpawnRadius=400
Slowdown=.0025
ParticleCap=20;gs30
SpawnCutoff=15.0
SpawnTranslucencyCutoff=13.0
BehavesLike=Smoke
Lifetime=70

[BuildSmoke]
Image=GCMUZZLE
MaxEC=90
Translucency=50
Velocity=8.0
Deacc=.05
WindEffect=2
BehavesLike=Smoke
DeleteOnStateLimit=yes
StartStateAI=4
EndStateAI=19;28
LightSize=25
OneFrameLight=true
StateAIAdvance=1

[YBuildBSmokeSys]
HoldsWhat=YBuildSmoke
Spawns=yes
SpawnFrames=2
SpawnRadius=400
Slowdown=.0025
ParticleCap=20;gs30
SpawnCutoff=15.0
SpawnTranslucencyCutoff=13.0
BehavesLike=Smoke
Lifetime=70

[YBuildBSmokebaseSys]
HoldsWhat=YBuildSmokebase
Spawns=yes
SpawnFrames=2
SpawnRadius=400
Slowdown=.0025
ParticleCap=20;gs30
SpawnCutoff=15.0
SpawnTranslucencyCutoff=13.0
BehavesLike=Smoke
Lifetime=70

[YBuildSmokebase]
Image=TXGASR;NUKEPUFF
MaxEC=90
Translucency=50
Velocity=6.0
Deacc=.05
WindEffect=2
BehavesLike=Smoke
DeleteOnStateLimit=yes
StartStateAI=5
EndStateAI=19
LightSize=25
OneFrameLight=true
StateAIAdvance=1

[YBuildSmoke]
Image=TXGASG;NUKEPUFF
MaxEC=90
Translucency=50
Velocity=6.0
Deacc=.05
WindEffect=2
BehavesLike=Smoke
DeleteOnStateLimit=yes
StartStateAI=5
EndStateAI=19
LightSize=25
OneFrameLight=true
StateAIAdvance=1




[ABuildSmokeSys]
HoldsWhat=ABuildSmoke
Spawns=yes
SpawnFrames=1
SpawnRadius=200
Slowdown=.0025
ParticleCap=20;gs30
SpawnCutoff=15.0
SpawnTranslucencyCutoff=13.0
BehavesLike=Smoke
Lifetime=50

[BuildSmokeSys]
HoldsWhat=BuildSmoke
Spawns=yes
SpawnFrames=2
SpawnRadius=200
Slowdown=.0025
ParticleCap=20;gs30
SpawnCutoff=15.0
SpawnTranslucencyCutoff=13.0
BehavesLike=Smoke
Lifetime=50

[YBuildSmokeSys]
HoldsWhat=YBuildSmoke
Spawns=yes
SpawnFrames=2
SpawnRadius=200
Slowdown=.0025
ParticleCap=20;gs30
SpawnCutoff=15.0
SpawnTranslucencyCutoff=13.0
BehavesLike=Smoke
Lifetime=50


[MirageRailgunSys]  ;轨道炮粒子系统 记得注册
HoldsWhat=MirageRailgunPart     ;关联的粒子形态
BehavesLike=Railgun             ;Railgun代表波动弹道
SpiralRadius=0                   ;螺旋半径
ParticlesPerCoord=.1;.2
SpiralDeltaPerCoord=.1;.2
MovementPerturbationCoefficient=.3
PositionPerturbationCoefficient=20
VelocityPerturbationCoefficient=.6


[MirageRailgunPart]
BehavesLike=Railgun
MaxEC=40
ColorList=(0,255,0),(255,255,255) ;(15,25,160)
ColorSpeed=.01 ;.04
Velocity=.1  ;.4


; 曳光弹系统
[FlameTracerSys]
HoldsWhat=FlameTracerBullet
BehavesLike=Fire ;火焰粒子
Lifetime=1 ;重要，如果Lifetime＞1，则会出现连续的多个粒子，串成一条线

; 曳光弹
[FlameTracerBullet]
BehavesLike=Fire ;火焰粒子
Image=DBRIS6LG;SREDSMK1;TWNK1;FTBULLET ;子弹轨迹的图形，弹道的颜色由他控制
Deacc=0.0 ;速度衰减
Velocity=600.0 ;运动速度，子弹的视觉飞行速度，太慢的话，会出现目标死掉，子弹还没飞到的窘境
MaxEC=5 ;60  ;500 ;粒子存在的最长时间
;以下为重点，控制粒子存活的时间，也是控制射击频率的主要控制参数。
;以下参数含义，粒子在生成之后具有10寿命，每经过一帧减少1寿命，当粒子的寿命只有3的时候粒子变成半透明，只有2的时候粒子进一步;;透明，当寿命没有了，从游戏中删除，然后生成下一个粒子。
;Fire类型的例子方向有4个，分别是↑↗→↘，EndStateAI同时也控制了一个方向具有的帧数，具体参考TS的Flameall.shp。
;本例中使用的是无形图像，所以EndStateAI只作为寿命控制。
StartStateAI=1 ;Fire类型的粒子，使用AIState + ((轨迹方向%4) * EndStateAI)作为索引值
EndStateAI=3;最大的StateAI值，Fire类型的粒子也作为每一个方向的帧数
StateAIAdvance=1;每次经过这么多帧时StateAI就递减1
Translucent50State=2 ;StateAI到达该值透明50%
Translucent25State=1 ;StateAI到达该值透明25%
DeleteOnStateLimit=yes ;StateAI消耗完毕时从游戏中移出粒子
Normalized=yes ;否调节该对象的动画使之以一个恒定的速度播放


[Para];美国大兵蹲下
Damage=25;23
ROF=15
Range=5
Projectile=InvisibleLow
Speed=100
Warhead=SSA
Report=GIAttackDeployed
Anim=MGUN-N,MGUN-NE,MGUN-E,MGUN-SE,MGUN-S,MGUN-SW,MGUN-W,MGUN-NW
OccupantAnim=UCFLASH
LaserInnerColor=255,205,213;设置激光和雷射炮发射时的颜色 
LaserDuration=1      ;光束闪动的时间，数字越大，激光就越久才消失
IsLaser=true	; this flag tells the game to use the special laser draw effect
Bright=yes 


[ParaE]
Damage=25
ROF=15
Range=6
Projectile=InvisibleLow
Speed=100
Warhead=SSA
Report=GIAttackDeployed
Bright=yes 
LaserInnerColor=255,205,213;设置激光和雷射炮发射时的颜色 
LaserDuration=1      ;光束闪动的时间，数字越大，激光就越久才消失
IsLaser=true	; this flag tells the game to use the special laser draw effect



[120mmx]
Damage=100
ROF=80
Range=5.75
Projectile=Cannon
Speed=40
Warhead=ApocAP
Report=ApocalypseAttackGround
Anim=S_BANG34
Burst=2
Bright=yes


[GGI]
UIName=Name:GuardianGI
Name=Guardian GI
Category=Soldier
Primary=M60
Secondary=MissileLauncher ;GEF New Guardian GI weapon
OpenTransportWeapon=1;defaults to -1 (decide normally)  What weapon should I use in a Battle Fortress
Occupier=no;yes ; I can Occupy UC buildings
Prerequisite=GAPILE
CrushSound=InfantrySquish
Strength=100
Pip=white
Armor=none
TechLevel=2
Sight=6
Speed=3
Owner=British,French,Germans,Americans,Alliance
AllowedToStartInMultiplayer=no
Cost=400
Soylent=150
Points=10
IsSelectableCombatant=yes
VoiceSelect=GuardianGISelect
VoiceMove=GuardianGIMove
VoiceAttack=GuardianGIAttackCommand
VoiceFeedback=GuardianGIFear
VoiceSpecialAttack=GuardianGIMove
DieSound=GuardianGIDie
Locomotor={4A582744-9839-11d1-B709-00A024DDAFD1}
PhysicalSize=1
MovementZone=Infantry
ThreatPosed=10 ; This value MUST be 0 for all building addons
ImmuneToVeins=yes
ImmuneToPsionics=no
Bombable=yes
Deployer=yes
DeployFire=yes
; DeployTime=.022  ; PCG; Unused for now.  Was maybe going to make its way in if we did
; a more explicit state machine for deploying b/c of autodeploy.
VeteranAbilities=STRONGER,FIREPOWER,ROF,SIGHT,FASTER
EliteAbilities=SELF_HEAL,STRONGER,FIREPOWER,ROF
Size=1
Crushable=yes
DeployedCrushable=no
DeploySound=GuardianGIDeploy
UndeploySound=GIUndeploy
ElitePrimary=M60E
EliteSecondary=MissileLauncherE ;GEF New Guardian GI weapon
;EliteSecondary=ParaE
IFVMode=16
PixelSelectionBracketDelta=-6;gs higher number draws lower.  Pixel difference from normal for selection bracket



[CRMissileLauncher]   ;多功能+重装
Bright=yes 
Anim=S_BANG16;TWLT026;UCFLASH;S_BANG16


[CRMP5] ;ifv seal
Damage=125
ROF=10
Range=7;8;6
Projectile=InvisibleLow
Speed=100
Warhead=HollowPoint3
Report=SealAttack
AssaultAnim=UCBLOOD;the anim to play when a UC building is cleared (assaulters need this on their primary weapon)
;OmniFire=yes
;DistributedWeaponFire=yes
;UseSparkParticles=yes ;注意是使用闪光粒子，不是Fire粒子
;AttachedParticleSystem=FlameTracerSys ;挂载的粒子系
;IsHouseColor=true         ;是否使用玩家颜色
;LaserOuterSpread= 255,255,255  ;激光最外侧使用的颜色
LaserInnerColor=255,205,213 ;设置激光和雷射炮发射时的颜色 
;LaserOuterColor=255,128,0 ;设置激光和雷射炮逐渐暗淡到消失时的颜色
LaserDuration=1      ;光束闪动的时间，数字越大，激光就越久才消失
IsLaser=true	; this flag tells the game to use the special laser draw effect
;Burst=2   ;一次两发子弹 后+
Anim=S_BANG16


[ADOG]
UIName=Name:DOG
Name=Allied Attack Dog
NotHuman=yes
Category=Soldier
Primary=GoodTeeth
Secondary=VirtualScanner
NavalTargeting=6
Prerequisite=Barracks
LeadershipRating=7
CrushSound=InfantrySquish
Strength=82
Armor=none
ReselectIfLimboed=yes ; If selected when limbo and attacking infantry, reseect when unlimbo
RejoinTeamIfLimboed=yes ; If in a team when limbo shooting infantry, write it down and try to rejoin when unlimbo
DefaultToGuardArea=yes ; the much awaited dog default to move and attack when resting
TechLevel=2
Pip=white
Sight=9
DetectDisguise=yes
Speed=8
Owner=Russians,Confederation,Africans,Arabs,YuriCountry,British,French,Germans,Americans,Alliance
ForbiddenHouses=Russians,Confederation,Africans,Arabs,YuriCountry
Cost=200
Soylent=100
Points=10
IsSelectableCombatant=yes
VoiceSelect=DogSelect
VoiceMove=DogMove
VoiceAttack=DogAttackCommand
VoiceFeedback=DogFear
VoiceSpecialAttack=DogMove
DieSound=DogDie
Locomotor={4A582744-9839-11d1-B709-00A024DDAFD1}
PhysicalSize=1
MovementZone=Infantry
;MovementZone=InfantryDestroyer ;GEF wow!!! copy paste bug from the original Disk Thrower!
ThreatPosed=20	; This value MUST be 0 for all building addons
ImmuneToRadiation=no
Bombable=yes
AllowedToStartInMultiplayer=no
Size=1
VeteranAbilities=STRONGER,FIREPOWER,ROF,SIGHT,FASTER,SCATTER
EliteAbilities=SELF_HEAL,STRONGER,FIREPOWER,ROF
ImmuneToPsionics=yes
IFVMode=0
Trainable=no
Natural=yes
Trainable=yes ;no
ElitePrimary=SuperGoodTeethE
;Occupier=yes
;OccupyWeapon=[fangzilidedog]
; Attack dog

[DOG]
UIName=Name:DOG
Name=Attack Dog
NotHuman=yes
Category=Soldier
Primary=BadTeeth
Secondary=VirtualScanner
NavalTargeting=6
Prerequisite=Barracks
LeadershipRating=7
CrushSound=InfantrySquish
Strength=82
Armor=none
ReselectIfLimboed=yes ; If selected when limbo and attacking infantry, reseect when unlimbo
RejoinTeamIfLimboed=yes ; If in a team when limbo shooting infantry, write it down and try to rejoin when unlimbo
DefaultToGuardArea=yes ; the much awaited dog default to move and attack when resting
TechLevel=2
Pip=white
Sight=9
DetectDisguise=yes
Speed=8
Owner=Russians,Confederation,Africans,Arabs,YuriCountry,British,French,Germans,Americans,Alliance
ForbiddenHouses=British,French,Germans,Americans,Alliance,YuriCountry
Cost=200
Soylent=100
Points=10
IsSelectableCombatant=yes
VoiceSelect=DogSelect
VoiceMove=DogMove
VoiceAttack=DogAttackCommand
VoiceFeedback=DogFear
VoiceSpecialAttack=DogMove
DieSound=DogDie
Locomotor={4A582744-9839-11d1-B709-00A024DDAFD1}
PhysicalSize=1
MovementZone=Infantry
;MovementZone=InfantryDestroyer ;GEF wow!!! copy paste bug from the original Disk Thrower!
ThreatPosed=20	; This value MUST be 0 for all building addons
ImmuneToRadiation=no
Bombable=yes
AllowedToStartInMultiplayer=no
Size=1
VeteranAbilities=STRONGER,FIREPOWER,ROF,SIGHT,FASTER,SCATTER
EliteAbilities=SELF_HEAL,STRONGER,FIREPOWER,ROF
;GEF going to be two dogs now DoubleOwned=Yes
ImmuneToPsionics=yes
IFVMode=0
Trainable=no
Natural=yes
Trainable=yes ;no
ElitePrimary=SuperBadTeethE
;Occupier=yes
;OccupyWeapon=[fangzilidedog]
;EliteOccupyWeapon=[fangzilidedog]

[YADOG]
UIName=Name:DOG
Name=Allied Attack Dog (Yuri version)
NotHuman=yes
Image=ADOG
Category=Soldier
Primary=GoodTeeth
Secondary=VirtualScanner
NavalTargeting=6
Prerequisite=GAPILE
LeadershipRating=7
CrushSound=InfantrySquish
Strength=82
Armor=none
ReselectIfLimboed=yes ; If selected when limbo and attacking infantry, reseect when unlimbo
RejoinTeamIfLimboed=yes ; If in a team when limbo shooting infantry, write it down and try to rejoin when unlimbo
DefaultToGuardArea=yes ; the much awaited dog default to move and attack when resting
TechLevel=2
Pip=white
Sight=9
DetectDisguise=yes
Speed=8
Owner=Russians,Confederation,Africans,Arabs,YuriCountry,British,French,Germans,Americans,Alliance
RequiredHouses=YuriCountry
Cost=200
Soylent=50
Points=10
IsSelectableCombatant=yes
VoiceSelect=DogSelect
VoiceMove=DogMove
VoiceAttack=DogAttackCommand
VoiceFeedback=DogFear
VoiceSpecialAttack=DogMove
DieSound=DogDie
Locomotor={4A582744-9839-11d1-B709-00A024DDAFD1}
PhysicalSize=1
MovementZone=Infantry
;MovementZone=InfantryDestroyer ;GEF wow!!! copy paste bug from the original Disk Thrower!
ThreatPosed=20	; This value MUST be 0 for all building addons
ImmuneToRadiation=no
Bombable=yes
AllowedToStartInMultiplayer=no
Size=1
VeteranAbilities=STRONGER,FIREPOWER,ROF,SIGHT,FASTER,SCATTER
EliteAbilities=SELF_HEAL,STRONGER,FIREPOWER,ROF
ImmuneToPsionics=yes
IFVMode=0
Trainable=no
Natural=yes
Trainable=yes ;no
ElitePrimary=SuperGoodTeethE
;Occupier=yes
;OccupyWeapon=[fangzilidedog]
;EliteOccupyWeapon=[fangzilidedog]

