;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;
; FXs : Must be loaded first
;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

[FX_MOVEORDER]
fx = MoveOrder.node
GroundFx = true

[FX_ORIENT_ARROW]
fx = orient_arrow.node
GroundFx = true

[FX_AOE_RING]
fx = aoe_decal.node
GroundFx = true

[FX_MOVETO_MARKER]
fx = moveto_marker.node
GroundFx = true
ExpireTime = 3

[FX_POD_BACKBLAST]
fx = pod_backblast.node
ExpireTime = 4

[FX_LANDING]
fx = tmarine_landing.node
ExpireTime = 3

[FX_GROUNDSLAM]
fx = pmorpher_ground_slam.node

[FX_ZALI_MERGE]
fx = merge_fx.node

[FX_FIRE]
fx = fire.node

[FX_BEAM_TO_EARTH]
fx = beam_to_earth.node	

[FX_HIGHLIGHT]
fx = MouseOver.node
GroundFx = true

[FX_HIGHLIGHT_AIR]
fx = MouseOver.node

[FX_SELECTION]
fx = selection.node
GroundFx = true

[FX_SELECTION_AIR]
fx = selection.node

[FX_SELECTION_AIR_AUX]
fx = selection.node

[FX_BLINK]
fx = blink.node
GroundFx = true

[FX_BLINK_AIR]
fx = blink.node

[FX_ATTACKORDER]
fx = MoveOrder.node

[FX_ENGAGEORDER]
fx = engage_order.node

[FX_ATTACKGROUND]
fx = MoveOrder.node

[FX_SETRALLYORDER]
fx = rally_point_order.node

[FX_SERVICEORDER]
fx = MoveOrder.node

[FX_FOLLOWORDER]
fx = MoveOrder.node

[FX_FLARE]
fx = flare.node
ExpireTime = 4

[FX_EXPLOSION_GENERIC]
fx = tmarine_explosive_explosion.node
ExpireTime = 3

[FX_REPAIR]
fx = repair_bots.node

[FX_CAPTURED_BEAM]
fx = captured_beam.node

[FX_LEVEL_UP]
fx = level_up.node
ScaleDynamically = true

[FX_ARROW]
fx = entity_arrow.node

;=============================
; Tech Fxs
;=============================
[FX_AURA_HEAL]
fx = aura_heal.node
ScaleDynamically = true

[FX_AURA_ARMOR]
fx = aura_armor.node
ScaleDynamically = true

[FX_AURA_DAMAGE]
fx = aura_damage.node

[FX_AURA_COMMAND]
fx = command_aura.node
ScaleDynamically = true

[FX_AURA_SLOWED]
fx = aura_slowed.node

[FX_AURA_SPEED]
fx = aura_speed.node
ScaleDynamically = true

[FX_JETPACK]
fx = jetpack_exhaust.node
DeathTime = 0.5

[FX_FIEND]
fx = fiend.node

[FX_OPERATIVE_SPRINT]
fx = operative_sprint.node

[FX_BLOODHOUND_NITRO]
fx = bloodhound_nitro.node

[FX_SEEKER_NITRO]
fx = seeker_nitro.node

[FX_MADRAT_VOLATILE_MIX]
fx = madrat_volatile_mix.node
DeathTime = 2
ExpireTime = 5

[FX_MADRAT_TOXICITY_AURA]
fx = toxicity_leak.node

[FX_REPAIR_BUFF]
fx = repair_buff.node
GroundFx = true

[FX_HEATDETECTOR]
fx = heatdetector.node
GroundFx = true

[FX_TRUE_GRIT]
fx = true_grit.node

[FX_SPIDER_DAMPENING_FIELD]
fx = spider_dampening_field.node
ExpireTime = 10
;GroundFx = true

[FX_SPIDER_APPLY_SHIELD]	
fx = spider_apply_shield.node

[FX_SPIDER_CLOAK_BURST]	
fx = spider_cloak_burst.node

[FX_SYMBIOTE]
fx = symbiote.node
ScaleDynamically = true

[FX_DEATH_RAY]
fx = op_piercing.node
DeathTime = 2

[FX_SPINE_DETECTION_BURST]
fx = spine_detection_burst.node

[FX_PUDGE_ACID_POOL]
fx = pudge_acid_pool.node
ExpireTime = 10

[FX_SPIDER_HEAL_BURST]
fx = spider_heal_burst.node

[FX_HEAL_ON_DEATH]
fx = spider_heal_burst.node

[FX_TURRET_DETECTION]
fx = turret_detection.node

[FX_THROUGH_THE_AGES]
fx = through_the_ages.node

[FX_JHAKAS]
fx = jhakas.node
ScaleDynamically = true

[FX_THRIS_TOUCH]
fx = thris_touch.node
DeathTime = 2

[FX_DARK_BINDING]
fx = dark_binding.node
ScaleDynamically = true

[FX_STMORPHER_LEVITATE]
fx = stmorpher_levitate.node

[FX_PMORPHER_DEATH]
fx = pmorpher_death.node

[FX_SPIDER_DISMANTLE]
fx = spider_dismantle.node
ExpireTime = 10

[FX_BRING_THEM_DOWN]
fx = Bring_Them_Down.node
DeathTime = 4

[FX_EVISCERATE]
fx = eviscerate.node

[FX_OVERWHELM]
fx = overwhelm.node

[FX_NITRO_BOOST]
fx = nitro_boost.node

[FX_SABOTAGED]
fx = sabotaged.node

[FX_ONFIRE]
fx = onfire.node

[FX_ONWATER]
fx = water_splash.node

[FX_OASIS_SPLASH_BURST]
fx = heatdetector.node
GroundFx = true

[FX_MERC_ADRENALINE]
fx = merc_adrenaline.node

[FX_SUPER_BUILDER]
fx = super_builder.node

[FX_CACTUS_POISON_BLAST]
fx = poison_blast.node
ExpireTime = 5

[FX_SILENCE_KNIFE]
fx = silence_knife.node

; ============================
; Human weapons
; ============================
[FX_SMARINE_IMPACT]
fx = smarine_impact.node

[FX_STEFIN_IMPACT]
fx = stefin_impact.node

[FX_AYRIN_IMPACT]
fx = ayrin_shot_impact.node

[FX_MEDIC_IMPACT]
fx = medic_impact.node

[FX_MEDIC_SWARM]
fx = Swarm.node
ExpireTime = 10

[FX_SMARINE_PIERCING]
fx = smarine_piercing.node

[FX_ENGINEER_IMPACT]
fx = engineer_impact.node

[FX_OP_PIERCING]
fx = op_piercing.node

[FX_OP_IMPACT]
fx = op_explosive.node

[FX_OP_PLASMA]
fx = op_plasma.node

[FX_STAP_PIERCING_TOP]
fx = op_piercing.node

[FX_TMARINE_EXPLOSIVE_MUZZLE]
fx = tmarine_explosive_muzzle.node

[FX_HYDRA]
fx = hydra_shot.node

[FX_TMARINE_SHOTGUN_EXPLOSIVE]
fx = tmarine_shotgun_burst.node

[FX_TMARINE_SHOTGUN_PLASMA]
fx = tmarine_plasma_explosion.node

[FX_TMARINE_EXPLOSIVE]
fx = tmarine_explosive.node

[FX_AIRTURRET_MUZZLEHIT]
fx = air_turrethit.node

[FX_AIRTURRET_MUZZLE]
fx = air_turretmuzzle.node

[FX_TMARINE_PLASMA]
fx = tmarine_piercing.node

[FX_TMARINE_PLASMA_EXPLOSION]
fx = tmarine_plasma_explosion.node

[FX_TMARINE_PLASMA_MUZZLE]
fx = tmarine_plasma_muzzle.node

[FX_MW_PLASMA_MUZZLE]
fx = ion_burst.node

[FX_STRIFE_MUZZLE]
fx = strife_muzzle.node

[FX_MW_ROCKET_MUZZLE]
fx = mw_rocket_muzzle.node

[FX_CW_ROCKET_MUZZLE]
fx = cw_rocket_muzzle.node

[FX_TMARINE_EXPLOSIVE_EXPLOSION]
fx = tmarine_explosive_explosion.node

[FX_CREEPER_PLASMA_EXPLOSION]
fx = creeper_plasma_exposion.node

[FX_DARKNESS]
fx = darkness.node
ExpireTime = 10

[FX_MW_ARTILLERY_EXPLOSION]
fx = mw_artillery_shot.node
ExpireTime = 10

[FX_OP_GRENADE_EXPLOSION]
fx = operative_grenade.node
ExpireTime = 5

[FX_OP_CHEMICAL_EXPLOSION]
fx = chemical_grenade.node
ExpireTime = 5

[FX_OP_STUN_EXPLOSION]
fx = cryo_grenade.node
ExpireTime = 5

[FX_SMALL_EXPLOSION]
fx = Exposion_small.node
ExpireTime = 8

[FX_MADRAT_PISTOL]
fx = madrat_pistol.node

[FX_MADRAT_CORROSIVE_MUZZLE]
fx = madrat_corrosive_muzzle.node

[FX_GIANTWORM]
fx = giant_worm_muzzle.node

[FX_BEE]
fx = bee_muzzle.node

[FX_MADRAT_CORROSIVE_EXPLOSION]
fx = madrat_corrosive_explosion.node
ExpireTime = 4

[FX_SM_PLASMA]
fx = plasma_grenade.node
ExpireTime = 4

[FX_CWALKER_PIERCING]
fx = tmarine_piercing.node

[FX_MWALKER_CORROSIVE]
fx = tmarine_piercing.node

[FX_MWALKER_PLASMA]
fx = tmarine_piercing.node

[FX_STAP_PIERCING]
fx = stap_piercing.node

[FX_CRAB_PIERCING_EXPLOSION]
fx = plasma_exposion_small.node
ExpireTime = 5

[FX_BOMBERMAN]
fx = bomber_man.node
ExpireTime = 6

[FX_MECH_CORROSIVE_EXPLOSION]
fx = chemical_grenade.node
ExpireTime = 5

[FX_MECH_ION_EXPLOSION]
fx = mw_ion_Exp.node
ExpireTime = 5

[FX_MECH_ROCKET_EXPLOSION]
fx = mw_rocket_Exp.node
ExpireTime = 5

[FX_AGUNSHIP_PIERCING]
fx = agunship_piercing.node

[FX_MGUNSHIP_EXPLOSION]
fx = mgunship_explosion.node
ExpireTime = 10

[FX_GTURRET_EXPLOSIVE]
fx = gturret_explosive.node

[FX_GTURRET_PLASMA]
fx = gturret_explosive.node

[FX_NUKE]
fx = Nuke.node
ExpireTime = 10

[FX_VLAD]
fx = Nuke.node
ExpireTime = 10

[FX_CHUNKS]
fx = explosion_building.node
ExpireTime = 5

[FX_AGUNSHIP_TASER]
fx = agunship_taser.node

[FX_STRIFE_MISSILES]
fx = metior_aftereffect.node

; =======================================
; Machine Weapons
; =======================================

[FX_MORPHER_IMPACT]
fx = morpher_impact.node

[FX_SIMORPHER_IMPACT]
fx = sm_shot.node

[FX_SIMORPHER_PLASMA]
fx = sm_grenade.node

[FX_PMORPHER_BEAM]
fx = pmorpher_beam.node

[FX_CREEPER_PLASMA]
fx = creeper_plasma.node

[FX_EXHAUST_EXPLOSIVE]
fx = exhaust_explosive.node

[FX_SPINE_DRONE_ATTACK]
fx = spinedrone_attack.node

[FX_SPINE_DRONE_EXPLOSIVE]
fx = spine_drone_explosive.node

[FX_PUDGE_CORROSIVE_EXPLOSION]
fx = pudge_corrosive_explosion.node
ExpireTime = 4

[FX_GIANTWORM_EXPLOSION]
fx = giant_worm_explode.node
ExpireTime = 10

[FX_BEE_IMPACT]
fx = bee_impact_glow.node

[FX_MW_FLAMETHROWER]
fx = mw_flamethrower.node
DeathTime = 0.5

[FX_CREEPER_ARC_BLAST]
fx = creeper_arc_blast.node

[FX_STMORPHER_ARC_BLAST]
fx = stmorpher_arc_blast.node

[FX_XERXES_LAST_RITES]
fx = creeper_last_rites.node
ExpireTime = 10

[FX_CREEPER_LAST_RITES]
fx = creeper_last_rites.node
ExpireTime = 5

[FX_CREEPER_HYPER_BEAM]
fx = creeper_hyper_beam.node
; ========================================

[FX_EXPLOSION_1]
fx = tmarine_explosive_explosion.node
ExpireTime = 4

[FX_HUB]
fx = hub_explosion.node

[FX_EXPLOSION_SMALL]
fx = tmarine_explosive_explosion.node

[FX_MACHINE_DEATH]
fx = machine_death.node

[FX_MACHINE_DEATH01]
fx = plasma_exposion_01.node

[FX_MACHINE_DEATH02]
fx = mac_exp01.node

[FX_MACHINE_DEATH03]
fx = mac_exp02.node

[FX_MACHINE_DEATH04]
fx = plasma_exposion_01.node

[FX_MACHINE_DEATH05]
fx = plasma_exposion_01.node

[FX_MACHINE_DEATH_SMALL]
fx = machine_death.node

[FX_POD_LANDING]
fx = pod_landing.node
ExpireTime = 5

[FX_DEATH_LOHUM_GENERATOR]
fx = m3_loham_explosion.node
ExpireTime = 5

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;
; SOUNDS (Souce : Positional) : Must be loaded first
;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

[SSID_MOVEORDER_CLICK]
NodeFile = sound\Nodes\Misc\S_Move_Order.node
Gain = 0.1

[SSID_RALLYORDER_CLICK]
NodeFile = sound\Nodes\Misc\S_Rally_Order.node

[SSID_FIRST_AID_ORDER]
NodeFile = sound\Nodes\Misc\S_Move_Order.node

[SSID_REPAIR_ORDER]
NodeFile = sound\Nodes\Misc\S_Move_Order.node

[SSID_CONSTRUCTION_COMPLETE]
NodeFile = sound\Nodes\Misc\S_Construction_Complete.node
Gain = 0.5

[SSID_BUILDING_UPGRADED]
NodeFile = sound\Nodes\Misc\S_Building_Upgraded.node

[SSID_BUILDING_DESTRUCTION]
NodeFile = sound\Nodes\Misc\S_Building_Destruction.node

[SSID_POD_MOVEMENT]
NodeFile = sound\Nodes\Units\Pod\Pod_Movement.node

[SSID_POD_FIRES]
NodeFile = sound\Nodes\Units\Pod\Pod_Fires.node

[SSID_POD_LANDS]
;NodeFile = sound\Nodes\Units\Pod\Pod_Lands.node
NodeFile = sound\Nodes\Units\Pudge\pudge_pod_shot_land_001.node

; Hero Sounds

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; Stefin SOUNDS
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

[SAID_STEFIN_SELECTION]
SoundFile = sound\Samples\Units\Stefin\stefin_selection_00.oga

[SAID_STEFIN_SELECTION_VAR_1]
SoundFile = sound\Samples\Units\Stefin\stefin_selection_01.oga

[SAID_STEFIN_MOVE_ORDER]
SoundFile = sound\Samples\Units\Stefin\stefin_move_00.oga

[SAID_STEFIN_MOVE_ORDER_VAR_1]
SoundFile = sound\Samples\Units\Stefin\stefin_move_01.oga

[SAID_STEFIN_MOVE_ORDER_VAR_2]
SoundFile = sound\Samples\Units\Stefin\stefin_move_02.oga

[SAID_STEFIN_MOVE_ORDER_VAR_3]
SoundFile = sound\Samples\Units\Stefin\stefin_move_03.oga

[SAID_STEFIN_MOVE_ORDER_VAR_4]
SoundFile = sound\Samples\Units\Stefin\stefin_move_04.oga

[SAID_STEFIN_ATTACK_ORDER]
SoundFile = sound\Samples\Units\Stefin\stefin_attack_00.oga

[SAID_STEFIN_ATTACK_ORDER_VAR_1]
SoundFile = sound\Samples\Units\Stefin\stefin_attack_01.oga

[SAID_STEFIN_ATTACK_ORDER_VAR_2]
SoundFile = sound\Samples\Units\Stefin\stefin_attack_02.oga


;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; Aeryn SOUNDS
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

[SAID_AERYN_SELECTION]
SoundFile = sound\Samples\Units\Aeryn\aeryn_selection_00.oga

[SAID_AERYN_SELECTION_VAR_1]
SoundFile = sound\Samples\Units\Aeryn\aeryn_selection_01.oga

[SAID_AERYN_SELECTION_VAR_2]
SoundFile = sound\Samples\Units\Aeryn\aeryn_selection_02.oga

[SAID_AERYN_SELECTION_VAR_3]
SoundFile = sound\Samples\Units\Aeryn\aeryn_selection_03.oga

[SAID_AERYN_MOVE_ORDER]
SoundFile = sound\Samples\Units\Aeryn\aeryn_move_00.oga

[SAID_AERYN_MOVE_ORDER_VAR_1]
SoundFile = sound\Samples\Units\Aeryn\aeryn_move_01.oga

[SAID_AERYN_MOVE_ORDER_VAR_2]
SoundFile = sound\Samples\Units\Aeryn\aeryn_move_02.oga

[SAID_AERYN_MOVE_ORDER_VAR_3]
SoundFile = sound\Samples\Units\Aeryn\aeryn_move_03.oga

[SAID_AERYN_ATTACK_ORDER]
SoundFile = sound\Samples\Units\Aeryn\aeryn_attack_00.oga

[SAID_AERYN_ATTACK_ORDER_VAR_1]
SoundFile = sound\Samples\Units\Aeryn\aeryn_attack_01.oga

[SAID_AERYN_ATTACK_ORDER_VAR_2]
SoundFile = sound\Samples\Units\Aeryn\aeryn_attack_02.oga

; Unit Sounds

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; ENGINEER SOUNDS
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

[SSID_ENGINEER_GUN]
NodeFile = sound\Nodes\Units\Engineer\engineer_shot_001.node
Channel = 1

;[SSID_ENGINEER_GUN_VAR_1]
;NodeFile = sound\Nodes\Units\Engineer\engineer_shot_002.node
;Channel = 1

[SSID_ENGINEER_CONSTRUCTION_LOOP]
NodeFile = sound\Nodes\Units\Engineer\engineer_constructing_LOOP.node
Gain = 0.4

[SAID_ENGINEER_SELECTION_VAR_1]
SoundFile = sound\Samples\Units\Engineer\engineer_selection_01.oga

[SAID_ENGINEER_SELECTION_VAR_2]
SoundFile = sound\Samples\Units\Engineer\engineer_selection_02.oga

[SAID_ENGINEER_SELECTION_VAR_3]
SoundFile = sound\Samples\Units\Engineer\engineer_selection_03.oga

[SAID_ENGINEER_MOVE_ORDER]
SoundFile = sound\Samples\Units\Engineer\engineer_generic_00.oga

[SAID_ENGINEER_MOVE_ORDER_VAR_1]
SoundFile = sound\Samples\Units\Engineer\engineer_generic_01.oga

[SAID_ENGINEER_MOVE_ORDER_VAR_2]
SoundFile = sound\Samples\Units\Engineer\engineer_generic_02.oga

[SAID_ENGINEER_ATTACK_ORDER]
SoundFile = sound\Samples\Units\Engineer\engineer_attack_00.oga

[SAID_ENGINEER_ATTACK_ORDER_VAR_1]
SoundFile = sound\Samples\Units\Engineer\engineer_attack_01.oga

[SAID_ENGINEER_ATTACK_ORDER_VAR_2]
SoundFile = sound\Samples\Units\Engineer\engineer_attack_02.oga

[SAID_ENGINEER_UNIT_CREATION]
SoundFile = sound\Samples\Units\Engineer\engineer_create_00.oga

[SSID_ENGINEER_DEATH]
NodeFile = sound\Nodes\Units\Engineer\engineer_death.node


;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; SECURITY MARINE SOUNDS
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

[SSID_SECURITY_MARINE_RIFLE]
NodeFile = sound\Nodes\Units\SecurityMarine\security_marine_shot_001.node
Gain = 0.6
Channel = 2

;[SSID_SECURITY_MARINE_RIFLE_VAR_1]
;NodeFile = sound\Nodes\Units\SecurityMarine\security_marine_shot_002.node
;Gain = 0.6
;Channel = 2

[SAID_SM_SELECTION]
SoundFile = sound\Samples\Units\SecurityMarine\security_marine_selection_00.oga

[SAID_SM_SELECTION_VAR_1]
SoundFile = sound\Samples\Units\SecurityMarine\security_marine_selection_01.oga

[SAID_SM_SELECTION_VAR_2]
SoundFile = sound\Samples\Units\SecurityMarine\security_marine_selection_02.oga

[SAID_SM_MOVE_ORDER]
SoundFile = sound\Samples\Units\SecurityMarine\security_marine_move_00.oga

[SAID_SM_MOVE_ORDER_VAR_1]
SoundFile = sound\Samples\Units\SecurityMarine\security_marine_move_01.oga

[SAID_SM_MOVE_ORDER_VAR_2]
SoundFile = sound\Samples\Units\SecurityMarine\security_marine_move_02.oga

[SAID_SM_MOVE_ORDER_VAR_3]
SoundFile = sound\Samples\Units\SecurityMarine\security_marine_move_03.oga

[SAID_SM_ATTACK_ORDER]
SoundFile = sound\Samples\Units\SecurityMarine\security_marine_attack_00.oga

[SAID_SM_ATTACK_ORDER_VAR_1]
SoundFile = sound\Samples\Units\SecurityMarine\security_marine_attack_01.oga

[SAID_SM_ATTACK_ORDER_VAR_2]
SoundFile = sound\Samples\Units\SecurityMarine\security_marine_attack_02.oga

[SAID_SM_ATTACK_ORDER_VAR_3]
SoundFile = sound\Samples\Units\SecurityMarine\security_marine_attack_03.oga

[SAID_SM_UNIT_CREATION]
SoundFile = sound\Samples\Units\SecurityMarine\security_marine_create_00.oga

[SSID_SECURITY_MARINE_DEATH]
NodeFile = sound\Nodes\Units\SecurityMarine\security_marine_death.node

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; MADRAT SOUNDS
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

[SSID_MADRAT_PISTOL]
NodeFile = sound\Nodes\Units\Madrat\madrat_shot-1_001.node
Gain = 1.0
Channel = 24

[SSID_MADRAT_PROJECTILE]
NodeFile = sound\Nodes\Units\Madrat\madrat_shot-2_001.node
Channel = 25

[SSID_MADRAT_PROJECTILE_LAND]
NodeFile = sound\Nodes\Units\Madrat\madrat_shot-2_hit_001.node
Gain = 0.8
Channel = 26

[SAID_MADRAT_SELECTION_VAR_1]
SoundFile = sound\Samples\Units\Madrat\madrat_selection_01.oga

[SAID_MADRAT_SELECTION_VAR_2]
SoundFile = sound\Samples\Units\Madrat\madrat_selection_02.oga

[SAID_MADRAT_MOVE_ORDER_VAR_1]
SoundFile = sound\Samples\Units\Madrat\madrat_generic_01.oga

[SAID_MADRAT_MOVE_ORDER_VAR_2]
SoundFile = sound\Samples\Units\Madrat\madrat_generic_02.oga

[SAID_MADRAT_MOVE_ORDER_VAR_3]
SoundFile = sound\Samples\Units\Madrat\madrat_generic_03.oga

[SAID_MADRAT_MOVE_ORDER_VAR_4]
SoundFile = sound\Samples\Units\Madrat\madrat_generic_04.oga

[SAID_MADRAT_ATTACK_ORDER_VAR_1]
SoundFile = sound\Samples\Units\Madrat\madrat_attack_01.oga

[SAID_MADRAT_ATTACK_ORDER_VAR_2]
SoundFile = sound\Samples\Units\Madrat\madrat_attack_02.oga

[SAID_MADRAT_ATTACK_ORDER_VAR_3]
SoundFile = sound\Samples\Units\Madrat\madrat_attack_03.oga

[SAID_MADRAT_UNIT_CREATION]
SoundFile = sound\Samples\Units\Madrat\madrat_create_00.oga

[SAID_MADRAT_ORDER_FAILED]
SoundFile = sound\Samples\Units\Madrat\madrat_order_failed_00.oga

[SSID_MADRAT_DEATH]
NodeFile = sound\Nodes\Units\Madrat\madrat_death.node

[SSID_MADRAT_DEATH_VAR_1]
NodeFile = sound\Nodes\Units\Madrat\madrat_death_1.node

[SSID_MADRAT_DEATH_VAR_2]
NodeFile = sound\Nodes\Units\Madrat\madrat_death_2.node

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; OPERATIVE SOUNDS
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

[SSID_OPERATIVE_SNIPER]
NodeFile = sound\Nodes\Units\Operative\operative_shot-sniper_001.node

[SSID_OPERATIVE_SNIPER_VAR_1]
NodeFile = sound\Nodes\Units\Operative\operative_shot-sniper_002.node

[SSID_OPERATIVE_SNIPER_UPGRADED]
NodeFile = sound\Nodes\Units\Operative\operative_shot-sniper-upgraded_001.node

[SSID_OPERATIVE_GRENADE_LAND]
NodeFile = sound\Nodes\Units\Operative\operative_shot-grenade_hit.node

[SAID_OPERATIVE_SELECTION]
SoundFile = sound\Samples\Units\Operative\operative_selection_00.oga

[SAID_OPERATIVE_SELECTION_VAR_1]
SoundFile = sound\Samples\Units\Operative\operative_selection_01.oga

[SAID_OPERATIVE_MOVE_ORDER]
SoundFile = sound\Samples\Units\Operative\operative_move_00.oga

[SAID_OPERATIVE_MOVE_ORDER_VAR_1]
SoundFile = sound\Samples\Units\Operative\operative_move_01.oga

[SAID_OPERATIVE_MOVE_ORDER_VAR_2]
SoundFile = sound\Samples\Units\Operative\operative_move_02.oga

[SAID_OPERATIVE_ATTACK_ORDER]
SoundFile = sound\Samples\Units\Operative\operative_attack_00.oga

[SAID_OPERATIVE_ATTACK_ORDER_Var_1]
SoundFile = sound\Samples\Units\Operative\operative_attack_01.oga

[SAID_OPERATIVE_ATTACK_ORDER_VAR_2]
SoundFile = sound\Samples\Units\Operative\operative_attack_02.oga

[SAID_OPERATIVE_UNIT_CREATION]
SoundFile = sound\Samples\Units\Operative\operative_create_00.oga

[SAID_OPERATIVE_ORDER_FAIL]
SoundFile = sound\Samples\Units\Operative\operative_order_fail_00.oga

[SSID_OPERATIVE_DEATH]
NodeFile = sound\Nodes\Units\Operative\operative_death.node

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; MEDIC SOUNDS
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

[SSID_MEDIC_GUN]
NodeFile = sound\Nodes\Units\Medic\medic_shot_001.node
Channel = 3

;[SSID_MEDIC_GUN_VAR_1]
;NodeFile = sound\Nodes\Units\Medic\medic_shot_002.node
;Channel = 3

[SSID_MEDIC_SWARM]
NodeFile = sound\Nodes\Units\Medic\medic_shot_001.node

[SAID_MEDIC_SELECTION]
SoundFile = sound\Samples\Units\Medic\medic_selection_00.oga

[SAID_MEDIC_SELECTION_VAR_1]
SoundFile = sound\Samples\Units\Medic\medic_selection_01.oga

[SAID_MEDIC_SELECTION_VAR_2]
SoundFile = sound\Samples\Units\Medic\medic_selection_02.oga

[SAID_MEDIC_MOVE_ORDER]
SoundFile = sound\Samples\Units\Medic\medic_move_00.oga

[SAID_MEDIC_MOVE_ORDER_VAR_1]
SoundFile = sound\Samples\Units\Medic\medic_move_01.oga

[SAID_MEDIC_MOVE_ORDER_VAR_2]
SoundFile = sound\Samples\Units\Medic\medic_move_02.oga

[SAID_MEDIC_ATTACK_ORDER]
SoundFile = sound\Samples\Units\Medic\medic_attack_00.oga

[SAID_MEDIC_ATTACK_ORDER_VAR_1]
SoundFile = sound\Samples\Units\Medic\medic_attack_01.oga

[SAID_MEDIC_UNIT_CREATION]
SoundFile = sound\Samples\Units\Medic\medic_create_00.oga

[SSID_MEDIC_DEATH]
NodeFile = sound\Nodes\Units\Medic\medic_death.node

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; TITAN MARINE SOUNDS
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

[SSID_TITAN_MARINE_RIFLE]
NodeFile = sound\Nodes\Units\TitanMarine\titan-marine_shot_001.node

[SSID_TITAN_MARINE_RIFLE_VAR_1]
NodeFile = sound\Nodes\Units\TitanMarine\titan-marine_shot_002.node

[SSID_TITAN_MARINE_DRONE_EXPLOSION]
NodeFile = sound\Nodes\Units\TitanMarine\titan-marine_drone_explosion_001.node
Gain = 1.0

[SSID_TITAN_MARINE_JUMP_START]
NodeFile = sound\Nodes\Units\TitanMarine\titan-marine_jump_start.node

[SSID_TITAN_MARINE_JUMP_END]
NodeFile = sound\Nodes\Units\TitanMarine\titan-marine_jump_end.node

;[SSID_TITAN_MARINE_FOOTFALL]
;NodeFile = sound\Nodes\Units\TitanMarine\titan-marine_footfall_1.node
;Gain = 1.0

[SAID_TITAN_MARINE_SELECTION]
SoundFile = sound\Samples\Units\TitanMarine\titan_marine_selection_00.oga

[SAID_TITAN_MARINE_SELECTION_VAR_1]
SoundFile = sound\Samples\Units\TitanMarine\titan_marine_selection_01.oga

[SAID_TITAN_MARINE_MOVE_ORDER]
SoundFile = sound\Samples\Units\TitanMarine\titan_marine_generic_00.oga

[SAID_TITAN_MARINE_MOVE_ORDER_VAR_1]
SoundFile = sound\Samples\Units\TitanMarine\titan_marine_generic_01.oga

[SAID_TITAN_MARINE_MOVE_ORDER_VAR_2]
SoundFile = sound\Samples\Units\TitanMarine\titan_marine_generic_02.oga

[SAID_TITAN_MARINE_ATTACK_ORDER]
SoundFile = sound\Samples\Units\TitanMarine\titan_marine_attack_00.oga

[SAID_TITAN_MARINE_ATTACK_ORDER_VAR_1]
SoundFile = sound\Samples\Units\TitanMarine\titan_marine_attack_01.oga

[SAID_TITAN_MARINE_UNIT_CREATION]
SoundFile = sound\Samples\Units\TitanMarine\titan_marine_create_00.oga

[SSID_TITAN_MARINE_DEATH]
NodeFile = sound\Nodes\Units\TitanMarine\titan_death.node

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; STAP SOUNDS
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

[SSID_STAP_RIFLE]
NodeFile = sound\Nodes\Units\Stap\stap_shot_001.node
Channel = 4

;[SSID_STAP_RIFLE_VAR_1]
;NodeFile = sound\Nodes\Units\Stap\stap_shot_002.node

[SSID_STAP_TURRET]
NodeFile = sound\Nodes\Units\Stap\stap_shot_001.node
Channel = 5 ; may club this with stap rifle

;[SSID_STAP_TURRET_VAR_1]
;NodeFile = sound\Nodes\Units\Stap\stap_shot_002.node

[SAID_STAP_SELECTION]
SoundFile = sound\Samples\Units\Stap\stap_selection_00.oga

[SAID_STAP_SELECTION_VAR_1]
SoundFile = sound\Samples\Units\Stap\stap_selection_01.oga

[SAID_STAP_SELECTION_VAR_2]
SoundFile = sound\Samples\Units\Stap\stap_selection_02.oga

[SAID_STAP_MOVE_ORDER]
SoundFile = sound\Samples\Units\Stap\stap_move_00.oga

[SAID_STAP_MOVE_ORDER_VAR_1]
SoundFile = sound\Samples\Units\Stap\stap_move_01.oga

[SAID_STAP_MOVE_ORDER_VAR_2]
SoundFile = sound\Samples\Units\Stap\stap_move_02.oga

[SAID_STAP_ATTACK_ORDER]
SoundFile = sound\Samples\Units\Stap\stap_attack_00.oga

[SAID_STAP_ATTACK_ORDER_VAR_1]
SoundFile = sound\Samples\Units\Stap\stap_attack_01.oga

[SAID_STAP_ATTACK_ORDER_VAR_2]
SoundFile = sound\Samples\Units\Stap\stap_attack_02.oga

[SAID_STAP_UNIT_CREATION]
SoundFile = sound\Samples\Units\Stap\stap_create_00.oga

[SSID_STAP_DEATH]
NodeFile = sound\Nodes\Units\Stap\stap_death.node

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; CRAB WALKER SOUNDS
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

[SSID_CRAB_WALKER_GUN]
NodeFile = sound\Nodes\Units\CrabWalker\crab_walker_shot_1_001.node
Channel = 6

;[SSID_CRAB_WALKER_MOUNTED_GUN]
;NodeFile = sound\Nodes\Units\CrabWalker\crab_walker_shot_2_001.node

[SSID_CRAB_WALKER_GUN_SHOT_HIT]
NodeFile = sound\Nodes\Units\CrabWalker\crab_walker_shot_1_hit_001.node
Gain = 1.0
Channel = 7

;[SSID_CRAB_WALKER_MOUNTED_GUN_SHOT_HIT]
;NodeFile = sound\Nodes\Units\CrabWalker\crab_walker_shot_2_hit_001.node

[SAID_CRAB_WALKER_SELECTION]
SoundFile = sound\Samples\Units\CrabWalker\crab_walker_selection_00.oga

[SAID_CRAB_WALKER_MOVE_ORDER]
SoundFile = sound\Samples\Units\CrabWalker\crab_walker_move_00.oga

[SAID_CRAB_WALKER_MOVE_ORDER_VAR_1]
SoundFile = sound\Samples\Units\CrabWalker\crab_walker_move_01.oga

[SAID_CRAB_WALKER_ATTACK_ORDER]
SoundFile = sound\Samples\Units\CrabWalker\crab_walker_attack_00.oga

[SAID_CRAB_WALKER_ATTACK_ORDER_VAR_1]
SoundFile = sound\Samples\Units\CrabWalker\crab_walker_attack_01.oga

[SAID_CRAB_WALKER_UNIT_CREATION]
SoundFile = sound\Samples\Units\CrabWalker\crab_walker_create_00.oga

[SSID_CRAB_WALKER_FOOTFALL]
NodeFile = sound\Nodes\Units\CrabWalker\crab_walker_footfall_001.node
Gain = 0.5

[SSID_CRAB_WALKER_DEATH]
NodeFile = sound\Nodes\Units\CrabWalker\crab_walker_death.node

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; MECH WALKER SOUNDS
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

[SSID_MECH_WALKER_GUN]
NodeFile = sound\Nodes\Units\MechWalker\mech_walker_shot-1_001.node
Gain = 0.4
Channel = 8

[SSID_MECH_WALKER_SHOT_HIT]
NodeFile = sound\Nodes\Units\MechWalker\mech_walker_shot-1_hit_001.node
Channel = 9

[SSID_MECH_WALKER_ARTILLERY]
NodeFile = sound\Nodes\Units\MechWalker\mech_walker_shot-2_001.node

[SSID_MECH_WALKER_ARTILLERY_LAND]
NodeFile = sound\Nodes\Units\MechWalker\mech_walker_shot-2_hit_001.node
Gain = 0.8

[SSID_MECH_WALKER_FLAMETHROWER]
NodeFile = sound\Nodes\Units\MechWalker\mech_walker_flame_thrower_001.node

[SSID_MECH_WALKER_ACID_BOMB]
NodeFile = sound\Nodes\Units\MechWalker\mech_walker_acid_bomb_shot_001.node

[SSID_MECH_WALKER_ACID_BOMB_EXPLOSION]
NodeFile = sound\Nodes\Units\MechWalker\mech_walker_acid_bomb_shot_hit_001.node

[SAID_MECH_WALKER_SELECTION]
SoundFile = sound\Samples\Units\MechWalker\mech_walker_selection_00.oga

[SAID_MECH_WALKER_SELECTION_VAR_1]
SoundFile = sound\Samples\Units\MechWalker\mech_walker_selection_01.oga

[SAID_MECH_WALKER_SELECTION_VAR_2]
SoundFile = sound\Samples\Units\MechWalker\mech_walker_selection_02.oga

[SAID_MECH_WALKER_MOVE_ORDER]
SoundFile = sound\Samples\Units\MechWalker\mech_walker_move_00.oga

[SAID_MECH_WALKER_MOVE_ORDER_VAR_1]
SoundFile = sound\Samples\Units\MechWalker\mech_walker_move_01.oga

[SAID_MECH_WALKER_MOVE_ORDER_VAR_2]
SoundFile = sound\Samples\Units\MechWalker\mech_walker_move_02.oga

[SAID_MECH_WALKER_ATTACK_ORDER]
SoundFile = sound\Samples\Units\MechWalker\mech_walker_attack_00.oga

[SAID_MECH_WALKER_ATTACK_ORDER_VAR_1]
SoundFile = sound\Samples\Units\MechWalker\mech_walker_attack_01.oga

[SAID_MECH_WALKER_ATTACK_ORDER_VAR_2]
SoundFile = sound\Samples\Units\MechWalker\mech_walker_attack_02.oga

[SAID_MECH_WALKER_UNIT_CREATION]
SoundFile = sound\Samples\Units\MechWalker\mech_walker_create_00.oga

[SSID_MECH_WALKER_FOOTFALL]
NodeFile = sound\Nodes\Units\MechWalker\mech_walker_footfall_001.node
Gain = 0.5

[SSID_MECH_WALKER_DEATH]
NodeFile = sound\Nodes\Units\MechWalker\mech_walker_death.node

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; AUTOMATED GUNSHIP SOUNDS
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

[SSID_AUTOMATED_GUNSHIP_GUN]
NodeFile = sound\Nodes\Units\AutomatedGunship\AG_Shot_1_001.node
Gain = 0.6
Channel = 10

;[SSID_AUTOMATED_GUNSHIP_GUN_VAR_1]
;NodeFile = sound\Nodes\Units\AutomatedGunship\AG_Shot_1_002.node
;Gain = 0.6

[SSID_AUTOMATED_GUNSHIP_MISSILE]
NodeFile = sound\Nodes\Units\AutomatedGunship\AG_Shot_2_001.node
Channel = 11

[SSID_AUTOMATED_GUNSHIP_MISSILE_LAND]
NodeFile = sound\Nodes\Units\AutomatedGunship\AG_Shot_2_Land_001.node
Gain = 0.4
Channel = 12

[SAID_AUTOMATED_GUNSHIP_ATTACK]
SoundFile = sound\Samples\Units\AutomatedGunship\automated_gunship_attack_00.oga

[SAID_AUTOMATED_GUNSHIP_ATTACK_VAR_1]
SoundFile = sound\Samples\Units\AutomatedGunship\automated_gunship_attack_01.oga

[SAID_AUTOMATED_GUNSHIP_CREATE]
SoundFile = sound\Samples\Units\AutomatedGunship\automated_gunship_create_00.oga

[SAID_AUTOMATED_GUNSHIP_MOVE_ORDER]
SoundFile = sound\Samples\Units\AutomatedGunship\automated_gunship_move_00.oga

[SAID_AUTOMATED_GUNSHIP_MOVE_ORDER_VAR_1]
SoundFile = sound\Samples\Units\AutomatedGunship\automated_gunship_move_01.oga

[SAID_AUTOMATED_GUNSHIP_SELECTION]
SoundFile = sound\Samples\Units\AutomatedGunship\automated_gunship_selection_00.oga

;[SSID_AUTOMATED_GUNSHIP_MOVEMENT]
;NodeFile = sound\Nodes\Units\AutomatedGunship\AG_Movement.node

[SSID_AG_DEATH]
NodeFile = sound\Nodes\Units\AutomatedGunship\ag_death.node

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; CARRIER SOUNDS
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

[SSID_CARRIER_GUN]
NodeFile = sound\Nodes\Units\Carrier\Carrier_Shot_001.node

[SSID_CARRIER_BOMBER_EXPLOSION]
NodeFile = sound\Nodes\Units\Carrier\Carrier_Shot_Hit_001.node
Gain = 0.8

[SAID_CARRIER_SELECTION]
SoundFile = sound\Samples\Units\Carrier\carrier_selection_00.oga

[SAID_CARRIER_SELECTION_VAR_1]
SoundFile = sound\Samples\Units\Carrier\carrier_selection_01.oga

[SAID_CARRIER_SELECTION_VAR_2]
SoundFile = sound\Samples\Units\Carrier\carrier_selection_02.oga

[SAID_CARRIER_MOVE_ORDER]
SoundFile = sound\Samples\Units\Carrier\carrier_move_00.oga

[SAID_CARRIER_MOVE_ORDER_VAR_1]
SoundFile = sound\Samples\Units\Carrier\carrier_move_01.oga

[SAID_CARRIER_MOVE_ORDER_VAR_2]
SoundFile = sound\Samples\Units\Carrier\carrier_move_02.oga

;[SAID_CARRIER_ATTACK_ORDER]
;SoundFile = sound\Samples\Units\Carrier\carrier_attack_00.oga

[SAID_CARRIER_UNIT_CREATION]
SoundFile = sound\Samples\Units\Carrier\carrier_create_00.oga

[SSID_CARRIER_DEATH]
NodeFile = sound\Nodes\Units\Carrier\Carrier_death.node

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; MISSILE GUNSHIP SOUNDS
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

[SSID_MISSILE_GUNSHIP]
NodeFile = sound\Nodes\Units\MissileGunship\missile_gunship_shot-1_001.node
Gain = 0.2
Channel = 13

[SSID_MISSILE_GUNSHIP_SHOT_LAND]
NodeFile = sound\Nodes\Units\MissileGunship\missile_gunship_shot_1_land_001.node
Gain = 0.2
Channel = 14

[SAID_MISSILE_GUNSHIP_SELECTION]
SoundFile = sound\Samples\Units\MissileGunship\missile_gunship_selection_00.oga

[SAID_MISSILE_GUNSHIP_SELECTION_VAR_1]
SoundFile = sound\Samples\Units\MissileGunship\missile_gunship_selection_01.oga

[SAID_MISSILE_GUNSHIP_MOVE_ORDER]
SoundFile = sound\Samples\Units\MissileGunship\missile_gunship_move_00.oga

[SAID_MISSILE_GUNSHIP_MOVE_ORDER_VAR_1]
SoundFile = sound\Samples\Units\MissileGunship\missile_gunship_move_01.oga

[SAID_MISSILE_GUNSHIP_ATTACK_ORDER]
SoundFile = sound\Samples\Units\MissileGunship\missile_gunship_attack_00.oga

[SAID_MISSILE_GUNSHIP_ATTACK_ORDER_VAR_1]
SoundFile = sound\Samples\Units\MissileGunship\missile_gunship_attack_01.oga

[SAID_MISSILE_GUNSHIP_ATTACK_ORDER_VAR_2]
SoundFile = sound\Samples\Units\MissileGunship\missile_gunship_attack_02.oga

[SAID_MISSILE_GUNSHIP_UNIT_CREATION]
SoundFile = sound\Samples\Units\MissileGunship\missile_gunship_create_00.oga

[SSID_MG_DEATH]
NodeFile = sound\Nodes\Units\MissileGunship\missile_gunship_death.node

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; GROUND TURRET SOUNDS
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

[SSID_GTURRET_GUN]
NodeFile = sound\Nodes\Units\GroundTurret\ground_turret_gun.node

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; AIR TURRET SOUNDS
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

[SSID_ATURRET_GUN]
NodeFile = sound\Nodes\Units\AirTurret\air_turret_gun.node
Gain = 0.5

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; MORPHER SOUNDS
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

[SSID_MORPHER_RIFLE]
NodeFile = sound\Nodes\Units\Morpher\morpher_attack_001.node
Gain = 0.3
Channel = 15

;[SSID_MORPHER_RIFLE_VAR_1]
;NodeFile = sound\Nodes\Units\Morpher\morpher_attack_002.node
;Gain = 0.2

[SAID_MORPHER_CREATE]
SoundFile = sound\Samples\Units\Morpher\morpher_create_00.oga

[SAID_MORPHER_SELECTION]
SoundFile = sound\Samples\Units\Morpher\morpher_selection_00.oga

[SAID_MORPHER_SELECTION_1]
SoundFile = sound\Samples\Units\Morpher\morpher_selection_01.oga

[SAID_MORPHER_SELECTION_2]
SoundFile = sound\Samples\Units\Morpher\morpher_selection_02.oga

[SAID_MORPHER_MOVE]
SoundFile = sound\Samples\Units\Morpher\morpher_move_00.oga

[SAID_MORPHER_MOVE_1]
SoundFile = sound\Samples\Units\Morpher\morpher_move_01.oga

[SAID_MORPHER_MOVE_2]
SoundFile = sound\Samples\Units\Morpher\morpher_move_02.oga

[SAID_MORPHER_ATTACK]
SoundFile = sound\Samples\Units\Morpher\morpher_attack_00.oga

[SAID_MORPHER_ATTACK_1]
SoundFile = sound\Samples\Units\Morpher\morpher_attack_01.oga

[SAID_MORPHER_ATTACK_2]
SoundFile = sound\Samples\Units\Morpher\morpher_attack_02.oga

[SSID_MORPHER_DEATH]
NodeFile = sound\Nodes\Units\Morpher\morpher_death.node

[SSID_MORPHER_DEATH2]
NodeFile = sound\Nodes\Units\Morpher\morpher_death2.node

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; EXHAUST SOUNDS
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

[SSID_EXHAUST_RIFLE]
NodeFile = sound\Nodes\Units\Exhaust\exhaust_shot_001.node
Gain = 0.3
Channel = 16

[SSID_EXHAUST_SHOT_HIT]
NodeFile = sound\Nodes\Units\Exhaust\exhaust_shot_hit_001.node

;[ssid_exhuast_shrill_haste]

;[ssid_exhaust_overwhelm]

[SAID_EXHAUST_CREATE]
SoundFile = sound\Samples\Units\Exhaust\exhaust_create.oga

[SAID_EXHAUST_SELECTION]
SoundFile = sound\Samples\Units\Exhaust\exhaust_selection_00.oga

[SAID_EXHAUST_SELECTION_1]
SoundFile = sound\Samples\Units\Exhaust\exhaust_selection_01.oga

[SAID_EXHAUST_SELECTION_2]
SoundFile = sound\Samples\Units\Exhaust\exhaust_selection_02.oga

[SAID_EXHAUST_MOVE]
SoundFile = sound\Samples\Units\Exhaust\exhaust_move_00.oga

[SAID_EXHAUST_MOVE_1]
SoundFile = sound\Samples\Units\Exhaust\exhaust_move_01.oga

[SAID_EXHAUST_MOVE_2]
SoundFile = sound\Samples\Units\Exhaust\exhaust_move_02.oga

[SAID_EXHAUST_ATTACK]
SoundFile = sound\Samples\Units\Exhaust\exhaust_attack_00.oga

[SAID_EXHAUST_ATTACK_1]
SoundFile = sound\Samples\Units\Exhaust\exhaust_attack_01.oga

[SAID_EXHAUST_ATTACK_2]
SoundFile = sound\Samples\Units\Exhaust\exhaust_attack_02.oga

[SSID_EXHAUST_DEATH]
NodeFile = sound\Nodes\Units\Exhaust\exhaust_death.node

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; SPINE SOUNDS
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

[SSID_SPINE_DRONE_SHOT]
NodeFile = sound\Nodes\Units\Spine\spine_drone_shot_001.node
Gain = 0.8
Channel = 17

;[SSID_SPINE_DRONE_SHOT_VAR_1]
;NodeFile = sound\Nodes\Units\Spine\spine_drone_shot_002.node

[SAID_SPINE_CREATE]
SoundFile = sound\Samples\Units\Spine\spine_create.oga

[SAID_SPINE_SELECTION]
SoundFile = sound\Samples\Units\Spine\spine_selection_00.oga

[SAID_SPINE_SELECTION_1]
SoundFile = sound\Samples\Units\Spine\spine_selection_01.oga

[SAID_SPINE_SELECTION_2]
SoundFile = sound\Samples\Units\Spine\spine_selection_02.oga

[SAID_SPINE_MOVE]
SoundFile = sound\Samples\Units\Spine\spine_move_00.oga

[SAID_SPINE_MOVE_1]
SoundFile = sound\Samples\Units\Spine\spine_move_01.oga

[SAID_SPINE_MOVE_2]
SoundFile = sound\Samples\Units\Spine\spine_move_02.oga

[SAID_DRONE_CREATE]
SoundFile = sound\Samples\Units\Spine\drone_create.oga

[SAID_DRONE2_CREATE]
SoundFile = sound\Samples\Units\Spine\drone2_create.oga

[SSID_SPINE_DEATH]
NodeFile = sound\Nodes\Units\Spine\spine_death.node

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; PUDGE SOUNDS
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

[SSID_PUDGE_DEPLOY]
NodeFile = sound\Nodes\Units\Pudge\Pudge_Deploy.node

[SSID_PUDGE_RIFLE]
NodeFile = sound\Nodes\Units\Pudge\pudge_shot_001.node
Channel = 18

[SSID_PUDGE_SHOT_LAND]
NodeFile = sound\Nodes\Units\Pudge\pudge_shot_land_001.node
Channel = 19

[SSID_PUDGE_POD_SHOT]
NodeFile = sound\Nodes\Units\Pudge\pudge_pod_shot_001.node

[SSID_PUDGE_POD_LAND]
NodeFile = sound\Nodes\Units\Pudge\pudge_pod_shot_land_001.node

;[ssid_pudge_double_shot]

;[ssid_pudge_acid_pool]

[SAID_PUDGE_CREATE]
SoundFile = sound\Samples\Units\Pudge\pudge_create.oga

[SAID_PUDGE_SELECTION]
SoundFile = sound\Samples\Units\Pudge\pudge_selection_00.oga

[SAID_PUDGE_SELECTION_1]
SoundFile = sound\Samples\Units\Pudge\pudge_selection_01.oga

[SAID_PUDGE_SELECTION_2]
SoundFile = sound\Samples\Units\Pudge\pudge_selection_02.oga

[SAID_PUDGE_MOVE]
SoundFile = sound\Samples\Units\Pudge\pudge_move_00.oga

[SAID_PUDGE_MOVE_1]
SoundFile = sound\Samples\Units\Pudge\pudge_move_01.oga

[SAID_PUDGE_MOVE_2]
SoundFile = sound\Samples\Units\Pudge\pudge_move_02.oga

[SAID_PUDGE_ATTACK]
SoundFile = sound\Samples\Units\Pudge\pudge_attack_00.oga

[SAID_PUDGE_ATTACK_1]
SoundFile = sound\Samples\Units\Pudge\pudge_attack_01.oga

[SAID_PUDGE_ATTACK_2]
SoundFile = sound\Samples\Units\Pudge\pudge_attack_02.oga

[SSID_PUDGE_DEATH]
NodeFile = sound\Nodes\Units\Pudge\pudge_death.node

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; SILENCE MORPHER SOUNDS
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

[SSID_SILENCE_MORPHER_SHOT]
NodeFile = sound\Nodes\Units\SilenceMorpher\silence_morpher_shot_001.node
Gain = 0.4
Channel = 20

;[SSID_SILENCE_MORPHER_SHOT_VAR_1]
;NodeFile = sound\Nodes\Units\SilenceMorpher\silence_morpher_shot_002.node

;[ssid_silence_morpher_plasma_grenade]

;[ssid_silence_morpher_darkness]

;[ssid_silence_morpher_eviscerate]

[SAID_SILENCE_MORPHER_CREATE]
SoundFile = sound\Samples\Units\SilenceMorpher\silence_morpher_create.oga

[SAID_SILENCE_MORPHER_SELECTION]
SoundFile = sound\Samples\Units\SilenceMorpher\silence_morpher_selection_00.oga

[SAID_SILENCE_MORPHER_SELECTION_1]
SoundFile = sound\Samples\Units\SilenceMorpher\silence_morpher_selection_01.oga

[SAID_SILENCE_MORPHER_SELECTION_2]
SoundFile = sound\Samples\Units\SilenceMorpher\silence_morpher_selection_02.oga

[SAID_SILENCE_MORPHER_MOVE]
SoundFile = sound\Samples\Units\SilenceMorpher\silence_morpher_move_00.oga

[SAID_SILENCE_MORPHER_MOVE_1]
SoundFile = sound\Samples\Units\SilenceMorpher\silence_morpher_move_01.oga

[SAID_SILENCE_MORPHER_MOVE_2]
SoundFile = sound\Samples\Units\SilenceMorpher\silence_morpher_move_02.oga

[SAID_SILENCE_MORPHER_MOVE_3]
SoundFile = sound\Samples\Units\SilenceMorpher\silence_morpher_move_03.oga

[SAID_SILENCE_MORPHER_ATTACK]
SoundFile = sound\Samples\Units\SilenceMorpher\silence_morpher_attack_00.oga

[SAID_SILENCE_MORPHER_ATTACK_1]
SoundFile = sound\Samples\Units\SilenceMorpher\silence_morpher_attack_01.oga

[SAID_SILENCE_MORPHER_ATTACK_2]
SoundFile = sound\Samples\Units\SilenceMorpher\silence_morpher_attack_02.oga

[SSID_SILENCE_MORPHER_DEATH]
NodeFile = sound\Nodes\Units\SilenceMorpher\silence_morpher_death.node

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; STRIFE MORPHER SOUNDS
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

[SSID_STRIFE_MORPHER_SHOT]
NodeFile = sound\Nodes\Units\StrifeMorpher\strife_morpher_shot_001.node
Gain = 0.6
Channel = 21

;[ssid_strife_morpher_levitate]

;[ssid_strife_morpher_arc_blast]

;[ssid_strife_morpher_surge]

[SAID_STRIEFE_MORPHER_CREATE]
SoundFile = sound\Samples\Units\StrifeMorpher\strife_morpher_create.oga

[SAID_STRIEFE_MORPHER_SELECTION]
SoundFile = sound\Samples\Units\StrifeMorpher\strife_morpher_selection_00.oga

[SAID_STRIEFE_MORPHER_SELECTION_1]
SoundFile = sound\Samples\Units\StrifeMorpher\strife_morpher_selection_01.oga

[SAID_STRIEFE_MORPHER_SELECTION_2]
SoundFile = sound\Samples\Units\StrifeMorpher\strife_morpher_selection_02.oga

[SAID_STRIEFE_MORPHER_MOVE]
SoundFile = sound\Samples\Units\StrifeMorpher\strife_morpher_move_00.oga

[SAID_STRIEFE_MORPHER_MOVE_1]
SoundFile = sound\Samples\Units\StrifeMorpher\strife_morpher_move_01.oga

[SAID_STRIEFE_MORPHER_MOVE_2]
SoundFile = sound\Samples\Units\StrifeMorpher\strife_morpher_move_02.oga

[SAID_STRIEFE_MORPHER_ATTACK]
SoundFile = sound\Samples\Units\StrifeMorpher\strife_morpher_attack_00.oga

[SAID_STRIEFE_MORPHER_ATTACK_1]
SoundFile = sound\Samples\Units\StrifeMorpher\strife_morpher_attack_01.oga

[SAID_STRIEFE_MORPHER_ATTACK_2]
SoundFile = sound\Samples\Units\StrifeMorpher\strife_morpher_attack_02.oga

[SSID_STRIFE_MORPHER_DEATH]
NodeFile = sound\Nodes\Units\StrifeMorpher\strife_morpher_death.node

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; PRESERVATION MORPHER SOUNDS
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

[SSID_PRESERVATION_MORPHER_SHOT]
NodeFile = sound\Nodes\Units\PreservationMorpher\preservation_morpher_shot_001.node
Gain = 0.3
Channel = 22

;[SSID_PRESERVATION_MORPHER_SHOT_VAR_1]
;NodeFile = sound\Nodes\Units\PreservationMorpher\preservation_morpher_shot_002.node

;[ssid_preservation_morpher_through _the_ages]

;[ssid_preservation_morpher_ground_slam]

;[ssid_preservation_morpher_bring_them_down]

[SAID_PRES_MORPHER_CREATE]
SoundFile = sound\Samples\Units\PreservationMorpher\pres_morpher_create.oga

[SAID_PRES_MORPHER_SELECTION]
SoundFile = sound\Samples\Units\PreservationMorpher\pres_morpher_selection_00.oga

[SAID_PRES_MORPHER_SELECTION_1]
SoundFile = sound\Samples\Units\PreservationMorpher\pres_morpher_selection_01.oga

[SAID_PRES_MORPHER_SELECTION_2]
SoundFile = sound\Samples\Units\PreservationMorpher\pres_morpher_selection_02.oga

[SAID_PRES_MORPHER_MOVE]
SoundFile = sound\Samples\Units\PreservationMorpher\pres_morpher_move_00.oga

[SAID_PRES_MORPHER_MOVE_1]
SoundFile = sound\Samples\Units\PreservationMorpher\pres_morpher_move_01.oga

[SAID_PRES_MORPHER_MOVE_2]
SoundFile = sound\Samples\Units\PreservationMorpher\pres_morpher_move_02.oga

[SAID_PRES_MORPHER_ATTACK]
SoundFile = sound\Samples\Units\PreservationMorpher\pres_morpher_attack_00.oga

[SAID_PRES_MORPHER_ATTACK_1]
SoundFile = sound\Samples\Units\PreservationMorpher\pres_morpher_attack_01.oga

[SAID_PRES_MORPHER_ATTACK_2]
SoundFile = sound\Samples\Units\PreservationMorpher\pres_morpher_attack_02.oga

[SSID_PRES_MORPHER_DEATH]
NodeFile = sound\Nodes\Units\PreservationMorpher\pres_morpher_death.node

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; SPIDER SOUNDS
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

[SSID_SPIDER_DAMPENING_FIELD_SHOT]
NodeFile = sound\Nodes\Units\Spider\spider_dampening_field_shot_001.node

[SSID_SPIDER_SMOKE_GUN_SHOT]
NodeFile = sound\Nodes\Units\Spider\spider_smoke_gun_shot_001.node

;[ssid_spider_frozen_accord]

;[ssid_spider_dischorant_bond]

;[ssid_spider_symbiote]

;[ssid_spider_provide_shield]

;[ssid_spider_revitalising_chord]

[SAID_SPIDER_CREATE]
SoundFile = sound\Samples\Units\Spider\spider_create.oga

[SAID_SPIDER_SELECTION]
SoundFile = sound\Samples\Units\Spider\spider_selection_00.oga

[SAID_SPIDER_SELECTION_1]
SoundFile = sound\Samples\Units\Spider\spider_selection_01.oga

[SAID_SPIDER_SELECTION_2]
SoundFile = sound\Samples\Units\Spider\spider_selection_02.oga

[SAID_SPIDER_MOVE]
SoundFile = sound\Samples\Units\Spider\spider_move_00.oga

[SAID_SPIDER_MOVE_1]
SoundFile = sound\Samples\Units\Spider\spider_move_01.oga

[SAID_SPIDER_MOVE_2]
SoundFile = sound\Samples\Units\Spider\spider_move_02.oga

[SSID_SPIDER_DEATH]
NodeFile = sound\Nodes\Units\Spider\spider_death.node

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; CREEPER SOUNDS
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

[SSID_CREEPER_RIFLE]
NodeFile = sound\Nodes\Units\Creeper\creeper_shot_001.node
Channel = 23

[SSID_CREEPER_HYPERBEAM]
NodeFile = sound\Nodes\Units\Creeper\creeper_hyperbeam_001.node

;[ssid_creeper_arcblast]

;[ssid_creeper_lead_the_charge]

;[ssid_creeper_last_rites]

[SAID_CREEPER_CREATE]
SoundFile = sound\Samples\Units\Creeper\creeper_create.oga

[SAID_CREEPER_SELECTION]
SoundFile = sound\Samples\Units\Creeper\creeper_selection_00.oga

[SAID_CREEPER_SELECTION_1]
SoundFile = sound\Samples\Units\Creeper\creeper_selection_01.oga

[SAID_CREEPER_SELECTION_2]
SoundFile = sound\Samples\Units\Creeper\creeper_selection_02.oga

[SAID_CREEPER_MOVE]
SoundFile = sound\Samples\Units\Creeper\creeper_move_00.oga

[SAID_CREEPER_MOVE_1]
SoundFile = sound\Samples\Units\Creeper\creeper_move_01.oga

[SAID_CREEPER_MOVE_2]
SoundFile = sound\Samples\Units\Creeper\creeper_move_02.oga

[SAID_CREEPER_ATTACK]
SoundFile = sound\Samples\Units\Creeper\creeper_attack_00.oga

[SAID_CREEPER_ATTACK_1]
SoundFile = sound\Samples\Units\Creeper\creeper_attack_02.oga

[SAID_CREEPER_ATTACK_1]
SoundFile = sound\Samples\Units\Creeper\creeper_attack_02.oga

[SSID_CREEPER_DEATH]
NodeFile = sound\Nodes\Units\Creeper\creeper_death.node

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; CERBERUS TURRET SOUNDS
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

[SSID_CERBERUS_TURRET_SHOT]
NodeFile = sound\Nodes\Units\CerberusTurret\cerberus_turret_shot_001.node
Gain = 0.6

[SSID_CERBERUS_TURRET_SHOT_LAND]
NodeFile = sound\Nodes\Units\CerberusTurret\cerberus_turret_shot_hit_001.node

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; HYDRA TURRET SOUNDS
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

[SSID_HYDRA_TURRET_SHOT]
NodeFile = sound\Nodes\Units\HydraTurret\hydra_turret_shot_001.node

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; PHOHENIX TURRET SOUNDS
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

[SSID_PHOENIX_TURRET_SHOT]
NodeFile = sound\Nodes\Units\PhoenixTurret\phoenix_turret_shot_001.node

;[ssid_phoenix_turret_fiery_death]

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; KOBALOI TURRET SOUNDS
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

[SSID_KOBALOI_TURRET_SHOT]
NodeFile = sound\Nodes\Units\KobaloiTurret\kobaloi_turret_shot_001.node
Gain = 0.4

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; ENVIRONMENTAL HAZARDS SOUNDS
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
[SSID_CACTUS_EXPLOSION]
NodeFile = sound\Nodes\Units\Cactus\cactus_explosion.node
Gain = 0.5

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; Building Sounds
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

[SSID_ENERGY_GENERATOR_SELECTION]
NodeFile = sound\Nodes\Buildings\Energy_Generator\S_Energy_Generator_Selection.node
Gain = 0.5

