;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;
; ENVIRONMENT LIGHTS
;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
   
[ENVLIGHT0]
; main light from the sun
Direction = 0.5, 0.5, 0.5
;Ambient = 32,32,32
;Diffuse = 200, 200, 200
;Specular = 255, 255, 192
Ambient = 16,16,16
Diffuse = 168, 168, 168
Specular = 154, 154, 110
CastShadow = true;

[ENVLIGHT1]
; supplemental light for the shadow side of the assets, but not the terrain
Direction = -0.5, 0.0, -0.5
Ambient = 0,0,0
;Diffuse = 130, 133, 140
Diffuse = 65, 66, 70
Specular = 0,0,0

; formula:
;Direction = 0.5, -1.0, 1.0
;Ambient = <terrain color>
;Diffuse = <terrain color>
;Specular = average of terrain and 0.3, that is, (<terrain color> + <0.3, 0.3, 0.3>) / 2

; where

;177 / 255 = 0.69
;132 / 255 = 0.51
;95 / 255 = 0.37

;CastShadow = true
;ShadowColor = 1.0, .0, 1.0, 1.0

[FOG]
Color = 0.93, 0.93, 0.95 ; 0.74, 0.82, 0.92 = sand scrimmage color

StartDistance_Low = 125 ; for low-end systems
EndDistance_Low = 400
StartDistance_Med = 150
EndDistance_Med = 600
StartDistance_High = 2000 ; for high-end systems
EndDistance_High = 2250


;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;
; WEAPONS
;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

[KNIFE]
type = Weapon
path =  models\soldiers\weapons\Knife\
Model_Normal = ( Knife.mesh , scale = 1.00 )
Melee_Weapon = true
UiImageSmall = BTN_WepCutknife.png

[RIFLE]
type = Weapon
path =  models\soldiers\Weapons\Rifle\
Model_Normal = ( Rifle.mesh , scale = 1.00 )

UiImageSmall = BTN_WepAK47.png
UiImageLarge = MODEL_Weapon_MGLarge.png
EventIcon = EVENT_weaponRifle.png
FireSound = 1_AK47.ogg
HitSound = (Organic = , Metal = 9_BulletMetalV1.ogg, Concrete = 9_BulletStructureV1.ogg)
AttackFx = FX_RIFLE_BURST_FIRE( source = Nozzle )
DamageFx = (Organic = FX_ONDAMAGE_SOLDIER, Vehicle = FX_ONDAMAGE_VEHICLE, Structure = FX_ONDAMAGE_STRUCTURE)
PickUpFx = FX_PICKUP_RIFLE
TransferFx = FX_TRANSFER_RIFLE
DelayFxUntilDamageDone = on
Shell = RIFLE_SHELL

[FLAME_THROWER]
type = Weapon
path =  models\soldiers\Weapons\FlameThrower\
Model_Normal = ( FlameThrower.mesh , scale = 1.0 )

UiImageSmall = BTN_WepFlame_Thrower.png
UiImageLarge = MODEL_Weapon_FThrowerLarge.png
EventIcon = EVENT_weaponFlamethrower.png
FireSound = 2_FlameThrowerSoldier_Part2.ogg
AttackFx = FX_FLAMEWEAPON( source = Nozzle )
; DamageFx = (Organic = FX_BURNING, Vehicle = FX_BURNING, Structure = FX_BURNING)
PickUpFx = FX_PICKUP_FLAMETHROWER
TransferFx = FX_TRANSFER_FLAMETHROWER
DelayFxUntilDamageDone = on

[HEAVY_MACHINE_GUN]
type = Weapon
path =  models\soldiers\Weapons\HMG\
Model_Normal = ( HMG.mesh , scale = 1.0 )

UiImageSmall = BTN_WepMachineGun.png
UiImageLarge = MODEL_Weapon_HMGLarge.png
EventIcon = EVENT_weaponHMG.png
FireSound = 4_MachineGunSoldier_Loop.ogg
HitSound = (Organic = , Metal = 9_BulletMetalV3.ogg, Concrete = 9_BulletStructureV3.ogg)
AttackFx = FX_MACHINEGUN( source = Nozzle )
PickUpFx = FX_PICKUP_RIFLE
TransferFx = FX_TRANSFER_HMG
DelayFxUntilDamageDone = on

Idle = anim ( enter=20 , exit=20 , looping=true , forward=true )
Deployed = anim ( enter=20 , exit=20 , looping=true , forward=true )

[SNIPER_RIFLE]
type = Weapon
path =  models\soldiers\weapons\Berreta\
Model_Normal = ( Berreta.mesh , scale = 1.00 )

UiImageSmall = BTN_WepSniper.png
UiImageLarge = MODEL_Weapon_SniperLarge.png
EventIcon = EVENT_weaponHMG.png
FireSound = 3_Sniper.ogg
HitSound = (Organic = , Metal = 9_BulletMetalV2.ogg, Concrete = 9_BulletStructureV4.ogg)
AttackFx = FX_SNIPER_NOZZLE_SMOKE( source = Nozzle )
DamageFx = (Organic = FX_ONDAMAGE_SOLDIER, Vehicle = FX_ONDAMAGE_VEHICLE, Structure = FX_ONDAMAGE_STRUCTURE)
PickUpFx = FX_PICKUP_SNIPER
TransferFx = FX_TRANSFER_SNIPER
DelayFxUntilDamageDone = on
Shell = SNIPER_SHELL

[RPG_LAUNCHER]
type = Weapon
path =  models\soldiers\Weapons\RPG\
Model_Normal = ( RPG.mesh , scale = 1.00 )

UiImageSmall = BTN_WepRPG.png
UiImageLarge = MODEL_Weapon_RPGLarge.png
EventIcon = EVENT_weaponRPG.png
FireSound = 6_RPG.ogg
HitSound = (Default = ArtilleryExplosion.ogg)
AttackFx = FX_RPG_NOZZLE_SMOKE( source = Nozzle )
PickUpFx = FX_PICKUP_RPG
TransferFx = FX_TRANSFER_RPG
Shell = RPG_SHELL
; need a smaller one: TerrainEffect = terrain\overlays\Explosion03\Explosion03

[MORTAR]
type = Weapon
path =  models\soldiers\Weapons\Mortar\
Model_Normal = ( Mortar.mesh , scale = 1.00 )

Idle = anim ( enter=20 , exit=20 , looping=true , forward=true )
Deployed = anim ( enter=20 , exit=20 , looping=true , forward=true )

UiImageSmall = BTN_WepMortar.png
UiImageLarge = MODEL_Weapon_MortarLarge.png
EventIcon = EVENT_weaponMortar.png
FireSound = 5_MortarSoldier.ogg
HitSound = (Default = 16_MortarDefense.ogg)
AttackFx = FX_MORTAR_NOZZLE_SMOKE( source = Nozzle )
PickUpFx = FX_PICKUP_FLAMEWEAPON
TransferFx = FX_TRANSFER_MORTAR
Shell = MORTAR_SHELL
TerrainEffect = terrain\overlays\Explosion02\Explosion02
Heavy_Weapon = true

[ANTI-TANK_CANNON]
type = Weapon
path =  models\soldiers\weapons\AntiTank\
Model_Normal = ( AntiTank_Weapon.mesh , scale = 1.0 )

UiImageSmall = BTN_WepAntiTank.png
FireSound = 13_CannonTruckFIre.ogg
HitSound = (Default = 16_MortarDefense.ogg)
AttackFx = FX_A_ANTI_TANK_NOZZLE_SMOKE( source = Nozzle )
PickUpFx = FX_PICKUP_FLAMEWEAPON
Shell = GENERIC_SHELL
TerrainEffect = terrain\overlays\Explosion02\Explosion02

[SUPER_CANNON]
type = Weapon
path =  models\vehicles\SuperTank\
Model_Normal = ( Supertank_Weapon.mesh , scale = 1.0 )

UiImageSmall = BTN_WepSuperTank.png
FireSound = 20_SuperTank.ogg
HitSound = (Default = 21_SupertankShellExplosion.ogg)
AttackFx = FX_A_SUPER_TANK_NOZZLE_SMOKE( source = Nozzle )
PickUpFx = FX_PICKUP_FLAMEWEAPON
Shell = SUPER_TANK_SHELL
TerrainEffect = terrain\overlays\Explosion02\Explosion02

[SUPER_LAUNCHER_WEAPON]
type = Weapon
path =  models\vehicles\SuperLauncher\
Model_Normal = ( SuperLauncher_Weapon.mesh , scale = 1.0 )

UiImageSmall = BTN_WepSuperLauncher.png
FireSound = Artillery.ogg
HitSound = (Default = ArtilleryExplosion.ogg)
DeployingSound = SuperGunRotate.ogg
PackingSound = SuperGunRotate.ogg
AttackFx = FX_A_SUPER_LAUNCHER_NOZZLE_SMOKE( source = Nozzle )
PickUpFx = FX_PICKUP_FLAMEWEAPON
Shell = SUPER_LAUNCHER_SHELL
TerrainEffect = terrain\overlays\Explosion02\Explosion02

[SUPER_GUN_WEAPON]
type = Weapon
path =  models\structures_player\SuperTower\
Model_Normal = ( SuperTower_Turret.mesh , scale = 1.0 )
CastShadow = true
UiImageSmall = BTN_WepSuperGun.png
FireSound = Artillery.ogg
HitSound = (Default = ArtilleryExplosion.ogg)
RotationSound = SuperGunRotate.ogg
AttackFx = FX_A_SUPER_GUN_NOZZLE_SMOKE( source = Nozzle )
PickUpFx = FX_PICKUP_FLAMEWEAPON
Shell = SUPER_GUN_SHELL
TerrainEffect = terrain\overlays\Explosion02\Explosion02

[MINI_SUPER_GUN_WEAPON]
type = Weapon
path =  models\structures_player\MiniSuper_Gun\
Model_Normal = ( MiniSuper_Gun_Turret.mesh , scale = 1.0 )
Model_DamageModel = ( MiniSuper_Gun_Turret_D1.mesh, damage=0.60 ) | ( MiniSuper_Gun_Turret_D02.mesh, damage=0.85 )
CastShadow = true
UiImageSmall = BTN_WepMiniSuperGun.png
FireSound = Artillery.ogg
HitSound = (Default = ArtilleryExplosion.ogg)
RotationSound = SuperGunRotate.ogg
AttackFx = FX_A_MINI_SUPER_GUN_NOZZLE_SMOKE( source = Nozzle )
PickUpFx = FX_PICKUP_FLAMEWEAPON
Shell = MINI_SUPER_GUN_SHELL
TerrainEffect = terrain\overlays\Explosion02\Explosion02

[FLAME_THROWER_TOWER]
type = Weapon
path =  models\structures_player\Flametower\
Model_Normal = ( Flame_weapon.mesh , scale = 1.0 )
CastShadow = true

UiImageSmall = BTN_WepFlameTower.png
FireSound = 14_FlameThrowerDefense_Part2.ogg
AttackFx = FX_FLAMEWEAPON( source = Nozzle )
PickUpFx = FX_PICKUP_FLAMETHROWER
DelayFxUntilDamageDone = on

[CANNON_TOWER_TURRET]
type = Weapon
path =  models\structures_player\CannonTower\
Model_Normal = ( CannonTower_weapon.mesh , scale = 1.0 )
CastShadow = true

UiImageSmall = BTN_WepCannonTower.png
FireSound = 13_CannonTruckFIre.ogg
HitSound = (Default = ArtilleryExplosion.ogg)
RotationSound = SuperGunRotate.ogg
AttackFx = FX_A_CANNON_TOWER_NOZZLE_SMOKE( source = Nozzle )
PickUpFx = FX_PICKUP_FLAMEWEAPON
Shell = GENERIC_SHELL
TerrainEffect = terrain\overlays\Explosion02\Explosion02

[BUNKER_MACHINE_GUN]
type = Weapon
path =  models\structures_player\GunBunker\
Model_Normal = ( Bunkermachinegun.mesh , scale = 1.0 )

UiImageSmall = BTN_WepBunker.png
FireSound = 15_MachineGunDefense_Loop.ogg
AttackFx = FX_BUNKER_MG_FIRE( source = Nozzle )
PickUpFx = FX_PICKUP_MACHINEGUN

[TANK_TRUCK_TURRET]
type = Weapon
path =  models\vehicles\TankTruck_G\
Model_Normal = ( TankTruck_G_Cannon.mesh , scale = 1.0 )

UiImageSmall = BTN_WepTankTruck.png
FireSound = 13_CannonTruckFIre.ogg
HitSound = (Default = ArtilleryExplosion.ogg)
AttackFx = FX_A_TANK_TRUCK_NOZZLE_SMOKE( source = Nozzle )
PickUpFx = FX_PICKUP_FLAMEWEAPON
Shell = GENERIC_SHELL
TerrainEffect = terrain\overlays\Explosion02\Explosion02

[TANK_TRUCK_TURRET_ENEMY]
type = Weapon
path =  models\vehicles\TankTruck_E\
Model_Normal = ( EnemyTank_Truck_Canon.mesh , scale = 1.0 )

UiImageSmall = BTN_WepTankTruck.png
FireSound = 13_CannonTruckFIre.ogg
HitSound = (Default = ArtilleryExplosion.ogg)
AttackFx = FX_A_TANK_TRUCK_NOZZLE_SMOKE( source = Nozzle )
PickUpFx = FX_PICKUP_FLAMEWEAPON
Shell = GENERIC_SHELL
TerrainEffect = terrain\overlays\Explosion02\Explosion02

[ARTILLERY_TRUCK_TURRET]
type = Weapon
path =  models\vehicles\E_ArtilleryTruck\
Model_Normal = ( EnemyTruck_Weapon.mesh , scale = 1.0 )

UiImageSmall = BTN_WepArtilleryTruck.png
FireSound = Artillery.ogg
HitSound = (Default = ArtilleryExplosion.ogg)
DeployingSound = SuperGunRotate.ogg
PackingSound = SuperGunRotate.ogg
AttackFx = FX_A_ARTILLERY_TRUCK_NOZZLE_SMOKE( source = Nozzle )
PickUpFx = FX_PICKUP_FLAMEWEAPON
Shell = ARTILLERY_SHELL
TerrainEffect = terrain\overlays\Explosion02\Explosion02

[CAR_MACHINE_GUN]
type = Weapon
path =  models\vehicles\BMW\BMW_HeavilyArmored\
Model_Normal = ( BMW_HMG.mesh , scale = 1.0 )

UiImageSmall = BTN_WepMachineGunCar.png
FireSound = 4_MachineGunSoldier_Loop.ogg
AttackFx = FX_RIFLEFIRE( source = Nozzle )
PickUpFx = FX_PICKUP_RIFLE
DelayFxUntilDamageDone = on

[CAR_FLAME_THROWER]
type = Weapon
path =  models\vehicles\Taxi\
Model_Normal = ( Taxi_Flamethrower.mesh , scale = 1.0 )

UiImageSmall = BTN_WepFlameCar.png
FireSound = flame.ogg
AttackFx = FX_FLAMEWEAPON( source = Nozzle )
; DamageFx = (Organic = FX_BURNING, Vehicle = FX_BURNING, Structure = FX_BURNING)
PickUpFx = FX_PICKUP_FLAMETHROWER
DelayFxUntilDamageDone = on


;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;
; WEAPONS_SHOTS
;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

[RIFLE_SHELL]
path =  models\soldiers\weapons\Bullets\
Model_Normal = ( Bullet_Rifle.mesh , scale = 1.0 )
UseMapType = false

[SNIPER_SHELL]
path =  models\soldiers\weapons\Bullets\
Model_Normal = ( Bullet_Sniper.mesh , scale = 1.0 )
UseMapType = false

[RPG_SHELL]
path =  models\soldiers\Weapons\RPG\
Model_Normal = ( RPG_Ammo.mesh , scale = 1.0 )
Trail = SpecialFx ( fx = FX_RPG_TRAIL )
Explosion = SpecialFx ( fx = FX_RPG_EXPLOSION )
UseMapType = false

[MORTAR_SHELL]
path =  models\soldiers\weapons\Mortar\
Model_Normal = ( Mortar_Ammo.mesh , scale = 1.0 )
Trail = SpecialFx ( fx = FX_MORTAR_TRAIL )
Explosion = SpecialFx ( fx = FX_A_MORTAR_EXPLOSION )
DecalTexture = TempBlastEffect.png
UseMapType = false

[GENERIC_SHELL]
path =  models\soldiers\weapons\Mortar\
Model_Normal = ( Mortar_Ammo.mesh , scale = 1.0 )
Trail = SpecialFx ( fx = FX_MORTAR_TRAIL )
Explosion = SpecialFx ( fx = FX_RPG_EXPLOSION )
DecalTexture = TempBlastEffect.png
UseMapType = false

[ARTILLERY_SHELL]
path =  models\soldiers\weapons\Mortar\
Model_Normal = ( Mortar_Ammo.mesh , scale = 1.0 )
Trail = SpecialFx ( fx = FX_MORTAR_TRAIL )
Explosion = SpecialFx ( fx = FX_A_MORTAR_EXPLOSION )
DecalTexture = TempBlastEffect.png
UseMapType = false

[SUPER_TANK_SHELL]
path =  models\soldiers\Weapons\Cannon\
Model_Normal = ( Cannon_Ammo.mesh , scale = 1.0 )
Trail = SpecialFx ( fx = FX_MORTAR_TRAIL )
Explosion = SpecialFx ( fx = FX_A_SUPER_TANK_EXPLOSION )
UseMapType = false

[SUPER_LAUNCHER_SHELL]
path =  models\soldiers\Weapons\Cannon\
Model_Normal = ( Cannon_Ammo.mesh , scale = 1.0 )
Trail = SpecialFx ( fx = FX_SUPER_LAUNCHER_TRAIL )
Explosion = SpecialFx ( fx = FX_A_SUPER_LAUNCHER_EXPLOSION )
DecalTexture = TempBlastEffect.png
UseMapType = false

[SUPER_GUN_SHELL]
path =  models\soldiers\weapons\Bullets\
Model_Normal = ( Bullet_SGun.mesh , scale = 2.0 )
Trail = SpecialFx ( fx = FX_MORTAR_TRAIL )
Explosion = SpecialFx ( fx = FX_A_SUPER_GUN_EXPLOSION )
DecalTexture =TempBlastEffect.png
UiImageMinimap = (Super_Shot_MinimapIcon.png)
UseMapType = false

[MINI_SUPER_GUN_SHELL]
path =  models\soldiers\weapons\Bullets\
Model_Normal = ( Bullet_SGun.mesh , scale = 2.0 )
Trail = SpecialFx ( fx = FX_MORTAR_TRAIL )
Explosion = SpecialFx ( fx = FX_A_MINI_SUPER_GUN_EXPLOSION )
DecalTexture =TempBlastEffect.png
UiImageMinimap = (Super_Shot_MinimapIcon.png)
UseMapType = false

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;
; UNITS
;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; FOOT UNITS
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

[SOLDIER]
Type = MapObj
path = models\soldiers\ENG_G\
Model_Normal = ( ENG_G.mesh, scale = 1.0 )
CastShadow = true
UseMapType = false
debugkey = ctrl + s
UiImageSmall = Model_LaborerSmall.dds
UiImageLarge = MODEL_LaborerLarge.png
EventIcon = EVENT_Laborer.png
Model_Lod = ( ENG_G_Lod1.mesh, distance = 7 )
Model_Lod = ( ENG_G_lod2.mesh, distance = 15)
Model_Lod = ( ENG_G_lod03.mesh, distance = 30)
Yaw = -90 ;this is bcoz of skin modifier applied to mesh.
SelectionSize = 0.7 ; scale the selection ring FX

AttachWeapon = ( Hand = Bone_Knife )

Run = anim ( enter=20 , exit=20 , looping=true , forward=true )
Jog = anim ( enter=20 , exit=20 , looping=true , forward=true )
Sprint = anim ( enter=20 , exit=20 , looping=true , forward=true )
Encumbered = anim ( enter=20 , exit=20 , looping=true , forward=true )
Idle_Stand = anim ( enter=20 , exit=20 , looping=true , forward=true )
Idle_Kneel = anim ( enter=20 , exit=20 , looping=true , forward=true )
Idle_Prone = anim ( enter=20 , exit=20 , looping=true , forward=true )
Prone_Move = anim ( enter=20 , exit=20 , looping=true , forward=true )

moving_antitank = anim ( enter=20 , exit=20 , looping=true , forward=true )

Captured = anim ( enter=20 , exit=20 , looping=true , forward=true )
Kneel_Attack = anim ( enter=20 , exit=20 , looping=true , forward=true )

Build = anim ( enter=20 , exit=20 , looping=true , forward=true )
Work = anim ( enter=20 , exit=20 , looping=true , forward=true )

Die_FallBack = anim ( enter=20 , exit=20 , looping=false , forward=true )
Die_FallFront = anim ( enter=20 , exit=20 , looping=false , forward=true )
Die_Explosion = anim ( enter=20 , exit=20 , looping=false , forward=true )
Prone_Die = anim ( enter=20 , exit=20 , looping=false , forward=true )
Kneel_Die = anim ( enter=20 , exit=20 , looping=false , forward=true )

FallBack_to_Stand = anim ( enter=20 , exit=20 , looping=false , forward=true )
FallFront_to_Stand = anim ( enter=20 , exit=20 , looping=false , forward=true )

Heal = anim ( enter=20 , exit=20 , looping=false , forward=true )

Lying_Unconscious_Back = anim ( enter=100 , exit=100 , looping=true , forward=true )
Lying_Unconscious_Front = anim ( enter=100 , exit=100 , looping=true , forward=true )
Lying_Unconscious_Prone = anim ( enter=100 , exit=100 , looping=true , forward=true )

Kneel_to_Stand = anim ( enter=20 , exit=20 , looping=false , forward=true )
Stand_to_Kneel = anim ( enter=20 , exit=20 , looping=false , forward=true )

Prone_to_Stand = anim ( enter=20 , exit=20 , looping=false , forward=true )
Stand_to_Prone = anim ( enter=20 , exit=20 , looping=false , forward=true )
Prone_to_Run   = anim ( enter=20 , exit=20 , looping=false , forward=true )

Turret_Idle = anim ( enter=20 , exit=20 , looping=false , forward=true )
Turret_Attack = anim ( enter=20 , exit=20 , looping=false , forward=true )
Turret_Unconscious = anim ( enter=20 , exit=20 , looping=false , forward=true )
Turret_Die = anim ( enter=20 , exit=20 , looping=false , forward=true )

Knife_Attack = anim ( enter=100 , exit=100 , looping=true , forward=true )
Knife_Attack_Kneel = anim ( enter=100 , exit=100 , looping=true , forward=true )
Knife_Attack_Move_Forward = anim ( enter=20 , exit=20 , looping=true , forward=true )
Knife_Attack_Move_Left = anim ( enter=20 , exit=20 , looping=true , forward=true )
Knife_Attack_Move_Right = anim ( enter=20 , exit=20 , looping=true , forward=true )

Vehicle_Unconscious = anim ( enter=20 , exit=20 , looping=true , forward=true )
Vehicle_Idle = anim ( enter=20 , exit=20 , looping=true , forward=true )
Vehicle_Drive = anim ( enter=20 , exit=20 , looping=true , forward=true )
Vehicle_Die = anim ( enter=20 , exit=20 , looping=false , forward=true )

[SOLDIER_ENEMY]
Type = MapObj (SOLDIER)
path = models\soldiers\ENG_E\
Model_Normal = ( ENG_E.mesh, scale = 1.0 )
UiImageSmall = MODEL_LaborerSmall_enemy.png
UiImageLarge = MODEL_LaborerLarge_enemy.png
EventIcon = EVENT_EnemyLaborer.png
Model_Lod = ( ENG_E_lod2.mesh, distance = 7 )
Model_Lod = ( ENG_E_lod3.mesh, distance = 15 )
Model_Lod = ( ENG_E_lod04.mesh, distance = 30 )

Patrol = anim ( enter=10 , exit=20 , looping=true , forward=true )

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; VEHICLES
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

[BARRACUDA_CAR]
path = models\vehicles\BMW\BMW_LowerArmored\
Model_Normal = ( BMW_LowerArmored.mesh, scale = 1.0 )
Model_DamageModel = ( BMW_LowerArmored_Damage01.mesh, damage=0.45 ) | ( BMW_LowerArmored_Damage02.mesh, damage=0.85 )  | ( MechinegunCar_LACorpse.mesh, damage=1.0 )
Model_Lod = ( BMW_LowerArmored_LOD1.mesh, distance = 9 )
Model_Lod = ( BMW_LowerArmored_LOD2.mesh, distance = 11 )
CastShadow = true
UseMapType = false
debugkey = ctrl + b
UiImageSmall = MODEL_MachinegunCarSmall.dds
UiImageLarge = MODEL_MachinegunCarLarge.png
Yaw = 90 ; Exported in +Y Direction 

AttachWeapon = ( Hand = flag )

Idle = anim ( enter=10 , exit=20 , looping=true , forward=true )
Move_forward = anim ( enter=10 , exit=20 , looping=true , forward=true )
Move_forward_left = anim ( enter=10 , exit=20 , looping=true , forward=true )
Move_forward_right = anim ( enter=10 , exit=20 , looping=true , forward=true )
Move_backward = anim ( enter=10 , exit=20 , looping=true , forward=true )
Move_backward_left = anim ( enter=10 , exit=20 , looping=true , forward=true )
Move_backward_right = anim ( enter=10 , exit=20 , looping=true , forward=true )
Stand_Attack = anim ( enter=10 , exit=20 , looping=true , forward=true )

[BARRACUDA_CAR_ENEMY]
Type = MapObj (BARRACUDA_CAR)
path = models\vehicles\HMG_Mustang_LowArmored\
Model_Normal = ( HMG_Mustang_LA.mesh, scale = 1.0 )
Model_DamageModel = ( HMG_Mustang_LA.mesh, damage=0.45 ) | ( HMG_Mustang_LA.mesh, damage=0.85 ) | ( HMG_Mustang_LA_Corpse.mesh, damage=1.0 )
Model_Lod = ( HMG_Mustang_LA_LOD01.mesh, distance = 9 )
Model_Lod = ( HMG_Mustang_LA_LOD02.mesh, distance = 11 )
CastShadow = true
debugkey = ctrl + b
UiImageSmall = MODEL_MachinegunCarSmall.png
UiImageLarge = MODEL_MachinegunCarLarge.png
Yaw = 90 ; Exported in +Y Direction 