; Attack dog
[YDOG]
UIName=Name:DOG
Name=Attack Dog (Yuri version)
Image=DOG
NotHuman=yes
Category=Soldier
Primary=BadTeeth
Secondary=VirtualScanner
NavalTargeting=6
Prerequisite=NAHAND
LeadershipRating=7
CrushSound=InfantrySquish
Strength=82
Armor=none
ReselectIfLimboed=yes ; If selected when limbo and attacking infantry, reseect when unlimbo
RejoinTeamIfLimboed=yes ; If in a team when limbo shooting infantry, write it down and try to rejoin when unlimbo
DefaultToGuardArea=yes ; the much awaited dog default to move and attack when resting
TechLevel=2
Pip=white
Sight=9
DetectDisguise=yes
Speed=8
Owner=Russians,Confederation,Africans,Arabs,YuriCountry,British,French,Germans,Americans,Alliance
RequiredHouses=YuriCountry
Cost=200
Soylent=50
Points=10
IsSelectableCombatant=yes
VoiceSelect=DogSelect
VoiceMove=DogMove
VoiceAttack=DogAttackCommand
VoiceFeedback=DogFear
VoiceSpecialAttack=DogMove
DieSound=DogDie
Locomotor={4A582744-9839-11d1-B709-00A024DDAFD1}
PhysicalSize=1
MovementZone=Infantry
;MovementZone=InfantryDestroyer ;GEF wow!!! copy paste bug from the original Disk Thrower!
ThreatPosed=20	; This value MUST be 0 for all building addons
ImmuneToRadiation=no
Bombable=yes
AllowedToStartInMultiplayer=no
Size=1
VeteranAbilities=STRONGER,FIREPOWER,ROF,SIGHT,FASTER,SCATTER
EliteAbilities=SELF_HEAL,STRONGER,FIREPOWER,ROF
;GEF going to be two dogs now DoubleOwned=Yes
ImmuneToPsionics=yes
IFVMode=0
Trainable=no
Natural=yes
Trainable=yes ;no
ElitePrimary=SuperGoodTeethE
;Occupier=yes



[SuperGoodTeethE]
Damage=30
ROF=10	;30
Range=4
CellRangefinding=yes
Projectile=ADOGJUMP
Speed=30
Warhead=ParasiteDog ; infantry only version
LimboLaunch=yes ; Limbo shooter at launch (one shot or become the bullet)
Report=DogAttack
FireInTransport=no;can't fire out of the BattleFortress


[SuperBadTeethE]
Damage=30
ROF=10	;30
Range=4
CellRangefinding=yes
Projectile=DOGJUMP
Speed=30
Warhead=ParasiteDog ; infantry only version
LimboLaunch=yes ; Limbo shooter at launch (one shot or become the bullet)
Report=DogAttack
FireInTransport=no;can't fire out of the BattleFortress

[VirtualScanner]
Damage=1
Range=5
NeverUse=yes
Projectile=InvisibleAll
Warhead=SA
Speed=100
Bright=yes 

[GoodTeeth]
Damage=30
ROF=30
Range=2.09;2.11刚好咬飞兵;1.5默认
CellRangefinding=yes
Projectile=ADOGJUMP
Speed=30
Warhead=ParasiteDog ; infantry only version
LimboLaunch=yes ; Limbo shooter at launch (one shot or become the bullet)
Report=DogAttack
FireInTransport=no;can't fire out of the BattleFortress

[BadTeeth]
Damage=30
ROF=30
Range=2.09 ;1.5
CellRangefinding=yes
Projectile=DOGJUMP
Speed=30
Warhead=ParasiteDog ; infantry only version
LimboLaunch=yes ; Limbo shooter at launch (one shot or become the bullet)
Report=DogAttack
FireInTransport=no;can't fire out of the BattleFortress

[ADOGJUMP]
Image=ADOGP ;Hmm...Requires an Image entry to get at Rotates=.  Violates the same name default rule
;AA=yes
;AN=no
Arm=2
ROT=8 ;requires to use Rotates
Shadow=no
Proximity=yes
Ranged=yes
FirersPalette=yes
SubjectToCliffs=no
SubjectToElevation=no
SubjectToWalls=yes

[DOGJUMP]
Image=DOGP ;Hmm...Requires an Image entry to get at Rotates=.  Violates the same name default rule
;AA=yes
;AN=no
Arm=2
ROT=8 ;requires to use Rotates
Shadow=no
Proximity=yes
Ranged=yes
FirersPalette=yes
SubjectToCliffs=no
SubjectToElevation=no
SubjectToWalls=yes


[DroneJump]
Damage=50
ROF=60
Range=1.83
Projectile=JUMP
Speed=30
Warhead=Parasite
LimboLaunch=yes ; Limbo shooter at launch (one shot or become the bullet)
Report=TerrorDroneAttack
PenetratesBunker=yes;If shot at a bunkered tank, no means the bunker gets the damage, yes means the unit does
;In Terror Drone case, it just handles the bad case where a TD'd guy makes it into a bunker.
FireInTransport=no;can't fire out of the BattleFortress
Bright=yes 

[Parasite]; Terror Drone蜘蛛
Verses=100%,100%,100%,100%,100%,100%,0%,0%,0%,0%,0%
Parasite=yes
InfDeath=1
Rocker=yes
;AnimList=EMP_FX01   

[ATESLA]
UIName=Name:ATESLA
Name=Allied Prism Cannon
Image=GAPRIS
BuildCat=Combat
Prerequisite=POWER,RADAR,GACNST
Strength=600
Armor=steel
TechLevel=6
Adjacent=2
Sight=8
Owner=British,French,Germans,Americans,Alliance,Russians,Confederation,Africans,Arabs,YuriCountry
AIBasePlanningSide=0 ;gs 0 for Good, 1 for Evil
Cost=1500
Points=30
Power=-75
Crewed=no
Capturable=false
Overpowerable=false
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60,TWLT100
;DestroyAnim=NATSLADM
Primary=PrismShot
Secondary=PrismSupport
Turret=no
TurretAnimZAdjust=-100
DebrisAnim=Dbris1sm,Dbris1lg,Dbris4sm,Dbris5sm,Dbris4lg,Dbris7sm,Dbris8sm,Dbris5lg,Dbris4lg
MaxDebris=15
MinDebris=5
ThreatPosed=40 ; This value MUST be 0 for all building addons
DamageParticleSystems=SparkSys,SmallGreySSys,BigGreySmokeSys
DamageSmokeOffset=96, 64, 112
IsBaseDefense=yes
BaseNormal=no
Powered=yes
HasStupidGuardMode=false
WorkingSound=PowerOn
NotWorkingSound=PowerOff
ImmuneToPsionics=no ; defaults to yes for buildings, no for others
Drainable=yes
AntiInfantryValue=25
AntiArmorValue=25
AntiAirValue=0
;gs these three are in abstract units and just help the AI pick the right base defense. (see AIForcePredictionFudge)
Trainable=yes

[PrismShot]
Damage=120
ROF=45 ;60
Range=8
Speed=100
Projectile=InvisibleHigh
Warhead=PrismWarhead
;LaserInnerColor = 216,0,184
;LaserOuterColor = 80,0,88
LaserOuterSpread= 0,0,0
LaserDuration = 15
IsLaser=true	; this flag tells the game to use the special laser draw effect
IsHouseColor=true
Report=PrismTowerAttack
Bright=yes 

[PrismSupport]
Damage=200
ROF=45 ;60
Range=8
Speed=100
Projectile=InvisibleHigh
Warhead=DummyWarhead
;LaserInnerColor = 32,48,216
;LaserOuterColor = 24,24,96
LaserOuterSpread= 0,0,0
LaserDuration = 15
IsLaser=true	; this flag tells the game to use the special laser draw effect
IsHouseColor=true
Bright=yes 

[NASAM]     ;盟军爱国者
UIName=Name:NASAM
Name=Allied Patriot Missile
BuildCat=Combat
Strength=900
Armor=steel
TechLevel=4
Prerequisite=BARRACKS,GACNST
Adjacent=4
Sight=10
ROT=8
Owner=British,French,Germans,Americans,Alliance,Russians,Confederation,Africans,Arabs,YuriCountry
AIBasePlanningSide=0 ;gs 0 for Good, 1 for Evil
Cost=1000
BaseNormal=no
Points=30
Power=-50
Crewed=no
Primary=RedEye2
LandTargeting=1
NavalTargeting=6
Capturable=false
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60,TWLT100
DebrisAnims=DBRIS1LG,DBRIS1SM,DBRIS4LG,DBRIS4SM,DBRIS5LG,DBRIS5SM
MaxDebris=3
MinDebris=2
ThreatPosed=0	; This value should be 0 for objects that are purely anti-air, since aircraft do not use the threat values
;DamageParticleSystems=SparkSys,LGSparkSys
IsBaseDefense=yes
Powered=yes
Turret=yes
TurretAnim=SAM
TurretAnimIsVoxel=true
;TurretAnim=NASAM_A
;TurretAnimIsVoxel=false
;TurretAnimX=-2
;TurretAnimY=10
TurretAnimZAdjust=-20
HasStupidGuardMode=false
WorkingSound=AegisSelect;PowerOn
NotWorkingSound=PowerOff
VHPScan=Strong
ImmuneToPsionics=no ; defaults to yes for buildings, no for others
Drainable=yes
AntiInfantryValue=0
AntiArmorValue=0
AntiAirValue=25
;gs these three are in abstract units and just help the AI pick the right base defense. (see AIForcePredictionFudge)
Trainable=yes
Bright=yes 

;SAM missile   爱国者导弹

[RedEye2]
Damage=75
ROF=55
Range=12
Projectile=AAHeatSeekeragz
Speed=100
Warhead=SAMWH
Report=AegisAttack  ;PatriotAttack
TurboBoost=yes
Anim=S_BRNL20
Bright==yes

[AAHeatSeekeragz]
Arm=2
Shadow=no
Proximity=yes
Ranged=yes
AA=yes
AG=no
;AN=no
Image=MISLCHEM;DRAGON
ROT=80 ;10
SubjectToCliffs=no
SubjectToElevation=no
SubjectToWalls=no

[SAMWH]
CellSpread=.3    ;范围攻击的有效面积，默认面积为0.3
PercentAtMax=1   ;这么多格面积之内受到攻击为100%的伤害程度，这个数字最大不能超过CellSpread值
Verses=100%,100%,100%,100%,100%,100%,0%,0%,0%,100%,100%
InfDeath=3
AnimList=TWLT100;XGRYSML1,XGRYSML2,EXPLOSML,KTSTLEXP ;MININUKE,
ProneDamage=100%
CLDisableBlue=yes   ;true	; This says the Combat Light should be red.  (1)
;CLDisableGreen=true	; This says the Combat Light should be red.  (2)
CLDisableRed=true
CombatLightSize=100%    ;100%
Bright==yes


;[TerrorBombWH]   ;恐怖分子弹头
;Verses=150%,100%,100%,90%,50%,50%,100%,150%,30%,100%,100%
;Sparky=no
;Fire=yes
;InfDeath=4
;CellSpread=2
;PercentAtMax=.5
;Dustin is experimenting with art stuff here.  
;Bright=yes
;AnimList=MININUKE


[AAHeatSeekerNASAM]
Arm=2
Shadow=no
Proximity=yes
Ranged=yes
AA=yes
AG=no
;AN=no
;Image=NASAMDRAGON
Image=MISLCHEM ;MISLMLTI  ;红色导弹
Color=LightGrey ;NeonGreen 黑色  ;DarkRed 暗红
ROT=80 ;10
SubjectToCliffs=no
SubjectToElevation=no
SubjectToWalls=no
;FirersPalette=yes ;使用玩家所属色


[TESLA] ;磁暴线圈
UIName=Name:TESLA
Name=Soviet Tesla Coil
Image=NATSLA
BuildCat=Combat
Prerequisite=POWER,RADAR,NACNST
Strength=600
Armor=steel
TechLevel=5
Adjacent=2
Sight=8
Owner=British,French,Germans,Americans,Alliance,Russians,Confederation,Africans,Arabs,YuriCountry
AIBasePlanningSide=1 ;gs 0 for Good, 1 for Evil
Cost=1500
Points=30
Power=-75
Crewed=no
Capturable=false
Overpowerable=true
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60,TWLT100
;DestroyAnim=NATSLADM
Primary=CoilBolt
Secondary=OPCoilBolt
Turret=no
TurretAnimZAdjust=-100
DebrisAnim=Dbris1sm,Dbris1lg,Dbris4sm,Dbris5sm,Dbris4lg,Dbris7sm,Dbris8sm,Dbris5lg,Dbris4lg
MaxDebris=15
MinDebris=5
ThreatPosed=40 ; This value MUST be 0 for all building addons
DamageParticleSystems=SparkSys,SmallGreySSys,BigGreySmokeSys
DamageSmokeOffset=96, 64, 112
IsBaseDefense=yes
BaseNormal=no
Powered=yes
HasStupidGuardMode=false
WorkingSound=PowerOn
NotWorkingSound=PowerOff
ImmuneToPsionics=no ; defaults to yes for buildings, no for others
Drainable=yes
AntiInfantryValue=25
AntiArmorValue=25
AntiAirValue=0
;gs these three are in abstract units and just help the AI pick the right base defense. (see AIForcePredictionFudge)
Trainable=yes
HasRadialIndicator=true ;雷达扫描效果

[CoilBolt]
Damage=200
ROF=80 ;120
Range=7
Speed=100
Warhead=Electric
Report=TeslaCoilAttack
;Projectile=InvisibleHigh
Projectile=Invisible
IsElectricBolt=true
; SJM: Now using home-grown DelayedFire system. Charges=yes
Bright=yes 

[OPCoilBolt]
Damage=300
ROF=80  ;100
Range=8
Speed=100
Warhead=Electric
Report=TeslaCoilSuper
Projectile=InvisibleHigh
IsElectricBolt=true
IsAlternateColor=true
Bright=yes 

[TTNK];磁暴坦克
UIName=Name:TTNK
Name=Tesla Tank
Prerequisite=NAWEAP,NARADR
Primary=TankBolt
Strength=350;300
Category=AFV
Armor=heavy
Turret=yes
IsTilter=yes
TooBigToFitUnderBridge=true
TechLevel=10
Sight=8
Speed=6
CrateGoodie=yes
Crusher=yes
Owner=Russians,Confederation,Africans,Arabs
RequiredHouses=Russians
Cost=1200
Soylent=1200
Points=25
ROT=5
IsSelectableCombatant=yes
AllowedToStartInMultiplayer=no
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60,S_BRNLGZL
VoiceSelect=TeslaTankSelect
VoiceMove=TeslaTankMove
VoiceAttack=TeslaTankAttackCommand
CrushSound=TankCrush
VoiceFeedback=
DieSound=GenVehicleDie
MoveSound=TeslaTankMoveStart
Maxdebris=3
Locomotor={4A582741-9839-11d1-B709-00A024DDAFD1}
;MovementZone=Normal ;gs FLAW needs to be changed to this when The Flaw is fixed
MovementZone=Destroyer
ThreatPosed=40	; This value MUST be 0 for all building addons
DamageParticleSystems=SparkSys,SmallGreySSys
DamageSmokeOffset=100, 100, 275
Weight=3.5
VeteranAbilities=STRONGER,FIREPOWER,SIGHT,FASTER
EliteAbilities=SELF_HEAL,STRONGER,FIREPOWER,ROF
Accelerates=false
ZFudgeColumn=8
ZFudgeTunnel=13
Size=3
ElitePrimary=TankBoltE
BuildTimeMultiplier=1.3 ;Individual control of build time

[TankBolt]
Damage=135
ROF=75  ;changed on 11/29 from 60 to 75
Range=5.25;4
Speed=100
Warhead=Electric
Report=TeslaTankAttack
Projectile=InvisibleLow
IsElectricBolt=true

[TankBoltE]
Damage=150
ROF=60 ;changed on 11/29 from 50 to 60
Range=6
Speed=100
Warhead=Electric
Report=TeslaTankAttack
Projectile=Electricbounce
IsElectricBolt=true