[SSID_MATTER_GENERATOR_SELECTION]
NodeFile = sound\Nodes\Buildings\Matter_Generator\S_Matter_Generator_Selection.node
Gain = 0.5

[SSID_BUILDING_SELECTION_HUMAN]
NodeFile = sound\Nodes\Misc\BuildingSelectionHuman_001.node

[SSID_BUILDING_SELECTION_MACHINE]
NodeFile = sound\Nodes\Misc\BuildingSelectionMachine_001.node

[SSID_UNIT_ENTERS_BLDG]
NodeFile = sound\Nodes\Misc\S_Unit_Enters_Building.node

[SSID_UNIT_EXITS_BLDG]
NodeFile = sound\Nodes\Misc\S_Unit_Exits_Building.node

[SSID_TRANSPORT_LOAD]
NodeFile = sound\Nodes\Misc\S_Unit_Enters_Transport.node

[SSID_TRANSPORT_UNLOAD]
NodeFile = sound\Nodes\Misc\S_Unit_Exits_Transport.node

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;
; SOUNDS (Ambient : Non-positional) : Must be loaded first
;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

[SAID_BUTTON_CLICK]
SoundFile = sound\Samples\Misc\UI_select.oga
Gain = 0.2

[SAID_BUTTON_FOCUS]
SoundFile = sound\Samples\Misc\UI_focus.oga
Gain = 0.7

[SAID_FLARE]
SoundFile = sound\Samples\Misc\flare.oga


[SAID_GENERIC_SELECTION_HUMAN]
SoundFile = sound\Samples\Misc\BuildingSelectionHuman_001.oga
Gain = 0.4

[SAID_GENERIC_SELECTION_MACHINE]
SoundFile = sound\Samples\Misc\BuildingSelectionMachine_001.oga
Gain = 0.6

[SAID_GENERIC_MOVE_ORDER]
SoundFile = sound\Samples\Misc\Move_Order_Issued.oga

[SAID_GENERIC_ATTACK_ORDER]
SoundFile = sound\Samples\Misc\Move_Order_Issued.oga

[SAID_GENERIC_UNIT_CREATION]
SoundFile = sound\Samples\Misc\UnitReady.oga
Gain = 0.5
Length = 2.0 ; Seconds

[SAID_UNDER_ATTACK]
SoundFile = sound\Samples\Misc\under_attack.oga
Gain = 0.6

[SAID_ERROR]
SoundFile = sound\Samples\Misc\error.oga
Gain = 0.5

[SAID_GAMEOVER]
SoundFile = sound\Samples\Misc\PlayerLosesGame.oga
Gain = 0.5

[SAID_VICTORY_MINOR]
SoundFile = sound\Samples\Misc\PlayerWinsGame.oga
Gain = 0.5

[SAID_RESEARCH_COMPLETED]
SoundFile = sound\Samples\Misc\tech_research_completed.oga
Gain = 0.5

[SAID_GAME_PAUSED]
SoundFile = sound\Samples\Misc\game_paused.oga
Gain = 0.2

[SAID_GAME_RESUMED]
SoundFile = sound\Samples\Misc\game_resumed.oga
Gain = 0.2

[SAID_PLAYER_ENTERS]
SoundFile = sound\Samples\Misc\player_enters.oga
Gain = 0.2

[SAID_PLAYER_EXITS]
SoundFile = sound\Samples\Misc\player_exits.oga
Gain = 0.2

[SAID_NEW_OBJECTIVE]
SoundFile = sound\Samples\Misc\new_objective_received.oga
Gain = 0.2

[SAID_OBJECTIVE_COMPLETED]
SoundFile = sound\Samples\Misc\objective_complete.oga
Gain = 0.2

[SAID_OBJECTIVE_FAILED]
SoundFile = sound\Samples\Misc\objective_failed.oga
Gain = 0.2

[SAID_TEAMMATE_ELIMINATED]
SoundFile = sound\Samples\Misc\Eliminated_Teammate.oga
Gain = 0.2

[SAID_ENEMY_ELIMINATED]
SoundFile = sound\Samples\Misc\Eliminated_Enemy.oga
Gain = 0.2

[SAID_ARGH]
SoundFile = sound\Samples\Misc\Eliminated_Teammate.oga
Gain = 0.2

[SAID_POD_WARNING]
SoundFile = sound\Samples\Units\Pod\Pod_Fires_Warning.oga
Gain = 0.2

[SAID_TECH_ACTIVATED]
SoundFile = sound\Samples\Misc\Tech_Activated.oga
Gain = 1.0

[SAID_VO_MACHINE_ABILITY_LEARNED]
SoundFile = sound\Samples\Misc\EventVO\em_ability_learned.oga
Gain = 1.0

[SAID_VO_HUMAN_ABILITY_LEARNED]
SoundFile = sound\Samples\Misc\EventVO\em_loudout_equipped.oga
Gain = 1.0

[SAID_VO_CONSTRUCT_STORAGE]
SoundFile = sound\Samples\Misc\EventVO\em_construct_storage.oga
Gain = 1.0

[SAID_VO_CONSTRUCTION_COMPLETE]
SoundFile = sound\Samples\Misc\EventVO\em_construction_complete.oga
Gain = 1.0

[SAID_VO_ENERGY_GENERATOR_CAPTURED]
SoundFile = sound\Samples\Misc\EventVO\em_energy_taken.oga
Gain = 1.0

[SAID_VO_ENERGY_GENERATOR_BEING_CAPTURED]
SoundFile = sound\Samples\Misc\EventVO\em_energy_being_captured.oga
Gain = 1.0

[SAID_VO_ENERGY_GENERATOR_LOST]
SoundFile = sound\Samples\Misc\EventVO\em_energy_lost.oga
Gain = 1.0

[SAID_VO_ORE_GENERATOR_CAPTURED]
SoundFile = sound\Samples\Misc\EventVO\em_ore_taken.oga
Gain = 1.0

[SAID_VO_ORE_GENERATOR_BEING_CAPTURED]
SoundFile = sound\Samples\Misc\EventVO\em_ore_being_captured.oga
Gain = 1.0

[SAID_VO_ORE_GENERATOR_LOST]
SoundFile = sound\Samples\Misc\EventVO\em_ore_lost.oga
Gain = 1.0

[SAID_VO_INSUFFICIENT_ENERGY]
SoundFile = sound\Samples\Misc\EventVO\em_insufficient_energy.oga
Gain = 1.0

[SAID_VO_INSUFFICIENT_ORE]
SoundFile = sound\Samples\Misc\EventVO\em_ore_scarce.oga
Gain = 1.0

[SAID_VO_POPULATION_INCREASED]
SoundFile = sound\Samples\Misc\EventVO\em_pop_maxed.oga
Gain = 1.0

[SAID_VO_STRATEGIC_SITE_CAPTURED]
SoundFile = sound\Samples\Misc\EventVO\em_strategic_taken.oga
Gain = 1.0

[SAID_VO_STRATEGIC_SITE_BEING_CAPTURED]
SoundFile = sound\Samples\Misc\EventVO\em_strategic_being_captured.oga
Gain = 1.0

[SAID_VO_STRATEGIC_SITE_LOST]
SoundFile = sound\Samples\Misc\EventVO\em_strategic_lost.oga
Gain = 1.0

[SAID_VO_UNDER_ATTACK]
SoundFile = sound\Samples\Misc\EventVO\em_under_attack.oga
Gain = 1.0

;;;;;;;;;
; SONGS
;;;;;;;;;

[SAID_SONG_NON_COMBAT]
SoundFile = sound\background\TrystGameplayNonCombat.oga
Gain = 0.2
Stream = true

[SAID_SONG_NON_COMBAT_1]
SoundFile = sound\background\TrystGameplayNonCombat.oga
Gain = 0.2
Stream = true

[SAID_SONG_NON_COMBAT_2]
SoundFile = sound\background\TrystGameplayNonCombat.oga
Gain = 0.2
Stream = true

[SAID_SONG_COMBAT]
SoundFile = sound\background\TrystGameplayCombat.oga
Gain = 0.3
Stream = true

[SAID_SONG_COMBAT_1]
SoundFile = sound\background\TrystGameplayCombat.oga
Gain = 0.3
Stream = true

[SAID_SONG_MENU]
SoundFile = sound\background\TrystMenu.oga
Gain = 0.2
Stream = true

[SAID_SONG_CREDIT]
SoundFile = sound\background\CityFast.oga
Gain = 0.2
Stream = true

[SAID_SONG_VICTORY]
SoundFile = sound\background\CityFast.oga
Gain = 0.4
Stream = true

[SAID_SONG_DEFEAT]
SoundFile = sound\background\CitySlow.oga
Gain = 0.3
Stream = true

; =================================================
; Tutorial Audio
; ====================================================
[SAID_TUT0]
SoundFile = sound\background\ApoxExpansionSand1Slow_preview-001.oga
Gain = 0.4
Stream = true

[SAID_TUT1]
SoundFile = sound\background\ApoxExpansionSnow1Slow_preview-001.oga
Gain = 0.4
Stream = true

[SAID_TUT2]
SoundFile = sound\background\B2Army1_Slow1.oga
Gain = 0.4
Stream = true

[SAID_TUT3]
SoundFile = sound\background\ApoxExpansionSand1Fast.oga
Gain = 0.7
Stream = true

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;
; MUSIC : Must be loaded first
;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

[MUSIC_1]
Type = non-combat
Song = SAID_SONG_NON_COMBAT
Channel = 30

[MUSIC_2]
Type = non-combat
Song = SAID_SONG_NON_COMBAT_1
Channel = 30

[MUSIC_3]
Type = non-combat
Song = SAID_SONG_NON_COMBAT_2
Channel = 30

[MUSIC_4]
Type = combat
Song = SAID_SONG_COMBAT
Channel = 30

[MUSIC_5]
Type = combat
Song = SAID_SONG_COMBAT_1
Channel = 30

[MUSIC_6]
Type = menu
Song = SAID_SONG_MENU
Channel = 30

[MUSIC_7]
Type = credits
Song = SAID_SONG_CREDIT
Channel = 30

[MUSIC_8]
Type = victory
Song = SAID_SONG_VICTORY
Channel = 30

[MUSIC_9]
Type = defeat
Song = SAID_SONG_DEFEAT
Channel = 30

; ========================================================

[SAID_CENTERPOINT]
SoundFile = sound\Samples\Misc\centerpoint.oga
;Gain = 0.5

[SAID_DONATION]
SoundFile = sound\Samples\Misc\Donation.oga
;Gain = 0.5

; ========================================================
; Fragments
; =======================================================
[FRAGS_MACHINE_SMALL]
Model = nodes\Machines\Drops\machine_parts\chunks.node
ExplosionForce = 0.5

[FRAGS_AG]
Model = nodes\Humans\drops\automated_gunship\automated_gunship_chunk.node

[FRAGS_MW]
Model = nodes\Humans\drops\mech_walker\mech_walker_chunk.node
ExpireTime = 5

[FRAGS_VLAD]
Model = nodes\Humans\Units\vladimir\vladimir_chunk.node
ExpireTime = 15

[FRAGS_MR]
Model = nodes\Humans\drops\madrat_chunks\madrat_chunks.node
ExplosionForce = 0.5

[FRAGS_MR_EXPLODE]
Model = nodes\Humans\drops\madrat_chunks\madrat_chunks.node
ExplosionForce = 2.5

[FRAGS_TM]
Model = nodes\Humans\drops\Titanmarine_chunks\titanmarine_chunks.node
ExplosionForce = 0.5

[FRAGS_STAP]
Model = nodes\Humans\drops\stap\stap_chunk.node

[FRAGS_VF]
Model = nodes\Humans\drops\vehicle_factory\vehicle_factory_chunk.node
ExplosionForce = 3

[FRAGS_AF]
Model = nodes\Humans\drops\air_factory\air_factory_chunk.node
ExplosionForce = 3

[FRAGS_BARRACK]
Model = nodes\Humans\drops\barrack\barrack_chunk.node
ExplosionForce = 3

[FRAGS_LOHAMCENTER]
Model = nodes\Neutrals\Buildings\loham_center\loham_center_chunk.node
ExplosionForce = 3

[FRAGS_OPC]
Model = nodes\Humans\drops\opreations _centre\operative_centre_chunks.node
ExplosionForce = 3

[FRAGS_MF]
Model = nodes\Humans\drops\medical_facility\medical_facility_chunks.node
ExplosionForce = 3

[FRAGS_ARMORY]
Model = nodes\Humans\drops\armory\armory_chunks.node
ExplosionForce = 3

[FRAGS_TECH_LAB]
Model = nodes\Humans\drops\tech_lab\tech_lab_chunks.node
ExplosionForce = 3

[FRAGS_HQ]
Model = nodes\Humans\drops\headquarters\headquater_chunk.node
ExplosionForce = 5

[FRAGS_SD]
Model = nodes\Humans\drops\Supplydepot\Supplydepot_chunk.node

[FRAGS_GT]
Model = nodes\Humans\drops\ground_turret\ground_turret_chunk.node

[FRAGS_AT]
Model = nodes\Humans\drops\air_turret\Air_turret_chunk.node

[FRAGS_RT]
Model = nodes\Humans\drops\radar_turret\radar_turret_chunk.node

[FRAGS_CARRIER]
Model = nodes\Humans\drops\carrier\carrier_chunk.node

[FRAGS_CW]
Model = nodes\Humans\drops\crab_walker\crab_walker_chunk.node
ExpireTime = 5

[FRAGS_MADRAT_VOLATILE_MIX]
Model = nodes\Humans\drops\madrat_chunks\madrat_chunks.node

[FRAGS_MG]
Model = nodes\Humans\drops\missile_gunship\missile_gunship_chunk.node
ExpireTime = 5

[FRAGS_PUDGE]
Model = nodes\Machines\Drops\pudge_parts\pudge_chunk.node
ExplosionForce = 3

[FRAGS_STMORPHER]
Model = nodes\Machines\Drops\strife_morpher_parts\strife_morpher_parts.node

[FRAGS_PMORPHER]
Model = nodes\Machines\Drops\preservation_morpher_parts\preservation_morpher_parts.node

[FRAGS_EXHAUST]
Model = nodes\Machines\Drops\Exhaust_parts\exhaust_chunk.node

[FRAGS_SPINE]
Model = nodes\Machines\Drops\spine_parts\spine_ruin.node

[FRAGS_SPIDER]
Model = nodes\Machines\Drops\spider_parts\spider_chunks.node

[FRAGS_SILENCE_MORPHER]
Model = nodes\Machines\Drops\silence_morpher_parts\silence_morpher_parts.node

[FRAGS_CREEPER]
Model = nodes\Machines\Drops\creeper_parts\creeper_chunks.node

[FRAGS_HUB]
Model = nodes\Machines\Drops\hub_parts\hub_chunks.node

[FRAGS_TEMPLE_OF_SILENCE]
Model = nodes\Machines\Drops\templeofsilence_parts\templeofsilence_chunks.node

[FRAGS_TEMPLE_OF_PRESERVATION]
Model = nodes\Machines\Drops\templeofpreservation_parts\templeofpreservation_chunks.node

[FRAGS_TEMPLE_OF_STRIFE]
Model = nodes\Machines\Drops\templeofstrife_parts\TempleofStrife_chunks.node

[FRAGS_ALTAR_OF_KNOWLEDGE]
Model = nodes\Machines\Drops\altarofknowledge_parts\altarofknowledge_chunk.node

[FRAGS_MACHINE_SUPPLY_DEPOT]
Model = nodes\Machines\Drops\supply_depot_parts\supply_depot_chunks.node

[FRAGS_HYDRA_TURRET]
Model = nodes\Machines\Drops\hydraturret_parts\hydraturret_chunks.node

[FRAGS_KOBALOI_TURRET]
Model = nodes\Machines\Drops\Kobaloi_parts\kobaloi_chunks.node

[FRAGS_CERBERUS_TURRET]
Model = nodes\Machines\Drops\cerberus_turret_parts\cerberus_turret_chunks.node

[FRAGS_PHOENIX_TURRET]
Model = nodes\Machines\Drops\Phoenix_parts\phoenix_chunks.node

[FRAGS_ACID_SHELL]
Model = nodes\Machines\Drops\machine_parts\chunks.node
ExplosionForce = 2

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;
; ANIMATIONS : Must be loaded first
;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

; ===============================
; Construction Yard Scaffoldings - Human
; ===============================
[ANIM_YARD_HUMAN_RISING_IDLE]
FilePath = nodes\Humans\Defensive_structures\construction_yard\construction_yard_up.sanim
AnimParams = ( enter=0.2, exit=0.2, looping=true, forward=true, duration = 2.5 )

[ANIM_YARD_HUMAN_LOWERING_IDLE]
FilePath = nodes\Humans\Defensive_structures\construction_yard\construction_yard_down.sanim
AnimParams = ( enter=0.2, exit=0.2, looping=true, forward=true, duration = 2.5 )

[ANIM_YARD_HUMAN_IDLE]
FilePath = nodes\Humans\Defensive_structures\construction_yard\construction_yard_idle.sanim
AnimParams = ( enter=0.2, exit=0.2, looping=true, forward=true )

; =============================================
; Construction Yard Scaffoldings - Machines
; =============================================
[ANIM_YARD_MACHINE_RISING_IDLE]
FilePath = nodes\Machines\Buildings\Construction_Yard\Rise.sanim
AnimParams = ( enter=0.2, exit=0.2, looping=true, forward=true, duration = 2.83 )

[ANIM_YARD_MACHINE_LOWERING_IDLE]
FilePath = nodes\Machines\Buildings\Construction_Yard\Down.sanim
AnimParams = ( enter=0.2, exit=0.2, looping=true, forward=true, duration = 2.8 )

[ANIM_YARD_MACHINE_IDLE]
FilePath = nodes\Machines\Buildings\Construction_Yard\Idle.sanim
AnimParams = ( enter=0.2, exit=0.2, looping=true, forward=true )


;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;
; ANIMATIONS : UNITS (HUMAN - RACE)
;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;


;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; ENGINEER
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

[ANIM_ENGINEER_IDLE]
FilePath = nodes\Humans\Units\Engineer\Idle.sanim
AnimParams = ( enter=0.2, exit=0.2, looping=true, forward=true )

[ANIM_ENGINEER_IDLE_02]
FilePath = nodes\Humans\Units\Engineer\Idle02.sanim
AnimParams = ( enter=0.2, exit=0.2, looping=true, forward=true )

[ANIM_ENGINEER_IDLE_03]
FilePath = nodes\Humans\Units\Engineer\Idle03.sanim
AnimParams = ( enter=0.2, exit=0.2, looping=true, forward=true )

[ANIM_ENGINEER_RUN]
FilePath = nodes\Humans\Units\Engineer\Run.sanim
AnimParams = ( enter=0.2, exit=0.2, looping=true, forward=true )

[ANIM_ENGINEER_REPAIR]
FilePath = nodes\Humans\Units\Engineer\Repair.sanim
AnimParams = ( enter=0.2, exit=0.2, looping=true, forward=true )

[ANIM_ENGINEER_REPAIR_AIR]
FilePath = nodes\Humans\Units\Engineer\Repair_AirUnits.sanim
AnimParams = ( enter=0.2, exit=0.2, looping=true, forward=true )

[ANIM_ENGINEER_BUILD]
FilePath = nodes\Humans\Units\Engineer\Build.sanim
AnimParams = ( enter=0.2, exit=0.2, looping=true, forward=true )

[ANIM_ENGINEER_CAPTURE]
FilePath = nodes\Humans\Units\Engineer\Capture.sanim
AnimParams = ( enter=0.2, exit=0.2, looping=true, forward=true )

[ANIM_ENGINEER_ATTACK]
FilePath = nodes\Humans\Units\Engineer\Attack.sanim
AnimParams = ( enter=0.2, exit=0.2, looping=true, forward=true, Duration = 1.2 )

[ANIM_ENGINEER_DEATH]
FilePath = nodes\Humans\Units\Engineer\Death.sanim
AnimParams = ( enter=0.2, exit=0.2, looping=true, forward=true, Duration = 1.533 )

[ANIM_ENGINEER_DEATH_02]
FilePath = nodes\Humans\Units\Engineer\Death02.sanim
AnimParams = ( enter=0.2, exit=0.2, looping=true, forward=true, Duration = 2.333 )

[ANIM_ENGINEER_IDLE_TO_ATTACK]
FilePath = nodes\Humans\Units\Engineer\Idle_to_Attack.sanim
AnimParams = ( enter=0.2, exit=0.2, looping=true, forward=true, Duration = 1.0 )

[ANIM_ENGINEER_SABOTAGE]
FilePath = nodes\Humans\Units\Engineer\Sabotage.sanim
AnimParams = ( enter=0.2, exit=0.2, looping=true, forward=true, Duration = 1.0 )

[ANIM_ENGINEER_PATROLLING]
FilePath = nodes\Humans\Units\Engineer\Patrol.sanim
AnimParams = ( enter=0.2, exit=0.2, looping=true, forward=true )

[ANIM_ENGINEER_IN_COVER]
FilePath = nodes\Humans\Units\Engineer\Kneel_Idle.sanim
AnimParams = ( enter=0.2, exit=0.2, looping=true, forward=true, Duration = 1.0 )

[ANIM_ENGINEER_ATTACK_FROM_COVER]
FilePath = nodes\Humans\Units\Engineer\Kneel_Attack.sanim
AnimParams = ( enter=0.2, exit=0.2, looping=true, forward=true, Duration = 1.2 )

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; MADRAT
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

[ANIM_MADRAT_IDLE]
FilePath = nodes\Humans\Units\MadRat\Idle.sanim
AnimParams = ( enter=0.2, exit=0.2, looping=true, forward=true )

[ANIM_MADRAT_IDLE_02]
FilePath = nodes\Humans\Units\MadRat\Idle02.sanim
AnimParams = ( enter=0.2, exit=0.2, looping=true, forward=true )

[ANIM_MADRAT_IDLE_03]
FilePath = nodes\Humans\Units\MadRat\Idle03.sanim
AnimParams = ( enter=0.2, exit=0.2, looping=true, forward=true )

[ANIM_MADRAT_RUN]
FilePath = nodes\Humans\Units\MadRat\Run.sanim
AnimParams = ( enter=0.2, exit=0.2, looping=true, forward=true )

[ANIM_MADRAT_CAPTURE]
FilePath = nodes\Humans\Units\MadRat\Capture.sanim
AnimParams = ( enter=0.2, exit=0.2, looping=true, forward=true )

[ANIM_MADRAT_PRIMARY_ATTACK]
FilePath = nodes\Humans\Units\MadRat\Attack01.sanim
AnimParams = ( enter=0.2, exit=0.2, looping=true, forward=true, Duration = 4.0 )

[ANIM_MADRAT_SECONDARY_ATTACK]
FilePath = nodes\Humans\Units\MadRat\Attack02.sanim
AnimParams = ( enter=0.2, exit=0.2, looping=true, forward=true, Duration = 0.5 )

[ANIM_MADRAT_DEATH]
FilePath = nodes\Humans\Units\MadRat\Death.sanim
AnimParams = ( enter=0.2, exit=0.2, looping=true, forward=true, Duration = 1.533 )

[ANIM_MADRAT_IDLE_TO_ATTACK_PRIMARY]
FilePath = nodes\Humans\Units\MadRat\Idle_to_Attack01.sanim
AnimParams = ( enter=0.2, exit=0.2, looping=true, forward=true, Duration = 1.0 )

[ANIM_MADRAT_IDLE_TO_ATTACK_SECONDARY]
FilePath = nodes\Humans\Units\MadRat\Idle_to_Attack02.sanim
AnimParams = ( enter=0.2, exit=0.2, looping=true, forward=true, Duration = 1.0 )

[ANIM_MADRAT_PATROLLING]
FilePath = nodes\Humans\Units\MadRat\Patrol.sanim
AnimParams = ( enter=0.2, exit=0.2, looping=true, forward=true )

[ANIM_MADRAT_IN_COVER]
FilePath = nodes\Humans\Units\MadRat\Kneel_Idle.sanim
AnimParams = ( enter=0.2, exit=0.2, looping=true, forward=true, Duration = 1.0 )

[ANIM_MADRAT_ATTACK_FROM_COVER]
FilePath = nodes\Humans\Units\MadRat\Kneel_Attack.sanim
AnimParams = ( enter=0.2, exit=0.2, looping=true, forward=true, Duration = 4.0 )


;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; TITAN_MARINE
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

[ANIM_TM_IDLE]
FilePath = nodes\Humans\Units\TitanMarine\Idle.sanim
AnimParams = ( enter=0.2, exit=0.2, looping=true, forward=true )

[ANIM_TM_IDLE_02]
FilePath = nodes\Humans\Units\TitanMarine\Idle01.sanim
AnimParams = ( enter=0.2, exit=0.2, looping=true, forward=true )

[ANIM_TM_IDLE_03]
FilePath = nodes\Humans\Units\TitanMarine\Idle02.sanim
AnimParams = ( enter=0.2, exit=0.2, looping=true, forward=true )

[ANIM_TM_RUN]
FilePath = nodes\Humans\Units\TitanMarine\Walk.sanim
AnimParams = ( enter=0.2, exit=0.2, looping=true, forward=true, Duration = 1.2 )

[ANIM_TM_ATTACK]
FilePath = nodes\Humans\Units\TitanMarine\Attack.sanim
AnimParams = ( enter=0.2, exit=0.2, looping=true, forward=true, Duration = 3 )
; Duration in seconds e.g. Duration =(Num of frames in Animation)/30

[ANIM_TM_ATTACK_UP]
FilePath = nodes\Humans\Units\TitanMarine\Attack_Top.sanim
AnimParams = ( enter=0.2, exit=0.2, looping=true, forward=true, Duration = 3 )
; Duration in seconds e.g. Duration =(Num of frames in Animation)/30

[ANIM_TM_ATTACK_DOWN]
FilePath = nodes\Humans\Units\TitanMarine\Attack_Bottom.sanim
AnimParams = ( enter=0.2, exit=0.2, looping=true, forward=true, Duration = 3 )
; Duration in seconds e.g. Duration =(Num of frames in Animation)/30

[ANIM_TM_TAKEOFF]
FilePath = nodes\Humans\Units\TitanMarine\TakeOff.sanim
AnimParams = ( enter=0.1, exit=0.1, looping=true, forward=true, Duration = 1.133 )

[ANIM_TM_LANDING]
FilePath = nodes\Humans\Units\TitanMarine\Land.sanim
AnimParams = ( enter=0.1, exit=0.2, looping=true, forward=true, Duration = 1.0 )

[ANIM_TM_DEATH]
FilePath = nodes\Humans\Units\TitanMarine\Death.sanim
AnimParams = ( enter=0.1, exit=0.1, looping=true, forward=true, Duration = 1.533 )

[ANIM_TM_ROTATE_WHILE_ATTACK]
FilePath = nodes\Humans\Units\TitanMarine\Run.sanim
AnimParams = ( enter=0.2, exit=0.2, looping=true, forward=true )

[ANIM_TM_IDLE_TO_ATTACK]
FilePath = nodes\Humans\Units\TitanMarine\Idle_to_Attack.sanim
AnimParams = ( enter=0.2, exit=0.2, looping=true, forward=true, Duration = 1.0 )

[ANIM_TM_PATROLLING]
FilePath = nodes\Humans\Units\TitanMarine\Walk.sanim
AnimParams = ( enter=0.2, exit=0.2, looping=true, forward=true )
; Duration in seconds e.g. Duration =(Num of frames in Animation)/30



;====================================
; 'SPLODY' Drone
; ==================================

[ANIM_SDRONE_IDLE]
FilePath = nodes\Humans\Units\drone\Idle.sanim
AnimParams = ( enter=0.2, exit=0.2, looping=true, forward=true )

[ANIM_SDRONE_HOVER]
FilePath = nodes\Humans\Units\drone\Fly.sanim
AnimParams = ( enter=0.2, exit=0.2, looping=true, forward=true )

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; MEDIC
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

[ANIM_MEDIC_IDLE]
FilePath = nodes\Humans\Units\Medic\Idle.sanim
AnimParams = ( enter=0.2, exit=0.2, looping=true, forward=true )

[ANIM_MEDIC_IDLE_02]
FilePath = nodes\Humans\Units\Medic\Idle01.sanim
AnimParams = ( enter=0.2, exit=0.2, looping=true, forward=true )

[ANIM_MEDIC_IDLE_03]
FilePath = nodes\Humans\Units\Medic\Idle02.sanim
AnimParams = ( enter=0.2, exit=0.2, looping=true, forward=true )

[ANIM_MEDIC_RUN]
FilePath = nodes\Humans\Units\Medic\Run.sanim
AnimParams = ( enter=0.2, exit=0.2, looping=true, forward=true )

[ANIM_MEDIC_CAPTURE]
FilePath = nodes\Humans\Units\Medic\Capture.sanim
AnimParams = ( enter=0.2, exit=0.2, looping=true, forward=true )

[ANIM_MEDIC_ATTACK]
FilePath = nodes\Humans\Units\Medic\Attack.sanim
AnimParams = ( enter=0.2, exit=0.2, looping=true, forward=true, Duration = 3.0 )

[ANIM_MEDIC_DEATH]
FilePath = nodes\Humans\Units\Medic\Death.sanim
AnimParams = ( enter=0.2, exit=0.2, looping=true, forward=true, Duration = 1.533 )

[ANIM_MEDIC_IDLE_TO_ATTACK]
FilePath = nodes\Humans\Units\Medic\Idle_to_Attack.sanim
AnimParams = ( enter=0.2, exit=0.2, looping=true, forward=true, Duration = 1.0 )

[ANIM_MEDIC_PATROLLING]
FilePath = nodes\Humans\Units\Medic\Patrol.sanim
AnimParams = ( enter=0.2, exit=0.2, looping=true, forward=true )

[ANIM_MEDIC_IN_COVER]
FilePath = nodes\Humans\Units\Medic\Kneel_Idle.sanim
AnimParams = ( enter=0.2, exit=0.2, looping=true, forward=true, Duration = 1.0 )

[ANIM_MEDIC_ATTACK_FROM_COVER]
FilePath = nodes\Humans\Units\Medic\Kneel_Attack.sanim
AnimParams = ( enter=0.2, exit=0.2, looping=true, forward=true, Duration = 3.0 )

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; OPERATIVE
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

[ANIM_OPERATIVE_IDLE]
FilePath = nodes\Humans\Units\operative\Idle.sanim
AnimParams = ( enter=0.2, exit=0.2, looping=true, forward=true )

[ANIM_OPERATIVE_IDLE_02]
FilePath = nodes\Humans\Units\operative\Idle01.sanim
AnimParams = ( enter=0.2, exit=0.2, looping=true, forward=true )

[ANIM_OPERATIVE_IDLE_03]
FilePath = nodes\Humans\Units\operative\Idle02.sanim
AnimParams = ( enter=0.2, exit=0.2, looping=true, forward=true )

[ANIM_OPERATIVE_IDLE_04]
FilePath = nodes\Humans\Units\operative\Idle03.sanim
AnimParams = ( enter=0.2, exit=0.2, looping=true, forward=true )

[ANIM_OPERATIVE_RUN]
FilePath = nodes\Humans\Units\operative\Run.sanim
AnimParams = ( enter=0.2, exit=0.2, looping=true, forward=true )

[ANIM_OPERATIVE_PATROLLING]
FilePath = nodes\Humans\Units\operative\Patrol.sanim
AnimParams = ( enter=0.2, exit=0.2, looping=true, forward=true )

[ANIM_OPERATIVE_PATROLLING_02]
FilePath = nodes\Humans\Units\operative\Patrol02.sanim
AnimParams = ( enter=0.2, exit=0.2, looping=true, forward=true )

[ANIM_OPERATIVE_CAPTURE]
FilePath = nodes\Humans\Units\operative\Capture.sanim
AnimParams = ( enter=0.2, exit=0.2, looping=true, forward=true )

[ANIM_OPERATIVE_ATTACK]
FilePath = nodes\Humans\Units\operative\Attack01.sanim
AnimParams = ( enter=0.2, exit=0.2, looping=true, forward=true, Duration = 2.0 )

[ANIM_OPERATIVE_ATTACK_UP]
FilePath = nodes\Humans\Units\operative\Attack01_Top.sanim
AnimParams = ( enter=0.2, exit=0.2, looping=true, forward=true, Duration = 2.0 )

[ANIM_OPERATIVE_ATTACK_DOWN]
FilePath = nodes\Humans\Units\operative\Attack01_Bottom.sanim
AnimParams = ( enter=0.2, exit=0.2, looping=true, forward=true, Duration = 2.0 )

[ANIM_OPERATIVE_GRENADE_ATTACK]
FilePath = nodes\Humans\Units\operative\Attack02.sanim
AnimParams = ( enter=0.2, exit=0.2, looping=true, forward=true, Duration = 2.0 )

[ANIM_OPERATIVE_DEATH]
FilePath = nodes\Humans\Units\operative\Death.sanim
AnimParams = ( enter=0.2, exit=0.2, looping=true, forward=true, Duration = 1.533 )

[ANIM_OPERATIVE_IDLE_TO_ATTACK]
FilePath = nodes\Humans\Units\operative\Idle_to_Attack.sanim
AnimParams = ( enter=0.2, exit=0.2, looping=true, forward=true, Duration = 1.0 )

[ANIM_OPERATIVE_IN_COVER]
FilePath = nodes\Humans\Units\operative\Kneel_Idle.sanim
AnimParams = ( enter=0.2, exit=0.2, looping=true, forward=true, Duration = 1.0 )

[ANIM_OPERATIVE_ATTACK_FROM_COVER]
FilePath = nodes\Humans\Units\operative\Kneel_Attack.sanim
AnimParams = ( enter=0.2, exit=0.2, looping=true, forward=true, Duration = 2.0 )

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; CRAB WALKER
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

[ANIM_CW_IDLE]
FilePath = nodes\Humans\Units\crabwalker\crabwalker_idle.sanim
AnimParams = ( enter=0.2, exit=0.2, looping=true, forward=true )

[ANIM_CW_RUN]
FilePath = nodes\Humans\Units\crabwalker\crabwalker_walk.sanim
AnimParams = ( enter=0.2, exit=0.2, looping=true, forward=true, Duration = 0.9 )

[ANIM_CW_PATROLLING]
FilePath = nodes\Humans\Units\crabwalker\crabwalker_walk.sanim
AnimParams = ( enter=0.2, exit=0.2, looping=true, forward=true )

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; STAP
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

[ANIM_STAP_IDLE]
FilePath = nodes\Humans\Units\stap\Idle.sanim
AnimParams = ( enter=0.2, exit=0.2, looping=true, forward=true )

[ANIM_STAP_HOVER]
FilePath = nodes\Humans\Units\stap\Fly.sanim
AnimParams = ( enter=0.2, exit=0.2, looping=true, forward=true )

[ANIM_STAP_ATTACK]
FilePath = nodes\Humans\Units\stap\Idle.sanim
AnimParams = ( enter=0.2, exit=0.2, looping=true, forward=true )

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; MECH WALKER
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

[ANIM_MW_IDLE]
FilePath = nodes\Humans\Units\mech_walker\Idle.sanim
AnimParams = ( enter=0.2, exit=0.2, looping=true, forward=true )

[ANIM_MW_RUN]
FilePath = nodes\Humans\Units\mech_walker\Walk.sanim
AnimParams = ( enter=0.2, exit=0.2, looping=true, forward=true, Duration = 1.2 )

[ANIM_MW_ATTACK]
FilePath = nodes\Humans\Units\mech_walker\Attack.sanim
AnimParams = ( enter=0.2, exit=0.2, looping=true, forward=true, Duration = 2.0 )

[ANIM_MW_ATTACK_UP]
FilePath = nodes\Humans\Units\mech_walker\Attack_Top.sanim
AnimParams = ( enter=0.2, exit=0.2, looping=true, forward=true, Duration = 2.0 )

[ANIM_MW_ATTACK_DOWN]
FilePath = nodes\Humans\Units\mech_walker\Attack_Bottom.sanim
AnimParams = ( enter=0.2, exit=0.2, looping=true, forward=true, Duration = 2.0 )

[ANIM_MW_FLAME_ATTACK]
FilePath = nodes\Humans\Units\mech_walker\FlameThrower.sanim
AnimParams = ( enter=0.2, exit=0.2, looping=true, forward=true)

[ANIM_MW_PATROLLING]
FilePath = nodes\Humans\Units\mech_walker\Walk.sanim
AnimParams = ( enter=0.2, exit=0.2, looping=true, forward=true )

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; AERYN
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

[ANIM_AERYN_IDLE]
FilePath = nodes\Humans\Units\Aeryn\Idle.sanim
AnimParams = ( enter=0.2, exit=0.2, looping=true, forward=true )

[ANIM_AERYN_IDLE_02]
FilePath = nodes\Humans\Units\Aeryn\Idle01.sanim
AnimParams = ( enter=0.2, exit=0.2, looping=true, forward=true )

[ANIM_AERYN_IDLE_03]
FilePath = nodes\Humans\Units\Aeryn\Idle02.sanim
AnimParams = ( enter=0.2, exit=0.2, looping=true, forward=true )

[ANIM_AERYN_RUN]
FilePath = nodes\Humans\Units\Aeryn\Run.sanim
AnimParams = ( enter=0.2, exit=0.2, looping=true, forward=true )

[ANIM_AERYN_PATROLLING]
FilePath = nodes\Humans\Units\Aeryn\Walk.sanim
AnimParams = ( enter=0.2, exit=0.2, looping=true, forward=true )

[ANIM_AERYN_CAPTURE]
FilePath = nodes\Humans\Units\Aeryn\Capture.sanim
AnimParams = ( enter=0.2, exit=0.2, looping=true, forward=true )

[ANIM_AERYN_IDLE_TO_ATTACK]
FilePath = nodes\Humans\Units\Aeryn\Idle_to_Attack.sanim
AnimParams = ( enter=0.2, exit=0.2, looping=true, forward=true, Duration = 0.5 )

[ANIM_AERYN_ATTACK]
FilePath = nodes\Humans\Units\Aeryn\Attack.sanim
AnimParams = ( enter=0.2, exit=0.2, looping=true, forward=true, Duration = 1.5 )

[ANIM_AERYN_ATTACK_UP]
FilePath = nodes\Humans\Units\Aeryn\Attack_Top.sanim
AnimParams = ( enter=0.2, exit=0.2, looping=true, forward=true, Duration = 1.5 )

[ANIM_AERYN_ATTACK_DOWN]
FilePath = nodes\Humans\Units\Aeryn\Attack_Bottom.sanim
AnimParams = ( enter=0.2, exit=0.2, looping=true, forward=true, Duration = 1.5 )

[ANIM_AERYN_DEATH]
FilePath = nodes\Humans\Units\Aeryn\Death.sanim
AnimParams = ( enter=0.2, exit=0.2, looping=true, forward=true, Duration = 1.533 )

[ANIM_AERYN_IN_COVER]
FilePath = nodes\Humans\Units\Aeryn\Kneel_Idle.sanim
AnimParams = ( enter=0.2, exit=0.2, looping=true, forward=true, Duration = 1.0 )

[ANIM_AERYN_ATTACK_FROM_COVER]
FilePath = nodes\Humans\Units\Aeryn\Kneel_Attack.sanim
AnimParams = ( enter=0.2, exit=0.2, looping=true, forward=true, Duration = 1.5 )


;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; STEFIN
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

[ANIM_STEFIN_IDLE]
FilePath = nodes\Humans\Units\stefin\Idle.sanim
AnimParams = ( enter=0.2, exit=0.2, looping=true, forward=true )

[ANIM_STEFIN_IDLE_02]
FilePath = nodes\Humans\Units\stefin\Idle02.sanim
AnimParams = ( enter=0.2, exit=0.2, looping=true, forward=true )

[ANIM_STEFIN_IDLE_03]
FilePath = nodes\Humans\Units\stefin\Idle03.sanim
AnimParams = ( enter=0.2, exit=0.2, looping=true, forward=true )

[ANIM_STEFIN_RUN]
FilePath = nodes\Humans\Units\stefin\Run.sanim
AnimParams = ( enter=0.2, exit=0.2, looping=true, forward=true )

[ANIM_STEFIN_PATROLLING]
FilePath = nodes\Humans\Units\stefin\Patrol.sanim
AnimParams = ( enter=0.2, exit=0.2, looping=true, forward=true )

[ANIM_STEFIN_PATROLLING_02]
FilePath = nodes\Humans\Units\stefin\Patrol02.sanim
AnimParams = ( enter=0.2, exit=0.2, looping=true, forward=true )

[ANIM_STEFIN_CAPTURE]
FilePath = nodes\Humans\Units\stefin\Capture.sanim
AnimParams = ( enter=0.2, exit=0.2, looping=true, forward=true )

[ANIM_STEFIN_ATTACK]
FilePath = nodes\Humans\Units\stefin\Attack.sanim
AnimParams = ( enter=0.2, exit=0.2, looping=true, forward=true, Duration = 1.0 )
; Duration in seconds e.g. Duration =(Num of frames in Animation)/30

[ANIM_STEFIN_ATTACK_UP]
FilePath = nodes\Humans\Units\stefin\Attack_Top.sanim
AnimParams = ( enter=0.2, exit=0.2, looping=true, forward=true, Duration = 1.0 )
; Duration in seconds e.g. Duration =(Num of frames in Animation)/30

[ANIM_STEFIN_ATTACK_DOWN]
FilePath = nodes\Humans\Units\stefin\Attack_Bottom.sanim
AnimParams = ( enter=0.2, exit=0.2, looping=true, forward=true, Duration = 1.0 )
; Duration in seconds e.g. Duration =(Num of frames in Animation)/30

[ANIM_STEFIN_DEATH]
FilePath = nodes\Humans\Units\stefin\Death.sanim
AnimParams = ( enter=0.2, exit=0.2, looping=true, forward=true, Duration = 1.533 )

[ANIM_STEFIN_IDLE_TO_ATTACK]
FilePath = nodes\Humans\Units\stefin\Idle_to_Attack.sanim
AnimParams = ( enter=0.2, exit=0.2, looping=true, forward=true, Duration = 1.0 )

[ANIM_STEFIN_IN_COVER]
FilePath = nodes\Humans\Units\stefin\Kneel_Idle.sanim
AnimParams = ( enter=0.2, exit=0.2, looping=true, forward=true, Duration = 1.0 )

[ANIM_STEFIN_ATTACK_FROM_COVER]
FilePath = nodes\Humans\Units\stefin\Kneel_Attack.sanim
AnimParams = ( enter=0.2, exit=0.2, looping=true, forward=true, Duration = 1.0 )


;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; SECURITY_MARINE
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

[ANIM_SM_IDLE]
FilePath = nodes\Humans\Units\security_marine\Idle.sanim
AnimParams = ( enter=0.2, exit=0.2, looping=true, forward=true )

[ANIM_SM_IDLE_02]
FilePath = nodes\Humans\Units\security_marine\Idle02.sanim
AnimParams = ( enter=0.2, exit=0.2, looping=true, forward=true )

[ANIM_SM_IDLE_03]
FilePath = nodes\Humans\Units\security_marine\Idle04.sanim
AnimParams = ( enter=0.2, exit=0.2, looping=true, forward=true )

[ANIM_SM_RUN]
FilePath = nodes\Humans\Units\security_marine\Run.sanim
AnimParams = ( enter=0.2, exit=0.2, looping=true, forward=true )

[ANIM_SM_PATROLLING]
FilePath = nodes\Humans\Units\security_marine\Patrol.sanim
AnimParams = ( enter=0.2, exit=0.2, looping=true, forward=true )

[ANIM_SM_PATROLLING_02]
FilePath = nodes\Humans\Units\security_marine\Patrol02.sanim
AnimParams = ( enter=0.2, exit=0.2, looping=true, forward=true )

[ANIM_SM_CAPTURE]
FilePath = nodes\Humans\Units\security_marine\Capture.sanim
AnimParams = ( enter=0.2, exit=0.2, looping=true, forward=true )

[ANIM_SM_ATTACK]
FilePath = nodes\Humans\Units\security_marine\Attack.sanim
AnimParams = ( enter=0.2, exit=0.2, looping=true, forward=true, Duration = 1.0 )
; Duration in seconds e.g. Duration =(Num of frames in Animation)/30

[ANIM_SM_ATTACK_UP]
FilePath = nodes\Humans\Units\security_marine\Attack_Top.sanim
AnimParams = ( enter=0.2, exit=0.2, looping=true, forward=true, Duration = 1.0 )
; Duration in seconds e.g. Duration =(Num of frames in Animation)/30

[ANIM_SM_ATTACK_DOWN]
FilePath = nodes\Humans\Units\security_marine\Attack_Bottom.sanim
AnimParams = ( enter=0.2, exit=0.2, looping=true, forward=true, Duration = 1.0 )
; Duration in seconds e.g. Duration =(Num of frames in Animation)/30

[ANIM_SM_DEATH]
FilePath = nodes\Humans\Units\security_marine\Death.sanim
AnimParams = ( enter=0.2, exit=0.2, looping=true, forward=true, Duration = 1.533 )

[ANIM_SM_IDLE_TO_ATTACK]
FilePath = nodes\Humans\Units\security_marine\Idle_to_Attack.sanim
AnimParams = ( enter=0.2, exit=0.2, looping=true, forward=true, Duration = 1.0 )

[ANIM_SM_IN_COVER]
FilePath = nodes\Humans\Units\security_marine\Idle_Kneel.sanim
AnimParams = ( enter=0.2, exit=0.2, looping=true, forward=true, Duration = 1.0 )

[ANIM_SM_ATTACK_FROM_COVER]
FilePath = nodes\Humans\Units\security_marine\Attack_Kneel.sanim
AnimParams = ( enter=0.2, exit=0.2, looping=true, forward=true, Duration = 1.0 )

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; AUTOMATED_GUNSHIP
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
[ANIM_AG_IDLE]
FilePath = nodes\Humans\Units\automated_gunship\Idle.sanim
AnimParams = ( enter=0.2, exit=0.2, looping=true, forward=true )

[ANIM_AG_FLY]
FilePath = nodes\Humans\Units\automated_gunship\Fly.sanim
AnimParams = ( enter=0.2, exit=0.2, looping=true, forward=true )

[ANIM_AG_ATTACK]
FilePath = nodes\Humans\Units\automated_gunship\Attack.sanim
AnimParams = ( enter=0.2, exit=0.2, looping=true, forward=true, Duration = 1.0 )
; Duration in seconds e.g. Duration =(Num of frames in Animation)/30

[ANIM_AG_ATTACK_DOWN]
FilePath = nodes\Humans\Units\automated_gunship\Attack_Bottom.sanim
AnimParams = ( enter=0.2, exit=0.2, looping=true, forward=true, Duration = 1.0 )
; Duration in seconds e.g. Duration =(Num of frames in Animation)/30

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; CARRIER
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
[ANIM_CARRIER_IDLE]
FilePath = nodes\Humans\Units\carrier\Idle.sanim
AnimParams = ( enter=0.2, exit=0.2, looping=true, forward=true )

[ANIM_CARRIER_FLY]
FilePath = nodes\Humans\Units\carrier\Fly.sanim
AnimParams = ( enter=0.2, exit=0.2, looping=true, forward=true )

[ANIM_CARRIER_ATTACK]
FilePath = nodes\Humans\Units\carrier\Attack.sanim
AnimParams = ( enter=0.2, exit=0.2, looping=true, forward=true, Duration = 1.0 )
; Duration in seconds e.g. Duration =(Num of frames in Animation)/30

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; MISSILE_GUNSHIP
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
[ANIM_MG_IDLE]
FilePath = nodes\Humans\Units\missile_gunship\Idle.sanim
AnimParams = ( enter=0.2, exit=0.2, looping=true, forward=true )

[ANIM_MG_FLY]
FilePath = nodes\Humans\Units\missile_gunship\Fly.sanim
AnimParams = ( enter=0.2, exit=0.2, looping=true, forward=true )

[ANIM_MG_ATTACK]
FilePath = nodes\Humans\Units\missile_gunship\Attack.sanim
AnimParams = ( enter=0.2, exit=0.2, looping=true, forward=true, Duration = 1.0 )
; Duration in seconds e.g. Duration =(Num of frames in Animation)/30

[ANIM_MG_ATTACK_DOWN]
FilePath = nodes\Humans\Units\missile_gunship\Attack_Bottom.sanim
AnimParams = ( enter=0.2, exit=0.2, looping=true, forward=true, Duration = 1.0 )
; Duration in seconds e.g. Duration =(Num of frames in Animation)/30

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;
; ANIMATIONS : UNITS (MACHINE - RACE)
;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; MORPHER
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
[ANIM_MORPHER_IDLE]
FilePath = nodes\Machines\Units\morpher\Idle.sanim
AnimParams = ( enter=0.2, exit=0.2, looping=true, forward=true )

[ANIM_MORPHER_IDLE_02]
FilePath = nodes\Machines\Units\morpher\Idle01.sanim
AnimParams = ( enter=0.2, exit=0.2, looping=true, forward=true )

[ANIM_MORPHER_IDLE_03]
FilePath = nodes\Machines\Units\morpher\Idle02.sanim
AnimParams = ( enter=0.2, exit=0.2, looping=true, forward=true )

[ANIM_MORPHER_IDLE_04]
FilePath = nodes\Machines\Units\morpher\Idle03.sanim
AnimParams = ( enter=0.2, exit=0.2, looping=true, forward=true )

[ANIM_MORPHER_RUN]
FilePath = nodes\Machines\Units\morpher\Run.sanim
AnimParams = ( enter=0.2, exit=0.2, looping=true, forward=true )

[ANIM_MORPHER_ATTACK]
FilePath = nodes\Machines\Units\morpher\Attack.sanim
AnimParams = ( enter=0.2, exit=0.2, looping=true, forward=true )

[ANIM_MORPHER_ATTACK_UP]
FilePath = nodes\Machines\Units\morpher\Attack_Up.sanim
AnimParams = ( enter=0.2, exit=0.2, looping=true, forward=true )
; Duration in seconds e.g. Duration =(Num of frames in Animation)/30

[ANIM_MORPHER_ATTACK_DOWN]
FilePath = nodes\Machines\Units\morpher\Attack_Down.sanim
AnimParams = ( enter=0.2, exit=0.2, looping=true, forward=true )
; Duration in seconds e.g. Duration =(Num of frames in Animation)/30

[ANIM_MORPHER_PATROLLING]
FilePath = nodes\Machines\Units\morpher\Patrol.sanim
AnimParams = ( enter=0.2, exit=0.2, looping=true, forward=true )

[ANIM_MORPHER_CAPTURE]
FilePath = nodes\Machines\Units\morpher\Capture.sanim
AnimParams = ( enter=0.2, exit=0.2, looping=true, forward=true )

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; EXHAUST
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
[ANIM_EXHAUST_IDLE]
FilePath = nodes\Machines\Units\exhaust\Idle.sanim
AnimParams = ( enter=0.2, exit=0.2, looping=true, forward=true )

[ANIM_EXHAUST_FLY]
FilePath = nodes\Machines\Units\exhaust\Fly.sanim
AnimParams = ( enter=0.2, exit=0.2, looping=true, forward=true )

[ANIM_EXHAUST_ATTACK]
FilePath = nodes\Machines\Units\exhaust\Attack.sanim
AnimParams = ( enter=0.2, exit=0.2, looping=true, forward=true )

[ANIM_EXHAUST_ATTACK_DOWN]
FilePath = nodes\Machines\Units\exhaust\Attack_Bottom.sanim
AnimParams = ( enter=0.2, exit=0.2, looping=true, forward=true )

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; SPINE
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
[ANIM_SPINE_IDLE]
FilePath = nodes\Machines\Units\spine\Idle.sanim
AnimParams = ( enter=0.2, exit=0.2, looping=true, forward=true )

[ANIM_SPINE_HOVER]
FilePath = nodes\Machines\Units\spine\Fly.sanim
AnimParams = ( enter=0.2, exit=0.2, looping=true, forward=true )

[ANIM_SPINE_BUILD]
FilePath = nodes\Machines\Units\spine\Construct.sanim
AnimParams = ( enter=0.2, exit=0.2, looping=true, forward=true )

[ANIM_SPINE_DEVOUR]
FilePath = nodes\Machines\Units\spine\Devour.sanim
AnimParams = ( enter=0.2, exit=0.2, looping=true, forward=true, Duration = 1.0 )

[ANIM_SPINE_CAPTURE]
FilePath = nodes\Machines\Units\spine\Capture.sanim
AnimParams = ( enter=0.2, exit=0.2, looping=true, forward=true )

[ANIM_SPINE_REPAIR]
FilePath = nodes\Machines\Units\spine\Repair.sanim
AnimParams = ( enter=0.2, exit=0.2, looping=true, forward=true )

[ANIM_SPINE_ATTACK_DEATH_RAY]
FilePath = nodes\Machines\Units\spine\DeathRay.sanim
AnimParams = ( enter=0.2, exit=0.2, looping=true, forward=true, duration = 1 )

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; SPINE DRONE
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
[ANIM_SPINE_DRONE_IDLE]
FilePath = nodes\Machines\Units\Spine_Drone\Idle.sanim
AnimParams = ( enter=0.2, exit=0.2, looping=true, forward=true )

[ANIM_SPINE_DRONE_HOVER]
FilePath = nodes\Machines\Units\Spine_Drone\Fly.sanim
AnimParams = ( enter=0.2, exit=0.2, looping=true, forward=true )

[ANIM_SPINE_DRONELVL2_IDLE]
FilePath = nodes\Machines\Units\Spine_Drone\Idle_Level02.sanim
AnimParams = ( enter=0.2, exit=0.2, looping=true, forward=true )

[ANIM_SPINE_DRONELVL2_HOVER]
FilePath = nodes\Machines\Units\Spine_Drone\Fly_Level02.sanim
AnimParams = ( enter=0.2, exit=0.2, looping=true, forward=true )

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; PUDGE
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

[ANIM_PUDGE_IDLE]
FilePath = nodes\Machines\Units\pudge\Idle.sanim
AnimParams = ( enter=0.2, exit=0.2, looping=true, forward=true )

[ANIM_PUDGE_HOVER]
FilePath = nodes\Machines\Units\pudge\Fly.sanim
AnimParams = ( enter=0.2, exit=0.2, looping=true, forward=true )

[ANIM_PUDGE_ATTACK]
FilePath = nodes\Machines\Units\pudge\Attack01.sanim
AnimParams = ( enter=0.2, exit=0.2, looping=true, forward=true, Duration = 2.0 )

[ANIM_PUDGE_DEPLOY]
FilePath = nodes\Machines\Units\pudge\Deploy.sanim
AnimParams = ( enter=0.2, exit=0.2, looping=true, forward=true, Duration = 3.0 )

[ANIM_PUDGE_DEATH]
FilePath = nodes\Machines\Units\pudge\Deploy.sanim
AnimParams = ( enter=0.2, exit=0.2, looping=true, forward=true, Duration = 3.0 )

;;;;;;;;;;;;;;;;;;;;;;;;
; PUDGE DROP POD
;;;;;;;;;;;;;;;;;;;;;;;;
[ANIM_POD_DEPLOY]
FilePath = nodes\Machines\Drops\Open_FlapBig.sanim
AnimParams = ( enter=0.2, exit=0.2, looping=true, forward=true, Duration = 5.667 )

[ANIM_POD_DEATH]
FilePath = nodes\Machines\Drops\Open_FlapBig.sanim
AnimParams = ( enter=0.2, exit=0.2, looping=true, forward=true, Duration = 5.667 )

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; SPIDER
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
[ANIM_SPIDER_IDLE]
FilePath = nodes\Machines\Units\spider\Idle.sanim
AnimParams = ( enter=0.2, exit=0.2, looping=true, forward=true )

[ANIM_SPIDER_FLY]
FilePath = nodes\Machines\Units\spider\Fly.sanim
AnimParams = ( enter=0.2, exit=0.2, looping=true, forward=true )

[ANIM_SPIDER_FEED]
FilePath = nodes\Machines\Units\spider\Feed.sanim
AnimParams = ( enter=0.2, exit=0.2, looping=true, forward=true )

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; SILENCE_MORPHER
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
[ANIM_SIL_MORPH_IDLE]
FilePath = nodes\Machines\Units\silence_morpher\Idle.sanim
AnimParams = ( enter=0.2, exit=0.2, looping=true, forward=true )

[ANIM_SIL_MORPH_RUN]
FilePath = nodes\Machines\Units\silence_morpher\Jog.sanim
AnimParams = ( enter=0.2, exit=0.2, looping=true, forward=true )

[ANIM_SIL_MORPH_ATTACK]
FilePath = nodes\Machines\Units\silence_morpher\Attack.sanim
AnimParams = ( enter=0.2, exit=0.2, looping=true, forward=true )

[ANIM_SIL_MORPH_CAPTURE]
FilePath = nodes\Machines\Units\silence_morpher\Capture.sanim
AnimParams = ( enter=0.2, exit=0.2, looping=true, forward=true )

[ANIM_SIL_MORPH_PATROLLING]
FilePath = nodes\Machines\Units\silence_morpher\Patrol.sanim
AnimParams = ( enter=0.2, exit=0.2, looping=true, forward=true )

[ANIM_SIL_MORPH_ATTACK_KNIFE]
FilePath = nodes\Machines\Units\silence_morpher\Knife.sanim
AnimParams = ( enter=0.2, exit=0.2, looping=true, forward=true, duration = 1.5 )

[ANIM_SIL_MORPH_ATTACK_PLASMA_GRENADE]
FilePath = nodes\Machines\Units\silence_morpher\Attack_PlasmaGrenade.sanim
AnimParams = ( enter=0.2, exit=0.2, looping=true, forward=true, duration = 0.5 )

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; STRIFE_MORPHER
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
[ANIM_STRI_MORPH_IDLE]
FilePath = nodes\Machines\Units\strife_morpher\Idle.sanim
AnimParams = ( enter=0.2, exit=0.2, looping=true, forward=true )

[ANIM_STRI_MORPH_LEVITATE]
FilePath = nodes\Machines\Units\strife_morpher\Levitate.sanim
AnimParams = ( enter=0.2, exit=0.2, looping=true, forward=true )

[ANIM_STRI_MORPH_LEVITATE_ASCENDING]
FilePath = nodes\Machines\Units\strife_morpher\Idle_to_Levitate.sanim
AnimParams = ( enter=0.2, exit=0.2, looping=true, forward=true )

[ANIM_STRI_MORPH_LEVITATE_DESCENDING]
FilePath = nodes\Machines\Units\strife_morpher\Levitate_to_Idle.sanim
AnimParams = ( enter=0.2, exit=0.2, looping=true, forward=true )

[ANIM_STRI_MORPH_RUN]
FilePath = nodes\Machines\Units\strife_morpher\Run.sanim
AnimParams = ( enter=0.2, exit=0.2, looping=true, forward=true )

[ANIM_STRI_MORPH_FLY]
FilePath = nodes\Machines\Units\strife_morpher\Levitate.sanim
AnimParams = ( enter=0.2, exit=0.2, looping=true, forward=true )

[ANIM_STRI_MORPH_ATTACK]
FilePath = nodes\Machines\Units\strife_morpher\Attack01.sanim
AnimParams = ( enter=0.2, exit=0.2, looping=true, forward=true, Duration = 1.5 )

[ANIM_STRI_MORPH_PATROLLING]
FilePath = nodes\Machines\Units\strife_morpher\Patrol.sanim
AnimParams = ( enter=0.2, exit=0.2, looping=true, forward=true )

[ANIM_STRI_MORPH_IDLE_TO_ATTACK]
FilePath = nodes\Machines\Units\strife_morpher\Idle_to_Attack.sanim
AnimParams = ( enter=0.2, exit=0.2, looping=true, forward=true, Duration = 0.5 )

[ANIM_STRI_MORPH_CAPTURE]
FilePath = nodes\Machines\Units\strife_morpher\Capture.sanim
AnimParams = ( enter=0.2, exit=0.2, looping=true, forward=true )


;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; PRESERVATION_MORPHER
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
[ANIM_PMORPHER_IDLE]
FilePath = nodes\Machines\Units\preservation_morpher\Idle.sanim
AnimParams = ( enter=0.2, exit=0.2, looping=true, forward=true )

[ANIM_PMORPHER_IDLE_02]
FilePath = nodes\Machines\Units\preservation_morpher\Idle02.sanim
AnimParams = ( enter=0.2, exit=0.2, looping=true, forward=true )

[ANIM_PMORPHER_RUN]
FilePath = nodes\Machines\Units\preservation_morpher\Run.sanim
AnimParams = ( enter=0.2, exit=0.2, looping=true, forward=true )

[ANIM_PMORPHER_ATTACK]
FilePath = nodes\Machines\Units\preservation_morpher\Attack.sanim
AnimParams = ( enter=0.2, exit=0.2, looping=true, forward=true )

[ANIM_PMORPHER_IDLE_TO_ATTACK]
FilePath = nodes\Machines\Units\preservation_morpher\Idle_to_Attack.sanim
AnimParams = ( enter=0.2, exit=0.2, looping=true, forward=true, Duration = 1.0 )

[ANIM_PMORPHER_CAPTURE]
FilePath = nodes\Machines\Units\preservation_morpher\Capture.sanim
AnimParams = ( enter=0.2, exit=0.2, looping=true, forward=true )

[ANIM_GROUND_SLAM]
FilePath = nodes\Machines\Units\preservation_morpher\GroundSlam.sanim
AnimParams = ( enter=0.2, exit=0.2, looping=false, forward=true, Duration = 1.5  )

[ANIM_PMORPHER_PATROLLING]
FilePath = nodes\Machines\Units\preservation_morpher\Patrol.sanim
AnimParams = ( enter=0.2, exit=0.2, looping=true, forward=true )


;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; CREEPER
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
[ANIM_CREEPER_IDLE]
FilePath = nodes\Machines\Units\creeper\Idle.sanim
AnimParams = ( enter=0.2, exit=0.2, looping=true, forward=true )

[ANIM_CREEPER_IDLE_02]
FilePath = nodes\Machines\Units\creeper\Idle01.sanim
AnimParams = ( enter=0.2, exit=0.2, looping=true, forward=true )

[ANIM_CREEPER_RUN]
FilePath = nodes\Machines\Units\creeper\Walk.sanim
AnimParams = ( enter=0.2, exit=0.2, looping=true, forward=true )

[ANIM_CREEPER_ATTACK01]
FilePath = nodes\Machines\Units\creeper\Attack01.sanim
AnimParams = ( enter=0.2, exit=0.2, looping=true, forward=true, Duration = 2.4 )

[ANIM_CREEPER_ATTACK02]
FilePath = nodes\Machines\Units\creeper\Attack02.sanim
AnimParams = ( enter=0.2, exit=0.2, looping=true, forward=true, Duration = 2.0 )