[ANTI_TANK]
path = models\soldiers\weapons\AntiTank\
Model_Normal = ( AntiTank.mesh, scale = 1.0 )
Model_DamageModel = ( AntiTank.mesh, damage=0.45 ) | ( AntiTank_Corpse.mesh, damage=1.0 )
CastShadow = true
UseMapType = false
debugkey = ctrl + n
UiImageSmall = MODEL_CannonSmall.dds
UiImageLarge = MODEL_CannonLarge.png
EventIcon = EVENT_Antitank.png
UiImageSmall_SpecialMode = MODEL_Cannon_NoDriverSmall.dds
UiImageLarge_SpecialMode = MODEL_Cannon_NoDriverLarge.png
Yaw = 90 ; Exported in +Y Direction

StandOnTurretWeapon = true
AttachWeapon = ( Hand = Flag )

[ANTI_TANK_ENEMY]
path = models\soldiers\weapons\E_Antitank\
Model_Normal = ( E_Antitank.mesh, scale = 1.0 )
Model_DamageModel = ( E_Antitank_D2.mesh, damage=0.50 ) | ( E_Antitank_Corpse.mesh, damage=1.0 )
CastShadow = true
UseMapType = false
debugkey = ctrl + n
UiImageSmall = MODEL_CannonSmall.dds
UiImageLarge = MODEL_CannonLarge_Enemy.png
EventIcon = EVENT_EnemyAntitank.png
Yaw = 90 ; Exported in +Y Direction

StandOnTurretWeapon = true
AttachWeapon = ( Hand = Flag )

[SUPER_TANK]
Type = MapObj
path =  models\vehicles\SuperTank\
Model_Normal = ( Supertank.mesh, scale = 1.0 )
Model_Lod  = ( Supertank_lod.mesh, distance = 40 )
Model_Yard = (Supertank_Stage01.mesh, progress=0.25) | (Supertank_Stage02.mesh, progress=0.65 )
Model_DamageModel = ( SuperTank_D1.mesh, damage=0.25, fx = FX_BURNING ) | ( SuperTank_corps.mesh, damage=1.0, fx = FX_BURNING )
CastShadow = true
UseMapType = false
debugkey = ctrl + t
UiImageSmall = MODEL_SupertankSmall.png
UiImageLarge = MODEL_SupertankLarge.png
EventIcon = EVENT_SuperTank.png
;UiImageMinimap = (Super_Tank_MinimapIcon.png, scale = 1.5)
Yaw = 90 ; Exported in +Y Direction
SelectionSize = 1.5

AttachWeapon = ( Hand = Weapon )

Idle = anim ( enter=10 , exit=20 , looping=true , forward=true )
Attack = anim ( enter=10 , exit=20 , looping=true , forward=true )
Move_forward = anim ( enter=10 , exit=20 , looping=true , forward=true )
Move_forward_left = anim ( enter=10 , exit=20 , looping=true , forward=true )
Move_forward_right = anim ( enter=10 , exit=20 , looping=true , forward=true )
Move_backward = anim ( enter=10 , exit=20 , looping=true , forward=true )
Move_backward_left = anim ( enter=10 , exit=20 , looping=true , forward=true )
Move_backward_right = anim ( enter=10 , exit=20 , looping=true , forward=true )

[SUPER_TANK_ENEMY]
Type = MapObj
path =  models\vehicles\E_SuperTank\
Model_Normal = ( E_Supertank.mesh, scale = 1.0 )
Model_Lod  = ( E_Supertank_lod.mesh, distance = 40 )
Model_Yard = (E_Supertank_Stage01.mesh, progress=0.25) | (E_Supertank_Stage02.mesh, progress=0.65 )
Model_DamageModel = ( E_Supertank_D1.mesh, damage=0.55, fx = FX_BURNING ) | ( E_SuperTank_corps.mesh, damage=1.0, fx = FX_BURNING )
CastShadow = true
UseMapType = false
debugkey = ctrl + t
UiImageSmall = MODEL_SupertankSmall_Enemy.png
UiImageLarge = MODEL_SupertankLarge_Enemy.png
EventIcon = EVENT_EnemySuperTank.png
;UiImageMinimap = (Super_Tank_MinimapIcon.png, scale = 1.5)
Yaw = 90 ; Exported in +Y Direction
SelectionSize = 1.5

AttachWeapon = ( Hand = Weapon )

Idle = anim ( enter=10 , exit=20 , looping=true , forward=true )
Attack = anim ( enter=10 , exit=20 , looping=true , forward=true )
Move_forward = anim ( enter=10 , exit=20 , looping=true , forward=true )
Move_forward_left = anim ( enter=10 , exit=20 , looping=true , forward=true )
Move_forward_right = anim ( enter=10 , exit=20 , looping=true , forward=true )
Move_backward = anim ( enter=10 , exit=20 , looping=true , forward=true )
Move_backward_left = anim ( enter=10 , exit=20 , looping=true , forward=true )
Move_backward_right = anim ( enter=10 , exit=20 , looping=true , forward=true )


[SUPER_LAUNCHER]
path =  models\vehicles\SuperLauncher\
Model_Normal = ( SuperLauncher.mesh, scale = 1.0 )
Model_Lod = ( SuperLauncher_LOD.mesh, distance = 20 )
Model_Yard = (SuperLauncher_Stage1.mesh, progress=0.25) | (SuperLauncher_Stage2.mesh, progress=0.65 )
Model_DamageModel = ( SuperLauncher_D1.mesh, damage=0.5, fx = FX_BURNING ) | ( SuperLauncher_corps.mesh, damage=1.0, fx = FX_BURNING )   
CastShadow = true
UseMapType = false
debugkey = ctrl + x
UiImageSmall = MODEL_SuperlauncherSmall.png
UiImageLarge = MODEL_SuperlauncherLarge.png
EventIcon = EVENT_SuperLauncher.png
;UiImageMinimap = (Super_Launcher_MinimapIcon.png, scale = 1.5)
Yaw = 90 ; Exported in +Y Direction
SelectionSize = 1.5

AttachWeapon = ( Primary_Hand = Flag, Primary_Leg = Flag)

Idle = anim ( enter=10 , exit=20 , looping=true , forward=true )
Deploying = anim ( enter=10 , exit=20 , looping=false , forward=true )
Packing = anim ( enter=10 , exit=20 , looping=false , forward=true )
Attack = anim ( enter=10 , exit=20 , looping=true , forward=true )
Move_forward = anim ( enter=10 , exit=20 , looping=true , forward=true )
Move_forward_left = anim ( enter=10 , exit=20 , looping=true , forward=true )
Move_forward_right = anim ( enter=10 , exit=20 , looping=true , forward=true )
Move_backward = anim ( enter=10 , exit=20 , looping=true , forward=true )
Move_backward_left = anim ( enter=10 , exit=20 , looping=true , forward=true )
Move_backward_right = anim ( enter=10 , exit=20 , looping=true , forward=true )

[SUPER_LAUNCHER_ENEMY]
path =  models\vehicles\E_SuperLauncher\
Model_Normal = ( E_SuperLauncher.mesh, scale = 1.0 )
Model_Lod = ( E_SuperLauncher_LOD.mesh, distance = 20 )
Model_Yard = (E_SuperLauncher_Stage1.mesh, progress=0.25) | (E_SuperLauncher_Stage2.mesh, progress=0.65 )
Model_DamageModel = ( E_SuperLauncher_D1.mesh, damage=0.5, fx = FX_BURNING ) | ( E_SuperLauncher_corps.mesh, damage=1.0, fx = FX_BURNING )   
CastShadow = true
UseMapType = false
debugkey = ctrl + x
UiImageSmall = MODEL_SuperlauncherSmall.png
UiImageLarge = MODEL_SuperlauncherLarge_Enemy.png
EventIcon = EVENT_EnemySuperLauncher.png
;UiImageMinimap = (Super_Launcher_MinimapIcon.png, scale = 1.5)
Yaw = 90 ; Exported in +Y Direction
SelectionSize = 1.5

AttachWeapon = ( Primary_Hand = Flag, Primary_Leg = Flag)

Idle = anim ( enter=10 , exit=20 , looping=true , forward=true )
Deploying = anim ( enter=10 , exit=20 , looping=false , forward=true )
Packing = anim ( enter=10 , exit=20 , looping=false , forward=true )
Attack = anim ( enter=10 , exit=20 , looping=true , forward=true )
Move_forward = anim ( enter=10 , exit=20 , looping=true , forward=true )
Move_forward_left = anim ( enter=10 , exit=20 , looping=true , forward=true )
Move_forward_right = anim ( enter=10 , exit=20 , looping=true , forward=true )
Move_backward = anim ( enter=10 , exit=20 , looping=true , forward=true )
Move_backward_left = anim ( enter=10 , exit=20 , looping=true , forward=true )
Move_backward_right = anim ( enter=10 , exit=20 , looping=true , forward=true )


;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;
; UNIT VARIATIONS
;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

[UNCONSCIOUS_SOLDIER]
path = models\soldiers\ENG_G\
Model_Normal = ( ENG_G.mesh, scale = 1.0 )
CastShadow = true
UseMapType = false
UiImageLarge = MODEL_UnconsciousLaborerLarge.png
Model_Lod = ( ENG_G_Lod1.mesh, distance = 7 )
Model_Lod = ( ENG_G_lod2.mesh, distance = 15)
Model_Lod = ( ENG_G_lod03.mesh, distance = 30)
Yaw = -90 ;this is bcoz of skin modifier applied to mesh.
SelectionSize = 0.7 ; scale the selection ring FX

AttachWeapon = ( Hand = Bone_Knife )

Run = anim ( enter=20 , exit=20 , looping=true , forward=true )
Jog = anim ( enter=20 , exit=20 , looping=true , forward=true )
Sprint = anim ( enter=20 , exit=20 , looping=true , forward=true )
Idle_Stand = anim ( enter=20 , exit=20 , looping=true , forward=true )
Idle_Kneel = anim ( enter=20 , exit=20 , looping=true , forward=true )
Idle_Prone = anim ( enter=20 , exit=20 , looping=true , forward=true )
Prone_Move = anim ( enter=20 , exit=20 , looping=true , forward=true )

Captured = anim ( enter=20 , exit=20 , looping=true , forward=true )
Kneel_Attack = anim ( enter=20 , exit=20 , looping=true , forward=true )

Build = anim ( enter=20 , exit=20 , looping=true , forward=true )
Work = anim ( enter=20 , exit=20 , looping=true , forward=true )

Die_FallBack = anim ( enter=20 , exit=20 , looping=false , forward=true )
Die_FallFront = anim ( enter=20 , exit=20 , looping=false , forward=true )
Die_Explosion = anim ( enter=20 , exit=20 , looping=false , forward=true )
Prone_Die = anim ( enter=20 , exit=20 , looping=false , forward=true )
Kneel_Die = anim ( enter=20 , exit=20 , looping=false , forward=true )

FallBack_to_Stand = anim ( enter=20 , exit=20 , looping=false , forward=true )
FallFront_to_Stand = anim ( enter=20 , exit=20 , looping=false , forward=true )

Heal = anim ( enter=20 , exit=20 , looping=false , forward=true )

Lying_Unconscious_Back = anim ( enter=100 , exit=100 , looping=true , forward=true )
Lying_Unconscious_Front = anim ( enter=100 , exit=100 , looping=true , forward=true )
Lying_Unconscious_Prone = anim ( enter=100 , exit=100 , looping=true , forward=true )

Kneel_to_Stand = anim ( enter=20 , exit=20 , looping=false , forward=true )
Stand_to_Kneel = anim ( enter=20 , exit=20 , looping=false , forward=true )

Prone_to_Stand = anim ( enter=20 , exit=20 , looping=false , forward=true )
Stand_to_Prone = anim ( enter=20 , exit=20 , looping=false , forward=true )
Prone_to_Run   = anim ( enter=20 , exit=20 , looping=false , forward=true )

Turret_Idle = anim ( enter=20 , exit=20 , looping=false , forward=true )
Turret_Attack = anim ( enter=20 , exit=20 , looping=false , forward=true )

Vehicle_Unconscious = anim ( enter=20 , exit=20 , looping=true , forward=true )
Vehicle_Idle = anim ( enter=20 , exit=20 , looping=true , forward=true )
Vehicle_Drive = anim ( enter=20 , exit=20 , looping=true , forward=true )
Vehicle_Die = anim ( enter=20 , exit=20 , looping=false , forward=true )

[UNCONSCIOUS_CAPTURED_SOLDIER]
path =  models\soldiers\Prisoner_E\
Model_Normal = ( Prisoner_E.mesh, scale = 1.00 )
Model_Lod = ( Prisoner_E_Lod1.mesh, distance = 7 )
Model_Lod = ( Prisoner_E_Lod2.mesh, distance = 9 )
CastShadow = true
UseMapType = false
UiImageLarge = MODEL_PrisonerLarge.png
Yaw = -90 ; Skin Modifier
SelectionSize = 0.7 ; scale the selection ring FX

AttachWeapon = ( Hand = Bone_Knife )

Run = anim ( enter=20 , exit=20 , looping=true , forward=true )
Jog = anim ( enter=20 , exit=20 , looping=true , forward=true )
Sprint = anim ( enter=20 , exit=20 , looping=true , forward=true )
Idle_Stand = anim ( enter=20 , exit=20 , looping=true , forward=true )
Idle_Kneel = anim ( enter=20 , exit=20 , looping=true , forward=true )
Idle_Prone = anim ( enter=20 , exit=20 , looping=true , forward=true )
Prone_Move = anim ( enter=20 , exit=20 , looping=true , forward=true )

Captured = anim ( enter=20 , exit=20 , looping=true , forward=true )
Kneel_Attack = anim ( enter=20 , exit=20 , looping=true , forward=true )

Build = anim ( enter=20 , exit=20 , looping=true , forward=true )
Work = anim ( enter=20 , exit=20 , looping=true , forward=true )

Die_FallBack = anim ( enter=20 , exit=20 , looping=false , forward=true )
Die_FallFront = anim ( enter=20 , exit=20 , looping=false , forward=true )
Die_Explosion = anim ( enter=20 , exit=20 , looping=false , forward=true )
Prone_Die = anim ( enter=20 , exit=20 , looping=false , forward=true )
Kneel_Die = anim ( enter=20 , exit=20 , looping=false , forward=true )

FallBack_to_Stand = anim ( enter=20 , exit=20 , looping=false , forward=true )
FallFront_to_Stand = anim ( enter=20 , exit=20 , looping=false , forward=true )

Heal = anim ( enter=20 , exit=20 , looping=false , forward=true )

Lying_Unconscious_Back = anim ( enter=100 , exit=100 , looping=true , forward=true )
Lying_Unconscious_Front = anim ( enter=100 , exit=100 , looping=true , forward=true )
Lying_Unconscious_Prone = anim ( enter=100 , exit=100 , looping=true , forward=true )

Kneel_to_Stand = anim ( enter=20 , exit=20 , looping=false , forward=true )
Stand_to_Kneel = anim ( enter=20 , exit=20 , looping=false , forward=true )

Prone_to_Stand = anim ( enter=20 , exit=20 , looping=false , forward=true )
Stand_to_Prone = anim ( enter=20 , exit=20 , looping=false , forward=true )
Prone_to_Run   = anim ( enter=20 , exit=20 , looping=false , forward=true )

Turret_Idle = anim ( enter=20 , exit=20 , looping=false , forward=true )
Turret_Attack = anim ( enter=20 , exit=20 , looping=false , forward=true )

Vehicle_Unconscious = anim ( enter=20 , exit=20 , looping=true , forward=true )
Vehicle_Idle = anim ( enter=20 , exit=20 , looping=true , forward=true )
Vehicle_Drive = anim ( enter=20 , exit=20 , looping=true , forward=true )
Vehicle_Die = anim ( enter=20 , exit=20 , looping=false , forward=true )

[UNCONSCIOUS_SOLDIER_ENEMY]
path = models\soldiers\ENG_E\
Model_Normal = ( ENG_E.mesh, scale = 1.0 )
CastShadow = true
UseMapType = false
UiImageLarge = MODEL_UnconsciousLaborerLarge_enemy.png
Model_Lod = ( ENG_E_lod2.mesh, distance = 7 )
Model_Lod = ( ENG_E_lod3.mesh, distance = 15 )
Model_Lod = ( ENG_E_lod04.mesh, distance = 30 )
Yaw = -90 ;this is bcoz of skin modifier applied to mesh.
SelectionSize = 0.7 ; scale the selection ring FX

AttachWeapon = ( Hand = Bone_Knife )

Run = anim ( enter=20 , exit=20 , looping=true , forward=true )
Jog = anim ( enter=20 , exit=20 , looping=true , forward=true )
Sprint = anim ( enter=20 , exit=20 , looping=true , forward=true )
Idle_Stand = anim ( enter=20 , exit=20 , looping=true , forward=true )
Idle_Kneel = anim ( enter=20 , exit=20 , looping=true , forward=true )
Idle_Prone = anim ( enter=20 , exit=20 , looping=true , forward=true )
Prone_Move = anim ( enter=20 , exit=20 , looping=true , forward=true )

Captured = anim ( enter=20 , exit=20 , looping=true , forward=true )
Kneel_Attack = anim ( enter=20 , exit=20 , looping=true , forward=true )

Build = anim ( enter=20 , exit=20 , looping=true , forward=true )
Work = anim ( enter=20 , exit=20 , looping=true , forward=true )

Die_FallBack = anim ( enter=20 , exit=20 , looping=false , forward=true )
Die_FallFront = anim ( enter=20 , exit=20 , looping=false , forward=true )
Die_Explosion = anim ( enter=20 , exit=20 , looping=false , forward=true )
Prone_Die = anim ( enter=20 , exit=20 , looping=false , forward=true )
Kneel_Die = anim ( enter=20 , exit=20 , looping=false , forward=true )

FallBack_to_Stand = anim ( enter=20 , exit=20 , looping=false , forward=true )
FallFront_to_Stand = anim ( enter=20 , exit=20 , looping=false , forward=true )

Heal = anim ( enter=20 , exit=20 , looping=false , forward=true )

Lying_Unconscious_Back = anim ( enter=100 , exit=100 , looping=true , forward=true )
Lying_Unconscious_Front = anim ( enter=100 , exit=100 , looping=true , forward=true )
Lying_Unconscious_Prone = anim ( enter=100 , exit=100 , looping=true , forward=true )

Kneel_to_Stand = anim ( enter=20 , exit=20 , looping=false , forward=true )
Stand_to_Kneel = anim ( enter=20 , exit=20 , looping=false , forward=true )

Prone_to_Stand = anim ( enter=20 , exit=20 , looping=false , forward=true )
Stand_to_Prone = anim ( enter=20 , exit=20 , looping=false , forward=true )
Prone_to_Run   = anim ( enter=20 , exit=20 , looping=false , forward=true )

Turret_Idle = anim ( enter=20 , exit=20 , looping=false , forward=true )
Turret_Attack = anim ( enter=20 , exit=20 , looping=false , forward=true )

Vehicle_Unconscious = anim ( enter=20 , exit=20 , looping=true , forward=true )
Vehicle_Idle = anim ( enter=20 , exit=20 , looping=true , forward=true )
Vehicle_Drive = anim ( enter=20 , exit=20 , looping=true , forward=true )
Vehicle_Die = anim ( enter=20 , exit=20 , looping=false , forward=true )


[UNCONSCIOUS_CAPTURED_SOLDIER_ENEMY]
path =  models\soldiers\Prisoner_E\
Model_Normal = ( Prisoner_E.mesh, scale = 1.00 )
Model_Lod = ( Prisoner_E_Lod1.mesh, distance = 7 )
Model_Lod = ( Prisoner_E_Lod2.mesh, distance = 9 )
CastShadow = true
UseMapType = false
UiImageLarge = MODEL_PrisonerLarge.png
Yaw = -90 ; Skin Modifier
SelectionSize = 0.7 ; scale the selection ring FX

AttachWeapon = ( Hand = Bone_Knife )

Run = anim ( enter=20 , exit=20 , looping=true , forward=true )
Jog = anim ( enter=20 , exit=20 , looping=true , forward=true )
Sprint = anim ( enter=20 , exit=20 , looping=true , forward=true )
Idle_Stand = anim ( enter=20 , exit=20 , looping=true , forward=true )
Idle_Kneel = anim ( enter=20 , exit=20 , looping=true , forward=true )
Idle_Prone = anim ( enter=20 , exit=20 , looping=true , forward=true )
Prone_Move = anim ( enter=20 , exit=20 , looping=true , forward=true )

Captured = anim ( enter=20 , exit=20 , looping=true , forward=true )
Kneel_Attack = anim ( enter=20 , exit=20 , looping=true , forward=true )

Build = anim ( enter=20 , exit=20 , looping=true , forward=true )
Work = anim ( enter=20 , exit=20 , looping=true , forward=true )

Die_FallBack = anim ( enter=20 , exit=20 , looping=false , forward=true )
Die_FallFront = anim ( enter=20 , exit=20 , looping=false , forward=true )
Die_Explosion = anim ( enter=20 , exit=20 , looping=false , forward=true )
Prone_Die = anim ( enter=20 , exit=20 , looping=false , forward=true )
Kneel_Die = anim ( enter=20 , exit=20 , looping=false , forward=true )

FallBack_to_Stand = anim ( enter=20 , exit=20 , looping=false , forward=true )
FallFront_to_Stand = anim ( enter=20 , exit=20 , looping=false , forward=true )

Heal = anim ( enter=20 , exit=20 , looping=false , forward=true )

lying_Unconscious_Back = anim ( enter=100 , exit=100 , looping=true , forward=true )
lying_Unconscious_Front = anim ( enter=100 , exit=100 , looping=true , forward=true )
Lying_Unconscious_Prone = anim ( enter=100 , exit=100 , looping=true , forward=true )

Kneel_to_Stand = anim ( enter=20 , exit=20 , looping=false , forward=true )
Stand_to_Kneel = anim ( enter=20 , exit=20 , looping=false , forward=true )

Prone_to_Stand = anim ( enter=20 , exit=20 , looping=false , forward=true )
Stand_to_Prone = anim ( enter=20 , exit=20 , looping=false , forward=true )
Prone_to_Run   = anim ( enter=20 , exit=20 , looping=false , forward=true )

Turret_Idle = anim ( enter=20 , exit=20 , looping=false , forward=true )
Turret_Attack = anim ( enter=20 , exit=20 , looping=false , forward=true )

Vehicle_Unconscious = anim ( enter=20 , exit=20 , looping=true , forward=true )
Vehicle_Idle = anim ( enter=20 , exit=20 , looping=true , forward=true )
Vehicle_Drive = anim ( enter=20 , exit=20 , looping=true , forward=true )
Vehicle_Die = anim ( enter=20 , exit=20 , looping=false , forward=true )

[CAPTURED_SOLDIER]
path =  models\soldiers\Prisoner_E\
Model_Normal = ( Prisoner_E.mesh, scale = 1.00 )
Model_Lod = ( Prisoner_E_Lod1.mesh, distance = 7 )
Model_Lod = ( Prisoner_E_Lod2.mesh, distance = 9 )
CastShadow = true
UseMapType = false
UiImageLarge = MODEL_PrisonerLarge.png
EventIcon = EVENT_Prisoner.png
Yaw = -90 ; Skin Modifier
SelectionSize = 0.7 ; scale the selection ring FX

AttachWeapon = ( Hand = Bone_Knife )

Run = anim ( enter=20 , exit=20 , looping=true , forward=true )
Jog = anim ( enter=20 , exit=20 , looping=true , forward=true )
Sprint = anim ( enter=20 , exit=20 , looping=true , forward=true )
Encumbered = anim ( enter=20 , exit=20 , looping=true , forward=true )
Idle_Stand = anim ( enter=20 , exit=20 , looping=true , forward=true )
Idle_Kneel = anim ( enter=20 , exit=20 , looping=true , forward=true )
Idle_Prone = anim ( enter=20 , exit=20 , looping=true , forward=true )
Prone_Move = anim ( enter=20 , exit=20 , looping=true , forward=true )

moving_antitank = anim ( enter=20 , exit=20 , looping=true , forward=true )

Build = anim ( enter=20 , exit=20 , looping=true , forward=true )
Work = anim ( enter=20 , exit=20 , looping=true , forward=true )

Die_FallBack = anim ( enter=20 , exit=20 , looping=false , forward=true )
Die_FallFront = anim ( enter=20 , exit=20 , looping=false , forward=true )
Die_Explosion = anim ( enter=20 , exit=20 , looping=false , forward=true )
Prone_Die = anim ( enter=20 , exit=20 , looping=false , forward=true )
Kneel_Die = anim ( enter=20 , exit=20 , looping=false , forward=true )

FallBack_to_Stand = anim ( enter=20 , exit=20 , looping=false , forward=true )
FallFront_to_Stand = anim ( enter=20 , exit=20 , looping=false , forward=true )

Heal = anim ( enter=20 , exit=20 , looping=false , forward=true )

Lying_Unconscious_Back = anim ( enter=100 , exit=100 , looping=true , forward=true )
Lying_Unconscious_Front = anim ( enter=100 , exit=100 , looping=true , forward=true )
Lying_Unconscious_Prone = anim ( enter=100 , exit=100 , looping=true , forward=true )

Kneel_to_Stand = anim ( enter=20 , exit=20 , looping=false , forward=true )
Stand_to_Kneel = anim ( enter=20 , exit=20 , looping=false , forward=true )

Prone_to_Stand = anim ( enter=20 , exit=20 , looping=false , forward=true )
Stand_to_Prone = anim ( enter=20 , exit=20 , looping=false , forward=true )
Prone_to_Run   = anim ( enter=20 , exit=20 , looping=false , forward=true )

Turret_Idle = anim ( enter=20 , exit=20 , looping=false , forward=true )
Turret_Attack = anim ( enter=20 , exit=20 , looping=false , forward=true )
Knife_Attack = anim ( enter=100 , exit=100 , looping=true , forward=true )
Knife_Attack_Kneel = anim ( enter=100 , exit=100 , looping=true , forward=true )
Knife_Attack_Move_Forward = anim ( enter=20 , exit=20 , looping=true , forward=true )
Knife_Attack_Move_Left = anim ( enter=20 , exit=20 , looping=true , forward=true )
Knife_Attack_Move_Right = anim ( enter=20 , exit=20 , looping=true , forward=true )

Vehicle_Unconscious = anim ( enter=20 , exit=20 , looping=true , forward=true )
Vehicle_Idle = anim ( enter=20 , exit=20 , looping=true , forward=true )
Vehicle_Drive = anim ( enter=20 , exit=20 , looping=true , forward=true )
Vehicle_Die = anim ( enter=20 , exit=20 , looping=false , forward=true )