[GAPILL] ;盟军地堡
UIName=Name:GAPILL
Name=Allied Pill Box
BuildCat=Combat
Strength=400
Armor=steel
Prerequisite=BARRACKS,GACNST
TechLevel=1
Adjacent=4
ROT=10
Sight=7
DetectDisguise=no
Owner=British,French,Germans,Americans,Alliance,Russians,Confederation,Africans,Arabs,YuriCountry
AIBasePlanningSide=0 ;gs 0 for Good, 1 for Evil
Cost=500
BaseNormal=no
Points=30
Power=0
Crewed=no
Capturable=false
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60,TWLT100
DebrisAnim=Dbris1sm,Dbris1lg,Dbris4sm,Dbris5sm,Dbris4lg,Dbris7sm,Dbris8sm,Dbris5lg,Dbris4lg
MaxDebris=15
MinDebris=5
Primary=Vulcan2
;Turret=yes
;TurretAnim=LASER
;TurretAnimIsVoxel=true
;TurretAnimX=-8
;TurretAnimY=16
;TurretAnimZAdjust=-40
ThreatPosed=30 ; This value MUST be 0 for all building addons
DamageParticleSystems=SparkSys,LGSparkSys
IsBaseDefense=yes
HasStupidGuardMode=false
ImmuneToPsionics=no ; defaults to yes for buildings, no for others
AntiInfantryValue=25
AntiArmorValue=10
AntiAirValue=0
;gs these three are in abstract units and just help the AI pick the right base defense. (see AIForcePredictionFudge)
HasRadialIndicator=true ;显示雷达扫描效果
Trainable=yes

[NALASR]  ;苏军地堡
UIName=Name:NALASR
Name=Soviet Sentry Gun
BuildCat=Combat
Strength=400
Armor=steel
Prerequisite=BARRACKS,NACNST
TechLevel=1
Adjacent=4
ROT=10
Sight=7
DetectDisguise=no
Owner=British,French,Germans,Americans,Alliance,Russians,Confederation,Africans,Arabs,YuriCountry
AIBasePlanningSide=1 ;gs 0 for Good, 1 for Evil
Cost=500
BaseNormal=no
Points=30
Power=0
Crewed=no
Capturable=false
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60,BRRLEXP1,TWLT100,BRRLEXP2
DebrisAnims=DBRIS4LG,DBRIS4SM,DBRIS6LG
MaxDebris=2
MinDebris=1
Primary=Vulcan
Powered=yes
Turret=yes
TurretAnim=LASER
TurretAnimIsVoxel=true
;TurretAnimX=-8
TurretAnimY=10
TurretAnimZAdjust=-20
ThreatPosed=30 ; This value MUST be 0 for all building addons
;DamageParticleSystems=SparkSys,LGSparkSys
IsBaseDefense=yes
HasStupidGuardMode=false
ImmuneToPsionics=no ; defaults to yes for buildings, no for others
AntiInfantryValue=25
AntiArmorValue=10
AntiAirValue=0
;gs these three are in abstract units and just help the AI pick the right base defense. (see AIForcePredictionFudge)
HasRadialIndicator=true
Trainable=yes

[NAFLAK] ;苏军防空炮
UIName=Name:NAFLAK
Name=Soviet Flak Cannon
BuildCat=Combat
Strength=900
Armor=steel
TechLevel=4
Prerequisite=BARRACKS,NACNST
Adjacent=2
Sight=5
Owner=British,French,Germans,Americans,Alliance,Russians,Confederation,Africans,Arabs,YuriCountry
AIBasePlanningSide=1 ;gs 0 for Good, 1 for Evil
Cost=1000
BaseNormal=no
Points=30
Power=-50
Crewed=no
Primary=FlakWeapon
LandTargeting=1
NavalTargeting=6
Capturable=false
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60,TWLT100
DebrisAnims=DBRIS4LG,DBRIS4SM,DBRIS6LG
MaxDebris=3
MinDebris=2
ThreatPosed=0	; This value should be 0 for objects that are purely anti-air, since aircraft do not use the threat values
;DamageParticleSystems=SparkSys,LGSparkSys
IsBaseDefense=yes
Powered=yes
ROT=8
Turret=yes
TurretAnim=FLAKTUR
TurretAnimIsVoxel=true
TurretAnimX=0
TurretAnimY=2
TurretAnimZAdjust=-40
HasStupidGuardMode=false
;FireAngle=32				; 45 degrees -- affects barrel, not turret
WorkingSound=FlakTroopSelect ;PowerOn
NotWorkingSound=PowerOff
ImmuneToPsionics=no ; defaults to yes for buildings, no for others
Drainable=yes
AntiInfantryValue=0
AntiArmorValue=0
AntiAirValue=25
;gs these three are in abstract units and just help the AI pick the right base defense. (see AIForcePredictionFudge)
Trainable=yes

[FlakGuyAAGunE]	; Separate from Flak Cannon weapon so that stats may be tweaked
Damage=20;8修正
ROF=25
Range=8
Projectile=FlakProj	; AA bullet shared with Flak Cannon
Speed=100
Report=FlakTrackAttackAir
Warhead=FlakGuyWH
Anim=GUNFIRE
Burst=2

[TELE]  ;磁电
UIName=Name:Magnetron
Name=Magnetron
;Image=V3
Prerequisite=YAWEAP,NAPSIS
Primary=MagneticBeam
Secondary=MagneShake
Strength=150
Category=AFV
Armor=light
Turret=yes
IsTilter=yes
;TargetLaser=yes
TooBigToFitUnderBridge=true
TechLevel=2
Sight=10
Speed=5
;CrateGoodie=no
CrateGoodie=yes  ;+
Crusher=no;yes
Owner=YuriCountry
Cost=1000
Soylent=1000
Points=25
ROT=5
AllowedToStartInMultiplayer=no
IsSelectableCombatant=yes
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
VoiceSelect=MagnetronSelect
VoiceMove=MagnetronMove
VoiceAttack=MagnetronAttackCommand
VoiceSecondaryWeaponAttack=MagnetronMagneShakeVoice
DieSound=GenVehicleDie
MoveSound=MagnetronMoveStart
CrushSound=TankCrush
Maxdebris=3
Locomotor={4A582741-9839-11d1-B709-00A024DDAFD1}
MovementZone=Destroyer
ThreatPosed=40	; This value MUST be 0 for all building addons
DamageParticleSystems=SparkSys,SmallGreySSys
DamageSmokeOffset=100, 100, 275
Weight=3.5
VeteranAbilities=STRONGER,SIGHT,FASTER
EliteAbilities=SELF_HEAL,STRONGER,ROF
Accelerates=false
ZFudgeColumn=8
ZFudgeTunnel=13
Size=6
OpportunityFire=yes
ElitePrimary=MagneticBeamE
Bunkerable=no; Units default to yes, others default to no
CanPassiveAquire=no ; Won't try to pick up own targets ;GEF don't want him accidently attacking your own guys
;BuildLimit=2    ;磁电只能做2个

[MIND] ;脑车
UIName=Name:MasterMind
Name=Master Mind
Prerequisite=YAWEAP,YATECH
Primary=MultipleMindControlTank
Strength=500
Category=AFV
Armor=heavy
;Turret=yes
IsTilter=yes
;TargetLaser=yes
TooBigToFitUnderBridge=true
TechLevel=2
Sight=9
Speed=4
CrateGoodie=no
Crusher=no
Owner=YuriCountry
Cost=1750
Soylent=1750
Points=25
ROT=5
AllowedToStartInMultiplayer=no
IsSelectableCombatant=yes
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60,TWLT100
VoiceSelect=MasterMindSelect
VoiceMove=MasterMindMove
VoiceAttack=MasterMindAttackCommand
VoiceFeedback=
DieSound=GenVehicleDie
MoveSound=MasterMindMoveStart
CrushSound=TankCrush
Maxdebris=3
Locomotor={4A582741-9839-11d1-B709-00A024DDAFD1}
MovementZone=Destroyer
ThreatPosed=40	; This value MUST be 0 for all building addons
DamageParticleSystems=FlameSmokeSys,Flame2SmokeSys,SparkSys,SmallGreySSys
DamageSmokeOffset=100, 100, 275
Weight=3.5
VeteranAbilities=STRONGER,FIREPOWER,SIGHT,FASTER
EliteAbilities=SELF_HEAL,STRONGER,FIREPOWER,ROF
Accelerates=false
ZFudgeColumn=8
ZFudgeTunnel=13
Size=6
OpportunityFire=yes
PipScale=MindControl
ImmuneToPsionics=yes
SelfHealing=yes
Trainable=no
BuildLimit=4   ;脑车只能做两个


[YURI] ;Bender of spoons!尤里
UIName=Name:YuriClone
Name=Yuri Clone
Prerequisite=YABRCK,NAPSIS;GEF want the basic yuri to be a little more low level now YATECH
PrerequisiteOverride=CARUS03 ; SJM: Kremlin Palace
Pip=red
Category=Soldier
Strength=100
LeadershipRating=8
Primary=MindControl
Secondary=PsiWave
TypeImmune=yes
Armor=none
TechLevel=10
CrushSound=InfantrySquish
Insignificant=no
Sight=12
Speed=4
Owner=Russians,Confederation,Africans,Arabs,YuriCountry,British,French,Germans,Americans,Alliance
SecretHouses=YuriCountry
AllowedToStartInMultiplayer=no
Cost=800
Soylent=400
Points=5
IsSelectableCombatant=yes
VoiceSelect=YuriCloneSelect
VoiceMove=YuriCloneMove
VoiceAttack=YuriCloneAttackCommand
VoiceFeedback=YuriCloneFear
VoiceSpecialAttack=YuriCloneMove
DieSound=YuriCloneDie
Locomotor={4A582744-9839-11d1-B709-00A024DDAFD1}
PhysicalSize=1
MovementZone=Infantry
ThreatPosed=15	; This value MUST be 0 for all building addons
ImmuneToVeins=yes
ImmuneToPsionics=yes
;Bombable=no
VeteranAbilities=STRONGER,FIREPOWER,ROF,SIGHT,FASTER
EliteAbilities=SELF_HEAL,STRONGER,FIREPOWER,ROF
;The new yuri side yuri clone can no longer deploy
;nevermind, they changed their minds
Deployer=yes
DeployFire=yes
UndeployDelay=150
Size=3  ;3 ;1尤里改为3
DetectDisguise=yes
IFVMode=8

[PRES];总统
UIName=Name:PRES
Name=President
Category=Civilian
Strength=50
Armor=none
TechLevel=-1
CrushSound=InfantrySquish
Insignificant=yes
Sight=2
Speed=4
Owner=British,French,Germans,Americans,Alliance,Russians,Confederation,Africans,Arabs,YuriCountry
AllowedToStartInMultiplayer=no
Cost=10
Soylent=2000
Points=1
;Ammo=10
Fraidycat=yes
Civilian=yes
Nominal=yes
Pip=yellow
VoiceSelect=
VoiceMove=
VoiceAttack=
VoiceFeedback=
VoiceSpecialAttack=
DieSound=CivFatDie
Locomotor={4A582744-9839-11d1-B709-00A024DDAFD1}
PhysicalSize=1
MovementZone=Infantry
ThreatPosed=0	; This value MUST be 0 for all building addons
ImmuneToVeins=yes
Size=3;1看你怎么上车
IFVMode=12
UseOwnName=true


;Battle Fortress 战斗要塞
[BFRT]
UIName=Name:Battlefortress
Name=Battle Fortress
Prerequisite=GAWEAP,GATECH
Primary=20mmRapid
Strength=600
Category=AFV
Armor=heavy
IsTilter=yes
TooBigToFitUnderBridge=true
TechLevel=10
Sight=6
Speed=4
PipScale=Passengers
Passengers=5
OpenTopped=yes;passengers can shoot out
SizeLimit=2;1 ;gs like half track and Blackhawk.  Terror Drones and Brutes are allowed in.
CrateGoodie=yes
Crusher=yes
OmniCrusher=yes;gs can crush things not normally crushable
Owner=British,French,Germans,Americans,Alliance
Cost=2000
Soylent=2000
Points=50
ROT=5
IsSelectableCombatant=yes
AllowedToStartInMultiplayer=no
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60,TWLT100
VoiceSelect=BattleFortressSelect
VoiceMove=BattleFortressMove
VoiceAttack=BattleFortressAttackCommand
VoiceFeedback=
DieSound=GenVehicleDie
MoveSound=BattleFortressMoveStart
EnterTransportSound=EnterTransport
LeaveTransportSound=ExitTransport
Maxdebris=15 ;3
Locomotor={4A582741-9839-11d1-B709-00A024DDAFD1}
MovementZone=CrusherAll;gs OmniCrush handles crushing tanks and such, this handles walls
ThreatPosed=40	; This value MUST be 0 for all building addons
DamageParticleSystems=FlameSmokeSys,Flame2SmokeSys,SparkSys,SmallGreySSys
DamageSmokeOffset=100, 100, 275
Weight=3.5
VeteranAbilities=STRONGER,FIREPOWER,SIGHT,FASTER
EliteAbilities=SELF_HEAL,STRONGER,FIREPOWER,ROF
Accelerates=false
ZFudgeColumn=8
ZFudgeTunnel=13
Size=6 ;
OmniCrushResistant=yes; so Crusher can crush Crushable, OmniCrusher trumps Crushable=no, and then OmniCrushResistant trumps OmniCrusher


[YAGGUN] ;盖特机炮
UIName=Name:GattCannon
Name=Yuri Gattling Cannon
;Image=NASAM
BuildCat=Combat
Strength=810
Armor=steel
TechLevel=4
Prerequisite=BARRACKS,YACNST
Adjacent=4
Sight=10
Owner=British,French,Germans,Americans,Alliance,Russians,Confederation,Africans,Arabs,YuriCountry
AIBasePlanningSide=2 ;gs 0 for Good, 1 for Evil
Cost=1000
BaseNormal=no
Points=30
Power=-50
Crewed=no
Capturable=false
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60,TWLT100
DebrisAnims=DBRIS1LG,DBRIS1SM,DBRIS4LG,DBRIS4SM,DBRIS5LG,DBRIS5SM
MaxDebris=3
MinDebris=2
ThreatPosed=30 ; This value MUST be 0 for all building addons
;DamageParticleSystems=SparkSys,LGSparkSys
IsBaseDefense=yes
Powered=yes
Turret=yes
TurretAnim=YAGGUN
TurretAnimIsVoxel=True
TurretAnimX=0
ROT=10
TurretAnimY=15
TurretAnimZAdjust=-40
HasStupidGuardMode=false
WorkingSound=PowerOn
NotWorkingSound=PowerOff
ImmuneToPsionics=no ; defaults to yes for buildings, no for others
Drainable=yes
AntiInfantryValue=25
AntiArmorValue=10
AntiAirValue=25
;gs these three are in abstract units and just help the AI pick the right base defense. (see AIForcePredictionFudge)

;-----Gattling stuff-------
;GEF There is a _lot_ of stuff in this section, hope it's worth it

;Do I have a gattling gun or not
IsGattling=yes

;How weapons does it have? Currently, all Gattling Units have had anti-air
;capability, so the mechanics currently depends on having twice the number
;of stages in weapons, alternating anti-ground first, and anti-air second.
TurretCount=1
WeaponCount=6

Weapon1=AGGattling
EliteWeapon1=AGGattlingE
Weapon2=AAGattCann
EliteWeapon2=AAGattlingE
Weapon3=AGGattling2
EliteWeapon3=AGGattling2E
Weapon4=AAGattCann2
EliteWeapon4=AAGattling2E
Weapon5=AGGattling3
EliteWeapon5=AGGattling3E
Weapon6=AAGattCann3
EliteWeapon6=AAGattling3E

;How many stages does this gattling gun have, and how long does it
;take to progress through these stages;
WeaponStages=3
Stage1=200
Stage2=400
;This last stage is used to determine what the maximum fireing timer can be. Once it
;hits this it will stop increasing. If this is larger than the previous stage, then
;it will have a grace period once the unit stops firing before it needs to drop
;down to the lower weapon.
Stage3=600