[ANIM_CREEPER_IDLE_TO_ATTACK]
FilePath = nodes\Machines\Units\creeper\Idle_to_Attack.sanim
AnimParams = ( enter=0.2, exit=0.2, looping=true, forward=true, Duration = 0.87 )

[ANIM_CREEPER_IDLE_TO_ATTACK_02]
FilePath = nodes\Machines\Units\creeper\Idle_to_Attack02.sanim
AnimParams = ( enter=0.2, exit=0.2, looping=true, forward=true, Duration = 0.87 )

[ANIM_CREEPER_PATROLLING]
FilePath = nodes\Machines\Units\creeper\Patrol.sanim
AnimParams = ( enter=0.2, exit=0.2, looping=true, forward=true, Duration = 0.87 )

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;
; ANIMATIONS : BUILDINGS (HUMAN - RACE)
;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; MEDICAL_FACILITY ; Addon to R&D Bay
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

[ANIM_MEDICAL_FACILITY_IDLE_1]
FilePath = nodes\Humans\Buildings\R&D_bay\addons\medical_facility\Idle.sanim
AnimParams = ( enter=0.2, exit=0.2, looping=true, forward=true )

[ANIM_MEDICAL_FACILITY_IDLE_2]
FilePath = nodes\Humans\Buildings\R&D_bay\addons\medical_facility\Idle_v2.sanim
AnimParams = ( enter=0.2, exit=0.2, looping=true, forward=true )

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; OPERATIONS_CENTER ; Addon to R&D Bay
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

[ANIM_OPERATIONS_CENTER_IDLE_1]
FilePath = nodes\Humans\Buildings\R&D_bay\addons\operations_centre\Idle.sanim
AnimParams = ( enter=0.2, exit=0.2, looping=true, forward=true )

[ANIM_OPERATIONS_CENTER_IDLE_2]
FilePath = nodes\Humans\Buildings\R&D_bay\addons\operations_centre\Idle_v3.sanim
AnimParams = ( enter=0.2, exit=0.2, looping=true, forward=true )

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; TECH_LIBRARY ; Addon to R&D Bay
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

[ANIM_TECH_LIBRARY_IDLE_1]
FilePath = nodes\Humans\Buildings\R&D_bay\addons\tech_lab\Idle.sanim
AnimParams = ( enter=0.2, exit=0.2, looping=true, forward=true )

[ANIM_TECH_LIBRARY_IDLE_2]
FilePath = nodes\Humans\Buildings\R&D_bay\addons\tech_lab\Idle_v4.sanim
AnimParams = ( enter=0.2, exit=0.2, looping=true, forward=true )

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; ARMORY ; Addon to R&D Bay
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

[ANIM_ARMORY_IDLE_1]
FilePath = nodes\Humans\Buildings\R&D_bay\addons\armory\Idle.sanim
AnimParams = ( enter=0.2, exit=0.2, looping=true, forward=true )

[ANIM_ARMORY_IDLE_2]
FilePath = nodes\Humans\Buildings\R&D_bay\addons\armory\Idle_v1.sanim
AnimParams = ( enter=0.2, exit=0.2, looping=true, forward=true )

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; AIRPORT
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

[ANIM_AIRPORT_IDLE]
FilePath = nodes\Humans\Buildings\air_factory\Idle.sanim
AnimParams = ( enter=0.2, exit=0.2, looping=true, forward=true )

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; VEHICLE FACTORY
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

[ANIM_VEHICLE_FACTORY_IDLE]
FilePath = nodes\Humans\Buildings\vehicle_factory\Idle.sanim
AnimParams = ( enter=0.2, exit=0.2, looping=true, forward=true )

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; AIR_TURRET
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

[ANIM_AIR_TURRET_IDLE]
FilePath = nodes\Humans\Defensive_structures\Air_Turret\Idle.sanim
AnimParams = ( enter=0.2, exit=0.2, looping=true, forward=true, Duration = 1.6667 )

[ANIM_AIR_TURRET_DEPLOY]
FilePath = nodes\Humans\Defensive_structures\Air_Turret\Deploy.sanim
AnimParams = ( enter=0.2, exit=0.2, looping=true, forward=true, Duration = 1.6667 )

[ANIM_AIR_TURRET_CONSTRUCTION]
FilePath = nodes\Humans\Defensive_structures\Air_Turret\Deploy.sanim
AnimParams = ( enter=0.2, exit=0.2, looping=true, forward=true, Duration = 1.6667 )

[ANIM_AIR_TURRET_ATTACK]
FilePath = nodes\Humans\Defensive_structures\Air_Turret\Attack.sanim
AnimParams = ( enter=0.2, exit=0.2, looping=true, forward=true, Duration = 1.0 )

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; GROUND_TURRET
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

[ANIM_GROUND_TURRET_IDLE]
FilePath = nodes\Humans\Defensive_structures\ground_turret\Idle.sanim
AnimParams = ( enter=0.2, exit=0.2, looping=true, forward=true, Duration = 3.3333 )

[ANIM_GROUND_TURRET_DEPLOY]
FilePath = nodes\Humans\Defensive_structures\ground_turret\Deploy.sanim
AnimParams = ( enter=0.2, exit=0.2, looping=true, forward=true, Duration = 3.3333 )

[ANIM_GROUND_TURRET_CONSTRUCTION]
FilePath = nodes\Humans\Defensive_structures\ground_turret\Deploy.sanim
AnimParams = ( enter=0.2, exit=0.2, looping=true, forward=true, Duration = 3.3333 )

[ANIM_GROUND_TURRET_ATTACK]
FilePath = nodes\Humans\Defensive_structures\ground_turret\Attack.sanim
AnimParams = ( enter=0.2, exit=0.2, looping=true, forward=true, Duration = 1.0 )

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; RADAR_TURRET
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

[ANIM_RADAR_TURRET_IDLE]
FilePath = nodes\Humans\Defensive_structures\radar_turret\Idle.sanim
AnimParams = ( enter=0.2, exit=0.2, looping=true, forward=true, Duration = 3.3333 )

[ANIM_RADAR_TURRET_DEPLOY]
FilePath = nodes\Humans\Defensive_structures\radar_turret\Deploy.sanim
AnimParams = ( enter=0.2, exit=0.2, looping=true, forward=true, Duration = 3.3333 )

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; HYDRA_TURRET
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

[ANIM_HYDRA_TURRET_IDLE]
FilePath = nodes\Machines\Defensive_structures\hydraturret\Idle.sanim
AnimParams = ( enter=0.2, exit=0.2, looping=true, forward=true, Duration = 1.6667 )

[ANIM_HYDRA_TURRET_ATTACK]
FilePath = nodes\Machines\Defensive_structures\hydraturret\Attack_Ground.sanim
AnimParams = ( enter=0.2, exit=0.2, looping=true, forward=true, Duration = 1.0 )

[ANIM_HYDRA_TURRET_ATTACK_UP]
FilePath = nodes\Machines\Defensive_structures\hydraturret\Attack.sanim
AnimParams = ( enter=0.2, exit=0.2, looping=true, forward=true, Duration = 1.0 )

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; KOBALOI_TURRET
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

[ANIM_KOBALOI_TURRET_IDLE]
FilePath = nodes\Machines\Defensive_structures\kobaloi\Idle.sanim
AnimParams = ( enter=0.2, exit=0.2, looping=true, forward=true, Duration = 1.6667 )

[ANIM_KOBALOI_TURRET_ATTACK]
FilePath = nodes\Machines\Defensive_structures\kobaloi\Attack_Ground.sanim
AnimParams = ( enter=0.2, exit=0.2, looping=true, forward=true, Duration = 0.7 )

[ANIM_KOBALOI_TURRET_ATTACK_UP]
FilePath = nodes\Machines\Defensive_structures\kobaloi\Attack.sanim
AnimParams = ( enter=0.2, exit=0.2, looping=true, forward=true, Duration = 0.7 )

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; CERBERUS_TURRET
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

[ANIM_CERBERUS_TURRET_IDLE]
FilePath = nodes\Machines\Defensive_structures\cerberusturret\Idle.sanim
AnimParams = ( enter=0.2, exit=0.2, looping=true, forward=true, Duration = 1.6667 )

[ANIM_CERBERUS_TURRET_ATTACK]
FilePath = nodes\Machines\Defensive_structures\cerberusturret\Attack_Ground.sanim
AnimParams = ( enter=0.2, exit=0.2, looping=true, forward=true, Duration = 1.5 )

[ANIM_CERBERUS_TURRET_ATTACK_UP]
FilePath = nodes\Machines\Defensive_structures\cerberusturret\Attack.sanim
AnimParams = ( enter=0.2, exit=0.2, looping=true, forward=true, Duration = 1.5 )

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; PHOENIX_TURRET
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

[ANIM_PHOENIX_TURRET_IDLE]
FilePath = nodes\Machines\Defensive_structures\Phoenix\Idle.sanim
AnimParams = ( enter=0.2, exit=0.2, looping=true, forward=true, Duration = 1.6667 )

[ANIM_PHOENIX_TURRET_ATTACK]
FilePath = nodes\Machines\Defensive_structures\Phoenix\Attack_Ground.sanim
AnimParams = ( enter=0.2, exit=0.2, looping=true, forward=true, duration = 1.3 )

[ANIM_PHOENIX_TURRET_ATTACK_UP]
FilePath = nodes\Machines\Defensive_structures\Phoenix\Attack.sanim
AnimParams = ( enter=0.2, exit=0.2, looping=true, forward=true, duration = 1.3 )

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; M4_TURRET
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

[ANIM_M4_TURRET_ATTACK]
FilePath = nodes\Neutrals\Misc\M4_turret\m4_turret_attack.sanim
AnimParams = ( enter=0.2, exit=0.2, looping=true, forward=true, Duration = 1 )

[ANIM_M4_TURRET_IDLE]
FilePath = nodes\Neutrals\Misc\M4_turret\m4_turret_idle.sanim
AnimParams = ( enter=0.2, exit=0.2, looping=true, forward=true, Duration = 1.6667 )

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;
; ANIMATIONS : BUILDINGS (MACHINE - RACE)
;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;
; ANIMATIONS : BUILDINGS (NEUTRAL)
;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; ENERGY_GENERATOR
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

[ANIM_ENERGY_GENERATOR_IDLE]
FilePath = nodes\Neutrals\Buildings\Energy_generator\Idle.sanim
AnimParams = ( enter=0.2, exit=0.2, looping=true, forward=true )

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; ORE_EXTRACTOR
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

[ANIM_ORE_EXTRACTOR_IDLE]
FilePath = nodes\Neutrals\Buildings\M_Generator\Idle.sanim
AnimParams = ( enter=0.2, exit=0.2, looping=true, forward=true )

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;
; ANIMATIONS : DROPS (NEUTRAL)
;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

[ANIM_ENERGY_DROP_IDLE]
FilePath = nodes\Neutrals\Misc\Drops\energy_drops\Idle.sanim
AnimParams = ( enter=0.2, exit=0.2, looping=true, forward=true )

[ANIM_SALVAGE_DROP_IDLE ]
FilePath = nodes\Neutrals\Misc\Drops\Salvage_Drops\Idle.sanim
AnimParams = ( enter=0.2, exit=0.2, looping=true, forward=true )

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;
; ANIMATIONS : MISC OBJECTS
;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

[ANIM_RALLY_FLAG_IDLE]
FilePath = \nodes\Neutrals\Misc\Rallypoint_Flag\Idle.sanim
AnimParams = ( enter=0.2, exit=0.2, looping=true, forward=true )


;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;
; DECALS : Must be loaded first
;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

[DECAL_UNIT_SELECTION]
MaterialName = Decal_Selection_Unit
Mask = Terrain

[DECAL_BUILDING_SELECTION]
MaterialName = Decal_Selection_Building
Mask = Terrain

[DECAL_POD_LANDING]
MaterialName = decal_mgunship
Mask = Terrain
LifeTime = 8.f 
FadeTime = 3.f
Side = 6.f

[DECAL_TITAN_LANDING]
MaterialName = decal_titan_land
Mask = Terrain
LifeTime = 8.f 
FadeTime = 3.f
Side = 6.f

[DECAL_NUKE]
MaterialName = decal_mgunship
Mask = Terrain
LifeTime = 8.f 
FadeTime = 3.f
Side = 18.f

[DECAL_GRENADE]
MaterialName = decal_grenade
Mask = Terrain
LifeTime = 10.f 
FadeTime = 3.f
Side = 8.f

[DECAL_SPIDER_DAMPENING_FIELD]
MaterialName = decal_spider_dampening_field
Mask = Terrain
LifeTime = 9.f 
FadeTime = 1.f
Side = 10.f

[DECAL_PUDGE_ACID_POOL]
MaterialName = decal_pudge_acid_pool
Mask = Terrain
LifeTime = 9.f 
FadeTime = 1.f
Side = 10.f

[DECAL_CREEPER_LAST_RITES]
MaterialName = decal_pod_land
Mask = Terrain
LifeTime = 6.f 
FadeTime = 1.f
Side = 10.f

[DECAL_TILE]
MaterialName = site_plan_decal
Mask = Terrain

[DECAL_RALLY_FLAG]
MaterialName = site_plan_decal
Mask = Terrain

[DECAL_LINE_POINT]
MaterialName = decal_line_point
Mask = Terrain
Side = 0.5f

[DECAL_CIRCLE_POINT]
MaterialName = decal_circle_point
Mask = Terrain
Side = 0.5f

[DECAL_LINE_POINT_NARROW]
MaterialName = decal_line_point
Mask = Terrain
Side = 0.2f

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;
; WEAPON SHELLS
;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

[SHELL_ACID]
Model = fx\Models\mad_shot_blob.node
DeathFx = FX_MADRAT_CORROSIVE_EXPLOSION
DeathSound = SSID_MADRAT_PROJECTILE_LAND
;Fragments = FRAGS_ACID_SHELL
CorpseLifeTime = 5

[SHELL_ACID_SM]
Model = fx\Models\sm_grenade.node
DeathFx = FX_SM_PLASMA
DeathSound = SSID_MADRAT_PROJECTILE_LAND
;Fragments = FRAGS_ACID_SHELL
CorpseLifeTime = 5

[SHELL_TMARINE_EXPLOSIVE]
Model = fx\Models\tmarine_explosive_shell.node
DeathFx = FX_TMARINE_EXPLOSIVE_EXPLOSION
CorpseLifeTime = 5

[SHELL_DARKNESS]
Model = fx\Models\tmarine_explosive_shell.node
DeathFx = FX_DARKNESS
CorpseLifeTime = 5

[SHELL_GTURRET_EXPLOSIVE]
Model = fx\Models\gturret_rocket.node
DeathFx = FX_SMALL_EXPLOSION
CorpseLifeTime = 5

[SHELL_GTURRET_PLASMA]
Model = fx\Models\gturret_rocket.node
DeathFx = FX_SMALL_EXPLOSION
CorpseLifeTime = 5

[SHELL_CERBERUS]
Model = fx\Models\cerberus_shell.node
DeathFx = FX_SMALL_EXPLOSION
DeathSound = SSID_CERBERUS_TURRET_SHOT_LAND
CorpseLifeTime = 5

[SHELL_OP_GRENADE]
Model = fx\Models\op_grenade.node
DeathFx = FX_OP_GRENADE_EXPLOSION
DeathDecal = DECAL_GRENADE
DeathSound = SSID_OPERATIVE_GRENADE_LAND
CorpseLifeTime = 5

[SHELL_CHEMICAL_GRENADE]
Model = fx\Models\op_grenade.node
DeathFx = FX_OP_CHEMICAL_EXPLOSION
;DeathDecal = DECAL_GRENADE
DeathSound = SSID_OPERATIVE_GRENADE_LAND
CorpseLifeTime = 5

[SHELL_STUN_GRENADE]
Model = fx\Models\op_grenade.node
DeathFx = FX_OP_STUN_EXPLOSION
;DeathDecal = DECAL_GRENADE
DeathSound = SSID_OPERATIVE_GRENADE_LAND
CorpseLifeTime = 5

[SHELL_TMARINE_PLASMA]
Model = fx\Models\tmarine_plasma_shell.node
DeathFx = FX_TMARINE_PLASMA_EXPLOSION

[SHELL_AIR_TURRET]
Model = fx\Models\air_turretshell.node
DeathFx = FX_AIRTURRET_MUZZLEHIT

[SHELL_PIERCING]
Model = fx\Models\tmarine_explosive_shell.node
DeathFx = FX_CRAB_PIERCING_EXPLOSION

[SHELL_CW_RIFLE]
Model = fx\Models\cwalker_piercing_shell.node
DeathFx = FX_CRAB_PIERCING_EXPLOSION
DeathSound = SSID_CRAB_WALKER_GUN_SHOT_HIT
CorpseLifeTime = 5

[SHELL_CARRIER_BOMB]
Model = fx\Models\carrier_bomb.node
DeathFx = FX_BOMBERMAN
DeathSound = SSID_CARRIER_BOMBER_EXPLOSION
DeathDecal = DECAL_GRENADE
CorpseLifeTime = 5

[SHELL_MW_ROCKET]
Model = fx\Models\MW_Rocket.node
DeathFx = FX_MECH_ROCKET_EXPLOSION
DeathSound = SSID_MECH_WALKER_SHOT_HIT
;CorpseLifeTime = 5

[SHELL_MW_CORROSIVE]
Model = fx\Models\mw_acid_shell.node
DeathFx = FX_MECH_CORROSIVE_EXPLOSION
DeathSound = SSID_MECH_WALKER_ACID_BOMB_EXPLOSION
;CorpseLifeTime = 5

[SHELL_MW_ION]
Model = fx\Models\mw_ion_blob.node
DeathFx = FX_MECH_ION_EXPLOSION
DeathSound = SSID_MECH_WALKER_SHOT_HIT
CorpseLifeTime = 5

[SHELL_MW_EXPLOSIVE]
Model = fx\Models\mw_artillery_shell.node
DeathFx = FX_MW_ARTILLERY_EXPLOSION
DeathSound = SSID_MECH_WALKER_ARTILLERY_LAND
DeathDecal = DECAL_GRENADE

[SHELL_AGUNSHIP_EXPLOSIVE]
Model = fx\Models\ag_missile.node
DeathFx = FX_MGUNSHIP_EXPLOSION
DeathSound = SSID_AUTOMATED_GUNSHIP_MISSILE_LAND

[SHELL_MGUNSHIP]
Model = fx\Models\mgunship_rocket.node
DeathFx = FX_MGUNSHIP_EXPLOSION
DeathSound = SSID_MISSILE_GUNSHIP_SHOT_LAND
DeathDecal = DECAL_POD_LANDING
CorpseLifeTime = 5
Wiggle = true

[SHELL_MEDIC_SWARM]
Model = fx\Models\medic_swarm_shell.node
DeathFx = FX_MEDIC_SWARM
DeathSound = SSID_MEDIC_SWARM

[SHELL_EXHAUST_EXPLOSIVE]
Model = fx\Models\exhaust_shot.node
;DeathFx = FX_TMARINE_EXPLOSIVE_EXPLOSION
DeathSound = SSID_EXHAUST_SHOT_HIT
CorpseLifeTime = 4
Wiggle = true;

[SHELL_KOBALOI]
Model = fx\Models\Kobaloi_shell.node
;DeathFx = FX_TMARINE_EXPLOSIVE_EXPLOSION
;DeathSound = SSID_EXHAUST_SHOT_HIT
CorpseLifeTime = 4
;Wiggle = true

[SHELL_DAMPENING_FIELD]
Model = fx\Models\tmarine_explosive_shell.node
DeathFx = FX_SPIDER_DAMPENING_FIELD
;DeathSound = SSID_EXHAUST_SHOT_HIT
;DeathDecal = DECAL_SPIDER_DAMPENING_FIELD
CorpseLifeTime = 3

[SHELL_PUDGE_CORROSIVE]
Model = fx\Models\pudge_blob.node
DeathFx = FX_PUDGE_CORROSIVE_EXPLOSION
DeathSound = SSID_PUDGE_SHOT_LAND
KillAtRatio = 1.0

[SHELL_GIANTWORM]
Model = fx\Models\giant_worm_blob.node
DeathFx = FX_GIANTWORM_EXPLOSION
DeathSound = SSID_MADRAT_PROJECTILE_LAND
CorpseLifeTime = 3

[SHELL_BEE]
Model = fx\Models\bee_shot.node
DeathFx = FX_BEE_IMPACT
DeathSound = SSID_MADRAT_PROJECTILE_LAND
CorpseLifeTime = 3
Wiggle = true

[SHELL_PUDGE_ACID_POOL]
Model = fx\Models\mad_shot_blob.node
DeathFx = FX_PUDGE_ACID_POOL
DeathDecal = DECAL_PUDGE_ACID_POOL
DeathSound = SSID_PUDGE_SHOT_LAND

[SHELL_XERXES_LAST_RITES]
Model = fx\Models\creeper_shell.node
DeathFx = FX_XERXES_LAST_RITES
DeathDecal = DECAL_CREEPER_LAST_RITES
CorpseLifeTime = 10

[SHELL_CREEPER_LAST_RITES]
Model = fx\Models\creeper_shell.node
DeathFx = FX_CREEPER_LAST_RITES
DeathDecal = DECAL_CREEPER_LAST_RITES
CorpseLifeTime = 5

[SHELL_STMORPHER_EXPLOSIVE ]
Model = fx\Models\stmorpher_explosive_shell.node
DeathFx = FX_SMALL_EXPLOSION
CorpseLifeTime = 5
;ExpireTime = 5

[SHELL_CREEPER_RIFLE]
Model = fx\Models\creeper_lazor.node
DeathFx = FX_CREEPER_PLASMA_EXPLOSION
CorpseLifeTime = 5

[SHELL_STRIFE_MISSILES]
Model = fx\Models\metior_shell.node
DeathFx = FX_STRIFE_MISSILES
CorpseLifeTime = 5


;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;
; HUMAN WEAPONS
;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

[ENGINEER_PISTOL]
type = Weapon
GfxModel = false
;UiImageSmall = BTN_WepCutknife.png
;FireSound = KnifeAttack.ogg
NozzleTagPoint = Weapon
WeaponFxByWeaponClass = ( Impact = FX_ENGINEER_IMPACT )
WeaponSoundByWeaponClass = ( Impact = SSID_ENGINEER_GUN )
;Impact

[MARINE_RIFLE]
type = Weapon
GfxModel = false
SelectionSize = 4.0
UiImageSmall = BTN_WepAK47.png
UiImageLarge = MODEL_Weapon_MGLarge.png
EventIcon = EVENT_weaponRifle.png
FireSound = RifleFire.ogg
HitSound = (Organic = , Metal = BulletHittingMetal.ogg, Concrete = BulletHittingConcrete.ogg)
DamageFx = (Organic = FX_ONDAMAGE_SOLDIER, Vehicle = FX_ONDAMAGE_VEHICLE, Structure = FX_ONDAMAGE_STRUCTURE)
NozzleTagPoint = Weapon
WeaponFxByWeaponClass = ( Impact = FX_SMARINE_IMPACT, Piercing = FX_SMARINE_PIERCING, Explosive = FX_SMARINE_PIERCING )
WeaponSoundByWeaponClass = ( Impact = SSID_SECURITY_MARINE_RIFLE, Piercing = SSID_SECURITY_MARINE_RIFLE, Explosive = SSID_SECURITY_MARINE_RIFLE )
;Impact

[MADRAT_ACID_CANNON]
type = Weapon
GfxModel = false
NozzleTagPoint = Nozzle01
WeaponFxByWeaponClass = ( Corrosive = FX_MADRAT_CORROSIVE_MUZZLE )
WeaponSoundByWeaponClass = ( Corrosive = SSID_MADRAT_PROJECTILE )
ShellByWeaponClass = ( Corrosive = SHELL_ACID )
;Corrosive

[MADRAT_PISTOL]
type = Weapon
GfxModel = false
SelectionSize = 4.0
UiImageSmall = BTN_WepAK47.png
UiImageLarge = MODEL_Weapon_MGLarge.png
EventIcon = EVENT_weaponRifle.png
FireSound = RifleFire.ogg
HitSound = (Organic = , Metal = BulletHittingMetal.ogg, Concrete = BulletHittingConcrete.ogg)
DamageFx = (Organic = FX_ONDAMAGE_SOLDIER, Vehicle = FX_ONDAMAGE_VEHICLE, Structure = FX_ONDAMAGE_STRUCTURE)
NozzleTagPoint = Nozzle02
WeaponFxByWeaponClass = ( Impact = FX_MADRAT_PISTOL )
WeaponSoundByWeaponClass = ( Impact = SSID_MADRAT_PISTOL )
;Corrosive

[SNIPER_RIFLE]
type = Weapon
GfxModel = false
NozzleTagPoint = Weapon
WeaponFxByWeaponClass = ( Piercing = FX_OP_PIERCING, Plasma = FX_OP_PLASMA )
WeaponSoundByWeaponClass = ( Piercing = SSID_OPERATIVE_SNIPER, Piercing = SSID_OPERATIVE_SNIPER_VAR_1 )
;Piercing

[OPERATIVE_GRENADE_LAUNCHER]
type = Weapon
GfxModel = false
NozzleTagPoint = Weapon
WeaponFxByWeaponClass = ( IMPACT = FX_OP_IMPACT )
WeaponSoundByWeaponClass = ( IMPACT = SSID_OPERATIVE_SNIPER_UPGRADED , CORROSIVE = SSID_OPERATIVE_SNIPER_UPGRADED, PLASMA = SSID_OPERATIVE_SNIPER_UPGRADED )
ShellByWeaponClass = ( IMPACT = SHELL_OP_GRENADE, CORROSIVE = SHELL_CHEMICAL_GRENADE, PLASMA = SHELL_STUN_GRENADE )
;Explosive

[MEDIC_RIFLE]
type = Weapon
GfxModel = false
NozzleTagPoint = Weapon
WeaponFxByWeaponClass = ( IMPACT = FX_MEDIC_IMPACT )
WeaponSoundByWeaponClass = ( IMPACT = SSID_MEDIC_GUN )
;Impact

[MEDIC_SWARM_GUN]
type = Weapon
GfxModel = false
NozzleTagPoint = Weapon
;WeaponFxByWeaponClass = ( IMPACT = FX_MEDIC_SWARM )
WeaponSoundByWeaponClass = ( IMPACT = SSID_MEDIC_SWARM )
ShellByWeaponClass = ( IMPACT = SHELL_MEDIC_SWARM )
;Impact-DOESN'T DO DAMAGE

[TITAN_RIFLE]
type = Weapon
GfxModel = false
NozzleTagPoint = Weapon
WeaponFxByWeaponClass = ( Impact = FX_TMARINE_SHOTGUN_EXPLOSIVE, Piercing = FX_TMARINE_SHOTGUN_PLASMA, Explosive = FX_TMARINE_SHOTGUN_PLASMA )
WeaponSoundByWeaponClass = ( Impact = SSID_TITAN_MARINE_RIFLE, Plasma = SSID_TITAN_MARINE_RIFLE_VAR_1 )
;Explosive, Plasma

[DRONE_EXPLODER]
type = Weapon
GfxModel = false
WeaponFxByWeaponClass = ( Piercing = FX_TMARINE_SHOTGUN_EXPLOSIVE )
WeaponSoundByWeaponClass = ( Piercing = SSID_TITAN_MARINE_RIFLE )

[STAP_RIFLE]
type = Weapon
GfxModel = false
NozzlesFireTogether = true
NozzleTagPoint = Weapon01
NozzleTagPoint = Weapon02
WeaponFxByWeaponClass = ( Piercing = FX_STAP_PIERCING, Corrosive = FX_STAP_PIERCING, Plasma = FX_STAP_PIERCING )
WeaponSoundByWeaponClass = ( Piercing = SSID_STAP_RIFLE )
;Piercing

[STAP_TURRET]
type = Weapon
GfxModel = true
Model = nodes\Humans\Units\stap\stap_weapon.node
AttachTo = Turret
NozzleTagPoint = Nozzle
WeaponFxByWeaponClass = ( Piercing = FX_STAP_PIERCING_TOP )
WeaponSoundByWeaponClass = ( Piercing = SSID_STAP_TURRET )
;Piercing

[CW_RIFLE]
type = Weapon
Model = nodes\Humans\Units\crabwalker\crabwalker_weapon.node
AttachTo = Weapon
NozzleTagPoint = WeaponNozzle
WeaponFxByWeaponClass = ( Piercing = FX_CW_ROCKET_MUZZLE, Explosive = FX_CW_ROCKET_MUZZLE, Plasma = FX_CW_ROCKET_MUZZLE )
WeaponSoundByWeaponClass = ( Piercing = SSID_CRAB_WALKER_GUN, Explosive = SSID_CRAB_WALKER_GUN, Plasma = SSID_CRAB_WALKER_GUN  )
ShellByWeaponClass = ( Piercing = SHELL_CW_RIFLE, Explosive = SHELL_CW_RIFLE, Plasma = SHELL_CW_RIFLE )
;Piercing, Explosive, Plasma

[CARRIER_RIFLE]
type = Weapon
GfxModel = false
NozzleTagPoint = Weapon
WeaponFxByWeaponClass = ( Impact = FX_SMARINE_IMPACT )
WeaponSoundByWeaponClass = ( Impact = SSID_CARRIER_GUN )
;Impact

[CARRIER_BOMBER]
type = Weapon
GfxModel = false
NozzleTagPoint = Bomber
WeaponFxByWeaponClass = ( Explosive = FX_TMARINE_EXPLOSIVE_MUZZLE )
WeaponSoundByWeaponClass = ( Explosive = SSID_CARRIER_GUN )
ShellByWeaponClass = ( Explosive = SHELL_CARRIER_BOMB )
;Explosive

[STASIS_FIELD_GUN]
type = Weapon
GfxModel = false
NozzleTagPoint = Weapon
WeaponFxByWeaponClass = ( Impact = FX_OP_EXPLOSIVE )
WeaponSoundByWeaponClass = ( Impact = SSID_OPERATIVE_SNIPER )
ShellByWeaponClass = ( Impact = SHELL_DAMPENING_FIELD )
;Drops something on the ground that reduces the speed of enemies for a fixed amount of time

[MW_RIFLE_PIERCING_AUX]
type = Weapon
Model = nodes\Humans\Units\mech_walker\Rocket_launcher_L.node
AttachTo = Weapon_L
NozzleTagPoint = Nozzle01
NozzleTagPoint = Nozzle02
NozzleTagPoint = Nozzle03
WeaponFxByWeaponClass = ( Piercing = FX_MW_ROCKET_MUZZLE )
WeaponSoundByWeaponClass = ( Piercing = SSID_MECH_WALKER_GUN )
ShellByWeaponClass = ( Piercing = SHELL_MW_ROCKET )

[MW_RIFLE_PIERCING]
type = Weapon
Model = nodes\Humans\Units\mech_walker\Rocket_launcher_R.node
AttachTo = Weapon_R
NozzleTagPoint = Nozzle01
NozzleTagPoint = Nozzle02
NozzleTagPoint = Nozzle03
WeaponFxByWeaponClass = ( Piercing = FX_MW_ROCKET_MUZZLE )
WeaponSoundByWeaponClass = ( Piercing = SSID_MECH_WALKER_GUN )
ShellByWeaponClass = ( Piercing = SHELL_MW_ROCKET )
AuxWeapon = MW_RIFLE_PIERCING_AUX

[MW_RIFLE_PLASMA_AUX]
type = Weapon
Model = nodes\Humans\Units\mech_walker\Plasma_launcher_L.node
AttachTo = Weapon_L
NozzleTagPoint = Nozzle
WeaponFxByWeaponClass = ( Plasma = FX_MW_PLASMA_MUZZLE )
WeaponSoundByWeaponClass = ( Plasma = SSID_MECH_WALKER_GUN )
ShellByWeaponClass = ( Plasma = SHELL_MW_ION )

[MW_RIFLE_PLASMA]
type = Weapon
Model = nodes\Humans\Units\mech_walker\Plasma_launcher_R.node
AttachTo = Weapon_R
NozzleTagPoint = Nozzle
WeaponFxByWeaponClass = ( Plasma = FX_MW_PLASMA_MUZZLE )
WeaponSoundByWeaponClass = ( Plasma = SSID_MECH_WALKER_GUN )
ShellByWeaponClass = ( Plasma = SHELL_MW_ION)
AuxWeapon = MW_RIFLE_PLASMA_AUX

[MW_RIFLE]
type = Weapon
GfxModel = false
WeaponDefByWeaponClass = ( Piercing = MW_RIFLE_PIERCING, Plasma = MW_RIFLE_PLASMA )
;Piercing

[MW_FLAMETHROWER_AUX]
type = Weapon
Model = nodes\Humans\Units\mech_walker\Flamethrower_L.node
AttachTo = Weapon_L
SelectionSize = 4.0
UiImageSmall = BTN_WepAK47.png
UiImageLarge = MODEL_Weapon_MGLarge.png
EventIcon = EVENT_weaponRifle.png
NozzleTagPoint = Nozzle
NozzlesFireTogether = true
WeaponFxByWeaponClass = ( Corrosive = FX_MW_FLAMETHROWER )
WeaponSoundByWeaponClass = ( Corrosive = SSID_MECH_WALKER_FLAMETHROWER )
InSync = false
UseWeaponDestParams = false

[MW_FLAMETHROWER]
type = Weapon
Model = nodes\Humans\Units\mech_walker\Flamethrower_R.node
AttachTo = Weapon_R
SelectionSize = 4.0
UiImageSmall = BTN_WepAK47.png
UiImageLarge = MODEL_Weapon_MGLarge.png
EventIcon = EVENT_weaponRifle.png
NozzleTagPoint = Nozzle
NozzlesFireTogether = true
WeaponFxByWeaponClass = ( Corrosive = FX_MW_FLAMETHROWER )
WeaponSoundByWeaponClass = ( Corrosive = SSID_MECH_WALKER_FLAMETHROWER )
InSync = false
UseWeaponDestParams = false
AuxWeapon = MW_FLAMETHROWER_AUX

[MW_ACID_BOMB]
type = Weapon
Model = nodes\Humans\Units\mech_walker\Grenade_Launcher.node
AttachTo = Grenade_Launcher
NozzleTagPoint = Nozzle01
NozzleTagPoint = Nozzle02
WeaponFxByWeaponClass = ( Corrosive = FX_MADRAT_CORROSIVE_MUZZLE )
WeaponSoundByWeaponClass = ( Corrosive = SSID_MECH_WALKER_ACID_BOMB )
ShellByWeaponClass = ( Corrosive = SHELL_MW_CORROSIVE )
;Corrosive

[MW_ARTILLERY_LAUNCHER]
type = Weapon
Model = nodes\Humans\Units\mech_walker\Grenade_Launcher.node
AttachTo = Grenade_Launcher
NozzleTagPoint = Nozzle01
NozzleTagPoint = Nozzle02
WeaponFxByWeaponClass = ( Explosive = FX_TMARINE_EXPLOSIVE )
WeaponSoundByWeaponClass = ( Explosive = SSID_MECH_WALKER_ARTILLERY )
ShellByWeaponClass = ( Explosive = SHELL_MW_EXPLOSIVE )
;Explosive

[AG_RIFLE]
type = Weapon
GfxModel = false
NozzlesFireTogether = true
NozzleTagPoint = Weapon01
NozzleTagPoint = Weapon02
WeaponFxByWeaponClass = ( Piercing = FX_AGUNSHIP_PIERCING, Corrosive = FX_AGUNSHIP_PIERCING, Explosive = FX_AGUNSHIP_PIERCING, Plasma = FX_AGUNSHIP_PIERCING )
WeaponSoundByWeaponClass = ( Piercing = SSID_AUTOMATED_GUNSHIP_GUN, Plasma = SSID_AUTOMATED_GUNSHIP_GUN )
;Piercing

[AG_MISSILE_LAUNCHER]
type = Weapon
GfxModel = false
NozzleTagPoint = Weapon01
WeaponFxByWeaponClass = ( Explosive = FX_TMARINE_EXPLOSIVE )
WeaponSoundByWeaponClass = ( Explosive = SSID_AUTOMATED_GUNSHIP_MISSILE )
ShellByWeaponClass = ( Explosive = SHELL_AGUNSHIP_EXPLOSIVE )

;[AG_TASER]
;type = Weapon
;GfxModel = false
;NozzleTagPoint = Weapon01
;WeaponFxByWeaponClass = ( Plasma = FX_AGUNSHIP_TASER )
;WeaponSoundByWeaponClass = ( Plasma = SSID_AUTOMATED_GUNSHIP_GUN )
;ShellByWeaponClass = ( Explosive = SHELL_AGUNSHIP_EXPLOSIVE )

[MG_RIFLE]
type = Weapon
GfxModel = false
NozzleTagPoint = Weapon01
NozzleTagPoint = Weapon02
NozzleTagPoint = Weapon03
NozzleTagPoint = Weapon04
NozzleTagPoint = Weapon05
NozzleTagPoint = Weapon06
NozzleTagPoint = Weapon07
NozzleTagPoint = Weapon08
WeaponSoundByWeaponClass = ( Impact = SSID_MISSILE_GUNSHIP )
ShellByWeaponClass = ( Impact = SHELL_MGUNSHIP )
;Explosive

[MG_WHIRLWIND]
type = Weapon
GfxModel = false
NozzleTagPoint = Weapon01
NozzleTagPoint = Weapon02
NozzleTagPoint = Weapon03
NozzleTagPoint = Weapon04
NozzleTagPoint = Weapon05
NozzleTagPoint = Weapon06
NozzleTagPoint = Weapon07
NozzleTagPoint = Weapon08
WeaponSoundByWeaponClass = ( Impact = SSID_MISSILE_GUNSHIP )
ShellByWeaponClass = ( Impact = SHELL_MGUNSHIP )
;Explosive

[GROUND_TURRET_GUN]
type = Weapon
GfxModel = true
Model = nodes\Humans\Defensive_structures\ground_turret\Ground_Turret_Weapon.node
AttachTo = Weapon
NozzleTagPoint = WeaponNozzle
Animations = ( ANIM_GROUND_TURRET_IDLE, ANIM_GROUND_TURRET_DEPLOY, ANIM_GROUND_TURRET_CONSTRUCTION, ANIM_GROUND_TURRET_ATTACK )
WeaponFxByWeaponClass = ( Explosive = FX_GTURRET_EXPLOSIVE, Plasma = FX_GTURRET_EXPLOSIVE )
ShellByWeaponClass = ( Explosive = SHELL_GTURRET_EXPLOSIVE, Plasma = SHELL_GTURRET_PLASMA )
WeaponSoundByWeaponClass = ( Explosive = SSID_GTURRET_GUN, Plasma = SSID_GTURRET_GUN )
;Explosive

[AIR_TURRET_GUN]
type = Weapon
GfxModel = true
Model = nodes\Humans\Defensive_structures\Air_Turret\Air_Turret_Weapon.node
AttachTo = Weapon
NozzleTagPoint = Weapon
Animations = ( ANIM_AIR_TURRET_IDLE, ANIM_AIR_TURRET_DEPLOY, ANIM_AIR_TURRET_CONSTRUCTION, ANIM_AIR_TURRET_ATTACK )
WeaponFxByWeaponClass = ( Explosive = FX_AIRTURRET_MUZZLE )
ShellByWeaponClass = ( Explosive = SHELL_AIR_TURRET )
WeaponSoundByWeaponClass = ( Explosive = SSID_ATURRET_GUN )
;Explosive

[RADAR_TURRET_GUN]
type = Weapon
GfxModel = false
Model = nodes\Humans\Defensive_structures\radar_turret\Radar_Turret.node
AttachTo = Weapon
;Animations = ( ANIM_RADAR_TURRET_IDLE, ANIM_RADAR_TURRET_DEPLOY )
;Explosive

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;
; HQ Abilities
;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

[HQ_GUN]
type = Weapon
GfxModel = false
NozzleTagPoint = Weapon01
WeaponFxByWeaponClass = ( Explosive = FX_TMARINE_PLASMA_MUZZLE )
WeaponSoundByWeaponClass = ( Explosive = SSID_MECH_WALKER_GUN )
ShellByWeaponClass = ( Explosive = SHELL_MW_CORROSIVE )
;Explosive

[HQ_SHIELD_PULSE]
Type = GameTech
GfxModel = false
UI = (BuildIcon = gui/Screens/GameScreen/ResearchPane/Machine/spider_shieldburst.dds)
UI = (AvatarImage = )
UI = (PreviewImage = gui/Screens/GameScreen/ResearchPane/PreviewDefault.dds)
UI = (AppliesToImage = gui/Screens/GameScreen/ResearchPane/Machine\AppliesToImage/spider.png)

[HQ_TEMP_SHIELD]
Type = GameTech
GfxModel = false
TechFx = FX_TRUE_GRIT
UI = (BuildIcon = gui/Screens/GameScreen/ResearchPane/Machine/spider_shieldburst.dds)
UI = (AvatarImage = spider_shieldburst.dds)
UI = (PreviewImage = gui/Screens/GameScreen/ResearchPane/PreviewDefault.dds)
UI = (AppliesToImage = gui/Screens/GameScreen/ResearchPane/Machine\AppliesToImage/spider.png)

[HQ_POINT_DEFENSE]
Type = GameTech
GfxModel = false
UI = (BuildIcon = gui/Screens/GameScreen/ResearchPane/Machine/spider_shieldburst.dds)
UI = (AvatarImage = )
UI = (PreviewImage = gui/Screens/GameScreen/ResearchPane/PreviewDefault.dds)
UI = (AppliesToImage = gui/Screens/GameScreen/ResearchPane/Machine\AppliesToImage/spider.png)

[HQ_TEMP_DAMAGE]
Type = GameTech
GfxModel = false
TechFx = FX_TRUE_GRIT
UI = (BuildIcon = gui/Screens/GameScreen/ResearchPane/Machine/spider_shieldburst.dds)
UI = (AvatarImage = spider_shieldburst.dds)
UI = (PreviewImage = gui/Screens/GameScreen/ResearchPane/PreviewDefault.dds)
UI = (AppliesToImage = gui/Screens/GameScreen/ResearchPane/Machine\AppliesToImage/spider.png)

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;
; MACHINE WEAPONS
;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

[MORPHER_RIFLE]
type = Weapon
GfxModel = false
;UiImageSmall = BTN_WepCutknife.png
;FireSound = KnifeAttack.ogg
NozzleTagPoint = Gun
WeaponFxByWeaponClass = ( Impact = FX_MORPHER_IMPACT, Piercing = FX_MORPHER_IMPACT )
WeaponSoundByWeaponClass = ( Impact = SSID_MORPHER_RIFLE, Impact = SSID_MORPHER_RIFLE_VAR_1, Piercing = SSID_MORPHER_RIFLE, Piercing = SSID_MORPHER_RIFLE_VAR_1 )
InSync = false
;Impact

[EXHAUST_RIFLE]
type = Weapon
GfxModel = false
;UiImageSmall = BTN_WepCutknife.png
;FireSound = KnifeAttack.ogg
NozzleTagPoint = Weapon01
NozzleTagPoint = Weapon02
NozzleTagPoint = Weapon03
NozzleTagPoint = Weapon04
WeaponFxByWeaponClass = ( Impact = FX_EXHAUST_EXPLOSIVE, Piercing = FX_EXHAUST_EXPLOSIVE )
WeaponSoundByWeaponClass = ( Impact = SSID_EXHAUST_RIFLE, Piercing = SSID_EXHAUST_RIFLE )
ShellByWeaponClass = ( Impact = SHELL_EXHAUST_EXPLOSIVE, Piercing = SHELL_EXHAUST_EXPLOSIVE)
;Explosive

[EXHAUST_DESECRATE]
type = Weapon
GfxModel = false
;UiImageSmall = BTN_WepCutknife.png
;FireSound = KnifeAttack.ogg
NozzleTagPoint = Weapon01
NozzleTagPoint = Weapon02
NozzleTagPoint = Weapon03
NozzleTagPoint = Weapon04
NozzlesFireTogether = true
WeaponFxByWeaponClass = ( Plasma = FX_THRIS_TOUCH )
WeaponSoundByWeaponClass = ( Plasma = SSID_EXHAUST_RIFLE )
;Plasma

[SPINE_DEATH_RAY]
type = Weapon
GfxModel = false
;UiImageSmall = BTN_WepCutknife.png
;FireSound = KnifeAttack.ogg
NozzleTagPoint = DeathRay
WeaponFxByWeaponClass = ( Plasma = FX_DEATH_RAY )
WeaponSoundByWeaponClass = ( Plasma = SSID_CREEPER_RIFLE )
;Plasma

[SPINE_DRONE1_RIFLE]
type = Weapon
GfxModel = false
NozzleTagPoint = Weapon01
NozzleTagPoint = Weapon02
NozzlesFireTogether = true
WeaponFxByWeaponClass = ( Impact = FX_SPINE_DRONE_ATTACK )
WeaponSoundByWeaponClass = ( Impact = SSID_SPINE_DRONE_SHOT )

[PUDGE_RIFLE]
type = Weapon
GfxModel = false
;UiImageSmall = BTN_WepCutknife.png
;FireSound = KnifeAttack.ogg
NozzleTagPoint = Weapon
WeaponFxByWeaponClass = ( Corrosive = FX_MADRAT_CORROSIVE_MUZZLE );
ShellByWeaponClass = ( Corrosive = SHELL_PUDGE_CORROSIVE )
WeaponSoundByWeaponClass = ( Corrosive = SSID_PUDGE_RIFLE )
;Corrosive

[ACID_POOL]
type = Weapon
GfxModel = false
;UiImageSmall = BTN_WepCutknife.png
;FireSound = KnifeAttack.ogg
NozzleTagPoint = Weapon
WeaponFxByWeaponClass = ( Corrosive = FX_MADRAT_CORROSIVE_MUZZLE );
ShellByWeaponClass = ( Corrosive = SHELL_PUDGE_ACID_POOL )
WeaponSoundByWeaponClass = ( Corrosive = SSID_PUDGE_RIFLE )
;Corrosive

[PUDGE_RAPID_SHOT]
type = Weapon
GfxModel = false
;UiImageSmall = BTN_WepCutknife.png
;FireSound = KnifeAttack.ogg
NozzleTagPoint = Weapon
WeaponFxByWeaponClass = ( Corrosive = FX_MADRAT_CORROSIVE_MUZZLE );
ShellByWeaponClass = ( Corrosive = SHELL_PUDGE_CORROSIVE )
WeaponSoundByWeaponClass = ( Corrosive = SSID_PUDGE_RIFLE )
;Corrosive

[SPIDER_DAMPENING_FIELD_GUN]
type = Weapon
GfxModel = false
NozzleTagPoint = Weapon01
WeaponFxByWeaponClass = ( Impact = FX_OP_EXPLOSIVE )
WeaponSoundByWeaponClass = ( Impact = SSID_SPIDER_DAMPENING_FIELD_SHOT )
ShellByWeaponClass = ( Impact = SHELL_DAMPENING_FIELD )
;Drops something on the ground that reduces the armor of enemies for a fixed amount of time

[SPIDER_SMOKE_GUN]
type = Weapon
GfxModel = false
NozzleTagPoint = Weapon01
WeaponFxByWeaponClass = ( Impact = FX_OP_EXPLOSIVE )
WeaponSoundByWeaponClass = ( Impact = SSID_SPIDER_SMOKE_GUN_SHOT )
ShellByWeaponClass = ( Impact = SHELL_ACID )
;Drops smoke bomb

[SILENCE_MORPHER_RIFLE]
type = Weapon
GfxModel = false
;UiImageSmall = BTN_WepCutknife.png
;FireSound = KnifeAttack.ogg
NozzleTagPoint = Weapon
WeaponFxByWeaponClass = ( Piercing = FX_SIMORPHER_IMPACT, Plasma = FX_SIMORPHER_IMPACT );
WeaponSoundByWeaponClass = ( Piercing = SSID_SILENCE_MORPHER_SHOT, Plasma = SSID_SILENCE_MORPHER_SHOT )
InSync = false
;Plasma

[SILENCE_MORPHER_KNIFE]
type = Weapon
GfxModel = false
;UiImageSmall = BTN_WepCutknife.png
;FireSound = KnifeAttack.ogg
NozzleTagPoint = LHand
NozzleTagPoint = RHand
NozzlesFireTogether = true
WeaponFxByWeaponClass = ( Impact = FX_SILENCE_KNIFE );
WeaponSoundByWeaponClass = ( Impact = SSID_OPERATIVE_SNIPER )
;Explosive

[SILENCE_PLASMA_GRENADE]
type = Weapon
GfxModel = false
NozzleTagPoint = Weapon
WeaponFxByWeaponClass = ( Plasma = FX_OP_EXPLOSIVE )
WeaponSoundByWeaponClass = ( Plasma = SSID_OPERATIVE_SNIPER )
ShellByWeaponClass = ( Plasma = SHELL_ACID_SM )
;Explosive

[SILENCE_SMOKE_GUN]
type = Weapon
GfxModel = false
NozzleTagPoint = Weapon
WeaponFxByWeaponClass = ( IMPACT = FX_OP_EXPLOSIVE )
WeaponSoundByWeaponClass = ( IMPACT = SSID_OPERATIVE_SNIPER )
ShellByWeaponClass = ( IMPACT = SHELL_DARKNESS )
;IMPACT

[STRIFE_MORPHER_RIFLE]
type = Weapon
GfxModel = false
NozzleTagPoint = Weapon01
NozzleTagPoint = Weapon02
WeaponFxByWeaponClass = ( Explosive = FX_STRIFE_MUZZLE, Plasma = FX_STRIFE_MUZZLE )
WeaponSoundByWeaponClass = ( Explosive = SSID_STRIFE_MORPHER_SHOT, Plasma = SSID_STRIFE_MORPHER_SHOT )
ShellByWeaponClass = ( Explosive = SHELL_STMORPHER_EXPLOSIVE, Plasma = SHELL_STMORPHER_EXPLOSIVE )
;Explosive

[STRIFE_ARC_BLAST]
type = Weapon
GfxModel = false
;UiImageSmall = BTN_WepCutknife.png
;FireSound = KnifeAttack.ogg
NozzleTagPoint = Weapon01
;NozzleTagPoint = Weapon02
WeaponFxByWeaponClass = ( Plasma = FX_STMORPHER_ARC_BLAST )
WeaponSoundByWeaponClass = ( Plasma = SSID_STRIFE_MORPHER_SHOT )
;Plasma

[PRESERVATION_MORPHER_RIFLE]
type = Weapon
GfxModel = false
;UiImageSmall = BTN_WepCutknife.png
;FireSound = KnifeAttack.ogg
NozzleTagPoint = Weapon
WeaponFxByWeaponClass = ( Corrosive = FX_PMORPHER_BEAM )
WeaponSoundByWeaponClass = ( Corrosive = SSID_PRESERVATION_MORPHER_SHOT );, Corrosive = SSID_PRESERVATION_MORPHER_SHOT_VAR_1 )
InSync = false
;Corrosive

[CREEPER_RIFLE]
type = Weapon
GfxModel = false
NozzleTagPoint = Weapon
;WeaponFxByWeaponClass = ( Plasma = FX_CREEPER_PLASMA )
WeaponSoundByWeaponClass = ( Plasma = SSID_CREEPER_RIFLE )
ShellByWeaponClass = ( Plasma = SHELL_CREEPER_RIFLE )
;Plasma

[CREEPER_ARC_BLAST]
type = Weapon
GfxModel = false
;UiImageSmall = BTN_WepCutknife.png
;FireSound = KnifeAttack.ogg
NozzleTagPoint = Weapon
WeaponFxByWeaponClass = ( Plasma = FX_CREEPER_ARC_BLAST )
WeaponSoundByWeaponClass = ( Plasma = SSID_CREEPER_RIFLE )

;Plasma

[CREEPER_HYPER_BEAM]
type = Weapon
GfxModel = false
;UiImageSmall = BTN_WepCutknife.png
;FireSound = KnifeAttack.ogg
NozzleTagPoint = Weapon
WeaponFxByWeaponClass = ( Plasma = FX_CREEPER_HYPER_BEAM )
WeaponSoundByWeaponClass = ( Plasma = SSID_CREEPER_HYPERBEAM )
;Plasma

[CREEPER_LAST_RITES]
type = Weapon
GfxModel = false
NozzleTagPoint = Weapon
WeaponFxByWeaponClass = ( Plasma = FX_CREEPER_PLASMA )
WeaponSoundByWeaponClass = ( Plasma = SSID_CREEPER_RIFLE )
ShellByWeaponClass = ( Plasma = SHELL_CREEPER_LAST_RITES )
;Plasma

[HYDRA_TURRET_GUN]
type = Weapon
GfxModel = true
Model = nodes\Machines\Defensive_structures\hydraturret\hydraturret.node
AttachTo = Weapon
NozzleTagPoint = Weapon
Animations = ( ANIM_HYDRA_TURRET_IDLE, ANIM_HYDRA_TURRET_ATTACK, ANIM_HYDRA_TURRET_ATTACK_UP )
AnimAttackUp = ANIM_HYDRA_TURRET_ATTACK_UP
WeaponFxByWeaponClass = ( Piercing = FX_HYDRA, Corrosive = FX_HYDRA )
WeaponSoundByWeaponClass = ( Piercing = SSID_HYDRA_TURRET_SHOT, Corrosive = SSID_HYDRA_TURRET_SHOT)
;WeaponFxByWeaponClass = ( Explosive = FX_HYDRA )
;ShellByWeaponClass = ( Explosive = SHELL_AIR_TURRET )
;Explosive
InSync = false

[KOBALOI_TURRET_GUN]
type = Weapon
GfxModel = true
Model = nodes\Machines\Defensive_structures\kobaloi\Kobaloi_Turret.node
AttachTo = Weapon
NozzleTagPoint = Weapon01
NozzleTagPoint = Weapon02
Animations = ( ANIM_KOBALOI_TURRET_IDLE, ANIM_KOBALOI_TURRET_ATTACK, ANIM_KOBALOI_TURRET_ATTACK_UP )
AnimAttackUp = ANIM_KOBALOI_TURRET_ATTACK_UP
WeaponFxByWeaponClass = ( Impact = FX_EXHAUST_EXPLOSIVE, Corrosive = FX_EXHAUST_EXPLOSIVE )
WeaponSoundByWeaponClass = ( Impact = SSID_KOBALOI_TURRET_SHOT, Corrosive = SSID_KOBALOI_TURRET_SHOT )
ShellByWeaponClass = ( Impact = SHELL_KOBALOI, Corrosive = SHELL_KOBALOI )
;Explosive

[CERBERUS_TURRET_GUN]
type = Weapon
GfxModel = true
Model = nodes\Machines\Defensive_structures\cerberusturret\cerberus_turret.node
AttachTo = Weapon
NozzleTagPoint = Weapon
Animations = ( ANIM_CERBERUS_TURRET_IDLE, ANIM_CERBERUS_TURRET_ATTACK, ANIM_CERBERUS_TURRET_ATTACK_UP )
AnimAttackUp = ANIM_CERBERUS_TURRET_ATTACK_UP
ShellByWeaponClass = ( Impact = SHELL_CERBERUS, Piercing = SHELL_CERBERUS )
;WeaponFxByWeaponClass = ( Explosive = FX_GTURRET_EXPLOSIVE )
WeaponSoundByWeaponClass = ( Impact = SSID_CERBERUS_TURRET_SHOT, Piercing = SSID_CERBERUS_TURRET_SHOT )
;Explosive

[PHOENIX_TURRET_GUN]
type = Weapon
GfxModel = true
Model = nodes\Machines\Defensive_structures\Phoenix\Phoenix.node
AttachTo = Weapon
NozzleTagPoint = Weapon
Animations = ( ANIM_PHOENIX_TURRET_IDLE, ANIM_PHOENIX_TURRET_ATTACK, ANIM_PHOENIX_TURRET_ATTACK_UP )
AnimAttackUp = ANIM_PHOENIX_TURRET_ATTACK_UP
WeaponFxByWeaponClass = ( Explosive = FX_TMARINE_EXPLOSIVE )
WeaponSoundByWeaponClass = ( Explosive = SSID_PHOENIX_TURRET_SHOT)
ShellByWeaponClass = ( Explosive = SHELL_AIR_TURRET )
;Explosive

[STRIFE_MISSILES]
type = Weapon
GfxModel = false
NozzleTagPoint = Weapon
WeaponFxByWeaponClass = ( Explosive = FX_TMARINE_PLASMA_MUZZLE )
WeaponSoundByWeaponClass = ( Explosive = SSID_MECH_WALKER_GUN )
ShellByWeaponClass = ( Explosive = SHELL_STRIFE_MISSILES )
;Explosive

[CALL_OF_THE_MUTE]
type = Weapon
GfxModel = false
NozzleTagPoint = Weapon01
WeaponFxByWeaponClass = ( Impact = FX_TMARINE_PLASMA_MUZZLE )
WeaponSoundByWeaponClass = ( Impact = SSID_MECH_WALKER_GUN )
ShellByWeaponClass = ( Impact = SHELL_MW_CORROSIVE )
;Explosive

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; HUMAN UNITS
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

[ENGINEER]
Model = nodes\Humans\Units\Engineer\Engineer.node
debugkey = ctrl + e
Hotkey = n
Animations = ( ANIM_ENGINEER_IDLE, ANIM_ENGINEER_IDLE_02, ANIM_ENGINEER_IDLE_03, ANIM_ENGINEER_RUN, ANIM_ENGINEER_REPAIR, ANIM_ENGINEER_REPAIR_AIR, ANIM_ENGINEER_BUILD, ANIM_ENGINEER_CAPTURE, ANIM_ENGINEER_ATTACK, ANIM_ENGINEER_DEATH, ANIM_ENGINEER_DEATH_02, ANIM_ENGINEER_IDLE_TO_ATTACK, ANIM_ENGINEER_SABOTAGE, ANIM_ENGINEER_PATROLLING, ANIM_ENGINEER_IN_COVER, ANIM_ENGINEER_ATTACK_FROM_COVER )
AnimByType = IDLE( ANIM_ENGINEER_IDLE, ANIM_ENGINEER_IDLE_02, ANIM_ENGINEER_IDLE_03 )
AnimByType = ATTACK( ENGINEER_PISTOL = ANIM_ENGINEER_ATTACK, ENGINEER_PISTOL = ANIM_ENGINEER_ATTACK_FROM_COVER )
;AnimByType = IDLE_TO_ATTACK( ENGINEER_PISTOL = ANIM_ENGINEER_IDLE_TO_ATTACK )
AnimByType = MOVE( ANIM_ENGINEER_RUN )
AnimByType = DEATH( ANIM_ENGINEER_DEATH, ANIM_ENGINEER_DEATH_02 )
AnimByTech = APPLYTECH( SABOTAGE = ANIM_ENGINEER_SABOTAGE )
Selection_Decal = DECAL_UNIT_SELECTION
UI = (BuildIcon = gui/Screens/GameScreen/OrderButtons/Human/btn_build_engineer_default.dds)
UI = (AvatarImage = videos/Avatars/Humans/Engineer.oggtheora.ogv )
UI = (AvatarImageLarge = gui\Screens\GameScreen\ResearchPane\ResearchAvatars\eng.dds)
UI = (MinimapIcon = gui/Screens/GameScreen/Minimap/Icons/Default.dds)
UI = (ResearchTabIcon = unit_buttons_engineer_default.dds)
MoveSpeed = 5
Shield = fx\Models\unit_shield.node
Sounds = ( Selection = SAID_ENGINEER_SELECTION_VAR_1, Selection = SAID_ENGINEER_SELECTION_VAR_2, Selection = SAID_ENGINEER_SELECTION_VAR_3, MoveOrder = SAID_ENGINEER_MOVE_ORDER, MoveOrder = SAID_ENGINEER_MOVE_ORDER_VAR_1, MoveOrder = SAID_ENGINEER_MOVE_ORDER_VAR_2, AttackOrder = SAID_ENGINEER_ATTACK_ORDER, AttackOrder = SAID_ENGINEER_ATTACK_ORDER_VAR_1, AttackOrder = SAID_ENGINEER_ATTACK_ORDER_VAR_2, Creation = SAID_ENGINEER_UNIT_CREATION )
DeathSound = SSID_ENGINEER_DEATH
Fragments = FRAGS_TM
BaseRadiusMultiplier = 1.15
HeightMultiplier = .95
;ENGINEER_PISTOL

[SECURITY_MARINE]
Model = nodes\Humans\Units\security_marine\Security_Marine.node
debugkey = ctrl + s
Hotkey = c
Animations = ( ANIM_SM_IDLE, ANIM_SM_IDLE_02, ANIM_SM_IDLE_03, ANIM_SM_RUN, ANIM_SM_PATROLLING, ANIM_SM_PATROLLING_02, ANIM_SM_CAPTURE, ANIM_SM_ATTACK, ANIM_SM_ATTACK_UP, ANIM_SM_ATTACK_DOWN, ANIM_SM_DEATH, ANIM_SM_IN_COVER, ANIM_SM_ATTACK_FROM_COVER )
AnimByType = IDLE( ANIM_SM_IDLE, ANIM_SM_IDLE_02, ANIM_SM_IDLE_03 )
AnimByType = ATTACK( MARINE_RIFLE = ANIM_SM_ATTACK, MARINE_RIFLE = ANIM_SM_ATTACK_UP, MARINE_RIFLE = ANIM_SM_ATTACK_DOWN, MARINE_RIFLE = ANIM_SM_ATTACK_FROM_COVER )
; [AS] idle to attacks seem completely unnecssary 
;AnimByType = IDLE_TO_ATTACK( MARINE_RIFLE = ANIM_SM_IDLE_TO_ATTACK )
AnimByType = MOVE( ANIM_SM_RUN )
AnimByType = PATROLLING( ANIM_SM_PATROLLING, ANIM_SM_PATROLLING_02 )
Selection_Decal = DECAL_UNIT_SELECTION
UI = (BuildIcon = gui/Screens/GameScreen/OrderButtons/Human/btn_build_securitymarine_default.dds)
UI = (AvatarImage = videos/Avatars/Humans/Merc.oggtheora.ogv )
UI = (AvatarImageLarge = gui\Screens\GameScreen\ResearchPane\ResearchAvatars\secmarine.dds)
UI = (MinimapIcon = gui/Screens/GameScreen/Minimap/Icons/Default.dds)
UI = (ResearchTabIcon = unit_buttons_security_marine_default.dds)
MoveSpeed = 5
Shield = fx\Models\unit_shield.node
Sounds = ( Selection = SAID_SM_SELECTION, Selection = SAID_SM_SELECTION_VAR_1, Selection = SAID_SM_SELECTION_VAR_2, MoveOrder = SAID_SM_MOVE_ORDER, MoveOrder = SAID_SM_MOVE_ORDER_VAR_1, MoveOrder = SAID_SM_MOVE_ORDER_VAR_2, MoveOrder = SAID_SM_MOVE_ORDER_VAR_3, AttackOrder = SAID_SM_ATTACK_ORDER, AttackOrder = SAID_SM_ATTACK_ORDER_VAR_1, AttackOrder = SAID_SM_ATTACK_ORDER_VAR_2, AttackOrder = SAID_SM_ATTACK_ORDER_VAR_3, Creation = SAID_SM_UNIT_CREATION )
DeathSound = SSID_SECURITY_MARINE_DEATH
BaseRadiusMultiplier = 1.1
HeightMultiplier = 1.1
;MARINE_RIFLE