[CAPTURED_SOLDIER_ENEMY]
path =  models\soldiers\Prisoner_E\
Model_Normal = ( Prisoner_E.mesh, scale = 1.00 )
Model_Lod = ( Prisoner_E_lod1.mesh, distance = 7 )
Model_Lod = ( Prisoner_E_lod2.mesh, distance = 9 )
CastShadow = true
UseMapType = false
UiImageLarge = MODEL_PrisonerLarge_Enemy.png
EventIcon = EVENT_Prisoner.png
Yaw = -90 ; Skin Modifier
SelectionSize = 0.7 ; scale the selection ring FX

AttachWeapon = ( Hand = Bone_Knife )

Run = anim ( enter=20 , exit=20 , looping=true , forward=true )
Jog = anim ( enter=20 , exit=20 , looping=true , forward=true )
Sprint = anim ( enter=20 , exit=20 , looping=true , forward=true )
Encumbered = anim ( enter=20 , exit=20 , looping=true , forward=true )
Idle_Stand = anim ( enter=20 , exit=20 , looping=true , forward=true )
Idle_Kneel = anim ( enter=20 , exit=20 , looping=true , forward=true )
Idle_Prone = anim ( enter=20 , exit=20 , looping=true , forward=true )
Prone_Move = anim ( enter=20 , exit=20 , looping=true , forward=true )

Build = anim ( enter=20 , exit=20 , looping=true , forward=true )
Work = anim ( enter=20 , exit=20 , looping=true , forward=true )

Die_FallBack = anim ( enter=20 , exit=20 , looping=false , forward=true )
Die_FallFront = anim ( enter=20 , exit=20 , looping=false , forward=true )
Die_Explosion = anim ( enter=20 , exit=20 , looping=false , forward=true )
Prone_Die = anim ( enter=20 , exit=20 , looping=false , forward=true )
Kneel_Die = anim ( enter=20 , exit=20 , looping=false , forward=true )

FallBack_to_Stand = anim ( enter=20 , exit=20 , looping=false , forward=true )
FallFront_to_Stand = anim ( enter=20 , exit=20 , looping=false , forward=true )

Heal = anim ( enter=20 , exit=20 , looping=false , forward=true )

Lying_Unconscious_Back = anim ( enter=100 , exit=100 , looping=true , forward=true )
Lying_Unconscious_Front = anim ( enter=100 , exit=100 , looping=true , forward=true )
Lying_Unconscious_Prone = anim ( enter=100 , exit=100 , looping=true , forward=true )

Kneel_to_Stand = anim ( enter=20 , exit=20 , looping=false , forward=true )
Stand_to_Kneel = anim ( enter=20 , exit=20 , looping=false , forward=true )

Prone_to_Stand = anim ( enter=20 , exit=20 , looping=false , forward=true )
Stand_to_Prone = anim ( enter=20 , exit=20 , looping=false , forward=true )
Prone_to_Run   = anim ( enter=20 , exit=20 , looping=false , forward=true )

Turret_Idle = anim ( enter=20 , exit=20 , looping=false , forward=true )
Turret_Attack = anim ( enter=20 , exit=20 , looping=false , forward=true )
Knife_Attack = anim ( enter=100 , exit=100 , looping=true , forward=true )
Knife_Attack_Kneel = anim ( enter=100 , exit=100 , looping=true , forward=true )
Knife_Attack_Move_Forward = anim ( enter=20 , exit=20 , looping=true , forward=true )
Knife_Attack_Move_Left = anim ( enter=20 , exit=20 , looping=true , forward=true )
Knife_Attack_Move_Right = anim ( enter=20 , exit=20 , looping=true , forward=true )

Vehicle_Unconscious = anim ( enter=20 , exit=20 , looping=true , forward=true )
Vehicle_Idle = anim ( enter=20 , exit=20 , looping=true , forward=true )
Vehicle_Drive = anim ( enter=20 , exit=20 , looping=true , forward=true )
Vehicle_Die = anim ( enter=20 , exit=20 , looping=false , forward=true )

[RIFLEMAN]
Type = MapObj
path =  models\soldiers\MG_G\
Model_Normal = ( MG_G.mesh, scale = 1.00 )
Model_Lod = ( MG_G_Lod01.mesh, distance = 7 )
Model_Lod = ( MG_G_Lod02.mesh, distance = 15 )
Model_Lod = ( MG_G_Lod03.mesh, distance = 30 )
CastShadow = true
UseMapType = false
debugkey = ctrl + r
UiImageSmall = Model_RifleManSmall.dds
UiImageLarge = MODEL_RifleManLarge.png
EventIcon = EVENT_Rifleman.png
UiImageSmall_SpecialMode = MODEL_Weapon_MGSmall.png
UiImageLarge_SpecialMode = MODEL_Weapon_MGLarge.png
Yaw = -90 ; Skin Modifier
SelectionSize = 0.7 ; scale the selection ring FX

AttachWeapon = ( Primary_Hand = Bone_Gun, Secondary_Hand = Bone_Knife, Reserved = Bip01 Spine1)

Jog = anim ( enter=10 , exit=20 , looping=true , forward=true )
Run = anim ( enter=10 , exit=20 , looping=true , forward=true )
Sprint = anim ( enter=10 , exit=20 , looping=true , forward=true )
Encumbered = anim ( enter=20 , exit=20 , looping=true , forward=true )
Idle_Stand = anim ( enter=10 , exit=20 , looping=true , forward=true )
Idle_Prone = anim ( enter=10 , exit=20 , looping=true , forward=true )
Idle_Kneel = anim ( enter=10 , exit=20 , looping=true , forward=true )
Turret_Idle = anim ( enter=100 , exit=100 , looping=true , forward=true )
Prone_Move = anim ( enter=20 , exit=20 , looping=true , forward=true )
Kneel_Move = anim ( enter=20 , exit=20 , looping=true , forward=true )

moving_antitank = anim ( enter=20 , exit=20 , looping=true , forward=true )

Captured = anim ( enter=20 , exit=20 , looping=true , forward=true )

; Attack Move
Attack_Move_Forward = anim ( enter=20 , exit=20 , looping=true , forward=false )
Attack_Move_Left = anim ( enter=20 , exit=20 , looping=true , forward=true )
Attack_Move_right = anim ( enter=20 , exit=20 , looping=true , forward=true )

; Attack
Stand_Attack = anim ( enter=20 , exit=20 , looping=true , forward=true )
Prone_Attack = anim ( enter=20 , exit=20 , looping=true , forward=true )
ProneAttack_Rotate = anim ( enter=20 , exit=20 , looping=true , forward=true )
Kneel_Attack = anim ( enter=20 , exit=20 , looping=true , forward=true )
Turret_Attack = anim ( enter=100 , exit=100 , looping=true , forward=true )
Knife_Attack = anim ( enter=100 , exit=100 , looping=true , forward=true )
Knife_Attack_Kneel = anim ( enter=100 , exit=100 , looping=true , forward=true )
Knife_Attack_Move_Forward = anim ( enter=20 , exit=20 , looping=true , forward=true )
Knife_Attack_Move_Left = anim ( enter=20 , exit=20 , looping=true , forward=true )
Knife_Attack_Move_Right = anim ( enter=20 , exit=20 , looping=true , forward=true )

Vehicle_Attack = anim ( enter=100 , exit=100 , looping=true , forward=true )
Vehicle_Attack_Right = anim ( enter=100 , exit=100 , looping=true , forward=true )

Die_FallBack = anim ( enter=20 , exit=20 , looping=false , forward=true )
Die_FallFront = anim ( enter=20 , exit=20 , looping=false , forward=true )
Die_Explosion = anim ( enter=20 , exit=20 , looping=false , forward=true )
Vehicle_Die = anim ( enter=100 , exit=100 , looping=false , forward=true )
Turret_Die = anim ( enter=100 , exit=100 , looping=false , forward=true )
Kneel_Die = anim ( enter=100 , exit=100 , looping=false , forward=true )
Prone_Die = anim ( enter=100 , exit=100 , looping=false , forward=true )
FallBack_to_Stand = anim ( enter=20 , exit=20 , looping=false , forward=true )
FallFront_to_Stand = anim ( enter=20 , exit=20 , looping=false , forward=true )

Lying_Unconscious_Back = anim ( enter=100 , exit=100 , looping=true , forward=true )
Lying_Unconscious_Front = anim ( enter=100 , exit=100 , looping=true , forward=true )
Lying_Unconscious_Prone = anim ( enter=100 , exit=100 , looping=true , forward=true )
Turret_Unconscious = anim ( enter=100 , exit=100 , looping=true , forward=true )
Vehicle_Unconscious = anim ( enter=100 , exit=100 , looping=true , forward=true )
Vehicle_Idle = anim ( enter=100 , exit=100 , looping=true , forward=true )
Vehicle_Drive = anim ( enter=100 , exit=100 , looping=true , forward=true )

Heal = anim ( enter=100 , exit=100 , looping=true , forward=true )

Build = anim ( enter=20 , exit=20 , looping=true , forward=true )
Work = anim ( enter=20 , exit=20 , looping=true , forward=true )

; Trans
Stand_to_Prone = anim ( enter=20 , exit=20 , looping=false , forward=true )
Prone_to_Stand = anim ( enter=20 , exit=20 , looping=false , forward=true )
Prone_to_Run   = anim ( enter=20 , exit=20 , looping=false , forward=true )
Stand_to_Kneel = anim ( enter=20 , exit=20 , looping=false , forward=true )
Kneel_to_Stand = anim ( enter=20 , exit=20 , looping=false , forward=true )
Kneel_to_Prone = anim ( enter=20 , exit=20 , looping=false , forward=true )
Prone_to_Kneel = anim ( enter=20 , exit=20 , looping=false , forward=true )

[RIFLEMAN_ENEMY]
Type = MapObj (RIFLEMAN)
path =  models\soldiers\MG_E\
Model_Normal = ( MG_E.mesh, scale = 1.00 )
Model_Lod = ( MG_E_Lod1.mesh, distance = 7 )
Model_Lod = ( MG_E_Lod2.mesh, distance = 15 )
Model_Lod = ( MG_E_Lod3.mesh, distance = 30 )
UiImageSmall = MODEL_RifleManSmall_enemy.png
UiImageLarge = MODEL_RifleManLarge_enemy.png
EventIcon = EVENT_EnemyRifleman.png
UiImageSmall_SpecialMode = MODEL_Weapon_MGSmall.png
UiImageLarge_SpecialMode = MODEL_Weapon_MGLarge.png

Patrol = anim ( enter=10 , exit=20 , looping=true , forward=true )

[SNIPER]
Type = MapObj
path =  models\soldiers\Sniper_G\
Model_Normal = ( Sniper_G.mesh, scale = 1.00 )
Model_Lod = ( Sniper_G_Lod2.mesh, distance = 7 )
Model_Lod = ( Sniper_G_Lod3.mesh, distance = 15 )
Model_Lod = ( Sniper_G_Lod04.mesh, distance = 30 )
CastShadow = true
UseMapType = false
debugkey = ctrl + p
UiImageSmall = Model_SniperSmall.dds
UiImageLarge = MODEL_SniperLarge.png
EventIcon = EVENT_Sniper.png
UiImageSmall_SpecialMode = MODEL_Weapon_SniperSmall.png
UiImageLarge_SpecialMode = MODEL_Weapon_SniperLarge.png

Yaw = -90 ; Skin Modifier
SelectionSize = 0.7 ; scale the selection ring FX

AttachWeapon = ( Primary_Hand = Bone_Gun, Secondary_Hand = Bone_Knife, Reserved = Bip01 Spine1)

Jog = anim ( enter=10 , exit=20 , looping=true , forward=true )
Run = anim ( enter=10 , exit=20 , looping=true , forward=true )
Sprint = anim ( enter=10 , exit=20 , looping=true , forward=true )
Encumbered = anim ( enter=20 , exit=20 , looping=true , forward=true )
Idle_Stand = anim ( enter=10 , exit=20 , looping=true , forward=true )
Idle_Prone = anim ( enter=10 , exit=20 , looping=true , forward=true )
Idle_Kneel = anim ( enter=10 , exit=20 , looping=true , forward=true )
Prone_Move = anim ( enter=20 , exit=20 , looping=true , forward=true )
Kneel_Move = anim ( enter=20 , exit=20 , looping=true , forward=true )

moving_antitank = anim ( enter=20 , exit=20 , looping=true , forward=true )

Captured = anim ( enter=20 , exit=20 , looping=true , forward=true )

; Attack Move
Attack_Move_Forward = anim ( enter=20 , exit=20 , looping=true , forward=true )
Attack_Move_Left = anim ( enter=20 , exit=20 , looping=true , forward=true )
Attack_Move_right = anim ( enter=20 , exit=20 , looping=true , forward=true )

; Attack
Stand_Attack = anim ( enter=20 , exit=20 , looping=true , forward=true )
Prone_Attack = anim ( enter=20 , exit=20 , looping=true , forward=true )
ProneAttack_Rotate = anim ( enter=20 , exit=20 , looping=true , forward=true )
Kneel_Attack = anim ( enter=20 , exit=20 , looping=true , forward=true )
Turret_Attack = anim ( enter=100 , exit=100 , looping=true , forward=true )
Knife_Attack = anim ( enter=100 , exit=100 , looping=true , forward=true )
Knife_Attack_Kneel = anim ( enter=100 , exit=100 , looping=true , forward=true )
Knife_Attack_Move_Forward = anim ( enter=20 , exit=20 , looping=true , forward=true )
Knife_Attack_Move_Left = anim ( enter=20 , exit=20 , looping=true , forward=true )
Knife_Attack_Move_Right = anim ( enter=20 , exit=20 , looping=true , forward=true )

Vehicle_Attack = anim ( enter=100 , exit=100 , looping=true , forward=true )
Vehicle_Attack_Right = anim ( enter=100 , exit=100 , looping=true , forward=true )

Die_FallBack = anim ( enter=20 , exit=20 , looping=false , forward=true )
Die_FallFront = anim ( enter=20 , exit=20 , looping=false , forward=true )
Die_Explosion = anim ( enter=20 , exit=20 , looping=false , forward=true )
Vehicle_Die = anim ( enter=100 , exit=100 , looping=false , forward=true )
Turret_Die = anim ( enter=100 , exit=100 , looping=false , forward=true )
Kneel_Die = anim ( enter=100 , exit=100 , looping=false , forward=true )
Prone_Die = anim ( enter=100 , exit=100 , looping=false , forward=true )
FallBack_to_Stand = anim ( enter=20 , exit=20 , looping=false , forward=true )
FallFront_to_Stand = anim ( enter=20 , exit=20 , looping=false , forward=true )

Lying_Unconscious_Back = anim ( enter=100 , exit=100 , looping=true , forward=true )
Lying_Unconscious_Front = anim ( enter=100 , exit=100 , looping=true , forward=true )
Lying_Unconscious_Prone = anim ( enter=100 , exit=100 , looping=true , forward=true )
Turret_Unconscious = anim ( enter=100 , exit=100 , looping=true , forward=true )
Vehicle_Unconscious = anim ( enter=100 , exit=100 , looping=true , forward=true )
Vehicle_Idle = anim ( enter=100 , exit=100 , looping=true , forward=true )
Vehicle_Drive = anim ( enter=100 , exit=100 , looping=true , forward=true )
Turret_Idle = anim ( enter=100 , exit=100 , looping=true , forward=true )

Heal = anim ( enter=100 , exit=100 , looping=true , forward=true )

Build = anim ( enter=20 , exit=20 , looping=true , forward=true )
Work = anim ( enter=20 , exit=20 , looping=true , forward=true )

; Trans
Stand_to_Prone = anim ( enter=20 , exit=20 , looping=false , forward=true )
Prone_to_Stand = anim ( enter=20 , exit=20 , looping=false , forward=true )
Prone_to_Run   = anim ( enter=20 , exit=20 , looping=false , forward=true )
Stand_to_Kneel = anim ( enter=20 , exit=20 , looping=false , forward=true )
Kneel_to_Stand = anim ( enter=20 , exit=20 , looping=false , forward=true )
Kneel_to_Prone = anim ( enter=20 , exit=20 , looping=false , forward=true )
Prone_to_Kneel = anim ( enter=20 , exit=20 , looping=false , forward=true )

[SNIPER_ENEMY]
Type = MapObj (SNIPER)
path =  models\soldiers\Sniper_E\
Model_Normal = ( Sniper_E.mesh, scale = 1.00 )
Model_Lod = ( Sniper_E_Lod1.mesh, distance = 7 )
Model_Lod = ( Sniper_E_Lod2.mesh, distance = 15 )
Model_Lod = ( Sniper_E_Lod3.mesh, distance = 30 )
UiImageSmall = MODEL_SniperSmall_enemy.png
UiImageLarge = MODEL_SniperLarge_enemy.png
EventIcon = EVENT_EnemySniper.png
UiImageSmall_SpecialMode = MODEL_Weapon_SniperSmall.png
UiImageLarge_SpecialMode = MODEL_Weapon_SniperLarge.png

Patrol = anim ( enter=10 , exit=20 , looping=true , forward=true )

[RPG_SOLDIER]
Type = MapObj
path =  models\soldiers\RPG_G\
Model_Normal = ( RPG_G.mesh, scale = 1.00 )
Model_Lod = ( RPG_G_lod2.mesh, distance = 7 )
Model_Lod = ( RPG_G_lod3.mesh, distance = 15 )
Model_Lod = ( RPG_G_lod04.mesh, distance = 30 )
CastShadow = true
UseMapType = false
debugkey = ctrl + k
UiImageSmall = Model_RpgSoldierSmall.dds
UiImageLarge = MODEL_RpgSoldierLarge.png
EventIcon = EVENT_RPGsoldier.png
UiImageSmall_SpecialMode = MODEL_Weapon_RPGSmall.png
UiImageLarge_SpecialMode = MODEL_Weapon_RPGLarge.png
Yaw = -90 ; Skin Modifier
SelectionSize = 0.7 ; scale the selection ring FX

AttachWeapon = ( Primary_Hand = Bone_Gun, Secondary_Hand = Bone_Knife, Reserved = Bip01 Spine1)

Jog = anim ( enter=10 , exit=20 , looping=true , forward=true )
Run = anim ( enter=10 , exit=20 , looping=true , forward=true )
Sprint = anim ( enter=10 , exit=20 , looping=true , forward=true )
Encumbered = anim ( enter=20 , exit=20 , looping=true , forward=true )
Idle_Stand = anim ( enter=10 , exit=20 , looping=true , forward=true )
Idle_Prone = anim ( enter=10 , exit=20 , looping=true , forward=true )
Idle_Kneel = anim ( enter=10 , exit=20 , looping=true , forward=true )
Prone_Move = anim ( enter=20 , exit=20 , looping=true , forward=true )
Kneel_Move = anim ( enter=20 , exit=20 , looping=true , forward=true )

moving_antitank = anim ( enter=20 , exit=20 , looping=true , forward=true )

Captured = anim ( enter=20 , exit=20 , looping=true , forward=true )

; Attack Move
Attack_Move_Forward = anim ( enter=20 , exit=20 , looping=true , forward=false )
Attack_Move_Left = anim ( enter=20 , exit=20 , looping=true , forward=true )

; Attack
Stand_Attack = anim ( enter=20 , exit=20 , looping=true , forward=true )
Prone_Attack = anim ( enter=20 , exit=20 , looping=true , forward=true )
ProneAttack_Rotate = anim ( enter=20 , exit=20 , looping=true , forward=true )
Kneel_Attack = anim ( enter=20 , exit=20 , looping=true , forward=true )
Knife_Attack = anim ( enter=20 , exit=20 , looping=true , forward=true )
Knife_Attack_Kneel = anim ( enter=100 , exit=100 , looping=true , forward=true )
Knife_Attack_Move_Forward = anim ( enter=20 , exit=20 , looping=true , forward=true )
Knife_Attack_Move_Left = anim ( enter=20 , exit=20 , looping=true , forward=true )
Knife_Attack_Move_Right = anim ( enter=20 , exit=20 , looping=true , forward=true )

Die_FallBack = anim ( enter=20 , exit=20 , looping=false , forward=true )
Die_FallFront = anim ( enter=20 , exit=20 , looping=false , forward=true )
Die_Explosion = anim ( enter=20 , exit=20 , looping=false , forward=true )
Vehicle_Die = anim ( enter=100 , exit=100 , looping=false , forward=true )
Turret_Die = anim ( enter=100 , exit=100 , looping=false , forward=true )
Kneel_Die = anim ( enter=100 , exit=100 , looping=false , forward=true )
Prone_Die = anim ( enter=100 , exit=100 , looping=false , forward=true )
FallBack_to_Stand = anim ( enter=20 , exit=20 , looping=false , forward=true )
FallFront_to_Stand = anim ( enter=20 , exit=20 , looping=false , forward=true )

Lying_Unconscious_Back = anim ( enter=100 , exit=100 , looping=true , forward=true )
Lying_Unconscious_Front = anim ( enter=100 , exit=100 , looping=true , forward=true )
Lying_Unconscious_Prone = anim ( enter=100 , exit=100 , looping=true , forward=true )
Turret_Unconscious = anim ( enter=100 , exit=100 , looping=true , forward=true )
Vehicle_Unconscious = anim ( enter=100 , exit=100 , looping=true , forward=true )
Vehicle_Idle = anim ( enter=100 , exit=100 , looping=true , forward=true )
Vehicle_Drive = anim ( enter=100 , exit=100 , looping=true , forward=true )
Turret_Idle = anim ( enter=100 , exit=100 , looping=true , forward=true )

Heal = anim ( enter=100 , exit=100 , looping=true , forward=true )

Build = anim ( enter=20 , exit=20 , looping=true , forward=true )
Work = anim ( enter=20 , exit=20 , looping=true , forward=true )

; Trans
Stand_to_Prone = anim ( enter=20 , exit=20 , looping=false , forward=true )
Prone_to_Stand = anim ( enter=20 , exit=20 , looping=false , forward=true )
Prone_to_Run   = anim ( enter=20 , exit=20 , looping=false , forward=true )
Stand_to_Kneel = anim ( enter=20 , exit=20 , looping=false , forward=true )
Kneel_to_Stand = anim ( enter=20 , exit=20 , looping=false , forward=true )
Kneel_to_Prone = anim ( enter=20 , exit=20 , looping=false , forward=true )
Prone_to_Kneel = anim ( enter=20 , exit=20 , looping=false , forward=true )

[RPG_SOLDIER_ENEMY]
Type = MapObj (RPG_SOLDIER)
path =  models\soldiers\RPG_E\
Model_Normal = ( RPG_E.mesh, scale = 1.00 )
Model_Lod = ( RPG_E_Lod1.mesh, distance = 7 )
Model_Lod = ( RPG_E_Lod2.mesh, distance = 9 )
Model_Lod = ( RPG_E_Lod3.mesh, distance = 30 )
UiImageSmall = MODEL_RpgSoldierSmall_enemy.png
UiImageLarge = MODEL_RpgSoldierLarge_enemy.png
EventIcon = EVENT_EnemyRPGsoldier.png
UiImageSmall_SpecialMode = MODEL_Weapon_RPGSmall.png
UiImageLarge_SpecialMode = MODEL_Weapon_RPGLarge.png

Patrol = anim ( enter=10 , exit=20 , looping=true , forward=true )

[MORTAR_SOLDIER]
Type = MapObj
path =  models\soldiers\Mortar_G\
Model_Normal = ( Mortar_G.mesh, scale = 1.00 )
Model_Lod = ( Mortar_G_lod1.mesh, distance = 7 )
Model_Lod = ( Mortar_G_lod02.mesh, distance = 15 )
Model_Lod = ( Mortar_G_lod3.mesh, distance = 30 )
CastShadow = true
UseMapType = false
debugkey = ctrl + m
UiImageSmall = Model_MortarManSmall.dds
UiImageLarge = MODEL_MortarManLarge.png
EventIcon = EVENT_MortarSoldier.png
UiImageSmall_SpecialMode = MODEL_Weapon_MortarSmall.png
UiImageLarge_SpecialMode = MODEL_Weapon_MortarLarge.png

Yaw = -90 ; Skin Modifier
SelectionSize = 0.7 ; scale the selection ring FX

AttachWeapon = ( Primary_Hand = Bone_Gun, Primary_Leg = Bone_foot, Secondary_Hand = Bone_Knife, Reserved = Bip01 Spine1)

Jog = anim ( enter=10 , exit=20 , looping=true , forward=true )
Run = anim ( enter=10 , exit=20 , looping=true , forward=true )
Sprint = anim ( enter=10 , exit=20 , looping=true , forward=true )
Encumbered = anim ( enter=20 , exit=20 , looping=true , forward=true )
Idle_Stand = anim ( enter=10 , exit=20 , looping=true , forward=true )
Idle_Prone = anim ( enter=10 , exit=20 , looping=true , forward=true )
Idle_Kneel = anim ( enter=10 , exit=20 , looping=true , forward=true )
Prone_Move = anim ( enter=20 , exit=20 , looping=true , forward=true )
Kneel_Move = anim ( enter=20 , exit=20 , looping=true , forward=true )

moving_antitank = anim ( enter=20 , exit=20 , looping=true , forward=true )

Captured = anim ( enter=20 , exit=20 , looping=true , forward=true )

; Attack Move
Attack_Move_Forward = anim ( enter=20 , exit=20 , looping=true , forward=true )
Attack_Move_Left = anim ( enter=20 , exit=20 , looping=true , forward=true )
Attack_Move_right = anim ( enter=20 , exit=20 , looping=true , forward=true )

; Attack
Stand_Attack = anim ( enter=20 , exit=20 , looping=true , forward=true )
Prone_Attack = anim ( enter=20 , exit=20 , looping=true , forward=true )
Kneel_Attack = anim ( enter=20 , exit=20 , looping=true , forward=true )
Turret_Attack = anim ( enter=100 , exit=100 , looping=true , forward=true )
Knife_Attack = anim ( enter=100 , exit=100 , looping=true , forward=true )
Knife_Attack_Kneel = anim ( enter=100 , exit=100 , looping=true , forward=true )
Knife_Attack_Move_Forward = anim ( enter=20 , exit=20 , looping=true , forward=true )
Knife_Attack_Move_Left = anim ( enter=20 , exit=20 , looping=true , forward=true )
Knife_Attack_Move_Right = anim ( enter=20 , exit=20 , looping=true , forward=true )

Vehicle_Attack = anim ( enter=100 , exit=100 , looping=true , forward=true )
Vehicle_Attack_Right = anim ( enter=100 , exit=100 , looping=true , forward=true )