EliteStage1=100
EliteStage2=200
EliteStage3=300

;How many increments or decrements does the timer get per frame?
;If RateDown is zero, then it overrides the previous stage vaules,
;causing the tank to instantly go to zero when it stops firing
;if it can't find a new target
RateUp=1
RateDown=50

Trainable=yes
HasRadialIndicator=true
;-----End Gattling stuff-------

[AGGattling]
Damage=25;50
ROF=16
Range=5
Projectile=Invisiblelow ;GEF Anti ground ;SA
Speed=100
Warhead=GattWH
Report=GattlingGunAttackLoop1
;DownReport=GattlingGunDecreaseLoop1
Burst = 2
Anim=MGUN-N,MGUN-NE,MGUN-E,MGUN-SE,MGUN-S,MGUN-SW,MGUN-W,MGUN-NW
Bright=yes
;IsHouseColor=true         ;是否使用玩家颜色
;LaserOuterSpread= 255,255,255  ;激光最外侧使用的颜色
LaserInnerColor=255,180,0 ;设置激光和雷射炮发射时的颜色 
;LaserOuterColor=255,205,213;设置激光和雷射炮逐渐暗淡到消失时的颜色
LaserDuration=1      ;光束闪动的时间，数字越大，激光就越久才消失
IsLaser=true	; this flag tells the game to use the special laser draw effect
;Burst=2   ;一次两发子弹 后+


[AAGattling]
Damage=25
ROF=16
Range=8
Projectile=Invisible4 ;GEF Anti air ;SA
Speed=100
Warhead=GattWH
Report=GattlingGunAttackLoop1
;DownReport=GattlingGunDecreaseLoop1
Burst = 2
Anim=MGUN-N,MGUN-NE,MGUN-E,MGUN-SE,MGUN-S,MGUN-SW,MGUN-W,MGUN-NW
Bright=yes
;IsHouseColor=true         ;是否使用玩家颜色
;LaserOuterSpread= 255,255,255  ;激光最外侧使用的颜色
LaserInnerColor=255,205,213;设置激光和雷射炮发射时的颜色 
;LaserOuterColor=255,128,0 ;设置激光和雷射炮逐渐暗淡到消失时的颜色
LaserDuration=1      ;光束闪动的时间，数字越大，激光就越久才消失
IsLaser=true	; this flag tells the game to use the special laser draw effect
;Burst=2   ;一次两发子弹 后+


[AGGattling2]
Damage=25;50
ROF=16
Range=5
Projectile=Invisiblelow ;GEF Anti ground ;SA
Speed=100
Warhead=SA
Report=GattlingGunAttackLoop2
;DownReport=GattlingGunDecreaseLoop2
Anim=GUNFIRE
Burst = 2
Bright=yes
;IsHouseColor=true         ;是否使用玩家颜色
;LaserOuterSpread= 255,255,255  ;激光最外侧使用的颜色
LaserInnerColor=255,205,213 ;设置激光和雷射炮发射时的颜色 
;LaserOuterColor=255,128,0 ;设置激光和雷射炮逐渐暗淡到消失时的颜色
LaserDuration=1      ;光束闪动的时间，数字越大，激光就越久才消失
IsLaser=true	; this flag tells the game to use the special laser draw effect
;Burst=2   ;一次两发子弹 后+

[AAGattling2]
Damage=30
ROF=8
Range=8
Projectile=Invisible4 ;GEF Anti air ;SA
Speed=100
Warhead=GattWH
Report=GattlingGunAttackLoop2
;DownReport=GattlingGunDecreaseLoop2
Anim=GUNFIRE
Burst = 2
Bright=yes
;IsHouseColor=true         ;是否使用玩家颜色
;LaserOuterSpread= 255,255,255  ;激光最外侧使用的颜色
LaserInnerColor=255,205,213 ;设置激光和雷射炮发射时的颜色 
;LaserOuterColor=255,128,0 ;设置激光和雷射炮逐渐暗淡到消失时的颜色
LaserDuration=1      ;光束闪动的时间，数字越大，激光就越久才消失
IsLaser=true	; this flag tells the game to use the special laser draw effect
;Burst=2   ;一次两发子弹 后+


[AGGattling3]
Damage=25;50
ROF=16
Range=5
Projectile=Invisiblelow ;GEF Anti ground ;SA
Speed=100
Warhead=SSA
Report=GattlingGunAttackLoop3
;DownReport=GattlingGunDecreaseLoop3
Anim=VTMUZZLE
Burst = 2
Bright=yes
;UseSparkParticles=yes ;注意是使用闪光粒子，不是Fire粒子
;AttachedParticleSystem=FlameTracerSys ;挂载的粒子系统
;IsHouseColor=true         ;是否使用玩家颜色
;LaserOuterSpread= 255,255,255  ;激光最外侧使用的颜色
LaserInnerColor=255,205,213 ;设置激光和雷射炮发射时的颜色 
;LaserOuterColor=255,128,0 ;设置激光和雷射炮逐渐暗淡到消失时的颜色
LaserDuration=1      ;光束闪动的时间，数字越大，激光就越久才消失
IsLaser=true	; this flag tells the game to use the special laser draw effect
;Burst=2   ;一次两发子弹 后+


[AAGattling3]
Damage=40
ROF=4
Range=8
Projectile=Invisible4 ;GEF Anti air ;SA
Speed=100
Warhead=GattWH
Report=GattlingGunAttackLoop3
;DownReport=GattlingGunDecreaseLoop3
Anim=VTMUZZLE
Burst = 2
Bright=yes
;UseSparkParticles=yes ;注意是使用闪光粒子，不是Fire粒子
;AttachedParticleSystem=FlameTracerSys ;挂载的粒子系统
;IsHouseColor=true         ;是否使用玩家颜色
;LaserOuterSpread= 255,255,255  ;激光最外侧使用的颜色
LaserInnerColor=255,205,213 ;设置激光和雷射炮发射时的颜色 
;LaserOuterColor=255,128,0 ;设置激光和雷射炮逐渐暗淡到消失时的颜色
LaserDuration=1      ;光束闪动的时间，数字越大，激光就越久才消失
IsLaser=true	; this flag tells the game to use the special laser draw effect
;Burst=2   ;一次两发子弹 后+


[Gattling]
Damage=30
ROF=10
Range=7;5.5
Projectile=Invisible3 ;GEF Anti air and anti ground ;SA
Speed=100
Warhead=GattWH
Report=SentryGunAttack
Anim=GUNFIRE
;Anim=MGUN-N,MGUN-NE,MGUN-E,MGUN-SE,MGUN-S,MGUN-SW,MGUN-W,MGUN-NW
Bright=yes
;IsHouseColor=true         ;是否使用玩家颜色
;LaserOuterSpread= 255,255,255  ;激光最外侧使用的颜色
LaserInnerColor=255,205,213 ;设置激光和雷射炮发射时的颜色 
;LaserOuterColor=255,128,0 ;设置激光和雷射炮逐渐暗淡到消失时的颜色
LaserDuration=1      ;光束闪动的时间，数字越大，激光就越久才消失
IsLaser=true	; this flag tells the game to use the special laser draw effect
;Burst=2   ;一次两发子弹 后+


[AGGattlingE]
Damage=25
ROF=16
Range=5
Projectile=Invisiblelow ;GEF Anti ground ;SA
Speed=100
Warhead=GattWH
Report=GattlingGunAttackLoop1
;DownReport=GattlingGunDecreaseLoop1
Burst = 2
Anim=MGUN-N,MGUN-NE,MGUN-E,MGUN-SE,MGUN-S,MGUN-SW,MGUN-W,MGUN-NW
Bright=yes
;IsHouseColor=true         ;是否使用玩家颜色
;LaserOuterSpread= 255,255,255  ;激光最外侧使用的颜色
LaserInnerColor=255,205,213 ;设置激光和雷射炮发射时的颜色 
;LaserOuterColor=255,128,0 ;设置激光和雷射炮逐渐暗淡到消失时的颜色
LaserDuration=1      ;光束闪动的时间，数字越大，激光就越久才消失
IsLaser=true	; this flag tells the game to use the special laser draw effect
;Burst=2   ;一次两发子弹 后+


[AGGattling2E]
Damage=25
ROF=16
Range=5
Projectile=Invisiblelow ;GEF Anti ground ;SA
Speed=100
Warhead=SA
Report=GattlingGunAttackLoop2
;DownReport=GattlingGunDecreaseLoop2
Anim=GUNFIRE
Burst = 2
Bright=yes
;IsHouseColor=true         ;是否使用玩家颜色
;LaserOuterSpread= 255,255,255  ;激光最外侧使用的颜色
LaserInnerColor=255,205,213 ;设置激光和雷射炮发射时的颜色 
;LaserOuterColor=255,128,0 ;设置激光和雷射炮逐渐暗淡到消失时的颜色
LaserDuration=1      ;光束闪动的时间，数字越大，激光就越久才消失
IsLaser=true	; this flag tells the game to use the special laser draw effect
;Burst=2   ;一次两发子弹 后+


[AGGattling3E]
Damage=25
ROF=16
Range=5
Projectile=Invisiblelow ;GEF Anti ground ;SA
Speed=100
Warhead=SSA
Report=GattlingGunAttackLoop3
;DownReport=GattlingGunDecreaseLoop3
Anim=VTMUZZLE
Burst = 2
Bright=yes
;UseSparkParticles=yes ;注意是使用闪光粒子，不是Fire粒子
;AttachedParticleSystem=FlameTracerSys ;挂载的粒子系统
;IsHouseColor=true         ;是否使用玩家颜色
;LaserOuterSpread= 255,255,255  ;激光最外侧使用的颜色
LaserInnerColor=255,205,213 ;设置激光和雷射炮发射时的颜色 
;LaserOuterColor=255,128,0 ;设置激光和雷射炮逐渐暗淡到消失时的颜色
LaserDuration=1      ;光束闪动的时间，数字越大，激光就越久才消失
IsLaser=true	; this flag tells the game to use the special laser draw effect
;Burst=2   ;一次两发子弹 后+


[AAGattCann]
Damage=30;40;50
ROF=16
Range=12
Projectile=Invisible4 ;GEF Anti air ;SA
Speed=100
Warhead=GattWH
Report=GattlingGunAttackLoop1
;DownReport=GattlingGunDecreaseLoop1
Burst = 2
Anim=MGUN-N,MGUN-NE,MGUN-E,MGUN-SE,MGUN-S,MGUN-SW,MGUN-W,MGUN-NW
;IsHouseColor=true         ;是否使用玩家颜色
;LaserOuterSpread= 255,255,255  ;激光最外侧使用的颜色
LaserInnerColor=255,205,213 ;设置激光和雷射炮发射时的颜色 
;LaserOuterColor=255,128,0 ;设置激光和雷射炮逐渐暗淡到消失时的颜色
LaserDuration=1      ;光束闪动的时间，数字越大，激光就越久才消失
IsLaser=true	; this flag tells the game to use the special laser draw effect
;Burst=2   ;一次两发子弹 后+

[AAGattCann2]
Damage=30;40;50
ROF=8
Range=12
Projectile=Invisible4 ;GEF Anti air ;SA
Speed=100
Warhead=GattWH
Report=GattlingGunAttackLoop2
;DownReport=GattlingGunDecreaseLoop2
Anim=GUNFIRE
Burst = 2
;IsHouseColor=true         ;是否使用玩家颜色
;LaserOuterSpread= 255,255,255  ;激光最外侧使用的颜色
LaserInnerColor=255,205,213 ;设置激光和雷射炮发射时的颜色 
;LaserOuterColor=255,128,0 ;设置激光和雷射炮逐渐暗淡到消失时的颜色
LaserDuration=1      ;光束闪动的时间，数字越大，激光就越久才消失
IsLaser=true	; this flag tells the game to use the special laser draw effect
;Burst=2   ;一次两发子弹 后+


; rapid fire anti-air machine gun   建筑盖特
[AAGattCann3]
Damage=30;40;50
ROF=4
Range=12
Projectile=Invisible4 ;GEF Anti air ;SA
Speed=100
Warhead=GattWH
Report=GattlingGunAttackLoop3
;DownReport=GattlingGunDecreaseLoop3
Anim=VTMUZZLE
Burst = 2
;IsHouseColor=true         ;是否使用玩家颜色
;LaserOuterSpread= 255,255,255  ;激光最外侧使用的颜色
LaserInnerColor=255,205,213 ;设置激光和雷射炮发射时的颜色 
;LaserOuterColor=255,128,0 ;设置激光和雷射炮逐渐暗淡到消失时的颜色
LaserDuration=1      ;光束闪动的时间，数字越大，激光就越久才消失
IsLaser=true	; this flag tells the game to use the special laser draw effect
;Burst=2   ;一次两发子弹 后+


[20mm]  ;飞行兵
Damage=25
ROF=30
Range=5
Projectile=Invisible3
Speed=100
Warhead=SSA
Report=RocketeerAttack
Bright=yes
LaserInnerColor=255,205,213 ;设置激光和雷射炮发射时的颜色 
LaserDuration=1      ;光束闪动的时间，数字越大，激光就越久才消失
IsLaser=true	; this flag tells the game to use the special laser draw effect
;UseSparkParticles=yes ;注意是使用闪光粒子，不是Fire粒子
;AttachedParticleSystem=FlameTracerSys ;挂载的粒子系统

[20mmE]
Damage=25
ROF=5
Range=5
Projectile=Invisible3
Speed=100
Warhead=SSA
Report=RocketeerAttack
Bright=yes
LaserInnerColor=255,205,213 ;设置激光和雷射炮发射时的颜色 
LaserDuration=1      ;光束闪动的时间，数字越大，激光就越久才消失
IsLaser=true	; this flag tells the game to use the special laser draw effect
;UseSparkParticles=yes ;注意是使用闪光粒子，不是Fire粒子
;AttachedParticleSystem=FlameTracerSys ;挂载的粒子系统

[FlakTrackGun]		; Anti-surface gun
Damage=25 ;25 -changed by DB on 7/18/01
ROF=25 ;40 -changed by DB on 7/18/01
Range=5
Projectile=FlakTProj
Speed=50
Report=FlakTrackAttackGround		; put in new sound for this
Warhead=FlakTWH
Anim=GUNFIRE
Bright=yes 

[FlakTrackGunE]		; Anti-surface gun
Damage=25
ROF=25
Range=5
Projectile=FlakTProj
Speed=50
Report=FlakTrackAttackGround		; put in new sound for this
Warhead=FlakTWH
Anim=GUNFIRE
Burst=2
Bright=yes 





[FlakGuyGun]		; Anti-surface gun for the Flak Trooper
Damage=20
ROF=20
Range=5
Projectile=FlakTProj
Speed=50
Report=FlakTrackAttackGround		; put in new sound for this
Warhead=FlakTWH
Anim=GUNFIRE
Bright=yes 

[FlakGuyGunE]		; Anti-surface gun for the Flak Trooper
Damage=20
ROF=20
Range=5
Projectile=FlakTProj
Speed=50
Report=FlakTrackAttackGround		; put in new sound for this
Warhead=FlakTWH
Anim=GUNFIRE
Burst=2
Bright=yes 



[PsychicJab];尤里小兵
Damage=25
ROF=15
Range=4.5
Projectile=InvisibleLow
Speed=100
;Warhead=PJABWH
Warhead=SAFlame
Report=InitiateAttack
OccupantAnim=UCINIT
OpenToppedAnim=GUNFIRE;weapon doesn't have an anim naturally, so use this one when in a BattleFortress
Bright=yes 
;UseSparkParticles=yes ;注意是使用闪光粒子，不是Fire粒子
;AttachedParticleSystem=FlameTracerSys ;挂载的粒子系统

[PsychicJabE]
Damage=30
ROF=15
Range=6
Projectile=InvisibleLow
Speed=100
Warhead=SAFlame
Report=InitiateAttack
OccupantAnim=UCINIT
OpenToppedAnim=GUNFIRE;weapon doesn't have an anim naturally, so use this one when in a BattleFortress
Bright=yes 