[MADRAT]
Model = nodes\Humans\Units\MadRat\MadRat.node
debugkey = ctrl + d
Hotkey = r
Animations = ( ANIM_MADRAT_IDLE, ANIM_MADRAT_IDLE_02, ANIM_MADRAT_IDLE_03, ANIM_MADRAT_RUN, ANIM_MADRAT_CAPTURE, ANIM_MADRAT_PRIMARY_ATTACK, ANIM_MADRAT_SECONDARY_ATTACK, ANIM_MADRAT_DEATH, ANIM_MADRAT_IDLE_TO_ATTACK_PRIMARY, ANIM_MADRAT_IDLE_TO_ATTACK_SECONDARY, ANIM_MADRAT_PATROLLING, ANIM_MADRAT_IN_COVER, ANIM_MADRAT_ATTACK_FROM_COVER  )
AnimByType = IDLE( ANIM_MADRAT_IDLE, ANIM_MADRAT_IDLE_02, ANIM_MADRAT_IDLE_03  )
AnimByType = ATTACK( MADRAT_ACID_CANNON = ANIM_MADRAT_PRIMARY_ATTACK, MADRAT_PISTOL = ANIM_MADRAT_SECONDARY_ATTACK, MADRAT_ACID_CANNON = ANIM_MADRAT_ATTACK_FROM_COVER )
; [AS] idle to attacks seem completely unnecssary 
;AnimByType = IDLE_TO_ATTACK( MADRAT_ACID_CANNON = ANIM_MADRAT_IDLE_TO_ATTACK_PRIMARY, MADRAT_PISTOL = ANIM_MADRAT_IDLE_TO_ATTACK_SECONDARY )
AnimByType = MOVE( ANIM_MADRAT_RUN )
Selection_Decal = DECAL_UNIT_SELECTION
UI = (BuildIcon = gui/Screens/GameScreen/OrderButtons/Human/btn_build_madrat_default.dds)
UI = (AvatarImage = videos/Avatars/Humans/Madrat.oggtheora.ogv)
UI = (AvatarImageLarge = gui\Screens\GameScreen\ResearchPane\ResearchAvatars\madrat.dds)
UI = (MinimapIcon = gui/Screens/GameScreen/Minimap/Icons/Default.dds)
UI = (ResearchTabIcon = unit_buttons_madrat_default.dds)
MoveSpeed = 4.5
Shield = fx\Models\unit_shield.node
Sounds = ( Selection = SAID_MADRAT_SELECTION_VAR_1, Selection = SAID_MADRAT_SELECTION_VAR_2, MoveOrder = SAID_MADRAT_MOVE_ORDER_VAR_1, MoveOrder = SAID_MADRAT_MOVE_ORDER_VAR_2, MoveOrder = SAID_MADRAT_MOVE_ORDER_VAR_3, MoveOrder = SAID_MADRAT_MOVE_ORDER_VAR_4, AttackOrder = SAID_MADRAT_ATTACK_ORDER_VAR_1, AttackOrder = SAID_MADRAT_ATTACK_ORDER_VAR_2, AttackOrder = SAID_MADRAT_ATTACK_ORDER_VAR_3, Creation = SAID_MADRAT_UNIT_CREATION )
DeathSound = SSID_MADRAT_DEATH, SSID_MADRAT_DEATH_VAR_1, SSID_MADRAT_DEATH_VAR_2
Fragments = FRAGS_MR
BaseRadiusMultiplier = 1.3
HeightMultiplier = 1.3
;MADRAT_PISTOL, MADRAT_ACID_CANNON

[OPERATIVE]
Model = nodes\Humans\Units\operative\Operative.node
debugkey = ctrl + o
Hotkey = o
Animations = ( ANIM_OPERATIVE_IDLE, ANIM_OPERATIVE_IDLE_02, ANIM_OPERATIVE_IDLE_03, ANIM_OPERATIVE_IDLE_04, ANIM_OPERATIVE_RUN, ANIM_OPERATIVE_PATROLLING, ANIM_OPERATIVE_PATROLLING_02, ANIM_OPERATIVE_CAPTURE, ANIM_OPERATIVE_ATTACK, ANIM_OPERATIVE_ATTACK_UP, ANIM_OPERATIVE_ATTACK_DOWN, ANIM_OPERATIVE_GRENADE_ATTACK, ANIM_OPERATIVE_DEATH, ANIM_OPERATIVE_IDLE_TO_ATTACK, ANIM_OPERATIVE_IN_COVER, ANIM_OPERATIVE_ATTACK_FROM_COVER )
AnimByType = IDLE( ANIM_OPERATIVE_IDLE, ANIM_OPERATIVE_IDLE_02, ANIM_OPERATIVE_IDLE_03, ANIM_OPERATIVE_IDLE_04 )
;AnimByType = IDLE_TO_ATTACK ( SNIPER_RIFLE = ANIM_OPERATIVE_IDLE_TO_ATTACK ) ;, OPERATIVE_GRENADE_LAUNCHER = ANIM_OPERATIVE_IDLE_TO_ATTACK )
AnimByType = ATTACK( SNIPER_RIFLE = ANIM_OPERATIVE_ATTACK, SNIPER_RIFLE = ANIM_OPERATIVE_ATTACK_UP, SNIPER_RIFLE = ANIM_OPERATIVE_ATTACK_DOWN , OPERATIVE_GRENADE_LAUNCHER = ANIM_OPERATIVE_GRENADE_ATTACK, SNIPER_RIFLE = ANIM_OPERATIVE_ATTACK_FROM_COVER )
AnimByType = MOVE( ANIM_OPERATIVE_RUN )
AnimByType = PATROLLING( ANIM_OPERATIVE_PATROLLING, ANIM_OPERATIVE_PATROLLING_02 )
Selection_Decal = DECAL_UNIT_SELECTION
UI = (BuildIcon = gui/Screens/GameScreen/OrderButtons/Human/btn_build_operative_default.dds)
UI = (AvatarImage = videos/Avatars/Humans/Operative.oggtheora.ogv)
UI = (AvatarImageLarge = gui\Screens\GameScreen\ResearchPane\ResearchAvatars\operative.dds)
UI = (MinimapIcon = gui/Screens/GameScreen/Minimap/Icons/Default.dds)
UI = (ResearchTabIcon = unit_buttons_operative_default.dds)
MoveSpeed = 4.8
Shield = fx\Models\unit_shield.node
Sounds = ( Selection = SAID_OPERATIVE_SELECTION, Selection = SAID_OPERATIVE_SELECTION_VAR_1, MoveOrder = SAID_OPERATIVE_MOVE_ORDER, MoveOrder = SAID_OPERATIVE_MOVE_ORDER_VAR_1, MoveOrder = SAID_OPERATIVE_MOVE_ORDER_VAR_2, AttackOrder = SAID_OPERATIVE_ATTACK_ORDER, AttackOrder = SAID_OPERATIVE_ATTACK_ORDER_VAR_1, AttackOrder = SAID_OPERATIVE_ATTACK_ORDER_VAR_2, Creation = SAID_OPERATIVE_UNIT_CREATION )
DeathSound = SSID_OPERATIVE_DEATH
BaseRadiusMultiplier = 1.3
HeightMultiplier = 1.1
;SNIPER_RIFLE, OPERATIVE_GRENADE_LAUNCHER

[MEDIC]
Model = nodes\Humans\Units\Medic\Medic.node
debugkey = ctrl + m
Hotkey = m
Animations = ( ANIM_MEDIC_IDLE, ANIM_MEDIC_IDLE_02, ANIM_MEDIC_IDLE_03, ANIM_MEDIC_RUN, ANIM_MEDIC_CAPTURE, ANIM_MEDIC_ATTACK, ANIM_MEDIC_DEATH, ANIM_MEDIC_IDLE_TO_ATTACK, ANIM_MEDIC_PATROLLING, ANIM_MEDIC_IN_COVER, ANIM_MEDIC_ATTACK_FROM_COVER )
AnimByType = IDLE( ANIM_MEDIC_IDLE, ANIM_MEDIC_IDLE_02, ANIM_MEDIC_IDLE_03 )
;AnimByType = IDLE_TO_ATTACK( MEDIC_RIFLE = ANIM_MEDIC_IDLE_TO_ATTACK )
AnimByType = ATTACK( MEDIC_RIFLE = ANIM_MEDIC_ATTACK, MEDIC_RIFLE = ANIM_MEDIC_ATTACK_FROM_COVER, MEDIC_SWARM_GUN = ANIM_MEDIC_ATTACK, MEDIC_SWARM_GUN = ANIM_MEDIC_ATTACK_FROM_COVER )
AnimByType = MOVE( ANIM_MEDIC_RUN )
Selection_Decal = DECAL_UNIT_SELECTION
UI = (BuildIcon = gui/Screens/GameScreen/OrderButtons/Human/btn_build_medic_default.dds)
UI = (AvatarImage = videos/Avatars/Humans/Medic.oggtheora.ogv)
UI = (AvatarImageLarge = gui\Screens\GameScreen\ResearchPane\ResearchAvatars\medic2.dds)
UI = (MinimapIcon = gui/Screens/GameScreen/Minimap/Icons/Default.dds)
UI = (ResearchTabIcon = unit_buttons_medic_default.dds)
MoveSpeed = 4.8
Shield = fx\Models\unit_shield.node
Sounds = ( Selection = SAID_MEDIC_SELECTION, Selection = SAID_MEDIC_SELECTION_VAR_1, Selection = SAID_MEDIC_SELECTION_VAR_2, MoveOrder = SAID_MEDIC_MOVE_ORDER, MoveOrder = SAID_MEDIC_MOVE_ORDER_VAR_1, MoveOrder = SAID_MEDIC_MOVE_ORDER_VAR_2, AttackOrder = SAID_MEDIC_ATTACK_ORDER, AttackOrder = SAID_MEDIC_ATTACK_ORDER_VAR_1, Creation = SAID_MEDIC_UNIT_CREATION )
DeathSound = SSID_TITAN_MARINE_DEATH
BaseRadiusMultiplier = 1.15
HeightMultiplier = 1.3
;MEDIC_RIFLE

[TITAN_MARINE]
Model = nodes\Humans\Units\TitanMarine\TitanMarine.node
debugkey = ctrl + t
Hotkey = i
Selection_Decal = DECAL_UNIT_SELECTION
Animations = ( ANIM_TM_IDLE, ANIM_TM_IDLE_02, ANIM_TM_IDLE_03, ANIM_TM_RUN, ANIM_TM_ATTACK, ANIM_TM_ATTACK_UP, ANIM_TM_ATTACK_DOWN, ANIM_TM_TAKEOFF, ANIM_TM_LANDING, ANIM_TM_DEATH, ANIM_TM_ROTATE_WHILE_ATTACK, ANIM_TM_IDLE_TO_ATTACK, ANIM_TM_PATROLLING )
AnimByType = IDLE( ANIM_TM_IDLE, ANIM_TM_IDLE_02, ANIM_TM_IDLE_03 )
;AnimByType = IDLE_TO_ATTACK( TITAN_RIFLE = ANIM_TM_IDLE_TO_ATTACK )
AnimByType = ATTACK( TITAN_RIFLE = ANIM_TM_ATTACK, TITAN_RIFLE = ANIM_TM_ATTACK_UP, TITAN_RIFLE = ANIM_TM_ATTACK_DOWN )
AnimByType = MOVE( ANIM_TM_RUN )
UI = (BuildIcon = gui/Screens/GameScreen/OrderButtons/Human/btn_build_titanmarine_default.dds)
UI = (AvatarImage = videos/Avatars/Humans/Titanmarine.oggtheora.ogv)
UI = (AvatarImageLarge = gui\Screens\GameScreen\ResearchPane\ResearchAvatars\titan.dds)
UI = (MinimapIcon = gui/Screens/GameScreen/Minimap/Icons/Default.dds)
UI = (ResearchTabIcon = unit_buttons_titan_marine_default.dds)
MoveSpeed = 3.5 ;2.364
; MoveSpeed is in meters/seconds. e.g. MoveSpeed = (N * Dist) / Duration
: where, N = Num of stride
; Dist = Distance covered in one stride
; Duration = Duration of animation
;TITAN_RIFLE
Sounds = ( Selection = SAID_TITAN_MARINE_SELECTION, Selection = SAID_TITAN_MARINE_SELECTION_VAR_1, MoveOrder = SAID_TITAN_MARINE_MOVE_ORDER, MoveOrder = SAID_TITAN_MARINE_MOVE_ORDER_VAR_1, MoveOrder = SAID_TITAN_MARINE_MOVE_ORDER_VAR_2, AttackOrder = SAID_TITAN_MARINE_ATTACK_ORDER, AttackOrder = SAID_TITAN_MARINE_ATTACK_ORDER_VAR_1, Creation = SAID_TITAN_MARINE_UNIT_CREATION )
DeathSound = SSID_TITAN_MARINE_DEATH
;Sounds = ( Footfall = SSID_TITAN_MARINE_FOOTFALL )
Shield = fx\Models\titan_shield.node
;Footfall = ( left = 0.0833, right = 0.6111 )
BaseRadiusMultiplier = 1.1
HeightMultiplier = 1.15
Fragments = FRAGS_TM

[EXPLODING_DRONE]
Model = nodes\Humans\Units\drone\drone.node
Hotkey = d
Animations = ( ANIM_SDRONE_IDLE, ANIM_SDRONE_HOVER )
AnimByType = IDLE( ANIM_SDRONE_IDLE )
AnimByType = MOVE( ANIM_SDRONE_HOVER )
Selection_Decal = DECAL_UNIT_SELECTION
UI = (BuildIcon = gui/Screens/GameScreen/ResearchPane/Human/splody_drone_default.dds )
UI = (AvatarImage = gui/Screens/GameScreen/Avatars/Human/titan_drone.png)
UI = (AvatarImageLarge = gui/Screens/GameScreen/Avatars/Human/titan_drone.png)
UI = (MinimapIcon = gui/Screens/GameScreen/Minimap/Icons/Default.dds)
UI = (ResearchTabIcon = unit_buttons_engineer_default.dds)
DeathSound = SSID_TITAN_MARINE_DRONE_EXPLOSION
MoveSpeed = 4.5
;Titan Marine 'splody' drones

[STAP]
Model = nodes\Humans\Units\stap\stap.node
debugkey = ctrl + p
Hotkey = h
BaseRadiusMultiplier = 1.15
HeightMultiplier = 3.5
Animations = ( ANIM_STAP_IDLE, ANIM_STAP_HOVER, ANIM_STAP_ATTACK )
AnimByType = IDLE( ANIM_STAP_IDLE )
AnimByType = ATTACK( STAP_RIFLE = ANIM_STAP_ATTACK )
AnimByType = MOVE( ANIM_STAP_HOVER )
Selection_Decal = DECAL_UNIT_SELECTION
UI = (BuildIcon = gui/Screens/GameScreen/OrderButtons/Human/btn_build_Stap_default.dds)
UI = (AvatarImage = videos/Avatars/Humans/Stap.oggtheora.ogv)
UI = (AvatarImageLarge = gui\Screens\GameScreen\ResearchPane\ResearchAvatars\stap.dds)
UI = (MinimapIcon = gui/Screens/GameScreen/Minimap/Icons/Default.dds)
UI = (ResearchTabIcon = unit_buttons_stap_default.dds)
MoveSpeed = 4.5
DeathFx = FX_EXPLOSION_SMALL
Fragments = FRAGS_STAP
Shield = fx\Models\unit_shield.node
Sounds = ( Selection = SAID_STAP_SELECTION, Selection = SAID_STAP_SELECTION_VAR_1, Selection = SAID_STAP_SELECTION_VAR_2, MoveOrder = SAID_STAP_MOVE_ORDER, MoveOrder = SAID_STAP_MOVE_ORDER_VAR_1, MoveOrder = SAID_STAP_MOVE_ORDER_VAR_2, AttackOrder = SAID_STAP_ATTACK_ORDER, AttackOrder = SAID_STAP_ATTACK_ORDER_VAR_1, AttackOrder = SAID_STAP_ATTACK_ORDER_VAR_2, Creation = SAID_STAP_UNIT_CREATION )
DeathSound = SSID_STAP_DEATH
;STAP_RIFLE

[CRAB_WALKER]
Model = nodes\Humans\Units\crabwalker\crabwalker.node
debugkey = ctrl + w
Hotkey = j
Animations = ( ANIM_CW_IDLE, ANIM_CW_RUN, ANIM_CW_PATROLLING )
AnimByType = IDLE( ANIM_CW_IDLE )
AnimByType = MOVE( ANIM_CW_RUN )
Selection_Decal = DECAL_UNIT_SELECTION
UI = (BuildIcon = gui/Screens/GameScreen/OrderButtons/Human/btn_build_crabwalker_default.dds)
UI = (AvatarImage = videos/Avatars/Humans/Crabwalker.oggtheora.ogv)
UI = (AvatarImageLarge = gui\Screens\GameScreen\ResearchPane\ResearchAvatars\crabwalker.dds)
UI = (MinimapIcon = gui/Screens/GameScreen/Minimap/Icons/Default.dds)
UI = (ResearchTabIcon = unit_buttons_crabwalker_default.dds)
MoveSpeed = 4
Fragments = FRAGS_CW
Shield = fx\Models\crabwalker_shield.node
Sounds = ( Selection = SAID_CRAB_WALKER_SELECTION, MoveOrder = SAID_CRAB_WALKER_MOVE_ORDER, MoveOrder = SAID_CRAB_WALKER_MOVE_ORDER_VAR_1, AttackOrder = SAID_CRAB_WALKER_ATTACK_ORDER, AttackOrder = SAID_CRAB_WALKER_ATTACK_ORDER_VAR_1, Creation = SAID_CRAB_WALKER_UNIT_CREATION )
DeathSound = SSID_CRAB_WALKER_DEATH
;Sounds = ( Footfall = SSID_CRAB_WALKER_FOOTFALL )
Footfall = ( left = 0.0833, right = 0.6111 )
BaseRadiusMultiplier = 1.2
HeightMultiplier = 2.1
;CW_RIFLE

[MECH_WALKER]
Model = nodes\Humans\Units\mech_walker\Mech_Walker.node
debugkey = ctrl + h
Hotkey = b
Animations = ( ANIM_MW_IDLE, ANIM_MW_RUN, ANIM_MW_ATTACK, ANIM_MW_ATTACK_UP, ANIM_MW_ATTACK_DOWN, ANIM_MW_FLAME_ATTACK, ANIM_MW_PATROLLING )
AnimByType = IDLE( ANIM_MW_IDLE )
AnimByType = ATTACK( MW_RIFLE = ANIM_MW_ATTACK, MW_RIFLE = ANIM_MW_ATTACK_UP, MW_RIFLE = ANIM_MW_ATTACK_DOWN, MW_FLAMETHROWER = ANIM_MW_FLAME_ATTACK, MW_ACID_BOMB = ANIM_MW_ATTACK, MW_ARTILLERY_LAUNCHER = ANIM_MW_ATTACK )
AnimByType = MOVE( ANIM_MW_RUN )
Selection_Decal = DECAL_UNIT_SELECTION
UI = (BuildIcon = gui/Screens/GameScreen/OrderButtons/Human/btn_build_mechwalker_default.dds)
UI = (AvatarImage = videos/Avatars/Humans/Mechwalker.oggtheora.ogv)
UI = (AvatarImageLarge = gui\Screens\GameScreen\ResearchPane\ResearchAvatars\mech_walker.dds)
UI = (MinimapIcon = gui/Screens/GameScreen/Minimap/Icons/Default.dds)
UI = (ResearchTabIcon = unit_buttons_mechwalker_default.dds)
MoveSpeed = 4.5
Fragments = FRAGS_MW
Shield = fx\Models\mech_shield.node
Sounds = ( Selection = SAID_MECH_WALKER_SELECTION, Selection = SAID_MECH_WALKER_SELECTION_VAR_1, Selection = SAID_MECH_WALKER_SELECTION_VAR_2, MoveOrder = SAID_MECH_WALKER_MOVE_ORDER, MoveOrder = SAID_MECH_WALKER_MOVE_ORDER_VAR_1, MoveOrder = SAID_MECH_WALKER_MOVE_ORDER_VAR_2, AttackOrder = SAID_MECH_WALKER_ATTACK_ORDER, AttackOrder = SAID_MECH_WALKER_ATTACK_ORDER_VAR_1, AttackOrder = SAID_MECH_WALKER_ATTACK_ORDER_VAR_2, Creation = SAID_MECH_WALKER_UNIT_CREATION )
DeathSound = SSID_MECH_WALKER_DEATH
Sounds = ( Footfall = SSID_MECH_WALKER_FOOTFALL )
Footfall = ( left = 0.0833, right = 0.6111 )
BaseRadiusMultiplier = 1.55
HeightMultiplier = 1.25
;MW_RIFLE

[AUTOMATED_GUNSHIP]
Model = nodes\Humans\Units\automated_gunship\automated_gunship.node
debugkey = ctrl + a
Hotkey = s
Animations = ( ANIM_AG_IDLE, ANIM_AG_ATTACK, ANIM_AG_ATTACK_DOWN, ANIM_AG_FLY )
AnimByType = IDLE( ANIM_AG_IDLE )
AnimByType = ATTACK( AG_RIFLE = ANIM_AG_ATTACK, AG_RIFLE = ANIM_AG_ATTACK_DOWN, AG_MISSILE_LAUNCHER = ANIM_AG_ATTACK_DOWN )
AnimByType = MOVE( ANIM_AG_FLY )
Selection_Decal = DECAL_UNIT_SELECTION
UI = (BuildIcon = gui/Screens/GameScreen/OrderButtons/Human/btn_build_automated_gunship_default.dds)
UI = (AvatarImage = videos/Avatars/Humans/Autogunship.oggtheora.ogv)
UI = (AvatarImageLarge = gui\Screens\GameScreen\ResearchPane\ResearchAvatars\autogunship.dds)
UI = (MinimapIcon = gui/Screens/GameScreen/Minimap/Icons/Default.dds)
UI = (ResearchTabIcon = unit_buttons_automated_gunship_default.dds)
MoveSpeed = 3.0
DeathFx = FX_EXPLOSION_1
Fragments = FRAGS_AG
Shield = fx\Models\unit_shield.node
Sounds = ( Selection = SAID_AUTOMATED_GUNSHIP_SELECTION, MoveOrder = SAID_AUTOMATED_GUNSHIP_MOVE_ORDER, MoveOrder = SAID_AUTOMATED_GUNSHIP_MOVE_ORDER_VAR_1, AttackOrder = SAID_AUTOMATED_GUNSHIP_ATTACK, AttackOrder = SAID_AUTOMATED_GUNSHIP_ATTACK_VAR_1, Creation = SAID_AUTOMATED_GUNSHIP_CREATE )
DeathSound = SSID_AG_DEATH
BaseRadiusMultiplier = 1.25
HeightMultiplier = 1.3
;AG_RIFLE

[CARRIER]
Model = nodes\Humans\Units\carrier\carrier.node
debugkey = ctrl + c
Hotkey = d
Animations = ( ANIM_CARRIER_IDLE, ANIM_CARRIER_ATTACK, ANIM_CARRIER_FLY )
AnimByType = IDLE( ANIM_CARRIER_IDLE )
AnimByType = ATTACK( CARRIER_BOMBER = ANIM_CARRIER_ATTACK, CARRIER_FIELD_GUN = ANIM_CARRIER_ATTACK )
AnimByType = MOVE( ANIM_CARRIER_FLY )
Selection_Decal = DECAL_UNIT_SELECTION
UI = (BuildIcon = gui/Screens/GameScreen/OrderButtons/Human/btn_build_carrier_default.dds)
UI = (AvatarImage = videos/Avatars/Humans/Carrier.oggtheora.ogv)
UI = (AvatarImageLarge = gui\Screens\GameScreen\ResearchPane\ResearchAvatars\carrier.dds)
UI = (MinimapIcon = gui/Screens/GameScreen/Minimap/Icons/Default.dds)
UI = (ResearchTabIcon = unit_buttons_carrier_default.dds)
MoveSpeed = 2.4
DeathFx = FX_EXPLOSION_1
Fragments = FRAGS_CARRIER
Shield = fx\Models\unit_shield.node
Sounds = ( Selection = SAID_CARRIER_SELECTION, Selection = SAID_CARRIER_SELECTION_VAR_1, Selection = SAID_CARRIER_SELECTION_VAR_2, MoveOrder = SAID_CARRIER_MOVE_ORDER, MoveOrder = SAID_CARRIER_MOVE_ORDER_VAR_1, MoveOrder = SAID_CARRIER_MOVE_ORDER_VAR_2, Creation = SAID_CARRIER_UNIT_CREATION )
DeathSound = SSID_CARRIER_DEATH
BaseRadiusMultiplier = 1.4
HeightMultiplier = 1.3
;CARRIER_RIFLE

[MISSILE_GUNSHIP]
Model = nodes\Humans\Units\missile_gunship\Missile_Gunship.node
debugkey = ctrl + g
Hotkey = g
Animations = ( ANIM_MG_IDLE, ANIM_MG_ATTACK, ANIM_MG_ATTACK_DOWN, ANIM_MG_FLY )
AnimByType = IDLE( ANIM_MG_IDLE )
AnimByType = ATTACK( MG_RIFLE = ANIM_MG_ATTACK, MG_RIFLE = ANIM_MG_ATTACK_DOWN, MG_WHIRLWIND = ANIM_MG_ATTACK )
AnimByType = MOVE( ANIM_MG_FLY )
Selection_Decal = DECAL_UNIT_SELECTION
UI = (BuildIcon = gui/Screens/GameScreen/OrderButtons/Human/btn_build_missile_gunship_default.dds)
UI = (AvatarImage = videos/Avatars/Humans/Missilegunship.oggtheora.ogv)
UI = (AvatarImageLarge = gui\Screens\GameScreen\ResearchPane\ResearchAvatars\MGS.dds)
UI = (MinimapIcon = gui/Screens/GameScreen/Minimap/Icons/Default.dds)
UI = (ResearchTabIcon = unit_buttons_missile_gunship_default.dds)
MoveSpeed = 5
DeathFx = FX_EXPLOSION_1
Fragments = FRAGS_MG
Shield = fx\Models\unit_shield.node
Sounds = ( Selection = SAID_MISSILE_GUNSHIP_SELECTION, Selection = SAID_MISSILE_GUNSHIP_SELECTION_VAR_1, MoveOrder = SAID_MISSILE_GUNSHIP_MOVE_ORDER, MoveOrder = SAID_MISSILE_GUNSHIP_MOVE_ORDER_VAR_1, AttackOrder = SAID_MISSILE_GUNSHIP_ATTACK_ORDER, AttackOrder = SAID_MISSILE_GUNSHIP_ATTACK_ORDER_VAR_1, AttackOrder = SAID_MISSILE_GUNSHIP_ATTACK_ORDER_VAR_2, Creation = SAID_MISSILE_GUNSHIP_UNIT_CREATION )
DeathSound = SSID_MG_DEATH
BaseRadiusMultiplier = 1.1
HeightMultiplier = 1.3
;MG_RIFLE

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; MACHINE UNITS
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

[MORPHER]
Model = nodes\Machines\Units\morpher\morpher.node
debugkey = ctrl + r
Hotkey = m
Animations = ( ANIM_MORPHER_IDLE, ANIM_MORPHER_IDLE_02, ANIM_MORPHER_IDLE_03, ANIM_MORPHER_IDLE_04, ANIM_MORPHER_RUN, ANIM_MORPHER_ATTACK, ANIM_MORPHER_ATTACK_UP, ANIM_MORPHER_ATTACK_DOWN, ANIM_MORPHER_PATROLLING, ANIM_MORPHER_CAPTURE )
AnimByType = IDLE( ANIM_MORPHER_IDLE, ANIM_MORPHER_IDLE_02, ANIM_MORPHER_IDLE_03, ANIM_MORPHER_IDLE_04 )
AnimByType = ATTACK( MORPHER_RIFLE = ANIM_MORPHER_ATTACK, MORPHER_RIFLE = ANIM_MORPHER_ATTACK_UP, MORPHER_RIFLE = ANIM_MORPHER_ATTACK_DOWN )
AnimByType = MOVE( ANIM_MORPHER_RUN )
AnimByType = PATROLLING( ANIM_MORPHER_PATROLLING )
Selection_Decal = DECAL_UNIT_SELECTION
UI = (BuildIcon = gui/Screens/GameScreen/OrderButtons/Machine/btn_build_morpher.dds)
UI = (AvatarImage = videos/Avatars/Machines/morpher.ogv)
UI = (AvatarImageLarge = gui/Screens/GameScreen/Avatars/machine/avatar_morpher.dds)
UI = (MinimapIcon = gui/Screens/GameScreen/Minimap/Icons/Default.dds)
UI = (ResearchTabIcon = unit_buttons_engineer_default.dds)
Sounds = (Selection = SAID_MORPHER_SELECTION, Selection = SAID_MORPHER_SELECTION_1, Selection = SAID_MORPHER_SELECTION_2, MoveOrder = SAID_MORPHER_MOVE, MoveOrder = SAID_MORPHER_MOVE_1, MoveOrder = SAID_MORPHER_MOVE_2, AttackOrder = SAID_MORPHER_ATTACK, AttackOrder = SAID_MORPHER_ATTACK_1, AttackOrder = SAID_MORPHER_ATTACK_2, Creation = SAID_MORPHER_CREATE )
DeathSound = SSID_MORPHER_DEATH2, SSID_MORPHER_DEATH
DeathFx = FX_MACHINE_DEATH, FX_MACHINE_DEATH01, FX_MACHINE_DEATH02, FX_MACHINE_DEATH03
Fragments = FRAGS_MACHINE_SMALL
Shield = fx\Models\unit_shield.node
BaseRadiusMultiplier = 1.18
HeightMultiplier = 1.1
;MORPHER_RIFLE
MoveSpeed = 3.030

[EXHAUST]
Model = nodes\Machines\Units\exhaust\exhaust.node
debugkey = ctrl + x
Hotkey = x
Animations = ( ANIM_EXHAUST_IDLE, ANIM_EXHAUST_FLY, ANIM_EXHAUST_ATTACK, ANIM_EXHAUST_ATTACK_DOWN)
AnimByType = IDLE( ANIM_EXHAUST_IDLE )
AnimByType = ATTACK( EXHAUST_RIFLE = ANIM_EXHAUST_ATTACK, EXHAUST_RIFLE = ANIM_EXHAUST_ATTACK_DOWN, EXHAUST_DESECRATE = ANIM_EXHAUST_ATTACK_DOWN )
AnimByType = MOVE( ANIM_EXHAUST_FLY )
Selection_Decal = DECAL_UNIT_SELECTION
UI = (BuildIcon = gui/Screens/GameScreen/OrderButtons/Machine/btn_create_exhaust.dds)
UI = (AvatarImage = videos/Avatars/Machines/exhaust.ogv)
UI = (AvatarImageLarge = gui/Screens/GameScreen/Avatars/machine/avatar_exhaust.dds)
UI = (MinimapIcon = gui/Screens/GameScreen/Minimap/Icons/Default.dds)
UI = (ResearchTabIcon = unit_buttons_engineer_default.dds)
MoveSpeed = 4.5
Sounds = (Selection = SAID_EXHAUST_SELECTION, Selection = SAID_EXHAUST_SELECTION_1, Selection = SAID_EXHAUST_SELECTION_2, MoveOrder = SAID_EXHAUST_MOVE, MoveOrder = SAID_EXHAUST_MOVE_1, MoveOrder = SAID_EXHAUST_MOVE_2, Creation = SAID_EXHAUST_CREATE )
DeathSound = SSID_EXHAUST_DEATH
DeathFx = FX_MACHINE_DEATH, FX_MACHINE_DEATH01, FX_MACHINE_DEATH02, FX_MACHINE_DEATH03
Fragments = FRAGS_EXHAUST
Shield = fx\Models\unit_shield.node
BaseRadiusMultiplier = 1.2
HeightMultiplier = 1.55
;EXHAUST_RIFLE

[SPINE]
Model = nodes\Machines\Units\spine\spine.node
debugkey = ctrl + i
Hotkey = h
Animations = ( ANIM_SPINE_IDLE, ANIM_SPINE_HOVER, ANIM_SPINE_BUILD, ANIM_SPINE_DEVOUR, ANIM_SPINE_CAPTURE, ANIM_SPINE_REPAIR, ANIM_SPINE_ATTACK_DEATH_RAY )
AnimByType = IDLE( ANIM_SPINE_IDLE )
AnimByType = MOVE( ANIM_SPINE_HOVER )
AnimByType = ATTACK( SPINE_DEATH_RAY = ANIM_SPINE_ATTACK_DEATH_RAY )
Selection_Decal = DECAL_UNIT_SELECTION
UI = (BuildIcon = gui/Screens/GameScreen/OrderButtons/Machine/btn_create_spine.dds)
UI = (AvatarImage = videos/Avatars/Machines/spine.ogv)
UI = (AvatarImageLarge = gui/Screens/GameScreen/Avatars/machine/avatar_spine.dds)
UI = (MinimapIcon = gui/Screens/GameScreen/Minimap/Icons/Default.dds)
UI = (ResearchTabIcon = unit_buttons_engineer_default.dds)
Sounds = (Selection = SAID_SPINE_SELECTION, Selection = SAID_SPINE_SELECTION_1, Selection = SAID_SPINE_SELECTION_2, MoveOrder = SAID_SPINE_MOVE, MoveOrder = SAID_SPINE_MOVE_1, MoveOrder = SAID_SPINE_MOVE_2, AttackOrder = SAID_SPINE_ATTACK, AttackOrder = SAID_SPINE_ATTACK_1, AttackOrder = SAID_SPINE_ATTACK_2, Creation = SAID_SPINE_CREATE )
DeathSound = SSID_SPINE_DEATH
MoveSpeed = 4
DeathFx = FX_MACHINE_DEATH, FX_MACHINE_DEATH01, FX_MACHINE_DEATH02, FX_MACHINE_DEATH03
Shield = fx\spine_shield.node
Fragments = FRAGS_SPINE
BaseRadiusMultiplier = 1.6
HeightMultiplier = 1.55

[SPINE_DRONE_LVL1]
Model = nodes\Machines\Units\Spine_Drone\Spine_Drone.node
Animations = ( ANIM_SPINE_DRONE_IDLE, ANIM_SPINE_DRONE_HOVER )
AnimByType = IDLE( ANIM_SPINE_DRONE_IDLE )
UI = (AvatarImage = videos/Avatars/Machines/spine_atkdrone.ogv)
AnimByType = MOVE( ANIM_SPINE_DRONE_HOVER )
UI = (BuildIcon = gui/Screens/GameScreen/ResearchPane/Machine/spine_dronelvl1.dds)
Sounds = (Creation = SAID_DRONE_CREATE )
MoveSpeed = 4
Fragments = FRAGS_MACHINE_SMALL
BaseRadiusMultiplier = 1
HeightMultiplier = 3

[SPINE_DRONE_LVL2]
Model = nodes\Machines\Units\Spine_Drone\Spine_Drone_level02.node
Animations = ( ANIM_SPINE_DRONELVL2_IDLE, ANIM_SPINE_DRONELVL2_HOVER )
AnimByType = IDLE( ANIM_SPINE_DRONELVL2_IDLE )
UI = (AvatarImage = videos/Avatars/Machines/spine_healdrone.ogv)
AnimByType = MOVE( ANIM_SPINE_DRONELVL2_HOVER )
UI = (BuildIcon = gui/Screens/GameScreen/ResearchPane/Machine/spine_healingdrones.dds)
Sounds = (Creation = SAID_DRONE2_CREATE )
MoveSpeed = 4
Fragments = FRAGS_MACHINE_SMALL
BaseRadiusMultiplier = 1
HeightMultiplier = 3

[PUDGE]
Model = nodes\Machines\Units\pudge\pudge.node
Hotkey = p
debugkey = ctrl + u
Animations = ( ANIM_PUDGE_IDLE, ANIM_PUDGE_HOVER, ANIM_PUDGE_ATTACK, ANIM_PUDGE_DEPLOY )
AnimByType = IDLE( ANIM_PUDGE_IDLE )
AnimByType = ATTACK( PUDGE_RIFLE = ANIM_PUDGE_ATTACK, PUDGE_RAPID_SHOT = ANIM_PUDGE_ATTACK )
AnimByType = MOVE( ANIM_PUDGE_HOVER )
Selection_Decal = DECAL_UNIT_SELECTION
UI = (BuildIcon = gui/Screens/GameScreen/OrderButtons/Machine/btn_create_pudge.dds)
UI = (AvatarImage = videos/Avatars/Machines/pudge.ogv)
UI = (AvatarImageLarge = gui/Screens/GameScreen/Avatars/machine/avatar_pudge.dds)
MoveSpeed = 3.030
UI = (MinimapIcon = gui/Screens/GameScreen/Minimap/Icons/Default.dds)
UI = (ResearchTabIcon = unit_buttons_engineer_default.dds)
Sounds = (Selection = SAID_PUDGE_SELECTION, Selection = SAID_PUDGE_SELECTION_1, Selection = SAID_PUDGE_SELECTION_2, MoveOrder = SAID_PUDGE_MOVE, MoveOrder = SAID_PUDGE_MOVE_1, MoveOrder = SAID_PUDGE_MOVE_2, AttackOrder = SAID_PUDGE_ATTACK, AttackOrder = SAID_PUDGE_ATTACK_1, AttackOrder = SAID_PUDGE_ATTACK_2, Creation = SAID_PUDGE_CREATE )
DeathSound = SSID_PUDGE_DEATH
DeathFx = FX_MACHINE_DEATH, FX_MACHINE_DEATH01, FX_MACHINE_DEATH02, FX_MACHINE_DEATH03
Shield = fx\Models\unit_shield.node
BaseRadiusMultiplier = 1.0
HeightMultiplier = 1.3
;ENGINEER_PISTOL
Fragments = FRAGS_PUDGE

[POD_SHOT]
Model = nodes\Machines\Drops\Drop_pod.node
Animations = ( ANIM_POD_DEPLOY, ANIM_POD_DEATH )
UI = (AvatarImage = avatar_engineer.dds)
UI = (MinimapIcon = gui/Screens/GameScreen/Minimap/Icons/Default.dds)
UI = (ResearchTabIcon = unit_buttons_engineer_default.dds)
DeathFx = FX_POD_LANDING
DeathDecal = DECAL_POD_LANDING
DeathSound = SSID_PUDGE_POD_LAND

[ORB]
Model = nodes\Machines\Drops\Orb\Orb.node
UI = (AvatarImage = avatar_engineer.dds)
UI = (MinimapIcon = gui/Screens/GameScreen/Minimap/Icons/Default.dds)
UI = (ResearchTabIcon = unit_buttons_engineer_default.dds)
MoveSpeed = 3.030

[SPIDER]
Model = nodes\Machines\Units\spider\spider.node
debugkey = ctrl + y
Hotkey = s
Animations = ( ANIM_SPIDER_IDLE, ANIM_SPIDER_FLY, ANIM_SPIDER_FEED )
AnimByType = IDLE( ANIM_SPIDER_IDLE )
AnimByType = MOVE( ANIM_SPIDER_FLY )
AnimByTech = APPLYTECH( SPIDER_DISMANTLE = ANIM_SPIDER_FEED )
Selection_Decal = DECAL_UNIT_SELECTION
UI = (BuildIcon = gui/Screens/GameScreen/OrderButtons/Machine/btn_build_spider.dds)
UI = (AvatarImage = videos/Avatars/Machines/spider.ogv)
UI = (AvatarImageLarge = gui/Screens/GameScreen/Avatars/machine/avatar_spider.dds)
UI = (MinimapIcon = gui/Screens/GameScreen/Minimap/Icons/Default.dds)
UI = (ResearchTabIcon = unit_buttons_engineer_default.dds)
Sounds = (Selection = SAID_SPIDER_SELECTION, Selection = SAID_SPIDER_SELECTION_1, Selection = SAID_SPIDER_SELECTION_2, MoveOrder = SAID_SPIDER_MOVE, MoveOrder = SAID_SPIDER_MOVE_1, MoveOrder = SAID_SPIDER_MOVE_2, Creation = SAID_SPIDER_CREATE )
DeathSound = SSID_SPIDER_DEATH
MoveSpeed = 4.5
Fragments = FRAGS_SPIDER
DeathFx = FX_MACHINE_DEATH, FX_MACHINE_DEATH01, FX_MACHINE_DEATH02, FX_MACHINE_DEATH03
Shield = fx\spider_shield.node
BaseRadiusMultiplier = 0.9
HeightMultiplier = 1.6
;ENGINEER_PISTOL

[SILENCE_MORPHER]
Model = nodes\Machines\Units\silence_morpher\silence_morpher.node
debugkey = ctrl + l
Hotkey = l
Animations = ( ANIM_SIL_MORPH_IDLE, ANIM_SIL_MORPH_RUN, ANIM_SIL_MORPH_ATTACK, ANIM_SIL_MORPH_ATTACK_KNIFE, ANIM_SIL_MORPH_ATTACK_PLASMA_GRENADE, ANIM_SIL_MORPH_CAPTURE, ANIM_SIL_MORPH_PATROLLING )
AnimByType = IDLE( ANIM_SIL_MORPH_IDLE )
AnimByType = ATTACK( SILENCE_MORPHER_RIFLE = ANIM_SIL_MORPH_ATTACK, SILENCE_SMOKE_GUN = ANIM_SIL_MORPH_ATTACK, SILENCE_MORPHER_KNIFE = ANIM_SIL_MORPH_ATTACK_KNIFE, SILENCE_PLASMA_GRENADE = ANIM_SIL_MORPH_ATTACK_PLASMA_GRENADE )
AnimByType = MOVE( ANIM_SIL_MORPH_RUN )
Selection_Decal = DECAL_UNIT_SELECTION
UI = (BuildIcon = gui/Screens/GameScreen/OrderButtons/Machine/btn_build_silence_morpher.dds)
UI = (AvatarImage = videos/Avatars/Machines/silence_morpher.ogv)
UI = (AvatarImageLarge = gui/Screens/GameScreen/Avatars/machine/avatar_silence_morpher.dds)
UI = (MinimapIcon = gui/Screens/GameScreen/Minimap/Icons/Default.dds)
UI = (ResearchTabIcon = unit_buttons_engineer_default.dds)
Sounds = (Selection = SAID_SILENCE_MORPHER_SELECTION, Selection = SAID_SILENCE_MORPHER_SELECTION_1, Selection = SAID_SILENCE_MORPHER_SELECTION_2, MoveOrder = SAID_SILENCE_MORPHER_MOVE, MoveOrder = SAID_SILENCE_MORPHER_MOVE_1, MoveOrder = SAID_SILENCE_MORPHER_MOVE_2, MoveOrder = SAID_SILENCE_MORPHER_MOVE_3, AttackOrder = SAID_SILENCE_MORPHER_ATTACK, AttackOrder = SAID_SILENCE_MORPHER_ATTACK_1, AttackOrder = SAID_SILENCE_MORPHER_ATTACK_2, Creation = SAID_SILENCE_MORPHER_CREATE )
DeathSound = SSID_SILENCE_MORPHER_DEATH
MoveSpeed = 5.0
DeathFx = FX_MACHINE_DEATH, FX_MACHINE_DEATH01, FX_MACHINE_DEATH02, FX_MACHINE_DEATH03
Fragments = FRAGS_SILENCE_MORPHER
Shield = fx\Models\unit_shield.node
BaseRadiusMultiplier = 2.4
HeightMultiplier = 1.1
;SILENCE_MORPHER_RIFLE

[STRIFE_MORPHER]
Model = nodes\Machines\Units\strife_morpher\Strife_Morpher.node
debugkey = ctrl + 9
Hotkey = k
Animations = ( ANIM_STRI_MORPH_IDLE, ANIM_STRI_MORPH_RUN, ANIM_STRI_MORPH_PATROLLING, ANIM_STRI_MORPH_ATTACK, ANIM_STRI_MORPH_LEVITATE, ANIM_STRI_MORPH_FLY, ANIM_STRI_MORPH_LEVITATE_ASCENDING, ANIM_STRI_MORPH_LEVITATE_DESCENDING, ANIM_STRI_MORPH_IDLE_TO_ATTACK, ANIM_STRI_MORPH_CAPTURE, ANIM_STRI_MORPH_PATROLLING )
AnimByType = IDLE( ANIM_STRI_MORPH_IDLE )
AnimByType = IDLE_TO_ATTACK( STRIFE_MORPHER_RIFLE = ANIM_STRI_MORPH_IDLE_TO_ATTACK, STRIFE_ARC_BLAST = ANIM_STRI_MORPH_IDLE_TO_ATTACK )
AnimByType = ATTACK( STRIFE_MORPHER_RIFLE = ANIM_STRI_MORPH_ATTACK, STRIFE_ARC_BLAST = ANIM_STRI_MORPH_ATTACK )
AnimByType = MOVE( ANIM_STRI_MORPH_RUN, ANIM_STRI_MORPH_FLY )
Selection_Decal = DECAL_UNIT_SELECTION
UI = (BuildIcon = gui/Screens/GameScreen/OrderButtons/Machine/btn_build_strife_morpher.dds)
UI = (AvatarImage = videos/Avatars/Machines/strifemorpher.ogv)
UI = (AvatarImageLarge = gui/Screens/GameScreen/Avatars/machine/avatar_strife_morpher.dds)
UI = (MinimapIcon = gui/Screens/GameScreen/Minimap/Icons/Default.dds)
UI = (ResearchTabIcon = unit_buttons_engineer_default.dds)
Sounds = (Selection = SAID_STRIEFE_MORPHER_SELECTION, Selection = SAID_STRIEFE_MORPHER_SELECTION_1, Selection = SAID_STRIEFE_MORPHER_SELECTION_2, MoveOrder = SAID_STRIEFE_MORPHER_MOVE, MoveOrder = SAID_STRIEFE_MORPHER_MOVE_1, MoveOrder = SAID_STRIEFE_MORPHER_MOVE_2, AttackOrder = SAID_STRIEFE_MORPHER_ATTACK, AttackOrder = SAID_STRIEFE_MORPHER_ATTACK_1, AttackOrder = SAID_STRIEFE_MORPHER_ATTACK_2, Creation = SAID_STRIEFE_MORPHER_CREATE )
DeathSound = SSID_STRIFE_MORPHER_DEATH
MoveSpeed = 5.7
Fragments = FRAGS_STMORPHER
Shield = fx\Models\unit_shield.node
DeathFx = FX_MACHINE_DEATH, FX_MACHINE_DEATH01, FX_MACHINE_DEATH02, FX_MACHINE_DEATH03
BaseRadiusMultiplier = 1.47
HeightMultiplier = 1.4
;STRIFE_MORPHER_RIFLE

[PRESERVATION_MORPHER]
Model = nodes\Machines\Units\preservation_morpher\preservation_morpher.node
debugkey = ctrl + v
Hotkey = g
Animations = ( ANIM_PMORPHER_IDLE, ANIM_PMORPHER_IDLE_02, ANIM_PMORPHER_RUN, ANIM_PMORPHER_ATTACK, ANIM_PMORPHER_IDLE_TO_ATTACK, ANIM_PMORPHER_CAPTURE, ANIM_GROUND_SLAM, ANIM_PMORPHER_PATROLLING )
AnimByType = IDLE( ANIM_PMORPHER_IDLE, ANIM_PMORPHER_IDLE_02 )
AnimByType = IDLE_TO_ATTACK( PRESERVATION_MORPHER_RIFLE = ANIM_PMORPHER_IDLE_TO_ATTACK )
AnimByType = ATTACK( PRESERVATION_MORPHER_RIFLE = ANIM_PMORPHER_ATTACK )
AnimByType = MOVE( ANIM_PMORPHER_RUN )
AnimByTech = APPLYTECH( GROUND_SLAM = ANIM_GROUND_SLAM )
Selection_Decal = DECAL_UNIT_SELECTION
UI = (BuildIcon = gui/Screens/GameScreen/OrderButtons/Machine/btn_build_preservation_morpher.dds)
UI = (AvatarImage = videos/Avatars/Machines/preservation_morpher.ogv)
UI = (AvatarImageLarge = gui/Screens/GameScreen/Avatars/machine/avatar_preservation_morpher.dds)
UI = (MinimapIcon = gui/Screens/GameScreen/Minimap/Icons/Default.dds)
UI = (ResearchTabIcon = unit_buttons_engineer_default.dds)
Sounds = (Selection = SAID_PRES_MORPHER_SELECTION, Selection = SAID_PRES_MORPHER_SELECTION_1, Selection = SAID_PRES_MORPHER_SELECTION_2, MoveOrder = SAID_PRES_MORPHER_MOVE, MoveOrder = SAID_PRES_MORPHER_MOVE_1, MoveOrder = SAID_PRES_MORPHER_MOVE_2, AttackOrder = SAID_PRES_MORPHER_ATTACK, AttackOrder = SAID_PRES_MORPHER_ATTACK_1, AttackOrder = SAID_PRES_MORPHER_ATTACK_2, Creation = SAID_PRES_MORPHER_CREATE )
DeathSound = SSID_PRES_MORPHER_DEATH
MoveSpeed = 5.0
DeathFx = FX_MACHINE_DEATH, FX_MACHINE_DEATH01, FX_MACHINE_DEATH02, FX_MACHINE_DEATH03
Fragments = FRAGS_PMORPHER
Shield = fx\tomlord_shield.node
BaseRadiusMultiplier = 1.73
HeightMultiplier = 1.2
;PRESERVATION_MORPHER_RIFLE

[CREEPER]
Model = nodes\Machines\Units\creeper\Creeper.node
debugkey = ctrl + k
Hotkey = z
Animations = ( ANIM_CREEPER_IDLE, ANIM_CREEPER_IDLE_02, ANIM_CREEPER_RUN, ANIM_CREEPER_ATTACK01, ANIM_CREEPER_ATTACK02, ANIM_CREEPER_IDLE_TO_ATTACK, ANIM_CREEPER_IDLE_TO_ATTACK_02, ANIM_CREEPER_PATROLLING )
AnimByType = IDLE( ANIM_CREEPER_IDLE, ANIM_CREEPER_IDLE_02 )
AnimByType = IDLE_TO_ATTACK( CREEPER_RIFLE = ANIM_CREEPER_IDLE_TO_ATTACK, CREEPER_HYPER_BEAM = ANIM_CREEPER_IDLE_TO_ATTACK_02 )
AnimByType = ATTACK( CREEPER_RIFLE = ANIM_CREEPER_ATTACK01, CREEPER_HYPER_BEAM = ANIM_CREEPER_ATTACK02, CREEPER_ARC_BLAST = ANIM_CREEPER_ATTACK02, CREEPER_LAST_RITES = ANIM_CREEPER_ATTACK02 )
AnimByType = MOVE( ANIM_CREEPER_RUN )
Selection_Decal = DECAL_UNIT_SELECTION
UI = (BuildIcon = gui/Screens/GameScreen/OrderButtons/Machine/btn_build_creeper.dds)
UI = (AvatarImage = videos/Avatars/Machines/creeper.ogv)
UI = (AvatarImageLarge = gui/Screens/GameScreen/Avatars/machine/avatar_creeper.dds)
UI = (MinimapIcon = gui/Screens/GameScreen/Minimap/Icons/Default.dds)
UI = (ResearchTabIcon = unit_buttons_engineer_default.dds)
Sounds = (Selection = SAID_CREEPER_SELECTION, Selection = SAID_CREEPER_SELECTION_1, Selection = SAID_CREEPER_SELECTION_2, MoveOrder = SAID_CREEPER_MOVE, MoveOrder = SAID_CREEPER_MOVE_1, MoveOrder = SAID_CREEPER_MOVE_2, AttackOrder = SAID_CREEPER_ATTACK, AttackOrder = SAID_CREEPER_ATTACK_1, AttackOrder = SAID_CREEPER_ATTACK_2, Creation = SAID_CREEPER_CREATE )
DeathSound = SSID_CREEPER_DEATH
;MoveSpeed = 1.442
Fragments = FRAGS_CREEPER
DeathFx = FX_MACHINE_DEATH, FX_MACHINE_DEATH01, FX_MACHINE_DEATH02, FX_MACHINE_DEATH03
Shield = fx\creeper_shield.node
BaseRadiusMultiplier = 1.6
HeightMultiplier = 1.1
;CREEPER_RIFLE

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; HUMAN BUILDINGS
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

[YARD_HUMAN_RISING]
Model = nodes\Humans\Defensive_structures\construction_yard\construction_yard_rising.node
Animations = ( ANIM_YARD_HUMAN_RISING_IDLE )

[YARD_HUMAN_LOWERING]
Model = nodes\Humans\Defensive_structures\construction_yard\construction_yard_rising.node
Animations = ( ANIM_YARD_HUMAN_LOWERING_IDLE )

[YARD_HUMAN]
Model = nodes\Humans\Defensive_structures\construction_yard\construction_yard.node
Animations = ( ANIM_YARD_HUMAN_IDLE )

[MODEL_HEADQUARTERS_LVL1_DAMAGE1]
Model = nodes\Humans\Buildings\headquarters\headquarters_D1.node

[MODEL_HEADQUARTERS_LVL1_DAMAGE2]
Model = nodes\Humans\Buildings\headquarters\headquarters_D2.node

[HEADQUARTERS_LVL1]
Model = nodes\Humans\Buildings\headquarters\headquarters.node
debugkey = ctrl + 
Selection_Decal = DECAL_BUILDING_SELECTION
BaseRadiusMultiplier = 1.2
UI = (BuildIcon = gui/Screens/GameScreen/OrderButtons/Human/btn_buildheadquarters_level1_default.dds)
UI = (AvatarImage = gui/Screens/GameScreen/Avatars/human/avatar_headquarters.png)
UI = (MinimapIcon = gui/Screens/GameScreen/Minimap/Icons/Default.dds)
DeathFx = FX_NUKE
DeathDecal = DECAL_NUKE
Fragments = FRAGS_HQ
DeathSound = SSID_BUILDING_DESTRUCTION
DamageModels = ( MODEL_HEADQUARTERS_LVL1_DAMAGE1 = 0.8, MODEL_HEADQUARTERS_LVL1_DAMAGE2 = 0.4 )
WindowTagPoint = Window01
WindowTagPoint = Window02
Shield = fx\Models\building_shield02.node
Sounds = ( Selection = SSID_BUILDING_SELECTION_HUMAN )
BaseRadiusMultiplier = 1.1
HeightMultiplier = 1.0

[MODEL_HEADQUARTERS_LVL2_DAMAGE1]
Model = nodes\Humans\Buildings\headquarters\headquaters_upgrade_01_d1.node
BaseRadiusMultiplier = 1.1
HeightMultiplier = 1.0

[MODEL_HEADQUARTERS_LVL2_DAMAGE2]
Model = nodes\Humans\Buildings\headquarters\headquaters_upgrade_01_d2.node
BaseRadiusMultiplier = 1.1
HeightMultiplier = 1.0

[HEADQUARTERS_LVL2]
Model = nodes\Humans\Buildings\headquarters\Headquaters_upgrade_01.node
Selection_Decal = DECAL_BUILDING_SELECTION
UI = (BuildIcon = gui/Screens/GameScreen/OrderButtons/Human/btn_buildheadquarters_level2_default.dds)
UI = (AvatarImage = gui/Screens/GameScreen/Avatars/human/avatar_headquarters_level2.png)
UI = (MinimapIcon = gui/Screens/GameScreen/Minimap/Icons/Default.dds)
DeathFx = FX_NUKE
DeathDecal = DECAL_NUKE
Fragments = FRAGS_HQ
DeathSound = SSID_BUILDING_DESTRUCTION
DamageModels = ( MODEL_HEADQUARTERS_LVL2_DAMAGE1 = 0.8, MODEL_HEADQUARTERS_LVL2_DAMAGE2 = 0.4 )
WindowTagPoint = Window01
WindowTagPoint = Window02
Shield = fx\Models\building_shield02.node
Sounds = ( Selection = SSID_BUILDING_SELECTION_HUMAN )
BaseRadiusMultiplier = 1.15
HeightMultiplier = 1.0
Hotkey = c

[MODEL_HEADQUARTERS_LVL3_DAMAGE1]
Model = nodes\Humans\Buildings\headquarters\headquaters_upgrade_02_d1.node
BaseRadiusMultiplier = 1.15
HeightMultiplier = 1.0

[MODEL_HEADQUARTERS_LVL3_DAMAGE2]
Model = nodes\Humans\Buildings\headquarters\headquaters_upgrade_02_d2.node
BaseRadiusMultiplier = 1.15
HeightMultiplier = 1.0

[HEADQUARTERS_LVL3]
Model = nodes\Humans\Buildings\headquarters\Headquaters_upgrade_02.node
Selection_Decal = DECAL_BUILDING_SELECTION
UI = (BuildIcon = gui/Screens/GameScreen/OrderButtons/Human/btn_buildheadquarters_level3_default.dds)
UI = (AvatarImage = gui/Screens/GameScreen/Avatars/human/avatar_headquarters_level3.png)
UI = (MinimapIcon = gui/Screens/GameScreen/Minimap/Icons/Default.dds)
DeathFx = FX_NUKE
DeathDecal = DECAL_NUKE
Fragments = FRAGS_HQ
DeathSound = SSID_BUILDING_DESTRUCTION
DamageModels = ( MODEL_HEADQUARTERS_LVL3_DAMAGE1 = 0.8, MODEL_HEADQUARTERS_LVL3_DAMAGE2 = 0.4 )
WindowTagPoint = Window01
WindowTagPoint = Window02
Shield = fx\Models\building_shield02.node
Sounds = ( Selection = SSID_BUILDING_SELECTION_HUMAN )
BaseRadiusMultiplier = 1.15
HeightMultiplier = 0.85
Hotkey = h

[MODEL_BARRACKS_DAMAGE1]
Model = nodes\Humans\Buildings\Barracks\Barracks_d1.node
BaseRadiusMultiplier = 1.15
HeightMultiplier = 0.85

[MODEL_BARRACKS_DAMAGE2]
Model = nodes\Humans\Buildings\Barracks\Barracks_d2.node
BaseRadiusMultiplier = 1.15
HeightMultiplier = 0.85

[BARRACKS]
Model = nodes\Humans\Buildings\Barracks\Barracks.node
debugkey = ctrl + b
Hotkey = b
Selection_Decal = DECAL_BUILDING_SELECTION
UI = (BuildIcon = gui/Screens/GameScreen/OrderButtons/Human/btn_buildbarracks_default.dds
UI = (AvatarImage = gui/Screens/GameScreen/Avatars/human/avatar_barracks.png)
UI = (MinimapIcon = gui/Screens/GameScreen/Minimap/Icons/Default.dds)
DamageModels = ( MODEL_BARRACKS_DAMAGE1 = 0.8, MODEL_BARRACKS_DAMAGE2 = 0.4 )
DeathFx = FX_CHUNKS
DeathDecal = DECAL_NUKE
Fragments = FRAGS_BARRACK
WindowTagPoint = Window01
WindowTagPoint = Window02
WindowTagPoint = Window03
WindowTagPoint = Window04
Shield = fx\Models\building_shield.node
Sounds = ( Selection = SSID_BUILDING_SELECTION_HUMAN )
BaseRadiusMultiplier = 1.15
HeightMultiplier = 1.5

[SUPPLY_DEPOT]
Model = nodes\Humans\Buildings\supplybuilding\supplybuilding.node
debugkey = ctrl + j
Hotkey = u
Selection_Decal = DECAL_BUILDING_SELECTION
UI = (BuildIcon = gui/Screens/GameScreen/OrderButtons/Human/btn_buildsupplydepot_default.dds)
UI = (AvatarImage = gui/Screens/GameScreen/Avatars/human/avatar_supply_depot.png)
UI = (MinimapIcon = gui/Screens/GameScreen/Minimap/Icons/Default.dds)
DeathFx = FX_CHUNKS
Fragments = FRAGS_SD
Shield = fx\Models\building_shield.node
Sounds = ( Selection = SSID_BUILDING_SELECTION_HUMAN )
BaseRadiusMultiplier = 1.24
HeightMultiplier = 1.16

[MEDICAL_FACILITY]
Model = nodes\Humans\Buildings\R&D_bay\addons\medical_facility\medical_facility.node
Hotkey = s
UI = (BuildIcon = gui/Screens/GameScreen/OrderButtons/Human/btn_buildmedfacility_default.dds)
UI = (AvatarImage = videos/Avatars/Humans/medical.ogv)
Selection_Decal = DECAL_BUILDING_SELECTION
Animations = ( ANIM_MEDICAL_FACILITY_IDLE_1 )
DeathFx = FX_CHUNKS
Fragments = FRAGS_MF
Shield = fx\Models\building_shield.node
Sounds = ( Selection = SSID_BUILDING_SELECTION_HUMAN )
BaseRadiusMultiplier = 1.18
HeightMultiplier = 1.2

[OPERATIONS_CENTER] ; Addon to R&D Bay
Model = nodes\Humans\Buildings\R&D_bay\addons\operations_centre\operations_centre.node
Selection_Decal = DECAL_BUILDING_SELECTION
Animations = ( ANIM_OPERATIONS_CENTER_IDLE_1 )
UI = (BuildIcon = gui/Screens/GameScreen/OrderButtons/Human/btn_buildoperationscentre_default.dds)
UI = (AvatarImage = videos/Avatars/Humans/operation_center.ogv)
DeathFx = FX_CHUNKS
Hotkey = o
Fragments = FRAGS_OPC
Shield = fx\Models\building_shield.node
Sounds = ( Selection = SSID_BUILDING_SELECTION_HUMAN )
BaseRadiusMultiplier = 1.18
HeightMultiplier = 0.7

[TECH_LIBRARY] ; Addon to R&D Bay
Hotkey = m
Model = nodes\Humans\Buildings\R&D_bay\addons\tech_lab\tech_lab.node
Selection_Decal = DECAL_BUILDING_SELECTION
Animations = ( ANIM_TECH_LIBRARY_IDLE_1 )
UI = (BuildIcon = gui/Screens/GameScreen/OrderButtons/Human/btn_buildtechlibrary_default.dds)
UI = (AvatarImage = videos/Avatars/Humans/tech_lab.ogv)
DeathFx = FX_CHUNKS
Fragments = FRAGS_TECH_LAB
Shield = fx\Models\building_shield.node
Sounds = ( Selection = SSID_BUILDING_SELECTION_HUMAN )
BaseRadiusMultiplier = 1.35
HeightMultiplier = 0.85