Die_FallBack = anim ( enter=20 , exit=20 , looping=false , forward=true )
Die_FallFront = anim ( enter=20 , exit=20 , looping=false , forward=true )
Die_Explosion = anim ( enter=20 , exit=20 , looping=false , forward=true )
Vehicle_Die = anim ( enter=100 , exit=100 , looping=false , forward=true )
Turret_Die = anim ( enter=100 , exit=100 , looping=false , forward=true )
Kneel_Die = anim ( enter=100 , exit=100 , looping=false , forward=true )
Prone_Die = anim ( enter=100 , exit=100 , looping=false , forward=true )
FallBack_to_Stand = anim ( enter=20 , exit=20 , looping=false , forward=true )
FallFront_to_Stand = anim ( enter=20 , exit=20 , looping=false , forward=true )

Lying_Unconscious_Back = anim ( enter=100 , exit=100 , looping=true , forward=true )
Lying_Unconscious_Front = anim ( enter=100 , exit=100 , looping=true , forward=true )
Lying_Unconscious_Prone = anim ( enter=100 , exit=100 , looping=true , forward=true )
Turret_Unconscious = anim ( enter=100 , exit=100 , looping=true , forward=true )
Vehicle_Unconscious = anim ( enter=100 , exit=100 , looping=true , forward=true )
Vehicle_Idle = anim ( enter=100 , exit=100 , looping=true , forward=true )
Vehicle_Drive = anim ( enter=100 , exit=100 , looping=true , forward=true )
Turret_Idle = anim ( enter=100 , exit=100 , looping=true , forward=true )

Heal = anim ( enter=100 , exit=100 , looping=true , forward=true )

Build = anim ( enter=20 , exit=20 , looping=true , forward=true )
Work = anim ( enter=20 , exit=20 , looping=true , forward=true )

; Trans
Stand_to_Prone = anim ( enter=20 , exit=20 , looping=false , forward=true )
Prone_to_Stand = anim ( enter=20 , exit=20 , looping=false , forward=true )
Prone_to_Run   = anim ( enter=20 , exit=20 , looping=false , forward=true )
Stand_to_Kneel = anim ( enter=20 , exit=20 , looping=false , forward=true )
Kneel_to_Stand = anim ( enter=20 , exit=20 , looping=false , forward=true )
Kneel_to_Prone = anim ( enter=20 , exit=20 , looping=false , forward=true )
Prone_to_Kneel = anim ( enter=20 , exit=20 , looping=false , forward=true )

[MORTAR_SOLDIER_ENEMY]
Type = MapObj (MORTAR_SOLDIER)
path =  models\soldiers\Mortar_E\
Model_Normal = ( Mortar_E.mesh, scale = 1.00 )
Model_Lod = ( Mortar_E_Lod1.mesh, distance = 7 )
Model_Lod = ( Mortar_E_Lod2.mesh, distance = 15 )
Model_Lod = ( Mortar_E_Lod3.mesh, distance = 30 )
UiImageSmall = MODEL_MortarManSmall_enemy.png
UiImageLarge = MODEL_MortarManLarge_enemy.png
EventIcon = EVENT_EnemyMortarSoldier.png
UiImageSmall_SpecialMode = MODEL_Weapon_MortarSmall.png
UiImageLarge_SpecialMode = MODEL_Weapon_MortarLarge.png

Patrol = anim ( enter=10 , exit=20 , looping=true , forward=true )

[HMG_SOLDIER]
Type = MapObj
path =  models\soldiers\HMG_G\
Model_Normal = ( HMG_G.mesh, scale = 1.0 )
Model_Lod = ( HMG_G_lod2.mesh, distance = 7 )
Model_Lod = ( HMG_G_lod3.mesh, distance = 10 )
Model_Lod = ( HMG_G_lod4.mesh, distance = 30 )
CastShadow = true
UseMapType = false
debugkey = ctrl + h
UiImageSmall = MODEL_HmgSmall.dds
UiImageLarge = MODEL_HmgLarge.png
EventIcon = EVENT_HMGsoldier.png
UiImageSmall_SpecialMode = MODEL_Weapon_HMGSmall.png
UiImageLarge_SpecialMode = MODEL_Weapon_HMGLarge.png

Yaw = -90 ; Skin Modifier
SelectionSize = 0.7 ; scale the selection ring FX

AttachWeapon = ( Primary_Hand = Bone_Gun, Primary_Leg = Bone_foot, Secondary_Hand = Bone_Knife, Reserved = Bip01 Spine1)

Jog = anim ( enter=10 , exit=20 , looping=true , forward=true )
Run = anim ( enter=10 , exit=20 , looping=true , forward=true )
Sprint = anim ( enter=10 , exit=20 , looping=true , forward=true )
Encumbered = anim ( enter=20 , exit=20 , looping=true , forward=true )
Idle_Stand = anim ( enter=10 , exit=20 , looping=true , forward=true )
Idle_Prone = anim ( enter=10 , exit=20 , looping=true , forward=true )
Idle_Kneel = anim ( enter=10 , exit=20 , looping=true , forward=true )
Prone_Move = anim ( enter=20 , exit=20 , looping=true , forward=true )
Kneel_Move = anim ( enter=20 , exit=20 , looping=true , forward=true )

moving_antitank = anim ( enter=20 , exit=20 , looping=true , forward=true )

Captured = anim ( enter=20 , exit=20 , looping=true , forward=true )

; Attack Move
Attack_Move_Forward = anim ( enter=20 , exit=20 , looping=true , forward=true )
Attack_Move_Left = anim ( enter=20 , exit=20 , looping=true , forward=true )
Attack_Move_right = anim ( enter=20 , exit=20 , looping=true , forward=true )

; Attack
Stand_Attack = anim ( enter=20 , exit=20 , looping=true , forward=true )
Prone_Attack = anim ( enter=20 , exit=20 , looping=true , forward=true )
Kneel_Attack = anim ( enter=20 , exit=20 , looping=true , forward=true )
Turret_Attack = anim ( enter=100 , exit=100 , looping=true , forward=true )
Knife_Attack = anim ( enter=100 , exit=100 , looping=true , forward=true )
Knife_Attack_Kneel = anim ( enter=100 , exit=100 , looping=true , forward=true )
Knife_Attack_Move_Forward = anim ( enter=20 , exit=20 , looping=true , forward=true )
Knife_Attack_Move_Left = anim ( enter=20 , exit=20 , looping=true , forward=true )
Knife_Attack_Move_Right = anim ( enter=20 , exit=20 , looping=true , forward=true )

Vehicle_Attack = anim ( enter=100 , exit=100 , looping=true , forward=true )
Vehicle_Attack_Right = anim ( enter=100 , exit=100 , looping=true , forward=true )

Die_FallBack = anim ( enter=20 , exit=20 , looping=false , forward=true )
Die_FallFront = anim ( enter=20 , exit=20 , looping=false , forward=true )
Die_Explosion = anim ( enter=20 , exit=20 , looping=false , forward=true )
Vehicle_Die = anim ( enter=100 , exit=100 , looping=false , forward=true )
Turret_Die = anim ( enter=100 , exit=100 , looping=false , forward=true )
Kneel_Die = anim ( enter=100 , exit=100 , looping=false , forward=true )
Prone_Die = anim ( enter=100 , exit=100 , looping=false , forward=true )
FallBack_to_Stand = anim ( enter=20 , exit=20 , looping=false , forward=true )
FallFront_to_Stand = anim ( enter=20 , exit=20 , looping=false , forward=true )

Lying_Unconscious_Back = anim ( enter=100 , exit=100 , looping=true , forward=true )
Lying_Unconscious_Front = anim ( enter=100 , exit=100 , looping=true , forward=true )
Lying_Unconscious_Prone = anim ( enter=100 , exit=100 , looping=true , forward=true )
Turret_Unconscious = anim ( enter=100 , exit=100 , looping=true , forward=true )
Vehicle_Unconscious = anim ( enter=100 , exit=100 , looping=true , forward=true )
Vehicle_Idle = anim ( enter=100 , exit=100 , looping=true , forward=true )
Vehicle_Drive = anim ( enter=100 , exit=100 , looping=true , forward=true )
Turret_Idle = anim ( enter=100 , exit=100 , looping=true , forward=true )

Heal = anim ( enter=100 , exit=100 , looping=true , forward=true )

Build = anim ( enter=20 , exit=20 , looping=true , forward=true )
Work = anim ( enter=20 , exit=20 , looping=true , forward=true )

; Trans
Stand_to_Prone = anim ( enter=20 , exit=20 , looping=false , forward=true )
Prone_to_Stand = anim ( enter=20 , exit=20 , looping=false , forward=true )
Prone_to_Run   = anim ( enter=20 , exit=20 , looping=false , forward=true )
Stand_to_Kneel = anim ( enter=20 , exit=20 , looping=false , forward=true )
Kneel_to_Stand = anim ( enter=20 , exit=20 , looping=false , forward=true )
Kneel_to_Prone = anim ( enter=20 , exit=20 , looping=false , forward=true )
Prone_to_Kneel = anim ( enter=20 , exit=20 , looping=false , forward=true )

[HMG_SOLDIER_ENEMY]
Type = MapObj (HMG_SOLDIER)
path =  models\soldiers\HMG_E\
Model_Normal = ( HMG_E.mesh, scale = 1.00 )
Model_Lod = ( HMG_E_Lod1.mesh, distance = 7 )
Model_Lod = ( HMG_E_Lod2.mesh, distance = 15 )
Model_Lod = ( HMG_E_Lod3.mesh, distance = 30 )
UiImageSmall = MODEL_HmgSmall_enemy.png
UiImageLarge = MODEL_HmgLarge_enemy.png
EventIcon = EVENT_EnemyHMGsoldier.png
UiImageSmall_SpecialMode = MODEL_Weapon_HMGSmall.png
UiImageLarge_SpecialMode = MODEL_Weapon_HMGLarge.png

Patrol = anim ( enter=10 , exit=20 , looping=true , forward=true )

[FLAMER]
Type = MapObj
path =  models\soldiers\FThrower_G\
Model_Normal = ( FThrower_G.mesh, scale = 1.00 )
Model_Lod = ( FThrower_G_lod2.mesh, distance = 7 )
Model_Lod = ( FThrower_G_lod3.mesh, distance = 15 )
Model_Lod = ( FThrower_G_lod4.mesh, distance = 30 )
CastShadow = true
UseMapType = false
debugkey = ctrl + e
UiImageSmall = MODEL_FlamerSmall.dds
UiImageLarge = MODEL_FlamerLarge.png
EventIcon = EVENT_Flamer.png
UiImageSmall_SpecialMode = MODEL_Weapon_FThrowerSmall.png
UiImageLarge_SpecialMode = MODEL_Weapon_FThrowerLarge.png

Yaw = -90 ; Skin Modifier
SelectionSize = 0.7 ; scale the selection ring FX

AttachWeapon = ( Primary_Hand = Bone_Gun, Secondary_Hand = Bone_Knife, Reserved = Bip01 Spine1)

Jog = anim ( enter=10 , exit=20 , looping=true , forward=true )
Run = anim ( enter=10 , exit=20 , looping=true , forward=true )
Sprint = anim ( enter=10 , exit=20 , looping=true , forward=true )
Encumbered = anim ( enter=20 , exit=20 , looping=true , forward=true )
Idle_Stand = anim ( enter=10 , exit=20 , looping=true , forward=true )
Idle_Prone = anim ( enter=10 , exit=20 , looping=true , forward=true )
Idle_Kneel = anim ( enter=10 , exit=20 , looping=true , forward=true )
Prone_Move = anim ( enter=20 , exit=20 , looping=true , forward=true )
Kneel_Move = anim ( enter=20 , exit=20 , looping=true , forward=true )

moving_antitank = anim ( enter=20 , exit=20 , looping=true , forward=true )

Captured = anim ( enter=20 , exit=20 , looping=true , forward=true )

; Attack Move
Attack_Move_Forward = anim ( enter=20 , exit=20 , looping=true , forward=true )
Attack_Move_Left = anim ( enter=20 , exit=20 , looping=true , forward=true )
Attack_Move_right = anim ( enter=20 , exit=20 , looping=true , forward=true )

; Attack
Stand_Attack = anim ( enter=20 , exit=20 , looping=true , forward=true )
Prone_Attack = anim ( enter=20 , exit=20 , looping=true , forward=true )
ProneAttack_Rotate = anim ( enter=20 , exit=20 , looping=true , forward=true )
Kneel_Attack = anim ( enter=20 , exit=20 , looping=true , forward=true )
Turret_Attack = anim ( enter=100 , exit=100 , looping=true , forward=true )
Knife_Attack = anim ( enter=100 , exit=100 , looping=true , forward=true )
Knife_Attack_Kneel = anim ( enter=100 , exit=100 , looping=true , forward=true )
Knife_Attack_Move_Forward = anim ( enter=20 , exit=20 , looping=true , forward=true )
Knife_Attack_Move_Left = anim ( enter=20 , exit=20 , looping=true , forward=true )
Knife_Attack_Move_Right = anim ( enter=20 , exit=20 , looping=true , forward=true )

Vehicle_Attack = anim ( enter=100 , exit=100 , looping=true , forward=true )
Vehicle_Attack_Right = anim ( enter=100 , exit=100 , looping=true , forward=true )

Die_FallBack = anim ( enter=20 , exit=20 , looping=false , forward=true )
Die_FallFront = anim ( enter=20 , exit=20 , looping=false , forward=true )
Die_Explosion = anim ( enter=20 , exit=20 , looping=false , forward=true )
Vehicle_Die = anim ( enter=100 , exit=100 , looping=false , forward=true )
Turret_Die = anim ( enter=100 , exit=100 , looping=false , forward=true )
Kneel_Die = anim ( enter=100 , exit=100 , looping=false , forward=true )
Prone_Die = anim ( enter=100 , exit=100 , looping=false , forward=true )
FallBack_to_Stand = anim ( enter=20 , exit=20 , looping=false , forward=true )
FallFront_to_Stand = anim ( enter=20 , exit=20 , looping=false , forward=true )

Lying_Unconscious_Back = anim ( enter=100 , exit=100 , looping=true , forward=true )
Lying_Unconscious_Front = anim ( enter=100 , exit=100 , looping=true , forward=true )
Lying_Unconscious_Prone = anim ( enter=100 , exit=100 , looping=true , forward=true )
Turret_Unconscious = anim ( enter=100 , exit=100 , looping=true , forward=true )
Vehicle_Unconscious = anim ( enter=100 , exit=100 , looping=true , forward=true )
Vehicle_Idle = anim ( enter=100 , exit=100 , looping=true , forward=true )
Vehicle_Drive = anim ( enter=100 , exit=100 , looping=true , forward=true )
Turret_Idle = anim ( enter=100 , exit=100 , looping=true , forward=true )

Heal = anim ( enter=100 , exit=100 , looping=true , forward=true )

Build = anim ( enter=20 , exit=20 , looping=true , forward=true )
Work = anim ( enter=20 , exit=20 , looping=true , forward=true )

; Trans
Stand_to_Prone = anim ( enter=20 , exit=20 , looping=false , forward=true )
Prone_to_Stand = anim ( enter=20 , exit=20 , looping=false , forward=true )
Prone_to_Run   = anim ( enter=20 , exit=20 , looping=false , forward=true )
Stand_to_Kneel = anim ( enter=20 , exit=20 , looping=false , forward=true )
Kneel_to_Stand = anim ( enter=20 , exit=20 , looping=false , forward=true )
Kneel_to_Prone = anim ( enter=20 , exit=20 , looping=false , forward=true )
Prone_to_Kneel = anim ( enter=20 , exit=20 , looping=false , forward=true )

[FLAMER_ENEMY]
Type = MapObj (FLAMER)
path =  models\soldiers\FThrower_E\
Model_Normal = ( FThrower_E.mesh, scale = 1.00 )
Model_Lod = ( FThrower_Lod1.mesh, distance = 7 )
Model_Lod = ( FThrower_Lod2.mesh, distance = 15 )
Model_Lod = ( FThrower_Lod3.mesh, distance = 30 )
UiImageSmall = MODEL_FlamerSmall_enemy.png
UiImageLarge = MODEL_FlamerLarge_enemy.png
EventIcon = EVENT_EnemyFlamer.png
UiImageSmall_SpecialMode = MODEL_Weapon_FThrowerSmall.png
UiImageLarge_SpecialMode = MODEL_Weapon_FThrowerLarge.png

Patrol = anim ( enter=10 , exit=20 , looping=true , forward=true )

[MACHINE_GUN_CAR]
path = models\vehicles\BMW\BMW_LowerArmored\
Model_Normal = ( BMW_LowerArmored.mesh, scale = 1.0 )
Model_DamageModel = ( BMW_LowerArmored_Damage01.mesh, damage=0.45 ) | ( BMW_LowerArmored_Damage02.mesh, damage=0.85 )  | ( MechinegunCar_LACorpse.mesh, damage=1.0, fx = FX_BURNING )
Model_Lod = ( BMW_LowerArmored_LOD1.mesh, distance = 9 )
Model_Lod = ( BMW_LowerArmored_LOD2.mesh, distance = 11 )
CastShadow = true
UseMapType = false
debugkey = ctrl + i
UiImageSmall = MODEL_MachinegunCarSmall.png
UiImageLarge = MODEL_MachinegunCarLarge.png
EventIcon = EVENT_HMGcar.png
UiImageSmall_SpecialMode = MODEL_MachinegunCar_NoDriverSmall.dds
UiImageLarge_SpecialMode = MODEL_MachinegunCar_NoDriverLarge.png
Yaw = 90 ; Exported in +Y Direction 

AttachWeapon = ( Hand = flag )

Idle = anim ( enter=10 , exit=20 , looping=true , forward=true )
Move_forward = anim ( enter=10 , exit=20 , looping=true , forward=true )
Move_forward_left = anim ( enter=10 , exit=20 , looping=true , forward=true )
Move_forward_right = anim ( enter=10 , exit=20 , looping=true , forward=true )
Move_backward = anim ( enter=10 , exit=20 , looping=true , forward=true )
Move_backward_left = anim ( enter=10 , exit=20 , looping=true , forward=true )
Move_backward_right = anim ( enter=10 , exit=20 , looping=true , forward=true )
Stand_Attack = anim ( enter=10 , exit=20 , looping=true , forward=true )

[MACHINE_GUN_CAR_ENEMY]
path = models\vehicles\HMG_Mustang_LowArmored\
Model_Normal = ( HMG_Mustang_LA.mesh, scale = 1.0 )
Model_DamageModel = ( HMG_Mustang_LA.mesh, damage=0.45 ) | ( HMG_Mustang_LA_D.mesh, damage=0.75 ) | ( HMG_Mustang_LA_Corpse.mesh, damage=1.0, fx = FX_BURNING )
Model_Lod = ( HMG_Mustang_LA_LOD01.mesh, distance = 9 )
Model_Lod = ( HMG_Mustang_LA_LOD02.mesh, distance = 11 )
CastShadow = true
UseMapType = false
debugkey = ctrl + i
UiImageSmall = MODEL_MachinegunCarSmall_Enemy.png
UiImageLarge = MODEL_MachinegunCarLarge_Enemy.png
EventIcon = EVENT_EnemyHMGcar.png
Yaw = 90 ; Exported in +Y Direction 

AttachWeapon = ( Hand = Weapon )

Idle = anim ( enter=10 , exit=20 , looping=true , forward=true )
Move_forward = anim ( enter=10 , exit=20 , looping=true , forward=true )
Move_forward_left = anim ( enter=10 , exit=20 , looping=true , forward=true )
Move_forward_right = anim ( enter=10 , exit=20 , looping=true , forward=true )
Move_backward = anim ( enter=10 , exit=20 , looping=true , forward=true )
Move_backward_left = anim ( enter=10 , exit=20 , looping=true , forward=true )
Move_backward_right = anim ( enter=10 , exit=20 , looping=true , forward=true )
Stand_Attack = anim ( enter=10 , exit=20 , looping=true , forward=true )

[ARMORED_MACHINE_GUN_CAR]
path = models\vehicles\BMW\BMW_HeavilyArmored\
Model_Normal = ( BMW_HeavilyArmored.mesh, scale = 1.0 )
Model_DamageModel = ( BMW_HeavilyArmored_Damage01.mesh, damage=0.45 ) | ( BMW_HeavilyArmored_damage02.mesh, damage=0.85 ) | ( MechinegunCar_HACorpse.mesh, damage=1.0, fx = FX_BURNING )
Model_Lod = ( BMW_HeavilyArmored_LOD1.mesh, distance = 7 )
Model_Lod = ( BMW_HeavilyArmored_LOD2.mesh, distance = 9 )
CastShadow = true
UseMapType = false
debugkey = ctrl + o
UiImageSmall = MODEL_ArmoredmachinegunSmall.dds
UiImageLarge = MODEL_ArmoredmachinegunLarge.png
EventIcon = EVENT_ArmouredHMGcar.png
UiImageSmall_SpecialMode = MODEL_Armoredmachinegun_NoDriverSmall.dds
UiImageLarge_SpecialMode = MODEL_Armoredmachinegun_NoDriverLarge.png
Yaw = 90 ; Exported in +Y Direction 

AttachWeapon = ( Hand = flag )

Idle = anim ( enter=10 , exit=20 , looping=true , forward=true )
Move_forward = anim ( enter=10 , exit=20 , looping=true , forward=true )
Move_forward_left = anim ( enter=10 , exit=20 , looping=true , forward=true )
Move_forward_right = anim ( enter=10 , exit=20 , looping=true , forward=true )
Move_backward = anim ( enter=10 , exit=20 , looping=true , forward=true )
Move_backward_left = anim ( enter=10 , exit=20 , looping=true , forward=true )
Move_backward_right = anim ( enter=10 , exit=20 , looping=true , forward=true )
Stand_Attack = anim ( enter=10 , exit=20 , looping=true , forward=true )

[ARMORED_MACHINE_GUN_CAR_ENEMY]
path = models\vehicles\HMG_Mustang\
Model_Normal = ( HMG_Mustang.mesh, scale = 1.0 )
Model_DamageModel = ( HMG_Mustang_HA_D1.mesh, damage=0.75 ) | ( HMG_Mustang_Corpse.mesh, damage=1.0, fx = FX_BURNING )
Model_Lod = ( HMG_Mustang_HA_LOD01.mesh, distance = 7 )
Model_Lod = ( HMG_Mustang_HA_LOD02.mesh, distance = 9 )
CastShadow = true
UseMapType = false
debugkey = ctrl + o
UiImageSmall = MODEL_ArmoredmachinegunSmall_Enemy.png
UiImageLarge = MODEL_ArmoredmachinegunLarge_Enemy.png
EventIcon = EVENT_EnemyArmouredHMGcar.png
Yaw = 90 ; Exported in +Y Direction 

AttachWeapon = ( Hand = flag )

Idle = anim ( enter=10 , exit=20 , looping=true , forward=true )
Move_forward = anim ( enter=10 , exit=20 , looping=true , forward=true )
Move_forward_left = anim ( enter=10 , exit=20 , looping=true , forward=true )
Move_forward_right = anim ( enter=10 , exit=20 , looping=true , forward=true )
Move_backward = anim ( enter=10 , exit=20 , looping=true , forward=true )
Move_backward_left = anim ( enter=10 , exit=20 , looping=true , forward=true )
Move_backward_right = anim ( enter=10 , exit=20 , looping=true , forward=true )
Stand_Attack = anim ( enter=10 , exit=20 , looping=true , forward=true )


[FLAME_CAR]
path = models\vehicles\Taxi\Taxi_LA\
Model_Normal = ( TaxiLowArmor.mesh, scale = 1.0 )
Model_DamageModel = ( TaxiLowArmor_Damage01.mesh, damage=0.45 ) | ( TaxiLowArmor_Damage02.mesh, damage=0.85 )  | ( TaxiLowArmorCorpse.mesh, damage=1.0, fx = FX_BURNING )
Model_Lod = ( TaxiLowArmor_LOD1.mesh, distance = 9 )
Model_Lod = ( TaxiLowArmor_LOD2.mesh, distance = 11 )
CastShadow = true
UseMapType = false
debugkey = ctrl + v
UiImageSmall = MODEL_FlamercarSmall.dds
UiImageLarge = MODEL_FlamercarLarge.png
EventIcon = EVENT_Flamecar.png
UiImageSmall_SpecialMode = MODEL_Flamercar_NoDriverSmall.dds
UiImageLarge_SpecialMode = MODEL_Flamercar_NoDriverLarge.png
Yaw = 90 ; Exported in +Y Direction 

AttachWeapon = ( Hand = flag )

Idle = anim ( enter=10 , exit=20 , looping=true , forward=true )
Move_forward = anim ( enter=10 , exit=20 , looping=true , forward=true )
Move_forward_left = anim ( enter=10 , exit=20 , looping=true , forward=true )
Move_forward_right = anim ( enter=10 , exit=20 , looping=true , forward=true )
Move_backward = anim ( enter=10 , exit=20 , looping=true , forward=true )
Move_backward_left = anim ( enter=10 , exit=20 , looping=true , forward=true )
Move_backward_right = anim ( enter=10 , exit=20 , looping=true , forward=true )
Stand_Attack = anim ( enter=10 , exit=20 , looping=true , forward=true )

[FLAME_CAR_ENEMY]
path = models\vehicles\Policecar\LowArmored\
Model_Normal = ( policecar_LA.mesh, scale = 1.0 )
Model_Lod = ( policecar_LA_LOD01.mesh, distance = 9 )
Model_Lod = ( policecar_LA_LOD02.mesh, distance = 11 )
Model_DamageModel = ( policecar_LA.mesh, damage=0.45 ) | ( policecar_LA_D.mesh, damage=0.85 )  | ( policecar_LACorpse.mesh, damage=1.0, fx = FX_BURNING )
CastShadow = true
UseMapType = false
debugkey = ctrl + v
UiImageSmall = MODEL_FlamercarSmall_enemy.png
UiImageLarge = MODEL_FlamercarLarge_enemy.png
EventIcon = EVENT_EnemyFlamecar.png
Yaw = 90 ; Exported in +Y Direction 

AttachWeapon = ( Hand = weapon )

Idle = anim ( enter=10 , exit=20 , looping=true , forward=true )
Move_forward = anim ( enter=10 , exit=20 , looping=true , forward=true )
Move_forward_left = anim ( enter=10 , exit=20 , looping=true , forward=true )
Move_forward_right = anim ( enter=10 , exit=20 , looping=true , forward=true )
Move_backward = anim ( enter=10 , exit=20 , looping=true , forward=true )
Move_backward_left = anim ( enter=10 , exit=20 , looping=true , forward=true )
Move_backward_right = anim ( enter=10 , exit=20 , looping=true , forward=true )
Stand_Attack = anim ( enter=10 , exit=20 , looping=true , forward=true )