[UCPsychicJab]
Damage=63
ROF=15
Range=6 ;7
Projectile=InvisibleHigh
Speed=100
Warhead=SSABFlame
Report=InitiateAttack
OccupantAnim=UCINIT
Bright=yes 
;IsHouseColor=true         ;是否使用玩家颜色
;LaserOuterSpread= 255,255,255  ;激光最外侧使用的颜色
LaserInnerColor=255,205,213 ;设置激光和雷射炮发射时的颜色 
;LaserOuterColor=255,128,0 ;设置激光和雷射炮逐渐暗淡到消失时的颜色
LaserDuration=1      ;光束闪动的时间，数字越大，激光就越久才消失
IsLaser=true	; this flag tells the game to use the special laser draw effect
;Burst=2   ;一次两发子弹 后+


[UCElitePsychicJab]
Damage=73
ROF=15
Range=6 ;7
Projectile=InvisibleHigh
Speed=100
Warhead=SSABFlame
Report=InitiateAttack
OccupantAnim=UCINIT
Bright=yes 
;IsHouseColor=true         ;是否使用玩家颜色
;LaserOuterSpread= 255,255,255  ;激光最外侧使用的颜色
LaserInnerColor=255,205,213 ;设置激光和雷射炮发射时的颜色 
;LaserOuterColor=255,128,0 ;设置激光和雷射炮逐渐暗淡到消失时的颜色
LaserDuration=1      ;光束闪动的时间，数字越大，激光就越久才消失
IsLaser=true	; this flag tells the game to use the special laser draw effect
;Burst=2   ;一次两发子弹 后+


[SHOVEL] 
Range=1.5
CellRangefinding=yes
Projectile=InvisibleLow
Speed=100
Damage=30
ROF=30
Warhead=SA
Report=
Bright=yes 

[20mmRapid];要塞 矿车
Damage=30
ROF=20
Range=5.5
Projectile=InvisibleLow
Speed=100
Warhead=HARVWH
Report=WarMinerAttack
Anim=S_BANG16;GUNFIRE
Bright=yes 
;UseSparkParticles=yes ;注意是使用闪光粒子，不是Fire粒子
;AttachedParticleSystem=FlameTracerSys ;挂载的粒子系统
;IsHouseColor=true         ;是否使用玩家颜色
;LaserOuterSpread= 255,255,255  ;激光最外侧使用的颜色
LaserInnerColor=255,205,213 ;设置激光和雷射炮发射时的颜色 
;LaserOuterColor=255,128,0 ;设置激光和雷射炮逐渐暗淡到消失时的颜色
LaserDuration=1      ;光束闪动的时间，数字越大，激光就越久才消失
IsLaser=true	; this flag tells the game to use the special laser draw effect
;Burst=2   ;一次两发子弹 后+

[20mmRapidE] ;3星矿车
Damage=50
ROF=50
Range=5.75
Projectile=Cannon
Speed=40
Warhead=HowitzerWH
Report=RhinoTankAttack
Anim=GUNFIRE
Bright=yes 
;UseSparkParticles=yes ;注意是使用闪光粒子，不是Fire粒子
;AttachedParticleSystem=FlameTracerSys ;挂载的粒子系统


[Vulcan];烧结跑苏军
Damage=50
ROF=26
Range=5.5
Projectile=InvisibleLow
Speed=100
Warhead=SA
Report=SentryGunAttack
Anim=S_BANG16;MGUN-N,MGUN-NE,MGUN-E,MGUN-SE,MGUN-S,MGUN-SW,MGUN-W,MGUN-NW
Bright=yes 
;UseSparkParticles=yes ;注意是使用闪光粒子，不是Fire粒子
;AttachedParticleSystem=FlameTracerSys ;挂载的粒子系统
;IsHouseColor=true         ;是否使用玩家颜色
;LaserOuterSpread= 255,255,255  ;激光最外侧使用的颜色
LaserInnerColor=255,205,213 ;设置激光和雷射炮发射时的颜色 
;LaserOuterColor=255,128,0 ;设置激光和雷射炮逐渐暗淡到消失时的颜色
LaserDuration=1      ;光束闪动的时间，数字越大，激光就越久才消失
IsLaser=true	; this flag tells the game to use the special laser draw effect
;Burst=2   ;一次两发子弹 后+


[Vulcan2];机枪碉堡盟军
Damage=50
ROF=26
Range=5.5
Projectile=InvisibleLow
Speed=100
Warhead=SA
Report=PillboxAttack
Anim=S_BANG16;MGUN-N,MGUN-NE,MGUN-E,MGUN-SE,MGUN-S,MGUN-SW,MGUN-W,MGUN-NW
; SJM thinks this is silly for a machine gun: Bright=true
Bright=yes 
;UseSparkParticles=yes ;注意是使用闪光粒子，不是Fire粒子
;AttachedParticleSystem=FlameTracerSys ;挂载的粒子系统
;IsHouseColor=true         ;是否使用玩家颜色
;LaserOuterSpread= 255,255,255  ;激光最外侧使用的颜色
LaserInnerColor=255,205,213 ;设置激光和雷射炮发射时的颜色 
;LaserOuterColor=255,128,0 ;设置激光和雷射炮逐渐暗淡到消失时的颜色
LaserDuration=1      ;光束闪动的时间，数字越大，激光就越久才消失
IsLaser=true	; this flag tells the game to use the special laser draw effect
;Burst=2   ;一次两发子弹 后+

[M1Carbine];苏军小兵
Damage=15
ROF=25
Range=4
Projectile=InvisibleLow
Speed=100
Warhead=SA
Report=ConscriptAttack
OccupantAnim=UCCONS
Bright=yes 
;UseSparkParticles=yes ;注意是使用闪光粒子，不是Fire粒子
;AttachedParticleSystem=FlameTracerSys ;挂载的粒子系统

[UCM1Carbine]
Damage=20
ROF=20
Range=6 ;7
Projectile=InvisibleHigh
Speed=100
Warhead=SSAB
Report=SovietOccupiedAttack
OccupantAnim=UCCONS
Bright=yes 
;IsHouseColor=true         ;是否使用玩家颜色
;LaserOuterSpread= 255,255,255  ;激光最外侧使用的颜色
LaserInnerColor=255,205,213 ;设置激光和雷射炮发射时的颜色 
;LaserOuterColor=255,128,0 ;设置激光和雷射炮逐渐暗淡到消失时的颜色
LaserDuration=1      ;光束闪动的时间，数字越大，激光就越久才消失
IsLaser=true	; this flag tells the game to use the special laser draw effect
;Burst=2   ;一次两发子弹 后+


[UCEliteM1Carbine]
Damage=30
ROF=20
Range=6 ;7
Projectile=InvisibleHigh
Speed=100
Warhead=SSAB
Report=SovietOccupiedAttack
OccupantAnim=UCCONS
Bright=yes 
;IsHouseColor=true         ;是否使用玩家颜色
;LaserOuterSpread= 255,255,255  ;激光最外侧使用的颜色
LaserInnerColor=255,205,213 ;设置激光和雷射炮发射时的颜色 
;LaserOuterColor=255,128,0 ;设置激光和雷射炮逐渐暗淡到消失时的颜色
LaserDuration=1      ;光束闪动的时间，数字越大，激光就越久才消失
IsLaser=true	; this flag tells the game to use the special laser draw effect
;Burst=2   ;一次两发子弹 后+



[M1CarbineE] ;3x小兵有粒子效果
Damage=20
ROF=25
Range=5
Projectile=InvisibleLow
Speed=100
Warhead=SA
Report=ConscriptAttack
OccupantAnim=UCCONS
Bright=yes 
;UseSparkParticles=yes ;注意是使用闪光粒子，不是Fire粒子
;AttachedParticleSystem=FlameTracerSys ;挂载的粒子系统


[AssaultBolt]
Damage=10
ROF=25
Range=1.83
Speed=100
Warhead=ElectricAssault
Report=TeslaTroopRechargeCoil
Projectile=InvisibleLow
IsElectricBolt=true
IsAlternateColor=true
Bright=yes 

[ElectricBolt]
Damage=50
ROF=60
Range=3
Speed=100
Warhead=Shock
Report=TeslaTroopAttack
Projectile=InvisibleLow
IsElectricBolt=true
AssaultAnim=UCELEC;the anim to play when a UC building is cleared (assaulters need this on their primary weapon)
Bright=yes 

[ElectricBoltE]
Damage=50
ROF=40
Range=5
Speed=100
Warhead=Shock
Report=TeslaTroopEliteAttack
Projectile=Electricbounce
IsElectricBolt=true
AssaultAnim=UCELEC;the anim to play when a UC building is cleared (assaulters need this on their primary weapon)
Bright=yes 

[RadBeamWeapon]
Damage=125
ROF=50
Range=6
Speed=100
Projectile=InvisibleLow
Warhead=RadBeamWarhead
IsRadBeam=yes
Report=DesolatorAttack
Bright=yes 

[BlackHawkCannon]  ；直升机武器 要塞 尤里矿车
Damage=35
ROF=40
Range=6
Projectile=QuadShell
Speed=100
Warhead=SA
Report=BlackOpsAttack
Anim=MGUN-N,MGUN-NE,MGUN-E,MGUN-SE,MGUN-S,MGUN-SW,MGUN-W,MGUN-NW
OmniFire=yes
Bright=yes 
;UseSparkParticles=yes ;注意是使用闪光粒子，不是Fire粒子
;AttachedParticleSystem=FlameTracerSys ;挂载的粒子系统
;IsHouseColor=true         ;是否使用玩家颜色
;LaserOuterSpread= 255,255,255  ;激光最外侧使用的颜色
LaserInnerColor=255,205,213;设置激光和雷射炮发射时的颜色 
;LaserOuterColor=255,128,0 ;设置激光和雷射炮逐渐暗淡到消失时的颜色
LaserDuration=1      ;光束闪动的时间，数字越大，激光就越久才消失
IsLaser=true	; this flag tells the game to use the special laser draw effect
;Burst=2   ;一次两发子弹 后+

[BlackHawkCannonE]
Damage=40
ROF=40
Range=6
Projectile=QuadShell
Speed=100
Warhead=SSA
Report=BlackOpsAttack
Anim=MGUN-N,MGUN-NE,MGUN-E,MGUN-SE,MGUN-S,MGUN-SW,MGUN-W,MGUN-NW
OmniFire=yes
Bright=yes 
;UseSparkParticles=yes ;注意是使用闪光粒子，不是Fire粒子
;AttachedParticleSystem=FlameTracerSys ;挂载的粒子系统
;IsHouseColor=true         ;是否使用玩家颜色
;LaserOuterSpread= 255,255,255  ;激光最外侧使用的颜色
LaserInnerColor=255,205,213 ;设置激光和雷射炮发射时的颜色 
;LaserOuterColor=255,128,0 ;设置激光和雷射炮逐渐暗淡到消失时的颜色
LaserDuration=1      ;光束闪动的时间，数字越大，激光就越久才消失
IsLaser=true	; this flag tells the game to use the special laser draw effect
;Burst=2   ;一次两发子弹 后+



[M60E]
Damage=25
ROF=20
Range=4
Projectile=InvisibleLow
Speed=100
Warhead=SA
Report=GIAttack
Anim=MGUN-N,MGUN-NE,MGUN-E,MGUN-SE,MGUN-S,MGUN-SW,MGUN-W,MGUN-NW
OccupantAnim=UCFLASH
Bright=yes 

[CRM60]    ;大兵 ifv
Damage=25
ROF=15
Range=6;4
Projectile=InvisibleLow
Speed=100
Warhead=SSA
Report=IFVAttackGround
Anim=S_BANG16;MGUN-N,MGUN-NE,MGUN-E,MGUN-SE,MGUN-S,MGUN-SW,MGUN-W,MGUN-NW
Bright=yes 
LaserInnerColor=255,205,213 ;设置激光和雷射炮发射时的颜色 
LaserDuration=1      ;光束闪动的时间，数字越大，激光就越久才消失
IsLaser=true	; this flag tells the game to use the special laser draw effect
;UseSparkParticles=yes 
;AttachedParticleSystem=FlameTracerSys 


[CRTerrorBomb]
Projectile=Invisible
Damage=250
Warhead=TerrorBombWH
Anim=RING1
Range=1.5
ROF=10
Suicide=yes
Bright=yes 


[AirstrikeFlare];鲍里斯瞄准
Verses=0%,0%,0%,0%,0%,0%,1%,1%,1%,0%,0%
Rocker=no
Sparky=no
Airstrike=yes
AnimList=ARRWDEST ;CELLSEL

;Charges=no
;LaserInnerColor = 255,0,0
;LaserOuterColor = 127,0,0;0,0,0
;LaserOuterSpread= 40,80,80;20,40,40
;LaserDuration = 90;15
Projectile=Invisible;LLine2
;IsLaser=true	; this flag tells the game to use the special laser draw effect
IsLine=true
IsHouseColor=true

[AKM]
Damage=65
ROF=20
Range=7
Projectile=InvisibleLow
Speed=100
Warhead=BORISWH
Report=BorisAttack
AssaultAnim=UCBLOOD;the anim to play when a UC building is cleared (assaulters need this on their primary weapon)
Bright=yes 
;UseSparkParticles=yes ;注意是使用闪光粒子，不是Fire粒子
;AttachedParticleSystem=FlameTracerSys ;挂载的粒子系统
;IsHouseColor=true         ;是否使用玩家颜色
;LaserOuterSpread= 255,255,255  ;激光最外侧使用的颜色
LaserInnerColor=255,205,213 ;设置激光和雷射炮发射时的颜色 
;LaserOuterColor=255,128,0 ;设置激光和雷射炮逐渐暗淡到消失时的颜色
LaserDuration=1      ;光束闪动的时间，数字越大，激光就越久才消失
IsLaser=true	; this flag tells the game to use the special laser draw effect
;Burst=2   ;一次两发子弹 后+
Anim=S_BANG16

[AKME]
Damage=90
ROF=20
Range=9
Projectile=InvisibleLow
Speed=100
Warhead=BORISWH
Report=BorisAttack
AssaultAnim=UCBLOOD;the anim to play when a UC building is cleared (assaulters need this on their primary weapon)
Bright=yes 
;UseSparkParticles=yes ;注意是使用闪光粒子，不是Fire粒子
;AttachedParticleSystem=FlameTracerSys ;挂载的粒子系统
;IsHouseColor=true         ;是否使用玩家颜色
;LaserOuterSpread= 255,255,255  ;激光最外侧使用的颜色
LaserInnerColor=255,205,213 ;设置激光和雷射炮发射时的颜色 
;LaserOuterColor=255,128,0 ;设置激光和雷射炮逐渐暗淡到消失时的颜色
LaserDuration=1      ;光束闪动的时间，数字越大，激光就越久才消失
IsLaser=true	; this flag tells the game to use the special laser draw effect
;Burst=2   ;一次两发子弹 后+
Anim=S_BANG16

[Maverick3E]
Damage=400
ROF=10
Range=9
Projectile=AirToGroundMissilemg ;GEF was AAHeatSeeker2 ; was HeatSeeker
Speed=70
Warhead=ORCAAP
Report=BlackEagleAttack
Burst=2
Bright=yes 
Anim=S_BRNL58

[AirToGroundMissilemg] ;米格抛射体
Arm=2
Shadow=yes;no
Proximity=no
Ranged=yes
AA=no
AG=yes
Image=MISLMLTI  ;红色导弹
ROT=100 ;was 60
SubjectToCliffs=no
SubjectToElevation=no
SubjectToWalls=no


[UCPara]  ;建筑内美国大兵
Damage=30
ROF=15
Range=6 ;7
Projectile=InvisibleHigh
Speed=100
Warhead=SSAB
Report=AlliedOccupiedAttack
Anim=MGUN-N,MGUN-NE,MGUN-E,MGUN-SE,MGUN-S,MGUN-SW,MGUN-W,MGUN-NW
OccupantAnim=UCFLASH
Bright=yes
LaserInnerColor=255,205,213 ;设置激光和雷射炮发射时的颜色 
LaserDuration=1      ;光束闪动的时间，数字越大，激光就越久才消失
IsLaser=true	; this flag tells the game to use the special laser draw effect