[ARMORY] ; Addon to R&D Bay
Model = nodes\Humans\Buildings\R&D_bay\addons\armory\armory.node
Selection_Decal = DECAL_BUILDING_SELECTION
Animations = ( ANIM_ARMORY_IDLE_1 )
UI = (BuildIcon = gui/Screens/GameScreen/OrderButtons/Human/btn_buildarmory_default.dds)
UI = (AvatarImage = videos/Avatars/Humans/armory.ogv)
DeathFx = FX_CHUNKS
Hotkey = a
Fragments = FRAGS_ARMORY
Shield = fx\Models\building_shield.node
Sounds = ( Selection = SSID_BUILDING_SELECTION_HUMAN )
BaseRadiusMultiplier = 1.15
HeightMultiplier = 0.8

[MODEL_VEHICLE_FACTORY_DAMAGE1]
Model = nodes\Humans\Buildings\vehicle_factory\vehicle_factory_d1.node
BaseRadiusMultiplier = 1.05
HeightMultiplier = 1.1

[MODEL_VEHICLE_FACTORY_DAMAGE2]
Model = nodes\Humans\Buildings\vehicle_factory\vehicle_factory_d2.node
BaseRadiusMultiplier = 1.05
HeightMultiplier = 1.1

[VEHICLE_FACTORY]
Model = nodes\Humans\Buildings\vehicle_factory\vehicle_factory.node
;debugkey = ctrl + z
Hotkey = v
Selection_Decal = DECAL_BUILDING_SELECTION
Animations = ( ANIM_VEHICLE_FACTORY_IDLE )
UI = (BuildIcon = gui/Screens/GameScreen/OrderButtons/Human/btn_buildvehiclefactory_default.dds)
UI = (AvatarImage = gui/Screens/GameScreen/Avatars/human/avatar_vehicle_factory.png)
UI = (MinimapIcon = gui/Screens/GameScreen/Minimap/Icons/Default.dds)
DamageModels = ( MODEL_VEHICLE_FACTORY_DAMAGE1 = 0.8, MODEL_VEHICLE_FACTORY_DAMAGE2 = 0.4 ) 
WindowTagPoint = Window01
WindowTagPoint = Window02
WindowTagPoint = Window03
WindowTagPoint = Window04
DeathFx = FX_CHUNKS
Fragments = FRAGS_VF
Shield = fx\Models\building_shield.node
Sounds = ( Selection = SSID_BUILDING_SELECTION_HUMAN )
BaseRadiusMultiplier = 1.05
HeightMultiplier = 1.1

[MODEL_AIRPORT_DAMAGE1]
Model = nodes\Humans\Buildings\air_factory\air_factory_d1.node
BaseRadiusMultiplier = 1.05
HeightMultiplier = 0.8

[MODEL_AIRPORT_DAMAGE2]
Model = nodes\Humans\Buildings\air_factory\air_factory_d2.node
BaseRadiusMultiplier = 1.05
HeightMultiplier = 0.8

[AIRPORT]
Model = nodes\Humans\Buildings\air_factory\air_factory.node
;debugkey = ctrl + 3
Hotkey = a
Selection_Decal = DECAL_BUILDING_SELECTION
Animations = ( ANIM_AIRPORT_IDLE )
UI = (BuildIcon = gui/Screens/GameScreen/OrderButtons/Human/btn_buildairport_default.dds
UI = (AvatarImage = gui/Screens/GameScreen/Avatars/human/avatar_airport.png)
UI = (MinimapIcon = gui/Screens/GameScreen/Minimap/Icons/Default.dds)
DamageModels = ( MODEL_AIRPORT_DAMAGE1 = 0.8, MODEL_AIRPORT_DAMAGE2 = 0.4 ) 
WindowTagPoint = Window01
WindowTagPoint = Window02
WindowTagPoint = Window03
WindowTagPoint = Window04
DeathFx = FX_CHUNKS
Fragments = FRAGS_AF
WindowTagPoint = Window01
WindowTagPoint = Window02
WindowTagPoint = Window03
WindowTagPoint = Window04
Shield = fx\Models\building_shield.node
Sounds = ( Selection = SSID_BUILDING_SELECTION_HUMAN )
BaseRadiusMultiplier = 1.05
HeightMultiplier = 0.8

[SHORT_WALL_STATIC]
Model = nodes\Humans\Buildings\Headquarters\Headquarters.node
Selection_Decal = DECAL_BUILDING_SELECTION
UI = (BuildIcon = gui/Screens/GameScreen/OrderButtons/Human/btn_buildairport_default.dds)
UI = (AvatarImage = gui/Screens/GameScreen/Avatars/human/avatar_short_wall_static.dds)
UI = (MinimapIcon = )

[GROUND_TURRET]
Model = nodes\Humans\Defensive_structures\ground_turret\Ground_Turret_Base.node
debugkey = ctrl + 2
Hotkey = s
Selection_Decal = DECAL_BUILDING_SELECTION
UI = (BuildIcon = gui/Screens/GameScreen/OrderButtons/Human/btn_build_ground_turret_default.dds)
UI = (AvatarImage = videos/Avatars/Humans/ground_turret.ogv)
UI = (AvatarImageLarge = gui\Screens\GameScreen\ResearchPane\ResearchAvatars\groundturret.dds)
UI = (MinimapIcon = gui/Screens/GameScreen/Minimap/Icons/Default.dds)
UI = (ResearchTabIcon = unit_buttons_ground_turret_default.dds)
Fragments = FRAGS_GT
DeathFx = FX_CHUNKS
Shield = fx\Models\building_shield01.node
BaseRadiusMultiplier = 1.05
HeightMultiplier = 0.7

[AIR_TURRET]
Model = nodes\Humans\Defensive_structures\ground_turret\Ground_Turret_Base.node
;debugkey = ctrl + 1
Hotkey = i
Selection_Decal = DECAL_BUILDING_SELECTION
UI = (BuildIcon = gui/Screens/GameScreen/OrderButtons/Human/btn_build_air_turret_default.dds)
UI = (AvatarImage = videos/Avatars/Humans/air_turret.ogv)
UI = (AvatarImageLarge = gui\Screens\GameScreen\ResearchPane\ResearchAvatars\airturret.dds)
UI = (MinimapIcon = gui/Screens/GameScreen/Minimap/Icons/Default.dds)
UI = (ResearchTabIcon = unit_buttons_air_turret_default.dds)
Fragments = FRAGS_AT
DeathFx = FX_CHUNKS
Shield = fx\Models\building_shield01.node
BaseRadiusMultiplier = 1.05
HeightMultiplier = 0.7

[RADAR_TURRET]
Model = nodes\Humans\Defensive_structures\radar_turret\Radar_Turret.node
debugkey = ctrl + 4
Hotkey = r
Animations = ( ANIM_RADAR_TURRET_IDLE, ANIM_RADAR_TURRET_DEPLOY )
Selection_Decal = DECAL_BUILDING_SELECTION
UI = (BuildIcon = gui/Screens/GameScreen/OrderButtons/Human/btn_build_radarturret_default.dds)
UI = (AvatarImageLarge = gui\Screens\GameScreen\ResearchPane\ResearchAvatars\radarturret.dds)
UI = (AvatarImage = videos/Avatars/Humans/radar_turret.ogv)
UI = (MinimapIcon = gui/Screens/GameScreen/Minimap/Icons/Default.dds)
UI = (ResearchTabIcon = unit_buttons_radar_turret_default.dds)
Fragments = FRAGS_RT
DeathFx = FX_CHUNKS
Shield = fx\Models\building_shield01.node
BaseRadiusMultiplier = 1.05
HeightMultiplier = 1

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; MACHINE BUILDINGS
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

[YARD_MACHINE_RISING]
Model = nodes\Machines\Buildings\Construction_Yard\Construction_Yard.node
Animations = ( ANIM_YARD_MACHINE_RISING_IDLE )

[YARD_MACHINE_LOWERING]
Model = nodes\Machines\Buildings\Construction_Yard\Construction_Yard.node
Animations = ( ANIM_YARD_MACHINE_LOWERING_IDLE )

[YARD_MACHINE]
Model = nodes\Machines\Buildings\Construction_Yard\Construction_Yard_idle.node
Animations = ( ANIM_YARD_MACHINE_IDLE )

[HUB_RUIN]
Model = nodes\Humans\Buildings\headquarters\headquarters.node
;debugkey = ctrl + 
Selection_Decal = DECAL_BUILDING_SELECTION
UI = (BuildIcon = gui/Screens/GameScreen/OrderButtons/Machine/btn_buildheadquarters_default.dds)
UI = (AvatarImage = gui/Screens/GameScreen/Avatars/machine/avatar_hub_ruin.dds)
UI = (MinimapIcon = gui/Screens/GameScreen/Minimap/Icons/Default.dds)
DeathFx = FX_EXPLOSION_1

[HUB]
Model = nodes\Machines\Buildings\hub\hub.node
;debugkey = ctrl + 
Selection_Decal = DECAL_BUILDING_SELECTION
UI = (BuildIcon = gui/Screens/GameScreen/OrderButtons/Machine/btn_buildheadquarters_default.dds)
UI = (AvatarImage = videos/Avatars/Machines/hub.ogv)
UI = (MinimapIcon = gui/Screens/GameScreen/Minimap/Icons/Default.dds)
DeathFx = FX_HUB
Fragments = FRAGS_HUB
Sounds = ( Selection = SSID_BUILDING_SELECTION_MACHINE )
BaseRadiusMultiplier = 1.1
HeightMultiplier = .9

[TEMPLE_OF_SILENCE]
Model = nodes\Machines\Buildings\templeofsilence\templeofsilence.node
debugkey = ctrl + n
Hotkey = i
Selection_Decal = DECAL_BUILDING_SELECTION
UI = (BuildIcon = gui/Screens/GameScreen/OrderButtons/Machine/btn_build_temple_of_silence.dds)
UI = (AvatarImage = videos/Avatars/Machines/silence.ogv)
UI = (MinimapIcon = gui/Screens/GameScreen/Minimap/Icons/Default.dds)
DeathFx = FX_EXPLOSION_1
Fragments = FRAGS_TEMPLE_OF_SILENCE
Sounds = ( Selection = SSID_BUILDING_SELECTION_MACHINE )
BaseRadiusMultiplier = 1.05
HeightMultiplier = 0.8

[GREATER_TEMPLE_OF_SILENCE]
Model = nodes\Machines\Buildings\templeofsilence\templeofsilence_greater.node
;debugkey = ctrl + n
Hotkey = i
Selection_Decal = DECAL_BUILDING_SELECTION
UI = (BuildIcon = gui/Screens/GameScreen/OrderButtons/Machine/btn_greater_temple_of_silence_upgrade.dds)
UI = (AvatarImage = videos/Avatars/Machines/silence.ogv)
UI = (MinimapIcon = gui/Screens/GameScreen/Minimap/Icons/Default.dds)
DeathFx = FX_EXPLOSION_1
Fragments = FRAGS_TEMPLE_OF_SILENCE
Sounds = ( Selection = SSID_BUILDING_SELECTION_MACHINE )
BaseRadiusMultiplier = 1.05
HeightMultiplier = 0.8

[GRAND_TEMPLE_OF_SILENCE]
Model = nodes\Machines\Buildings\templeofsilence\templeofsilence_grand.node
;debugkey = ctrl + 5
Hotkey = i
Selection_Decal = DECAL_BUILDING_SELECTION
UI = (BuildIcon = gui/Screens/GameScreen/OrderButtons/Machine/btn_grand_temple_of_silence_upgrade.dds)
UI = (AvatarImage = videos/Avatars/Machines/silence.ogv)
UI = (MinimapIcon = gui/Screens/GameScreen/Minimap/Icons/Default.dds)
DeathFx = FX_EXPLOSION_1
Fragments = FRAGS_TEMPLE_OF_SILENCE
Sounds = ( Selection = SSID_BUILDING_SELECTION_MACHINE )
BaseRadiusMultiplier = 1.05
HeightMultiplier = 0.8

[TEMPLE_OF_PRESERVATION]
Model = nodes\Machines\Buildings\templeofpreservation\templeofpreservation.node
;debugkey = ctrl + n
Hotkey = p
Selection_Decal = DECAL_BUILDING_SELECTION
UI = (BuildIcon = gui/Screens/GameScreen/OrderButtons/Machine/btn_build_temple_of_preservation.dds)
UI = (AvatarImage = videos/Avatars/Machines/preservation.ogv)
UI = (MinimapIcon = gui/Screens/GameScreen/Minimap/Icons/Default.dds)
DeathFx = FX_EXPLOSION_1
Fragments = FRAGS_TEMPLE_OF_PRESERVATION
Sounds = ( Selection = SSID_BUILDING_SELECTION_MACHINE )
BaseRadiusMultiplier = 1.05
HeightMultiplier = 0.77

[GREATER_TEMPLE_OF_PRESERVATION]
Model = nodes\Machines\Buildings\templeofpreservation\templeofpreservation_upgrade_01.node
;debugkey = ctrl + n
Hotkey = p
Selection_Decal = DECAL_BUILDING_SELECTION
UI = (BuildIcon = gui/Screens/GameScreen/OrderButtons/Machine/btn_greater_temple_of_preservation_upgrade.dds)
UI = (AvatarImage = videos/Avatars/Machines/preservation.ogv)
UI = (MinimapIcon = gui/Screens/GameScreen/Minimap/Icons/Default.dds)
DeathFx = FX_EXPLOSION_1
Fragments = FRAGS_TEMPLE_OF_PRESERVATION
Sounds = ( Selection = SSID_BUILDING_SELECTION_MACHINE )
BaseRadiusMultiplier = 1.05
HeightMultiplier = 0.77

[GRAND_TEMPLE_OF_PRESERVATION]
Model = nodes\Machines\Buildings\templeofpreservation\templeofpreservation_upgrade_02.node
;debugkey = ctrl + 6
Hotkey = p
Selection_Decal = DECAL_BUILDING_SELECTION
UI = (BuildIcon = gui/Screens/GameScreen/OrderButtons/Machine/btn_grand_temple_of_preservation_upgrade.dds)
UI = (AvatarImage = videos/Avatars/Machines/preservation.ogv)
UI = (MinimapIcon = gui/Screens/GameScreen/Minimap/Icons/Default.dds)
DeathFx = FX_EXPLOSION_1
Fragments = FRAGS_TEMPLE_OF_PRESERVATION
Sounds = ( Selection = SSID_BUILDING_SELECTION_MACHINE )
BaseRadiusMultiplier = 1.05
HeightMultiplier = 0.77

[TEMPLE_OF_STRIFE]
Model = nodes\Machines\Buildings\Temple_of_Strife\TempleofStrife.node
;debugkey = ctrl + n
Hotkey = s
Selection_Decal = DECAL_BUILDING_SELECTION
UI = (BuildIcon = gui/Screens/GameScreen/OrderButtons/Machine/btn_build_temple_of_strife.dds)
UI = (AvatarImage = gui/Screens/GameScreen/Avatars/machine/strife01.png)
UI = (MinimapIcon = gui/Screens/GameScreen/Minimap/Icons/Default.dds)
DeathFx = FX_EXPLOSION_1
Fragments = FRAGS_TEMPLE_OF_STRIFE
Sounds = ( Selection = SSID_BUILDING_SELECTION_MACHINE )
BaseRadiusMultiplier = 1.1
HeightMultiplier = 0.9

[GREATER_TEMPLE_OF_STRIFE]
Model = nodes\Machines\Buildings\Temple_of_Strife\templeofstrife_upgrade_01.node
;debugkey = ctrl + n
Hotkey = s
Selection_Decal = DECAL_BUILDING_SELECTION
UI = (BuildIcon = gui/Screens/GameScreen/OrderButtons/Machine/btn_greater_temple_of_strife_upgrade.dds)
UI = (AvatarImage = gui/Screens/GameScreen/Avatars/machine/strife02.png)
UI = (MinimapIcon = gui/Screens/GameScreen/Minimap/Icons/Default.dds)
DeathFx = FX_EXPLOSION_1
Fragments = FRAGS_TEMPLE_OF_STRIFE
Sounds = ( Selection = SSID_BUILDING_SELECTION_MACHINE )
BaseRadiusMultiplier = 1.1
HeightMultiplier = 0.9

[GRAND_TEMPLE_OF_STRIFE]
Model = nodes\Machines\Buildings\Temple_of_Strife\templeofstrife_upgrade_02.node
;debugkey = ctrl + 7
Hotkey = s
Selection_Decal = DECAL_BUILDING_SELECTION
UI = (BuildIcon = gui/Screens/GameScreen/OrderButtons/Machine/btn_grand_temple_of_strife_upgrade.dds)
UI = (AvatarImage = gui/Screens/GameScreen/Avatars/machine/strife03.png)
UI = (MinimapIcon = gui/Screens/GameScreen/Minimap/Icons/Default.dds)
DeathFx = FX_EXPLOSION_1
Fragments = FRAGS_TEMPLE_OF_STRIFE
Sounds = ( Selection = SSID_BUILDING_SELECTION_MACHINE )
BaseRadiusMultiplier = 1.1
HeightMultiplier = 0.9

[ALTAR_OF_KNOWLEDGE]
Model = nodes\Machines\Buildings\altarofknowledge\altarofknowledge.node
Hotkey = a
Selection_Decal = DECAL_BUILDING_SELECTION
UI = (BuildIcon = gui/Screens/GameScreen/OrderButtons/Machine/btn_build_altar_of_knowledge.dds)
UI = (AvatarImage = videos/Avatars/Machines/alterofknowledge.ogv)
UI = (MinimapIcon = gui/Screens/GameScreen/Minimap/Icons/Default.dds)
DeathFx = FX_EXPLOSION_1
Fragments = FRAGS_ALTAR_OF_KNOWLEDGE
Sounds = ( Selection = SSID_BUILDING_SELECTION_MACHINE )
BaseRadiusMultiplier = 1.1
HeightMultiplier = 0.85

[MACHINE_SUPPLY_DEPOT]
Model = nodes\Machines\Buildings\Supply_depot\supply_depot.node
Hotkey = s
Selection_Decal = DECAL_BUILDING_SELECTION
UI = (BuildIcon = gui/Screens/GameScreen/OrderButtons/Machine/btn_build_supply_depot.dds)
UI = (AvatarImage = gui/Screens/GameScreen/Avatars/machine/spirit_catcher.png)
UI = (MinimapIcon = gui/Screens/GameScreen/Minimap/Icons/Default.dds)
DeathFx = FX_EXPLOSION_1
Fragments = FRAGS_MACHINE_SUPPLY_DEPOT
Sounds = ( Selection = SSID_BUILDING_SELECTION_MACHINE )
BaseRadiusMultiplier = 1.2
HeightMultiplier = 1

[HYDRA_TURRET]
Model = nodes\Machines\Defensive_structures\hydraturret\hydraturret_base.node
debugkey = ctrl + 5
Hotkey = h
Selection_Decal = DECAL_BUILDING_SELECTION
UI = (BuildIcon = gui/Screens/GameScreen/OrderButtons/Machine/btn_build_hydra_turret.dds, AvatarIcon =, ResearchTabIcon = turrets_default.dds)
UI = (AvatarImage = gui/Screens/GameScreen/Avatars/Machine/hydra.png)
UI = (MinimapIcon = gui/Screens/GameScreen/Minimap/Icons/Default.dds)
UI = (ResearchTabIcon = turrets_default.dds)
Fragments = FRAGS_HYDRA_TURRET
DeathFx = FX_EXPLOSION_1
BaseRadiusMultiplier = 1.4
HeightMultiplier = 0.6

[KOBALOI_TURRET]
Model = nodes\Machines\Defensive_structures\kobaloi\Kobaloi_Turret_Base.node
debugkey = ctrl + 6
Hotkey = k
Selection_Decal = DECAL_BUILDING_SELECTION
BaseRadiusMultiplier = 1.6
HeightMultiplier = 0.55
UI = (BuildIcon = gui/Screens/GameScreen/OrderButtons/Machine/btn_build_kobaloi_turret.dds)
UI = (AvatarImage = gui/Screens/GameScreen/Avatars/Machine/kobaloi.png)
UI = (MinimapIcon = gui/Screens/GameScreen/Minimap/Icons/Default.dds)
UI = (ResearchTabIcon = turrets_default.dds)
DeathFx = FX_EXPLOSION_1
Fragments = FRAGS_KOBALOI_TURRET
BaseRadiusMultiplier = 1.4
HeightMultiplier = 0.45

[CERBERUS_TURRET]
Model = nodes\Machines\Defensive_structures\cerberusturret\cerberus_turret_base.node
debugkey = ctrl + 7
Hotkey = c
Selection_Decal = DECAL_BUILDING_SELECTION
UI = (BuildIcon = gui/Screens/GameScreen/OrderButtons/Machine/btn_build_cerberus_turret.dds)
UI = (AvatarImage = gui/Screens/GameScreen/Avatars/Machine/cerberus.png)
UI = (MinimapIcon = gui/Screens/GameScreen/Minimap/Icons/Default.dds)
DeathFx = FX_EXPLOSION_1
Fragments = FRAGS_CERBERUS_TURRET
BaseRadiusMultiplier = 1.15
HeightMultiplier = 0.6

[PHOENIX_TURRET]
Model = nodes\Machines\Defensive_structures\Phoenix\Phoenix_Base.node
debugkey = ctrl + 8
Hotkey = p
Selection_Decal = DECAL_BUILDING_SELECTION
UI = (BuildIcon = gui/Screens/GameScreen/OrderButtons/Machine/btn_build_phoenix_turret.dds)
UI = (AvatarImage = gui/Screens/GameScreen/Avatars/Machine/phoenix.png)
UI = (AvatarIconLarge = gui/Screens/GameScreen/Avatars/Machine/avatar_phoenix.dds)
UI = (MinimapIcon = gui/Screens/GameScreen/Minimap/Icons/Default.dds)
UI = (ResearchTabIcon = turrets_default.dds)
DeathFx = FX_EXPLOSION_1
Fragments = FRAGS_PHOENIX_TURRET
BaseRadiusMultiplier = 1.15
HeightMultiplier = 0.6

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; Temple Ruins - Zali
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

[RUIN_SILENCE]
Model = nodes\Machines\Buildings\templeofsilence\templeofsilence_ruin.node
debugkey = ctrl + n
Hotkey = l
Selection_Decal = DECAL_BUILDING_SELECTION
UI = (BuildIcon = gui/Screens/GameScreen/OrderButtons/Machine/btn_normal_temple_of_silence_upgrade.dds)
UI = (AvatarImage = gui/Screens/GameScreen/Avatars/machine/avatar_gt_silence.dds)
UI = (MinimapIcon = gui/Screens/GameScreen/Minimap/Icons/Default.dds)
DeathFx = FX_EXPLOSION_1

[RUIN_SILENCE_2]
Model = nodes\Machines\Buildings\templeofsilence\templeofsilence_ruin.node
Hotkey = l
Selection_Decal = DECAL_BUILDING_SELECTION
UI = (BuildIcon = gui/Screens/GameScreen/OrderButtons/Machine/btn_greater_temple_of_silence_upgrade.dds)
UI = (AvatarImage = gui/Screens/GameScreen/Avatars/machine/avatar_gt_silence.dds)
UI = (MinimapIcon = gui/Screens/GameScreen/Minimap/Icons/Default.dds)
DeathFx = FX_EXPLOSION_1

[RUIN_SILENCE_3]
Model = nodes\Machines\Buildings\templeofsilence\templeofsilence_ruin.node
Hotkey = l
Selection_Decal = DECAL_BUILDING_SELECTION
UI = (BuildIcon = gui/Screens/GameScreen/OrderButtons/Machine/btn_grand_temple_of_silence_upgrade.dds)
UI = (AvatarImage = gui/Screens/GameScreen/Avatars/machine/avatar_gt_silence.dds)
UI = (MinimapIcon = gui/Screens/GameScreen/Minimap/Icons/Default.dds)
DeathFx = FX_EXPLOSION_1

[RUIN_STRIFE]
Model = nodes\Machines\Buildings\Temple_of_Strife\TempleofStrife_ruin.node
Hotkey = p
Selection_Decal = DECAL_BUILDING_SELECTION
UI = (BuildIcon = gui/Screens/GameScreen/OrderButtons/Machine/btn_normal_temple_of_preservation_upgrade.dds)
UI = (AvatarImage = gui/Screens/GameScreen/Avatars/machine/avatar_gt_preservation.dds)
UI = (MinimapIcon = gui/Screens/GameScreen/Minimap/Icons/Default.dds)
DeathFx = FX_EXPLOSION_1

[RUIN_STRIFE_2]
Model = nodes\Machines\Buildings\Temple_of_Strife\TempleofStrife_ruin.node
Hotkey = p
Selection_Decal = DECAL_BUILDING_SELECTION
UI = (BuildIcon = gui/Screens/GameScreen/OrderButtons/Machine/btn_greater_temple_of_preservation_upgrade.dds)
UI = (AvatarImage = gui/Screens/GameScreen/Avatars/machine/avatar_gt_preservation.dds)
UI = (MinimapIcon = gui/Screens/GameScreen/Minimap/Icons/Default.dds)
DeathFx = FX_EXPLOSION_1

[RUIN_STRIFE_3]
Model = nodes\Machines\Buildings\Temple_of_Strife\TempleofStrife_ruin.node
Hotkey = p
Selection_Decal = DECAL_BUILDING_SELECTION
UI = (BuildIcon = gui/Screens/GameScreen/OrderButtons/Machine/btn_grand_temple_of_preservation_upgrade.dds)
UI = (AvatarImage = gui/Screens/GameScreen/Avatars/machine/avatar_gt_preservation.dds)
UI = (MinimapIcon = gui/Screens/GameScreen/Minimap/Icons/Default.dds)
DeathFx = FX_EXPLOSION_1

[RUIN_PRESERVATION]
Model = nodes\Machines\Buildings\templeofpreservation\templeofpreservation_ruin.node
Hotkey = i
Selection_Decal = DECAL_BUILDING_SELECTION
UI = (BuildIcon = gui/Screens/GameScreen/OrderButtons/Machine/btn_normal_temple_of_strife_upgrade.dds)
UI = (AvatarImage = avatar_templeofstrife.dds)
UI = (MinimapIcon = gui/Screens/GameScreen/Minimap/Icons/Default.dds)
DeathFx = FX_EXPLOSION_1

[RUIN_PRESERVATION_2]
Model = nodes\Machines\Buildings\templeofpreservation\templeofpreservation_ruin.node
Hotkey = i
Selection_Decal = DECAL_BUILDING_SELECTION
UI = (BuildIcon = gui/Screens/GameScreen/OrderButtons/Machine/btn_greater_temple_of_strife_upgrade.dds)
UI = (AvatarImage = avatar_templeofstrife.dds)
UI = (MinimapIcon = gui/Screens/GameScreen/Minimap/Icons/Default.dds)
DeathFx = FX_EXPLOSION_1

[RUIN_PRESERVATION_3]
Model = nodes\Machines\Buildings\templeofpreservation\templeofpreservation_ruin.node
Hotkey = i
Selection_Decal = DECAL_BUILDING_SELECTION
UI = (BuildIcon = gui/Screens/GameScreen/OrderButtons/Machine/btn_grand_temple_of_strife_upgrade.dds)
UI = (AvatarImage = avatar_templeofstrife.dds)
UI = (MinimapIcon = gui/Screens/GameScreen/Minimap/Icons/Default.dds)
DeathFx = FX_EXPLOSION_1

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; COMMON BUILDINGS
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

[BASE_ENERGY_GENERATOR]
Model = nodes\Neutrals\Buildings\Energy_generator\Energy_generator.node
Selection_Decal = DECAL_BUILDING_SELECTION
Animations = ( ANIM_ENERGY_GENERATOR_IDLE )
UI = (BuildIcon = btn_buildairport_default.dds)
UI = (AvatarImage = videos/Avatars/nuetral/energy_generator.ogv)
UI = (MinimapIcon = gui\Screens\GameScreen\MiniMap\Icons\energy.png)
Sounds = ( Selection = SSID_ENERGY_GENERATOR_SELECTION )
CapturedFx = FX_CAPTURED_BEAM
BaseRadiusMultiplier = 0.9
HeightMultiplier = 0.7

[BASE_ENERGY_GENERATOR_LVL2]
Model = nodes\Neutrals\Buildings\Energy_generator\Energy_generator_upgrade.node
Selection_Decal = DECAL_BUILDING_SELECTION
Animations = ( ANIM_ENERGY_GENERATOR_IDLE )
UI = (BuildIcon = gui/Screens/GameScreen/OrderButtons/btn_energygenerator_level2_default.dds)
UI = (AvatarImage = videos/Avatars/nuetral/energy_generator_upgrade.ogv)
UI = (MinimapIcon = gui\Screens\GameScreen\MiniMap\Icons\energy.png)
Sounds = ( Selection = SSID_ENERGY_GENERATOR_SELECTION )
CapturedFx = FX_CAPTURED_BEAM
BaseRadiusMultiplier = 0.9
HeightMultiplier = 0.7
Hotkey = e

[CAPTURE_ENERGY_GENERATOR]
;debugkey = ctrl + 5
Model = nodes\Neutrals\Buildings\Energy_generator\Energy_generator.node
Selection_Decal = DECAL_BUILDING_SELECTION
Animations = ( ANIM_ENERGY_GENERATOR_IDLE )
UI = (BuildIcon = btn_buildairport_default.dds)
UI = (AvatarImage = videos/Avatars/nuetral/energy_generator.ogv)
UI = (MinimapIcon = gui\Screens\GameScreen\MiniMap\Icons\energy.png)
Sounds = ( Selection = SSID_ENERGY_GENERATOR_SELECTION, Captured = SAID_VO_ENERGY_GENERATOR_CAPTURED, BeingCaptured = SAID_VO_ENERGY_GENERATOR_BEING_CAPTURED, CapturedByEnemy = SAID_VO_ENERGY_GENERATOR_LOST )
CapturedFx = FX_CAPTURED_BEAM
BaseRadiusMultiplier = 0.9
HeightMultiplier = 0.7

[BASE_ORE_EXTRACTOR]
Model = nodes\Neutrals\Buildings\M_Generator\M_generator.node
Selection_Decal = DECAL_BUILDING_SELECTION
Animations = ( ANIM_ORE_EXTRACTOR_IDLE )
UI = (BuildIcon = btn_buildairport_default.dds)
UI = (AvatarImage = videos/Avatars/nuetral/ore_generator.ogv)
UI = (MinimapIcon = gui\Screens\GameScreen\MiniMap\Icons\ore.png)
Sounds = ( Selection = SSID_MATTER_GENERATOR_SELECTION )
BaseRadiusMultiplier = 1.1
HeightMultiplier = 0.9

[BASE_ORE_EXTRACTOR_LVL2]
Model = nodes\Neutrals\Buildings\M_Generator\M_generator_upgrade.node
Selection_Decal = DECAL_BUILDING_SELECTION
Animations = ( ANIM_ORE_EXTRACTOR_IDLE )
UI = (BuildIcon = gui/Screens/GameScreen/OrderButtons/btn_oreextractor_level2_default.dds)
UI = (AvatarImage = videos/Avatars/nuetral/ore_generator_lvl2.ogv)
UI = (MinimapIcon = gui\Screens\GameScreen\MiniMap\Icons\ore.png)
Sounds = ( Selection = SSID_MATTER_GENERATOR_SELECTION )
BaseRadiusMultiplier = 1.1
HeightMultiplier = 0.9
Hotkey = o

[CAPTURE_ORE_EXTRACTOR]
;debugkey = ctrl + 6
Model = nodes\Neutrals\Buildings\M_Generator\M_generator.node
Selection_Decal = DECAL_BUILDING_SELECTION
Animations = ( ANIM_ORE_EXTRACTOR_IDLE )
UI = (BuildIcon = btn_buildairport_default.dds)
UI = (AvatarImage = videos/Avatars/nuetral/ore_generator.ogv)
UI = (MinimapIcon = gui\Screens\GameScreen\MiniMap\Icons\ore.png)
Sounds = ( Selection = SSID_MATTER_GENERATOR_SELECTION, Captured = SAID_VO_ORE_GENERATOR_CAPTURED, BeingCaptured = SAID_VO_ORE_GENERATOR_BEING_CAPTURED, CapturedByEnemy = SAID_VO_ORE_GENERATOR_LOST )
BaseRadiusMultiplier = 1.1
HeightMultiplier = 0.9

[BASE_RUIN]
Model = nodes\Humans\Buildings\headquarters\headquarters.node
Selection_Decal = DECAL_BUILDING_SELECTION
UI = (BuildIcon = btn_buildheadquarters_default.dds)
UI = (AvatarImage = )
UI = (MinimapIcon = gui/Screens/GameScreen/Minimap/Icons/headquarters.png)

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; MACHINE BUILDINGS
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;
; LAND MINES
;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

[LAND_MINE_1]
Model = nodes\Neutrals\Misc\mine\mine.node
Selection_Decal = DECAL_BUILDING_SELECTION
DeathFx = FX_TMARINE_EXPLOSIVE_EXPLOSION
UI = (AvatarImage = land_mine.png)

[ENERGY_DROP]
Model = nodes\Neutrals\Misc\Drops\energy_drops\energy_drop.node
;Animations = ( ANIM_ENERGY_DROP_IDLE )
Selection_Decal = DECAL_BUILDING_SELECTION
UI = (AvatarImage = gui\Screens\GameScreen\Avatars\Neutral\energydrop.dds)

[SALVAGE]
Model = nodes\Neutrals\Misc\Drops\Salvage_Drops\Salvage_Drops.node
;Animations = ( ANIM_SALVAGE_DROP_IDLE )
Selection_Decal = DECAL_BUILDING_SELECTION
UI = (AvatarImage = gui\Screens\GameScreen\Avatars\Neutral\salvagedrop.dds)

[RALLY_FLAG]
Model = nodes\Neutrals\Misc\Rallypoint_Flag\Rallypoint_Flag.node
Animations = ( ANIM_RALLY_FLAG_IDLE )

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;
; ORDER TYPES
;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
[MOVE]
type = OrderType
Hotkey = m

[MOVE_AND_ENGAGE]
type = OrderType
Hotkey = m

[TELEPORT]
type = OrderType
Hotkey = o


[HARVEST]
type = OrderType
Hotkey = h

[RECRUIT]
type = OrderType
Hotkey = u

[UNLOAD]
type = OrderType
Hotkey = u

[BUILD_SITEPLAN_AND_YARD]
type = OrderType
Hotkey = 

[BUILD_YARD]
type = OrderType
Hotkey = 

[BUILD_SITEPLAN]
type = OrderType
Hotkey = 

[PLACE_SITEPLAN]
type = OrderType
Hotkey = 

[SHIFT_BUILDING_ORDER]
type = OrderType
Hotkey = 

[ATTACK]
type = OrderType
Hotkey = a
UI = (OrderIcon = gui/Screens/GameScreen/OrderButtons/btn_attack_default.dds)

[SELECT_WEAPON]
type = OrderType
Hotkey = 
UI = (OrderIcon = )

[USE_SPECIAL_WEAPON]
type = OrderType
Hotkey = 
UI = (OrderIcon = gui/Screens/GameScreen/OrderButtons/btn_attack_default.dds)

[USE_SPECIAL_WEAPON_GROUND]
type = OrderType
Hotkey = 
UI = (OrderIcon = gui/Screens/GameScreen/OrderButtons/btn_attack_default.dds)

[BUILD]
type = OrderType
Hotkey = b
UI = (OrderIcon = )

[REPAIR]
type = OrderType
Hotkey = r
UI = (OrderIcon = )

[DISASSEMBLE]
type = OrderType
Hotkey = d
UI = (OrderIcon = gui/Screens/GameScreen/OrderButtons/btn_disassemble_default.dds)

[INCREASE_POP_LIMIT]
type = OrderType
Hotkey = 
UI = (OrderIcon = gui/Screens/GameScreen/OrderButtons/btn_disassemble_default.dds)

[SELF_DISASSEMBLE]
type = OrderType
Hotkey = 
UI = (OrderIcon = )

[RECONSTRUCT]
type = OrderType
Hotkey = 
UI = (OrderIcon = gui/Screens/GameScreen/OrderButtons/btn_disassemble_default.dds)

[FOLLOW]
type = OrderType
Hotkey = 
UI = (OrderIcon = gui/Screens/GameScreen/OrderButtons/btn_follow_default.dds)

[STAND_GROUND]
type = OrderType
Hotkey = s
UI = (OrderIcon = gui/Screens/GameScreen/OrderButtons/btn_holdposition_default.dds)

[ENTER_TRANSPORT]
type = OrderType
Hotkey = 
UI = (OrderIcon = )

[EXIT_TRANSPORT]
type = OrderType
Hotkey = 
UI = (OrderIcon = )

[LOAD_TRANSPORT]
type = OrderType
Hotkey = 
UI = (OrderIcon = )

[UNLOAD_TRANSPORT]
type = OrderType
Hotkey = u
UI = (OrderIcon = gui/Screens/GameScreen/OrderButtons/btn_unloadoccupant_default.dds)

[CAPTURE_ATTACKEE]
type = OrderType
Hotkey = 
UI = (OrderIcon = )

[POD_FIRE]
type = OrderType
Hotkey = 
UI = (OrderIcon = gui\Screens\GameScreen\ResearchPane\Machine\pudge_drop_pods.dds)

[SUMMON_MINION]
type = OrderType
Hotkey = 
UI = (OrderIcon = gui/Screens/GameScreen/OrderButtons/btn_attack_default.dds)

[DEFEND]
type = OrderType
Hotkey = 
UI = (OrderIcon = )

[PATROL]
type = OrderType
Hotkey = p
UI = (OrderIcon = gui/Screens/GameScreen/OrderButtons/btn_patrol_default.dds)

[EXPLORE]
type = OrderType
Hotkey = 
UI = (OrderIcon = )

[MAKE_WARP_GATE]
type = OrderType
Hotkey = 
UI = (OrderIcon = )

[REPAIR_STRUCTURE]
type = OrderType
Hotkey = 
UI = (OrderIcon = gui/Screens/GameScreen/OrderButtons/btn_repair_building.dds)

; This is the repair vehicles order
[HEAL]
type = OrderType
Hotkey = 
UI = (OrderIcon = gui/Screens/GameScreen/OrderButtons/btn_repair_vehicles.dds)

[BUILD_UNIT]
type = OrderType
Hotkey = b
UI = (OrderIcon = )


[USE_GENERIC_TECH]
type = OrderType
Hotkey = 
UI = (OrderIcon = )

[USE_TECH_ON_GROUND]
type = OrderType
Hotkey = 
UI = (OrderIcon = )

[USE_TECH_ON_MAP_OBJ]
type = OrderType
Hotkey = 

[USE_HEALER_TECH]
type = OrderType
Hotkey = 
UI = (OrderIcon = )

[USE_MOVER_TECH]
type = OrderType
Hotkey = 
UI = (OrderIcon = )

[USE_PEON_TECH]
type = OrderType
Hotkey = 
UI = (OrderIcon = )

[USE_UNIT_HOLDER_TECH]
type = OrderType
Hotkey = 
UI = (OrderIcon = )

[USE_EXPLODE_TECH]
type = OrderType
Hotkey = 
UI = (OrderIcon = )

[USE_JUMP_TECH]
type = OrderType
Hotkey = 
UI = (OrderIcon = )

[USE_SHIELD_TECH]
type = OrderType
Hotkey = 
UI = (OrderIcon = )

[USE_APPLY_TECH_ON_TARGET]
type = OrderType
Hotkey = 
UI = (OrderIcon = )

[USE_APPLY_TECH]
type = OrderType
Hotkey = 
UI = (OrderIcon = )

[CONSUME_ANOTHER_UNIT]
type = OrderType
Hotkey = 
UI = (OrderIcon = gui/Screens/GameScreen/ResearchPane/Machine/spine_devour.dds)

[PLACE_LAND_MINE_NEW]
type = OrderType
Hotkey = 
UI = (OrderIcon = )

[EMP_GRENADE]
type = OrderType
Hotkey = 
UI = (OrderIcon = )

[STICKY_BOMB]
type = OrderType
Hotkey = 
UI = (OrderIcon = )

[THROW_SMOKE_GRENADE]
type = OrderType
Hotkey = 
UI = (OrderIcon = )

[THROW_FLASHBANG]
type = OrderType
Hotkey = 

[THROW_HE_GRENADE]
type = OrderType
Hotkey = 
UI = (OrderIcon = )

[THROW_MOLOTOV_COCKTAIL]
type = OrderType
Hotkey = 
UI = (OrderIcon = )

[THROW_SLOWNESS_GRENADE]
type = OrderType
Hotkey = 
UI = (OrderIcon = )

[THROW_MADNESS_GRENADE]
type = OrderType
Hotkey = 
UI = (OrderIcon = )

[INVOKE_TAUNT]
type = OrderType
Hotkey = 
UI = (OrderIcon = )

[SPRINT]
type = OrderType
Hotkey = 
UI = (OrderIcon = )

[STOP_SPRINT]
type = OrderType
Hotkey = s
UI = (OrderIcon = )

[ATTACK_GROUND]
type = OrderType
Hotkey = 
UI = (OrderIcon = gui\Screens\GameScreen\ResearchPane\Human\ground_attack.dds)

[ATTACK_GROUND_ONCE]
type = OrderType
Hotkey = 
UI = (OrderIcon = gui\Screens\GameScreen\ResearchPane\Human\ground_attack.dds)

[ATTACK_GRAYED_TARGET]
type = OrderType
Hotkey = 
UI = (OrderIcon = )

[STOP_ATTACKING]
type = OrderType
Hotkey = 
UI = (OrderIcon = )

[STOP]
type = OrderType
Hotkey = s
UI = (OrderIcon = gui/Screens/GameScreen/OrderButtons/btn_stop_default.dds)

[REVIEW_BUILD_PRIORITIES]
type = OrderType
Hotkey = 
UI = (OrderIcon = )

[ARM_HUT]
type = OrderType
Hotkey = 
UI = (OrderIcon = )

[MAKE_GENERATOR]
type = OrderType
Hotkey = 
UI = (OrderIcon = )

[PLACE_TUNNEL]
type = OrderType
Hotkey = 
UI = (OrderIcon = )

[ENTER_TUNNEL]
type = OrderType
Hotkey = 
UI = (OrderIcon = )

[USE]
type = OrderType
Hotkey = 
UI = (OrderIcon = )

[AVOID]
type = OrderType
Hotkey = 
UI = (OrderIcon = )

[ACTIVATE_LEVITATION_AURA]
type = OrderType
Hotkey = 
UI = (OrderIcon = )

[DEACTIVATE_LEVITATION_AURA]
type = OrderType
Hotkey = 
UI = (OrderIcon = )

[SET_SALVAGE_DROP-OFF_POINT]
type = OrderType
Hotkey = 
UI = (OrderIcon = )

[SET_ENERGY_DROP-OFF_POINT]
type = OrderType
Hotkey = 
UI = (OrderIcon = )

[SET_RALLY_POINT]
type = OrderType
Hotkey = r
UI = (OrderIcon = gui/Screens/GameScreen/OrderButtons/btn_setrallypoint_default.dds)

[SET_FLEE_POINT]
type = OrderType
Hotkey = 
UI = (OrderIcon = )

[FLEE_UNIT]
type = OrderType
Hotkey = f
UI = (OrderIcon = )

[GRAB_SPECIFIC_DROP]
type = OrderType
Hotkey = 
UI = (OrderIcon = )

[GRAB_NEARBY_DROPS]
type = OrderType
Hotkey = 
UI = (OrderIcon = )

[REMOTE_VIEW]
type = OrderType
Hotkey = 
UI = (OrderIcon = )

[INVOKE_HINDSIGHT]
type = OrderType
Hotkey = 
UI = (OrderIcon = )

[DROP_TECH]
type = OrderType
Hotkey = 
UI = (OrderIcon = )

[DROP_WEAPON]
type = OrderType
Hotkey = 
UI = (OrderIcon = )

[DROP]
type = OrderType
Hotkey = 
UI = (OrderIcon = )

[DROP_RESOURCE]
type = OrderType
Hotkey = 
UI = (OrderIcon = )

[ASCEND]
type = OrderType
Hotkey = 
UI = (OrderIcon = )

[DESCEND]
type = OrderType
Hotkey = 
UI = (OrderIcon = )

[FIRE_AT_WILL]
type = OrderType
Hotkey = h
UI = (OrderIcon = gui/Screens/GameScreen/OrderButtons/btn_fire_at_will_default.dds)

[HOLD_FIRE]
type = OrderType
Hotkey = h
UI = (OrderIcon = gui/Screens/GameScreen/OrderButtons/btn_hold_fire_default.dds)

[CRAWL]
type = OrderType
Hotkey = 
UI = (OrderIcon = )

[PRONE_UNIT]
type = OrderType
Hotkey = 
UI = (OrderIcon = )

[STAND_UNIT]
type = OrderType
Hotkey = 
UI = (OrderIcon = )

[SET_DIRECTION]
type = OrderType
Hotkey = 
UI = (OrderIcon = )

[REPAIR_GRAYED_CORPSE]
type = OrderType
Hotkey = 
UI = (OrderIcon = )

[ENTER_GRAYED_HOLDER]
type = OrderType
Hotkey = 
UI = (OrderIcon = )

[CAPTURE_GRAYED_OBJECT]
type = OrderType
Hotkey = 
UI = (OrderIcon = )

[SELF_HEAL]
type = OrderType
Hotkey = h
UI = (OrderIcon = )

[FIRST_AID]
type = OrderType
Hotkey = 
UI = (OrderIcon = )

[SELF_REPAIR]
type = OrderType
Hotkey = 
UI = (OrderIcon = )

[REPAIR_VEHICLE]
type = OrderType
Hotkey = 
UI = (OrderIcon = gui/Screens/GameScreen/OrderButtons/btn_repair_vehicles.dds)

[ENABLE_SHARE_SALVAGE_FOR_TEAMMATES]
type = OrderType
Hotkey = 
UI = (OrderIcon = )

[DISABLE_SHARE_SALVAGE_FOR_TEAMMATES]
type = OrderType
Hotkey = 
UI = (OrderIcon = )

[ENABLE_SHARE_ENERGY]
type = OrderType
Hotkey = 
UI = (OrderIcon = )

[DISABLE_SHARE_ENERGY_FOR_TEAMMATES]
type = OrderType
Hotkey = 
UI = (OrderIcon = )

[DISABLE_SHARE_ENERGY]
type = OrderType
Hotkey = 
UI = (OrderIcon = )

[SET_ENERGY_SHARE_RATIO]
type = OrderType
Hotkey = 
UI = (OrderIcon = )

[ENABLE_ENERGY_TRANSFER]
type = OrderType
Hotkey = 
UI = (OrderIcon = )

[DISABLE_ENERGY_TRANSFER]
type = OrderType
Hotkey = 
UI = (OrderIcon = )

[ENABLE_SALVAGE_TRANSFER]
type = OrderType
Hotkey = 
UI = (OrderIcon = )

[DISABLE_SALVAGE_TRANSFER]
type = OrderType
Hotkey = 
UI = (OrderIcon = )

[REMOVE_SLOT_FROM_RESOURCE_FACTORY]
type = OrderType
Hotkey = 
UI = (OrderIcon = gui/Screens/GameScreen/OrderButtons/btn_vacateslot_default.dds)

[CANCEL_CONSTRUCTION_ORDER]
type = OrderType
Hotkey = 
UI = (OrderIcon = gui/Screens/GameScreen/OrderButtons/btn_vacateslot_default.dds)

[WORK_IN_HEAVY_METALLIUM_SITE]
type = OrderType
Hotkey = 
UI = (OrderIcon = )

[REQUEST_RESOURCE]
type = OrderType
Hotkey = 
UI = (OrderIcon = )

[PURCHASE_RESOURCE]
type = OrderType
Hotkey = 
UI = (OrderIcon = )

[PURCHASE_RESEARCH]
type = OrderType
Hotkey = 
UI = (OrderIcon = )

[PLACE_ADDON]
type = OrderType
Hotkey = 
UI = (OrderIcon = )

[UPGRADE_STRUCTURE]
type = OrderType
Hotkey = 
UI = (OrderIcon = )

[ADD_ARMOR]
type = OrderType
Hotkey = 
UI = (OrderIcon = )

[MERGE_UNIT]
type = OrderType
Hotkey = 
UI = (OrderIcon = )

[RESEARCH_TECH]
type = OrderType
Hotkey = 
UI = (OrderIcon = )

[INCREASE_POP_LIMIT]
type = OrderType
Hotkey = 
UI = (OrderIcon = gui/Screens/GameScreen/OrderButtons/btn_repair_button_default.dds)


;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;
; GAME TECHS
;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

[MEDIC_AMMO_DISPENSER]
Type = GameTech
GfxModel = false
UI = (BuildIcon = )
UI = (AvatarImage = gui/Screens/GameScreen/ResearchPane/Human/medic_ammodispenser.dds)

[CARRIER_AMMO_DISPENSER]
Type = GameTech
GfxModel = false
UI = (BuildIcon = )
UI = (AvatarImage = gui/Screens/GameScreen/ResearchPane/Human/carrier_ammodispenser.dds)

[OPERATIVE_SHRAPNEL]
type = GameTech
GfxModel = false
UI = (BuildIcon = gui\Screens\GameScreen\ResearchPane\Human\shrapnel_grenade.dds )
UI = (AvatarImage = )
UI = (PreviewImage = gui\Screens\GameScreen\ResearchPane\Human\shrapnel_grenade.dds )

[MR_CORROSIVE]
Type = GameTech
GfxModel = false
UI = (BuildIcon = gui/Screens/GameScreen/ResearchPane/Human/corrosive_mix.dds)
UI = (AvatarImage = gui/Screens/GameScreen/ResearchPane/Human/corrosive_mix.dds)
UI = (PreviewImage = gui/Screens/GameScreen/ResearchPane/PreviewDefault.dds)

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; HUMAN GAME TECHS
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

[ENGINEER_T1_SUPER_BUILDER] ; engineer
type = GameTech
GfxModel = false
TechFx = FX_SUPER_BUILDER
UI = (BuildIcon = gui/Screens/GameScreen/ResearchPane/Human/super_builder_default.dds)
UI = (AvatarImage = )
UI = (PreviewImage = gui\Screens\GameScreen\ResearchPane\Human\Previews\Engineer_SuperBuiler.png)

[ENGINEER_T1_MECHANIC]
type = GameTech
GfxModel = false
TechFx = FX_REPAIR_BUFF
UI = (BuildIcon = gui/Screens/GameScreen/ResearchPane/Human/mechanic_default.dds)
UI = (AvatarImage = gui/Screens/GameScreen/ResearchPane/Human/mechanic_default.dds)
UI = (PreviewImage = gui/Screens/GameScreen/ResearchPane/Human\Previews\Engineer_SuperFixer.png)

[ENGINEER_T1_DETECTION] ; engineer
type = GameTech
GfxModel = false
TechFx = FX_HEATDETECTOR
UI = (BuildIcon = gui/Screens/GameScreen/ResearchPane/Human/optics_default.dds)
UI = (AvatarImage = gui/Screens/GameScreen/ResearchPane/Human/optics_default.dds)
UI = (PreviewImage = gui\Screens\GameScreen\ResearchPane\Human\Previews\Engineer_Detection.png)

[ENGINEER_T2_SUPER_FIXER]
type = GameTech
GfxModel = false
UI = (BuildIcon = gui/Screens/GameScreen/ResearchPane/Human/super_fixer.dds)
UI = (AvatarImage = )
UI = (PreviewImage = gui\Screens\GameScreen\ResearchPane\Human\Previews\Engineer_FixerUpper.png)

[ENGINEER_T2_SHIELD]
type = GameTech
GfxModel = false
UI = (BuildIcon = gui/Screens/GameScreen/ResearchPane/Human/personal_shield_default.dds)
UI = (AvatarImage = gui/Screens/GameScreen/ResearchPane/Human/personal_shield_default.dds)
UI = (PreviewImage = gui\Screens\GameScreen\ResearchPane\Human\Previews\Engineer_ShiledGenerator.png)

[ENGINEER_T3_SABOTEUR]
type = GameTech
GfxModel = false
UI = (BuildIcon = gui/Screens/GameScreen/ResearchPane/Human/saboteur_default.dds)
UI = (AvatarImage = )
UI = (PreviewImage = gui\Screens\GameScreen\ResearchPane\Human\Previews\Engineer_Saboteur.png)

[SABOTAGE] ; tech to be applied by Engineer
Type = GameTech
GfxModel = false
TechFx = FX_SABOTAGED
UI = (BuildIcon = gui/Screens/GameScreen/ResearchPane/Human/saboteur_default.dds)
UI = (AvatarImage = gui/Screens/GameScreen/ResearchPane/Human/saboteur_default.dds)
UI = (PreviewImage = gui\Screens\GameScreen\ResearchPane\Human\Previews\Engineer_Saboteur.png)

[ENGINEER_T3_MARK]
type = GameTech
GfxModel = false
UI = (BuildIcon = gui/Screens/GameScreen/ResearchPane/Human/markof_themechani_default.dds)
UI = (AvatarImage = )
UI = (PreviewImage = gui\Screens\GameScreen\ResearchPane\Human\Previews\Engineer_MarkofMechanus.png)

[MARK_MECHANIC]
type = GameTech
GfxModel = false
TechFx = FX_AURA_ARMOR
UI = (BuildIcon = gui/Screens/GameScreen/ResearchPane/Human/markof_themechani_default.dds)
UI = (AvatarImage = gui/Screens/GameScreen/ResearchPane/Human/markof_themechani_default.dds)
UI = (PreviewImage = gui\Screens\GameScreen\ResearchPane\Human\Previews\Engineer_MarkofMechanus.png)

[SM_T1_DAMAGE]
type = GameTech
GfxModel = false
UI = (BuildIcon = gui/Screens/GameScreen/ResearchPane/Human/damage_increase_tier1_default.dds)
UI = (AvatarImage = gui/Screens/GameScreen/ResearchPane/Human/damage_increase_tier1_default.dds)
UI = (PreviewImage = gui\Screens\GameScreen\ResearchPane\Human\Previews\Merc_Zytechmuzzle.png)

[SM_T1_DEFENSE]
type = GameTech
GfxModel = false
TechFx = FX_TRUE_GRIT
UI = (BuildIcon = gui/Screens/GameScreen/ResearchPane/Human/true_grit_merc.dds)
UI = (AvatarImage = )
UI = (PreviewImage = gui\Screens\GameScreen\ResearchPane\Human\Previews\Merc_TrueGrit.png)

[SM_T2_RAMBO]
type = GameTech
GfxModel = false
UI = (BuildIcon = gui/Screens/GameScreen/ResearchPane/Human/rambo.dds)
UI = (AvatarImage = )
UI = (PreviewImage = gui\Screens\GameScreen\ResearchPane\Human\Previews\Merc_BattleFervor.png)

[SM_T2_HEALTH]
type = GameTech
GfxModel = false
TechFx = FX_MERC_ADRENALINE
UI = (BuildIcon = gui/Screens/GameScreen/ResearchPane/Human/insta_health.dds)
UI = (AvatarImage = )
UI = (PreviewImage = gui\Screens\GameScreen\ResearchPane\Human\Previews\Merc_Adrenaline.png)

[SM_T3_HEALTH]
type = GameTech
GfxModel = false
UI = (BuildIcon = gui/Screens/GameScreen/ResearchPane/Human/health_increase_tier3_default.dds)
UI = (AvatarImage = gui/Screens/GameScreen/ResearchPane/Human/health_increase_tier3_default.dds)
UI = (PreviewImage = gui\Screens\GameScreen\ResearchPane\Human\Previews\Merc_EnduranceTraining.png)

[SM_T3_DAMAGE]
type = GameTech
GfxModel = false
UI = (BuildIcon = gui/Screens/GameScreen/ResearchPane/Human/damage_increase_tier3_default.dds)
UI = (AvatarImage = gui/Screens/GameScreen/ResearchPane/Human/damage_increase_tier3_default.dds)
UI = (PreviewImage = gui\Screens\GameScreen\ResearchPane\Human\Previews\Merc_54guagebullets.png)

[MR_T1_CORROSIVE_JR]
type = GameTech
GfxModel = false
UI = (BuildIcon = gui/Screens/GameScreen/ResearchPane/Human/corrosive_mix.dds)
UI = (AvatarImage = )
UI = (PreviewImage = gui\Screens\GameScreen\ResearchPane\Human\Previews\Madrat_CriplingCompound.png)

[MR_CORROSIVE_JR]
type = GameTech
GfxModel = false
UI = (BuildIcon = gui/Screens/GameScreen/ResearchPane/Human/corrosive_mix.dds)
UI = (AvatarImage = gui/Screens/GameScreen/ResearchPane/Human/corrosive_mix.dds)
UI = (PreviewImage = gui/Screens/GameScreen/ResearchPane/PreviewDefault.dds)

[MR_T1_TOXICITY_AURA]
type = GameTech
GfxModel = false
TechFx = FX_MADRAT_TOXICITY_AURA
UI = (BuildIcon = gui/Screens/GameScreen/ResearchPane/Human/toxicity_default.dds)
UI = (AvatarImage = )
UI = (PreviewImage = gui\Screens\GameScreen\ResearchPane\Human\Previews\Madrat_ToxicLeak.png)

[MR_TOXICITY_DMG]
type = GameTech
GfxModel = false
UI = (BuildIcon = gui/Screens/GameScreen/ResearchPane/Human/toxicity_default.dds)
UI = (AvatarImage = gui/Screens/GameScreen/ResearchPane/Human/toxicity_default.dds)
UI = (PreviewImage = gui\Screens\GameScreen\ResearchPane\Human\Previews\Madrat_ToxicLeak.png)

[MR_T2_VOLATILE_MIX]
type = GameTech
GfxModel = false
TechFx = FX_MADRAT_VOLATILE_MIX
UI = (BuildIcon = gui/Screens/GameScreen/ResearchPane/Human/volatile_mix_default.dds)
UI = (AvatarImage = )
UI = (PreviewImage = gui\Screens\GameScreen\ResearchPane\Human\Previews\Madrat_VolatileMix.png)

[MR_TOXICITY]
type = GameTech
GfxModel = false
UI = (BuildIcon = gui/Screens/GameScreen/ResearchPane/Human/toxicity_default.dds)
UI = (AvatarImage = gui/Screens/GameScreen/ResearchPane/Human/toxicity_default.dds)
UI = (PreviewImage = gui/Screens/GameScreen/ResearchPane/PreviewDefault.dds)

[MR_T2_RATE_OF_FIRE]
type = GameTech
GfxModel = false
UI = (BuildIcon = gui/Screens/GameScreen/ResearchPane/Human/new_hydraulic_pump.dds)
UI = (AvatarImage = gui/Screens/GameScreen/ResearchPane/Human/new_hydraulic_pump.dds)
UI = (PreviewImage = gui\Screens\GameScreen\ResearchPane\Human\Previews\Madrat_rateoffire.png)

[MR_T3_MELT]
type = GameTech
GfxModel = false
UI = (BuildIcon = gui/Screens/GameScreen/ResearchPane/Human/armor_melter.dds)
UI = (AvatarImage = gui/Screens/GameScreen/ResearchPane/Human/armor_melter.dds)
UI = (PreviewImage = gui\Screens\GameScreen\ResearchPane\Human\Previews\Madrat_ArmorMelter.png)

[MR_T3_HEALTH]
type = GameTech
GfxModel = false
UI = (BuildIcon = gui/Screens/GameScreen/ResearchPane/Human/health_increase_tier3_default.dds)
UI = (AvatarImage = gui/Screens/GameScreen/ResearchPane/Human/health_increase_tier3_default.dds)
UI = (PreviewImage = gui\Screens\GameScreen\ResearchPane\Human\Previews\Madrat_Health.png)

[MR_T3_SPLASH]
type = GameTech
GfxModel = false
UI = (BuildIcon = gui/Screens/GameScreen/ResearchPane/Human/aquatic_destabilizer.dds)
UI = (AvatarImage = gui/Screens/GameScreen/ResearchPane/Human/aquatic_destabilizer.dds)
UI = (PreviewImage = gui\Screens\GameScreen\ResearchPane\Human\Previews\Madrat_aquaticdestabilizer.png)

[OPERATIVE_T1_ACID_GRENADE]
type = GameTech
GfxModel = false
UI = (BuildIcon = gui/Screens/GameScreen/ResearchPane/Human/chemical_grenade.dds)
UI = (AvatarImage = )
UI = (PreviewImage = gui\Screens\GameScreen\ResearchPane\Human\Previews\Operative_ChemicalGrenade.png)


[GRENADE_CORROSIVE]
Type = GameTech
GfxModel = false
UI = (BuildIcon = gui/error.dds)
UI = (AvatarImage = gui/Screens/GameScreen/ResearchPane/Human/chemical_grenade.dds)
UI = (PreviewImage = gui\Screens\GameScreen\ResearchPane\Human\Previews\Operative_ChemicalGrenade.png)

[OPERATIVE_T1_SLOW_GRENADE]
type = GameTech
GfxModel = false
UI = (BuildIcon = gui/Screens/GameScreen/ResearchPane/Human/stun_grenade.dds)
UI = (AvatarImage = )
UI = (PreviewImage = gui\Screens\GameScreen\ResearchPane\Human\Previews\Operative_StunGrenade.png)

[GRENADE_SLOW]
Type = GameTech
GfxModel = false
UI = (BuildIcon = gui/error.dds)
UI = (AvatarImage = gui/Screens/GameScreen/ResearchPane/Human/stun_grenade.dds)
UI = (PreviewImage = gui\Screens\GameScreen\ResearchPane\Human\Previews\Operative_StunGrenade.png)
TechFx = FX_AURA_SLOWED

[OPERATIVE_T1_SPRINT]
type = GameTech
GfxModel = false
TechFx = FX_OPERATIVE_SPRINT
UI = (BuildIcon = gui/Screens/GameScreen/ResearchPane/Human/sprint_t1.dds)
UI = (AvatarImage = )
UI = (PreviewImage = gui\Screens\GameScreen\ResearchPane\Human\Previews\Operative_Sprint.png)

[OPERATIVE_T2_NANO_SUIT]
type = GameTech
GfxModel = false
UI = (BuildIcon = gui/Screens/GameScreen/ResearchPane/Human/nano_suit.dds)
UI = (AvatarImage = gui/Screens/GameScreen/ResearchPane/Human/nano_suit.dds)
UI = (PreviewImage = gui\Screens\GameScreen\ResearchPane\Human\Previews\Operative_NanoSuit.png)