[ARMORED_FLAME_CAR]
path = models\vehicles\Taxi\Taxi_HA\
Model_Normal = ( TaxiHeavyArmor.mesh, scale = 1.0 )
Model_Lod = ( TaxiHeavyArmor_LOD1.mesh, distance = 9 )
Model_Lod = ( TaxiHeavyArmor_LOD2.mesh, distance = 11 )
Model_DamageModel = ( TaxiHeavyArmor_D1.mesh, damage=0.45 ) | ( TaxiHeavyArmor_D2.mesh, damage=0.85 )  | ( TaxiHeavyArmorCorpse.mesh, damage=1.0, fx = FX_BURNING )
CastShadow = true
UseMapType = false
debugkey = ctrl + q
UiImageSmall = MODEL_ArmoredFlamecarSmall.dds
UiImageLarge = MODEL_ArmoredFlamecarLarge.png
EventIcon = EVENT_ArmouredFlamecar.png
UiImageSmall_SpecialMode = MODEL_ArmoredFlamecar_NoDriverSmall.dds
UiImageLarge_SpecialMode = MODEL_ArmoredFlamecar_NoDriverLarge.png
Yaw = 90 ; Exported in +Y Direction 

AttachWeapon = ( Hand = flag )

Idle = anim ( enter=10 , exit=20 , looping=true , forward=true )
Move_forward = anim ( enter=10 , exit=20 , looping=true , forward=true )
Move_forward_left = anim ( enter=10 , exit=20 , looping=true , forward=true )
Move_forward_right = anim ( enter=10 , exit=20 , looping=true , forward=true )
Move_backward = anim ( enter=10 , exit=20 , looping=true , forward=true )
Move_backward_left = anim ( enter=10 , exit=20 , looping=true , forward=true )
Move_backward_right = anim ( enter=10 , exit=20 , looping=true , forward=true )
Stand_Attack = anim ( enter=10 , exit=20 , looping=true , forward=true )

[ARMORED_FLAME_CAR_ENEMY]
path = models\vehicles\Policecar\HeavyArmored\
Model_Normal = ( Policecar_HA.mesh, scale = 1.0 )
Model_Lod = ( Policecar_HA_LOD01.mesh, distance = 9 )
Model_Lod = ( Policecar_HA_LOD02.mesh, distance = 11 )
Model_DamageModel = ( Policecar_HA_D.mesh, damage=0.45 ) | ( Policecar_HACorpse.mesh, damage=0.85 )  | ( Policecar_HACorpse.mesh, damage=1.0, fx = FX_BURNING )
CastShadow = true
UseMapType = false
debugkey = ctrl + q
UiImageSmall = MODEL_ArmoredFlamecarSmall_Enemy.png
UiImageLarge = MODEL_ArmoredFlamecarLarge_Enemy.png
EventIcon = EVENT_EnemyArmouredFlamecar.png
Yaw = 90 ; Exported in +Y Direction 

AttachWeapon = ( Hand = flag )

Idle = anim ( enter=10 , exit=20 , looping=true , forward=true )
Move_forward = anim ( enter=10 , exit=20 , looping=true , forward=true )
Move_forward_left = anim ( enter=10 , exit=20 , looping=true , forward=true )
Move_forward_right = anim ( enter=10 , exit=20 , looping=true , forward=true )
Move_backward = anim ( enter=10 , exit=20 , looping=true , forward=true )
Move_backward_left = anim ( enter=10 , exit=20 , looping=true , forward=true )
Move_backward_right = anim ( enter=10 , exit=20 , looping=true , forward=true )
Stand_Attack = anim ( enter=10 , exit=20 , looping=true , forward=true )

[TANK_TRUCK]
path =  models\vehicles\TankTruck_G\
Model_Normal = ( TankTruck_G.mesh , scale=1.0 )
Model_Lod  = ( TankTruck_G_LOD01.mesh, distance = 10 )
Model_Lod  = ( TankTruck_G_LOD02.mesh, distance = 21 )
Model_DamageModel = ( TankTruck_G_D.mesh, damage=0.45 ) | ( TankTruck_G_Corpse.mesh, damage=1.0, fx = FX_BURNING )

CastShadow = true
UseMapType = false
debugkey = ctrl + c
Yaw = 90 ; Exported in +Y Direction 

UiImageSmall = MODEL_TruckSmall.dds
UiImageLarge = MODEL_TruckLarge.png
EventIcon = EVENT_TankTruck.png
UiImageSmall_SpecialMode = MODEL_Truck_NoDriverSmall.dds
UiImageLarge_SpecialMode = MODEL_Truck_NoDriverLarge.png

StandOnTurretWeapon = true
AttachWeapon = ( Hand = flag )

Idle = anim ( enter=10 , exit=20 , looping=true , forward=true )
Move_forward = anim ( enter=10 , exit=20 , looping=true , forward=true )
Move_forward_left = anim ( enter=10 , exit=20 , looping=true , forward=true )
Move_forward_right = anim ( enter=10 , exit=20 , looping=true , forward=true )
Move_backward = anim ( enter=10 , exit=20 , looping=true , forward=true )
Move_backward_left = anim ( enter=10 , exit=20 , looping=true , forward=true )
Move_backward_right = anim ( enter=10 , exit=20 , looping=true , forward=true )
Stand_Attack = anim ( enter=10 , exit=20 , looping=true , forward=true )

[TANK_TRUCK_ENEMY]
path =  models\vehicles\TankTruck_E\
Model_Normal = ( Tank_truck.mesh , scale=1.0 )
Model_Lod  = ( Tank_truckLOD01.mesh, distance = 10 )
Model_Lod  = ( Tank_truckLOD02.mesh, distance = 21 )
Model_DamageModel = ( Tank_truck_D1.mesh, damage=0.55 ) | ( Tank_truck_D2.mesh, damage=0.85 ) | ( Tank_truck_Corpse.mesh, damage=1.0, fx = FX_BURNING )

CastShadow = true
UseMapType = false
;debugkey = ctrl + c
Yaw = 90 ; Exported in +Y Direction 

UiImageSmall = MODEL_TruckSmall_enemy.png
UiImageLarge = MODEL_TruckLarge_enemy.png
EventIcon = EVENT_EnemyTankTruck.png

AttachWeapon = ( Hand = flag )

Idle = anim ( enter=10 , exit=20 , looping=true , forward=true )
Move_forward = anim ( enter=10 , exit=20 , looping=true , forward=true )
Move_forward_left = anim ( enter=10 , exit=20 , looping=true , forward=true )
Move_forward_right = anim ( enter=10 , exit=20 , looping=true , forward=true )
Move_backward = anim ( enter=10 , exit=20 , looping=true , forward=true )
Move_backward_left = anim ( enter=10 , exit=20 , looping=true , forward=true )
Move_backward_right = anim ( enter=10 , exit=20 , looping=true , forward=true )
Stand_Attack = anim ( enter=10 , exit=20 , looping=true , forward=true )

[ARTILLERY_TRUCK]
path =  models\vehicles\G_ArtilleryTruck\
Model_Normal = ( G_ArtilleryTruck.mesh , scale=1.0 )
Model_DamageModel = ( G_ArtilleryTruck_D1.mesh, damage=0.45 ) | ( G_ArtilleryTruck_D2.mesh, damage=0.85 )  | ( G_ArtillaryTruck_corpse.mesh, damage=1.0, fx = FX_BURNING )
Model_Lod = ( G_ArtilleryTruck_lod_01.mesh, distance = 9 )
Model_Lod = ( G_ArtilleryTruck_lod_02.mesh, distance = 30 )
CastShadow = true
UseMapType = false
debugkey = ctrl + y
UiImageSmall = MODEL_CannontruckSmall_good.dds
UiImageLarge = MODEL_CannontruckLarge_good.png
EventIcon = EVENT_ArtilleryTruck.png
UiImageSmall_SpecialMode = MODEL_Cannontruck_NoDriverSmall.dds
UiImageLarge_SpecialMode = MODEL_Cannontruck_NoDriverLarge.png
Yaw = 90 ; Exported in +Y Direction 

AttachWeapon = ( Primary_Hand = flag, Primary_Leg = flag)

Idle = anim ( enter=10 , exit=20 , looping=true , forward=true )
Deploying = anim ( enter=10 , exit=20 , looping=false , forward=true )
Packing = anim ( enter=10 , exit=20 , looping=false , forward=true )
Attack = anim ( enter=10 , exit=20 , looping=true , forward=true )
Move_forward = anim ( enter=10 , exit=20 , looping=true , forward=true )
Move_forward_left = anim ( enter=10 , exit=20 , looping=true , forward=true )
Move_forward_right = anim ( enter=10 , exit=20 , looping=true , forward=true )
Move_backward = anim ( enter=10 , exit=20 , looping=true , forward=true )
Move_backward_left = anim ( enter=10 , exit=20 , looping=true , forward=true )
Move_backward_right = anim ( enter=10 , exit=20 , looping=true , forward=true )

[ARTILLERY_TRUCK_ENEMY]
path =  models\vehicles\E_ArtilleryTruck\
Model_Normal = ( EnemyTruck.mesh , scale=1.0 )
Model_DamageModel = ( Enemy_truck_D1.mesh, damage=0.45 ) | ( Enemy_truck_D2.mesh, damage=0.85 )  | ( EnemyTruckCorpse.mesh, damage=1.0, fx = FX_BURNING )
Model_Lod = ( EnemyTruck_lod01.mesh, distance = 9 )
Model_Lod = ( EnemyTruck_lod02.mesh, distance = 20 )
CastShadow = true
UseMapType = false
debugkey = ctrl + y
UiImageSmall = MODEL_CannontruckSmall_enemy.png
UiImageLarge = MODEL_CannontruckLarge_enemy.png
EventIcon = EVENT_EnemyArtilleryTruck.png
Yaw = 90 ; Exported in +Y Direction 

AttachWeapon = ( Primary_Hand = flag, Primary_Leg = flag)

Idle = anim ( enter=10 , exit=20 , looping=true , forward=true )
Deploying = anim ( enter=10 , exit=20 , looping=false , forward=true )
Packing = anim ( enter=10 , exit=20 , looping=false , forward=true )
Attack = anim ( enter=10 , exit=20 , looping=true , forward=true )
Move_forward = anim ( enter=10 , exit=20 , looping=true , forward=true )
Move_forward_left = anim ( enter=10 , exit=20 , looping=true , forward=true )
Move_forward_right = anim ( enter=10 , exit=20 , looping=true , forward=true )
Move_backward = anim ( enter=10 , exit=20 , looping=true , forward=true )
Move_backward_left = anim ( enter=10 , exit=20 , looping=true , forward=true )
Move_backward_right = anim ( enter=10 , exit=20 , looping=true , forward=true )

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;
; FLAG
;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

[FLAG]
path = models\structures_player\Flag\
Model_Normal = ( FriendlyFlag.mesh, scale = 0.7 )
CastShadow = true
Idle = Anim ( enter=10 , exit=20 , looping=true , forward=true )
UseMapType = false

[FLAG_ENEMY]
path = models\structures_player\Flag\
Model_Normal = ( EnemyFlag.mesh, scale = 0.7 )
CastShadow = true
Idle = Anim ( enter=10 , exit=20 , looping=true , forward=true )
UseMapType = false

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;
; BUILDINGS
;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; SHELTER ADDONS
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

[BARRACKS]
path = models\structures_player\tent\
Model_Normal = ( tent02.mesh, scale = 1.0f )
Model_Lod  = ( tent02_LOD.mesh, distance = 21 )
Model_Lod  = ( tent02_LOD01.mesh, distance = 30 )
Model_Lod  = ( tent02_L.mesh, distance = 85 )
Model_Yard = (tent02_Stage1.mesh, progress=0.25) | (tent02_Stage2.mesh, progress=0.75 )
Model_DamageModel = ( tent02_D1.mesh, damage = 0.5 ) | ( tent02_D2.mesh, damage = 0.8 )
Tent_Idle = Anim ( enter=10 , exit=20 , looping=true , forward=true )
CastShadow = true
TileLayout = (-1, -1), (-1, 0), (-1, 1), (0, -1), (0, 1), (1, -1), (1, 0), (1, 1)
UiImageSmall = MODEL_tentbarrackssmall.dds
UiImageLarge = MODEL_tentbarrackslarge.png
EventIcon = EVENT_Barrack.png
UiImageMinimap = (Barracks_MinimapIcon.png, scale = 0.75)
Addon = ( Asset = FLAG, controlpoint = Flag )
Destruction = SpecialFx ( fx = FX_BUILDINGDEATHSMOKE )
; debugkey = ctrl + e used by flamer now

[BARRACKS_ENEMY]
path = models\structures_player\Enemy_barracks\E_Barrack\
Model_Normal = ( E_barracks.mesh, scale = 1.0f )
Model_Lod  = ( E_barracks_LOD01.mesh, distance = 20 )
Model_Lod  = ( E_barracks_LOD02.mesh, distance = 35 )
Model_Lod  = ( E_barracks_L.mesh, distance = 65 )
Model_Yard = (E_barracks.mesh, progress=0.25) | (E_barracks.mesh, progress=0.75 )
Model_DamageModel = ( E_barracks_D1.mesh, damage = 0.5 ) | ( E_barracks_Corpse.mesh, damage = 0.8 )
Tent_Idle = Anim ( enter=10 , exit=20 , looping=true , forward=true )
CastShadow = true
TileLayout = (-1, -1), (-1, 0), (-1, 1), (0, -1), (0, 1), (1, -1), (1, 0), (1, 1)
UiImageSmall = MODEL_tentbarrackssmall_Enemy.png
UiImageLarge = MODEL_tentbarrackslarge_Enemy.png
EventIcon = EVENT_EnemyBarrack.png
UiImageMinimap = (Barracks_MinimapIcon.png, scale = 0.75)
Addon = ( Asset = FLAG, controlpoint = Flag )
Destruction = SpecialFx ( fx = FX_BUILDINGDEATHSMOKE )

[SIEGE_BARRACKS]						
path = models\structures_player\Tent\SiegeBarrack\
Model_Normal = (SiegeBarrack.mesh, scale = 1.0 )
Model_Lod  = ( SiegeBarrack_LOD01.mesh, distance = 21 )
Model_Lod =  ( SiegeBarrack_LOD02.mesh, distance = 85 )
Model_Lod =  ( SiegeBarrack_L.mesh, distance = 100 )
Model_DamageModel = ( SiegeBarrack_D.mesh, damage = 0.5 ) | ( SiegeBarrack_Corpse.mesh, damage = 0.8 )
Tent_Idle = Anim ( enter=10 , exit=20 , looping=true , forward=true )
CastShadow = true
TileLayout = (-1, -2), (0, -2), (1, -2), (-1, -1), (-1, 0), (-1, 1), (0, -1), (0, 1), (1, -1), (1, 0), (1, 1)
UiImageSmall = MODEL_Siege_barracksSmall.dds
UiImageLarge = MODEL_Siege_barracksLarge.png
EventIcon = EVENT_SeigeBarrack.png
UiImageMinimap = (Siege_Barracks_MinimapIcon.png, scale = 0.75)

[SIEGE_BARRACKS_CORPSE]						
path = models\structures_player\Tent\SiegeBarrack\
Model_Normal = ( SiegeBarrack_D02.mesh, scale = 1.0 )
CastShadow = true
TileLayout = (-1, -2), (0, -2), (1, -2), (-1, -1), (-1, 0), (-1, 1), (0, -1), (0, 1), (1, -1), (1, 0), (1, 1)
UiImageSmall = MODEL_Siege_barracksSmall.png
UiImageLarge = MODEL_Siege_barracksLarge.png
UiImageMinimap = (Siege_Barracks_MinimapIcon.png, scale = 0.75)

[SIEGE_BARRACKS_ENEMY]						
path = models\structures_player\Enemy_barracks\E_SiegeBarrack\
Model_Normal = (E_SiegeBarrack.mesh, scale = 1.0 )
Model_Lod  = ( E_SiegeBarrack_LOD01.mesh, distance = 20 )
Model_Lod =  ( E_SiegeBarrack_LOD02.mesh, distance = 35 )
Model_Lod =  ( E_SiegeBarrack_L.mesh, distance = 65 )
Model_DamageModel = ( E_SiegeBarrack_D1.mesh, damage = 0.5 ) | ( E_SiegeBarrack_Corpse.mesh, damage = 0.9 )
Tent_Idle = Anim ( enter=10 , exit=20 , looping=true , forward=true )
CastShadow = true
TileLayout = (-1, -2), (0, -2), (1, -2), (-1, -1), (-1, 0), (-1, 1), (0, -1), (0, 1), (1, -1), (1, 0), (1, 1)
UiImageSmall = MODEL_Siege_barracksSmall_Enemy.png
UiImageLarge = MODEL_Siege_barracksLarge_Enemy.png
EventIcon = EVENT_EnemySeigeBarrack.png
UiImageMinimap = (Siege_Barracks_MinimapIcon.png, scale = 0.75)

[SOLDIER_BARRACKS]						; TODO: set the correct model
path = models\structures_player\tent\SoldierBarrack\
Model_Normal = ( SoldierBarrack.mesh, scale = 1.0 )
Model_Lod  = ( SoldierBarrack_LOD01.mesh, distance = 21 )
Model_Lod  = ( SoldierBarrack_LOD02.mesh, distance = 85 )
Model_Lod  = ( SoldierBarrack_L.mesh, distance = 100 )
Model_DamageModel = ( SoldierBarrack_D.mesh, damage = 0.5 ) | ( SoldierBarrack_Corpse.mesh, damage = 0.8 )
Tent_Idle = Anim ( enter=10 , exit=20 , looping=true , forward=true )
CastShadow = true
TileLayout = (-1, -1), (-1, 0), (-1, 1), (0, -1), (0, 1), (1, -1), (1, 0), (1, 1)
UiImageSmall = MODEL_tentarmorysmall.dds
UiImageLarge = MODEL_tentarmorylarge.png
EventIcon = EVENT_SoldierBarrack.png
UiImageMinimap = (Soldier_Barracks_MinimapIcon.png, scale = 0.75)

[SOLDIER_BARRACKS_CORPSE]						; TODO: set the correct model
path = models\structures_player\tent\SoldierBarrack\
Model_Normal = ( SoldierBarrack_D02.mesh, scale = 1.0 )
CastShadow = true
TileLayout = (-1, -1), (-1, 0), (-1, 1), (0, -1), (0, 1), (1, -1), (1, 0), (1, 1)
UiImageSmall = MODEL_tentarmorysmall.png
UiImageLarge = MODEL_tentarmorylarge.png
UiImageMinimap = (Soldier_Barracks_MinimapIcon.png, scale = 0.75)

[SOLDIER_BARRACKS_ENEMY]						
path = models\structures_player\Enemy_barracks\E_SoldierBarrack\
Model_Normal = ( E_SoldierBarrack.mesh, scale = 1.0 )
Model_Lod  = ( E_SoldierBarrack_LOD01.mesh, distance = 20 )
Model_Lod  = ( E_SoldierBarrack_LOD02.mesh, distance = 35 )
Model_Lod  = ( E_SoldierBarrack_L.mesh, distance = 65 )
Model_DamageModel = ( E_SoldierBarrack_D1.mesh, damage = 0.5 ) | ( E_SoldierBarrack_Corpse.mesh, damage = 0.9 )
Tent_Idle = Anim ( enter=10 , exit=20 , looping=true , forward=true )
CastShadow = true
TileLayout = (-1, -1), (-1, 0), (-1, 1), (0, -1), (0, 1), (1, -1), (1, 0), (1, 1)
UiImageSmall = MODEL_tentarmorysmall_Enemy.png
UiImageLarge = MODEL_tentarmorylarge_Enemy.png
EventIcon = EVENT_EnemySoldierBarrack.png
UiImageMinimap = (Soldier_Barracks_MinimapIcon.png, scale = 0.75)

[CLINIC]
path = models\structures_player\Firstaid\
Model_Normal = ( Firstaid_upgrade.mesh, scale = 1.0 )
Model_Lod  = ( Firstaid_upgrade_LOD.mesh, distance = 22 )
Model_Lod  = ( Firstaid_upgrade_LOD01.mesh, distance = 30 )
Model_Lod  = ( Firstaid_upgrade_L.mesh, distance = 90 )
Model_DamageModel = ( Firstaid_upgrade_D1.mesh, damage = 0.5 ) | ( Firstaid_upgrade_D2.mesh, damage = 0.8 )
;Model_Normal = ( Firstaid.mesh, scale = 1.0 )
;Model_Lod  = ( Firstaid_LOD.mesh, distance = 25 )
;Model_Lod  = ( Firstaid_L.mesh, distance = 90 )
Model_Yard = (Firstaid_Stage1.mesh, progress=0.25) | (Firstaid_Stage2.mesh, progress=0.75 )
Model_DamageModel = ( Firstaid_D1.mesh, damage = 0.5 ) | ( Firstaid_D2.mesh, damage = 0.8 )
CastShadow = true
TileLayout = (-2, 0), (-1, 0), (1, 0)
UiImageSmall = MODEL_Firstaid_updatedSmall.png
UiImageLarge = MODEL_Firstaid_upgradedLarge.png
EventIcon = EVENT_UpgradedFirstAidClinic.png
UiImageMinimap = (Clinic_MinimapIcon.png)
debugkey = ctrl + l


[CLINIC_ENEMY]
path = models\structures_player\E_Firstaid\
Model_Normal = ( E_Clinic.mesh, scale = 1.0 )
Model_Lod  = ( E_Clinic_LOD01.mesh, distance = 25 )
Model_Lod  = ( E_Clinic_LOD02.mesh, distance = 90 )
Model_Yard = (E_Clinic_C1.mesh, progress=0.25) | (E_Clinic_C2.mesh, progress=0.55 ) | (E_Clinic_C3.mesh, progress=0.75 )
Model_DamageModel = ( E_Clinic_D01.mesh, damage = 0.5 ) | ( E_Clinic_D02.mesh, damage = 0.8 )
CastShadow = true
TileLayout = (-2, 0), (-1, 0), (1, 0)
UiImageSmall = MODEL_First_Aid_KitSmall_Enemy.png
UiImageLarge = MODEL_First_Aid_KitLarge_Enemy.png
EventIcon = EVENT_EnemyFirstAidClinic.png
UiImageMinimap = (Clinic_MinimapIcon.png)
debugkey = ctrl + l

[FIRST-AID_KIT_ASSEMBLY]
path = models\structures_player\Firstaid\
Model_Normal = ( Firstaid_upgrade.mesh, scale = 1.0 )
Model_Lod  = ( Firstaid_upgrade_LOD.mesh, distance = 25 )
Model_Lod  = ( Firstaid_upgrade_L.mesh, distance = 90 )
Model_DamageModel = ( Firstaid_upgrade_D1.mesh, damage = 0.5 ) | ( Firstaid_upgrade_D2.mesh, damage = 0.8 )
CastShadow = true
TileLayout = (-2, 0), (-1, 0), (1, 0), (-2, -1), (-1, -1)
UiImageSmall = MODEL_Firstaid_updatedSmall.png
UiImageLarge = MODEL_Firstaid_upgradedLarge.png
EventIcon = EVENT_UpgradedFirstAidClinic.png
UiImageMinimap = (Clinic_MinimapIcon.png)

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; JUNK YARD ADDONS
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

;;;;;;;
; GARAGE ADDONS
[GARAGE_FAN1]
path = models\structures_player\RepairBay\
Model_Normal = ( RepairBay_Fan01.mesh, scale = 1.0 )

CastShadow = true

Fan_Idle = Anim ( enter=10 , exit=20 , looping=true , forward=true )

[GARAGE_FAN2]
path = models\structures_player\RepairBay\
Model_Normal = ( RepairBay_Fan02.mesh, scale = 1.0 )
CastShadow = true

Fan_Idle = Anim ( enter=10 , exit=20 , looping=true , forward=true )

[GARAGE_FAN3]
path = models\structures_player\RepairBay\
Model_Normal = ( RepairBay_Fan03.mesh, scale = 1.0 )
CastShadow = true

Fan_Idle = Anim ( enter=10 , exit=20 , looping=true , forward=true )
;;;;;;;

[MECHANIC] ; formerly known as the garage
path = models\structures_player\RepairBay\
Model_Normal = ( RepairBay.mesh, scale = 1.0 )
Model_Lod  = ( RepairBay_LOD.mesh, distance = 25 )
Model_Lod  = ( RepairBay_LOD01.mesh, distance = 35 )
Model_Yard = (RepairBay_C1.mesh, progress=0.25) | (RepairBay_C2.mesh, progress=0.55 ) | (RepairBay_C3.mesh, progress=0.75 )
Model_DamageModel = ( RepairBay_D1.mesh, damage=0.5 ) | ( RepairBay_D2.mesh, damage=0.8 )
Model_Lod  = ( RepairBay_L.mesh, distance = 75 )
CastShadow = true
TileLayout = (-1, -1), (-1, 0), (-1, 1), (0, -1), (0, 1), (1, -1), (1, 0)
UiImageSmall = MODEL_GarageSmall.dds
UiImageLarge = MODEL_GarageLarge.png
EventIcon = EVENT_Mechanic.png
UiImageMinimap = (Mechanic_MinimapIcon.png)
Addon = ( Asset = GARAGE_FAN1, controlpoint = Fan )
Addon = ( Asset = GARAGE_FAN2, controlpoint = Fan )
Addon = ( Asset = GARAGE_FAN3, controlpoint = Fan )

[MECHANIC_ENEMY] ; formerly known as the garage
path = models\structures_player\EnemyMechanic\
Model_Normal = ( EnemyMechanic.mesh, scale = 1.0 )
Model_Lod  = ( EnemyMechanic_LOD.mesh, distance = 25 )
Model_Lod  = ( EnemyMechanic_LOD01.mesh, distance = 35 )
Model_Lod  = ( EnemyMechanic_L.mesh, distance = 75 )
Model_Yard = (EnemyMechanic_C1.mesh, progress=0.25) | (EnemyMechanic_C2.mesh, progress=0.55 ) | (EnemyMechanic_C3.mesh, progress=0.75 )
Model_DamageModel = ( EnemyMechanic.mesh, damage=0.5 ) | ( EnemyMechanic.mesh, damage=0.85 )
CastShadow = true
TileLayout = (-1, -1), (-1, 0), (-1, 1), (0, -1), (0, 1), (1, -1), (1, 0)
UiImageSmall = MODEL_GarageSmall.png
UiImageLarge = MODEL_GarageLarge.png
EventIcon = EVENT_EnemyMechanic.png
UiImageMinimap = (Mechanic_MinimapIcon.png)
Addon = ( Asset = GARAGE_FAN1, controlpoint = Fan )
Addon = ( Asset = GARAGE_FAN2, controlpoint = Fan )
Addon = ( Asset = GARAGE_FAN3, controlpoint = Fan )