[UCElitePara]
Damage=40
ROF=15
Range=6 ;7
Projectile=InvisibleHigh
Speed=100
Warhead=SSAB
Report=AlliedOccupiedAttack
Anim=MGUN-N,MGUN-NE,MGUN-E,MGUN-SE,MGUN-S,MGUN-SW,MGUN-W,MGUN-NW
OccupantAnim=UCFLASH
Bright=yes
;IsHouseColor=true         ;是否使用玩家颜色
;LaserOuterSpread= 255,255,255  ;激光最外侧使用的颜色
LaserInnerColor=255,205,213 ;设置激光和雷射炮发射时的颜色 
;LaserOuterColor=255,128,0 ;设置激光和雷射炮逐渐暗淡到消失时的颜色
LaserDuration=1      ;光束闪动的时间，数字越大，激光就越久才消失
IsLaser=true	; this flag tells the game to use the special laser draw effect
;Burst=2   ;一次两发子弹 后+

[AWP]
Damage=125
ROF=150
Range=14
Projectile=InvisibleLow
Speed=100
Report=SniperAttack
Warhead=HollowPoint
RevealOnFire=no ; Doesn't clear shroud when fired
;Projectile=FlameTracer
Bright=yes 
;UseSparkParticles=yes ;注意是使用闪光粒子，不是Fire粒子
;AttachedParticleSystem=FlameTracerSys ;挂载的粒子系统
IsHouseColor=true         ;是否使用玩家颜色
LaserOuterSpread= 0,0,0  ;激光最外侧使用的颜色
LaserDuration=1      ;光束闪动的时间，数字越大，激光就越久才消失
IsLaser=true	; this flag tells the game to use the special laser draw effect
Burst=1   ;一次两发子弹 后+

[AWPE]
Damage=125
ROF=60
Range=14
Projectile=InvisibleLow
Speed=100
Report=SniperAttack
Warhead=HollowPoint
RevealOnFire=no ; Doesn't clear shroud when fired
Bright=yes 
;UseSparkParticles=yes ;注意是使用闪光粒子，不是Fire粒子
;AttachedParticleSystem=FlameTracerSys ;挂载的粒子系统
IsHouseColor=true         ;是否使用玩家颜色
LaserOuterSpread= 0,0,0  ;激光最外侧使用的颜色
LaserDuration=1      ;光束闪动的时间，数字越大，激光就越久才消失
IsLaser=true	; this flag tells the game to use the special laser draw effect
Burst=1   ;一次两发子弹 后+

[BlimpBomb]
Damage=250
Burst=1
ROF=50
Range=1.5
CellRangefinding=yes
Projectile=BlimpBombP
Speed=20
Warhead=BlimpHE
Report=KirovAttack
OmniFire=yes ; Don't need to turn even though I have no turret (Need since if I am directly over my target it will baffle the CloseEnough test for the facing)
Bright=yes 


[BlimpBombE] ;基洛夫炸弹
Damage=250
Burst=1
ROF=50
Range=1.5
CellRangefinding=yes
Projectile=BlimpBombP
Speed=20
Warhead=KTSTLEXP
Report=KirovAttack
OmniFire=yes ; Don't need to turn even though I have no turret (Need since if I am directly over my target it will baffle the CloseEnough test for the facing)
Bright=yes 


[V3Launcher]
Damage=1
ROF=150
Range=18
MinimumRange=5
Spawner=yes
Projectile=InvisibleHigh
Speed=10
Warhead=Special
Bright=yes 

[V3]
UIName=Name:V3
Name=V3 Launcher    ;locked
Category=AFV
Prerequisite=NAWEAP,NARADR
Primary=V3Launcher
CanPassiveAquire=no ; Won't try to pick up own targets
Spawns=V3ROCKET
SpawnsNumber=1
SpawnRegenRate=400
SpawnReloadRate=0 ; missile spawn don't come back
NoSpawnAlt=yes ; alternate voxel for out of spawns: xxxxWO (V3WO)
Strength=150
Armor=light
TechLevel=3
Turret=no
CrateGoodie=yes
Sight=7
Speed=4
Owner=Russians,Confederation,Africans,Arabs
Cost=800
Soylent=800
Points=40
ROT=5
AllowedToStartInMultiplayer=no
Crusher=yes
Crewed=no ; Big giant missile on its head precludes survivor (per designer)
IsSelectableCombatant=yes
;Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60,DBRS10SM,FLAMEGUY
VoiceSelect=V3Select
VoiceMove=V3Move
VoiceAttack=V3AttackCommand
VoiceFeedback=
DieSound=GenVehicleDie
MoveSound=V3MoveStart
CrushSound=TankCrush
Maxdebris=3
Locomotor={4A582741-9839-11d1-B709-00A024DDAFD1}
;MovementZone=Normal ;gs FLAW needs to be changed to this when The Flaw is fixed
MovementZone=Destroyer
ThreatPosed=25	; This value MUST be 0 for all building addons
DamageParticleSystems=SparkSys,SmallGreySSys
Weight=3.5
VeteranAbilities=STRONGER,FIREPOWER,ROF,SIGHT,FASTER
EliteAbilities=SELF_HEAL,STRONGER,FIREPOWER,ROF
AccelerationFactor=0.01
ZFudgeColumn=8
ZFudgeTunnel=13
Size=3
GuardRange=9
TooBigToFitUnderBridge=true
;MobileFire=false	; SJM: Looks like this was meant for the V3, but let's not enable it until we know we need it.
Bunkerable=no; Units default to yes, others default to no
 
[V3WH]   ;v3弹头
CellSpread=1
PercentAtMax=.25
Wall=yes
Wood=yes
Verses=100%,90%,80%,90%,70%,70%,100%,100%,50%,80%,0%
Conventional=yes
Rocker=yes
InfDeath=2
AnimList=XGRYSML1,XGRYSML2,EXPLOSML,XGRYMED1,XGRYMED2,EXPLOMED,EXPLOLRG,TWLT070
Deform=10%
DeformThreshhold=300
Tiberium=yes
Sparky=no
Bright=yes
ProneDamage=70%     ; Presumes air burst
CLDisableBlue=yes   ;true	; This says the Combat Light should be red.  (1)
;CLDisableGreen=true	; This says the Combat Light should be red.  (2)
CLDisableRed=yes
CombatLightSize=100%    ;100%
; high explosive (shrapnel) -- V3 Rocket warhead when elite

[V3EWH]
CellSpread=2
PercentAtMax=.5
Wall=yes
Wood=yes
Verses=100%,90%,80%,80%,70%,70%,100%,75%,50%,80%,0%
Conventional=yes
Rocker=yes
InfDeath=2
;AnimList=XGRYSML1,XGRYSML2,EXPLOSML,XGRYMED1,XGRYMED2,EXPLOMED,EXPLOLRG,TWLT070
AnimList=MININUKE
Tiberium=yes
Sparky=no
Bright=yes
ProneDamage=70%     ; Presumes air burst
CLDisableBlue=yes   ;true	; This says the Combat Light should be red.  (1)
;CLDisableGreen=true	; This says the Combat Light should be red.  (2)
CLDisableRed=yes
CombatLightSize=100%    ;100%

[Virusgun]
Damage=125
ROF=100
Range=10
Projectile=InvisibleLow
Speed=100
Report=VirusAttack
Warhead=Virus;HollowPoint
RevealOnFire=no ; Doesn't clear shroud when fired
OpenToppedAnim=GUNFIRE;weapon doesn't have an anim naturally, so use this one when in a BattleFortress
Bright=yes 
;UseSparkParticles=yes ;注意是使用闪光粒子，不是Fire粒子
;AttachedParticleSystem=FlameTracerSys ;挂载的粒子系统
IsHouseColor=true         ;是否使用玩家颜色
LaserOuterSpread= 0,0,0  ;激光最外侧使用的颜色
LaserDuration=1      ;光束闪动的时间，数字越大，激光就越久才消失
IsLaser=true	; this flag tells the game to use the special laser draw effect
Burst=1   ;一次两发子弹 后+
IsRailgun=true
AttachedParticleSystem=MirageRailgunSys
Anim=S_bang24

[VirusgunE]
Damage=125
ROF=80
Range=16
Projectile=InvisibleLow
Speed=100
Report=VirusAttack
Warhead=Virus;HollowPoint
RevealOnFire=no ; Doesn't clear shroud when fired
OpenToppedAnim=GUNFIRE;weapon doesn't have an anim naturally, so use this one when in a BattleFortress
Bright=yes 
;UseSparkParticles=yes ;注意是使用闪光粒子，不是Fire粒子
;AttachedParticleSystem=FlameTracerSys ;挂载的粒子系统
IsHouseColor=true         ;是否使用玩家颜色
LaserOuterSpread= 0,0,0  ;激光最外侧使用的颜色
LaserDuration=1      ;光束闪动的时间，数字越大，激光就越久才消失
IsLaser=true	; this flag tells the game to use the special laser draw effect
Burst=1   ;一次两发子弹 后+
IsRailgun=true
AttachedParticleSystem=MirageRailgunSys
Anim=S_bang24

[CRVirusGun]
Damage=125
ROF=80
Range=12
Projectile=InvisibleLow
Speed=100
Report=VirusAttack
Warhead=Virus;HollowPoint
RevealOnFire=no ; Doesn't clear shroud when fired
Bright=yes 
;UseSparkParticles=yes ;注意是使用闪光粒子，不是Fire粒子
;AttachedParticleSystem=FlameTracerSys ;挂载的粒子系统
IsHouseColor=true         ;是否使用玩家颜色
LaserOuterSpread= 0,0,0  ;激光最外侧使用的颜色
LaserDuration=1      ;光束闪动的时间，数字越大，激光就越久才消失
IsLaser=true	; this flag tells the game to use the special laser draw effect
Burst=1   ;一次两发子弹 后+
IsRailgun=true
AttachedParticleSystem=MirageRailgunSys
Anim=S_bang24

[DoublePistols] ;谭雅
Damage=125
ROF=5
Range=6
Projectile=InvisibleLow
Speed=100
Warhead=HollowPoint2
Report=TanyaAttack
AssaultAnim=UCBLOOD;the anim to play when a UC building is cleared (assaulters need this on their primary weapon)
Bright=yes 
;UseSparkParticles=yes ;注意是使用闪光粒子，不是Fire粒子
;AttachedParticleSystem=FlameTracerSys ;挂载的粒子系统
;IsHouseColor=true         ;是否使用玩家颜色
;LaserOuterSpread= 255,255,255  ;激光最外侧使用的颜色
LaserInnerColor=255,205,213 ;设置激光和雷射炮发射时的颜色 
;LaserOuterColor=255,128,0 ;设置激光和雷射炮逐渐暗淡到消失时的颜色
LaserDuration=1      ;光束闪动的时间，数字越大，激光就越久才消失
IsLaser=true	; this flag tells the game to use the special laser draw effect
;Burst=2   ;一次两发子弹 后+


[DoublePistolsE]
Damage=125
ROF=10
Range=8
Projectile=InvisibleLow
Speed=100
Warhead=HollowPoint2
Report=TanyaAttack
AssaultAnim=UCBLOOD;the anim to play when a UC building is cleared (assaulters need this on their primary weapon)
Bright=yes 
;UseSparkParticles=yes ;注意是使用闪光粒子，不是Fire粒子
;AttachedParticleSystem=FlameTracerSys ;挂载的粒子系统
;IsHouseColor=true         ;是否使用玩家颜色
;LaserOuterSpread= 255,255,255  ;激光最外侧使用的颜色
LaserInnerColor=255,205,213 ;设置激光和雷射炮发射时的颜色 
;LaserOuterColor=255,128,0 ;设置激光和雷射炮逐渐暗淡到消失时的颜色
LaserDuration=1      ;光束闪动的时间，数字越大，激光就越久才消失
IsLaser=true	; this flag tells the game to use the special laser draw effect
;Burst=2   ;一次两发子弹 后+


[MP5] ;海豹
Damage=125
ROF=10
Range=6
Projectile=InvisibleLow
Speed=100
Warhead=HollowPoint
Report=SealAttack
AssaultAnim=UCBLOOD;the anim to play when a UC building is cleared (assaulters need this on their primary weapon)
;UseSparkParticles=yes ;注意是使用闪光粒子，不是Fire粒子
;AttachedParticleSystem=FlameTracerSys ;挂载的粒子系统
;IsHouseColor=true         ;是否使用玩家颜色
;LaserOuterSpread= 255,255,255  ;激光最外侧使用的颜色
LaserInnerColor=255,205,213 ;设置激光和雷射炮发射时的颜色 
;LaserOuterColor=255,128,0 ;设置激光和雷射炮逐渐暗淡到消失时的颜色
LaserDuration=1      ;光束闪动的时间，数字越大，激光就越久才消失
IsLaser=true	; this flag tells the game to use the special laser draw effect
;Burst=2   ;一次两发子弹 后+

[MP5E]
Damage=125
ROF=10
Range=6
Projectile=InvisibleLow
Speed=100
Warhead=HollowPoint
Report=SealAttack
AssaultAnim=UCBLOOD;the anim to play when a UC building is cleared (assaulters need this on their primary weapon)
;UseSparkParticles=yes ;注意是使用闪光粒子，不是Fire粒子
;AttachedParticleSystem=FlameTracerSys ;挂载的粒子系统
;IsHouseColor=true         ;是否使用玩家颜色
;LaserOuterSpread= 255,255,255  ;激光最外侧使用的颜色
LaserInnerColor=255,205,213 ;设置激光和雷射炮发射时的颜色 
;LaserOuterColor=255,128,0 ;设置激光和雷射炮逐渐暗淡到消失时的颜色
LaserDuration=1      ;光束闪动的时间，数字越大，激光就越久才消失
IsLaser=true	; this flag tells the game to use the special laser draw effect
;Burst=2   ;一次两发子弹 后+

[HollowPoint3];crmp5
Verses=100%,100%,100%,2%,2%,2%,2%,2%,2%,100%,100%
InfDeath=1
AnimList=PIFF
ProneDamage=100%
Bullets=yes
CLDisableBlue=yes   ;true	; This says the Combat Light should be red.  (1)
;CLDisableGreen=true	; This says the Combat Light should be red.  (2)
CLDisableRed=true
CombatLightSize=100%    ;100%

[Maverick2]  ;黑鹰导弹
Damage=200
ROF=10
Range=6
Projectile=AirToGroundMissile ;GEF was AAHeatSeeker2 ; was HeatSeeker
Speed=70
Warhead=ORCAAPHY
Report=AegisAttack  ;BlackEagleAttack
Burst=1;2
Bright=yes 
Anim=S_BRNL58

[Maverick2E]
Damage=400
ROF=10
Range=9
Projectile=AirToGroundMissile ;GEF was AAHeatSeeker2 ; was HeatSeeker
Speed=70
Warhead=ORCAAPHY
Report=AegisAttack  ;BlackEagleAttack
Burst=1;2
Bright=yes 
Anim=S_BRNL58

[ORCAAPHY]  ;黑鹰 弹头
Wall=yes
Wood=yes
CellSpread=.4
PercentAtMax=1
Verses=100%,100%,100%,100%,100%,100%,100%,100%,75%,100%,100%
Conventional=yes
InfDeath=3
AnimList=MININUKE ;S_BANG48;S_TUMU60;VTEXPLOD 犀牛;VTMUZZLE ;S_CLSN58 
ProneDamage=50%
PenetratesBunker=yes;If shot at a bunkered tank, no means the bunker gets the damage, yes means the unit does
Bright=true			; This says there should be Combat Lighting.  It's ignored, but we'll say it anyway.
CLDisableBlue=yes   ;true	; This says the Combat Light should be red.  (1)
;CLDisableGreen=true	; This says the Combat Light should be red.  (2)
CLDisableRed=true
CombatLightSize=3000%    ;100%
;Sparky=yes
Particle=SmallGreySSys ;爆炸点冒烟