[OPERATIVE_T2_CLOAK]
type = GameTech
GfxModel = false
UI = (BuildIcon = gui/Screens/GameScreen/ResearchPane/Human/cloak_default.dds)
UI = (AvatarImage = )
UI = (PreviewImage = gui\Screens\GameScreen\ResearchPane\Human\Previews\Operative_Cloak.png)

[OPERATIVE_T2_RECON_ORB]
type = GameTech
GfxModel = false
UI = (BuildIcon = gui/Screens/GameScreen/ResearchPane/Human/recon_orb.dds)
UI = (AvatarImage = )
UI = (PreviewImage = gui\Screens\GameScreen\ResearchPane\Human\Previews\Operative_ReconOrb.png)

[OPERATIVE_T3_CONVERT_PLASMA]
type = GameTech
GfxModel = false
UI = (BuildIcon = gui/Screens/GameScreen/ResearchPane/Human/convert_to_plasmadamage_default.dds)
UI = (AvatarImage = )
UI = (PreviewImage = gui\Screens\GameScreen\ResearchPane\Human\Previews\Operative_Ionpulseemitter.png)

[OPERATIVE_T3_GRENADE_DAMAGE]
type = GameTech
GfxModel = false
UI = (BuildIcon = gui\Screens\GameScreen\ResearchPane\Human\crystalline_shrapnel.dds)
UI = (AvatarImage = gui\Screens\GameScreen\ResearchPane\Human\crystalline_shrapnel.dds)
UI = (PreviewImage = gui\Screens\GameScreen\ResearchPane\Human\Previews\Operative_GrenadeDmg.png)

[OPERATIVE_T3_ROF]
type = GameTech
GfxModel = false
UI = (BuildIcon = gui/Screens/GameScreen/ResearchPane/Human/rateof_firedecrease_tier3_default.dds)
UI = (AvatarImage = gui/Screens/GameScreen/ResearchPane/Human/rateof_firedecrease_tier3_default.dds)
UI = (PreviewImage = gui\Screens\GameScreen\ResearchPane\Human\Previews\Operative_12cRecoil.png)

[MEDIC_T1_HEALTH]
type = GameTech
GfxModel = false
UI = (BuildIcon = gui/Screens/GameScreen/ResearchPane/Human/health_increase_tier1_default.dds)
UI = (AvatarImage = gui/Screens/GameScreen/ResearchPane/Human/health_increase_tier1_default.dds)
UI = (PreviewImage = gui\Screens\GameScreen\ResearchPane\Human\Previews\Medic_Health.png)

[MEDIC_T1_MOVEMENT]
type = GameTech
GfxModel = false
UI = (BuildIcon = gui/Screens/GameScreen/ResearchPane/Human/sprint_t1.dds)
UI = (AvatarImage = gui/Screens/GameScreen/ResearchPane/Human/sprint_t1.dds)
UI = (PreviewImage = gui\Screens\GameScreen\ResearchPane\Human\Previews\Medic_movement.png)

[MEDIC_T2_MED_KIT]
type = GameTech
GfxModel = false
UI = (BuildIcon = gui/Screens/GameScreen/ResearchPane/Human/structural_repair.dds)
UI = (AvatarImage = )
UI = (PreviewImage = gui\Screens\GameScreen\ResearchPane\Human\Previews\Medic_Repair.png)

[MEDIC_ATTACKEE_HEAL]
type = GameTech
GfxModel = false
UI = (BuildIcon = gui/Screens/GameScreen/ResearchPane/Human/structural_repair.dds)
UI = (AvatarImage = gui/Screens/GameScreen/ResearchPane/Human/structural_repair.dds)
UI = (PreviewImage = )

[MEDIC_NANOBOTS_1]
type = GameTech
GfxModel = false
TechFx = FX_AURA_HEAL
UI = (BuildIcon = gui/Screens/GameScreen/ResearchPane/Human/basic_nanobots.dds)
UI = (AvatarImage = gui/Screens/GameScreen/ResearchPane/Human/basic_nanobots.dds)
UI = (PreviewImage = gui/Screens/GameScreen/ResearchPane/PreviewDefault.dds)

[MEDIC_T2_IMPROVED_NANOBOT]
type = GameTech
GfxModel = false
UI = (BuildIcon = gui/Screens/GameScreen/ResearchPane/Human/improved_nanobots_ranged.dds)
UI = (AvatarImage = gui/Screens/GameScreen/ResearchPane/Human/improved_nanobots_ranged.dds)
UI = (PreviewImage = gui\Screens\GameScreen\ResearchPane\Human\Previews\Medic_Hivemind.png)

[MEDIC_T2_HEALER]
type = GameTech
GfxModel = false
TechFx = FX_AURA_HEAL
UI = (BuildIcon = gui/Screens/GameScreen/ResearchPane/Human/insane_nanobots_default.dds)
UI = (AvatarImage = )
UI = (PreviewImage = gui\Screens\GameScreen\ResearchPane\Human\Previews\Medic_energizednanobots.png)

[MEDIC_HEALER_BOTS]
type = GameTech
GfxModel = false
UI = (BuildIcon = gui/Screens/GameScreen/ResearchPane/Human/insane_nanobots_default.dds)
UI = (AvatarImage = gui/Screens/GameScreen/ResearchPane/Human/insane_nanobots_default.dds)
UI = (PreviewImage = gui\Screens\GameScreen\ResearchPane\Human\Previews\Medic_energizednanobots.png)

[MEDIC_T3_HEALTH]
type = GameTech
GfxModel = false
UI = (BuildIcon = gui/Screens/GameScreen/ResearchPane/Human/health_increase_tier3_default.dds)
UI = (AvatarImage = gui/Screens/GameScreen/ResearchPane/Human/health_increase_tier3_default.dds)
UI = (PreviewImage = gui\Screens\GameScreen\ResearchPane\Human\Previews\Medic_t3health.png)

[MEDIC_T3_UBER_CHARGE]
type = GameTech
GfxModel = false
UI = (BuildIcon = gui/Screens/GameScreen/ResearchPane/Human/charge_default.dds)
UI = (AvatarImage = )
UI = (PreviewImage = gui\Screens\GameScreen\ResearchPane\Human\Previews\Medic_ubercharge.png)

[MEDIC_UBER_WEAPON]
type = GameTech
GfxModel = false
UI = (BuildIcon = charge_default.dds)
UI = (AvatarImage = charge_default.dds)
UI = (AvatarImage = charge_default.dds)

[MEDIC_T3_SWARM]
type = GameTech
GfxModel = false
UI = (BuildIcon = gui/Screens/GameScreen/ResearchPane/Human/swarm.dds)
UI = (AvatarImage = )
UI = (PreviewImage = gui\Screens\GameScreen\ResearchPane\Human\Previews\Medic_Swarm.png)

[MEDIC_SWARM]
type = GameTech
GfxModel = false
UI = (BuildIcon = gui/Screens/GameScreen/ResearchPane/Human/swarm.dds)
UI = (AvatarImage = gui/Screens/GameScreen/ResearchPane/Human/swarm.dds)
UI = (PreviewImage = gui\Screens\GameScreen\ResearchPane\Human\Previews\Medic_Swarm.png)

[TM_T1_JET_PACK]
type = GameTech
GfxModel = false
TechFx = FX_JETPACK
AttachTo = Jetpack_Exhaust01
AttachTo = Jetpack_Exhaust02
UI = (BuildIcon = gui/Screens/GameScreen/ResearchPane/Human/jetpack_default.dds)
UI = (AvatarImage = )
UI = (PreviewImage = gui/Screens/GameScreen/ResearchPane/PreviewDefault.dds)

[TM_T1_PLASMA_RIFLE]
type = GameTech
GfxModel = false
UI = (BuildIcon = gui/Screens/GameScreen/ResearchPane/Human/convert_to_plasmadamage_default.dds)
UI = (AvatarImage = )
UI = (PreviewImage = gui\Screens\GameScreen\ResearchPane\Human\Previews\Titan_PlasmaShotgun.png)

[TM_T1_COMMAND_AURA]
type = GameTech
GfxModel = false
UI = (BuildIcon = gui/Screens/GameScreen/ResearchPane/Human/command_default.dds)
UI = (AvatarImage = )
UI = (PreviewImage = gui\Screens\GameScreen\ResearchPane\Human\Previews\Titan_commandaura.png)

[TM_COMMAND]
type = GameTech
GfxModel = false
TechFx = FX_AURA_COMMAND
UI = (BuildIcon = gui/Screens/GameScreen/ResearchPane/Human/command_default.dds)
UI = (AvatarImage = gui/Screens/GameScreen/ResearchPane/Human/command_default.dds)
UI = (PreviewImage = gui\Screens\GameScreen\ResearchPane\Human\Previews\Titan_commandaura.png)

[TM_T2_RAIDER]
type = GameTech
GfxModel = false
UI = (BuildIcon = gui/Screens/GameScreen/ResearchPane/Human/raider_default.dds)
UI = (AvatarImage = gui/Screens/GameScreen/ResearchPane/Human/raider_default.dds)
UI = (PreviewImage = gui\Screens\GameScreen\ResearchPane\Human\Previews\Titan_Raider.png)

[TM_T2_PLASMA_BLEED]
type = GameTech
GfxModel = false
UI = (BuildIcon = gui/Screens/GameScreen/ResearchPane/Human/add_splashdamage_effect_default.dds)
UI = (AvatarImage = gui/Screens/GameScreen/ResearchPane/Human/add_splashdamage_effect_default.dds)
UI = (PreviewImage = gui\Screens\GameScreen\ResearchPane\Human\Previews\Titan_ExplosiveRounds.png)

[TM_T2_FIEND_AURA]
type = GameTech
GfxModel = false
UI = (BuildIcon = gui/Screens/GameScreen/ResearchPane/Human/fiend_default.dds)
UI = (AvatarImage = )
UI = (PreviewImage = gui\Screens\GameScreen\ResearchPane\Human\Previews\Titan_Fiend.png)

[TM_FIEND]
type = GameTech
GfxModel = false
TechFx = FX_FIEND
AttachTo = Weapon
UI = (BuildIcon = gui/Screens/GameScreen/ResearchPane/Human/fiend_default.dds)
UI = (AvatarImage = gui/Screens/GameScreen/ResearchPane/Human/fiend_default.dds)
UI = (PreviewImage = gui\Screens\GameScreen\ResearchPane\Human\Previews\Titan_Fiend.png)

[TM_T3_DRONE]
type = GameTech
GfxModel = false
UI = (BuildIcon = gui/Screens/GameScreen/ResearchPane/Human/splody_drone_default.dds)
UI = (AvatarImage = )
UI = (PreviewImage = gui\Screens\GameScreen\ResearchPane\Human\Previews\Titan_Sploodydrone.png)

; [AS] this is the tech that is invoked when the splody drone explodes
[TM_DRONE_EXPLODE_TECH]
type = GameTech
GfxModel = false
TechFx = FX_EXPLOSION_GENERIC
UI = (BuildIcon = gui/Screens/GameScreen/ResearchPane/Human/splody_drone_default.dds)
UI = (AvatarImage = )
UI = (PreviewImage = gui\Screens\GameScreen\ResearchPane\Human\Previews\Titan_Sploodydrone.png)

[TM_T3_SHIELD]
type = GameTech
GfxModel = false
UI = (BuildIcon = gui/Screens/GameScreen/ResearchPane/Human/personal_shield_default.dds)
UI = (AvatarImage = gui/Screens/GameScreen/ResearchPane/Human/personal_shield_default.dds)
UI = (PreviewImage = gui\Screens\GameScreen\ResearchPane\Human\Previews\Titan_ShieldGenerator.png)


[STAP_T1_NITRO]
type = GameTech
GfxModel = false
TechFx = FX_BLOODHOUND_NITRO
UI = (BuildIcon = gui/Screens/GameScreen/ResearchPane/Human/nitro_boost_default.dds)
UI = (AvatarImage = )
UI = (PreviewImage = gui\Screens\GameScreen\ResearchPane\Human\Previews\Stap_Nitro.png)

[STAP_T1_MINES]
type = GameTech
GfxModel = false
UI = (BuildIcon = gui/Screens/GameScreen/ResearchPane/Human/place_mine_default.dds)
UI = (AvatarImage = )
UI = (PreviewImage = gui\Screens\GameScreen\ResearchPane\Human\Previews\Stap_mine.png)

[STAP_T2_DETECTION]
type = GameTech
GfxModel = false
UI = (BuildIcon = gui/Screens/GameScreen/ResearchPane/Human/optics_default.dds)
UI = (AvatarImage = gui/Screens/GameScreen/ResearchPane/Human/optics_default.dds)
UI = (PreviewImage = gui\Screens\GameScreen\ResearchPane\Human\Previews\Stap_Detection.png)

[STAP_T2_DESTROYER]
type = GameTech
GfxModel = false
UI = (BuildIcon = gui/Screens/GameScreen/ResearchPane/Human/destroyer_default.dds)
UI = (AvatarImage = gui/Screens/GameScreen/ResearchPane/Human/destroyer_default.dds)
UI = (PreviewImage = gui\Screens\GameScreen\ResearchPane\Human\Previews\Stap_Destroyer.png)

[STAP_T2_CRIT]
type = GameTech
GfxModel = false
UI = (BuildIcon = gui/Screens/GameScreen/ResearchPane/Human/criticalstrike_chanceincrease_tier2_default.dds)
UI = (AvatarImage = gui/Screens/GameScreen/ResearchPane/Human/criticalstrike_chanceincrease_tier2_default.dds)
UI = (PreviewImage = gui\Screens\GameScreen\ResearchPane\Human\Previews\Stap_CritIncrease.png)

[STAP_T3_CRIT]
type = GameTech
GfxModel = false
UI = (BuildIcon = gui/Screens/GameScreen/ResearchPane/Human/criticalstrike_chanceincrease_tier3_default.dds)
UI = (AvatarImage = gui/Screens/GameScreen/ResearchPane/Human/criticalstrike_chanceincrease_tier3_default.dds)
UI = (PreviewImage = gui\Screens\GameScreen\ResearchPane\Human\Previews\Stap_CritIncrease.png)

[STAP_T3_RUNANDGUN]
type = GameTech
GfxModel = false
UI = (BuildIcon = gui/Screens/GameScreen/ResearchPane/Human/run_n_gun.dds)
UI = (AvatarImage = gui/Screens/GameScreen/ResearchPane/Human/run_n_gun.dds)
UI = (PreviewImage = gui\Screens\GameScreen\ResearchPane\Human\Previews\Stap_Autolock.png)

[STAP_T3_OBLITERATOR]
type = GameTech
GfxModel = false
UI = (BuildIcon = gui/Screens/GameScreen/ResearchPane/Human/obliterator_default.dds)
UI = (AvatarImage = gui/Screens/GameScreen/ResearchPane/Human/obliterator_default.dds)
UI = (PreviewImage = gui\Screens\GameScreen\ResearchPane\Human\Previews\Stap_Obliterator.png)

[CW_T1_BARRAGE]
type = GameTech
GfxModel = false
UI = (BuildIcon = gui/Screens/GameScreen/ResearchPane/Human/convert_to_explosivedamage_default.dds)
UI = (AvatarImage = gui/Screens/GameScreen/ResearchPane/Human/convert_to_explosivedamage_default.dds)
UI = (PreviewImage = gui\Screens\GameScreen\ResearchPane\Human\Previews\Spike_IncreaseSplash.png)

[CW_T1_RATE_OF_FIRE]
type = GameTech
GfxModel = false
UI = (BuildIcon = gui/Screens/GameScreen/ResearchPane/Human/rateof_firedecrease_tier1_default.dds)
UI = (AvatarImage = gui/Screens/GameScreen/ResearchPane/Human/rateof_firedecrease_tier1_default.dds)
UI = (PreviewImage = gui\Screens\GameScreen\ResearchPane\Human\Previews\Spike_ROF.png)

[CW_T2_RANGE]
type = GameTech
GfxModel = false
UI = (BuildIcon = gui/Screens/GameScreen/ResearchPane/Human/attackrange_increase_tier2_default.dds)
UI = (AvatarImage = gui/Screens/GameScreen/ResearchPane/Human/attackrange_increase_tier2_default.dds)
UI = (PreviewImage = gui\Screens\GameScreen\ResearchPane\Human\Previews\Spike_increaserange.png)

[CW_T2_HYDRAULICS]
type = GameTech
GfxModel = false
UI = (BuildIcon = gui/Screens/GameScreen/ResearchPane/Human/hydraulics_default.dds)
UI = (AvatarImage = gui/Screens/GameScreen/ResearchPane/Human/hydraulics_default.dds)
UI = (PreviewImage = gui\Screens\GameScreen\ResearchPane\Human\Previews\Spike_Hydraulics.png)

[CW_T2_SHIELD]
type = GameTech
GfxModel = false
UI = (BuildIcon = gui/Screens/GameScreen/ResearchPane/Human/personal_shield_default.dds)
UI = (AvatarImage = gui/Screens/GameScreen/ResearchPane/Human/personal_shield_default.dds)
UI = (PreviewImage = gui\Screens\GameScreen\ResearchPane\Human\Previews\Spike_Shield.png)

[CW_T3_DAMAGE]
type = GameTech
GfxModel = false
UI = (BuildIcon = gui/Screens/GameScreen/ResearchPane/Human/crystal_charge_default.dds)
UI = (AvatarImage = )
UI = (PreviewImage = gui\Screens\GameScreen\ResearchPane\Human\Previews\Spike_armorreduction.png)

[CW_REDUCE_ARMOR]
type = GameTech
GfxModel = false
UI = (BuildIcon = gui/Screens/GameScreen/ResearchPane/Human/add_splashdamage_effect_default.dds)
UI = (AvatarImage = gui/Screens/GameScreen/ResearchPane/Human/add_splashdamage_effect_default.dds)
UI = (PreviewImage = gui\Screens\GameScreen\ResearchPane\Human\Previews\Spike_armorreduction.png)

[CW_T3_MOVEMENT]
type = GameTech
GfxModel = false
UI = (BuildIcon = gui/Screens/GameScreen/ResearchPane/Human/movementspeed_increase_tier3_default.dds)
UI = (AvatarImage = gui/Screens/GameScreen/ResearchPane/Human/movementspeed_increase_tier3_default.dds)
UI = (PreviewImage = gui\Screens\GameScreen\ResearchPane\Human\Previews\Spike_MoveSpeed.png)

[MW_T1_ARMOR]
type = GameTech
GfxModel = false
UI = (BuildIcon = gui/Screens/GameScreen/ResearchPane/Human/armour_increase_tier1_default.dds)
UI = (AvatarImage = gui/Screens/GameScreen/ResearchPane/Human/armour_increase_tier1_default.dds)
UI = (PreviewImage = gui\Screens\GameScreen\ResearchPane\Human\Previews\Mechwalker_armor.png)

[MW_T1_DAMAGE]
type = GameTech
GfxModel = false
UI = (BuildIcon = gui/Screens/GameScreen/ResearchPane/Human/damage_increase_tier1_default.dds)
UI = (AvatarImage = gui/Screens/GameScreen/ResearchPane/Human/damage_increase_tier1_default.dds)
UI = (PreviewImage = gui\Screens\GameScreen\ResearchPane\Human\Previews\Mechwalker_armor.png)

[MW_T1_HEALTH]
type = GameTech
GfxModel = false
UI = (BuildIcon = gui/Screens/GameScreen/ResearchPane/Human/health_increase_tier1_default.dds)
UI = (AvatarImage = gui/Screens/GameScreen/ResearchPane/Human/health_increase_tier1_default.dds)
UI = (PreviewImage = gui\Screens\GameScreen\ResearchPane\Human\Previews\Mechwalker_armor.png)

[MW_T2_WEAPON_SWITCH_PLASMA]
type = GameTech
GfxModel = false
UI = (BuildIcon = gui/Screens/GameScreen/ResearchPane/Human/convert_to_plasmadamage_default.dds)
UI = (AvatarImage = )
UI = (PreviewImage = gui\Screens\GameScreen\ResearchPane\Human\Previews\Mechwalker_Plasma.png)

[MW_T2_FLAMETHROWER]
type = GameTech
GfxModel = false
UI = (BuildIcon = gui/Screens/GameScreen/ResearchPane/Human/flamethrower.dds)
UI = (AvatarImage = )
UI = (PreviewImage = gui\Screens\GameScreen\ResearchPane\Human\Previews\Mechwalker_flamethrower.png)

[CORROSIVE_BURN]
type = GameTech
GfxModel = false
TechFx = FX_ONFIRE
UI = (BuildIcon = gui/Screens/GameScreen/ResearchPane/Human/flamethrower.dds)
UI = (AvatarImage = gui/Screens/GameScreen/ResearchPane/Human/flamethrower.dds)
UI = (PreviewImage = gui\Screens\GameScreen\ResearchPane\Human\Previews\Mechwalker_flamethrower.png)

[MW_T2_SPLASH]
type = GameTech
GfxModel = false
UI = (BuildIcon = gui/Screens/GameScreen/ResearchPane/Human/add_splashdamage_effect_default.dds)
UI = (AvatarImage = gui/Screens/GameScreen/ResearchPane/Human/add_splashdamage_effect_default.dds)
UI = (PreviewImage = gui\Screens\GameScreen\ResearchPane\Human\Previews\Mechwalker_j17warheads.png)

[MW_T3_ACID_BOMB]
type = GameTech
GfxModel = false
UI = (BuildIcon = gui/Screens/GameScreen/ResearchPane/Human/acid_bomb_default.dds)
UI = (AvatarImage = )
UI = (PreviewImage = gui\Screens\GameScreen\ResearchPane\Human\Previews\Mechwalker_acidbomb.png)

[MW_ACID_DAMAGE]
type = GameTech
GfxModel = false
UI = (BuildIcon = acid_bomb_default.dds)
UI = (AvatarImage = gui/Screens/GameScreen/ResearchPane/Human/acid_bomb_default.dds)
UI = (PreviewImage = gui\Screens\GameScreen\ResearchPane\Human\Previews\Mechwalker_acidbomb.png)

[MW_T3_ARTILLERY_SHOT]
type = GameTech
GfxModel = false
UI = (BuildIcon = gui/Screens/GameScreen/ResearchPane/Human/artillery_shot_default.dds)
UI = (AvatarImage = )
UI = (PreviewImage = gui\Screens\GameScreen\ResearchPane\Human\Previews\Mechwalker_artilleryshot.png)

[MW_T3_SHIELD]
type = GameTech
GfxModel = false
UI = (BuildIcon = gui/Screens/GameScreen/ResearchPane/Human/personal_shield_default.dds)
UI = (AvatarImage = gui/Screens/GameScreen/ResearchPane/Human/personal_shield_default.dds)
UI = (PreviewImage = gui\Screens\GameScreen\ResearchPane\Human\Previews\Mechwalker_Shield.png)


[AG_T1_DAMAGE]
type = GameTech
GfxModel = false
UI = (BuildIcon = gui/Screens/GameScreen/ResearchPane/Human/damage_increase_tier1_default.dds)
UI = (AvatarImage = gui/Screens/GameScreen/ResearchPane/Human/damage_increase_tier1_default.dds)
UI = (PreviewImage = gui\Screens\GameScreen\ResearchPane\Human\Previews\Seeker_Improved.png)

[AG_T1_PERFECT_CHASSIS]
type = GameTech
GfxModel = false
UI = (BuildIcon = gui/Screens/GameScreen/ResearchPane/Human/perfect_chassis_default.dds)
UI = (AvatarImage = gui/Screens/GameScreen/ResearchPane/Human/perfect_chassis_default.dds)
UI = (PreviewImage = gui\Screens\GameScreen\ResearchPane\Human\Previews\Seeker_Improved.png)

[AG_T2_NITRO]
type = GameTech
GfxModel = false
TechFx = FX_SEEKER_NITRO
UI = (BuildIcon = gui/Screens/GameScreen/ResearchPane/Human/nitro_boost_default.dds)
UI = (AvatarImage = )
UI = (PreviewImage = gui\Screens\GameScreen\ResearchPane\Human\Previews\Seeker_NitroBoost.png)

[AG_T2_DESTROYER]
type = GameTech
GfxModel = false
UI = (BuildIcon = gui/Screens/GameScreen/ResearchPane/Human/destroyer_default.dds)
UI = (AvatarImage = gui/Screens/GameScreen/ResearchPane/Human/destroyer_default.dds)
UI = (PreviewImage = gui\Screens\GameScreen\ResearchPane\Human\Previews\Seeker_Improved.png)

[AG_T2_TASER]
type = GameTech
GfxModel = false
UI = (BuildIcon = gui/Screens/GameScreen/ResearchPane/Human/taser_shot.dds)
UI = (AvatarImage = )
UI = (PreviewImage = gui\Screens\GameScreen\ResearchPane\Human\Previews\Seeker_ElectrifiedBeams.png)

[TASER_SLOW]
Type = GameTech
GfxModel = false
UI = (BuildIcon = gui/Screens/GameScreen/ResearchPane/Human/taser_shot.dds)
UI = (AvatarImage = gui/Screens/GameScreen/ResearchPane/Human/taser_shot.dds)
UI = (PreviewImage = gui\Screens\GameScreen\ResearchPane\Human\Previews\Seeker_ElectrifiedBeams.png)
TechFx = FX_AURA_SLOWED

[AG_T3_HEALTH]
type = GameTech
GfxModel = false
UI = (BuildIcon = gui/Screens/GameScreen/ResearchPane/Human/health_increase_tier3_default.dds)
UI = (AvatarImage = gui/Screens/GameScreen/ResearchPane/Human/health_increase_tier3_default.dds)
UI = (PreviewImage = gui\Screens\GameScreen\ResearchPane\Human\Previews\Seeker_Improved.png)

[AG_T3_MISSILE]
type = GameTech
GfxModel = false
UI = (BuildIcon = gui/Screens/GameScreen/ResearchPane/Human/missile_default.dds)
UI = (AvatarImage = )
UI = (PreviewImage = gui\Screens\GameScreen\ResearchPane\Human\Previews\Seeker_TacticleMissile.png)



[CARRIER_T1_ONBOARD_DOCTOR]
type = GameTech
GfxModel = false
UI = (BuildIcon = gui/Screens/GameScreen/ResearchPane/Human/onboard_doctor_default.dds)
UI = (AvatarImage = gui/Screens/GameScreen/ResearchPane/Human/onboard_doctor_default.dds)
UI = (PreviewImage = gui\Screens\GameScreen\ResearchPane\Human\Previews\Carrier_OnboardDoc.png)

[CARRIER_T1_BOMBER]
type = GameTech
GfxModel = false
UI = (BuildIcon = gui/Screens/GameScreen/ResearchPane/Human/bomber_default.dds)
UI = (AvatarImage = )
UI = (PreviewImage = gui\Screens\GameScreen\ResearchPane\Human\Previews\Carrier_Bomber.png)

[CARRIER_T2_CLOAK]
type = GameTech
GfxModel = false
UI = (BuildIcon = gui/Screens/GameScreen/ResearchPane/Human/cloak_carrier_default.dds)
UI = (AvatarImage = )
UI = (PreviewImage = gui\Screens\GameScreen\ResearchPane\Human\Previews\Carrier_ChameleonChasis.png)

[CARRIER_T2_DETECTION]
type = GameTech
GfxModel = false
UI = (BuildIcon = gui/Screens/GameScreen/ResearchPane/Human/optics_default.dds)
UI = (AvatarImage = gui/Screens/GameScreen/ResearchPane/Human/optics_default.dds)
UI = (PreviewImage = gui\Screens\GameScreen\ResearchPane\Human\Previews\Carrier_Detection.png)

[CARRIER_T2_STASIS]
type = GameTech
GfxModel = false
UI = (BuildIcon = gui/Screens/GameScreen/ResearchPane/Human/stasis_field_generator.dds)
UI = (AvatarImage = )
UI = (PreviewImage = gui\Screens\GameScreen\ResearchPane\Human\Previews\Carrier_statisfieldgenerator.png)

[STASIS_FIELD_SLOW]
type = GameTech
GfxModel = false
UI = (BuildIcon = )
UI = (AvatarImage = gui\Screens\GameScreen\ResearchPane\Human\Previews\Carrier_statisfieldgenerator.png)

[CARRIER_T3_CABIN_SPACE]
type = GameTech
GfxModel = false
UI = (BuildIcon = gui/Screens/GameScreen/ResearchPane/Human/cabin_space_default.dds)
UI = (AvatarImage = gui/Screens/GameScreen/ResearchPane/Human/cabin_space_default.dds)
UI = (PreviewImage = gui\Screens\GameScreen\ResearchPane\Human\Previews\Carrier_Cabinspace.png)

[CARRIER_T3_ARMOR]
type = GameTech
GfxModel = false
UI = (BuildIcon = gui/Screens/GameScreen/ResearchPane/Human/armour_increase_tier3_default.dds)
UI = (AvatarImage = )
UI = (PreviewImage = gui\Screens\GameScreen\ResearchPane\Human\Previews\Carrier_Heavyarmor.png)


[MG_T1_MISSILE]
type = GameTech
GfxModel = false
UI = (BuildIcon = gui/Screens/GameScreen/ResearchPane/Human/add_missile3_default.dds)
UI = (AvatarImage = gui/Screens/GameScreen/ResearchPane/Human/add_missile3_default.dds)
UI = (PreviewImage = gui\Screens\GameScreen\ResearchPane\Human\Previews\MGS_Addmissile.png)

[MG_T1_DAMAGE]
type = GameTech
GfxModel = false
UI = (BuildIcon = gui/Screens/GameScreen/ResearchPane/Human/damage_increase_tier1_default.dds)
UI = (AvatarImage = gui/Screens/GameScreen/ResearchPane/Human/damage_increase_tier1_default.dds)
UI = (PreviewImage = gui\Screens\GameScreen\ResearchPane\Human\Previews\MGS_Splash.png)

[MG_T2_RATE_OF_FIRE]
type = GameTech
GfxModel = false
UI = (BuildIcon = gui/Screens/GameScreen/ResearchPane/Human/rateof_firedecrease_tier2_default.dds)
UI = (AvatarImage = gui/Screens/GameScreen/ResearchPane/Human/rateof_firedecrease_tier2_default.dds)
UI = (PreviewImage = gui\Screens\GameScreen\ResearchPane\Human\Previews\MGS_Addmissile.png)

[MG_T2_RAZOR]
type = GameTech
GfxModel = false
UI = (BuildIcon = gui/Screens/GameScreen/ResearchPane/Human/razor.dds)
UI = (AvatarImage = gui/Screens/GameScreen/ResearchPane/Human/razor.dds)
UI = (PreviewImage = gui\Screens\GameScreen\ResearchPane\Human\Previews\MGS_razor.png)

[MG_T3_WHIRLWIND]
type = GameTech
GfxModel = false
UI = (BuildIcon = gui/Screens/GameScreen/ResearchPane/Human/whirlwind_default.dds)
UI = (AvatarImage = )
UI = (PreviewImage = gui\Screens\GameScreen\ResearchPane\Human\Previews\MGS_Addmissile.png)

[MG_T3_SPLASH]
type = GameTech
GfxModel = false
UI = (BuildIcon = gui/Screens/GameScreen/ResearchPane/Human/add_splashdamage_effect_default.dds)
UI = (AvatarImage = gui/Screens/GameScreen/ResearchPane/Human/add_splashdamage_effect_default.dds)
UI = (PreviewImage = gui\Screens\GameScreen\ResearchPane\Human\Previews\MGS_Splash.png)

[GT_T1_RANGE]
type = GameTech
GfxModel = false
UI = (BuildIcon = gui/Screens/GameScreen/ResearchPane/Human/attackrange_increase_tier1_default.dds)
UI = (AvatarImage = gui/Screens/GameScreen/ResearchPane/Human/attackrange_increase_tier1_default.dds)
UI = (PreviewImage = gui\Screens\GameScreen\ResearchPane\Human\Previews\GroundTurret_Range.png)

[GT_T1_SPLASH]
type = GameTech
GfxModel = false
UI = (BuildIcon = gui/Screens/GameScreen/ResearchPane/Human/add_splashdamage_effect_default.dds)
UI = (AvatarImage = gui/Screens/GameScreen/ResearchPane/Human/add_splashdamage_effect_default.dds)
UI = (PreviewImage = gui\Screens\GameScreen\ResearchPane\Human\Previews\GroundTurret_Splash.png)

[GT_T2_ROF]
type = GameTech
GfxModel = false
UI = (BuildIcon = gui/Screens/GameScreen/ResearchPane/Human/rateof_firedecrease_tier2_default.dds)
UI = (AvatarImage = gui/Screens/GameScreen/ResearchPane/Human/rateof_firedecrease_tier2_default.dds)
UI = (PreviewImage = gui\Screens\GameScreen\ResearchPane\Human\Previews\GroundTurret_ROF.png)

[GT_T2_ARMOR]
type = GameTech
GfxModel = false
UI = (BuildIcon = gui/Screens/GameScreen/ResearchPane/Human/armour_increase_tier3_default.dds)
UI = (AvatarImage = )
UI = (PreviewImage = gui\Screens\GameScreen\ResearchPane\Human\Previews\GroundTurret_Armor.png)

[GT_T3_HEALTH]
type = GameTech
GfxModel = false
UI = (BuildIcon = gui/Screens/GameScreen/ResearchPane/Human/health_increase_tier2_default.dds)
UI = (AvatarImage = gui/Screens/GameScreen/ResearchPane/Human/health_increase_tier2_default.dds)
UI = (PreviewImage = gui\Screens\GameScreen\ResearchPane\Human\Previews\GroundTurret_Armor.png)

[GT_T3_CRYSTAL_CHARGE]
type = GameTech
GfxModel = false
UI = (BuildIcon = gui/Screens/GameScreen/ResearchPane/Human/crystal_charge_default.dds)
UI = (AvatarImage = gui/Screens/GameScreen/ResearchPane/Human/crystal_charge_default.dds)
UI = (PreviewImage = gui\Screens\GameScreen\ResearchPane\Human\Previews\GroundTurret_Slow.png)


[AT_T1_DAMAGE]
type = GameTech
GfxModel = false
UI = (BuildIcon = gui/Screens/GameScreen/ResearchPane/Human/damage_increase_tier1_default.dds)
UI = (AvatarImage = gui/Screens/GameScreen/ResearchPane/Human/damage_increase_tier1_default.dds)
UI = (PreviewImage = gui\Screens\GameScreen\ResearchPane\Human\Previews\AirTurret_Damage.png)

[AT_T1_ARMOR]
type = GameTech
GfxModel = false
UI = (BuildIcon = gui/Screens/GameScreen/ResearchPane/Human/armour_increase_tier1_default.dds)
UI = (AvatarImage = gui/Screens/GameScreen/ResearchPane/Human/armour_increase_tier1_default.dds)
UI = (PreviewImage = gui\Screens\GameScreen\ResearchPane\Human\Previews\AirTurret_Armor.png)

[AT_T2_SPLASH]
type = GameTech
GfxModel = false
UI = (BuildIcon = gui/Screens/GameScreen/ResearchPane/Human/add_splashdamage_effect_default.dds)
UI = (AvatarImage = gui/Screens/GameScreen/ResearchPane/Human/add_splashdamage_effect_default.dds)
UI = (PreviewImage = gui\Screens\GameScreen\ResearchPane\Human\Previews\AirTurret_Splash.png)

[AT_T2_BURST]
type = GameTech
GfxModel = false
UI = (BuildIcon = gui/Screens/GameScreen/ResearchPane/Human/double_fire.dds)
UI = (AvatarImage = gui/Screens/GameScreen/ResearchPane/Human/double_fire.dds)
UI = (PreviewImage = gui\Screens\GameScreen\ResearchPane\Human\Previews\AirTurret_Extrashot.png)

[AT_T3_RANGE]
type = GameTech
GfxModel = false
UI = (BuildIcon = gui/Screens/GameScreen/ResearchPane/Human/attackrange_increase_tier3_default.dds)
UI = (AvatarImage = gui/Screens/GameScreen/ResearchPane/Human/attackrange_increase_tier3_default.dds)
UI = (PreviewImage = gui\Screens\GameScreen\ResearchPane\Human\Previews\AirTurret_LOS.png)

[AT_T3_DAMAGE]
type = GameTech
GfxModel = false
UI = (BuildIcon = gui/Screens/GameScreen/ResearchPane/Human/damage_increase_tier3_default.dds)
UI = (AvatarImage = gui/Screens/GameScreen/ResearchPane/Human/damage_increase_tier3_default.dds)
UI = (PreviewImage = gui\Screens\GameScreen\ResearchPane\Human\Previews\AirTurret_Damage.png)

[RT_DETECT]
type = GameTech
GfxModel = false
UI = (BuildIcon = gui/Screens/GameScreen/ResearchPane/Human/optics_default.dds)
UI = (AvatarImage = gui/Screens/GameScreen/ResearchPane/Human/optics_default.dds)
UI = (PreviewImage = gui/Screens/GameScreen/ResearchPane/PreviewDefault.dds)

[RT_T1_DEBUFF]
type = GameTech
GfxModel = false
UI = (BuildIcon = gui/Screens/GameScreen/ResearchPane/Human/damage_increase_tier3_default.dds)
UI = (AvatarImage = )
UI = (PreviewImage = gui\Screens\GameScreen\ResearchPane\Human\Previews\RadarTurret_ArmorRed.png)

[RT_DEBUFF]
type = GameTech
GfxModel = false
UI = (BuildIcon = )
UI = (AvatarImage = gui/Screens/GameScreen/ResearchPane/Human/damage_increase_tier3_default.dds)
UI = (PreviewImage = gui\Screens\GameScreen\ResearchPane\Human\Previews\RadarTurret_ArmorRed.png)

[RT_T2_SCAN]
type = GameTech
GfxModel = false
UI = (BuildIcon = gui/Screens/GameScreen/ResearchPane/Human/recon_orb.dds)
UI = (AvatarImage = )
UI = (PreviewImage = gui\Screens\GameScreen\ResearchPane\Human\Previews\RadarTurret_ReconOrb.png)

[RT_T3_HEALTH]
type = GameTech
GfxModel = false
UI = (BuildIcon = gui/Screens/GameScreen/ResearchPane/Human/health_increase_tier3_default.dds)
UI = (AvatarImage = gui/Screens/GameScreen/ResearchPane/Human/health_increase_tier3_default.dds)
UI = (PreviewImage = gui\Screens\GameScreen\ResearchPane\Human\Previews\RadarTurret_ArmorHealth.png)

[RT_T3_ARMOR]
type = GameTech
GfxModel = false
UI = (BuildIcon = gui/Screens/GameScreen/ResearchPane/Human/health_increase_tier3_default.dds)
UI = (AvatarImage = gui/Screens/GameScreen/ResearchPane/Human/health_increase_tier3_default.dds)
UI = (PreviewImage = gui\Screens\GameScreen\ResearchPane\Human\Previews\RadarTurret_ArmorHealth.png)



[TURRET_DAMAGE]
type = GameTech
GfxModel = false
UI = (BuildIcon = gui/Screens/GameScreen/ResearchPane/Human/damage_increase_tier3_default.dds)
UI = (AvatarImage = gui/Screens/GameScreen/ResearchPane/Human/damage_increase_tier3_default.dds)
UI = (PreviewImage = gui/Screens/GameScreen/ResearchPane/PreviewDefault.dds)

[TURRET_RATE_OF_FIRE]
type = GameTech
GfxModel = false
UI = (BuildIcon = gui/Screens/GameScreen/ResearchPane/Human/rateof_firedecrease_tier3_default.dds)
UI = (AvatarImage = gui/Screens/GameScreen/ResearchPane/Human/rateof_firedecrease_tier3_default.dds)
UI = (PreviewImage = gui/Screens/GameScreen/ResearchPane/PreviewDefault.dds)

[TURRET_HEALTH]
type = GameTech
GfxModel = false
UI = (BuildIcon = gui/Screens/GameScreen/ResearchPane/Human/health_increase_tier3_default.dds)
UI = (AvatarImage = gui/Screens/GameScreen/ResearchPane/Human/health_increase_tier3_default.dds)
UI = (PreviewImage = gui/Screens/GameScreen/ResearchPane/PreviewDefault.dds)

[TURRET_ARMOR]
type = GameTech
GfxModel = false
UI = (BuildIcon = gui/Screens/GameScreen/ResearchPane/Human/armour_increase_tier3_default.dds)
UI = (AvatarImage = gui/Screens/GameScreen/ResearchPane/Human/armour_increase_tier3_default.dds)
UI = (PreviewImage = gui/Screens/GameScreen/ResearchPane/PreviewDefault.dds)

[TURRET_RANGE]
type = GameTech
GfxModel = false
UI = (BuildIcon = gui/Screens/GameScreen/ResearchPane/Human/attackrange_increase_tier3_default.dds)
UI = (AvatarImage = gui/Screens/GameScreen/ResearchPane/Human/attackrange_increase_tier3_default.dds)
UI = (PreviewImage = gui/Screens/GameScreen/ResearchPane/PreviewDefault.dds)

[TURRET_DETECT_STEALTH]
type = GameTech
GfxModel = false
UI = (BuildIcon = gui/Screens/GameScreen/ResearchPane/Human/optics.dds)
UI = (AvatarImage = gui/Screens/GameScreen/ResearchPane/Human/optics.dds)
UI = (PreviewImage = gui/Screens/GameScreen/ResearchPane/PreviewDefault.dds)

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; HERO GAME TECHS
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

[PRE_STEFIN_MEDBOT]
type = GameTech
GfxModel = false
UI = (BuildIcon = gui/Screens/GameScreen/ResearchPane/Human/stefin_healdrone.dds)
UI = (AvatarImage = )
UI = (PreviewImage = gui/Screens/GameScreen/ResearchPane/PreviewDefault.dds)

[STEFIN_T1_ATTACKBOT]
type = GameTech
GfxModel = false
UI = (BuildIcon = gui/Screens/GameScreen/ResearchPane/Human/stefin_attackdrone.dds)
UI = (AvatarImage = )
UI = (PreviewImage = gui/Screens/GameScreen/ResearchPane/PreviewDefault.dds)

[STEFIN_T1_SHIELD]
Type = GameTech
GfxModel = false
UI = (BuildIcon = gui/Screens/GameScreen/ResearchPane/Machine/spider_shieldburst.dds)
UI = (AvatarImage = )
UI = (PreviewImage = gui\Screens\GameScreen\ResearchPane\Machine\Previews\siren_provideshield.png)
UI = (AppliesToImage = gui/Screens/GameScreen/ResearchPane/Machine\AppliesToImage/spider.png)

[STEFIN_APPLY_SHIELD]
Type = GameTech
GfxModel = false
UI = (BuildIcon = gui/Screens/GameScreen/ResearchPane/Machine/spider_shieldburst.dds)
UI = (AvatarImage = spider_shieldburst.dds)
UI = (PreviewImage = gui\Screens\GameScreen\ResearchPane\Machine\Previews\siren_provideshield.png)
UI = (AppliesToImage = gui/Screens/GameScreen/ResearchPane/Machine\AppliesToImage/spider.png)

[STEFIN_T2_HEADSHOT]
type = GameTech
GfxModel = false
TechFx = FX_TRUE_GRIT
UI = (BuildIcon = gui/Screens/GameScreen/ResearchPane/Human/stefin_frenzy.dds)
UI = (AvatarImage = )
UI = (PreviewImage = gui/Screens/GameScreen/ResearchPane/PreviewDefault.dds)

[STEFIN_T2_GRENADE]
Type = GameTech
GfxModel = false
UI = (BuildIcon = gui/Screens/GameScreen/ResearchPane/Machine/spider_shieldburst.dds)
UI = (AvatarImage = )
UI = (PreviewImage = gui\Screens\GameScreen\ResearchPane\Machine\Previews\siren_provideshield.png)
UI = (AppliesToImage = gui/Screens/GameScreen/ResearchPane/Machine\AppliesToImage/spider.png)

[STEFIN_GRENADE_SLUDGE]
Type = GameTech
GfxModel = false
UI = (BuildIcon = gui/Screens/GameScreen/ResearchPane/Machine/spider_shieldburst.dds)
UI = (AvatarImage = spider_shieldburst.dds)
UI = (PreviewImage = gui\Screens\GameScreen\ResearchPane\Machine\Previews\siren_provideshield.png)
UI = (AppliesToImage = gui/Screens/GameScreen/ResearchPane/Machine\AppliesToImage/spider.png)

[AERYN_BUCKSHOT]
type = GameTech
GfxModel = false
UI = (BuildIcon = gui/Screens/GameScreen/ResearchPane/Human/aeryn_buckshot.dds)
UI = (AvatarImage = )
UI = (PreviewImage = gui/Screens/GameScreen/ResearchPane/PreviewDefault.dds)

[AERYN_T1_LIFTMORALE]
type = GameTech
GfxModel = false
UI = (BuildIcon = gui/Screens/GameScreen/ResearchPane/Human/aeryn_liftmorale.dds)
UI = (AvatarImage = )
UI = (PreviewImage = gui/Screens/GameScreen/ResearchPane/PreviewDefault.dds)

[LIFT_MORALE]
type = GameTech
GfxModel = false
TechFx = FX_TRUE_GRIT
UI = (BuildIcon = )
UI = (AvatarImage = gui/Screens/GameScreen/ResearchPane/Human/aeryn_liftmorale.dds)
UI = (PreviewImage = )

[AERYN_T1_HEAL_GROUND]
type = GameTech
GfxModel = false
UI = (BuildIcon = gui/Screens/GameScreen/ResearchPane/Human/health_increase_tier1_default.dds)
UI = (AvatarImage = )
UI = (PreviewImage = gui/Screens/GameScreen/ResearchPane/PreviewDefault.dds)

[AERYN_HEAL_TECH]
type = GameTech
GfxModel = false
UI = (BuildIcon = )
UI = (AvatarImage = gui/Screens/GameScreen/ResearchPane/Human/health_increase_tier1_default.dds)
UI = (PreviewImage = )

[AERYN_T2_CLOAK]
type = GameTech
GfxModel = false
UI = (BuildIcon = gui/Screens/GameScreen/ResearchPane/Human/aeryn_stealth.dds)
UI = (AvatarImage = )
UI = (PreviewImage = gui/Screens/GameScreen/ResearchPane/PreviewDefault.dds)

[AERYN_T2_SOLIDARITY]
type = GameTech
GfxModel = false
UI = (BuildIcon = gui/Screens/GameScreen/ResearchPane/Human/command_default.dds)
UI = (AvatarImage = )
UI = (PreviewImage = gui/Screens/GameScreen/ResearchPane/PreviewDefault.dds)

[AERYN_ARMOR_AURA]
type = GameTech
GfxModel = false
UI = (BuildIcon = )
UI = (AvatarImage = gui/Screens/GameScreen/ResearchPane/Human/command_default.dds)
UI = (PreviewImage = )

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; MACHINE GAME TECHS
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

[TEMPLE_SILENCE_ABILITY]
type = GameTech
GfxModel = false
UI = (BuildIcon = gui/Screens/GameScreen/ResearchPane/Machine/Call_of_the_mute.dds)
UI = (AvatarImage = )

[MUTE_ENEMY]
type = GameTech
GfxModel = false
TechFx = FX_SPIDER_APPLY_SHIELD
UI = (BuildIcon = gui/Screens/GameScreen/ResearchPane/Machine/Call_of_the_mute.dds)
UI = (AvatarImage = Call_of_the_mute.dds)

[TEMPLE_TECH_SILENCE]
type = GameTech
GfxModel = false
UI = (BuildIcon = gui/Screens/GameScreen/ResearchPane/Machine/Call_of_the_mute.dds)
UI = (AvatarImage = Call_of_the_mute.dds)

[TEMPLE_TECH_SILENCE2]
type = GameTech
GfxModel = false
UI = (BuildIcon = gui/Screens/GameScreen/ResearchPane/Machine/Call_of_the_mute.dds)
UI = (AvatarImage = Call_of_the_mute.dds)

[TEMPLE_STRIFE_ABILITY]
type = GameTech
GfxModel = false
UI = (BuildIcon = gui/Screens/GameScreen/ResearchPane/Machine/spine_shield_spine.dds)
UI = (AvatarImage = )

[TEMPLE_TECH_STRIFE]
type = GameTech
GfxModel = false
UI = (BuildIcon = gui/Screens/GameScreen/ResearchPane/Machine/spine_shield_spine.dds)
UI = (AvatarImage = spine_shield_spine.dds)

[TEMPLE_TECH_STRIFE2]
type = GameTech
GfxModel = false
UI = (BuildIcon = gui/Screens/GameScreen/ResearchPane/Machine/spine_shield_spine.dds)
UI = (AvatarImage = spine_shield_spine.dds)

[TEMPLE_ARMOR_AURA]
type = GameTech
GfxModel = false
TechFx = FX_SPIDER_APPLY_SHIELD
UI = (BuildIcon = gui/Screens/GameScreen/ResearchPane/Machine/spine_shield_spine.dds)
UI = (AvatarImage = spine_shield_spine.dds)

[PT_ARMOR]
type = GameTech
GfxModel = false
UI = (BuildIcon = gui/Screens/GameScreen/ResearchPane/Machine/personal_shield_default.dds)
UI = (AvatarImage = personal_shield_default.dds)

[TEMPLE_HEAL_AURA]
type = GameTech
GfxModel = false
TechFx = FX_SPIDER_APPLY_SHIELD
UI = (BuildIcon = gui/Screens/GameScreen/ResearchPane/Machine/spine_shield_spine.dds)
UI = (AvatarImage = spine_shield_spine.dds)

[PT_HEAL]
type = GameTech
GfxModel = false
UI = (BuildIcon = gui/Screens/GameScreen/ResearchPane/Machine/personal_shield_default.dds)
UI = (AvatarImage = personal_shield_default.dds)

[TEMPLE_BUILDING_HEAL_AURA]
type = GameTech
GfxModel = false
TechFx = FX_SPIDER_APPLY_SHIELD
UI = (BuildIcon = gui/Screens/GameScreen/ResearchPane/Machine/spine_shield_spine.dds)
UI = (AvatarImage = spine_shield_spine.dds)

[PT_BUILDING_HEAL]
type = GameTech
GfxModel = false
UI = (BuildIcon = gui/Screens/GameScreen/ResearchPane/Machine/personal_shield_default.dds)
UI = (AvatarImage = personal_shield_default.dds)

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; PRE-EXISTING ABILITIES
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

[EVISCERATE]
Type = GameTech
GfxModel = false
UI = (BuildIcon = silence_morpher_eviscerate.dds)
UI = (AvatarImage = )

[SPINE_DEVOUR] ; Spine
Type = GameTech
GfxModel = false
UI = (BuildIcon = gui/Screens/GameScreen/ResearchPane/Machine/spine_devour.dds)
UI = (AvatarImage = )
UI = (PreviewImage = gui/Screens/GameScreen/ResearchPane/PreviewDefault.dds)
UI = (AppliesToImage = gui/Screens/GameScreen/ResearchPane/PreviewDefault.dds)

[PUDGE_CORROSIVE]
Type = GameTech
GfxModel = false
UI = (BuildIcon = )
UI = (AvatarImage = strife_morpher_splash.dds)

[SPIDER_AMMO_DISPENSER]
Type = GameTech
GfxModel = false
UI = (BuildIcon = )
UI = (AvatarImage = gui/Screens/GameScreen/ResearchPane/Machine/spider_ammodispenser.dds)

[SPIDER_REMOTEVIEW]
type = GameTech
GfxModel = false
UI = (BuildIcon = gui/Screens/GameScreen/ResearchPane/Machine/spider_ammodispenser.dds)
UI = (AvatarImage = )

[SPIDER_DETECTION]
type = GameTech
GfxModel = false
TechFx = FX_SPINE_DETECTION_BURST
UI = (BuildIcon = gui/Screens/GameScreen/ResearchPane/Machine/creeper_detect_stealth.dds)
UI = (AvatarImage = gui/Screens/GameScreen/ResearchPane/Machine/creeper_detect_stealth.dds)

[SPIDER_ARMOR_AURA]
type = GameTech
GfxModel = false
UI = (BuildIcon = )
UI = (AvatarImage = spider_armoraura.dds)

[SPIDER_APPLY_SHIELD]
type = GameTech
GfxModel = false
TechFx = FX_SPIDER_APPLY_SHIELD
UI = (BuildIcon = gui/Screens/GameScreen/ResearchPane/Machine/spine_shield_spine.dds)
UI = (AvatarImage = )

[SPIDER_SHIELD]
type = GameTech
GfxModel = false
UI = (BuildIcon = gui/Screens/GameScreen/ResearchPane/Machine/spider_shield.dds)
UI = (AvatarImage = gui/Screens/GameScreen/ResearchPane/Machine/spider_shield.dds)

[STRIFE_MORPHER_SURGE]
type = GameTech
GfxModel = false
UI = (BuildIcon = )
UI = (AvatarImage = gui/Screens/GameScreen/ResearchPane/Machine/strifemorpher_surge.dds)

[PRESERVATION_MORPHER_ANTI_AIR]
type = GameTech
GfxModel = false
TechFx = FX_BRING_THEM_DOWN
UI = (BuildIcon = gui/Screens/GameScreen/ResearchPane/Machine/preservation_morpher_bringthemdown.dds)
UI = (AvatarImage = )

[PRESERVATION_MORPHER_CORROSION]
type = GameTech
GfxModel = false
UI = (BuildIcon = )
UI = (AvatarImage = gui/Screens/GameScreen/ResearchPane/Machine/turrets_range.dds)

[CREEPER_DETECTION]
type = GameTech
GfxModel = false
UI = (BuildIcon = gui/Screens/GameScreen/ResearchPane/Machine/creeper_detect_stealth.dds)
UI = (AvatarImage = gui/Screens/GameScreen/ResearchPane/Machine/creeper_detect_stealth.dds)


;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; ALTAR OF KNOWLEDGE
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

[MORPHER_LEVEL_UP] ; Morpher
Type = GameTech
GfxModel = false
UI = (BuildIcon = gui\Screens\GameScreen\OrderButtons\Machine\Altar of Knowlege\morpher_levelup.dds)
UI = (AvatarImage = )
UI = (PreviewImage = gui/Screens/GameScreen/ResearchPane/PreviewDefault.dds)
UI = (AppliesToImage = gui/Screens/GameScreen/ResearchPane/PreviewDefault.dds)

[EXHAUST_LEVEL_UP] ; Exhaust
Type = GameTech
GfxModel = false
UI = (BuildIcon = gui\Screens\GameScreen\OrderButtons\Machine\Altar of Knowlege\exhaust_levelup.dds)
UI = (AvatarImage = )
UI = (PreviewImage = gui/Screens/GameScreen/ResearchPane/PreviewDefault.dds)
UI = (AppliesToImage = gui/Screens/GameScreen/ResearchPane/PreviewDefault.dds)

[SPINE_LEVEL_UP] ; Spine
Type = GameTech
GfxModel = false
UI = (BuildIcon = gui\Screens\GameScreen\OrderButtons\Machine\Altar of Knowlege\Spine_levelup.dds)
UI = (AvatarImage = )
UI = (PreviewImage = gui/Screens/GameScreen/ResearchPane/PreviewDefault.dds)
UI = (AppliesToImage = gui/Screens/GameScreen/ResearchPane/PreviewDefault.dds)

[PUDGE_LEVEL_UP] ; Pudge
Type = GameTech
GfxModel = false
UI = (BuildIcon = gui\Screens\GameScreen\OrderButtons\Machine\Altar of Knowlege\pudge_levelup.dds)
UI = (AvatarImage = )
UI = (PreviewImage = gui/Screens/GameScreen/ResearchPane/PreviewDefault.dds)
UI = (AppliesToImage = gui/Screens/GameScreen/ResearchPane/PreviewDefault.dds)

[SPIDER_LEVEL_UP] ; Spider
Type = GameTech
GfxModel = false
UI = (BuildIcon = gui\Screens\GameScreen\OrderButtons\Machine\Altar of Knowlege\spider_levelup.dds)
UI = (AvatarImage = )
UI = (PreviewImage = gui/Screens/GameScreen/ResearchPane/PreviewDefault.dds)
UI = (AppliesToImage = gui/Screens/GameScreen/ResearchPane/PreviewDefault.dds)

[SILENCE_MORPHER_LEVEL_UP] ; Silence Morpher
Type = GameTech
GfxModel = false
UI = (BuildIcon = gui\Screens\GameScreen\OrderButtons\Machine\Altar of Knowlege\listener_levelup.dds)
UI = (AvatarImage = )
UI = (PreviewImage = gui/Screens/GameScreen/ResearchPane/PreviewDefault.dds)
UI = (AppliesToImage = gui/Screens/GameScreen/ResearchPane/PreviewDefault.dds)

[STRIFE_MORPHER_LEVEL_UP] ; Strife Morpher
Type = GameTech
GfxModel = false
UI = (BuildIcon = gui\Screens\GameScreen\OrderButtons\Machine\Altar of Knowlege\striker_levelup.dds)
UI = (AvatarImage = )
UI = (PreviewImage = gui/Screens/GameScreen/ResearchPane/PreviewDefault.dds)
UI = (AppliesToImage = gui/Screens/GameScreen/ResearchPane/PreviewDefault.dds)

[PRESERVATION_MORPHER_LEVEL_UP] ; Preservation Morpher
Type = GameTech
GfxModel = false
UI = (BuildIcon = gui\Screens\GameScreen\OrderButtons\Machine\Altar of Knowlege\guardian_levelup.dds)
UI = (AvatarImage = )
UI = (PreviewImage = gui/Screens/GameScreen/ResearchPane/PreviewDefault.dds)
UI = (AppliesToImage = gui/Screens/GameScreen/ResearchPane/PreviewDefault.dds)

[CREEPER_LEVEL_UP] ; Creeper
Type = GameTech
GfxModel = false
UI = (BuildIcon = gui\Screens\GameScreen\OrderButtons\Machine\Altar of Knowlege\zalir_levelup.dds)
UI = (AvatarImage = )
UI = (PreviewImage = gui/Screens/GameScreen/ResearchPane/PreviewDefault.dds)
UI = (AppliesToImage = gui/Screens/GameScreen/ResearchPane/PreviewDefault.dds)

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; TEMPLE OF SILENCE
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

[SILENCE_T1_BUILD_TIME] ; Morpher
Type = GameTech
GfxModel = false
UI = (BuildIcon = gui/Screens/GameScreen/ResearchPane/Machine/morpher_reducebuildtime.dds)
UI = (AvatarImage = morpher_reducebuildtime.dds)
UI = (PreviewImage = gui\Screens\GameScreen\ResearchPane\Machine\Previews\morpher_gusto.png)
UI = (AppliesToImage = gui/Screens/GameScreen/ResearchPane\Machine\AppliesToImage/morpher.png)

[SILENCE_T1_NITRO_BOOST] ; Exhaust
Type = GameTech
GfxModel = false
TechFx = FX_NITRO_BOOST
UI = (BuildIcon = gui/Screens/GameScreen/ResearchPane/Machine/exhaust_nitro.dds)
UI = (AvatarImage = )
UI = (PreviewImage = gui\Screens\GameScreen\ResearchPane\Machine\Previews\exhaust_shrillhaste.png)
UI = (AppliesToImage = gui/Screens/GameScreen/ResearchPane/Machine\AppliesToImage/exaust.png)

[SILENCE_T1_BLEED] ; Exhaust
Type = GameTech
GfxModel = false
UI = (BuildIcon = gui/Screens/GameScreen/ResearchPane/Machine/exhaust_bleed.png)
UI = (AvatarImage = )
UI = (PreviewImage = gui\Screens\GameScreen\ResearchPane\Machine\Previews\exhaust_bleed.png)
UI = (AppliesToImage = gui/Screens/GameScreen/ResearchPane/Machine\AppliesToImage/exaust.png)

[EXHAUST_BLEED] ; Exhaust
Type = GameTech
GfxModel = false
UI = (BuildIcon = )
UI = (AvatarImage = gui/Screens/GameScreen/ResearchPane/Machine/exhaust_bleed.png)
UI = (PreviewImage = gui\Screens\GameScreen\ResearchPane\Machine\Previews\exhaust_bleed.png)
UI = (AppliesToImage = gui/Screens/GameScreen/ResearchPane/Machine\AppliesToImage/exaust.png)

[SILENCE_T1_DETECTION_BURST] ; Spine
Type = GameTech
GfxModel = false
TechFx = FX_SPINE_DETECTION_BURST
UI = (BuildIcon = gui/Screens/GameScreen/ResearchPane/Machine/creeper_detect_stealth.dds)
UI = (AvatarImage = )
UI = (PreviewImage = gui\Screens\GameScreen\ResearchPane\Machine\Previews\harvester_detection.png)
UI = (AppliesToImage = gui/Screens/GameScreen/ResearchPane/Machine\AppliesToImage/spine.png)

[SILENCE_T1_SLOW_PULSE] ; All turrets
Type = GameTech
GfxModel = false
TechFx = FX_TURRET_DETECTION
UI = (BuildIcon = gui/Screens/GameScreen/ResearchPane/Machine/creeper_detect_stealth.dds)
UI = (AvatarImage = )
UI = (PreviewImage = gui\Screens\GameScreen\ResearchPane\Machine\Previews\allturrets_detection.png)
UI = (AppliesToImage = gui/Screens/GameScreen/ResearchPane/Machine\AppliesToImage/Kobaloi_turret.png)

[KOBALOI_TRAP]
Type = GameTech
GfxModel = false
TechFx = FX_TURRET_DETECTION
UI = (BuildIcon = )
UI = (AvatarImage = gui/Screens/GameScreen/ResearchPane/Machine/creeper_detect_stealth.dds)
UI = (PreviewImage = )

[SILENCE_T1_CLOAK_SIL] ; Silence Morpher
Type = GameTech
GfxModel = false
UI = (BuildIcon = gui/Screens/GameScreen/ResearchPane/Machine/silence_morpher_stealth.dds)
UI = (AvatarImage = )
UI = (PreviewImage = gui\Screens\GameScreen\ResearchPane\Machine\Previews\listener_stealth.png)
UI = (AppliesToImage = gui/Screens/GameScreen/ResearchPane/Machine\AppliesToImage/silence_morpher.png)

[SILENCE_T1_HUSTLE] ; Pudge
Type = GameTech
GfxModel = false
UI = (BuildIcon = gui/Screens/GameScreen/ResearchPane/Machine/pudge_double_fire.dds)
UI = (AvatarImage = gui/Screens/GameScreen/ResearchPane/Machine/pudge_double_fire.dds)
UI = (PreviewImage = gui\Screens\GameScreen\ResearchPane\Machine\Previews\pudge_doubleshot.png)
UI = (AppliesToImage = gui/Screens/GameScreen/ResearchPane/Machine\AppliesToImage/pudge.png)