[SPARE_PARTS_SALVAGE]
path = models\structures_player\RepairBay\
Model_Normal = ( RepairBay.mesh, scale = 1.0 )
Model_Yard = (RepairBay_C1.mesh, progress=0.25) | (RepairBay_C2.mesh, progress=0.55 ) | (RepairBay_C3.mesh, progress=0.75 )
Model_DamageModel = ( RepairBay_D1.mesh, damage=0.5 ) | ( RepairBay_D2.mesh, damage=0.85 )
CastShadow = true
TileLayout = (-1, -1), (-1, 0), (-1, 1), (0, -1), (0, 1), (1, -1), (1, 0)
UiImageSmall = MODEL_GarageSmall.png
UiImageLarge = MODEL_GarageLarge.png
Addon = ( Asset = GARAGE_FAN1, controlpoint = Fan )
Addon = ( Asset = GARAGE_FAN2, controlpoint = Fan )
Addon = ( Asset = GARAGE_FAN3, controlpoint = Fan )

[AMMO_FACTORY]
path = models\structures_player\AmmoSupply\
Model_Normal = ( AmmoSupply.mesh, scale = 1.0 )
Model_Lod  = ( AmmoSupply_LOD.mesh, distance = 24 )
Model_Lod  = ( AmmoSupply_LOD01.mesh, distance = 30 )
Model_Lod  = ( AmmoSupply_L.mesh, distance = 90 )
Model_Yard = (AmmoSupply_C1.mesh, progress=0.25) | (AmmoSupply_C2.mesh, progress=0.55 ) | (AmmoSupply_C3.mesh, progress=0.75 )
Model_DamageModel = ( AmmoSupply.mesh, damage=0.35, fx = FX_BURNING ) | (AmmoSupply_D1.mesh, damage=0.60, fx = FX_BURNING  )
CastShadow = true
TileLayout = (-2, 2), (-1, 2), (0, 2), (1, 2), (2, 2), (-2, 1), (-1, 1), (0, 1), (1, 1), (2, 1), (-2, 0), (-1, 0), (1, 0), (2, 0), (-2, -1), (-1, -1), (0, -1), (1, -1), (2, -1), (-2, -2), (-1, -2), (0, -2), (1, -2), (2, -2)
UiImageSmall = MODEL_Ammo_supplySmall.png
UiImageLarge = MODEL_Ammo_supplyLarge.png
EventIcon = EVENT_AmmoFactory.png
UiImageMinimap = (Ammo_Supply_MinimapIcon.png)
Burn = SpecialFx ( fx = FX_BURNING )
Smoke = SpecialFx ( fx = FX_DEATHSMOKE )

[AMMO_FACTORY_CORPSE]
path = models\structures_player\AmmoSupply\
Model_Normal = ( AmmoSupply_D2.mesh, scale = 1.0 )
CastShadow = true
TileLayout = (-2, 2), (-1, 2), (0, 2), (1, 2), (2, 2), (-2, 1), (-1, 1), (0, 1), (1, 1), (2, 1), (-2, 0), (-1, 0), (1, 0), (2, 0), (-2, -1), (-1, -1), (0, -1), (1, -1), (2, -1), (-2, -2), (-1, -2), (0, -2), (1, -2), (2, -2)
UiImageSmall = MODEL_Ammo_supplySmall.png
UiImageLarge = MODEL_Ammo_supplyLarge.png
Burn = SpecialFx ( fx = FX_BURNING )
Smoke = SpecialFx ( fx = FX_DEATHSMOKE )

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; START : MISC MODELS
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

[HEALER]
path =  models\structures_neutral\Repair_Icon\
Model_Normal = ( Repair_Icon.mesh , scale = 1.00 )
Idle = anim ( enter=20 , exit=20 , looping=true , forward=true )
UseMapType = false

[RALLY_POINT]
path =  models\structures_neutral\Rally_Point\
Model_Normal = ( Rally_Point.mesh , scale = 1.00 )
Idle = anim ( enter=20 , exit=20 , looping=true , forward=true )
UseMapType = false

[AMMO_DROPOFF_POINT]
path =  models\structures_neutral\Droppoints\
Model_Normal = ( Ammo_droppoint.mesh , scale = 1.00 )
Idle = anim ( enter=20 , exit=20 , looping=true , forward=true )
UseMapType = false

[SALVAGE_DROPOFF_POINT]
path =  models\structures_neutral\Droppoints\
Model_Normal = ( Salvage_droppoint.mesh , scale = 1.00 )
Idle = anim ( enter=20 , exit=20 , looping=true , forward=true )
UseMapType = false

[METAL_DROPOFF_POINT]
path =  models\structures_neutral\Droppoints\
Model_Normal = ( Metal_droppoint.mesh , scale = 1.00 )
Idle = anim ( enter=20 , exit=20 , looping=true , forward=true )
UseMapType = false

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; END : MISC MODELS
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

[RUINS_1]
path = models\structures_neutral\ruins\Ruins05\
Model_Normal = ( Ruins05.mesh , scale = 1.0 )
Model_Lod  = ( Ruins05_L.mesh, distance = 90 )
TileLayout = (-2, -1), (-2, 0), (-2, 1), (-1, -1), (-1, 0), (-1, 1), (0, -1), (0, 1), (1, -1), (1, 0), (1, 1), (2, -1), (2, 0), (2, 1)
CastShadow = true
UiImageLarge = MODEL_Ruins_1Large.png
UseMapType = false

[RUINS_2]
path = models\structures_neutral\ruins\Ruins02\
Model_Normal = ( Ruins07.mesh , scale = 1.0 )
Model_Lod  = ( Ruins07_L.mesh, distance = 90 )
TileLayout = (-2, -2), (-2, -1), (-2, 0), (-2, 1), (-2, 2),(-1, -2), (-1, -1), (-1, 0), (-1, 1), (-1, 2), (0, -2), (0, -1), (0, 1), (0, 2), (1, -2), (1, -1), (1, 0), (1, 1), (1, 2), (2, -2), (2, -1), (2, 0), (2, 1), (2, 2)
CastShadow = true
UiImageLarge = MODEL_Ruins_2Large.png
UseMapType = false

[RUINS_3]
path = models\structures_neutral\ruins\Ruins03\
Model_Normal = ( Ruins03.mesh , scale = 1.0 )
Model_Lod  = ( Ruins03_L.mesh, distance = 90 )
TileLayout = (-2, -2), (-2, -1), (-2, 0), (-2, 1), (-2, 2),(-1, -2), (-1, -1), (-1, 0), (-1, 1), (-1, 2), (0, -2), (0, -1), (0, 1), (0, 2), (1, -2), (1, -1), (1, 0), (1, 1), (1, 2), (2, -2), (2, -1), (2, 0), (2, 1), (2, 2)
CastShadow = true
UiImageLarge = MODEL_Ruins_3Large.png
UseMapType = false

[RUINS_4]
path = models\structures_neutral\ruins\Ruins02\
Model_Normal = ( Ruins08.mesh , scale = 1.0 )
Model_Lod  = ( Ruins08_L.mesh, distance = 90 )
TileLayout = (-2, -1), (-2, 0), (-2, 1), (-1, -1), (-1, 0), (-1, 1), (0, -1), (0, 1), (1, -1), (1, 0), (1, 1), (2, -1), (2, 0), (2, 1)
CastShadow = true
UiImageLarge = MODEL_Ruins_4Large.png
UseMapType = false

[RUINS_5]
path = models\structures_neutral\ruins\Ruins05\
Model_Normal = ( Ruins05.mesh , scale = 1.0 )
Model_Lod  = ( Ruins05_L.mesh, distance = 90 )
TileLayout = (-2, -2), (-2, -1), (-2, 0), (-2, 1), (-2, 2),(-1, -2), (-1, -1), (-1, 0), (-1, 1), (-1, 2), (0, -2), (0, -1), (0, 1), (0, 2), (1, -2), (1, -1), (1, 0), (1, 1), (1, 2), (2, -2), (2, -1), (2, 0), (2, 1), (2, 2)
CastShadow = true
UiImageLarge = MODEL_Ruins_5Large.png
UseMapType = false

[RUINS_6]
path = models\structures_neutral\ruins\Ruins06\
Model_Normal = ( Ruins06.mesh , scale = 1.0 )
Model_Lod  = ( Ruins06_L.mesh, distance = 90 )
TileLayout = (-2, -2), (-2, -1), (-2, 0), (-2, 1), (-2, 2),(-1, -2), (-1, -1), (-1, 0), (-1, 1), (-1, 2), (0, -2), (0, -1), (0, 1), (0, 2), (1, -2), (1, -1), (1, 0), (1, 1), (1, 2), (2, -2), (2, -1), (2, 0), (2, 1), (2, 2)
CastShadow = true
UiImageLarge = MODEL_Ruins_6Large.png
UseMapType = false

[RUINS_7]
path = models\structures_neutral\ruins\Ruins02\
Model_Normal = ( Ruins07.mesh , scale = 1.0 )
Model_Lod  = ( Ruins07_L.mesh, distance = 90 )
TileLayout = (-2, -2), (-2, -1), (-2, 0), (-2, 1), (-2, 2),(-1, -2), (-1, -1), (-1, 0), (-1, 1), (-1, 2), (0, -2), (0, -1), (0, 1), (0, 2), (1, -2), (1, -1), (1, 0), (1, 1), (1, 2), (2, -2), (2, -1), (2, 0), (2, 1), (2, 2)
CastShadow = true
UiImageLarge = MODEL_Ruins_7Large.png
UseMapType = false

[RUINS_8]
path = models\structures_neutral\ruins\Ruins02\
Model_Normal = ( Ruins08.mesh , scale = 1.0 )
Model_Lod  = ( Ruins08_L.mesh, distance = 90 )
TileLayout = (-2, -1), (-2, 0), (-2, 1), (-1, -1), (-1, 0), (-1, 1), (0, -1), (0, 1), (1, -1), (1, 0), (1, 1), (2, -1), (2, 0), (2, 1)
CastShadow = true
UiImageLarge = MODEL_Ruins_8Large.png
UseMapType = false

[BILLBOARD_SMALL_1]
path = models\structures_neutral\BillBoard\
Model_Normal = ( Billboards_Small01.mesh, scale = 1.0 )
Model_Lod  = ( Billboards_Small01_L.mesh, distance = 90 )
;TileLayout = (1, 0), (-1, 0)
CastShadow = true
UseMapType = false

[BILLBOARD_SMALL_2]
path = models\structures_neutral\BillBoard\
Model_Normal = ( Billboards_Small02.mesh, scale = 1.0 )
Model_Lod  = ( Billboards_Small02_L.mesh, distance = 90 )
;TileLayout = (1, 0), (-1, 0)
CastShadow = true
UseMapType = false

[BILLBOARD_SMALL_3]
path = models\structures_neutral\BillBoard\
Model_Normal = ( Billboards_Small03.mesh, scale = 1.0 )
;TileLayout = (1, 0), (-1, 0)
CastShadow = true
UseMapType = false

[BILLBOARD_BIG_1]
path = models\structures_neutral\BillBoard\
Model_Normal = ( Billboards_Big01.mesh, scale = .40 )
Model_Lod  = ( Billboards_Big01_L.mesh, distance = 90 )
;TileLayout = (1, 0), (-1, 0)
CastShadow = true
UseMapType = false

[BILLBOARD_BIG_2]
path = models\structures_neutral\BillBoard\
Model_Normal = ( Billboards_Big02.mesh, scale = .40 )
;TileLayout = (1, 0), (-1, 0)
CastShadow = true
UseMapType = false

[BILLBOARD_BIG_3]
path = models\structures_neutral\BillBoard\
Model_Normal = ( Billboards_Big03.mesh, scale = .40 )
Model_Lod  = ( Billboards_Big03_L.mesh, distance = 90 )
;TileLayout = (1, 0);, (-1, 0)
CastShadow = true
UseMapType = false

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; INDEPENDENT BUILDINGS
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

;[FACTORY]
;path = models\structures_player\Factory\
;Model_Normal = ( Factory.mesh, scale = 1.0 )
;Model_DamageModel = ( Factory_Damage.mesh, damage=0.5 )
;CastShadow = true
;TileLayout = (-1,-1), (-1,0), (-1,1), (0,-1), (0, 1), (1,-1), (1,0), (1,1)
;UiImageSmall = MODEL_FactorySmall.png
;UiImageLarge = MODEL_FactoryLarge.png
;UiImageMinimap = (Factory_MinimapIcon.png, scale = 0.75)

[GARAGE]
path = models\structures_player\Factory\
Model_Normal = ( Auto_Factory.mesh, scale = 1.0 )
Model_Lod  = ( Auto_factory_LOD.mesh, distance = 18 )
Model_Lod  = ( Auto_factory_LOD01.mesh, distance = 25 )
Model_Lod  = ( Auto_factory_L.mesh, distance = 90 )
Model_Yard = (Auto_factory_Stage1.mesh, progress=0.10) | (Auto_factory_Stage2.mesh, progress=0.55 ) | (Auto_factory_Stage3.mesh, progress=0.75 )
Model_DamageModel = ( Auto_factory_D1.mesh, damage = 0.5 ) | ( Auto_factory_D2.mesh, damage = 0.9 )
CastShadow = true
TileLayout = (-1,-1), (-1,0), (-1,1), (1, 0), (0,-1), (0,1), (1,-1)
UiImageSmall = MODEL_Auto_factorySmall.dds
UiImageLarge = MODEL_Auto_factoryLarge.png
EventIcon = EVENT_Junkyard.png

[GARAGE_ENEMY]
path = models\structures_player\EnemyFactory\
Model_Normal = ( E_Auto_Factory.mesh, scale = 1.0 )
Model_Lod  = ( E_Auto_Factory_L.mesh, distance = 90 )
Model_Yard = (E_Auto_Factory_Stage1.mesh, progress=0.25) | (E_Auto_Factory_Stage2.mesh, progress=0.75 )
Model_DamageModel = ( E_Auto_Factory_D1.mesh, damage = 0.5 ) | ( E_Auto_Factory_D2.mesh, damage = 0.9 )
CastShadow = true
TileLayout = (-1,-1), (-1,0), (-1,1), (1, 0), (0,-1), (0,1), (1,-1)
UiImageSmall = MODEL_Auto_factorySmall_enemy.png
UiImageLarge = MODEL_Auto_factoryLarge_enemy.png
EventIcon = EVENT_EnemyJunkyard.png

[AUTO_FACTORY]
path = models\structures_player\Factory\
Model_Normal = ( Auto_Factory.mesh, scale = 1.0 )
Model_Lod  = ( Auto_factory_LOD.mesh, distance = 20 )
Model_Lod  = ( Auto_factory_L.mesh, distance = 90 )
Model_Yard = (Auto_factory_Stage1.mesh, progress=0.10) | (Auto_factory_Stage2.mesh, progress=0.55 ) | (Auto_factory_Stage3.mesh, progress=0.75 )
Model_DamageModel = ( Auto_factory_D1.mesh, damage = 0.5 ) | ( Auto_factory_D2.mesh, damage = 0.9 )
CastShadow = true
TileLayout = (-1,-1), (-1,0), (-1,1), (1, 0), (0,-1), (0,1), (1,-1)
UiImageSmall = MODEL_Auto_factorySmall.png
UiImageLarge = MODEL_Auto_factoryLarge.png
UiImageMinimap = (Factory_MinimapIcon.png)
EventIcon = EVENT_AutoFactory.png

[AUTO_FACTORY_ENEMY]
path = models\structures_player\EnemyFactory\
Model_Normal = ( E_Auto_Factory.mesh, scale = 1.0 )
Model_Lod  = ( E_Auto_Factory_LOD.mesh, distance = 20 )
Model_Lod  = ( E_Auto_Factory_LOD.mesh, distance = 35 )
Model_Lod  = ( E_Auto_Factory_L.mesh, distance = 90 )
Model_Yard = (E_Auto_Factory_Stage1.mesh, progress=0.25) | (E_Auto_Factory_Stage2.mesh, progress=0.75 )
Model_DamageModel = ( E_Auto_Factory_D1.mesh, damage = 0.5 ) | ( E_Auto_Factory_D2.mesh, damage = 0.9 )
CastShadow = true
TileLayout = (-1,-1), (-1,0), (-1,1), (1, 0), (0,-1), (0,1), (1,-1)
UiImageSmall = MODEL_Auto_factorySmall_enemy.png
UiImageLarge = MODEL_Auto_factoryLarge_enemy.png
UiImageMinimap = (Factory_MinimapIcon.png)
EventIcon = EVENT_EnemyAutoFactory.png

[SIEGE_FACTORY]
path = models\structures_player\Factory\
Model_Normal = ( Turret_Factory.mesh, scale = 1.0 )
Model_Lod  = ( Turret_Factory_LOD.mesh, distance = 20 )
Model_Lod  = ( Turret_Factory_LOD01.mesh, distance = 35 )
Model_Lod  = ( Turret_factory_L.mesh, distance = 90 )
Model_DamageModel = ( Turret_factory_D1.mesh, damage = 0.5 ) | ( Turret_factory_D2.mesh, damage = 0.9 )
CastShadow = true
TileLayout = (-1,-1), (-1,0), (-1,1), (0,-1), (0,1), (1,-1), (1,0), (1,1), (1,2), (2,1)
UiImageSmall = MODEL_siege_FactorySmall.dds
UiImageLarge = MODEL_siege_factoryLarge.png
EventIcon = EVENT_TankFactory.png

[SIEGE_FACTORY_ENEMY]
path = models\structures_player\EnemyFactory\
Model_Normal = ( E_Turret_Factory.mesh, scale = 1.0 )
Model_Lod  = ( E_Turret_Factory_LOD.mesh, distance = 20 )
Model_Lod  = ( E_Turret_Factory_L.mesh, distance = 90 )
Model_DamageModel = ( E_Turret_Factory_D1.mesh, damage = 0.5 ) | ( E_Turret_Factory_D2.mesh, damage = 0.9 )
CastShadow = true
TileLayout = (-1,-1), (-1,0), (-1,1), (0,-1), (0,1), (1,-1), (1,0), (1,1), (1,2), (2,1)
UiImageSmall = MODEL_siege_FactorySmall_enemy.png
UiImageLarge = MODEL_Siege_FactoryLarge_enemy.png
EventIcon = EVENT_EnemyTankFactory.png

[ARMOR_FACTORY]
path = models\structures_player\Factory\
Model_Normal = ( Armored_Factory.mesh, scale = 1.0 )
Model_Lod  = ( Armored_Factory_LOD.mesh, distance = 20 )
Model_Lod  = ( Armored_Factory_LOD01.mesh, distance = 35 )
Model_Lod  = ( Armored_factory_L.mesh, distance = 90 )
Model_DamageModel = ( Armored_factory_D1.mesh, damage = 0.5 ) | ( Armored_factory_D2.mesh, damage = 0.9 )
CastShadow = true
TileLayout = (-1,-1), (-1,0), (-1,1), (1, 0), (0,-1), (0,1), (1,-1), (-2, 0)
UiImageSmall = MODEL_Armor_factorySmall.png
UiImageLarge = MODEL_Armor_factoryLarge.png
UiImageMinimap = (ArmorFactory_MinimapIcon.png)
EventIcon = EVENT_ArmourFactory.png

[ARMOR_FACTORY_ENEMY]
path = models\structures_player\EnemyFactory\
Model_Normal = ( E_Armored_Factory.mesh, scale = 1.0 )
Model_Lod  = ( E_Armored_Factory_LOD.mesh, distance = 20 )
Model_Lod  = ( E_Armored_Factory_LOD01.mesh, distance = 35 )
Model_Lod  = ( E_Armored_Factory_L.mesh, distance = 90 )
Model_DamageModel = ( E_Armored_Factory_D1.mesh, damage = 0.5 ) | ( E_Armored_Factory_D2.mesh, damage = 0.9 )
CastShadow = true
TileLayout = (-1,-1), (-1,0), (-1,1), (1, 0), (0,-1), (0,1), (1,-1), (-2, 0)
UiImageSmall = MODEL_Armor_factorySmall_enemy.png
UiImageLarge = MODEL_Armor_factoryLarge_enemy.png
UiImageMinimap = (ArmorFactory_MinimapIcon.png)
EventIcon = EVENT_EnemyArmourFactory.png

[TANK_FACTORY]
path = models\structures_player\Factory\
Model_Normal = ( Turret_Factory.mesh, scale = 1.0 )
Model_Lod  = ( Turret_Factory_LOD.mesh, distance = 20 )
Model_Lod  = ( Turret_factory_L.mesh, distance = 90 )
Model_DamageModel = ( Turret_factory_D1.mesh, damage = 0.5 ) | ( Turret_factory_D2.mesh, damage = 0.9 )
CastShadow = true
TileLayout = (-1,-1), (-1,0), (-1,1), (0,-1), (0,1), (1,-1), (1,0), (1,1), (1,2), (2,1)
UiImageSmall = MODEL_siege_FactorySmall.png
UiImageLarge = MODEL_siege_factoryLarge.png
UiImageMinimap = (TankFactory_MinimapIcon.png)
EventIcon = EVENT_TankFactory.png

[TANK_FACTORY_ENEMY]
path = models\structures_player\EnemyFactory\
Model_Normal = ( E_Turret_Factory.mesh, scale = 1.0 )
Model_Lod  = ( E_Turret_Factory_LOD.mesh, distance = 20 )
Model_Lod  = ( E_Turret_Factory_LOD01.mesh, distance = 35 )
Model_Lod  = ( E_Turret_Factory_L.mesh, distance = 90 )
Model_DamageModel = ( E_Turret_Factory_D1.mesh, damage = 0.5 ) | ( E_Turret_Factory_D2.mesh, damage = 0.9 )
CastShadow = true
TileLayout = (-1,-1), (-1,0), (-1,1), (0,-1), (0,1), (1,-1), (1,0), (1,1), (1,2), (2,1)
UiImageSmall = MODEL_siege_FactorySmall_enemy.png
UiImageLarge = MODEL_Siege_FactoryLarge_enemy.png
UiImageMinimap = (TankFactory_MinimapIcon.png)
EventIcon = EVENT_EnemyTankFactory.png

[REFINERY_ADDON]
path = models\structures_player\Refinery\
Model_Normal = ( Refinery_Main.mesh, scale = .8 )
Model_Lod = (  Refinery_Main.mesh, distance = 55 )
Model_Lod = ( Refinery_Main_L.mesh, distance = 85 )
CastShadow = true
Idle = Anim ( enter=10 , exit=20 , looping=true , forward=true )

[REFINERY]
path = models\structures_player\Refinery\
Model_Normal = ( Refinery.mesh, scale = .8 )
Model_Lod = ( Refinery_LOD.mesh, distance = 35 )
Model_Lod = ( Refinery_L.mesh, distance = 85 )
Model_Yard = (Refinery_C1.mesh, progress=0.25) | (Refinery_C2.mesh, progress=0.55 ) | (Refinery_C3.mesh, progress=0.75 )
Model_DamageModel = ( Refinery.mesh, damage=0.5, fx = FX_BURNING ) | (Refinery_D1.mesh, damage=0.65, fx = FX_BURNING  )
CastShadow = true
TileLayout = (-2, 1), (-1, 1), (0, 1), (1, 1), (2, 1), (-2, 0), (-1, 0), (1, 0), (2, 0), (-2, -1), (-1, -1), (0, -1), (1, -1), (2, -1)
AddOn = ( Asset = REFINERY_ADDON, controlpoint = Flag )
UiImageSmall = MODEL_refinerysmall.png
UiImageLarge = MODEL_RefineryLarge.png
EventIcon = EVENT_Refinery.png
UiImageMinimap = (Refinery_MinimapIcon.png)
Burn = SpecialFx ( fx = FX_BURNING )
Smoke = SpecialFx ( fx = FX_DEATHSMOKE )

[REFINERY_CORPSE]
path = models\structures_player\Refinery\
Model_Normal = ( Refinery_D2.mesh, scale =0.8)
CastShadow = true
TileLayout = (-2, 1), (-1, 1), (0, 1), (1, 1), (2, 1), (-2, 0), (-1, 0), (1, 0), (2, 0), (-2, -1), (-1, -1), (0, -1), (1, -1), (2, -1)
UiImageSmall = MODEL_refinerysmall.png
UiImageLarge = MODEL_RefineryLarge.png
Burn = SpecialFx ( fx = FX_BURNING )
Smoke = SpecialFx ( fx = FX_DEATHSMOKE )

[GAS_STATION]
path = models\structures_player\Gas_Station\
Model_Normal = ( Gas_Station.mesh, scale = 1.0 )
Model_Lod  = ( Gas_station_LOD.mesh, distance = 30 )
Model_Lod  = ( Gas_station_L.mesh, distance = 90 )
Model_Yard = (Gas_station_C1.mesh, progress=0.25) | (Gas_station_C2.mesh, progress=0.55 ) | (Gas_station_C3.mesh, progress=0.75 )
Model_DamageModel = ( Gas_Station.mesh, damage=0.5, fx = FX_BURNING ) | (Gas_station_D1.mesh, damage=.65, fx = FX_BURNING  )
CastShadow = true
TileLayout = (-2, 2), (-1, 2), (0, 2), (-2, 1), (-1, 1), (0, 1), (1, 1), (2, 1), (-2, 0), (-1, 0), (1, 0), (2, 0), (-2, -1), (-1, -1), (0, -1), (1, -1), (2, -1), (-2, -2), (-1, -2), (0, -2)
UiImageSmall = MODEL_gasstionSmall.png
UiImageLarge = MODEL_gasstationLarge.png
EventIcon = EVENT_GasStation.png
UiImageMinimap = (Gas_Station_MinimapIcon.png)
Burn = SpecialFx ( fx = FX_BURNING )
Smoke = SpecialFx ( fx = FX_DEATHSMOKE )

[GAS_STATION_CORPSE]
path = models\structures_player\Gas_station\
Model_Normal = ( Gas_station_D2.mesh, scale = 1.0 )
CastShadow = true
TileLayout = (-2, 2), (-1, 2), (0, 2), (-2, 1), (-1, 1), (0, 1), (1, 1), (2, 1), (-2, 0), (-1, 0), (1, 0), (2, 0), (-2, -1), (-1, -1), (0, -1), (1, -1), (2, -1), (-2, -2), (-1, -2), (0, -2)
UiImageSmall = MODEL_gasstionSmall.png
UiImageLarge = MODEL_gasstationLarge.png
Burn = SpecialFx ( fx = FX_BURNING )
Smoke = SpecialFx ( fx = FX_DEATHSMOKE )

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; TOWERS
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

