Building { NumExits=5; NumInteriorNetworks=2; NumBuildingAnimations=6; NumComponents=2; // For 3x5 footprint, double resolution ObstructionMask = { 1, 1, 1, 1, 1, 0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0, 0, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 }; /* // PS2/Low-End model // For 3x5 footprint, double resolution ObstructionMask = { 1, 1, 1, 1, 1, 0, 0, 1, 1, 1, 1, 1, 0, 1, 1, 1, 1, 1, 0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0, 0, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 }; */ Exit[ 0 ] { Flags=3; } Exit[ 1 ] { Flags=1; } Exit[ 2 ] { Type=ArrowUp; PosX=0; PosY=-1; } Exit[ 3 ] { Type=ArrowUp; PosX=1; PosY=-1; } Exit[ 4 ] { Type=ArrowUp; PosX=2; PosY=-1; } Network[ 0 ] { NumPaths=1; Name=Sp; Path[ 0 ] { Type=AInteriorSpecialPath; Component=AHatcheryComponent; PathCode=Spawn; FromExit=0; ToExit=1; // Do not play animation, is done by the hatchery itself /* Anim=0; */ PathHookNum=1; OnGround=1; } } Network[ 1 ] { NumPaths=11; Name=Aux; // Arm animations // Lift Path[ 0 ] { FromExit=0; ToPath=1; Anim=1; Name=Path_Aux1; Flags=32; } // Arm Path[ 1 ] { FromExit=0; ToPath=2; Anim=2; Name=Path_Aux1; Flags=32; // Make cows wriggle Type = AInteriorAnimatingPath; AnimationEntire { Anim[0] { StartAnim=cap_wrig; Weight=100; PlayGeneral=1; PlayGood=1; PlayBad=1; LoopForever=1; // Keep wriggling DontStopAnimAtEnd=1; // Don't stop even when finished path } } EntireAnimChance = 1.0; // Always play wiggle /* StartDelayPeriod=0.1; AnimatingFlags=1; EndDelayPeriod=0.6; UserEndSnapDist=-0.8; HeadAnimChance=1.0; AnimStartFacing={-1,0,0}; AnimEndFacing={-1,0,0}; AnimFinishFacing={0,1,0}; */ } // Drop from arm to floor Path[ 2 ] { ToExit=0; DieAtEnd=1; Anim=3; Name=Path_Aux1; PathHookName=bld_loc3; Type=AInteriorSpecialPath; Component=AHatcheryComponent; PathCode=AuxEnd; } // Staff walking cycle Path[ 3 ] { FromExit=0; ToPath=4; PathHookNum=2; Name=Path_Aux2; } Path[ 4 ] { ToPath=5; PathHookNum=2; Name=Path_Aux3; } Path[ 5 ] { ToPath=6; PathHookNum=2; Name=Path_Aux4; } Path[ 6 ] { ToPath=7; PathHookNum=2; Name=Path_Aux5; } Path[ 7 ] { ToPath=8; PathHookNum=2; Name=Path_Aux6; } Path[ 8 ] { ToExit=0; PathHookNum=2; Name=Path_Aux7; } // Ranger walking cycle Path[ 9 ] { FromExit=0; PathHookNum=3; Name=Path_Aux8; } Path[ 10 ] { ToExit=0; // ToPath=9; // infinite loop? PathHookNum=3; Name=Path_Aux9; } } Anim[ 0 ] { // Main door Type=ADoorAnimation; Num=1; SoundOpen=SFX_INVALID; SoundClose=SFX_INVALID; } Anim[ 1 ] { Type=ALinkedAnimation; Name=arm1; Locator=bld_loc1; } Anim[ 2 ] { Type=ALinkedAnimation; Name=arm2; Locator=bld_loc2; } Anim[ 3 ] { Type=ALinkedAnimation; Name=arm3; } Anim[ 4 ] { // Small staff door Type=ADoorAnimation; Num=2; } Anim[ 5 ] { // Grate for large dinosaurs Type=ADoorAnimation; Num=3; } Component[0] { Type=AHatcheryComponent; HerbAuxPlayItem=0; CarnAuxPlayItem=1; AuxPlayTimePeriod=20.0; TopGrateAnim=5; MainDoorAnim=0; } Component[1] { Type=AAuxAestheticComponent; NumPlayItems=2; PlayItem[0].UnitType=balebig; PlayItem[1].UnitType=cow; // was: meatbig; } } Particles { NumLocators=5; Locator[0]{ Name="D_Sparks01"; NumEffects=1; Effect[0]{ DamageStart=-1; DamageEnd=-2; Setting="Sparks1"; } } Locator[1]{ Name="D_Sparks03"; NumEffects=1; Effect[0]{ DamageStart=-1; DamageEnd=-2; Setting="Sparks1"; } } Locator[2]{ Name="D_Smoke01"; NumEffects=1; Effect[0]{ DamageStart=80; DamageEnd=0; Setting="LargeSmoke"; } } Locator[3]{ Name="D_Smoke04"; NumEffects=1; Effect[0]{ DamageStart=70; DamageEnd=0; Setting="SmallSmoke"; } } Locator[4]{ Name="D_Smoke02"; NumEffects=1; Effect[0]{ DamageStart=60; DamageEnd=0; Setting="SmallSmoke"; } } } PreviewScene { CamPosition = {0, -20, -30}; CamAngle = 33; Model { Model = hatchery; Position = {7.5, 0, 0}; } Model { Model = PowerBox; Position = {-12.2, 0, -9.7}; RotationY=90; } Model { Model = GrndPW; Position = {0, 0, 0}; } } Breakpoints { BreakPoint { Type = sound; Sound = SFX_SERVO_S; Animation = bld_ARM1; Time = 1.0; Volume = 0.9; Pitch = 1.0; } BreakPoint { Type = sound; Sound = SFX_HATCHDOOR; Animation = bld_ARM1; Time = 2.0; Volume = 0.8; Pitch = 1.7; } BreakPoint { Type = sound; Sound = SFX_SERVO_S; Animation = bld_ARM1; Time = 57.0; Volume = 0.7; Pitch = 3.0; } BreakPoint { Type = sound; Sound = SFX_LEAVES01; Animation = bld_ARM1; Time = 68.0; Volume = 0.9; Pitch = 1.5; } BreakPoint { Type = sound; Sound = SFX_WIRE_IMPACT; Animation = bld_ARM1; Time = 55.0; Volume = 0.6; Pitch = 1.0; } BreakPoint { Type = sound; Sound = SFX_SERVO_S; Animation = bld_ARM2; Time = 1.0; Volume = 0.9; Pitch = 1.0; } BreakPoint { Type = sound; Sound = SFX_SERVO_S; Animation = bld_ARM2; Time = 65.0; Volume = 0.8; Pitch = 2.0; } BreakPoint { Type = sound; Sound = SFX_SERVO_S; Animation = bld_ARM2; Time = 80.0; Volume = 0.8; Pitch = 2.0; } BreakPoint { Type = sound; Sound = SFX_SERVO_S; Animation = bld_ARM2; Time = 89.0; Volume = 0.8; Pitch = 2.0; } BreakPoint { Type = sound; Sound = SFX_SERVO_S; Animation = bld_ARM2; Time = 95.0; Volume = 0.7; Pitch = 2.5; } BreakPoint { Type = sound; Sound = SFX_SERVO_S; Animation = bld_ARM2; Time = 105.0; Volume = 0.7; Pitch = 2.5; } BreakPoint { Type = sound; Sound = SFX_SERVO_S; Animation = bld_ARM2; Time = 115.0; Volume = 0.5; Pitch = 2.5; } BreakPoint { Type = sound; Sound = SFX_SERVO_S; Animation = bld_ARM2; Time = 125.0; Volume = 0.5; Pitch = 2.5; } BreakPoint { Type = sound; Sound = SFX_SERVO_S; Animation = bld_ARM2; Time = 135.0; Volume = 0.5; Pitch = 2.5; } BreakPoint { Type = sound; Sound = SFX_SERVO_S; Animation = bld_ARM2; Time = 145.0; Volume = 0.5; Pitch = 2.5; } BreakPoint { Type = sound; Sound = SFX_SERVO_S; Animation = bld_ARM2; Time = 170.0; Volume = 0.7; Pitch = 1.0; } BreakPoint { Type = sound; Sound = SFX_SERVO_S; Animation = bld_ARM2; Time = 200.0; Volume = 0.7; Pitch = 1.0; } BreakPoint { Type = sound; Sound = SFX_WIRE_IMPACT; Animation = bld_ARM2; Time = 180.0; Volume = 0.5; Pitch = 1.0; } BreakPoint { Type = sound; Sound = SFX_SERVO_S; Animation = bld_ARM2; Time = 181.0; Volume = 0.5; Pitch = 3.0; } BreakPoint { Type = sound; Sound = SFX_HATCHDOOR; Animation = bld_ARM2; Time = 21.0; Volume = 0.8; Pitch = 1.7; } BreakPoint { Type = sound; Sound = SFX_LEAVES01; Animation = bld_ARM2; Time = 228.0; Volume = 0.9; Pitch = 1.5; } BreakPoint { Type = sound; Sound = SFX_SERVO_S; Animation = bld_ARM3; Time = 1.0; Volume = 0.7; Pitch = 1.0; } BreakPoint { Type = sound; Sound = SFX_SERVO_S; Animation = bld_ARM3; Time = 30.0; Volume = 0.7; Pitch = 1.0; } BreakPoint { Type = sound; Sound = SFX_SERVO_S; Animation = bld_ARM3; Time = 50.0; Volume = 0.5; Pitch = 2.5; } BreakPoint { Type = sound; Sound = SFX_SERVO_S; Animation = bld_ARM3; Time = 60.0; Volume = 0.5; Pitch = 2.5; } BreakPoint { Type = sound; Sound = SFX_SERVO_S; Animation = bld_ARM3; Time = 70.0; Volume = 0.5; Pitch = 2.5; } BreakPoint { Type = sound; Sound = SFX_SERVO_S; Animation = bld_ARM3; Time = 80.0; Volume = 0.5; Pitch = 2.5; } BreakPoint { Type = sound; Sound = SFX_SERVO_S; Animation = bld_ARM3; Time = 90.0; Volume = 0.5; Pitch = 2.5; } BreakPoint { Type = sound; Sound = SFX_SERVO_S; Animation = bld_ARM3; Time = 100.0; Volume = 0.5; Pitch = 2.5; } BreakPoint { Type = sound; Sound = SFX_SERVO_S; Animation = bld_ARM3; Time = 120.0; Volume = 0.7; Pitch = 2.0; } BreakPoint { Type = sound; Sound = SFX_SERVO_S; Animation = bld_ARM3; Time = 135.0; Volume = 0.7; Pitch = 2.0; } BreakPoint { Type = sound; Sound = SFX_SERVO_S; Animation = bld_ARM3; Time = 150.0; Volume = 0.7; Pitch = 2.0; } BreakPoint { Type = sound; Sound = SFX_WIRE_IMPACT; Animation = bld_ARM3; Time = 170.0; Volume = 0.7; Pitch = 1.0; } BreakPoint { Type = sound; Sound = SFX_SERVO_S; Animation = bld_ARM3; Time = 149.0; Volume = 0.9; Pitch = 1.0; } BreakPoint { Type = sound; Sound = SFX_SERVO_S; Animation = bld_ARM3; Time = 180.0; Volume = 0.9; Pitch = 1.0; } BreakPoint { Type = sound; Sound = SFX_HATCHDOOR; Animation = bld_door1_up; Time = 1.0; Volume = 0.8; Pitch = 1.9; } BreakPoint { Type = sound; Sound = SFX_HATCHDOOR; Animation = bld_door1_up; Time = 22.0; Volume = 0.8; Pitch = 1.9; } BreakPoint { Type = sound; Sound = SFX_HATCHDOOR; Animation = bld_door1_dn; Time = 1.0; Volume = 0.8; Pitch = 1.9; } BreakPoint { Type = sound; Sound = SFX_HATCHDOOR; Animation = bld_door1_dn; Time = 22.0; Volume = 0.8; Pitch = 1.9; } } // WARNING: Do not place anything below these lines. //Anything past this point is destroyed on exporting bounding information BoundingGeometry { Geom_Max["Box01"] { Position = {6.964228, 0.000000, 0.000000}; Rotation = {0.000000, 0.000000, 0.000000, 1.000000}; PrimType = ePrimBox; Sides = { 11.999999, 23.999997, 5.499999 }; } Geom_Max["Box02"] { Position = {8.775437, 0.000000, -9.999999}; Rotation = {0.000000, 0.000000, 0.000000, 1.000000}; PrimType = ePrimBox; Sides = { 7.999999, 9.000000, 6.199999 }; } Geom_Max["Box03"] { Position = {16.499998, 0.000000, 0.000000}; Rotation = {0.000000, 0.000000, 0.000000, 1.000000}; PrimType = ePrimBox; Sides = { 5.499999, 5.499999, 9.999999 }; } }