[ORCAAP]  ;入侵弹头
Wall=yes
Wood=yes
CellSpread=.4
PercentAtMax=1
Verses=100%,100%,100%,100%,100%,100%,100%,100%,75%,100%,100%
Conventional=yes
InfDeath=3
AnimList=S_BANG48;S_CLSN16,S_CLSN22,S_CLSN30,S_CLSN42,S_CLSN58,MININUKE  ;,INITFIRE 尤里新兵火焰 最后一个有效
ProneDamage=50%
PenetratesBunker=yes;If shot at a bunkered tank, no means the bunker gets the damage, yes means the unit does
Bright=true			; This says there should be Combat Lighting.  It's ignored, but we'll say it anyway.
CLDisableBlue=yes   ;true	; This says the Combat Light should be red.  (1)
;CLDisableGreen=true	; This says the Combat Light should be red.  (2)
CLDisableRed=true
CombatLightSize=2000%    ;100%
;Sparky=yes


[Maverick3]
Damage=750
ROF=10
Range=4
Projectile=AirToGroundMissilemg ;GEF was AAHeatSeeker2 ; was HeatSeeker
Speed=70
Warhead=MIGWH
Report=MigAttack
Burst=2
Bright=yes 
Anim=S_BRNL58

; aircraft and ground heatseeker
[AirToGroundMissile]     ;空对地导弹抛射体 
Arm=2
Shadow=no
;Proximity=yes
Proximity=no
Ranged=yes
AA=no
AG=yes
;Image=DRAGON
;Image=MISLMLTI   ;红色导弹
;Color=DarkRed
Image=MISLCHEM  ;白色导弹
Color=LightGrey ;NeonGreen 黑色  ;DarkRed 暗红
ROT=100 ;was 60
SubjectToCliffs=no
SubjectToElevation=no
SubjectToWalls=no
;FirersPalette=yes   ;使用玩家所属色  无效

[FlakTrackAAGun]	; 防空车
Damage=35
ROF=25
Range=10
Projectile=FlakProj	; AA bullet shared with Flak Cannon
Speed=100
Report=FlakTrackAttackAir
Warhead=FlakWH
Bright=yes 
Anim=S_BANG24

[FlakTrackAAGunE]	; Separate from Flak Cannon weapon so that stats may be tweaked
Damage=20
ROF=25
Range=8
Projectile=FlakProj	; AA bullet shared with Flak Cannon
Speed=100
Report=FlakTrackAttackAir
Warhead=FlakWH
Anim=S_BANG24;Anim=GUNFIRE
Burst=2
Bright=yes 


[FlakWeapon]		; This belongs to Flak Cannon
Damage=40
ROF=20
Range=12
Projectile=FlakProj	; AA bullet shared with Flak Track
Speed=100
Report=FlakCannonAttack
Warhead=FlakWH
Anim=S_BANG24;GUNFIRE
Bright=yes 

[FlakWH]	; For anti-air flak weapons.
CellSpread=1.0
PercentAtMax=.1
;;Verses=150%,80%,50%,100%,20%,20%,0%,0%,0%,100%,100%	; no buildings
Verses=150%,80%,50%,100%,100%,20%,0%,0%,0%,100%,100%	; no buildings
AnimList=S_BRNL58 ;SMKPUFF
InfDeath=3
Bright=true			; This says there should be Combat Lighting.  It's ignored, but we'll say it anyway.
CLDisableBlue=yes   ;true	; This says the Combat Light should be red.  (1)
CLDisableGreen=true	; This says the Combat Light should be red.  (2)
;CLDisableRed=true
CombatLightSize=100%    ;100%

[AEGIS]  ;神盾
UIName=Name:AEGIS
Name=Aegis Cruiser
Prerequisite=GAYARD,RADAR
Primary=Medusa
NavalTargeting=6
LandTargeting=1
ToProtect=yes
Category=AFV
Strength=800
Naval=yes
Armor=light
TechLevel=7
Sight=8
Speed=4
CrateGoodie=no
Owner=British,French,Germans,Americans,Alliance
AllowedToStartInMultiplayer=no
Cost=1200
Soylent=1200
Points=35
ROT=1
Crusher=no ;gs yes
Crewed=no
IsSelectableCombatant=yes
;PipScale=Ammo
;PipWrap=10
;InitialAmmo=0
Weight=4
;Ammo=40
RadialFireSegments=10
;OmniFire=yes ;GEF moved to weapon
OpportunityFire=yes
DistributedFire=yes
;Reload=60
;;Reload=10			; For testing.
;EmptyReload=180
;;EmptyReload=10		; For testing.
;ReloadIncrement=30
;;ReloadIncrement=0	; For testing.
;DamageReducesReadiness=yes
;ReadinessReductionMultiplier=1.5
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60,BRRLEXP1,TWLT100,BRRLEXP2
VoiceSelect=AegisSelect
VoiceMove=AegisMove
VoiceAttack=AegisAttackCommand
VoiceFeedback=
DieSound=
SinkingSound=GenLargeWaterDie
MoveSound=AegisMoveStart
Locomotor={2BEA74E1-7CCA-11d3-BE14-00104B62A16C};{4A582741-9839-11d1-B709-00A024DDAFD1}
SpeedType=Float
MovementZone=Water
ThreatPosed=25	; This value MUST be 0 for all building addons
DamageParticleSystems=SparkSys,SmallGreySSys
VeteranAbilities=STRONGER,FIREPOWER,ROF,SIGHT,FASTER
EliteAbilities=SELF_HEAL,STRONGER,FIREPOWER,ROF
;BuildLimit=2
ElitePrimary=MedusaE
Size=30
TooBigToFitUnderBridge=true

[Medusa]
Damage=100
ROF=15
Range=12
Speed=120
Projectile=MedusaProjectile
Warhead=SAMWH
Report=AegisAttack
TurboBoost=yes
OmniFire=yes

[MedusaProjectile]
Arm=1
High=yes
Shadow=no
AA=yes
AG=no
;AN=no
Image=MEDUSA
CourseLockDuration=15
ROT=20
Scalable=yes
SubjectToCliffs=no
SubjectToElevation=no
SubjectToWalls=no


;;;;;;;;;;;;;;;;;;;;;;;;;;; 血量

;GACNST 盟军建造场  ---1000

;GAPOWR 盟军发电厂  --750

;GAREFN 盟军矿厂 =NAREFN 苏军矿厂   1000

;GAPILE 盟军兵营 =NAHAND 苏军兵营 ---------500

;GAWEAP 盟军兵工厂  = NAWEAP 苏军兵工厂  1000    

;GAAIRC 盟军空军指挥部   600


;AMRADR 美国空军指挥部–AmericanParaDropSpecial --600

;GADEPT 盟军维修厂 
;GAYARD 盟军船厂 
;GATECH 盟军实验室  = NATECH 苏军实验室  500
;GAROBO 控制中心 — 
;GAOREP 矿石精鍊器  -  900
;GTGCAN 法国巨炮 GrandCannonWeapon --900
;GACSPH 超时空传送仪 — ChronoSphereSpecial 750
;GAWEAT 天气控制器 — LightningStormSpecial  1000

;补充武器


[NeutronRifle]
Damage=8
ROF=120
Range=5
Speed=100
Projectile=InvisibleMedium;GEF Chrono Legionaires can now shoot over walls ;InvisibleLow
Warhead=ChronoBeam
Report=ChronoLegionAttack
IsRadBeam=yes

[NeutronRifleE]
Damage=16
ROF=120
Range=5
Speed=100
Projectile=InvisibleLow
Warhead=ChronoBeam
Report=ChronoLegionAttack
IsRadBeam=yes

[RadBeamWeaponE]
Damage=200
ROF=50
Range=8
Speed=100
Projectile=InvisibleLow
Warhead=RadBeamWarhead
IsRadBeam=yes
Report=DesolatorAttack


[SpyCameraWeapon]
Damage=6;range of shroud to reveal
Range=20;howfar away to start revealing
Burst=1
Projectile=InvisibleHigh
Warhead=DummyWarhead
Report=SpyPlaneSnapshot

[DummyWarhead]	; Makes weapon ineffective and unlikely to be selected by What_Weapon_Should_I_Use()
Verses=0%,0%,0%,0%,0%,0%,0%,0%,0%,0%,0%


[DiskLaser]
Damage=90
ROF=80
Range=7
Projectile=InvisibleAll
Speed=40
Report=FloatingDiscAttack
Warhead=DiskWH
Bright=yes
;IsRadBeam=yes
LaserInnerColor=216,0,184
LaserOuterColor=80,0,88
LaserOuterSpread=0,0,0
LaserDuration=15
;IsLaser=true	; this flag tells the game to use the special laser draw effect
DiskLaser=yes; new ring draw laser
OmniFire=yes

[DiskLaserE]
Damage=90
ROF=80
Range=7
Projectile=InvisibleAll
Speed=40
Report=FloatingDiscAttack
Warhead=DiskWH
Bright=yes
;IsHouseColor=true
LaserInnerColor = 216,0,184
LaserOuterColor = 80,0,88
LaserOuterSpread= 0,0,0
LaserDuration = 15
;IsLaser=true	; this flag tells the game to use the special laser draw effect
DiskLaser=yes; new ring draw laser
OmniFire=yes

[DiskDrain]
Damage=1
Burst=1
ROF=50
Range=1.5
CellRangefinding=yes
Projectile=InvisibleVertical
Speed=20
Warhead=AntiB
Report=KirovAttack
OmniFire=yes ; Don't need to turn even though I have no turret (Need since if I am directly over my target it will baffle the CloseEnough test for the facing)
FireOnce=yes
DrainWeapon=yes
FireWhileMoving=no

[BlimpBombEffect];gs To make crashing guys use a big blimp bomb explosion, but not be forced to do a lot of damage to get the effect
Damage=250
Burst=1
ROF=50
Range=1.5
CellRangefinding=yes
Projectile=BlimpBombP
Speed=20
Warhead=BlimpHEEffect
Report=KirovAttack
OmniFire=yes ; Don't need to turn even though I have no turret (Need since if I am directly over my target it will baffle the CloseEnough test for the facing)

[ParaDropWeapon]	; Dummy weapon, not actually fired.
Damage=60
ROF=130
Range=4
Projectile=AAHeatSeeker2 ; was HeatSeeker
Speed=30
Warhead=MaverickHE
Burst=1

[160mm]
Damage=90
ROF=100
Range=12
MinimumRange=0
Projectile=Ballistic
Speed=10
Warhead=SCHOPWH
Report=SeigeChopperAttackDeployed
Anim=GUNFIRE
Lobber=no
;Lobber=yes

[160mmE]
Damage=90
ROF=100
Range=12
MinimumRange=0
Projectile=Ballistic
Speed=10
Warhead=SCHOPWH
Report=SeigeChopperAttackDeployed
Anim=GUNFIRE
Lobber=no
Burst=2

[MissileLauncher]
Damage=40
ROF=40
Range=8
Burst=1
Projectile=AAHeatSeeker2	;AirToGroundMissile
Speed=30 ;40
Warhead=GUARDWH
Report=GuardianGIDeployedAttack
MinimumRange=1


[MissileLauncherE]
Damage=50
ROF=20
Range=8
Burst=1
Projectile=AAHeatSeeker2	;AirToGroundMissile
Speed=40
Warhead=GUARDWH
Report=GuardianGIDeployedAttack
MinimumRange=1




[MagneticBeam]
Damage=5000
ROF=20
Range=12
MinimumRange=3
Speed=100
Projectile=InvisibleHigh
Warhead=LocomotorBeam
Report=MagnetronAttack
;IsRadBeam=yes
IsMagBeam=yes


[MagneticBeamE]
Damage=10000
ROF=20
Range=10
MinimumRange=3
Speed=100
Projectile=InvisibleHigh
Warhead=LocomotorBeam
Report=MagnetronAttack
IsMagBeam=yes

[MagneShake]
Damage=80
ROF=110
Range=10
Projectile=InvisibleHigh
Spread=2
Speed=40
Report=MagnetronMagneShake
Warhead=MagneShakeWH
;Bright=yes
;LaserInnerColor = 216,0,184
;LaserOuterColor = 80,0,88
;LaserOuterSpread= 0,0,0
;LaserDuration = 15
;IsLaser=true	; this flag tells the game to use the special laser draw effect
IsMagBeam=yes

[MultipleMindControlTank]
Damage=3; this is an infinite mind control, so this just affects pips
InfiniteMindControl=yes; this will let infinite, it will look up on the table of "MasterMind Overload" damage way above (where there is a 0 damage level)
ROF=10
Range=6
Projectile=PsychicControl
Speed=100
Warhead=Controller
;Report=YuriMindControl
Anim=YURICNTL
FireOnce=yes
OmniFire=yes;doesn't need turret to shoot any direction

[MindControl]
Damage=1;Number of mind control links
ROF=200
Range=7
Projectile=PsychicControl
Speed=100
Warhead=Controller
;Report=YuriMindControl
Anim=YURICNTL
FireOnce=yes


[PsiWave]
Damage=250;Needed to be considered offensive unit
Range=1
ROF=50 ;200 needs to be closer to animation time (Kills everything anyway)
Projectile=Psychic
Speed=1
Warhead=PsiPulse
AreaFire=yes ; just shoot straight at ground under feet
FireOnce=yes ; Only fire once; don't stay in attack mission
Report=YuriDeploy
Anim=RING1

[AAGattlingE]
Damage=25
ROF=16
Range=8
Projectile=Invisible4 ;GEF Anti air ;SA
Speed=100
Warhead=GattWH
Report=GattlingGunAttackLoop1
;DownReport=GattlingGunDecreaseLoop1
Burst = 2
Anim=MGUN-N,MGUN-NE,MGUN-E,MGUN-SE,MGUN-S,MGUN-SW,MGUN-W,MGUN-NW
Bright=yes
;IsHouseColor=true         ;是否使用玩家颜色
;LaserOuterSpread= 255,255,255  ;激光最外侧使用的颜色
LaserInnerColor=255,205,213 ;设置激光和雷射炮发射时的颜色 
;LaserOuterColor=255,128,0 ;设置激光和雷射炮逐渐暗淡到消失时的颜色
LaserDuration=1      ;光束闪动的时间，数字越大，激光就越久才消失
IsLaser=true	; this flag tells the game to use the special laser draw effect
;Burst=2   ;一次两发子弹 后+

[AAGattling2E]
Damage=25
ROF=8
Range=8
Projectile=Invisible4 ;GEF Anti air ;SA
Speed=100
Warhead=GattWH
Report=GattlingGunAttackLoop2
;DownReport=GattlingGunDecreaseLoop2
Anim=GUNFIRE
Burst = 2
Bright=yes
;IsHouseColor=true         ;是否使用玩家颜色
;LaserOuterSpread= 255,255,255  ;激光最外侧使用的颜色
LaserInnerColor=255,205,213 ;设置激光和雷射炮发射时的颜色 
;LaserOuterColor=255,128,0 ;设置激光和雷射炮逐渐暗淡到消失时的颜色
LaserDuration=1      ;光束闪动的时间，数字越大，激光就越久才消失
IsLaser=true	; this flag tells the game to use the special laser draw effect
;Burst=2   ;一次两发子弹 后+

[AAGattling3E]
Damage=25
ROF=4
Range=8
Projectile=Invisible4 ;GEF Anti air ;SA
Speed=100
Warhead=GattWH
Report=GattlingGunAttackLoop3
;DownReport=GattlingGunDecreaseLoop3
Anim=VTMUZZLE
Burst = 2
Bright=yes
;IsHouseColor=true         ;是否使用玩家颜色
;LaserOuterSpread= 255,255,255  ;激光最外侧使用的颜色
LaserInnerColor=255,205,213 ;设置激光和雷射炮发射时的颜色 
;LaserOuterColor=255,128,0 ;设置激光和雷射炮逐渐暗淡到消失时的颜色
LaserDuration=1      ;光束闪动的时间，数字越大，激光就越久才消失
IsLaser=true	; this flag tells the game to use the special laser draw effect
;Burst=2   ;一次两发子弹 后+


[MedusaE]
Damage=100
ROF=5
Range=14
Speed=150
Projectile=MedusaProjectile
Warhead=SAMWH
Report=AegisAttack
TurboBoost=yes
OmniFire=yes
Burst=2