[SILENCE_T1_POISON]
Type = GameTech
GfxModel = false
UI = (BuildIcon = gui/Screens/GameScreen/ResearchPane/Machine/kobaloi_poison.dds)
UI = (AvatarImage = kobaloi_poison.dds)
UI = (PreviewImage = gui\Screens\GameScreen\ResearchPane\Machine\Previews\exhaust_bleed.png)
UI = (AppliesToImage = gui/Screens/GameScreen/ResearchPane/PreviewDefault.dds)

[KOBALOI_POISON]
Type = GameTech
GfxModel = false
UI = (BuildIcon = gui/Screens/GameScreen/ResearchPane/Machine/kobaloi_poison.dds)
UI = (AvatarImage = kobaloi_poison.dds)
UI = (PreviewImage = gui/Screens/GameScreen/ResearchPane/PreviewDefault.dds)
UI = (AppliesToImage = gui/Screens/GameScreen/ResearchPane/PreviewDefault.dds)

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; GREATER TEMPLE OF SILENCE
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

[SILENCE_T2_SNARE] ; Spider
Type = GameTech
GfxModel = false
TechFx = FX_SPIDER_CLOAK_BURST
UI = (BuildIcon = gui/Screens/GameScreen/ResearchPane/Machine/spider_cloakburst.dds)
UI = (AvatarImage = )
UI = (PreviewImage = gui/Screens/GameScreen/ResearchPane/PreviewDefault.dds)
UI = (AppliesToImage = gui/Screens/GameScreen/ResearchPane/Machine\AppliesToImage/spider.png)

[SPIDER_SNARE] ; Spider
Type = GameTech
GfxModel = false
UI = (BuildIcon = )
UI = (AvatarImage = gui/Screens/GameScreen/ResearchPane/Machine/spider_cloakburst.dds)
UI = (PreviewImage = gui/Screens/GameScreen/ResearchPane/PreviewDefault.dds)
UI = (AppliesToImage = gui/Screens/GameScreen/ResearchPane/Machine\AppliesToImage/spider.png)

[SILENCE_T2_DAMPENING_FIELD] ; Spider
Type = GameTech
GfxModel = false
UI = (BuildIcon = gui/Screens/GameScreen/ResearchPane/Machine/dampening_field.dds)
UI = (AvatarImage = )
UI = (PreviewImage = gui\Screens\GameScreen\ResearchPane\Machine\Previews\siren_statisfield.png)
UI = (AppliesToImage = gui/Screens/GameScreen/ResearchPane/Machine\AppliesToImage/spider.png)

[DECREASE_ARMOR] ; applied by spider dampening field gun
Type = GameTech
GfxModel = false
UI = (BuildIcon = gui/Screens/GameScreen/ResearchPane/Machine/dampening_field.dds )
UI = (AvatarImage = gui/Screens/GameScreen/ResearchPane/Machine/dampening_field.dds)
UI = (PreviewImage = gui\Screens\GameScreen\ResearchPane\Machine\Previews\siren_statisfield.png)
UI = (AppliesToImage = gui/Screens/GameScreen/ResearchPane/PreviewDefault.dds)

[SILENCE_T2_PLASMA_GRENADE] ; Silence Morpher
Type = GameTech
GfxModel = false
UI = (BuildIcon = gui/Screens/GameScreen/ResearchPane/Machine/silence_morpher_plasmagrenade.dds)
UI = (AvatarImage = )
UI = (PreviewImage = gui\Screens\GameScreen\ResearchPane\Machine\Previews\listener_plasmagrenade.png)
UI = (AppliesToImage = gui/Screens/GameScreen/ResearchPane/Machine\AppliesToImage/silence_morpher.png)

[SILENCE_T2_DARKNESS] ; Silence Morpher
Type = GameTech
GfxModel = false
UI = (BuildIcon = gui/Screens/GameScreen/ResearchPane/Machine/silence_morpher_darkness.dds)
UI = (AvatarImage = )
UI = (PreviewImage = gui\Screens\GameScreen\ResearchPane\Machine\Previews\listener_darkness.png)
UI = (AppliesToImage = gui/Screens/GameScreen/ResearchPane/Machine\AppliesToImage/silence_morpher.png)

[DARKNESS_SMOKE] ; applied by spider smoke gun
Type = GameTech
GfxModel = false
UI = (BuildIcon = gui/Screens/GameScreen/ResearchPane/Machine/silence_morpher_darkness.dds)
UI = (AvatarImage = gui/Screens/GameScreen/ResearchPane/Machine/silence_morpher_darkness.dds)
UI = (PreviewImage = gui\Screens\GameScreen\ResearchPane\Machine\Previews\listener_darkness.png)
UI = (AppliesToImage = gui/Screens/GameScreen/ResearchPane/PreviewDefault.dds)

[SILENCE_T2_RAPID_SHOT] ; Pudge
Type = GameTech
GfxModel = false
UI = (BuildIcon = gui/Screens/GameScreen/ResearchPane/Machine/pudge_rabidshot.dds)
UI = (AvatarImage = pudge_rabidshot.dds)
UI = (PreviewImage = gui\Screens\GameScreen\ResearchPane\Machine\Previews\pudge_rapidshot.png)
UI = (AppliesToImage = gui/Screens/GameScreen/ResearchPane/Machine\AppliesToImage/pudge.png)

[SILENCE_T2_SENTRIES_MARK_2] ; Spine
Type = GameTech
GfxModel = false
UI = (BuildIcon = gui/Screens/GameScreen/ResearchPane/Machine/spine_healingdrones.dds)
UI = (AvatarImage = )
UI = (PreviewImage = gui\Screens\GameScreen\ResearchPane\Machine\Previews\harvester_guardiandrones.png)
UI = (AppliesToImage = gui/Screens/GameScreen/ResearchPane/Machine\AppliesToImage/spine.png)

[SILENCE_T2_CLOAK_KOBALOI] ; Kobaloi Turret
Type = GameTech
GfxModel = false
UI = (BuildIcon = gui/Screens/GameScreen/ResearchPane/Machine/kobaloi_cloak.dds)
UI = (AvatarImage = gui/Screens/GameScreen/ResearchPane/Machine/kobaloi_cloak.dds)
UI = (PreviewImage = gui/Screens/GameScreen/ResearchPane/PreviewDefault.dds)
UI = (AppliesToImage = gui/Screens/GameScreen/ResearchPane/Machine\AppliesToImage/Kobaloi_turret.png)

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; GRAND TEMPLE OF SILENCE
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

[SILENCE_T3_SPEED_AURA] ; Spider
Type = GameTech
GfxModel = false
UI = (BuildIcon = gui/Screens/GameScreen/ResearchPane/Machine/spider_speed_aura.dds)
UI = (AvatarImage = gui/Screens/GameScreen/ResearchPane/Machine/spider_speed_aura.dds)
UI = (PreviewImage = gui\Screens\GameScreen\ResearchPane\Machine\Previews\siren_odeofhastening.png)
UI = (AppliesToImage = gui/Screens/GameScreen/ResearchPane/Machine\AppliesToImage/spider.png)

[SPIDER_SPEED_AURA] ; by Spider speed aura
Type = GameTech
GfxModel = false
TechFx = FX_AURA_SPEED
UI = (BuildIcon = gui/Screens/GameScreen/ResearchPane/Machine/spider_speed_aura.dds)
UI = (AvatarImage = gui/Screens/GameScreen/ResearchPane/Machine/spider_speed_aura.dds)
UI = (PreviewImage = gui\Screens\GameScreen\ResearchPane\Machine\Previews\siren_odeofhastening.png)
UI = (AppliesToImage = gui/Screens/GameScreen/ResearchPane/PreviewDefault.dds)

[SILENCE_T3_SHREDDER] ; Silence Morpher
Type = GameTech
GfxModel = false
UI = (BuildIcon = gui/Screens/GameScreen/ResearchPane/Machine/silence_morpher_shredder.dds)
UI = (AvatarImage = gui/Screens/GameScreen/ResearchPane/Machine/silence_morpher_shredder.dds)
UI = (PreviewImage = gui\Screens\GameScreen\ResearchPane\Machine\Previews\listener_shredder.png)
UI = (AppliesToImage = gui/Screens/GameScreen/ResearchPane/Machine\AppliesToImage/silence_morpher.png)

[SILENCE_MORPHER_SHREDDER]
Type = GameTech
GfxModel = false
UI = (BuildIcon = gui/Screens/GameScreen/ResearchPane/Machine/silence_morpher_shredder.dds)
UI = (AvatarImage = gui/Screens/GameScreen/ResearchPane/Machine/silence_morpher_shredder.dds)
UI = (PreviewImage = gui\Screens\GameScreen\ResearchPane\Machine\Previews\listener_shredder.png)

[SILENCE_T3_ARC_BLAST] ; Creeper
Type = GameTech
GfxModel = false
UI = (BuildIcon = gui/Screens/GameScreen/ResearchPane/Machine/creeper_arcblast.dds)
UI = (AvatarImage = )
UI = (PreviewImage = gui\Screens\GameScreen\ResearchPane\Machine\Previews\zalir_arcblast1.png)
UI = (AppliesToImage = gui/Screens/GameScreen/ResearchPane/Machine\AppliesToImage/creeper.png)

[SILENCE_T3_CLOAK] ; Creeper
Type = GameTech
GfxModel = false
UI = (BuildIcon = gui/Screens/GameScreen/ResearchPane/Machine/creeper_stealth.dds)
UI = (AvatarImage = gui/Screens/GameScreen/ResearchPane/Machine/creeper_stealth.dds)
UI = (PreviewImage = gui\Screens\GameScreen\ResearchPane\Machine\Previews\zalir_stealth.png)
UI = (AppliesToImage = gui/Screens/GameScreen/ResearchPane/Machine\AppliesToImage/creeper.png)

[SILENCE_T3_TURRET_RANGE] ; All Turrets
Type = GameTech
GfxModel = false
UI = (BuildIcon = gui/Screens/GameScreen/ResearchPane/Machine/allturrets_attackrange.dds)
UI = (AvatarImage = gui/Screens/GameScreen/ResearchPane/Machine/allturrets_attackrange.dds)
UI = (PreviewImage = gui\Screens\GameScreen\ResearchPane\Machine\Previews\allturrets_range.png)
UI = (AppliesToImage = gui/Screens/GameScreen/ResearchPane/Machine\AppliesToImage/all_machineturrets.png)

[SILENCE_T3_PHOENIX_ROF] ; Phoenix Turret
Type = GameTech
GfxModel = false
UI = (BuildIcon = gui/Screens/GameScreen/ResearchPane/Machine/phoenix_rof.dds)
UI = (AvatarImage = gui/Screens/GameScreen/ResearchPane/Machine/phoenix_rof.dds)
UI = (PreviewImage = gui\Screens\GameScreen\ResearchPane\Machine\Previews\phoenix_rof.png)
UI = (AppliesToImage = gui/Screens/GameScreen/ResearchPane/Machine\AppliesToImage/phoenix_turret.png)

[SILENCE_T3_ROF] ; All Units
Type = GameTech
GfxModel = false
UI = (BuildIcon = gui/Screens/GameScreen/ResearchPane/Machine/allunits_rateoffire.dds)
UI = (AvatarImage = gui/Screens/GameScreen/ResearchPane/Machine/allunits_rateoffire.dds)
UI = (PreviewImage = gui\Screens\GameScreen\ResearchPane\Machine\Previews\allunit_rof.png)
UI = (AppliesToImage = gui/Screens/GameScreen/ResearchPane/Machine\AppliesToImage/all_machineUnits.png)

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; TEMPLE OF STRIFE
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

[STRIFE_T1_EXTREME_COVER] ; Morpher
Type = GameTech
GfxModel = false
UI = (BuildIcon = gui/Screens/GameScreen/ResearchPane/Machine/extreme_cover.dds)
UI = (AvatarImage = damage_exhaust.dds)
UI = (PreviewImage = gui\Screens\GameScreen\ResearchPane\Machine\Previews\morpher_extremecover.png)
UI = (AppliesToImage = gui/Screens/GameScreen/ResearchPane/Machine\AppliesToImage/morpher.png)

[STRIFE_T1_DAMAGE] ; Exhaust
Type = GameTech
GfxModel = false
UI = (BuildIcon = gui/Screens/GameScreen/ResearchPane/Machine/bonuslightdmg.dds)
UI = (AvatarImage = gui/Screens/GameScreen/ResearchPane/Machine/bonuslightdmg.dds)
UI = (PreviewImage = gui\Screens\GameScreen\ResearchPane\Machine\Previews\exhaust_triprism.png)
UI = (AppliesToImage = gui/Screens/GameScreen/ResearchPane/Machine\AppliesToImage/exaust.png)

[STRIFE_T1_ACID_POOL] ; Pudge
Type = GameTech
GfxModel = false
UI = (BuildIcon = gui/Screens/GameScreen/ResearchPane/Machine/acid_field_shot.dds)
UI = (AvatarImage = gui/Screens/GameScreen/ResearchPane/Machine/acid_field_shot.dds)
UI = (PreviewImage = gui\Screens\GameScreen\ResearchPane\Machine\Previews\pudge_descerate.png)
UI = (AppliesToImage = gui/Screens/GameScreen/ResearchPane/Machine\AppliesToImage/pudge.png)

[PUDGE_POOL]
Type = GameTech
GfxModel = false
UI = (BuildIcon = gui/Screens/GameScreen/ResearchPane/Machine/acid_field_shot.dds)
UI = (AvatarImage = gui/Screens/GameScreen/ResearchPane/Machine/acid_field_shot.dds)
UI = (PreviewImage = gui\Screens\GameScreen\ResearchPane\Machine\Previews\pudge_descerate.png)
UI = (AppliesToImage = gui/Screens/GameScreen/ResearchPane/PreviewDefault.dds)

[STRIFE_T1_INCREASE_RANGE] ; Pudge
Type = GameTech
GfxModel = false
UI = (BuildIcon = gui/Screens/GameScreen/ResearchPane/Machine/pudge_increaserange.dds)
UI = (AvatarImage = gui/Screens/GameScreen/ResearchPane/Machine/pudge_increaserange.dds)
UI = (PreviewImage = gui\Screens\GameScreen\ResearchPane\Machine\Previews\pudge_attackrange.png)
UI = (AppliesToImage = gui/Screens/GameScreen/ResearchPane/Machine\AppliesToImage/pudge.png)

[STRIFE_T1_AMMO] ; Spine
Type = GameTech
GfxModel = false
UI = (BuildIcon = gui/Screens/GameScreen/ResearchPane/Machine/spine_ammo.dds)
UI = (AvatarImage = gui/Screens/GameScreen/ResearchPane/Machine/spine_ammo.dds)
UI = (PreviewImage = gui\Screens\GameScreen\ResearchPane\Machine\Previews\harvester_supplyenergy.png)
UI = (AppliesToImage = gui/Screens/GameScreen/ResearchPane/Machine\AppliesToImage/spine.png)

[STRIFE_T1_ADD_SPLASH_EFFECT] ; Strife Morpher
Type = GameTech
GfxModel = false
UI = (BuildIcon = gui/Screens/GameScreen/ResearchPane/Machine/strife_morpher_splash.dds)
UI = (AvatarImage = )
UI = (PreviewImage = gui\Screens\GameScreen\ResearchPane\Machine\Previews\striker_splash.png)
UI = (AppliesToImage = gui/Screens/GameScreen/ResearchPane/Machine\AppliesToImage/strife_morpher.png)

[STRIFE_T1_BATTLE_READY] ; Morpher
Type = GameTech
GfxModel = false
UI = (BuildIcon = gui/Screens/GameScreen/ResearchPane/Machine/battle_morpher.dds)
UI = (AvatarImage = )
UI = (PreviewImage = gui\Screens\GameScreen\ResearchPane\Machine\Previews\morpher_battle.png)
UI = (AppliesToImage = gui/Screens/GameScreen/ResearchPane/Machine\AppliesToImage/morpher.png)

[STRIFE_T1_DHANSU] ; Hydra
Type = GameTech
GfxModel = false
UI = (BuildIcon = gui/Screens/GameScreen/ResearchPane/Machine/bonuslightdmg.dds)
UI = (AvatarImage = )
UI = (PreviewImage = gui\Screens\GameScreen\ResearchPane\Machine\Previews\hydra_increasedamage.png)
UI = (AppliesToImage = gui/Screens/GameScreen/ResearchPane/Machine\AppliesToImage/morpher.png)

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; GREATER TEMPLE OF STRIFE
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

[STRIFE_T2_OVERWHELM] ; Exhaust
Type = GameTech
GfxModel = false
TechFx = FX_OVERWHELM
UI = (BuildIcon = gui/Screens/GameScreen/ResearchPane/Machine/exhaust_armorshred.dds)
UI = (AvatarImage = )
UI = (PreviewImage = gui\Screens\GameScreen\ResearchPane\Machine\Previews\exhaust_overwhelm.png)
UI = (AppliesToImage = gui/Screens/GameScreen/ResearchPane/Machine\AppliesToImage/exaust.png)

[EXHAUST_OVERWHELM] ; by strife t2 overwhelm
Type = GameTech
GfxModel = false
UI = (BuildIcon = gui/Screens/GameScreen/ResearchPane/Machine/exhaust_armorshred.dds)
UI = (AvatarImage = gui/Screens/GameScreen/ResearchPane/Machine/exhaust_armorshred.dds)
UI = (PreviewImage = gui\Screens\GameScreen\ResearchPane\Machine\Previews\exhaust_overwhelm.png)
UI = (AppliesToImage = gui/Screens/GameScreen/ResearchPane/Machine\AppliesToImage/exaust.png)

[STRIFE_T2_DISMANTLE] ; Spider
Type = GameTech
GfxModel = false
TechFx = FX_SPIDER_DISMANTLE
UI = (BuildIcon = gui/Screens/GameScreen/ResearchPane/Machine/spider_feed_dismantle.dds)
UI = (AvatarImage = )
UI = (PreviewImage = gui\Screens\GameScreen\ResearchPane\Machine\Previews\siren_dischorantbond.png)
UI = (AppliesToImage = gui/Screens/GameScreen/ResearchPane/Machine\AppliesToImage/spider.png)

[SPIDER_DISMANTLE] ; tech received from Spider
Type = GameTech
GfxModel = false
TechFx = FX_SABOTAGED
UI = (BuildIcon = gui/Screens/GameScreen/ResearchPane/Machine/spider_feed_dismantle.dds)
UI = (AvatarImage = spider_feed_dismantle.dds)
UI = (PreviewImage = gui\Screens\GameScreen\ResearchPane\Machine\Previews\siren_dischorantbond.png)
UI = (AppliesToImage = gui/Screens/GameScreen/ResearchPane/Machine\AppliesToImage/spider.png)

[STRIFE_T2_SPIDER_DAMAGE_AURA] ; Spider
Type = GameTech
GfxModel = false
UI = (BuildIcon = gui/Screens/GameScreen/ResearchPane/Machine/spider_damage_aura.dds)
UI = (AvatarImage = )
UI = (PreviewImage = gui\Screens\GameScreen\ResearchPane\Machine\Previews\siren_damageicrease.png)
UI = (AppliesToImage = gui/Screens/GameScreen/ResearchPane/Machine\AppliesToImage/spider.png)

[SPIDER_DAMAGE] ; by strife t2 spider damage aura
Type = GameTech
GfxModel = false
UI = (BuildIcon = gui/Screens/GameScreen/ResearchPane/Machine/spider_damage_aura.dds)
UI = (AvatarImage = spider_damage_aura.dds)
UI = (PreviewImage = gui\Screens\GameScreen\ResearchPane\Machine\Previews\siren_damageicrease.png)
UI = (AppliesToImage = gui/Screens/GameScreen/ResearchPane/Machine\AppliesToImage/spider.png)

[STRIFE_T2_LEVITATE] ; Strife Morpher
Type = GameTech
GfxModel = false
TechFx = FX_STMORPHER_LEVITATE
AttachTo = Levitate01
AttachTo = Levitate02
UI = (BuildIcon = gui/Screens/GameScreen/ResearchPane/Machine/strife_morpher_levitate.dds)
UI = (AvatarImage = )
UI = (PreviewImage = gui\Screens\GameScreen\ResearchPane\Machine\Previews\striker_levitate.png)
UI = (AppliesToImage = gui/Screens/GameScreen/ResearchPane/Machine\AppliesToImage/strife_morpher.png)

[STRIFE_T2_NO_ESCAPE] ; Strife Morpher
Type = GameTech
GfxModel = false
UI = (BuildIcon = gui/Screens/GameScreen/ResearchPane/Machine/Exhaust_noescape.dds)
UI = (AvatarImage = )
UI = (PreviewImage = gui\Screens\GameScreen\ResearchPane\Machine\Previews\striker_slow.png)
UI = (AppliesToImage = gui/Screens/GameScreen/ResearchPane/Machine\AppliesToImage/strife_morpher.png)

[NO_ESCAPE] ; Strife Morpher
Type = GameTech
GfxModel = false
UI = (BuildIcon = )
UI = (AvatarImage = gui/Screens/GameScreen/ResearchPane/Machine/Exhaust_noescape.dds)
UI = (PreviewImage = )
UI = (AppliesToImage = gui/Screens/GameScreen/ResearchPane/Machine\AppliesToImage/strife_morpher.png)

[STRIFE_T2_TURRET_DAMAGE] ; All Turrets
Type = GameTech
GfxModel = false
UI = (BuildIcon = gui/Screens/GameScreen/ResearchPane/Machine/allturrets_damageincrease.dds)
UI = (AvatarImage = gui/Screens/GameScreen/ResearchPane/Machine/allturrets_damageincrease.dds)
UI = (PreviewImage = gui\Screens\GameScreen\ResearchPane\Machine\Previews\allturret_increasedamage.png)
UI = (AppliesToImage = gui/Screens/GameScreen/ResearchPane/Machine\AppliesToImage/all_machineturrets.png)

[STRIFE_T2_HYDRA_DAMAGE_AURA] ; Hydra Turret
Type = GameTech
GfxModel = false
UI = (BuildIcon = gui/Screens/GameScreen/ResearchPane/Machine/hydra_turret_damage_aura.dds)
UI = (AvatarImage = )
UI = (PreviewImage = gui\Screens\GameScreen\ResearchPane\Machine\Previews\hydra_increasedamage.png)
UI = (AppliesToImage = gui/Screens/GameScreen/ResearchPane/Machine\AppliesToImage/hydra_turret.png)

[HT_DAMAGE] ; by strife t2 hydra damage aura
Type = GameTech
GfxModel = false
UI = (BuildIcon = gui/Screens/GameScreen/ResearchPane/Machine/hydra_turret_damage_aura.dds)
UI = (AvatarImage = hydra_turret_damage_aura.dds)
UI = (PreviewImage = gui\Screens\GameScreen\ResearchPane\Machine\Previews\hydra_increasedamage.png)
UI = (AppliesToImage = gui/Screens/GameScreen/ResearchPane/Machine\AppliesToImage/hydra_turret.png)

[STRIFE_T2_DEATH_RAY] ; by strife t2 hydra damage aura
Type = GameTech
GfxModel = false
UI = (BuildIcon = gui/Screens/GameScreen/ResearchPane/Machine/spine_deathray.dds)
UI = (AvatarImage = )
UI = (PreviewImage = gui\Screens\GameScreen\ResearchPane\Machine\Previews\harvester_deatheray.png)
UI = (AppliesToImage = gui/Screens/GameScreen/ResearchPane/Machine\AppliesToImage/spine.png)

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; GRAND TEMPLE OF STRIFE
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

[STRIFE_T3_DARK_BINDING] ; Spider
Type = GameTech
GfxModel = false
UI = (BuildIcon = gui/Screens/GameScreen/ResearchPane/Machine/spider_darkbinding.dds)
UI = (AvatarImage = )
UI = (PreviewImage = gui\Screens\GameScreen\ResearchPane\Machine\Previews\siren_dischorantbond.png)
UI = (AppliesToImage = gui/Screens/GameScreen/ResearchPane/Machine\AppliesToImage/spider.png)

[SPIDER_BINDING] ; by strife t2 dark binding
Type = GameTech
GfxModel = false
TechFx = FX_DARK_BINDING
UI = (BuildIcon = gui/Screens/GameScreen/ResearchPane/Machine/spider_darkbinding.dds)
UI = (AvatarImage = spider_darkbinding.dds)
UI = (PreviewImage = gui\Screens\GameScreen\ResearchPane\Machine\Previews\siren_dischorantbond.png)
UI = (AppliesToImage = gui/Screens/GameScreen/ResearchPane/Machine\AppliesToImage/spider.png)

[STRIFE_T3_ARC_BLAST] ; Strife Morpher
Type = GameTech
GfxModel = false
UI = (BuildIcon = gui/Screens/GameScreen/ResearchPane/Machine/strife_morpher_arcblast.dds)
UI = (AvatarImage = )
UI = (PreviewImage = gui\Screens\GameScreen\ResearchPane\Machine\Previews\striker_arcblast.png)
UI = (AppliesToImage = gui/Screens/GameScreen/ResearchPane/Machine\AppliesToImage/strife_morpher.png)

[STRIFE_T3_HYPER_BEAM] ; Creeper
Type = GameTech
GfxModel = false
UI = (BuildIcon = gui/Screens/GameScreen/ResearchPane/Machine/creeper_hyper_beam.dds)
UI = (AvatarImage = )
UI = (PreviewImage = gui\Screens\GameScreen\ResearchPane\Machine\Previews\zalir_hyperbeam.png)
UI = (AppliesToImage = gui/Screens/GameScreen/ResearchPane/Machine\AppliesToImage/creeper.png)

[STRIFE_T3_LEAD_CHARGE] ; Creeper
Type = GameTech
GfxModel = false
UI = (BuildIcon = gui/Screens/GameScreen/ResearchPane/Machine/creeper_shield.dds)
UI = (AvatarImage = )
UI = (PreviewImage = gui\Screens\GameScreen\ResearchPane\Machine\Previews\zalir_shield.png)
UI = (AppliesToImage = gui/Screens/GameScreen/ResearchPane/Machine\AppliesToImage/creeper.png)

[STRIFE_T3_TURRET_DAMAGE] ; All Turrets
Type = GameTech
GfxModel = false
UI = (BuildIcon = gui/Screens/GameScreen/ResearchPane/Machine/allturrets_damageincrease.dds)
UI = (AvatarImage = allturrets_damageincrease.dds)
UI = (PreviewImage = gui\Screens\GameScreen\ResearchPane\Machine\Previews\allturret_increasedamage.png)
UI = (AppliesToImage = gui/Screens/GameScreen/ResearchPane/Machine\AppliesToImage/all_machineturrets.png)

[STRIFE_T3_FIERY_DEATH] ; Phoenix Turret
Type = GameTech
TiType = 
GfxModel = false
UI = (BuildIcon = gui/Screens/GameScreen/ResearchPane/Machine/phoenix_turret_fiery_death.dds)
UI = (AvatarImage = gui/Screens/GameScreen/ResearchPane/Machine/phoenix_turret_fiery_death.dds)
UI = (PreviewImage = gui\Screens\GameScreen\ResearchPane\Machine\Previews\phoenix_fierydeath.png)
UI = (AppliesToImage = gui/Screens/GameScreen/ResearchPane/Machine\AppliesToImage/phoenix_turret.png)

[STRIFE_T3_HEALTH] ; All Unit
Type = GameTech
TiType = 
GfxModel = false
UI = (BuildIcon = gui/Screens/GameScreen/ResearchPane/Machine/health_increase_tier3_default.dds)
UI = (AvatarImage = gui/Screens/GameScreen/ResearchPane/Machine/health_increase_tier3_default.dds)
UI = (PreviewImage = gui\Screens\GameScreen\ResearchPane\Machine\Previews\allunits_health.png)
UI = (AppliesToImage = gui/Screens/GameScreen/ResearchPane/Machine\AppliesToImage/all_machineUnits.png)

[STRIFE_T3_UNYIELDING] ; spine
Type = GameTech
TiType = 
GfxModel = false
UI = (BuildIcon = gui/Screens/GameScreen/ResearchPane/Machine/spine_unyieldingspirit.dds)
UI = (AvatarImage = )
UI = (PreviewImage = gui\Screens\GameScreen\ResearchPane\Machine\Previews\harvester_spiritofhyrnez.png)
UI = (AppliesToImage = gui/Screens/GameScreen/ResearchPane/Machine\AppliesToImage/all_machineUnits.png)

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; TEMPLE OF PRESERVATION
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

[DISASSEMBLE_TECH] ; All Turrets
Type = GameTech
GfxModel = false
UI = (BuildIcon = gui/Screens/GameScreen/ResearchPane/Machine/morpher_disassemble.dds)
UI = (AvatarImage = )
UI = (PreviewImage = gui\Screens\GameScreen\ResearchPane\Machine\Previews\allturrets_disassemble.png)
UI = (AppliesToImage = gui/Screens/GameScreen/ResearchPane/Machine\AppliesToImage/all_machineturrets.png)

[PRESERVATION_T1_POD_CAPACITY] ; Pudge
Type = GameTech
GfxModel = false
UI = (BuildIcon = gui/Screens/GameScreen/ResearchPane/Machine/pudge_pod_capacity.dds)
UI = (AvatarImage = pudge_pod_capacity.dds)
UI = (PreviewImage = gui\Screens\GameScreen\ResearchPane\Machine\Previews\pudge_dropcap.png)
UI = (AppliesToImage = gui/Screens/GameScreen/ResearchPane/Machine\AppliesToImage/pudge.png)

[PRESERVATION_T1_SHIELD_SPINE] ; Spine
Type = GameTech
GfxModel = false
UI = (BuildIcon = gui/Screens/GameScreen/ResearchPane/Machine/spine_shield_spine.dds)
UI = (AvatarImage = )
UI = (PreviewImage = gui\Screens\GameScreen\ResearchPane\Machine\Previews\harvester_shield.png)
UI = (AppliesToImage = gui/Screens/GameScreen/ResearchPane/Machine\AppliesToImage/spine.png)

[PRESERVATION_T1_HARVEST_CAPACITY] ; Spine
Type = GameTech
GfxModel = false
UI = (BuildIcon = gui/Screens/GameScreen/ResearchPane/Machine/spine_corpse_harvest.dds)
UI = (AvatarImage = )
UI = (PreviewImage = gui\Screens\GameScreen\ResearchPane\Machine\Previews\harvester_salvage.png)
UI = (AppliesToImage = gui/Screens/GameScreen/ResearchPane/Machine\AppliesToImage/spine.png)

[PRESERVATION_T1_IN_DEATH] ; Preservation Morpher
Type = GameTech
GfxModel = false
UI = (BuildIcon = gui/Screens/GameScreen/ResearchPane/Machine/preservation_morpher_preservationindeath.dds)
UI = (AvatarImage = gui/Screens/GameScreen/ResearchPane/Machine/preservation_morpher_preservationindeath.dds)
UI = (PreviewImage = gui\Screens\GameScreen\ResearchPane\Machine\Previews\guardian_preservationindeath.png)
UI = (AppliesToImage = gui/Screens/GameScreen/ResearchPane/Machine\AppliesToImage/preservation.png)

[AOE_HEAL_ON_DEATH] ; by preservation t1 in death
Type = GameTech
GfxModel = false
TechFx = FX_HEAL_ON_DEATH
UI = (BuildIcon = gui/Screens/GameScreen/ResearchPane/Machine/preservation_morpher_preservationindeath.dds)
UI = (AvatarImage = )
UI = (PreviewImage = gui\Screens\GameScreen\ResearchPane\Machine\Previews\guardian_preservationindeath.png)
UI = (AppliesToImage = gui/Screens/GameScreen/ResearchPane/Machine\AppliesToImage/preservation.png)

[PRESERVATION_T1_DETECTION] ; Hub
Type = GameTech
GfxModel = false
TechFx = FX_TURRET_DETECTION
UI = (BuildIcon = gui/Screens/GameScreen/ResearchPane/Machine/creeper_detect_stealth.dds)
UI = (AvatarImage = gui/Screens/GameScreen/ResearchPane/Machine/creeper_detect_stealth.dds)
UI = (PreviewImage = gui\Screens\GameScreen\ResearchPane\Machine\Previews\allturrets_detection.png)
UI = (AppliesToImage = gui/Screens/GameScreen/ResearchPane/Machine\AppliesToImage/all_machineturrets.png)

[PRESERVATION_T1_HEAL_AURA] ; Spine
Type = GameTech
GfxModel = false
UI = (BuildIcon = gui/Screens/GameScreen/ResearchPane/Machine/spine_heal_aura.dds)
UI = (AvatarImage = )
UI = (PreviewImage = gui\Screens\GameScreen\ResearchPane\Machine\Previews\harvester_heal.png)
UI = (AppliesToImage = gui/Screens/GameScreen/ResearchPane/Machine\AppliesToImage/spine.png)

[SPINE_HEAL_AURA] ; by strife t3 damage aura
Type = GameTech
GfxModel = false
TechFx = FX_AURA_HEAL
UI = (BuildIcon = gui/Screens/GameScreen/ResearchPane/Machine/spine_heal_aura.dds)
UI = (AvatarImage = spine_heal_aura.dds)
UI = (PreviewImage = gui\Screens\GameScreen\ResearchPane\Machine\Previews\harvester_heal.png)
UI = (AppliesToImage = gui/Screens/GameScreen/ResearchPane/PreviewDefault.dds)

[PRESERVATION_T1_BREAK]
Type = GameTech
GfxModel = false
UI = (BuildIcon = gui/Screens/GameScreen/ResearchPane/Machine/Cerebus_break.dds)
UI = (AvatarImage = Cerebus_break.dds)
UI = (PreviewImage = gui\Screens\GameScreen\ResearchPane\Machine\Previews\cerebus_slow.png)
UI = (AppliesToImage = gui/Screens/GameScreen/ResearchPane/PreviewDefault.dds)

[CERBERUS_BREAK]
Type = GameTech
GfxModel = false
UI = (BuildIcon = gui/Screens/GameScreen/ResearchPane/Machine/Cerebus_break.dds)
UI = (AvatarImage = Cerebus_break.dds)
UI = (PreviewImage = gui\Screens\GameScreen\ResearchPane\Machine\Previews\cerebus_slow.png)
UI = (AppliesToImage = gui/Screens/GameScreen/ResearchPane/PreviewDefault.dds)

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; GREATER TEMPLE OF PRESERVATION
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

[PRESERVATION_T2_REBIRTH] ; All Units
Type = GameTech
GfxModel = false
UI = (BuildIcon = gui/Screens/GameScreen/ResearchPane/Machine/rebirth.dds)
UI = (AvatarImage = rebirth.dds)
UI = (PreviewImage = gui\Screens\GameScreen\ResearchPane\Machine\Previews\preservation_rebirth.png)
UI = (AppliesToImage = gui/Screens/GameScreen/ResearchPane/Machine\AppliesToImage/all_machineUnits.png)

[PRESERVATION_T2_SYMBIOTE] ; Spider
Type = GameTech
GfxModel = false
UI = (BuildIcon = gui/Screens/GameScreen/ResearchPane/Machine/spider_symbiote.dds)
UI = (AvatarImage = )
UI = (PreviewImage = gui\Screens\GameScreen\ResearchPane\Machine\Previews\siren_symbiote.png)
UI = (AppliesToImage = gui/Screens/GameScreen/ResearchPane/Machine\AppliesToImage/spider.png)

[SPIDER_SYMBIOTE] ; by preservation t2 symbiote
Type = GameTech
GfxModel = false
TechFx = FX_SYMBIOTE
UI = (BuildIcon = gui/Screens/GameScreen/ResearchPane/Machine/spider_symbiote.dds)
UI = (AvatarImage = spider_symbiote.dds)
UI = (PreviewImage = gui\Screens\GameScreen\ResearchPane\Machine\Previews\siren_symbiote.png)
UI = (AppliesToImage = gui/Screens/GameScreen/ResearchPane/Machine\AppliesToImage/preservation.png)

[PRESERVATION_T2_PROVIDE_SHIELD] ; Spider
Type = GameTech
GfxModel = false
UI = (BuildIcon = gui/Screens/GameScreen/ResearchPane/Machine/spider_shieldburst.dds)
UI = (AvatarImage = )
UI = (PreviewImage = gui\Screens\GameScreen\ResearchPane\Machine\Previews\siren_provideshield.png)
UI = (AppliesToImage = gui/Screens/GameScreen/ResearchPane/Machine\AppliesToImage/spider.png)

[SPIDER_TEMP_SHIELD] ; by preservation t2 provide shield
Type = GameTech
GfxModel = false
UI = (BuildIcon = gui/Screens/GameScreen/ResearchPane/Machine/spider_shieldburst.dds)
UI = (AvatarImage = spider_shieldburst.dds)
UI = (PreviewImage = gui\Screens\GameScreen\ResearchPane\Machine\Previews\siren_provideshield.png)
UI = (AppliesToImage = gui/Screens/GameScreen/ResearchPane/Machine\AppliesToImage/spider.png)

[PRESERVATION_T2_SHIELD] ; Preservation Morpher
Type = GameTech
GfxModel = false
UI = (BuildIcon = gui/Screens/GameScreen/ResearchPane/Machine/preservation_morpher_shield.dds)
UI = (AvatarImage = )
UI = (PreviewImage = gui\Screens\GameScreen\ResearchPane\Machine\Previews\guardian_shield.png)
UI = (AppliesToImage = gui/Screens/GameScreen/ResearchPane/Machine\AppliesToImage/preservation.png)

[PRESERVATION_T2_AGES] ; Preservation Morpher
Type = GameTech
GfxModel = false
TechFx = FX_THROUGH_THE_AGES
UI = (BuildIcon = gui/Screens/GameScreen/ResearchPane/Machine/preservation_morpher_throughtheages.dds)
UI = (AvatarImage = )
UI = (PreviewImage = gui\Screens\GameScreen\ResearchPane\Machine\Previews\guardian_ages.png)
UI = (AppliesToImage = gui/Screens/GameScreen/ResearchPane/Machine\AppliesToImage/preservation.png)

[PRESERVATION_T2_SPEED] ; spine
Type = GameTech
GfxModel = false
UI = (BuildIcon = gui/Screens/GameScreen/ResearchPane/Machine/health_increase_tier3_default.dds)
UI = (AvatarImage = )
UI = (PreviewImage = gui\Screens\GameScreen\ResearchPane\Machine\Previews\allturrets_health.png)
UI = (AppliesToImage = gui/Screens/GameScreen/ResearchPane/Machine\AppliesToImage/spine.png)

[SPINE_CHRONOWARP]
type = GameTech
GfxModel = false
TechFx = FX_OPERATIVE_SPRINT
UI = (BuildIcon = )
UI = (AvatarImage = charge_default.dds)

[PRESERVATION_T2_IT_STINGS] ; Cerberus Turret
Type = GameTech
GfxModel = false
UI = (BuildIcon = gui/Screens/GameScreen/ResearchPane/Machine/cerebus_splash.dds)
UI = (AvatarImage = cerebus_splash.dds)
UI = (PreviewImage = gui\Screens\GameScreen\ResearchPane\Machine\Previews\cerebus_splash.png)
UI = (AppliesToImage = gui/Screens/GameScreen/ResearchPane/Machine\AppliesToImage/cerberus_turret.png)

[PRESERVATION_T2_JHAKAS] ; exhaust
Type = GameTech
GfxModel = false
UI = (BuildIcon = gui/Screens/GameScreen/ResearchPane/Machine/exhaust_jhakas.dds)
UI = (AvatarImage = )
UI = (PreviewImage = gui\Screens\GameScreen\ResearchPane\Machine\Previews\exhaust_overwhelm.png)
UI = (AppliesToImage = gui/Screens/GameScreen/ResearchPane/Machine\AppliesToImage/exaust.png)

[EXHAUST_JHAKAS] ; exhaust
Type = GameTech
GfxModel = false
TechFx = FX_JHAKAS 
UI = (BuildIcon = gui/Screens/GameScreen/ResearchPane/Machine/exhaust_jhakas.dds)
UI = (AvatarImage = exhaust_jhakas.dds)
UI = (PreviewImage = gui\Screens\GameScreen\ResearchPane\Machine\Previews\exhaust_overwhelm.png)
UI = (AppliesToImage = gui/Screens/GameScreen/ResearchPane/Machine\AppliesToImage/exaust.png)

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; GRAND TEMPLE OF PRESERVATION
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

[PRESERVATION_T3_HEAL_BURST] ; Spider
Type = GameTech
GfxModel = false
AttachTo = HealBurstPulse
UI = (BuildIcon = gui/Screens/GameScreen/ResearchPane/Machine/spider_heal_burst.dds)
UI = (AvatarImage = )
UI = (PreviewImage = gui\Screens\GameScreen\ResearchPane\Machine\Previews\siren_healburst.png)
UI = (AppliesToImage = gui/Screens/GameScreen/ResearchPane/Machine\AppliesToImage/spider.png)

[SPIDER_AOE_HEAL_BURST] ; by preservation t3 heal burst
Type = GameTech
GfxModel = false
TechFx = FX_SPIDER_HEAL_BURST
UI = (BuildIcon = gui/Screens/GameScreen/ResearchPane/Machine/spider_heal_burst.dds)
UI = (AvatarImage = gui/Screens/GameScreen/ResearchPane/Machine/spider_heal_burst.dds)
UI = (PreviewImage = gui\Screens\GameScreen\ResearchPane\Machine\Previews\siren_healburst.png)
UI = (AppliesToImage = gui/Screens/GameScreen/ResearchPane/Machine\AppliesToImage/spider.png)

[PRESERVATION_T3_GROUND_SLAM] ; Preservation Morpher
Type = GameTech
GfxModel = false
TechFx = FX_GROUNDSLAM
UI = (BuildIcon = gui/Screens/GameScreen/ResearchPane/Machine/preservation_morpher_groundslam.dds)
UI = (AvatarImage = )
UI = (PreviewImage = gui\Screens\GameScreen\ResearchPane\Machine\Previews\guardian_groundslam.png)
UI = (AppliesToImage = gui/Screens/GameScreen/ResearchPane/Machine\AppliesToImage/preservation.png)

[GROUND_SLAM] ; by preservation t3 heal burst
Type = GameTech
GfxModel = false
UI = (BuildIcon = gui/Screens/GameScreen/ResearchPane/Machine/preservation_morpher_groundslam.dds)
UI = (AvatarImage = gui/Screens/GameScreen/ResearchPane/Machine/preservation_morpher_groundslam.dds)
UI = (PreviewImage = gui\Screens\GameScreen\ResearchPane\Machine\Previews\guardian_groundslam.png)
UI = (AppliesToImage = gui/Screens/GameScreen/ResearchPane/Machine\AppliesToImage/preservation.png)

[PRESERVATION_T3_ARMOR_AURA] ; Creeper
Type = GameTech
GfxModel = false
UI = (BuildIcon = gui/Screens/GameScreen/ResearchPane/Machine/creeper_armor_aura.dds)
UI = (AvatarImage = )
UI = (PreviewImage = gui\Screens\GameScreen\ResearchPane\Machine\Previews\zalir_armoraura.png)
UI = (AppliesToImage = gui/Screens/GameScreen/ResearchPane/Machine\AppliesToImage/creeper.png)

[CREEPER_ARMOR] ; by preservation t3 armor aura
Type = GameTech
GfxModel = false
TechFx = FX_AURA_ARMOR
UI = (BuildIcon = gui/Screens/GameScreen/ResearchPane/Machine/creeper_armor_aura.dds)
UI = (AvatarImage = gui/Screens/GameScreen/ResearchPane/Machine/creeper_armor_aura.dds)
UI = (PreviewImage = gui\Screens\GameScreen\ResearchPane\Machine\Previews\zalir_armoraura.png)
UI = (AppliesToImage = gui/Screens/GameScreen/ResearchPane/Machine\AppliesToImage/preservation.png)

[PRESERVATION_T3_LAST_RITES] ; Creeper
Type = GameTech
GfxModel = false
UI = (BuildIcon = gui/Screens/GameScreen/ResearchPane/Machine/lastrites.dds)
UI = (AvatarImage = )
UI = (PreviewImage = gui\Screens\GameScreen\ResearchPane\Machine\Previews\zalir_lastrites.png)
UI = (AppliesToImage = gui/Screens/GameScreen/ResearchPane/Machine\AppliesToImage/creeper.png)

[CREEPER_RITES]
Type = GameTech
GfxModel = false
UI = (BuildIcon = gui/Screens/GameScreen/ResearchPane/Machine/lastrites.dds)
UI = (AvatarImage = strife_morpher_splash.dds)
UI = (PreviewImage = )
UI = (AppliesToImage = gui/Screens/GameScreen/ResearchPane/PreviewDefault.dds)

[PRESERVATION_T3_PHOENIX_DEBRIS] ; Phoenix Turret
Type = GameTech
GfxModel = false
UI = (BuildIcon = gui/Screens/GameScreen/ResearchPane/Machine/phoenix_debris.dds)
UI = (AvatarImage = gui/Screens/GameScreen/ResearchPane/Machine/phoenix_debris.dds)
UI = (PreviewImage = gui\Screens\GameScreen\ResearchPane\Machine\Previews\phoenix_salvage.png)
UI = (AppliesToImage = gui/Screens/GameScreen/ResearchPane/Machine\AppliesToImage/phoenix_turret.png)

[PRESERVATION_T3_REGEN] ; All Units
Type = GameTech
GfxModel = false
UI = (BuildIcon = gui/Screens/GameScreen/ResearchPane/Machine/allunits_thrismight.dds)
UI = (AvatarImage = allunits_thrismight.dds)
UI = (PreviewImage = gui\Screens\GameScreen\ResearchPane\Machine\Previews\allunits_heal.png)
UI = (AppliesToImage = gui/Screens/GameScreen/ResearchPane/Machine\AppliesToImage/all_machineUnits.png)

[PRESERVATION_T3_TURRET_HEALTH] ; All Turrets
Type = GameTech
GfxModel = false
UI = (BuildIcon = gui/Screens/GameScreen/ResearchPane/Machine/health_increase_tier3_default.dds)
UI = (AvatarImage = gui/Screens/GameScreen/ResearchPane/Machine/health_increase_tier3_default.dds)
UI = (PreviewImage = gui\Screens\GameScreen\ResearchPane\Machine\Previews\allturrets_health.png)
UI = (AppliesToImage = gui/Screens/GameScreen/ResearchPane/Machine\AppliesToImage/all_machineturrets.png)

[PRESERVATION_T3_DESECRATE] ; exhaust
Type = GameTech
GfxModel = false
UI = (BuildIcon = gui/Screens/GameScreen/ResearchPane/Machine/exhaust_thristouch.dds)
UI = (AvatarImage = gui/Screens/GameScreen/ResearchPane/Machine/exhaust_thristouch.dds)
UI = (PreviewImage = gui\Screens\GameScreen\ResearchPane\Machine\Previews\exhaust_thrismight.png)
UI = (AppliesToImage = gui/Screens/GameScreen/ResearchPane/Machine\AppliesToImage/all_machineturrets.png)

[EXHAUST_DECAY] ; exhaust
Type = GameTech
GfxModel = false
UI = (BuildIcon = gui/Screens/GameScreen/ResearchPane/Machine/exhaust_thristouch.dds)
UI = (AvatarImage = gui/Screens/GameScreen/ResearchPane/Machine/exhaust_thristouch.dds)
UI = (PreviewImage = gui\Screens\GameScreen\ResearchPane\Machine\Previews\exhaust_thrismight.png)
UI = (AppliesToImage = gui/Screens/GameScreen/ResearchPane/Machine\AppliesToImage/all_machineturrets.png)


;;;;;;;;;;;;;;;;;;;;;;;
;
; HUB
;
;;;;;;;;;;;;;;;;;;;;;;;

[INCREASE_POP_LIMIT_TECH]
type = GameTech
GfxModel = false
UI = (BuildIcon = morpher_surge.dds)
UI = (AvatarImage = )
UI = (PreviewImage = gui/Screens/GameScreen/OrderButtons/btn_repair_button_default.dds)

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;
; MISSION ASSETS
;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

; units and their weapons

[RADIN]
Model = nodes\Humans\Units\Engineer\Engineer.node
debugkey = ctrl + e
Hotkey = n
Animations = ( ANIM_ENGINEER_IDLE, ANIM_ENGINEER_IDLE_02, ANIM_ENGINEER_IDLE_03, ANIM_ENGINEER_RUN, ANIM_ENGINEER_REPAIR, ANIM_ENGINEER_REPAIR_AIR, ANIM_ENGINEER_BUILD, ANIM_ENGINEER_CAPTURE, ANIM_ENGINEER_ATTACK, ANIM_ENGINEER_DEATH, ANIM_ENGINEER_DEATH_02, ANIM_ENGINEER_IDLE_TO_ATTACK, ANIM_ENGINEER_SABOTAGE, ANIM_ENGINEER_PATROLLING, ANIM_ENGINEER_IN_COVER, ANIM_ENGINEER_ATTACK_FROM_COVER )
AnimByType = IDLE( ANIM_ENGINEER_IDLE, ANIM_ENGINEER_IDLE_02, ANIM_ENGINEER_IDLE_03 )
AnimByType = ATTACK( RADIN_PISTOL = ANIM_ENGINEER_ATTACK, RADIN_PISTOL = ANIM_ENGINEER_ATTACK_FROM_COVER )
;AnimByType = IDLE_TO_ATTACK( RADIN_PISTOL = ANIM_ENGINEER_IDLE_TO_ATTACK )
AnimByType = MOVE( ANIM_ENGINEER_RUN )
AnimByType = DEATH( ANIM_ENGINEER_DEATH, ANIM_ENGINEER_DEATH_02 )
AnimByTech = APPLYTECH( SABOTAGE = ANIM_ENGINEER_SABOTAGE )
Selection_Decal = DECAL_UNIT_SELECTION
UI = (BuildIcon = gui\Screens\GameScreen\SpecialUnits\radioguy.png)
UI = (AvatarImage = videos/Avatars/Humans/Engineer.oggtheora.ogv )
UI = (AvatarImageLarge = gui\Screens\GameScreen\ResearchPane\ResearchAvatars\eng.dds)
UI = (MinimapIcon = gui/Screens/GameScreen/Minimap/Icons/Default.dds)
UI = (ResearchTabIcon = unit_buttons_engineer_default.dds)
MoveSpeed = 5
Shield = fx\Models\unit_shield.node
Sounds = ( Selection = SAID_ENGINEER_SELECTION_VAR_1, Selection = SAID_ENGINEER_SELECTION_VAR_2, Selection = SAID_ENGINEER_SELECTION_VAR_3, MoveOrder = SAID_ENGINEER_MOVE_ORDER, MoveOrder = SAID_ENGINEER_MOVE_ORDER_VAR_1, MoveOrder = SAID_ENGINEER_MOVE_ORDER_VAR_2, AttackOrder = SAID_ENGINEER_ATTACK_ORDER, AttackOrder = SAID_ENGINEER_ATTACK_ORDER_VAR_1, AttackOrder = SAID_ENGINEER_ATTACK_ORDER_VAR_2, Creation = SAID_ENGINEER_UNIT_CREATION )
DeathSound = SSID_ENGINEER_DEATH
Fragments = FRAGS_TM
BaseRadiusMultiplier = 1.15
HeightMultiplier = .95
;RADIN_PISTOL

[RADIN_PISTOL]
type = Weapon
GfxModel = false
;UiImageSmall = BTN_WepCutknife.png
;FireSound = KnifeAttack.ogg
NozzleTagPoint = Weapon
WeaponFxByWeaponClass = ( Impact = FX_ENGINEER_IMPACT )
WeaponSoundByWeaponClass = ( Impact = SSID_ENGINEER_GUN )
;Impact

[BULLETSTOPPER]
Model = nodes\Humans\Units\BulletStopper\BulletStopper.node
debugkey = ctrl + s
Hotkey = n
Animations = ( ANIM_SM_IDLE, ANIM_SM_IDLE_02, ANIM_SM_IDLE_03, ANIM_SM_RUN, ANIM_SM_PATROLLING, ANIM_SM_PATROLLING_02, ANIM_SM_CAPTURE, ANIM_SM_ATTACK, ANIM_SM_ATTACK_UP, ANIM_SM_ATTACK_DOWN, ANIM_SM_DEATH, ANIM_SM_IN_COVER, ANIM_SM_ATTACK_FROM_COVER )
AnimByType = IDLE( ANIM_SM_IDLE, ANIM_SM_IDLE_02, ANIM_SM_IDLE_03 )
AnimByType = ATTACK( BS_RIFLE = ANIM_SM_ATTACK, BS_RIFLE = ANIM_SM_ATTACK_UP, BS_RIFLE = ANIM_SM_ATTACK_DOWN, BS_RIFLE = ANIM_SM_ATTACK_FROM_COVER )
; [AS] idle to attacks seem completely unnecssary 
;AnimByType = IDLE_TO_ATTACK( BS_RIFLE = ANIM_SM_IDLE_TO_ATTACK )
AnimByType = MOVE( ANIM_SM_RUN )
AnimByType = PATROLLING( ANIM_SM_PATROLLING, ANIM_SM_PATROLLING_02 )
Selection_Decal = DECAL_UNIT_SELECTION
UI = (BuildIcon = gui\Screens\GameScreen\SpecialUnits\bulletstopper.png)
UI = (AvatarImage = videos/Avatars/Humans/Merc.oggtheora.ogv )
UI = (AvatarImageLarge = gui\Screens\GameScreen\ResearchPane\ResearchAvatars\secmarine.dds)
UI = (MinimapIcon = gui/Screens/GameScreen/Minimap/Icons/Default.dds)
UI = (ResearchTabIcon = unit_buttons_security_marine_default.dds)
MoveSpeed = 5
Shield = fx\Models\unit_shield.node
Sounds = ( Selection = SAID_SM_SELECTION, Selection = SAID_SM_SELECTION_VAR_1, Selection = SAID_SM_SELECTION_VAR_2, MoveOrder = SAID_SM_MOVE_ORDER, MoveOrder = SAID_SM_MOVE_ORDER_VAR_1, MoveOrder = SAID_SM_MOVE_ORDER_VAR_2, MoveOrder = SAID_SM_MOVE_ORDER_VAR_3, AttackOrder = SAID_SM_ATTACK_ORDER, AttackOrder = SAID_SM_ATTACK_ORDER_VAR_1, AttackOrder = SAID_SM_ATTACK_ORDER_VAR_2, AttackOrder = SAID_SM_ATTACK_ORDER_VAR_3, Creation = SAID_SM_UNIT_CREATION )
DeathSound = SSID_SECURITY_MARINE_DEATH
BaseRadiusMultiplier = 1.1
HeightMultiplier = 1.1
;BS_RIFLE

[BS_RIFLE]
type = Weapon
GfxModel = false
SelectionSize = 4.0
UiImageSmall = BTN_WepAK47.png
UiImageLarge = MODEL_Weapon_MGLarge.png
EventIcon = EVENT_weaponRifle.png
FireSound = RifleFire.ogg
HitSound = (Organic = , Metal = BulletHittingMetal.ogg, Concrete = BulletHittingConcrete.ogg)
DamageFx = (Organic = FX_ONDAMAGE_SOLDIER, Vehicle = FX_ONDAMAGE_VEHICLE, Structure = FX_ONDAMAGE_STRUCTURE)
NozzleTagPoint = Weapon
WeaponFxByWeaponClass = ( Impact = FX_SMARINE_IMPACT, Piercing = FX_SMARINE_PIERCING, Explosive = FX_SMARINE_PIERCING )
WeaponSoundByWeaponClass = ( Impact = SSID_SECURITY_MARINE_RIFLE, Piercing = SSID_SECURITY_MARINE_RIFLE, Explosive = SSID_SECURITY_MARINE_RIFLE )
;Impact

[BOSE]
Model = nodes\Humans\Units\bose\bose.node
;debugkey = ctrl + d
Hotkey = p
Animations = ( ANIM_MADRAT_IDLE, ANIM_MADRAT_IDLE_02, ANIM_MADRAT_IDLE_03, ANIM_MADRAT_RUN, ANIM_MADRAT_CAPTURE, ANIM_MADRAT_PRIMARY_ATTACK, ANIM_MADRAT_SECONDARY_ATTACK, ANIM_MADRAT_DEATH, ANIM_MADRAT_IDLE_TO_ATTACK_PRIMARY, ANIM_MADRAT_IDLE_TO_ATTACK_SECONDARY, ANIM_MADRAT_PATROLLING, ANIM_MADRAT_IN_COVER, ANIM_MADRAT_ATTACK_FROM_COVER  )
AnimByType = IDLE( ANIM_MADRAT_IDLE, ANIM_MADRAT_IDLE_02, ANIM_MADRAT_IDLE_03  )
AnimByType = ATTACK( BOSE_ACID_CANNON = ANIM_MADRAT_PRIMARY_ATTACK, BOSE_PISTOL = ANIM_MADRAT_SECONDARY_ATTACK, BOSE_ACID_CANNON = ANIM_MADRAT_ATTACK_FROM_COVER )
; [AS] idle to attacks seem completely unnecssary 
;AnimByType = IDLE_TO_ATTACK( BOSE_ACID_CANNON = ANIM_MADRAT_IDLE_TO_ATTACK_PRIMARY, BOSE_PISTOL = ANIM_MADRAT_IDLE_TO_ATTACK_SECONDARY )
AnimByType = MOVE( ANIM_MADRAT_RUN )
Selection_Decal = DECAL_UNIT_SELECTION
UI = (BuildIcon = gui\Screens\GameScreen\SpecialUnits\bose.png)
UI = (AvatarImage = videos/Avatars/Humans/Madrat.oggtheora.ogv)
UI = (AvatarImageLarge = gui\Screens\GameScreen\ResearchPane\ResearchAvatars\madrat.dds)
UI = (MinimapIcon = gui/Screens/GameScreen/Minimap/Icons/Default.dds)
UI = (ResearchTabIcon = unit_buttons_madrat_default.dds)
MoveSpeed = 4.5
Shield = fx\Models\unit_shield.node
Sounds = ( Selection = SAID_MADRAT_SELECTION_VAR_1, Selection = SAID_MADRAT_SELECTION_VAR_2, MoveOrder = SAID_MADRAT_MOVE_ORDER_VAR_1, MoveOrder = SAID_MADRAT_MOVE_ORDER_VAR_2, MoveOrder = SAID_MADRAT_MOVE_ORDER_VAR_3, MoveOrder = SAID_MADRAT_MOVE_ORDER_VAR_4, AttackOrder = SAID_MADRAT_ATTACK_ORDER_VAR_1, AttackOrder = SAID_MADRAT_ATTACK_ORDER_VAR_2, AttackOrder = SAID_MADRAT_ATTACK_ORDER_VAR_3, Creation = SAID_MADRAT_UNIT_CREATION )
DeathSound = SSID_MADRAT_DEATH, SSID_MADRAT_DEATH_VAR_1, SSID_MADRAT_DEATH_VAR_2
Fragments = FRAGS_MR
BaseRadiusMultiplier = 1.3
HeightMultiplier = 1.3
;BOSE_PISTOL, BOSE_ACID_CANNON

[BOSE_ACID_CANNON]
type = Weapon
GfxModel = false
NozzleTagPoint = Nozzle01
WeaponFxByWeaponClass = ( Corrosive = FX_MADRAT_CORROSIVE_MUZZLE )
WeaponSoundByWeaponClass = ( Corrosive = SSID_MADRAT_PROJECTILE )
ShellByWeaponClass = ( Corrosive = SHELL_ACID )
;Corrosive

[BOSE_PISTOL]
type = Weapon
GfxModel = false
SelectionSize = 4.0
UiImageSmall = BTN_WepAK47.png
UiImageLarge = MODEL_Weapon_MGLarge.png
EventIcon = EVENT_weaponRifle.png
FireSound = RifleFire.ogg
HitSound = (Organic = , Metal = BulletHittingMetal.ogg, Concrete = BulletHittingConcrete.ogg)
DamageFx = (Organic = FX_ONDAMAGE_SOLDIER, Vehicle = FX_ONDAMAGE_VEHICLE, Structure = FX_ONDAMAGE_STRUCTURE)
NozzleTagPoint = Nozzle02
WeaponFxByWeaponClass = ( Impact = FX_MADRAT_PISTOL )
WeaponSoundByWeaponClass = ( Impact = SSID_MADRAT_PISTOL )
;Corrosive

[KESTREL]
Model = nodes\Humans\Units\Kestrel\Kestrel.node
debugkey = ctrl + o
Animations = ( ANIM_OPERATIVE_IDLE, ANIM_OPERATIVE_IDLE_02, ANIM_OPERATIVE_IDLE_03, ANIM_OPERATIVE_IDLE_04, ANIM_OPERATIVE_RUN, ANIM_OPERATIVE_PATROLLING, ANIM_OPERATIVE_PATROLLING_02, ANIM_OPERATIVE_CAPTURE, ANIM_OPERATIVE_ATTACK, ANIM_OPERATIVE_ATTACK_UP, ANIM_OPERATIVE_ATTACK_DOWN, ANIM_OPERATIVE_GRENADE_ATTACK, ANIM_OPERATIVE_DEATH, ANIM_OPERATIVE_IDLE_TO_ATTACK, ANIM_OPERATIVE_IN_COVER, ANIM_OPERATIVE_ATTACK_FROM_COVER )
AnimByType = IDLE( ANIM_OPERATIVE_IDLE, ANIM_OPERATIVE_IDLE_02, ANIM_OPERATIVE_IDLE_03, ANIM_OPERATIVE_IDLE_04 )
;AnimByType = IDLE_TO_ATTACK ( KESTREL_SNIPER = ANIM_OPERATIVE_IDLE_TO_ATTACK ) ;, OPERATIVE_GRENADE_LAUNCHER = ANIM_OPERATIVE_IDLE_TO_ATTACK )
AnimByType = ATTACK( KESTREL_SNIPER = ANIM_OPERATIVE_ATTACK, KESTREL_SNIPER = ANIM_OPERATIVE_ATTACK_UP, KESTREL_SNIPER = ANIM_OPERATIVE_ATTACK_DOWN , OPERATIVE_GRENADE_LAUNCHER = ANIM_OPERATIVE_GRENADE_ATTACK, KESTREL_SNIPER = ANIM_OPERATIVE_ATTACK_FROM_COVER )
AnimByType = MOVE( ANIM_OPERATIVE_RUN )
AnimByType = PATROLLING( ANIM_OPERATIVE_PATROLLING, ANIM_OPERATIVE_PATROLLING_02 )
Selection_Decal = DECAL_UNIT_SELECTION
UI = (BuildIcon = gui\Screens\GameScreen\SpecialUnits\kestrel.png)
UI = (AvatarImage = videos/Avatars/Humans/Operative.oggtheora.ogv)
UI = (AvatarImageLarge = gui\Screens\GameScreen\ResearchPane\ResearchAvatars\operative.dds)
UI = (MinimapIcon = gui/Screens/GameScreen/Minimap/Icons/Default.dds)
UI = (ResearchTabIcon = unit_buttons_operative_default.dds)
MoveSpeed = 4.8
Shield = fx\Models\unit_shield.node
Sounds = ( Selection = SAID_OPERATIVE_SELECTION, Selection = SAID_OPERATIVE_SELECTION_VAR_1, MoveOrder = SAID_OPERATIVE_MOVE_ORDER, MoveOrder = SAID_OPERATIVE_MOVE_ORDER_VAR_1, MoveOrder = SAID_OPERATIVE_MOVE_ORDER_VAR_2, AttackOrder = SAID_OPERATIVE_ATTACK_ORDER, AttackOrder = SAID_OPERATIVE_ATTACK_ORDER_VAR_1, AttackOrder = SAID_OPERATIVE_ATTACK_ORDER_VAR_2, Creation = SAID_OPERATIVE_UNIT_CREATION )
DeathSound = SSID_OPERATIVE_DEATH
BaseRadiusMultiplier = 1.3
HeightMultiplier = 1.1
;KESTREL_SNIPER, OPERATIVE_GRENADE_LAUNCHER

