Building { NumBuildingAnimations=0; NumInteriorNetworks=0; NumExits=1; NumComponents=1; Exit[ 0 ] { PosX=1; PosY=0; Type=ArrowRight; } Component[0] { Type=ATurretComponent; IdleTime=4; // Amount of time the gun is idle FireFrameDelta=1; // Frame count between muzzle flashs LocatorName=bld_loc1; // Locator name that the gun should attach to MailInterval=20.0f; // Min time between mail sending GunDamage=100; // Damage to targetted unit VisionRange=100.0f; } } Dialog { Field[TurretDinoDetected] { type = ADialogCycleField; labels = { $DialogField_No, $DialogField_Yes }; } Field[TurretBreakoutDetected] { type = ADialogCycleField; labels = { $DialogField_No, $DialogField_Yes }; } Field[TurretTarget] { type = ADialogCycleField; labels = { $ATurretTarget_None, $ATurretTarget_Carnivores, $ATurretTarget_Herbivores, $ATurretTarget_All }; } Field[ControlTurret] { type = ADialogCommandField; } } Particles { NumLocators=2; Locator[0]{ Name="D_Smoke02"; NumEffects=1; Effect[0]{ DamageStart=80; DamageEnd=0; Setting="MediumSmoke"; } } Locator[1]{ Name="D_Smoke01"; NumEffects=1; Effect[0]{ DamageStart=70; DamageEnd=0; Setting="SmallSmoke"; } } } PreviewScene { CamPosition = {0, -6.5, -10}; CamAngle = 35; Model { Model = STurBase; Position = {0, 0, 0}; } Model { Model = GrndPW; Position = {0, 0, 0}; } } Breakpoints { BreakPoint { Type = sound; Sound = SFX_HATCHDOOR; Animation = bld_turret_up; Time = 10.0; Volume = 0.7; Pitch = 2.0; } BreakPoint { Type = sound; Sound = SFX_SERVO_S; Animation = bld_turret_up; Time = 26.0; Volume = 0.7; Pitch = 0.5; } BreakPoint { Type = sound; Sound = SFX_SERVO_S; Animation = bld_turret_up; Time = 83.0; Volume = 0.5; Pitch = 2.5; } BreakPoint { Type = sound; Sound = SFX_HATCHDOOR; Animation = bld_turret_dn; Time = 72.0; Volume = 0.7; Pitch = 2.0; } BreakPoint { Type = sound; Sound = SFX_SERVO_S; Animation = bld_turret_dn; Time = 12.0; Volume = 0.7; Pitch = 2.0; } BreakPoint { Type = sound; Sound = SFX_SERVO_S; Animation = bld_turret_dn; Time = 40.0; Volume = 0.7; Pitch = 0.5; } } // WARNING: Do not place anything below these lines. //Anything past this point is destroyed on exporting bounding information BoundingGeometry { Geom_Max["Box01"] { Position = {0.000000, 0.000000, 0.000000}; Rotation = {0.000000, 0.000000, 0.000000, 1.000000}; PrimType = ePrimBox; Sides = { 6.000000, 6.000000, 1.500000 }; } Geom_Max["Box02"] { Position = {0.000000, 1.403769, 0.000000}; Rotation = {0.000000, 0.000000, 0.000000, 1.000000}; PrimType = ePrimBox; Sides = { 3.000000, 3.000000, 2.000000 }; } }