[HollowPoint]  ;awp wh
Verses=200%,100%,100%,1%,1%,1%,1%,1%,1%,1%,100% ; see note in comments above about 1%
InfDeath=1
AnimList=PIFF
ProneDamage=100%
Bullets=yes
Bright=true			; This says there should be Combat Lighting.  It's ignored, but we'll say it anyway.
CLDisableBlue=yes   ;true	; This says the Combat Light should be red.  (1)
;CLDisableGreen=true	; This says the Combat Light should be red.  (2)
CLDisableRed=true
CombatLightSize=100%    ;100%

[TankBolt] ;磁能坦克
Damage=135
ROF=75  ;changed on 11/29 from 60 to 75
Range=5.25;4
Speed=100
Warhead=Electric
Report=TeslaTankAttack
Projectile=InvisibleLow
IsElectricBolt=true

[TankBoltE]
Damage=150
ROF=60 ;changed on 11/29 from 50 to 60
Range=6
Speed=100
Warhead=Electric
Report=TeslaTankAttack
Projectile=Electricbounce
IsElectricBolt=true


[MTNK];灰熊
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60,DBRS10SM,FLAMEGUY
CrateGoodie=yes;no

[HTNK];xiniu
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60,DBRS10SM,FLAMEGUY
CrateGoodie=yes;no

[HTK];防空车
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60,DBRS10SM,FLAMEGUY
CrateGoodie=yes;no

[TTNK];磁能坦克
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60,DBRS10SM,FLAMEGUY
CrateGoodie=yes;no

[DTRUCK];自爆卡车
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60,DBRS10SM,FLAMEGUY
DamageParticleSystems=SparkSys,SmallGreySSys,FlameSmokeSys,Flame2SmokeSys
CrateGoodie=yes;no


[ZEP]  ;基洛夫 飞
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60,DBRS10SM,FLAMEGUY
DamageParticleSystems=SparkSys,SmallGreySSys,FlameSmokeSys,Flame2SmokeSys
CrateGoodie=yes;no

[APOC]  ;天启
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60,DBRS10SM,FLAMEGUY
DamageParticleSystems=SparkSys,SmallGreySSys,FlameSmokeSys,Flame2SmokeSys
CrateGoodie=yes;no

[FV]
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60,DBRS10SM,FLAMEGUY
CrateGoodie=yes;no

[HoverMissile]
Damage=25
ROF=50
Range=6
Burst=2
Projectile=AAHeatSeeker2
Speed=40
Warhead=HE
Report=SeawolfAttack
MinimumRange=1
Anim=S_BANG16

[HoverMissileE]
Damage=80
ROF=50
Range=6
Burst=4
Projectile=AAHeatSeeker2
Speed=40
Warhead=HE
Report=SeawolfAttack
MinimumRange=1
Anim=S_BANG16

[MGTK] ;幻影
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60,DBRS10SM,FLAMEGUY
CrateGoodie=yes;no

[SREF] ;光棱坦克
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60,DBRS10SM,FLAMEGUY
DamageParticleSystems=SparkSys,SmallGreySSys,FlameSmokeSys,Flame2SmokeSys
CrateGoodie=yes;no

[TELE]  ;磁电
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60,DBRS10SM,FLAMEGUY
CrateGoodie=yes;no

[LTNK];狂风
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60,DBRS10SM,FLAMEGUY
CrateGoodie=yes;no

[YTNK];盖特坦克
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60,DBRS10SM,FLAMEGUY
CrateGoodie=yes;no

[CAOS];神经突击车
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60,DBRS10SM,FLAMEGUY
CrateGoodie=yes;no

[EUROC];小汽车黑色
CrateGoodie=yes;no

[STANG];跑车
CrateGoodie=yes;no

[JEEP];吉普车
CrateGoodie=yes;no

[BUS];校车
CrateGoodie=yes;no

[SUVW];包厢型 
CrateGoodie=yes;no

; Taxi
[TAXI]
CrateGoodie=yes;no

[COP];警车
CrateGoodie=yes;no

[CONA];挖土机
CrateGoodie=yes;no

[PROPA];宣传车
CrateGoodie=yes;no

[DDBX];巴士
CrateGoodie=yes;no

[BCAB];黑色计程车
CrateGoodie=yes;no

[YCAB];黄色计程车
CrateGoodie=yes;no

[DOLY];摄影车
CrateGoodie=yes;no

[CBLC];电车
CrateGoodie=yes;no

[FTRK];救火车
CrateGoodie=yes;no

[AMBU];救护车
CrateGoodie=yes;no


[POLARB];北极熊
Owner=no
[JOSH];猴子
Owner=no
[COW];奶牛
Owner=no
[ALL];鳄鱼
Owner=no

;==========================系统BUG关闭
[WEEDGUY];关闭化学兵
Owner=no
[DROM];关闭假恐怖机器人
Owner=no
[V3ROCKET];关闭生产V3导弹
Owner=no
[DMISL];关闭生产飞弹
Owner=no

;###################################################完毕##########################################################

[Header]
Width=60
Height=60
StartX=226
StartY=38
Waypoint1=231,47
Waypoint2=231,66
Waypoint3=231,87
Waypoint4=281,47
Waypoint5=281,66
Waypoint6=281,86
Waypoint7=0,0
Waypoint8=0,0
NumberStartingPoints=6
NumCoopHumanStartSpots=4

[GAYARD]
Name=Allied Shipyard
TechLevel=11

[General]
DefaultMirageDisguises=TREE21,TREE22,TREE23,TREE24

[INREDLMP]
Name=Invisible Red Light Post
LightRedTint=0.5
LightBlueTint=0.2
LightGreenTint=0.2
LightIntensity=0.01
LightVisibility=4000

[NAYARD]
Name=Soviet Shipyard
TechLevel=11

[YAYARD]
Name=Yuri Submarine Pen
TechLevel=11


[Preview]
Size=0,0,130,67

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[Actions]
01000000=8,99,7,_Amb_BirdsHarbor,0,0,0,0,AF,99,7,_Amb_BirdsPark,0,0,0,0,AG,99,7,_Amb_BirdsPark,0,0,0,0,AH,99,7,_Amb_BirdsHarbor,0,0,0,0,AI,99,7,_Amb_OceanHeavy,0,0,0,0,AJ,99,7,_Amb_OceanLight,0,0,0,0,AK,99,7,_Amb_BirdsNightOwl,0,0,0,0,AL,99,7,_Amb_BirdsNightOwl,0,0,0,0,AM
01000002=3,90,0,0,0,0,0,0,AY,54,2,01000002,0,0,0,0,A,53,2,01000004,0,0,0,0,A
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01000006=4,99,7,_Amb_BirdsTemperate2,0,0,0,0,AN,99,7,_Amb_WindPlains,0,0,0,0,AO,99,7,_Amb_WavesLake,0,0,0,0,AP,99,7,_Amb_BirdsMorning,0,0,0,0,AQ
0988AF3C=10,99,7,_Amb_CricketDesert,0,0,0,0,I,99,7,_Amb_CricketDesert,0,0,0,0,J,99,7,_Amb_CricketDesert,0,0,0,0,K,99,7,_Amb_CricketDesert,0,0,0,0,L,99,7,_Amb_CricketDesert,0,0,0,0,M,99,7,_Amb_CricketDesert,0,0,0,0,N,99,7,_Amb_CricketDesert,0,0,0,0,O,99,7,_Amb_CricketDesert,0,0,0,0,P,99,7,_Amb_CricketDesert,0,0,0,0,Q,99,7,_Amb_CricketDesert,0,0,0,0,R

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[AmericanParaDropSpecial]
UIName=WWW.RA2.CLUB_xia_zai_di_tu
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[ParaDropSpecial]
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[PsychicRevealSpecial]
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[Basic]
Author=Pro_Hades\Yuri=K @China Yuri Team
Name= TOE 3v3
Theme=No theme
Percent=0
Briefing=Brief:Yuri Team Special-purpose 3v3 map @@ADD Unit Laoda&Jumby, FLAKT\TNKD Fixed TTNK range=5.25 @@Rules:No Noob Player@@Author:Pro_Hades\Yuri=K FR:China Yuri Team @@WWW.RA2.CLUB   Version:20220526
GameMode=standard, meatgrind, teamgame
InitTime=10000
Official=no
EndOfGame=no
FreeRadar=no
MaxPlayer=8
MinPlayer=2
SkipScore=no
TrainCrate=no
TruckCrate=no
OneTimeOnly=no
CarryOverCap=0
NewINIFormat=4
NextScenario=GDI2A.map
SkipMapSelect=no
AltNextScenario=GDI9C.MAP
MultiplayerOnly=1
IceGrowthEnabled=yes
VeinGrowthEnabled=yes
TiberiumGrowthEnabled=yes
IgnoreGlobalAITriggers=no
TiberiumDeathToVisceroid=yes

[British]
IQ=0
Color=Gold
Allies=British
Country=British
Credits=0
NodeCount=0
TechLevel=1
PercentBuilt=0
PlayerControl=no

[CellTags]
37036=01000003
37037=01000003

[Confederation]
IQ=0
Color=DarkRed
Allies=Confederation
Country=Confederation
Credits=0
NodeCount=0
TechLevel=1
PercentBuilt=0
PlayerControl=no

[Events]
01000000=1,8,0,0
01000002=1,51,0,60
01000004=1,51,0,150
01000006=1,8,0,0
0988AF3C=1,13,0,0

[French]
IQ=0
Color=Gold
Allies=French
Country=French
Credits=0
NodeCount=0
TechLevel=1
PercentBuilt=0
PlayerControl=no

[GDI]
IQ=0
Color=Gold
Allies=GDI
Country=GDI
Credits=0
NodeCount=0
TechLevel=1
PercentBuilt=0
PlayerControl=no
[ORCA]
Soylent=300000
[Germans]
IQ=0
Color=Gold
Allies=Germans
Country=Germans
Credits=0
NodeCount=0
TechLevel=1
PercentBuilt=0
PlayerControl=no

[Houses]
0=Americans
1=Alliance
2=French
3=Germans
4=British
5=Africans
6=Arabs
7=Confederation
8=Russians
9=YuriCountry
10=GDI
11=Nod
12=Neutral
13=Special

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Red=0.850000
Blue=0.800000
Green=0.800000
Level=0.008000
Ground=0.050000
IonRed=0.200000
Ambient=0.800000
IonBlue=0.650000
IonGreen=0.300000
IonLevel=0.000000
IonGround=0.000000
IonAmbient=0.670000
DominatorRed=0.850000
DominatorBlue=0.300000
DominatorGreen=0.200000
DominatorLevel=0.000000
DominatorGround=0.000000
DominatorAmbient=1.500000
DominatorAmbientChangeRate=0.001000

[Map]
Size=0,0,65,67
Theater=DESERT
LocalSize=2,4,61,57

[Neutral]
IQ=0
Color=Grey
Allies=Neutral
Country=Neutral
Credits=0
NodeCount=0
TechLevel=1
PercentBuilt=0
PlayerControl=no

[Nod]
IQ=0
Color=Gold
Allies=Nod
Country=Nod
Credits=0
NodeCount=0
TechLevel=1
PercentBuilt=0
PlayerControl=no

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[Ranking]
ParTimeEasy=00:01:00
ParTimeHard=00:01:00
OverParTitle=GUI:NoOverParTitle
ParTimeMedium=00:01:00
UnderParTitle=GUI:NoUnderParTitle
OverParMessage=GUI:NoOverParMessage
UnderParMessage=GUI:NoUnderParMessage

[Russians]
IQ=0
Color=DarkRed
Allies=Russians
Country=Russians
Credits=0
NodeCount=0
TechLevel=1
PercentBuilt=0
PlayerControl=no

[Special]
IQ=0
Color=Grey
Allies=Special
Country=Special
Credits=0
NodeCount=0
TechLevel=1
PercentBuilt=0
PlayerControl=no

[SpecialFlags]
Inert=no
FogOfWar=no
IonStorms=no
MCVDeploy=no
Meteorites=no
Visceroids=no
FixedAlliance=no
TiberiumGrows=yes
InitialVeteran=no
HarvesterImmune=no
TiberiumSpreads=yes
TiberiumExplosive=no
DestroyableBridges=yes

[Structures]
1021905=Neutral,INBLULMP,256,17,78,0,None,0,0,1,0,0,None,None,None,0,0
1021906=Neutral,INBLULMP,256,36,97,0,None,0,0,1,0,0,None,None,None,0,0
1021907=Neutral,INBLULMP,256,57,118,0,None,0,0,1,0,0,None,None,None,0,0
1021908=Neutral,INREDLMP,256,116,55,0,None,0,0,1,0,0,None,None,None,0,0
1021909=Neutral,INREDLMP,256,96,35,0,None,0,0,1,0,0,None,None,None,0,0
1021910=Neutral,INREDLMP,256,77,16,0,None,0,0,1,0,0,None,None,None,0,0
1021911=Neutral,INREDLMP,256,79,78,0,None,0,0,1,0,0,None,None,None,0,0
1021912=Neutral,INBLULMP,256,53,51,0,None,0,0,1,0,0,None,None,None,0,0
1021913=Neutral,CAEGYP02,256,36,61,0,None,0,0,1,0,0,None,None,None,0,0
1021914=Neutral,CAEGYP02,256,72,96,0,None,0,0,1,0,0,None,None,None,0,0
1021915=Neutral,CAEGYP02,256,60,31,0,None,0,0,1,0,0,None,None,None,0,0
1021916=Neutral,CAEGYP02,256,104,73,0,None,0,0,1,0,0,None,None,None,0,0

[Tags]
01000001=0,bird 1,01000000
01000003=2,storm1 1,01000002
01000005=2,storm2 1,01000004
01000007=0,Bird2 1,01000006
0988F75C=0,@Sounds 1,0988AF3C

[TeamTypes]

[Terrain]
28084=TIBTRE02
33052=TIBTRE02
34043=TREE23
35043=TREE22
36043=TREE20
36047=TREE23
38041=TREE20
39041=TREE22
39044=TREE21
40041=TREE23
41038=TREE21
41040=TREE20
42036=TREE21
42047=TREE23
43033=TREE23
43034=TREE21
43035=TREE23
43042=TREE23
44039=TREE21
45031=TREE23
46036=TREE24
47056=TIBTRE02
47103=TIBTRE02
51038=TIBTRE02
51053=TIBTRE02
53059=TIBTRE02
55073=TIBTRE02
70062=TIBTRE02
73075=TIBTRE02
76095=TIBTRE02
78079=TIBTRE02
79074=TIBTRE02
81103=TREE23
83097=TREE23
84028=TIBTRE02
85102=TREE23
85106=TREE21
86102=TREE22
87102=TREE24
88098=TREE23
89098=TREE21
89103=TREE22
90104=TREE21
91079=TIBTRE02
91088=TREE23
91104=TREE23
92097=TREE21
93096=TREE21
93097=TREE23
94093=TREE21
95093=TREE23
96088=TREE21
96090=TREE23
96092=TREE22
98083=TREE21
100088=TREE23
100089=TREE21
101092=TREE20
102094=TREE21
104087=TREE23
105049=TIBTRE02

[Triggers]
01000000=Americans,<none>,bird,0,1,1,1,0
01000002=Neutral,<none>,storm1,0,1,1,1,0
01000004=Neutral,<none>,storm2,0,1,1,1,0
01000006=Americans,<none>,Bird2,0,1,1,1,0
0988AF3C=Neutral,<none>,@Sounds,0,1,1,1,0

[Waypoints]
0=72022
1=91041
2=111062
3=22072
4=41091
5=61111
8=61030
9=74043
10=87056
11=100069
12=98083
13=75060
14=37070
15=49078
16=70101
17=59072
31=47036
32=34047
33=93081
34=78096
35=89091
36=41043
37=43041
38=87092
39=90083
40=82094
41=37045
42=47031
50=94101
51=99095
699=65066
700=65066

[YuriCountry]
IQ=0
Color=DarkRed
Allies=YuriCountry
Country=YuriCountry
Credits=0
NodeCount=0
TechLevel=1
PercentBuilt=0
PlayerControl=no



[Digest]
1=PjO5AHZZiDmS1lpl+Pcxt8t7UV4=