[KESTREL_SNIPER]
type = Weapon
GfxModel = false
NozzleTagPoint = Weapon
WeaponFxByWeaponClass = ( Piercing = FX_OP_PIERCING, Plasma = FX_OP_PLASMA )
WeaponSoundByWeaponClass = ( Piercing = SSID_OPERATIVE_SNIPER, Piercing = SSID_OPERATIVE_SNIPER_VAR_1 )
;Piercing

[DOC]
Model = nodes\Humans\Units\Doc\Doc.node
debugkey = ctrl + m
Hotkey = m
Animations = ( ANIM_MEDIC_IDLE, ANIM_MEDIC_IDLE_02, ANIM_MEDIC_IDLE_03, ANIM_MEDIC_RUN, ANIM_MEDIC_CAPTURE, ANIM_MEDIC_ATTACK, ANIM_MEDIC_DEATH, ANIM_MEDIC_IDLE_TO_ATTACK, ANIM_MEDIC_PATROLLING, ANIM_MEDIC_IN_COVER, ANIM_MEDIC_ATTACK_FROM_COVER )
AnimByType = IDLE( ANIM_MEDIC_IDLE, ANIM_MEDIC_IDLE_02, ANIM_MEDIC_IDLE_03 )
;AnimByType = IDLE_TO_ATTACK( DOC_RIFLE = ANIM_MEDIC_IDLE_TO_ATTACK )
AnimByType = ATTACK( DOC_RIFLE = ANIM_MEDIC_ATTACK, MEDIC_RIFLE = ANIM_MEDIC_ATTACK_FROM_COVER, MEDIC_SWARM_GUN = ANIM_MEDIC_ATTACK, MEDIC_SWARM_GUN = ANIM_MEDIC_ATTACK_FROM_COVER )
AnimByType = MOVE( ANIM_MEDIC_RUN )
Selection_Decal = DECAL_UNIT_SELECTION
UI = (BuildIcon = gui\Screens\GameScreen\SpecialUnits\doc.png)
UI = (AvatarImage = videos/Avatars/Humans/Medic.oggtheora.ogv)
UI = (AvatarImageLarge = gui\Screens\GameScreen\ResearchPane\ResearchAvatars\medic2.dds)
UI = (MinimapIcon = gui/Screens/GameScreen/Minimap/Icons/Default.dds)
UI = (ResearchTabIcon = unit_buttons_medic_default.dds)
MoveSpeed = 4.8
Shield = fx\Models\unit_shield.node
Sounds = ( Selection = SAID_MEDIC_SELECTION, Selection = SAID_MEDIC_SELECTION_VAR_1, Selection = SAID_MEDIC_SELECTION_VAR_2, MoveOrder = SAID_MEDIC_MOVE_ORDER, MoveOrder = SAID_MEDIC_MOVE_ORDER_VAR_1, MoveOrder = SAID_MEDIC_MOVE_ORDER_VAR_2, AttackOrder = SAID_MEDIC_ATTACK_ORDER, AttackOrder = SAID_MEDIC_ATTACK_ORDER_VAR_1, Creation = SAID_MEDIC_UNIT_CREATION )
DeathSound = SSID_TITAN_MARINE_DEATH
BaseRadiusMultiplier = 1.15
HeightMultiplier = 1.3
;DOC_RIFLE

[DOC_RIFLE]
type = Weapon
GfxModel = false
NozzleTagPoint = Weapon
WeaponFxByWeaponClass = ( IMPACT = FX_MEDIC_IMPACT )
WeaponSoundByWeaponClass = ( IMPACT = SSID_MEDIC_GUN )
;Impact

[LITTLEMAN]
Model = nodes\Humans\Units\Littleman\Littleman.node
debugkey = ctrl + t
Hotkey = v
Selection_Decal = DECAL_UNIT_SELECTION
Animations = ( ANIM_TM_IDLE, ANIM_TM_IDLE_02, ANIM_TM_IDLE_03, ANIM_TM_RUN, ANIM_TM_ATTACK, ANIM_TM_ATTACK_UP, ANIM_TM_ATTACK_DOWN, ANIM_TM_TAKEOFF, ANIM_TM_LANDING, ANIM_TM_DEATH, ANIM_TM_ROTATE_WHILE_ATTACK, ANIM_TM_IDLE_TO_ATTACK, ANIM_TM_PATROLLING )
AnimByType = IDLE( ANIM_TM_IDLE, ANIM_TM_IDLE_02, ANIM_TM_IDLE_03 )
;AnimByType = IDLE_TO_ATTACK( LITTLE_SHOTGUN = ANIM_TM_IDLE_TO_ATTACK )
AnimByType = ATTACK( LITTLE_SHOTGUN = ANIM_TM_ATTACK, LITTLE_SHOTGUN = ANIM_TM_ATTACK_UP, LITTLE_SHOTGUN = ANIM_TM_ATTACK_DOWN )
AnimByType = MOVE( ANIM_TM_RUN )
UI = (BuildIcon = gui\Screens\GameScreen\SpecialUnits\littleman.png)
UI = (AvatarImage = videos/Avatars/Humans/Titanmarine.oggtheora.ogv)
UI = (AvatarImageLarge = gui\Screens\GameScreen\ResearchPane\ResearchAvatars\titan.dds)
UI = (MinimapIcon = gui/Screens/GameScreen/Minimap/Icons/Default.dds)
UI = (ResearchTabIcon = unit_buttons_titan_marine_default.dds)
MoveSpeed = 3.5 ;2.364
; MoveSpeed is in meters/seconds. e.g. MoveSpeed = (N * Dist) / Duration
: where, N = Num of stride
; Dist = Distance covered in one stride
; Duration = Duration of animation
;LITTLE_SHOTGUN
Sounds = ( Selection = SAID_TITAN_MARINE_SELECTION, Selection = SAID_TITAN_MARINE_SELECTION_VAR_1, MoveOrder = SAID_TITAN_MARINE_MOVE_ORDER, MoveOrder = SAID_TITAN_MARINE_MOVE_ORDER_VAR_1, MoveOrder = SAID_TITAN_MARINE_MOVE_ORDER_VAR_2, AttackOrder = SAID_TITAN_MARINE_ATTACK_ORDER, AttackOrder = SAID_TITAN_MARINE_ATTACK_ORDER_VAR_1, Creation = SAID_TITAN_MARINE_UNIT_CREATION )
DeathSound = SSID_TITAN_MARINE_DEATH
Shield = fx\Models\titan_shield.node
;Footfall = ( left = 0.0833, right = 0.6111 )
BaseRadiusMultiplier = 1.1
HeightMultiplier = 1.15
Fragments = FRAGS_TM

[LITTLE_SHOTGUN]
type = Weapon
GfxModel = false
NozzleTagPoint = Weapon
WeaponFxByWeaponClass = ( Impact = FX_TMARINE_SHOTGUN_EXPLOSIVE, Piercing = FX_TMARINE_SHOTGUN_PLASMA, Explosive = FX_TMARINE_SHOTGUN_PLASMA )
WeaponSoundByWeaponClass = ( Impact = SSID_TITAN_MARINE_RIFLE )
;Explosive, Plasma

[STEFIN]
debugkey = ctrl + f
Model = nodes\Humans\Units\stefin\stefin.node
Animations = ( ANIM_STEFIN_IDLE, ANIM_STEFIN_IDLE_02, ANIM_STEFIN_IDLE_03, ANIM_STEFIN_RUN, ANIM_STEFIN_PATROLLING, ANIM_STEFIN_PATROLLING_02, ANIM_STEFIN_CAPTURE, ANIM_STEFIN_ATTACK, ANIM_STEFIN_ATTACK_UP, ANIM_STEFIN_ATTACK_DOWN, ANIM_STEFIN_DEATH, ANIM_STEFIN_IDLE_TO_ATTACK, ANIM_STEFIN_IN_COVER, ANIM_STEFIN_ATTACK_FROM_COVER )
AnimByType = IDLE( ANIM_STEFIN_IDLE, ANIM_STEFIN_IDLE_02, ANIM_STEFIN_IDLE_03 )
AnimByType = ATTACK( STEFIN_PISTOL = ANIM_STEFIN_ATTACK, STEFIN_PISTOL = ANIM_STEFIN_ATTACK_UP, STEFIN_PISTOL = ANIM_STEFIN_ATTACK_DOWN, STEFIN_PISTOL = ANIM_STEFIN_ATTACK_FROM_COVER, STEFIN_GRENADE = ANIM_STEFIN_ATTACK )
AnimByType = IDLE_TO_ATTACK( MARINE_RIFLE = ANIM_STEFIN_IDLE_TO_ATTACK )
AnimByType = MOVE( ANIM_STEFIN_RUN )
Selection_Decal = DECAL_UNIT_SELECTION
UI = (BuildIcon = gui\Screens\GameScreen\SpecialUnits\stefin.png)
UI = (AvatarImage = videos/Avatars/Humans/stefin.ogv)
UI = (AvatarImageLarge = gui\Screens\GameScreen\ResearchPane\ResearchAvatars\secmarine.dds)
UI = (MinimapIcon = gui/Screens/GameScreen/Minimap/Icons/Default.dds)
UI = (ResearchTabIcon = unit_buttons_security_marine_default.dds)
Shield = fx\Models\unit_shield.node
Sounds = ( Selection = SAID_STEFIN_SELECTION, Selection = SAID_STEFIN_SELECTION_VAR_1, MoveOrder = SAID_STEFIN_MOVE_ORDER, MoveOrder = SAID_STEFIN_MOVE_ORDER_VAR_1, MoveOrder = SAID_STEFIN_MOVE_ORDER_VAR_2, MoveOrder = SAID_STEFIN_MOVE_ORDER_VAR_3, MoveOrder = SAID_STEFIN_MOVE_ORDER_VAR_4, AttackOrder = SAID_STEFIN_ATTACK_ORDER, AttackOrder = SAID_STEFIN_ATTACK_ORDER_VAR_1, AttackOrder = SAID_STEFIN_ATTACK_ORDER_VAR_2 )
BaseRadiusMultiplier = 1.3
HeightMultiplier = 1.1
;STEFIN_PISTOL

[STEFIN_PISTOL] ;Explosive
type = Weapon (MARINE_RIFLE)
WeaponFxByWeaponClass = ( Impact = FX_STEFIN_IMPACT )
WeaponSoundByWeaponClass = ( Impact = SSID_SECURITY_MARINE_RIFLE )

[STEFIN_GRENADE]
type = Weapon
GfxModel = false
NozzleTagPoint = Weapon
WeaponFxByWeaponClass = ( Plasma = FX_OP_EXPLOSIVE )
WeaponSoundByWeaponClass = ( Plasma = SSID_OPERATIVE_SNIPER )
ShellByWeaponClass = ( Plasma = SHELL_ACID_SM )
;Explosive

[STEFIN_MEDBOT]
Model = nodes\Humans\Units\stefin\stefindrone_heal.node
UI = (AvatarImage = videos/Avatars/Humans/stefin_healdrone.ogv)
UI = (BuildIcon = gui\Screens\GameScreen\ResearchPane\Human\stefin_healdrone.dds)
Fragments = FRAGS_MACHINE_SMALL

[STEFIN_ATTACKBOT]
Model = nodes\Humans\Units\stefin\stefindrone_attack.node
UI = (AvatarImage = videos/Avatars/Humans/stefin_atkdrone.ogv)
UI = (BuildIcon = gui\Screens\GameScreen\ResearchPane\Human\stefin_attackdrone.dds)
Fragments = FRAGS_MACHINE_SMALL

[ATTACKBOT_GUN]
type = Weapon (MARINE_RIFLE)
WeaponFxByWeaponClass = ( Impact = FX_SMARINE_IMPACT )
WeaponSoundByWeaponClass = ( Impact = SSID_SECURITY_MARINE_RIFLE )

[AERYN]
Model = nodes\Humans\Units\Aeryn\Aeryn.node
debugkey = ctrl + q
Animations = ( ANIM_AERYN_IDLE, ANIM_AERYN_IDLE_02, ANIM_AERYN_IDLE_03, ANIM_AERYN_RUN, ANIM_AERYN_PATROLLING, ANIM_AERYN_CAPTURE, ANIM_AERYN_IDLE_TO_ATTACK, ANIM_AERYN_ATTACK, ANIM_AERYN_ATTACK_UP, ANIM_AERYN_ATTACK_DOWN, ANIM_AERYN_DEATH, ANIM_AERYN_IN_COVER, ANIM_AERYN_ATTACK_FROM_COVER )
AnimByType = IDLE( ANIM_AERYN_IDLE, ANIM_AERYN_IDLE_02, ANIM_AERYN_IDLE_03 )
AnimByType = IDLE_TO_ATTACK ( AERYN_SHOTGUN = ANIM_AERYN_IDLE_TO_ATTACK )
AnimByType = ATTACK( AERYN_SHOTGUN = ANIM_AERYN_ATTACK, AERYN_SHOTGUN = ANIM_AERYN_ATTACK_UP, AERYN_SHOTGUN = ANIM_AERYN_ATTACK_DOWN, AERYN_SHOTGUN = ANIM_AERYN_ATTACK_FROM_COVER )
AnimByType = MOVE( ANIM_AERYN_RUN )
AnimByType = PATROLLING( ANIM_AERYN_PATROLLING )
Selection_Decal = DECAL_UNIT_SELECTION
UI = (BuildIcon = gui\Screens\GameScreen\SpecialUnits\aeryn.png)
UI = (AvatarImage = videos/Avatars/Humans/ayrin.ogv)
UI = (MinimapIcon = gui/Screens/GameScreen/Minimap/Icons/Default.dds)
UI = (ResearchTabIcon = unit_buttons_operative_default.dds)
Sounds = ( Selection = SAID_AERYN_SELECTION, Selection = SAID_AERYN_SELECTION_VAR_1, Selection = SAID_AERYN_SELECTION_VAR_2, Selection = SAID_AERYN_SELECTION_VAR_3, MoveOrder = SAID_AERYN_MOVE_ORDER, MoveOrder = SAID_AERYN_MOVE_ORDER_VAR_1, MoveOrder = SAID_AERYN_MOVE_ORDER_VAR_2, MoveOrder = SAID_AERYN_MOVE_ORDER_VAR_3, AttackOrder = SAID_AERYN_ATTACK_ORDER, AttackOrder = SAID_AERYN_ATTACK_ORDER_VAR_1, AttackOrder = SAID_AERYN_ATTACK_ORDER_VAR_2 )
BaseRadiusMultiplier = 1.3
HeightMultiplier = 1.1
Shield = fx\Models\unit_shield.node
;AERYN_SHOTGUN

[AERYN_SHOTGUN] ;Piercing
type = Weapon
GfxModel = false 
NozzleTagPoint = Weapon
WeaponFxByWeaponClass = ( Piercing = FX_AYRIN_IMPACT )
WeaponSoundByWeaponClass = ( Piercing = SSID_OPERATIVE_SNIPER )

[AERYN_BUCKSHOT]
type = Weapon
GfxModel = false
NozzleTagPoint = Weapon
WeaponFxByWeaponClass = ( IMPACT = FX_OP_IMPACT )
WeaponSoundByWeaponClass = ( IMPACT = SSID_OPERATIVE_SNIPER_UPGRADED , CORROSIVE = SSID_OPERATIVE_SNIPER_UPGRADED, PLASMA = SSID_OPERATIVE_SNIPER_UPGRADED )
ShellByWeaponClass = ( IMPACT = SHELL_OP_GRENADE, CORROSIVE = SHELL_CHEMICAL_GRENADE, PLASMA = SHELL_STUN_GRENADE )
;Explosive

[AERYN_GROUND_HEAL]
type = Weapon
GfxModel = false
NozzleTagPoint = Weapon
WeaponFxByWeaponClass = ( IMPACT = FX_OP_IMPACT )
WeaponSoundByWeaponClass = ( IMPACT = SSID_OPERATIVE_SNIPER_UPGRADED , CORROSIVE = SSID_OPERATIVE_SNIPER_UPGRADED, PLASMA = SSID_OPERATIVE_SNIPER_UPGRADED )
ShellByWeaponClass = ( IMPACT = SHELL_OP_GRENADE, CORROSIVE = SHELL_CHEMICAL_GRENADE, PLASMA = SHELL_STUN_GRENADE )
;impact

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; GARIS
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

[ANIM_GARIS_IDLE]
FilePath = nodes\Humans\Units\vladimir\Idle01.sanim
AnimParams = ( enter=0.2, exit=0.2, looping=true, forward=true )

[ANIM_GARIS_IDLE_02]
FilePath = nodes\Humans\Units\Vladimir\Idle02.sanim
AnimParams = ( enter=0.2, exit=0.2, looping=true, forward=true )

[ANIM_GARIS_RUN]
FilePath = nodes\Humans\Units\vladimir\Walk.sanim
AnimParams = ( enter=0.2, exit=0.2, looping=true, forward=true )

[ANIM_GARIS_CANNON_ATTACK]
FilePath = nodes\Humans\Units\vladimir\Attack01.sanim
AnimParams = ( enter=0.2, exit=0.2, looping=true, forward=true, Duration = 1.5 )

[ANIM_GARIS_RIFLE_ATTACK]
FilePath = nodes\Humans\Units\vladimir\Attack02.sanim
AnimParams = ( enter=0.2, exit=0.2, looping=true, forward=true )

[ANIM_GARIS_ATTACK_UP]
FilePath = nodes\Humans\Units\vladimir\Attack_Up.sanim
AnimParams = ( enter=0.2, exit=0.2, looping=true, forward=true, Duration = 0.25 )

[ANIM_GARIS_ATTACK_DOWN]
FilePath = nodes\Humans\Units\vladimir\Attack02.sanim
AnimParams = ( enter=0.2, exit=0.2, looping=true, forward=true, Duration = 0.25 )

[ANIM_GARIS_PATROLLING]
FilePath = nodes\Humans\Units\vladimir\Walk.sanim
AnimParams = ( enter=0.2, exit=0.2, looping=true, forward=true )

[GARIS]
Model = nodes\Humans\Units\vladimir\Vladimir.node
debugkey = ctrl + z
Hotkey = m
Animations = ( ANIM_GARIS_IDLE, ANIM_GARIS_IDLE_02, ANIM_GARIS_RUN, ANIM_GARIS_RIFLE_ATTACK, ANIM_GARIS_ATTACK_UP, ANIM_GARIS_ATTACK_DOWN, ANIM_GARIS_CANNON_ATTACK, ANIM_GARIS_PATROLLING )
AnimByType = IDLE( ANIM_GARIS_IDLE, ANIM_GARIS_IDLE_02 )
AnimByType = ATTACK( GARIS_RIFLE = ANIM_GARIS_RIFLE_ATTACK, GARIS_RIFLE = ANIM_GARIS_ATTACK_UP, GARIS_RIFLE = ANIM_GARIS_ATTACK_DOWN, GARIS_CANNON = ANIM_GARIS_CANNON_ATTACK )
AnimByType = MOVE( ANIM_GARIS_RUN )
Selection_Decal = DECAL_UNIT_SELECTION
UI = (BuildIcon = gui/Screens/GameScreen/OrderButtons/Human/btn_build_mechwalker_default.dds)
UI = (AvatarImage = videos/Avatars/Humans/vladmir.ogv)
UI = (AvatarImageLarge = gui\Screens\GameScreen\ResearchPane\ResearchAvatars\mech_walker.dds)
UI = (MinimapIcon = gui/Screens/GameScreen/Minimap/Icons/Default.dds)
UI = (ResearchTabIcon = unit_buttons_mechwalker_default.dds)
MoveSpeed = 4.5
DeathFx = FX_VLAD
Fragments = FRAGS_VLAD
Shield = fx\Models\mech_shield.node
Shield = fx\Models\mech_shield.node
;Sounds = ( Selection = SSID_MECH_WALKER_SELECTION, MoveOrder = SSID_MECH_WALKER_MOVE_ORDER, AttackOrder = SSID_MECH_WALKER_ATTACK_ORDER, Creation = SAID_MECH_WALKER_UNIT_CREATION )
;MW_RIFLE

[GARIS_CANNON]
type = Weapon
GfxModel = false
Model = nodes\Humans\Units\vladimir\Vladimir.node
NozzleTagPoint = Weapon01
WeaponFxByWeaponClass = ( Impact = FX_TMARINE_EXPLOSIVE )
WeaponSoundByWeaponClass = ( Impact = SSID_MECH_WALKER_ARTILLERY )
ShellByWeaponClass = ( Impact = SHELL_MW_EXPLOSIVE )
;Explosive

[GARIS_RIFLE]
type = Weapon
GfxModel = false
NozzleTagPoint = Weapon02
WeaponFxByWeaponClass = ( Impact = FX_SMARINE_IMPACT )
WeaponSoundByWeaponClass = ( Impact = SSID_SECURITY_MARINE_RIFLE )
ShellByWeaponClass = ( Corrosive = SHELL_ACID )
;impact

[CIVILIAN]
Type = MapObj (ENGINEER)

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; XERXES
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
[ANIM_XERXES_IDLE]
FilePath = nodes\Machines\Units\Xerxes\Idle.sanim
AnimParams = ( enter=0.2, exit=0.2, looping=true, forward=true )

[ANIM_XERXES_RUN]
FilePath = nodes\Machines\Units\Xerxes\Walk.sanim
AnimParams = ( enter=0.2, exit=0.2, looping=true, forward=true )

[ANIM_XERXES_ATTACK01]
FilePath = nodes\Machines\Units\Xerxes\Attack01.sanim
AnimParams = ( enter=0.2, exit=0.2, looping=true, forward=true, Duration = 1.5 )

[ANIM_XERXES_ATTACK02]
FilePath = nodes\Machines\Units\Xerxes\Attack02.sanim
AnimParams = ( enter=0.2, exit=0.2, looping=true, forward=true )

[ANIM_XERXES_ATTACK_UP]
FilePath = nodes\Machines\Units\Xerxes\Attack_Up.sanim
AnimParams = ( enter=0.2, exit=0.2, looping=true, forward=true, Duration = 1.5 )


[XERXES]
Model = nodes\Machines\Units\Xerxes\Xerxes.node
;debugkey = ctrl + 3
Hotkey = k
Animations = ( ANIM_XERXES_IDLE, ANIM_XERXES_RUN, ANIM_XERXES_ATTACK01, ANIM_XERXES_ATTACK02, ANIM_XERXES_ATTACK_UP )
AnimByType = IDLE( ANIM_XERXES_IDLE )
AnimByType = ATTACK( XERXES_RIFLE = ANIM_XERXES_ATTACK01, XERXES_ERUPTION = ANIM_XERXES_ATTACK02, XERXES_RIFLE = ANIM_XERXES_ATTACK_UP )
AnimByType = MOVE( ANIM_XERXES_RUN )
Selection_Decal = DECAL_UNIT_SELECTION
UI = (BuildIcon = gui/Screens/GameScreen/OrderButtons/Machine/btn_build_creeper.dds)
UI = (AvatarImage = gui/Screens/GameScreen/Avatars/machine/avatar_creeper.dds)
UI = (AvatarImageLarge = gui/Screens/GameScreen/Avatars/machine/avatar_creeper.dds)
UI = (MinimapIcon = gui/Screens/GameScreen/Minimap/Icons/Default.dds)
UI = (ResearchTabIcon = unit_buttons_engineer_default.dds)
;MoveSpeed = 1.442
Fragments = FRAGS_MACHINE_SMALL
Shield = fx\creeper_shield.node
;CREEPER_RIFLE

[XERXES_RIFLE]
type = Weapon
GfxModel = false
NozzleTagPoint = Weapon01
;WeaponFxByWeaponClass = ( Plasma = FX_CREEPER_PLASMA )
WeaponSoundByWeaponClass = ( Plasma = SSID_CREEPER_RIFLE )
ShellByWeaponClass = ( Plasma = SHELL_CREEPER_RIFLE )
;Plasma

[XERXES_ERUPTION]
type = Weapon
GfxModel = false
NozzleTagPoint = Weapon02
WeaponFxByWeaponClass = ( Plasma = FX_CREEPER_PLASMA )
WeaponSoundByWeaponClass = ( Plasma = SSID_CREEPER_RIFLE )
ShellByWeaponClass = ( Plasma = SHELL_XERXES_LAST_RITES )
;Plasma

; Buildings
[GATE_CLOSED]
Model = nodes\Machines\Buildings\Gate\Gate.node
Selection_Decal = DECAL_BUILDING_SELECTION
UI = (BuildIcon = btn_buildbarracks_default.dds
UI = (AvatarImage = avatar_barracks.dds)
;DeathFx = FX_EXPLOSION_1

[GATE_OPENED]
Model = nodes\Machines\Buildings\Gate\Gate_corpse.node
Selection_Decal = DECAL_BUILDING_SELECTION
UI = (BuildIcon = btn_buildbarracks_default.dds
UI = (AvatarImage = avatar_barracks.dds)
;DeathFx = FX_EXPLOSION_1

[VAULT]
Model = nodes\Machines\Buildings\gate\generator.node
UI = (AvatarImage = gui/Screens/GameScreen/Avatars/Neutral/avatar_gate_generator.dds)
DeathFx = FX_EXPLOSION_1


;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; MISSION 2
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;


;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; MISSION 4
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;


;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; MISSION 5
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;



;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

;[OBSTACLE_1]
;Model = nodes\Humans\Buildings\Barracks\Barracks.node
;Selection_Decal = DECAL_BUILDING_SELECTION
;UI = (BuildIcon = btn_buildbarracks_default.dds
;UI = (AvatarImage = avatar_barracks.dds)
;DeathFx = FX_EXPLOSION_1

;[OBSTACLE_2]
;Model = nodes\Humans\Buildings\Barracks\Barracks.node
;Selection_Decal = DECAL_BUILDING_SELECTION
;UI = (BuildIcon = btn_buildbarracks_default.dds
;UI = (AvatarImage = avatar_barracks.dds)
;DeathFx = FX_EXPLOSION_1

;[OBSTACLE_3]
;Model = nodes\Humans\Buildings\Barracks\Barracks.node
;Selection_Decal = DECAL_BUILDING_SELECTION
;UI = (BuildIcon = btn_buildbarracks_default.dds
;UI = (AvatarImage = avatar_barracks.dds)
;DeathFx = FX_EXPLOSION_1

[PEON_TECH_MED]
type = GameTech
GfxModel = false
UI = (BuildIcon = peon_tech_medic.dds)
UI = (AvatarImage = )

[PEON_TECH_OP]
type = GameTech
GfxModel = false
UI = (BuildIcon = peon_tech_operative.dds)
UI = (AvatarImage = )

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; MISSION 3
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

[THALASSA_PROCESSING_SITE]
Model = nodes\Neutrals\Buildings\Loham_generator\loham_generator_main.node
Selection_Decal = DECAL_BUILDING_SELECTION
UI = (BuildIcon = btn_buildbarracks_default.dds
UI = (AvatarImage = avatar_barracks.dds)
DeathFx = FX_EXPLOSION_1

[THALASSA_PROCESSING_SITE_RUIN]
Model = nodes\Neutrals\Buildings\Loham_generator\loham_generator_main.node
Selection_Decal = DECAL_BUILDING_SELECTION
UI = (BuildIcon = btn_buildbarracks_default.dds
UI = (AvatarImage = avatar_barracks.dds)
DeathFx = FX_EXPLOSION_1

[LOHUM_GENERATOR]
Model = \nodes\Neutrals\Buildings\loham_center\loham_center.node
Selection_Decal = DECAL_BUILDING_SELECTION
UI = (BuildIcon = btn_buildbarracks_default.dds
UI = (AvatarImage = avatar_barracks.dds)
DeathFx = FX_NUKE
Fragments = FRAGS_LOHAMCENTER
BaseRadiusMultiplier = 1.3
HeightMultiplier = 1.25

[LOHUM_GENERATOR_RUIN]
Model = nodes\Neutrals\Buildings\Loham_Generator_New\Loham_Generator.node
Selection_Decal = DECAL_BUILDING_SELECTION
UI = (BuildIcon = btn_buildbarracks_default.dds
UI = (AvatarImage = avatar_barracks.dds)
DeathFx = FX_EXPLOSION_1

[ZALI_SUPPLY_LINES]
Model = nodes\Neutrals\Buildings\Pipes\pipes.node
Selection_Decal = DECAL_BUILDING_SELECTION
UI = (BuildIcon = btn_buildbarracks_default.dds
UI = (AvatarImage = gui\Screens\GameScreen\Avatars\Neutral\pipes.png)
DeathFx = FX_EXPLOSION_1

[ZALI_SUPPLY_LINES_RUIN]
Model = nodes\Neutrals\Buildings\Pipes\pipes_D1.node
Selection_Decal = DECAL_BUILDING_SELECTION
UI = (BuildIcon = btn_buildbarracks_default.dds
UI = (AvatarImage = avatar_imbuing_site.dds)
DeathFx = FX_EXPLOSION_1

[THALASSA_IMBUING_SITE]
Model = nodes\Humans\Buildings\Barracks\Barracks.node
Selection_Decal = DECAL_BUILDING_SELECTION
UI = (BuildIcon = btn_buildbarracks_default.dds
UI = (AvatarImage = avatar_imbuing_site.dds)
DeathFx = FX_EXPLOSION_1

[IMBUING_BUFF_PREDICTABLE_TYPE_1]
type = GameTech
GfxModel = false
UI = (BuildIcon = damage_increase_tier1_default.dds)
UI = (AvatarImage = )

[IMBUING_BUFF_PREDICTABLE_TYPE_2]
type = GameTech
GfxModel = false
UI = (BuildIcon = movementspeed_increase_tier1_default.dds)
UI = (AvatarImage = )

[IMBUING_BUFF_UNPREDICTABLE]
type = GameTech
GfxModel = false
UI = (BuildIcon = saboteur_default.dds)
UI = (AvatarImage = )

[IMBUING_BUFF_TYPE_1]
type = GameTech
GfxModel = false
UI = (BuildIcon = damage_increase_tier1_default.dds)
UI = (AvatarImage = )

[IMBUING_BUFF_TYPE_2]
type = GameTech
GfxModel = false
UI = (BuildIcon = personal_shield_default.dds)
UI = (AvatarImage = )

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; MISSION 4
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

[CONVOY_TURRET]
type = Weapon
GfxModel = true
Model = nodes\Neutrals\Buildings\convoy_vehicle\convoy_vehicle_gun.node
AttachTo = Turret
NozzleTagPoint = Weapon
WeaponFxByWeaponClass = ( Piercing = FX_OP_PIERCING )
WeaponSoundByWeaponClass = ( Piercing = SSID_STAP_RIFLE )
;Piercing

[MODEL_CONVOY_DESTROYED_1]
Model = nodes\Neutrals\Buildings\convoy_vehicle\convoy_vehicle_damage.node

[CONVOY]
Model = nodes\Neutrals\Buildings\convoy_vehicle\convoy_vehicle.node
debugkey = ctrl + 1
;Animations = ( ANIM_STAP_IDLE, ANIM_STAP_RUN, ANIM_STAP_ATTACK )
;AnimByType = IDLE( ANIM_STAP_IDLE )
;AnimByType = ATTACK( STAP_RIFLE = ANIM_STAP_ATTACK )
Selection_Decal = DECAL_UNIT_SELECTION
UI = (BuildIcon = btn_build_Stap_default.dds)
UI = (AvatarImage = gui/Screens/GameScreen/Avatars/Neutral/m4_convoy.png)
UI = (MinimapIcon = gui/Screens/GameScreen/Minimap/Icons/Default.dds)
UI = (ResearchTabIcon = unit_buttons_stap_default.dds)
DamageModels = ( MODEL_CONVOY_DESTROYED_1 = 0.0 )
DeathFx = FX_EXPLOSION_SMALL

[REPAIR_STATION]
Model = nodes\Humans\Buildings\air_factory\air_factory.node
;debugkey = ctrl + 1
Selection_Decal = DECAL_BUILDING_SELECTION
Animations = ( ANIM_AIRPORT_IDLE )
UI = (BuildIcon = btn_buildairport_default.dds
UI = (AvatarImage = gui/Screens/GameScreen/Avatars/human/avatar_airport.dds)
UI = (MinimapIcon = gui/Screens/GameScreen/Minimap/Icons/Default.dds)
DeathFx = FX_EXPLOSION_1


[TRANSPORTATION_MODULE]
Model = nodes\Humans\Buildings\vehicle_factory\vehicle_factory.node
;debugkey = ctrl + z
Selection_Decal = DECAL_BUILDING_SELECTION
Animations = ( ANIM_VEHICLE_FACTORY_IDLE )
UI = (BuildIcon = btn_buildvehiclefactory_default.dds)
UI = (AvatarImage = gui/Screens/GameScreen/Avatars/human/avatar_vehicle_factory.dds)
UI = (MinimapIcon = gui/Screens/GameScreen/Minimap/Icons/Default.dds)
DeathFx = FX_EXPLOSION_1

[SECURITY_WALL]
Model = nodes\Machines\Buildings\Gate\Gate.node
Selection_Decal = DECAL_BUILDING_SELECTION
UI = (BuildIcon = btn_buildbarracks_default.dds
UI = (AvatarImage = avatar_barracks.dds)
;DeathFx = FX_EXPLOSION_1

[SECURITY_WALL_DISABLED]
Model = nodes\Machines\Buildings\Gate\Gate_corpse.node
Selection_Decal = DECAL_BUILDING_SELECTION
UI = (BuildIcon = btn_buildbarracks_default.dds
UI = (AvatarImage = avatar_barracks.dds)
;DeathFx = FX_EXPLOSION_1

[POWER_RELAY]
Model = nodes\Machines\Buildings\gate\generator.node
UI = (AvatarImage = gui/Screens/GameScreen/Avatars/Neutral/avatar_gate_generator.dds)
DeathFx = FX_EXPLOSION_1

[HOMING_BEACON]
Model = nodes\Machines\Buildings\gate\generator.node
UI = (AvatarImage = gui/Screens/GameScreen/Avatars/Neutral/avatar_gate_generator.dds)
DeathFx = FX_EXPLOSION_1

[ROAD_BLOCK]
Model = nodes\Machines\Buildings\gate\generator.node
UI = (AvatarImage = gui/Screens/GameScreen/Avatars/Neutral/rock_block.png)
DeathFx = FX_EXPLOSION_1

[ROAD_BLOCK_DESTROYED]
Model = nodes\Machines\Buildings\Gate\Gate.node
Selection_Decal = DECAL_BUILDING_SELECTION
UI = (BuildIcon = btn_buildbarracks_default.dds
UI = (AvatarImage = rock_block.png)
;DeathFx = FX_EXPLOSION_1

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;
; SKIRMISH
;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; 2v2 Map
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

[LAVA_BURN]
type = GameTech
GfxModel = false
TechFx = FX_ONFIRE
UI = (BuildIcon = )
UI = (AvatarImage = gui/Screens/GameScreen/ResearchPane/Machine/phoenix_turret_fiery_death.dds)

[STORM_SLOW]
type = GameTech
GfxModel = false
TechFx = FX_AURA_SLOWED
UI = (BuildIcon = )
UI = (AvatarImage = gui/Screens/GameScreen/ResearchPane/Human/taser_shot.dds)

[STORM_SIGHT]
type = GameTech
GfxModel = false
TechFx = 
UI = (BuildIcon = )
UI = (AvatarImage = )

[MEDKIT_SNARE]
type = GameTech
GfxModel = false
TechFx = FX_SABOTAGED
UI = (BuildIcon = )
UI = (AvatarImage = gui/Screens/GameScreen/ResearchPane/Human/saboteur_default.dds)

[MEDKIT]
Model = nodes\Neutrals\Misc\med_kit\med_kit.node
Selection_Decal = DECAL_BUILDING_SELECTION
UI = (BuildIcon = btn_buildairport_default.dds)
UI = (AvatarImage = avatar_imbuing_site.dds)
UI = (MinimapIcon = gui/Screens/GameScreen/Minimap/Icons/imbuing_site.png)
BaseRadiusMultiplier = 1.3
HeightMultiplier = 1

[IMBUING_SITE]
Model = nodes\Neutrals\Buildings\Machine_energycontainer\imbuing_site.node
Selection_Decal = DECAL_BUILDING_SELECTION
UI = (BuildIcon = btn_buildairport_default.dds)
UI = (AvatarImage = avatar_imbuing_site.png)
UI = (MinimapIcon = gui/Screens/GameScreen/Minimap/Icons/imbuing_site.png)
Sounds = ( Captured = SAID_VO_STRATEGIC_SITE_CAPTURED, BeingCaptured = SAID_VO_STRATEGIC_SITE_BEING_CAPTURED, CapturedByEnemy = SAID_VO_STRATEGIC_SITE_LOST )
BaseRadiusMultiplier = 1.3
HeightMultiplier = 1

[IMBUING_SPLASH]
type = GameTech
GfxModel = false
TechFx = FX_OASIS_SPLASH_BURST
UI = (BuildIcon = health_increase_tier1_default.dds)
UI = (AvatarImage = )
UI = (PreviewImage = )
UI = (MinimapIcon = gui/Screens/GameScreen/Minimap/Icons/imbuing_site.png)

[IMBUE_HEALTH]
type = GameTech
GfxModel = false
TechFx = FX_MERC_ADRENALINE
UI = (BuildIcon = )
UI = (AvatarImage = health_increase_tier1_default.dds)
UI = (PreviewImage = )
UI = (MinimapIcon = gui/Screens/GameScreen/Minimap/Icons/imbuing_site.png)

[OASIS]
Model = nodes\Neutrals\Buildings\Machine_energycontainer\imbuing_site.node
Selection_Decal = DECAL_BUILDING_SELECTION
UI = (BuildIcon = btn_buildairport_default.dds)
UI = (AvatarImage = avatar_imbuing_site.png)
UI = (MinimapIcon = gui/Screens/GameScreen/Minimap/Icons/imbuing_site.png)
BaseRadiusMultiplier = 1.3
HeightMultiplier = 1

[OASIS_SPLASH]
type = GameTech
GfxModel = false
TechFx = FX_OASIS_SPLASH_BURST
UI = (BuildIcon = movementspeed_increase_tier1_default.dds)
UI = (AvatarImage = )
UI = (PreviewImage = )
UI = (MinimapIcon = gui/Screens/GameScreen/Minimap/Icons/imbuing_site.png)

[OASIS_SPEED]
type = GameTech
GfxModel = false
TechFx = FX_OPERATIVE_SPRINT
UI = (BuildIcon = )
UI = (AvatarImage = movementspeed_increase_tier1_default.dds)
UI = (PreviewImage = )
UI = (MinimapIcon = gui/Screens/GameScreen/Minimap/Icons/imbuing_site.png)

[CACTII_1]
Model = nodes\Neutrals\Misc\alien_cactus\alien_cactus01.node
Selection_Decal = DECAL_BUILDING_SELECTION
UI = (BuildIcon = btn_buildairport_default.dds)
UI = (AvatarImage = cactus.png)
DeathSound = SSID_CACTUS_EXPLOSION
BaseRadiusMultiplier = 1
HeightMultiplier = 1

[CACTII_2]
Model = nodes\Neutrals\Misc\alien_cactus\alien_cactus02.node
Selection_Decal = DECAL_BUILDING_SELECTION
UI = (BuildIcon = btn_buildairport_default.dds)
UI = (AvatarImage = cactus.png)
DeathSound = SSID_CACTUS_EXPLOSION
BaseRadiusMultiplier = 1
HeightMultiplier = 1

[CACTII_3]
Model = nodes\Neutrals\Misc\alien_cactus\alien_cactus03.node
Selection_Decal = DECAL_BUILDING_SELECTION
UI = (BuildIcon = btn_buildairport_default.dds)
UI = (AvatarImage = cactus.png)
DeathSound = SSID_CACTUS_EXPLOSION
BaseRadiusMultiplier = 1
HeightMultiplier = 1

[CACTII_4]
Model = nodes\Neutrals\Misc\alien_cactus\alien_cactus04.node
Selection_Decal = DECAL_BUILDING_SELECTION
UI = (BuildIcon = btn_buildairport_default.dds)
UI = (AvatarImage = cactus.png)
DeathSound = SSID_CACTUS_EXPLOSION
BaseRadiusMultiplier = 1
HeightMultiplier = 1

[CACTII_TECH]
Type = GameTech
GfxModel = false
TechFx = FX_CACTUS_POISON_BLAST
UI = (BuildIcon = gui/Screens/GameScreen/ResearchPane/Machine/phoenix_turret_fiery_death.dds)
UI = (AvatarImage = gui/Screens/GameScreen/ResearchPane/Machine/phoenix_turret_fiery_death.dds)

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; GIANT_WORM
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
[ANIM_GW_IDLE]
FilePath = nodes\Neutrals\Misc\giant_worm\giant_worm_idle.sanim
AnimParams = ( enter=0.2, exit=0.2, looping=true, forward=true )

[ANIM_GW_ATTACK]
FilePath = nodes\Neutrals\Misc\giant_worm\giant_worm_attack.sanim
AnimParams = ( enter=0.2, exit=0.2, looping=true, forward=true )

[ANIM_GW2_IDLE]
FilePath = nodes\Neutrals\Misc\giant_worm_02\Idle.sanim
AnimParams = ( enter=0.2, exit=0.2, looping=true, forward=true )

[ANIM_GW2_ATTACK]
FilePath = nodes\Neutrals\Misc\giant_worm_02\Attack.sanim
AnimParams = ( enter=0.2, exit=0.2, looping=true, forward=true )

[GIANT_WORM]
Model = nodes\Neutrals\Misc\giant_worm\giant_worm.node
Animations = ( ANIM_GW_IDLE, ANIM_GW_ATTACK )
AnimByType = IDLE( ANIM_GW_IDLE )
AnimByType = ATTACK( WORM_WEAPON = ANIM_GW_ATTACK )
Selection_Decal = DECAL_BUILDING_SELECTION
UI = (BuildIcon = btn_buildairport_default.dds)
UI = (AvatarImage = videos/Avatars/nuetral/giantworm_01.ogv)
BaseRadiusMultiplier = 1
HeightMultiplier = 1

[WORM_WEAPON]
type = Weapon
GfxModel = false
;UiImageSmall = BTN_WepCutknife.png
;FireSound = KnifeAttack.ogg
NozzleTagPoint = Fx
WeaponFxByWeaponClass = ( Corrosive = FX_GIANTWORM );
ShellByWeaponClass = ( Corrosive = SHELL_GIANTWORM )
WeaponSoundByWeaponClass = ( Corrosive = SSID_MADRAT_PROJECTILE )
;Corrosive

[WORM_CORROSIVE]
Type = GameTech
GfxModel = false
UI = (BuildIcon = )
UI = (AvatarImage = gui/Screens/GameScreen/ResearchPane/Machine/acid_field_shot.dds)

[WORM_REBIRTH]
Type = GameTech
GfxModel = false
UI = (BuildIcon = gui/Screens/GameScreen/ResearchPane/Machine/rebirth.dds)
UI = (AvatarImage = rebirth.dds)

[OASIS_HEAL]
type = GameTech
GfxModel = false
TechFx = FX_AURA_HEAL
UI = (BuildIcon = )
UI = (AvatarImage = gui/Screens/GameScreen/ResearchPane/Human/health_increase_tier2_default.dds)
UI = (MinimapIcon = gui/Screens/GameScreen/Minimap/Icons/imbuing_site.png)

[BEEHIVE]
Model = nodes\Neutrals\Misc\giant_worm_02\Giant_Worm_02.node
Animations = ( ANIM_GW2_IDLE, ANIM_GW2_ATTACK )
AnimByType = IDLE( ANIM_GW2_IDLE )
AnimByType = ATTACK( WORM_WEAPON = ANIM_GW2_ATTACK )
Selection_Decal = DECAL_BUILDING_SELECTION
UI = (BuildIcon = btn_buildairport_default.dds)
UI = (AvatarImage = videos/Avatars/nuetral/giantworm_02.ogv)
BaseRadiusMultiplier = 0.9
HeightMultiplier = 1

[BEEHIVE_WEAPON]
type = Weapon
GfxModel = false
;UiImageSmall = BTN_WepCutknife.png
;FireSound = KnifeAttack.ogg
NozzleTagPoint = Fx01
NozzleTagPoint = Fx02
NozzleTagPoint = Fx03
NozzleTagPoint = Fx04
NozzleTagPoint = Fx05
NozzleTagPoint = Fx06
NozzleTagPoint = Fx07
WeaponFxByWeaponClass = ( Corrosive = FX_BEE );
ShellByWeaponClass = ( Corrosive = SHELL_BEE )
WeaponSoundByWeaponClass = ( Corrosive = SSID_MADRAT_PROJECTILE )
;Corrosive

[WATER_SLOW]
type = GameTech
GfxModel = false
TechFx = FX_ONWATER
UI = (BuildIcon = )
UI = (AvatarImage = gui/Screens/GameScreen/ResearchPane/Human/health_increase_tier2_default.dds)

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; 2v2 Snow
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

[SNOW_STATUE]
;debugkey = ctrl + 1
Model = nodes\Neutrals\Buildings\Machine_energycontainer\imbuing_site.node
Selection_Decal = DECAL_BUILDING_SELECTION
UI = (BuildIcon = btn_buildairport_default.dds)
UI = (AvatarImage = avatar_imbuing_site.dds)
UI = (MinimapIcon = gui/Screens/GameScreen/Minimap/Icons/imbuing_site.png)
Sounds = ( Captured = SAID_VO_STRATEGIC_SITE_CAPTURED, BeingCaptured = SAID_VO_STRATEGIC_SITE_BEING_CAPTURED, CapturedByEnemy = SAID_VO_STRATEGIC_SITE_LOST )
BaseRadiusMultiplier = 1.3
HeightMultiplier = 1

[SNOW_STATUE_DESTROYED]
Model = nodes\Neutrals\Buildings\Machine_energycontainer\imbuing_site.node
Selection_Decal = DECAL_BUILDING_SELECTION
UI = (BuildIcon = btn_buildairport_default.dds)
UI = (AvatarImage = avatar_imbuing_site.dds)
UI = (MinimapIcon = gui/Screens/GameScreen/Minimap/Icons/imbuing_site.png)
Sounds = ( Captured = SAID_VO_STRATEGIC_SITE_CAPTURED, BeingCaptured = SAID_VO_STRATEGIC_SITE_BEING_CAPTURED, CapturedByEnemy = SAID_VO_STRATEGIC_SITE_LOST )
BaseRadiusMultiplier = 1.3
HeightMultiplier = 1

[STATUE_HEAL]
type = GameTech
GfxModel = false
UI = (BuildIcon = g)
UI = (AvatarImage = gui/Screens/GameScreen/ResearchPane/Human/health_increase_tier3_default.dds)
UI = (PreviewImage = )

[STATUE_OFFENSE]
type = GameTech
GfxModel = False
UI = (BuildIcon = g)
UI = (AvatarImage = gui/Screens/GameScreen/ResearchPane/Human/health_increase_tier3_default.dds)
UI = (PreviewImage = )

[STATUE_DEFENSE]
type = GameTech
GfxModel = False
UI = (BuildIcon = g)
UI = (AvatarImage = gui/Screens/GameScreen/ResearchPane/Human/health_increase_tier3_default.dds)
UI = (PreviewImage = )

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; Mission Based
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

[M3_LOHUM_SHIELD]
Type = GameTech
GfxModel = false
TechFx = FX_TRUE_GRIT
UI = (BuildIcon = gui/Screens/GameScreen/ResearchPane/Machine/spider_shieldburst.dds)
UI = (AvatarImage = spider_shieldburst.dds)
UI = (PreviewImage = gui/Screens/GameScreen/ResearchPane/PreviewDefault.dds)
UI = (AppliesToImage = gui/Screens/GameScreen/ResearchPane/Machine\AppliesToImage/spider.png)

[M4_IMBUING_SITE]
;debugkey = ctrl + 1
Model = nodes\Neutrals\Buildings\Machine_energycontainer\imbuing_site.node
Selection_Decal = DECAL_BUILDING_SELECTION
UI = (BuildIcon = btn_buildairport_default.dds)
UI = (AvatarImage = avatar_imbuing_site.dds)
UI = (MinimapIcon = gui/Screens/GameScreen/Minimap/Icons/imbuing_site.png)
Sounds = ( Captured = SAID_VO_STRATEGIC_SITE_CAPTURED, BeingCaptured = SAID_VO_STRATEGIC_SITE_BEING_CAPTURED, CapturedByEnemy = SAID_VO_STRATEGIC_SITE_LOST )
BaseRadiusMultiplier = 1.3
HeightMultiplier = 1

[M4_IMBUE_SHIELD]
type = GameTech
GfxModel = false
TechFx = FX_OASIS_SPLASH_BURST
UI = (BuildIcon = gui/Screens/GameScreen/ResearchPane/Human/personal_shield_default.dds)
UI = (AvatarImage = )
UI = (PreviewImage = )
UI = (MinimapIcon = gui/Screens/GameScreen/Minimap/Icons/imbuing_site.png)

[M4_SHIELD_TECH]
type = GameTech
GfxModel = false
TechFx = FX_MERC_ADRENALINE
UI = (BuildIcon = )
UI = (AvatarImage = gui/Screens/GameScreen/ResearchPane/Human/personal_shield_default.dds)
UI = (PreviewImage = )
UI = (MinimapIcon = gui/Screens/GameScreen/Minimap/Icons/imbuing_site.png)

[M4_TURRET]
Model = nodes\Neutrals\Misc\M4_turret\m4_turret_base.node
;debugkey = ctrl + 1
Hotkey = a
Selection_Decal = DECAL_BUILDING_SELECTION
UI = (BuildIcon = gui/Screens/GameScreen/OrderButtons/Human/btn_build_ground_turret_default.dds)
UI = (AvatarImage = gui/Screens/GameScreen/Avatars/Neutral/m4_turret.png)
UI = (AvatarImageLarge = gui/Screens/GameScreen/Avatars/Neutral/m4_turret.png)
UI = (MinimapIcon = gui/Screens/GameScreen/Minimap/Icons/Default.dds)
UI = (ResearchTabIcon = unit_buttons_ground_turret_default.dds)
Fragments = FRAGS_GT
DeathFx = FX_CHUNKS
BaseRadiusMultiplier = 1.05
HeightMultiplier = 0.5
;Explosive

[M4_TURRET_GUN]
type = Weapon
GfxModel = true
Model = nodes\Neutrals\Misc\M4_turret\m4_turret.node
AttachTo = weapon
NozzleTagPoint = Weapon01
Animations = ( ANIM_M4_TURRET_IDLE, ANIM_M4_TURRET_ATTACK )
WeaponFxByWeaponClass = ( Explosive = FX_GTURRET_EXPLOSIVE, Plasma = FX_GTURRET_EXPLOSIVE )
ShellByWeaponClass = ( Explosive = SHELL_GTURRET_EXPLOSIVE, Plasma = SHELL_GTURRET_PLASMA )
WeaponSoundByWeaponClass = ( Explosive = SSID_GTURRET_GUN, Plasma = SSID_GTURRET_GUN )
;Explosive


;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; TRAILER
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

[SECURITY_MARINE_MIDDLE]
Model = nodes\Humans\Units\security_marine\Security_Marine.node
debugkey = ctrl + s
Animations = ( ANIM_SM_IDLE, ANIM_SM_IDLE_02,ANIM_SM_IDLE_03, ANIM_SM_RUN, ANIM_SM_PATROLLING, ANIM_SM_CAPTURE, ANIM_SM_ATTACK, ANIM_SM_ATTACK_UP, ANIM_SM_ATTACK_DOWN, ANIM_SM_DEATH )
AnimByType = IDLE( ANIM_SM_IDLE, ANIM_SM_IDLE_02 )
AnimByType = ATTACK( MARINE_RIFLE = ANIM_SM_ATTACK, MARINE_RIFLE = ANIM_SM_ATTACK_UP, MARINE_RIFLE = ANIM_SM_ATTACK_DOWN )
AnimByType = MOVE( ANIM_SM_RUN )
AnimByType = PATROLLING( ANIM_SM_PATROLLING )
Selection_Decal = DECAL_UNIT_SELECTION
UI = (BuildIcon = btn_build_securitymarine_default.dds)
UI = (AvatarImage = gui/Screens/GameScreen/Avatars/human/avatar_security_marine.dds)
UI = (MinimapIcon = gui/Screens/GameScreen/Minimap/Icons/Default.dds)
UI = (ResearchTabIcon = unit_buttons_security_marine_default.dds)
PlayerColorSurface = Security_Marine_PlayerColor
Shield = fx\Models\unit_shield.node
;MARINE_RIFLE

[OPERATIVE_MIDDLE]
Model = nodes\Humans\Units\operative\Operative.node
debugkey = ctrl + o
Animations = ( ANIM_OPERATIVE_IDLE, ANIM_OPERATIVE_IDLE_02, ANIM_OPERATIVE_RUN, ANIM_OPERATIVE_PATROLLING, ANIM_OPERATIVE_CAPTURE, ANIM_OPERATIVE_ATTACK, ANIM_OPERATIVE_DEATH )
AnimByType = IDLE( ANIM_OPERATIVE_IDLE, ANIM_OPERATIVE_IDLE_02 )
AnimByType = ATTACK( SNIPER_RIFLE = ANIM_OPERATIVE_ATTACK )
AnimByType = MOVE( ANIM_OPERATIVE_RUN )
AnimByType = PATROLLING( ANIM_OPERATIVE_PATROLLING )
Selection_Decal = DECAL_UNIT_SELECTION
UI = (BuildIcon = btn_build_operative_default.dds)
UI = (AvatarImage = gui/Screens/GameScreen/Avatars/human/avatar_operative.dds)
UI = (MinimapIcon = gui/Screens/GameScreen/Minimap/Icons/Default.dds)
UI = (ResearchTabIcon = unit_buttons_operative_default.dds)
PlayerColorSurface = Operative_PlayerColor
Shield = fx\Models\unit_shield.node
;SNIPER_RIFLE, OPERATIVE_GRENADE_LAUNCHER

[TITAN_RIFLE_TRAILER]
type = Weapon
GfxModel = false
NozzleTagPoint = Weapon
WeaponFxByWeaponClass = ( EXPLOSIVE = FX_TMARINE_EXPLOSIVE_MUZZLE )
WeaponSoundByWeaponClass = ( EXPLOSIVE = SSID_TITAN_MARINE_RIFLE )
ShellByWeaponClass = ( EXPLOSIVE = SHELL_TMARINE_EXPLOSIVE, Plasma = SHELL_TMARINE_PLASMA )
;Explosive, Plasma

[PLAYER_COLORS]
ColorValue = ( Red = 237, Green = 0,  Blue = 140,  Alpha = 255 ) ; 0 // Deep Pink
ColorValue = ( Red = 0, Green = 212, Blue = 95,  Alpha = 255 ) ; 1 // yellow-Greeen-new color
ColorValue = ( Red = 1, Green = 364, Blue = 255,  Alpha = 255 ) ; 2 // Blue
ColorValue = ( Red = 27, Green = 165, Blue = 237,  Alpha = 255 ) ; 3 // Cyan
ColorValue = ( Red = 242,  Green = 101, Blue = 34,  Alpha = 255 ) ; 4 // Peru
ColorValue = ( Red = 81,  Green = 000, Blue = 128,  Alpha = 255 ) ; 5  // Magenta
ColorValue = ( Red =141,  Green = 199, Blue = 63, Alpha = 255 ) ; 6// Yellow Green
ColorValue = ( Red = 160,  Green = 99, Blue = 244, Alpha = 255 ) ; 7 // Light Pinkb
;ColorValue = ( Red = 15,  Green = 15,  Blue = 255, Alpha = 255 ) ; 8
;ColorValue = ( Red = 125, Green = 15,  Blue = 255, Alpha = 255 ) ; 9
;ColorValue = ( Red = 255, Green = 15,  Blue = 255, Alpha = 255 ) ; 10
;ColorValue = ( Red = 178, Green = 128, Blue = 255, Alpha = 255 ) ; 11
ColorValue = Local   ( Red = 21, Green = 128, Blue = 000, Alpha = 255 ) ; 1 Green
ColorValue = Enemy   ( Red = 180, Green = 19, Blue = 35, Alpha = 255 ) ; 2 Red
ColorValue = Friend  ( Red = 231, Green = 225, Blue = 39, Alpha = 255 ) ; 3 Yellow
ColorValue = Neutral ( Red = 183, Green = 183, Blue = 183, Alpha = 255 ) ; 4 Gray

[CAMERA]
Position = -1, -1, -1
Yaw = -45
Pitch = 36

[PROFILE_AVATARS]
AvatarImage = gui/PlayerAvatars/avatar.png

[RANK_IMAGES]
; The order of the below entries is important.
; 1st entry is for rank 1, 2nd entry for rank 2 and so on...
RankImage = gui/RankImages/Bronze.png
RankImage = gui/RankImages/Silver.png
RankImage = gui/RankImages/Gold.png
RankImage = gui/RankImages/Platinum.png


;==============================================
; Mission Specific Achievements
;==============================================
;[MISSION_ACHIEVEMENTS]
;AchievementName = Mission Achievement 1
;AchievementName = Mission Achievement 2
;AchievementName = Mission Achievement 3
;AchievementName = Mission Achievement 4
;AchievementName = Mission Achievement 5

;==============================================
; for preloading assets
; IMPORTANT: Every word in each entry should begin with a capital letter - it should be Temple Of Silence and *NOT* Temple of Silence etc.
; ===============================================
[PRELOAD_RESOURCE_LIST]
GameName =  Engineer
GameName =  Security Marine
GameName =  Madrat
GameName =  Operative
GameName =  Medic
GameName =  Titan Marine
GameName =  Exploding Drone
GameName =  Stap
GameName =  Crab Walker
GameName =  Mech Walker
GameName =  Automated Gunship
GameName =  Carrier
GameName =  Missile Gunship
GameName =  Morpher
GameName =  Exhaust
GameName =  Spine
GameName =  Spine Drone Lvl1
GameName =  Spine Drone Lvl2
GameName =  Pudge
GameName =  Spider
GameName =  Silence Morpher
GameName =  Strife Morpher
GameName =  Preservation Morpher
GameName =  Creeper
GameName =  Ground Turret
GameName =  Pod Shot
GameName =  Energy Drop
GameName =  Short Wall Static
GameName = Headquarters Lvl1
GameName = Headquarters Lvl2
GameName = Headquarters Lvl3
GameName = Barracks
GameName = Vehicle Factory
GameName = Airport
GameName = Medical Facility
GameName = Operations Center
GameName = Armory
GameName = Tech Library
GameName = Supply Depot
GameName = Ground Turret
GameName = Air Turret
GameName = Radar Turret
GameName = Hub
GameName = Temple Of Silence
GameName = Greater Temple Of Silence
GameName = Grand Temple Of Silence
GameName = Temple Of Strife
GameName = Greater Temple Of Strife
GameName = Grand Temple Of Strife
GameName = Temple Of Preservation
GameName = Greater Temple Of Preservation
GameName = Grand Temple Of Preservation
GameName = Altar Of Knowledge
GameName = Machine Supply Depot
GameName = Hydra Turret
GameName = Kobaloi Turret
GameName = Cerberus Turret
GameName = Phoenix Turret

; ==================================================================================================================
; This is a block that'll come from the mission editor and will be a list of all assets specific to that mission
; =================================================================================================================
;[PRELOAD_RESOURCE_LIST_AUX]
;GameName =  Stefin
;GameName = Stefin Medbot
;GameName = Stefin Attackbot
;GameName = Aeryn
;GameName = Garis
;GameName = Xerxes
;GameName = Convoy
;GameName =  Power Generator
;GameName =  Warehouse

; ==================================================
; TIPS
; =================================================
[TIPS]
Tip = It's usually more efficient to build support structures for the units you want instead of building them all.
Tip = Know Your A.R.M. - most units have specific counters. The A.R.M., however, will allow you to equip your units with specific gear aimed at turning those disadvantages to your favor.
Tip = Using active abilities like the Merc's 'True Grit' and the Seeker's 'Tactical Missile' can turn the tide of a battle.
Tip = Keep trying to capture your opponent's Resource Points. Even neutalizing them for sometime can do enough damage to their army.
Tip = When assaulting an enemy base, prioritize targets. If you can't take out their central structure, it's best to aim for production facilities or Storage Units/Spirit Catchers.
Tip = Units behind cover gain a significant damage reduction modifier. Circumventing the cover object negates this defensive bonus.
Tip = The yellow bar below the Health bar represents Energy - the resource expended with every shot fired.
Tip = To replenish your unit's energy, head towards a captured Energy Generator, a friendly production facility or friendly units.
Tip = When you kill an enemy they drop the Energy they were carrying. These are automatically picked up when you walk over them.
Tip = Harvesters pick up the Zali Remains left behind when a Zali unit dies. It can use these remains to resurrect basic units on the spot.
Tip = The Outpost (and its upgrades) comes with the Defensive Protocol ability. If you get rushed, it can provide you a few precious seconds to allow your allies to come to your aid or for you to muster your own defenses.
Tip = You can upgrade your Base Ore and Energy resource points upon upgrading to the Command Center or building a Shrine or Altar of Knowledge.
Tip = Ore Extractors and Energy Generators can be shared between team-mates. The icons above the resource points will indicate who currently owns a slot.
Tip = In Multiplayer games with more than two team-mates, you can always remove your own slot on a resource gatherer so that an ally can capture the same in your stead.
Tip = The Titan's shotgun does more damage to enemies the closer he is to them. The proximity, however, means his cone of damage is also reduced since his shots dont pierce through targets.
Tip = When youve chosen an upgrade for a unit, you cannot revert or change your decision. This is especially important for Humans.
Tip = Nearby units share Energy with each other, but only to a cap. If a unit is below 50% Energy, it will not share with nearby allies.
Tip = Turrets draw energy from a players global Energy supply for each shot fired.