[FLAME_TOWER]
path =  models\structures_player\Flametower\
Model_Normal = ( Flametower.mesh , scale = 1.0 )
Model_Yard = (Flametower_Stage0.mesh, progress=0.25) | (Flametower_Stage1.mesh, progress=0.5 ) | (Flametower_Stage2.mesh, progress=0.75 )
Model_DamageModel = ( Flametower_D1.mesh, damage = 0.5 ) | ( Flametower_D2.mesh, damage = 0.8 )
CastShadow = true
UseMapType = false
; TileLayout = (-1, 0)
UiImageSmall = MODEL_FlametowerSmall.dds
UiImageLarge = MODEL_FlametowerLarge.png
EventIcon = EVENT_FlameTower.png

StandOnTurretWeapon = true
AttachWeapon = ( Hand = Weapon )

[CANNON_TOWER]
path =  models\structures_player\CannonTower\
Model_Normal = ( CannonTower.mesh , scale = 1.0 )
Model_Yard = (CannonTower_C1.mesh, progress=0.25) | (CannonTower_C2.mesh, progress=0.55 ) | (CannonTower_C3.mesh, progress=0.75 )
Model_DamageModel = ( CannonTower_D1.mesh, damage = 0.5 ) | ( CannonTower_D2.mesh, damage = 0.8 ) | ( CannonTower_D3animation.mesh, damage = 1.0 )
CastShadow = true
UseMapType = false
; TileLayout = (-1, 0)
debugkey = ctrl + z
UiImageSmall = MODEL_CannontowerSmall.dds
UiImageLarge = MODEL_CannontowerLarge.png
EventIcon = EVENT_CannonTower.png
UiImageMinimap = (Cannon_Tower_MinimapIcon.png)

StandOnTurretWeapon = true
AttachWeapon = ( Hand = Flag )

[CANNON_TOWER_CORPSE]
path =  models\structures_player\CannonTower\
Model_Normal = ( CannonTower_D3animation.mesh , scale = 1.0 )
CastShadow = true
UseMapType = false
; TileLayout = (-1, 0)
UiImageSmall = MODEL_CannontowerSmall.png
UiImageLarge = MODEL_CannontowerLarge.png
UiImageMinimap = (Cannon_Tower_MinimapIcon.png)
Burn = SpecialFx ( fx = FX_BURNING )
Smoke = SpecialFx ( fx = FX_DEATHSMOKE )

[GUN_BUNKER]
path = models\structures_player\GunBunker\
Model_Normal = ( gunbunker.mesh , scale = 1.0 )
Model_Lod  = ( gunbunker_LOD1.mesh, distance = 11 )
Model_Lod  = ( gunbunker_LOD2.mesh, distance = 14 )
Model_Lod  = ( gunbunker_L.mesh, distance = 90 )
Model_Yard = (gunbunker_Stage0.mesh, progress=0.15) | (gunbunker_Stage1.mesh, progress=0.55 ) | (gunbunker_Stage2.mesh, progress=0.75 )
Model_DamageModel = ( gunbunker.mesh, damage = 0.45, fx=FX_DEATHSMOKE ) | ( gunbunker_D1.mesh, damage = 0.65, fx=FX_DEATHSMOKE ) | ( gunbunker_D2.mesh, damage = 0.8, fx=FX_DEATHSMOKE )
CastShadow = true
TileLayout = (-1, -1), (-1, 1), (0, -1), (0, 1), (1, -1), (1, 1), (-1, 0), (1, 0)
UiImageSmall = MODEL_Gun_BunkerSmall.png
UiImageLarge = MODEL_Gun_BunkerLarge.png
EventIcon = EVENT_GunBunker.png
UiImageMinimap = (Gun_Bunker_MinimapIcon.png, scale = 0.75)

StandOnTurretWeapon = true
AttachWeapon = ( Hand = Weapon )

[GUN_BUNKER_CORPSE]
path = models\structures_player\GunBunker\
Model_Normal = ( gunbunker.mesh , scale = 1.0 )
CastShadow = true
TileLayout = (-1, -1), (-1, 1), (0, -1), (0, 1), (1, -1), (1, 1), (-1, 0), (1, 0)
UiImageSmall = MODEL_Gun_BunkerSmall.png
UiImageLarge = MODEL_Gun_BunkerLarge.png
UiImageMinimap = (Gun_Bunker_MinimapIcon.png, scale = 0.75)
Burn = SpecialFx ( fx = FX_BURNING )
Smoke = SpecialFx ( fx = FX_DEATHSMOKE )

[GUN_BUNKER_ENEMY]
path = models\structures_player\Enemybunker\
Model_Normal = ( Enemybunker.mesh , scale = 1.0 )
Model_Lod  = ( Enemybunker_LOD1.mesh, distance = 11 )
Model_Lod  = ( Enemybunker_LOD2.mesh, distance = 14 )
Model_Lod  = ( Enemybunker_L.mesh, distance = 90 )
Model_Yard = (Enemybunker_Stage1.mesh, progress=0.15) | (Enemybunker_Stage2.mesh, progress=0.55 ) 
Model_DamageModel = ( Enemybunker_D1.mesh, damage = 0.5 ) | ( Enemybunker_D2.mesh, damage = 0.8 )
CastShadow = true
TileLayout = (-1, -1), (-1, 1), (0, -1), (0, 1), (1, -1), (1, 1), (-1, 0), (1, 0)
UiImageSmall = MODEL_Enemy_gunbunkerSmall.png
UiImageLarge = MODEL_Enemy_gunbunkerLarge.png
EventIcon = EVENT_EnemyGunBunker.png
UiImageMinimap = (Gun_Bunker_MinimapIcon.png, scale = 0.75)

StandOnTurretWeapon = true
AttachWeapon = ( Hand = Weapon )

[GUN_BUNKER_CORPSE_ENEMY]
path = models\structures_player\Enemybunker\
Model_Normal = ( Enemybunker.mesh , scale = 1.0 )
CastShadow = true
TileLayout = (-1, -1), (-1, 1), (0, -1), (0, 1), (1, -1), (1, 1), (-1, 0), (1, 0)
UiImageSmall = MODEL_Enemy_gunbunkerSmall.png
UiImageLarge = MODEL_Enemy_gunbunkerLarge.png
UiImageMinimap = (Gun_Bunker_MinimapIcon.png, scale = 0.75)
Burn = SpecialFx ( fx = FX_BURNING )
Smoke = SpecialFx ( fx = FX_DEATHSMOKE )

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; NEUTRAL
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

[WALL]
path = models\structures_player\Walls_modular\
Model_Normal = ( Wall02straight.mesh, scale=1.0)	; two sided , left - right
Model_Normal = ( Wall02straight.mesh, scale=1.0)	; two sided , top - bottom
Model_Normal = ( WallSiderailL.mesh, scale=1.0)		; one sided , left
Model_Normal = ( WallSiderailR.mesh, scale=1.0)		; one sided , right
Model_Normal = ( WallSiderailT.mesh, scale=1.0)		; one sided , top
Model_Normal = ( WallSiderailB.mesh, scale=1.0)		; one sided , bottom
Model_Normal = ( WallDiagonalLT.mesh , scale=1.0)	; left - top
Model_Normal = ( WallDiagonalLB.mesh , scale=1.0)	; left - botoom
Model_Normal = ( WallDiagonalRT.mesh , scale=1.0)	; right - top
Model_Normal = ( WallDiagonalRB.mesh , scale=1.0)	; right - bottom
Model_Normal = ( Wall02straight.mesh , scale=1.0)		; diagonal
Model_Normal = ( Wall02straight.mesh , scale=1.0)		; no railing

Model_Yard = ( Wall02straight.mesh , progress=0.15)		; no railing Temp Fix TODO : jignesh

UiImageSmall = MODEL_WallSmall.png
UiImageLarge = MODEL_WallLarge.png
CastShadow = true

[SHORT_WALL_BARREL]
path =  models\structures_neutral\ConcreteBarrier\
Model_Normal = ( Shortwall_Barrel.mesh, scale=1.0)	; two sided , left - right
Model_Lod = ( Shortwall_Barrel_Lod01.mesh, distance = 9 )
Model_Lod = ( Shortwall_Barrel_Lod02.mesh, distance = 11 )
Model_Lod  = ( Shortwall_Barrel_L.mesh, distance = 90 )
UiImageSmall = MODEL_shortwallSmall.png
UiImageLarge = MODEL_shortwalllarge.png
CastShadow = true
UseMapType = false

[SHORT_WALL_BARREL_ENEMY]
path =  models\structures_neutral\EnemyBarrier\
Model_Normal = ( EnemyBarrier_01.mesh, scale=1.0)	; two sided , left - right
Model_Lod = ( EnemyBarrier_01_LOD01.mesh, distance = 11 )
Model_Lod = ( EnemyBarrier_01_LOD02.mesh, distance = 21 )
Model_Lod = ( EnemyBarrier_01_L.mesh, distance = 50 )
UiImageSmall = MODEL_shortwallSmall.png
UiImageLarge = MODEL_shortwalllarge.png
CastShadow = true
UseMapType = false

[SHORT_WALL_METAL]
path =  models\structures_neutral\ConcreteBarrier\
Model_Normal = ( Shortwall_Metal.mesh, scale=1.0)	; two sided , left - right
Model_Lod = ( Shortwall_Metal_Lod01.mesh, distance = 9 )
Model_Lod = ( Shortwall_Metal_Lod02.mesh, distance = 11 )
Model_Lod  = ( Shortwall_Metal_L.mesh, distance = 90)
UiImageSmall = MODEL_shortwallSmall.png
UiImageLarge = MODEL_shortwalllarge.png
CastShadow = true
UseMapType = false

[SHORT_WALL_METAL_ENEMY]
path =  models\structures_neutral\EnemyBarrier\
Model_Normal = ( EnemyBarrier_02.mesh, scale=1.0)	; two sided , left - right
Model_Lod = ( EnemyBarrier_02_LOD01.mesh, distance = 11 )
Model_Lod = ( EnemyBarrier_02_LOD02.mesh, distance = 21 )
Model_Lod = ( EnemyBarrier_02_L.mesh, distance = 50 )
UiImageSmall = MODEL_shortwallSmall.png
UiImageLarge = MODEL_shortwalllarge.png
CastShadow = true
UseMapType = false

[SHORT_WALL_METAL_1]
path =  models\structures_neutral\ConcreteBarrier\
Model_Normal = ( Shortwall_Metal01.mesh, scale=1.0)	; two sided , left - right
Model_Lod = ( Shortwall_Metal01_Lod01.mesh, distance = 9 )
Model_Lod = ( Shortwall_Metal01_Lod02.mesh, distance = 11 )
Model_Lod  = ( Shortwall_Metal01_L.mesh, distance = 90 )
UiImageSmall = MODEL_shortwallSmall.png
UiImageLarge = MODEL_shortwalllarge.png
CastShadow = true
UseMapType = false

[SHORT_WALL_METAL_1_ENEMY]
path =  models\structures_neutral\EnemyBarrier\
Model_Normal = ( EnemyBarrier_03.mesh, scale=1.0)	; two sided , left - right
Model_Lod = ( EnemyBarrier_03_LOD01.mesh, distance = 11 )
Model_Lod = ( EnemyBarrier_03_LOD02.mesh, distance = 21 )
Model_Lod = ( EnemyBarrier_03_L.mesh, distance = 50 )
UiImageSmall = MODEL_shortwallSmall.png
UiImageLarge = MODEL_shortwalllarge.png
CastShadow = true
UseMapType = false

[SHORT_WALL_TYRE_STACK]
path =  models\structures_neutral\ConcreteBarrier\
Model_Normal = ( Shortwall_TyreStack.mesh, scale=1.0)	; two sided , left - right
Model_Lod = ( Shortwall_TyreStack_Lod01.mesh, distance = 9 )
Model_Lod = ( Shortwall_TyreStack_Lod02.mesh, distance = 11 )
Model_Lod  = ( Shortwall_TyreStack_L.mesh, distance = 90 )
UiImageSmall = MODEL_shortwallSmall.png
UiImageLarge = MODEL_shortwalllarge.png
CastShadow = true
UseMapType = false

[SHORT_WALL_TYRE_STACK_ENEMY]
path =  models\structures_neutral\EnemyBarrier\
Model_Normal = ( EnemyBarrier_04.mesh, scale=1.0)	; two sided , left - right
Model_Lod = ( EnemyBarrier_04_LOD01.mesh, distance = 9 )
Model_Lod = ( EnemyBarrier_04_LOD02.mesh, distance = 11 )
Model_Lod = ( EnemyBarrier_04_L.mesh, distance = 50 )
UiImageSmall = MODEL_shortwallSmall.png
UiImageLarge = MODEL_shortwalllarge.png
CastShadow = true
UseMapType = false

[SHORT_WALL_TYRE_STACK_1]
path =  models\structures_neutral\ConcreteBarrier\
Model_Normal = ( Shortwall_TyreStack01.mesh, scale=1.0)	; two sided , left - right
Model_Lod = ( Shortwall_TyreStack01_Lod01.mesh, distance = 9 )
Model_Lod = ( Shortwall_TyreStack01_Lod02.mesh, distance = 11 )
Model_Lod = ( Shortwall_TyreStack01_L.mesh, distance = 90 )
UiImageSmall = MODEL_shortwallSmall.png
UiImageLarge = MODEL_shortwalllarge.png
CastShadow = true
UseMapType = false

[SHORT_WALL_TYRE_STACK_1_ENEMY]
path =  models\structures_neutral\EnemyBarrier\
Model_Normal = ( EnemyBarrier_05.mesh, scale=1.0)	; two sided , left - right
Model_Lod = ( EnemyBarrier_05_LOD01.mesh, distance = 9 )
Model_Lod = ( EnemyBarrier_05_LOD02.mesh, distance = 11 )
Model_Lod = ( EnemyBarrier_05_L.mesh, distance = 50 )
UiImageSmall = MODEL_shortwallSmall.png
UiImageLarge = MODEL_shortwalllarge.png
CastShadow = true
UseMapType = false

[SHORT_WALL_BULK_HEAD]
path =  models\structures_neutral\ConcreteBarrier\
Model_Normal = ( Shortwall_BulkHead.mesh, scale=1.0)	; two sided , left - right
Model_Lod = ( Shortwall_BulkHead_Lod01.mesh, distance = 9 )
Model_Lod = ( Shortwall_BulkHead_Lod02.mesh, distance = 11 )
Model_Lod = ( Shortwall_BulkHead_L.mesh, distance = 90 )
UiImageSmall = MODEL_shortwallSmall.png
UiImageLarge = MODEL_shortwalllarge.png
CastShadow = true
UseMapType = false

[SHORT_WALL_BULK_HEAD_ENEMY]
path =  models\structures_neutral\EnemyBarrier\
Model_Normal = ( EnemyBarrier_06.mesh, scale=1.0)	; two sided , left - right
Model_Lod = ( EnemyBarrier_06_LOD01.mesh, distance = 9 )
Model_Lod = ( EnemyBarrier_06_LOD02.mesh, distance = 11 )
Model_Lod = ( EnemyBarrier_06_L.mesh, distance = 50 )
UiImageSmall = MODEL_shortwallSmall.png
UiImageLarge = MODEL_shortwalllarge.png
CastShadow = true
UseMapType = false

[SHORT_WALL_BULK_HEAD_1]
path =  models\structures_neutral\ConcreteBarrier\
Model_Normal = ( Shortwall_BulkHead01.mesh, scale=1.0)	; two sided , left - right
Model_Lod = ( Shortwall_BulkHead01_Lod01.mesh, distance = 9 )
Model_Lod = ( Shortwall_BulkHead01_Lod02.mesh, distance = 11 )
Model_Lod = ( Shortwall_BulkHead01_L.mesh, distance = 90 )
UiImageSmall = MODEL_shortwallSmall.png
UiImageLarge = MODEL_shortwalllarge.png
CastShadow = true
UseMapType = false

[SHORT_WALL_BULK_HEAD_1_ENEMY]
path =  models\structures_neutral\ConcreteBarrier\
Model_Normal = ( Concretebarrier.mesh, scale=1.0)	; two sided , left - right
UiImageSmall = MODEL_shortwallSmall.png
UiImageLarge = MODEL_shortwalllarge.png
CastShadow = true
UseMapType = false

;[WALL]
;path = models\structures_neutral\newwall\
;Model_Normal = ( WallS.mesh, scale=1.0)			; two sided
;Model_Normal = ( WallOneSide.mesh, scale=1.0)	; one sided
;Model_Normal = ( WallS1.mesh , scale=1.0)		; left - top
;Model_Normal = ( WallS1.mesh , scale=1.0)		; left - botoom
;Model_Normal = ( WallS1.mesh , scale=1.0)		; right - top
;Model_Normal = ( WallS1.mesh , scale=1.0)		; right - bottom
;Model_Normal = ( WallDL.mesh , scale=1.0)		; diagonal
;Model_Normal = ( WallPlain.mesh , scale=1.0)	; no railing

[WALL_STAIRS]
path = models\structures_player\Walls_modular\
Model_Normal = ( WallStairs.mesh , scale=1.0 )
UiImageSmall = MODEL_WallStairSmall.png
UiImageLarge = MODEL_WallStairLarge.png

[GATE]
path = models\structures_player\gate\
Model_Normal = ( Gatestraight.mesh , scale=1.0 , highlight = 0.3)
;TileLayout = (-1, 0), (-1, 1), (-1,-1), (0, 1), (0,-1), (1, 1), (1, 0), (1,-1) // Not needed, is hardcoded in game module.
UiImageSmall = MODEL_GateSmall.png
UiImageLarge = MODEL_GateLarge.png
CastShadow = true

Open = anim ( enter=20 , exit=20 , looping=false , forward=true )
Close = anim ( enter=20 , exit=20 , looping=false , forward=true )

[PIPE]
path = models\structures_player\PipeLines\
Model_Normal = ( Pipe_Straight.mesh, scale=1.0)

Model_Normal = ( Pipe_Diagonal.mesh, scale=1.0)

Model_Normal = ( Support_Straight.mesh, scale=1.0)
 
Model_Normal = ( Support_Diagonal.mesh, scale=1.0)
  
Model_Normal = ( Pipe_End.mesh, scale=1.0)

Model_Normal = ( Pipe_Sq5.mesh, scale=1.0)
 
Model_Normal = (Pipe_Sq05_support.mesh, scale=1.0)

Model_Normal = (Support_Start.mesh, scale = 1.0)


UiImageSmall = MODEL_PipeSmall.dds
UiImageLarge = MODEL_PipeLarge.png
CastShadow = true
UseMapType = true

;[ROAD]
;TileLayout = (1, 0), (-1, 0), (0, 1), (0, -1), (-1, 1), (-1, -1), (1, -1), (1, 1), (2, -1), (2, 0), (2, 1), (2, 2), (1, 2), (0, 2), (-1, 2)
;path = models\structures_neutral\Road\
;Model_Normal = ( road.mesh , scale=0.05 )

[PHONELINE]
path = models\structures_neutral\TelephonePole\
Model_Normal = (pole.mesh, scale=1.0)
CastShadow = false
UseMapType = false

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;
; RESEARCH SITES
;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

[SHELTER]
path = models\structures_player\Barrack\
Model_Normal = ( Barrack.mesh, scale = .6 )
Model_Lod  = ( barrack_LOD01.mesh, distance = 20 )
Model_Lod  = ( barrack_LOD02.mesh, distance = 30 )
Model_Lod  = ( barrack_L.mesh, distance = 90 )
Model_Yard = (Barrack_C1.mesh, progress=0.25) | (Barrack_C2.mesh, progress=0.55 ) | (Barrack_C3.mesh, progress=0.75 )
Model_DamageModel = ( barrack_D1.mesh, damage=0.5, fx = FX_BURNING ) | ( barrack_D2.mesh, damage=0.95, fx = FX_BURNING )

CastShadow = true
TileLayout = (-1, 0), (-1, 1), (-1,-1), (0, 1), (0,-1), (1, 1), (1, 0), (1,-1)	
UiImageSmall = MODEL_ShelterSmall.png
UiImageLarge = MODEL_ShelterLarge.png
EventIcon = EVENT_Shelter.png
UiImageMinimap = (Shelter_MinimapIcon.png)
Addon = ( Asset = FLAG, controlpoint = Flag )
Addon = ( Asset = FX_BURN, controlpoint = Fire )
Burn = SpecialFx ( fx = FX_BURNING )
Smoke = SpecialFx ( fx = FX_DEATHSMOKE )
debugkey = ctrl + a

;path = models\structures_neutral\ruins\
;Model_Normal = ( Building_01.mesh , scale = 1.0)
;TileLayout = (-2, -1), (-2, 0), (-2, 1), (-1, -1), (-1, 0), (-1, 1), (0, -1), (0, 1), (1, -1), (1, 0), (1, 1), (2, -1), (2, 0), (2, 1)

[SHELTER_ENEMY]
path = models\structures_player\EnemyShelter\
Model_Normal = ( EnemyShelter.mesh, scale = 1.0 )
Model_Lod  = ( EnemyShelter_LOD01.mesh, distance = 20 )
Model_Lod  = ( EnemyShelter_LOD02.mesh, distance = 30 )
Model_Lod  = ( EnemyShelter_L.mesh, distance = 90 )
Model_Yard = (EnemyShelter_C1.mesh, progress=0.25) | (EnemyShelter_C2.mesh, progress=0.75 ) | (EnemyShelter_C3.mesh, progress=0.75 )
Model_DamageModel = ( EnemyShelter_D1.mesh, damage = 0.5, fx = FX_BURNING ) | ( EnemyShelter_D2.mesh, damage = 0.95, fx = FX_DEATHSMOKE )
CastShadow = true
TileLayout = (-1, 0), (-1, 1), (-1,-1), (0, 1), (0,-1), (1, 1), (1, 0), (1,-1)
UiImageSmall = MODEL_ShelterSmall_enemy.png
UiImageLarge = MODEL_ShelterLarge_enemy.png
EventIcon = EVENT_EnemyShelter.png
UiImageMinimap = (Shelter_MinimapIcon.png)
Addon = ( Asset = FLAG_ENEMY, controlpoint = Flag )
Burn = SpecialFx ( fx = FX_BURNING )
Smoke = SpecialFx ( fx = FX_DEATHSMOKE )

[SHELTER_CORPSE]
path = models\structures_player\Barrack\
Model_Normal = ( barrack_D2.mesh, scale = .6 )
Model_DamageModel = ( barrack_D2.mesh, damage = 0.1, fx = FX_BURNING )
CastShadow = true
TileLayout = (-1, 0), (-1, 1), (-1,-1), (0, 1), (0,-1), (1, 1), (1, 0), (1,-1)	
UiImageSmall = MODEL_ShelterSmall.png
UiImageLarge = MODEL_ShelterLarge.png
Addon = ( Asset = FLAG, controlpoint = Flag )
Addon = ( Asset = FX_BURN, controlpoint = Fire )
Burn = SpecialFx ( fx = FX_BURNING )
Smoke = SpecialFx ( fx = FX_DEATHSMOKE )

Collapse = Anim ( enter=10 , exit=20 , looping=false , forward=true )
Destroyed = Anim ( enter=10 , exit=20 , looping=false , forward=true )

[SHELTER_CORPSE_ENEMY]
path = models\structures_player\EnemyShelter\
Model_Normal = ( EnemyShelter_D2.mesh, scale = 1.0 )
Model_DamageModel = ( EnemyShelter_D2.mesh, damage = 0.1, fx = FX_DEATHSMOKE )
CastShadow = true
TileLayout = (-1, 0), (-1, 1), (-1,-1), (0, 1), (0,-1), (1, 1), (1, 0), (1,-1)
UiImageSmall = MODEL_ShelterSmall_enemy.png
UiImageLarge = MODEL_ShelterLarge_enemy.png
UiImageMinimap = (Shelter_MinimapIcon.png)
Addon = ( Asset = FLAG_ENEMY, controlpoint = Flag )
Burn = SpecialFx ( fx = FX_BURNING )
Smoke = SpecialFx ( fx = FX_DEATHSMOKE )

Collapse = Anim ( enter=10 , exit=20 , looping=false , forward=true )
Destroyed = Anim ( enter=10 , exit=20 , looping=false , forward=true )

[JUNK_YARD_CRANE] ; SALVAGE_YARD
path = models\structures_player\junkyard\
Model_Normal = ( Crane_Animate.mesh , scale = 1.00)
CastShadow = true

Idle = anim ( enter=20 , exit=20 , looping=true , forward=true )

[JUNK_YARD_BARREL] ; SALVAGE_YARD
path = models\structures_player\junkyard\
Model_Normal = ( Barrel_Animate.mesh , scale = 1.00)
CastShadow = true

Barrel_Idle = anim ( enter=20 , exit=20 , looping=true , forward=true )

[JUNK_YARD_FAN] ; SALVAGE_YARD
path = models\structures_player\junkyard\
Model_Normal = ( Junkyard_Fan.mesh , scale = 1.00)
CastShadow = true

Idle = anim ( enter=20 , exit=20 , looping=true , forward=true )

[SALVAGE_YARD] ; aka JUNK_YARD
path = models\structures_player\junkyard\
Model_Normal = ( junkyard01.mesh , scale = 1.00)
Model_Lod = ( Junkyard01_Lod01.mesh, distance = 12 )
Model_Lod = ( Junkyard01_Lod02.mesh, distance = 15 )
Model_Lod = ( Junkyard_L.mesh, distance = 90 )
Model_Yard = (Junkyard_C1.mesh, progress=0.25) | (Junkyard_C2.mesh, progress=0.55 ) | (Junkyard_C3.mesh, progress=0.75 )
Model_DamageModel = ( junkyard01.mesh, damage=0.25 ) | ( Junkyard01_D1.mesh, damage=0.65 ) | ( Junkyard01_D2.mesh, damage=0.95, fx = FX_BURNING )
TileLayout = (2, -1), (1, -1), (2, 1), (2, 2), (1, 1), (1, 2), (1, 3), (-1, -1), (0, -1), (-2, -1), (-3, 2), (-1, 1), (-1, 2), (-1, 3), (0, 3), (0, 2), (0, 1), (-2, 1), (-2, 2), (-2, 3), (-2, 0), (-1, 0), (1, 0), (2, 0)
CastShadow = true
SelectionSize = 0.6 ; scale the selection ring FX
UiImageLarge = MODEL_JunkyardLarge.png
UiImageSmall = MODEL_JunkyardSmall.png
EventIcon = EVENT_Junkyard.png
UiImageMinimap = (Salvage_Yard_MinimapIcon.png)
Addon = (Asset = JUNK_YARD_CRANE, controlpoint = Crane )
Addon = (Asset = JUNK_YARD_BARREL, controlpoint = Crane )
Addon = (Asset = JUNK_YARD_FAN, controlpoint = Crane )
debugkey = ctrl + w

[SALVAGE_YARD_CORPSE]
path = models\structures_player\junkyard\
Model_Normal = ( Junkyard01_D2.mesh , scale = 1.00)
TileLayout = (2, -1), (1, -1), (2, 1), (2, 2), (1, 1), (1, 2), (1, 3), (-1, -1), (0, -1), (-2, -1), (-3, 2), (-1, 1), (-1, 2), (-1, 3), (0, 3), (0, 2), (0, 1), (-2, 1), (-2, 2), (-2, 3), (-2, 0), (-1, 0), (1, 0), (2, 0)
CastShadow = true
SelectionSize = 0.6 ; scale the selection ring FX
UiImageLarge = MODEL_JunkyardLarge.png
Addon = (Asset = JUNK_YARD_CRANE, controlpoint = Crane )
Addon = (Asset = JUNK_YARD_BARREL, controlpoint = Crane )
Addon = (Asset = JUNK_YARD_FAN, controlpoint = Crane )
debugkey = ctrl + w

Collapse = Anim ( enter=10 , exit=20 , looping=false , forward=true )
Destroyed = Anim ( enter=10 , exit=20 , looping=false , forward=true )

[SALVAGE_YARD_ENEMY] ; aka JUNK_YARD
path = models\structures_player\EnemySalvagyard\
Model_Normal = ( EnemySalvagyard.mesh , scale = 1.00)
Model_Lod = ( EnemySalvagyard_LOD01.mesh, distance = 15 )
Model_Lod = ( EnemySalvagyard_LOD02.mesh, distance = 30 )
Model_Lod = ( EnemySalvagyard_L.mesh, distance = 90 )
Model_Yard = (EnemySalvagyard_C1.mesh, progress=0.25) | (EnemySalvagyard_C2.mesh, progress=0.55 ) | (EnemySalvagyard_C3.mesh, progress=0.75 )
Model_DamageModel = ( EnemySalvagyard_D1.mesh, damage=0.65 ) | ( EnemySalvagyard_D2.mesh, damage=0.95 )
TileLayout = (2, -1), (1, -1), (2, 1), (2, 2), (1, 1), (1, 2), (1, 3), (-1, -1), (0, -1), (-2, -1), (-3, 2), (-1, 1), (-1, 2), (-1, 3), (0, 3), (0, 2), (0, 1), (-2, 1), (-2, 2), (-2, 3), (-2, 0), (-1, 0), (1, 0), (2, 0)
CastShadow = true
SelectionSize = 0.6 ; scale the selection ring FX
UiImageLarge = MODEL_JunkyardLarge_Enemy.png
UiImageSmall = MODEL_JunkyardSmall_Enemy.png
EventIcon = EVENT_EnemyJunkyard.png
UiImageMinimap = (Salvage_Yard_MinimapIcon.png)
Addon = (Asset = JUNK_YARD_CRANE_ENEMY, controlpoint = Crane )
Addon = (Asset = JUNK_YARD_BARREL_ENEMY, controlpoint = Crane )
;Addon = (Asset = JUNK_YARD_FAN, controlpoint = Crane )
debugkey = ctrl + w


[SALVAGE_YARD_CORPSE_ENEMY]
path = models\structures_player\EnemySalvagyard\
Model_Normal = ( EnemySalvagyard_D2.mesh , scale = 1.00)
TileLayout = (2, -1), (1, -1), (2, 1), (2, 2), (1, 1), (1, 2), (1, 3), (-1, -1), (0, -1), (-2, -1), (-3, 2), (-1, 1), (-1, 2), (-1, 3), (0, 3), (0, 2), (0, 1), (-2, 1), (-2, 2), (-2, 3), (-2, 0), (-1, 0), (1, 0), (2, 0)
CastShadow = true
SelectionSize = 0.6 ; scale the selection ring FX
UiImageLarge = MODEL_JunkyardLarge.png
Addon = (Asset = JUNK_YARD_CRANE, controlpoint = Crane )
Addon = (Asset = JUNK_YARD_BARREL, controlpoint = Crane )
Addon = (Asset = JUNK_YARD_FAN, controlpoint = Crane )
debugkey = ctrl + w

collapse = Anim ( enter=10 , exit=20 , looping=false , forward=true )
Destroyed = Anim ( enter=10 , exit=20 , looping=false , forward=true )

[JUNK_YARD_CRANE_ENEMY] ; SALVAGE_YARD
path = models\structures_player\EnemySalvagyard\
Model_Normal = ( EnemySalvagyard_Crane.mesh , scale = 1.00)
CastShadow = true

Idle = anim ( enter=20 , exit=20 , looping=true , forward=true )


[JUNK_YARD_BARREL_ENEMY] ; SALVAGE_YARD
path = models\structures_player\EnemySalvagyard\
Model_Normal = ( Barrel_Animate.mesh , scale = 1.00)
CastShadow = true

Barrel_Idle = anim ( enter=20 , exit=20 , looping=true , forward=true )


[METAL_ONE]
path = models\structures_player\MineSite\
Model_Normal = ( MetalDrop_01.mesh , scale = 1.0 )
Model_Lod = ( MetalDrop_01_LOD01.mesh, distance = 12 )
Model_Lod = ( MetalDrop_01_LOD02.mesh, distance = 20 )
UseMapType = false

[METAL_TWO]
path = models\structures_player\MineSite\
Model_Normal = ( MetalDrop_02.mesh , scale = 1.0 )
Model_Lod = ( MetalDrop_02_LOD01.mesh, distance = 12 )
Model_Lod = ( MetalDrop_02_LOD02.mesh, distance = 20 )
UseMapType = false

[METAL_THREE]
path = models\structures_player\MineSite\
Model_Normal = ( MetalDrop_03.mesh , scale = 1.0 )
Model_Lod = ( MetalDrop_03_LOD01.mesh, distance = 12 )
Model_Lod = ( MetalDrop_03_LOD02.mesh, distance = 20 )
UseMapType = false

[METAL_FOUR]
path = models\structures_player\MineSite\
Model_Normal = ( MetalDrop_04.mesh , scale = 1.0 )
Model_Lod = ( MetalDrop_04_LOD01.mesh, distance = 12 )
Model_Lod = ( MetalDrop_04_LOD02.mesh, distance = 20 )
UseMapType = false

[PRECIOUS_METAL_SITE]
path = models\structures_player\MineSite\
Model_Normal = ( MineSite.mesh , scale = 1.0 )
Model_Lod = ( MineSite_LOD01.mesh, distance = 15 )
Model_Lod = ( MineSite_LOD02.mesh, distance = 30 )
TileLayout = (-4,-4),(-3, -4), (-4,-3),(-3, -3), (-2, -3), (-3, -2),(-3, 0), (0, -3),(-1, -3), (-2, -2), (-3, -1), (-1, -2), (-2, -1), (1, -3), (0, -2), (-1, -1), (-2, 0), (-3, 1), (2, -3), (1, -2), (0, -1), (-1, 0),(-2, 1), (-3, 2), (2, -2), (1, -1), (-1, 1), (-2, 2), (2, -1), (1, 0), (0, 1), (-1, 2), (2, 0), (1, 1), (0, 2), (2, 1), (1, 2), (3, 1), (2, 2), (1, 3), (3, 2), (2, 3), (4, 2), (3, 3), (4, 3), (3, 4), (4, 4), (3,5)
UiImageLarge = MODEL_MinesiteLarge.png
EventIcon = EVENT_Metalsite.png
UiImageMinimap = (Precious_Metal_Site_MinimapIcon.png)
SelectionSize = 1.0 ; scale the selection ring FX
Addon = ( Asset = FX_METALSITE, controlpoint = fx )
SpecialAddon = ( Asset = METAL_ONE, controlpoint = MetalPos01 )
SpecialAddon = ( Asset = METAL_TWO, controlpoint = MetalPos02 )
SpecialAddon = ( Asset = METAL_THREE, controlpoint = MetalPos03 )
SpecialAddon = ( Asset = METAL_FOUR, controlpoint = MetalPos04 )
CastShadow = true

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

;[MAPOBJ LINK]

;[PRECIPITATION]

;-------------------------------------------------------

;AttackRangeUpgradeOverride -  how range upgrades improve this weapon
;AfterburnStructures -  what ratio of damage is done as afterburn for structures
;AfterburnUnits -  for units -- the afterburn really only kicks in if DPS > FireBurnDamage

[SUPER_GUN]
path =  models\structures_player\SuperTower\
Model_Normal = ( SuperTower.mesh, scale = 1.0 )
Model_Yard = (SuperGun_Stage1.mesh, progress=0.0) | (SuperGun_Stage2.mesh, progress=0.15 ) | (SuperGun_Stage3.mesh, progress=0.30 ) | (SuperGun_Stage4.mesh, progress=0.45 ) | (SuperGun_Stage5.mesh, progress=0.60 ) | (SuperGun_Stage6.mesh, progress=0.80 )
CastShadow = true
UseMapType = true
debugkey = ctrl + g
UiImageSmall = MODEL_SuperTowerSmall.dds
UiImageLarge = MODEL_SuperTowerLarge.png
EventIcon = EVENT_SuperGun.png
UiImageMinimap = (Super_Gun_MinimapIcon.png, scale = 2.0f)

StandOnTurretWeapon = true
AttachWeapon = ( Hand = Turret )

[MINI_SUPER_GUN]
path =  models\structures_player\MiniSuper_Gun\
Model_Normal = ( MiniSuper_Gun.mesh, scale = 1.0 )
Model_Yard = (MiniSuper_Gun.mesh, progress=0.25) | (MiniSuper_Gun.mesh, progress=0.65 )
Model_DamageModel = ( MiniSuper_Gun_D01.mesh, damage=0.60 ) | ( MiniSuper_Gun_D02.mesh, damage=0.85 )
CastShadow = true
UseMapType = true
;debugkey = ctrl + z
UiImageSmall = MODEL_MiniTowerSmall.dds
UiImageLarge = MODEL_MiniTowerLarge.png
EventIcon = EVENT_MiniSupergun.png
UiImageMinimap = (Mini_Supergun_MinimapIcon.png)

StandOnTurretWeapon = true
AttachWeapon = ( Hand = Flag )

[LAND_MINE]
path = models\soldiers\weapons\LandMine\
Model_Normal = ( LandMine.mesh, scale = 1.0 )
Model_Yard = (LandMine.mesh, progress=0.25) | (LandMine.mesh, progress=0.65 )
CastShadow = true
UseMapType = false
selectionsize = 2.0
;debugkey = 
UiImageSmall = MODEL_LandMine.png
UiImageLarge = MODEL_LandMine.png
EventIcon = EVENT_Landmine.png
;UiImageMinimap = (MODEL_LandMine.png, scale = 1.5)

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;
; DROPS
;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

[WEAPON_DROP]
path =  models\soldiers\Weapons\Rifle\
Model_Normal = ( Rifle.mesh , scale= 1.00 )
UseMapType = false

[AMMO_DROP]
path =  models\structures_player\drop\
Model_Normal = ( AmmoDrop.mesh , scale= 1.0 )
Model_Normal = ( AmmoDrop_MI.mesh , scale= 1.0 )
Model_Normal = ( AmmoDrop_HI.mesh , scale= 1.0 )
UiImageLarge = MODEL_AmmodropLarge.png
UiImageSmall = MODEL_AmmodropSmall.png
UseMapType = false
CastShadow = true

[GAS_DROP]
path =  models\structures_player\drop\
Model_Normal = ( GasDrop.mesh , scale= 1.0 )
Model_Normal = ( GasDrop_MI.mesh , scale= 1.0 )
Model_Normal = ( GasDrop_HI.mesh , scale= 1.0 )
UiImageLarge = MODEL_GasdropLarge.png
UiImageSmall = MODEL_GasdropSmall.png
UseMapType = false
CastShadow = true

[METAL_DROP]
path =  models\structures_player\MineSite\
Model_Normal = ( MetalDrop_01.mesh , scale= 0.8 )
Model_Lod = ( MetalDrop_01_LOD01.mesh, distance = 12 )
Model_Lod = ( MetalDrop_01_LOD02.mesh, distance = 20 )
UiImageLarge = MODEL_MetalDropLarge.png
UiImageSmall = MODEL_MetalDropSmall.png
EventIcon = EVENT_MetalDrop.png
CastShadow = true
UseMapType = false

[RELIC]
path =  models\structures_player\drop\
Model_Normal = ( GasDrop.mesh , scale= 1.0 )
UseMapType = false

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;; Game Techs
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

[FIRST-AID_KIT]
Type = GameTech
path =  models\structures_player\drop\
Model_Normal = ( FirstAidDrop.mesh , scale= 1.0 )
PickupFX = FX_PICKUP_FIRSTAID
UpgradeFX = FX_UPGRADE_FIRSTAID
UiImageLarge = MODEL_FirstaiddropLarge.png
UseMapType = false
CastShadow = true

[SPARE_PARTS]
Type = GameTech
path =  models\structures_player\drop\
Model_Normal = ( SparePartsDrop.mesh , scale= 1.0 )
UpgradeFX = FX_UPGRADE_SPAREPARTS
UiImageLarge = MODEL_SparepartsLarge.png
UiImageSmall = MODEL_SparepartsSmall.png
UseMapType = false
CastShadow = true

[HE_GRENADE]
Type = GameTech
path =  models\structures_player\drop\
Model_Normal = ( AmmoDrop.mesh, scale= 1.0 )
PickupFX = FX_PICKUP_GRENADE
UpgradeFX = FX_UPGRADE_HEGRENADE
UiImageLarge = BTN_Research_HEGrenade_event.png
UiImageSmall = BTN_Research_HEGrenade.png
EventIcon = EVENT_Grenade.png
UseMapType = false

[MOLOTOV_COCKTAIL]
Type = GameTech
UpgradeFX = FX_UPGRADE_MOLOTOV
UiImageLarge = BTN_Research_Molotov_Cocktail_event.png
EventIcon = EVENT_MolotovCocktail.png
UseMapType = false

[STICKY_BOMB]
Type = GameTech
UpgradeFX = FX_UPGRADE_STICKY_BOMB
UiImageLarge = BTN_Research_StickyBomb_event.png
EventIcon = EVENT_StickyBomb.png
UseMapType = false

[SMOKE_GRENADE]
Type = GameTech
path =  models\structures_player\drop\
Model_Normal = ( AmmoDrop.mesh, scale= 1.0 )
PickupFX = FX_PICKUP_GRENADE
UpgradeFX = FX_UPGRADE_SMOKE_GRENADE
UiImageLarge = BTN_Research_SmokeGrenade_event.png
EventIcon = EVENT_SmokeGrenade.png
UseMapType = false

[LAND_MINE_TECH]
Type = GameTech
UpgradeFX = FX_UPGRADE_LAND_MINE
UiImageLarge = BTN_Research_LandMine_event.png
EventIcon = EVENT_Landmine.png
UseMapType = false

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;; Grenades
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

[SMOKE_GRENADE_SHOT]
;path =  models\soldiers\Weapons\Mortar\
;Model_Normal = ( Mortar_Ammo.mesh , scale = 1.0 )
path =  models\soldiers\Weapons\Cannon\
Model_Normal = ( Cannon_Ammo.mesh , scale = 1.0 )
;Trail = SpecialFx ( fx = FX_MORTAR_TRAIL )
;Explosion = SpecialFx ( fx = FX_MORTAR_EXPLOSION )
UseMapType = false

[HE_GRENADE]
path =  models\soldiers\Weapons\Cannon\
Model_Normal = ( Cannon_Ammo.mesh , scale = 1.0 )
UseMapType = false

[MOLOTOV_COCKTAIL]
path =  models\soldiers\Weapons\Cannon\
Model_Normal = ( Cannon_Ammo.mesh , scale = 1.0 )
UseMapType = false

[STICKY_BOMB]
path =  models\soldiers\Weapons\Cannon\
Model_Normal = ( Cannon_Ammo.mesh , scale = 1.0 )
UseMapType = false

[STICKY_BOMB_ON_GROUND]
;path =  models\structures_player\drop\
;Model_Normal = ( SparePartsDrop.mesh , scale= 1.0 )
path =  models\soldiers\Weapons\Cannon\
Model_Normal = ( Cannon_Ammo.mesh , scale = 1.0 )
UiImageLarge = MODEL_AmmodropLarge.png
UiImageSmall = MODEL_AmmodropSmall.png
UseMapType = false

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

[Rock1]
path = models\environment\Rockface_Tile\
Model_Normal = ( Rockface_Tile.mesh , scale=1.0 )
TileLayout = (-1, 0), (1, 0), (0, 1)
UseMapType = false

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;
; FX
;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

[FX_MOVEORDER]
fx = OrderMove_ps.fx

[FX_CRAWLORDER]
fx = OrderMove_ps.fx

[FX_HOLDORDER]
fx = OrderHold_ps.fx

[FX_FOLLOWORDER]
fx = OrderFollow.fx

[FX_PICKUP_DROP_ORDER]
fx = order_pickup.fx

[FX_PICKUP_UNIT_ORDER]
fx = order_pickup.fx

[FX_ENGAGEORDER]
fx = OrderEngage_ps.fx

[FX_ORIENTORDER]
;fx = Order_Orient_ps.fx
fx = OrderOrient_rj.fx

[FX_ATTACKORDER]
fx = OrderAttack_ps.fx

[FX_ATTACKGROUND]
fx = Throw_Grenade_Ground.fx
;Order_AttackGround.fx

[FX_SETRALLYORDER]
fx = OrderRallyPoint_rj.fx

[FX_HARVESTORDER]
fx = Order_HarvestTrash.fx

[FX_HARVESTPEOPLEORDER]
fx = Order_HarvestPeople.fx

[FX_BURNING]
fx = AutoFactFire.fx ;Burning.fx

[FX_BURN]
fx = Burning_rj.fx

[FX_BURN_ONFIRE]
fx = Burn_OnFire.fx

[FX_METALSITE]
fx = Metal_Site.fx

[FX_BUNKER_MG_FIRE]
fx = Bunker_MG_fire.fx

[FX_MACHINEGUN]
fx = assault_fire_short.fx

[FX_UNIT_SELECTION]
fx = SelectionRing.fx

[FX_STRUCTURE_SELECTION]
fx = SelectionRing_Building.fx

[FX_WEAPONDROP_RING]
fx = WeaponDrop_Ring.fx

[FX_FLARE]
fx = Flare.fx

[FX_FOOT_TRAIL]
fx = FootTrail.fx

[FX_FOOT_TRAIL_SNOW]
fx = S_FootTrail.fx

[FX_FOOT_TRAIL_CONCRETE]
fx = Concrete_FootTrail.fx

[FX_FOOT_TRAIL_GRASS]
fx = grass_footTrail.fx

[FX_TIRE_TRAIL]
fx = Tyre_Dust_Trail_ps.fx

[FX_TIRE_TRAIL_SNOW]
fx = S_Tyre_Dust_Trail.fx

[FX_TIRE_TRAIL_CONCRETE]
fx = Concrete_TyreTrail.fx

[FX_TIRE_TRAIL_GRASS]
fx = grass_TyreTrail.fx

[FX_TIRE_TRAIL_GRASS]
fx = Tyre_Dust_Trail_ps.fx

;[FX_VEHICLEDUSTTRAIL]
;fx = CarDustTrail_ps.fx

[FX_SPRINT]
fx = Sprint.fx

[FX_FLAMEWEAPON]
fx = Flame_Thrower.fx

[FX_FLAMETHROWER]
fx = Flame_Thrower.fx

[FX_PEACEKEEPERFIRE]
fx = PeaceShot.fx

[FX_SHOW_RANGE]
fx = ShowRange.fx

[FX_SERVICEORDER]
fx = Order_Service.fx

[FX_MECHANIC_ORGANIC_HEAL]
fx = MechanicHeal.fx

[FX_BUILDINGDEATHSMOKE]
fx = Explosion_Big.fx
;fx = BuildingDeathSmoke.fx

[FX_DEATHSMOKE]
fx = afterdamage.fx

[FX_RIFLEFIRE]
fx = assaultrifle.fx

[FX_MORTAR_TRAIL]
fx = FireTrail_NoFire.fx

[FX_SUPER_LAUNCHER_TRAIL]
fx = FireTrail.fx

[FX_RPG_TRAIL]
fx = FireTrail.fx

[FX_DEATHBLOOD]
fx = DeathBlood.fx

[FX_VEHICLE_DESTROY]
fx = Explosion_Big3.fx

[FX_CONEOFFIRE]
fx = ConeOfFire_rj.fx

[FX_CONEOFFIRE_RED]
fx = ConeOfFire_Red_rj.fx

[FX_CONEOFFIRE_ORIGIN]
fx = ConeOfFire_Origin.fx

[FX_OUTOFAMMO]
fx = LowAmmo.fx

[FX_OUTOFGAS]
fx = LowGas.fx

[FX_UNCONSCIOUS]
fx = unconscious.fx

[FX_DAMAGE_LEG]
fx = Damage_Leg.fx

[FX_DAMAGE_WHEEL]
fx = Damage_Wheel.fx

[FX_EXPLOSION]
fx = Explosion_Big.fx

[FX_SUPER_TANK_EXPLOSION]
fx = Explosion_Big3.fx

[FX_A_SUPER_TANK_EXPLOSION]
fx = Explosion_Big3.fx

[FX_SUPER_LAUNCHER_EXPLOSION]
fx = Superlauncher_BLast.pu

[FX_A_SUPER_LAUNCHER_EXPLOSION]
fx = Superlauncher_BLast.pu

[FX_SUPER_GUN_EXPLOSION]
fx = Superlauncher_BLast01.pu

[FX_A_SUPER_GUN_EXPLOSION]
fx = Superlauncher_BLast01.pu

[FX_MINI_SUPER_GUN_EXPLOSION]
fx = Superlauncher_BLast01.pu

[FX_A_MINI_SUPER_GUN_EXPLOSION]
fx = Superlauncher_BLast01.pu

[FX_MORTAR_EXPLOSION]
fx = blast_Mortar.pu

[FX_A_MORTAR_EXPLOSION]
fx = blast_Mortar.pu

[FX_RPG_EXPLOSION]
fx = RPG_Blast.pu

[FX_CARGO_REQUIRE]
fx = Cargo_Require.fx

[FX_DRIVER_REQUIRE]
fx = Warning_Nodriver.fx

[FX_ATTACKER_REQUIRE]
fx = Warning_Noattacker.fx

[FX_LINEOFFIRE_OBSTRUCTION]
fx = obstructionfire.fx

[FX_ORGANIC_HEAL]
fx = Heal_rj.fx

[FX_MECHANIC_HEAL]
fx = Mechanic_Heal.fx

[FX_FIRST_AID]
fx = Order_FirstAid.fx

[FX_SPARE_PARTS]
fx = Order_Service.fx

[FX_TRANSFER_GAS]
fx = Transfer_Gas.fx

[FX_TRANSFER_AMMO]
fx = Transfer_Ammo.fx

[FX_TRANSFER_SALVAGE]
fx = Transfer_Salvage.fx

[FX_ONDAMAGE_SOLDIER]
fx = OnDamage_Soldier.fx

[FX_ONDAMAGE_VEHICLE]
fx = OnDamage_Vehicle.fx

[FX_ONDAMAGE_STRUCTURE]
fx = OnDamage_Vehicle.fx

[FX_PICKUP]
fx = pickup_wave.fx

[FX_PICKUP_AMMO]
fx = pickup_ammo.fx

[FX_PICKUP_GAS]
fx = pickup_gasoline.fx

[FX_PICKUP_RIFLE]
fx = pickup_rifle.fx

[FX_PICKUP_SNIPER]
fx = pickup_rifle.fx

[FX_PICKUP_RPG]
fx = pickup_RPG.fx

[FX_PICKUP_FLAMEWEAPON]
fx = pickup_flamethrower.fx

[FX_PICKUP_FLAMETHROWER]
fx = pickup_flamethrower.fx

[FX_PICKUP_MACHINEGUN]
fx = pickup_machinegun.fx

[FX_PICKUP_FIRSTAID]
fx = pickup_firstaid.fx

[FX_PICKUP_GRENADE]
fx = pickup_grenade.fx

[FX_TRANSFER_RIFLE]
fx = Transfer_Rifle.fx

[FX_TRANSFER_FLAMETHROWER]
fx = Transfer_FlameThrower.fx

[FX_TRANSFER_HMG]
fx = Transfer_HMG.fx

[FX_TRANSFER_SNIPER]
fx = Transfer_Sniper.fx

[FX_TRANSFER_RPG]
fx = Transfer_RPG.fx

[FX_TRANSFER_MORTAR]
fx = Transfer_Mortar.fx

[FX_CARRYING_METAL]
fx = metalsite_new.fx

[FX_ORGANIC_UNIT_CONSTRUCTION]
fx = Organic_Unit_Construction.fx

[FX_INORGANIC_UNIT_CONSTRUCTION]
fx = InOrganic_Unit_Construction.fx

[FX_CAPTURE]
fx = Capturing.fx

[FX_BAD_WEAPON_CONDITION]
fx = Capturing.fx	;	Todo.

[FX_RPG_NOZZLE_SMOKE]
fx = cannon_Flare_NoSparks.fx

[FX_MORTAR_NOZZLE_SMOKE]
fx = cannon_Flare_NoSparks.fx

[FX_RIFLE_BURST_FIRE]
fx = rifle_Flare_NoSparks.fx

[FX_SNIPER_NOZZLE_SMOKE]
fx = cannon_Flare_NoSparks.fx

[FX_CANNON_NOZZLE_SMOKE]
fx = cannon_Flare_NoSparks.fx

[FX_A_CANNON_NOZZLE_SMOKE]
fx = cannon_Flare_NoSparks.fx

[FX_SUPER_TANK_NOZZLE_SMOKE]
fx = cannon_Flare_NoSparks.fx

[FX_A_SUPER_TANK_NOZZLE_SMOKE]
fx = cannon_Flare_NoSparks.fx

[FX_SUPER_LAUNCHER_NOZZLE_SMOKE]
fx = cannon_Flare_NoSparks.fx

[FX_A_SUPER_LAUNCHER_NOZZLE_SMOKE]
fx = cannon_Flare_NoSparks.fx

[FX_SUPER_GUN_NOZZLE_SMOKE]
fx = cannon_Flare_NoSparks.fx

[FX_A_SUPER_GUN_NOZZLE_SMOKE]
fx = cannon_Flare_NoSparks.fx

[FX_A_CANNON_TOWER_NOZZLE_SMOKE]
fx = cannon_Flare_NoSparks.fx

[FX_A_MINI_SUPER_GUN_NOZZLE_SMOKE]
fx = cannon_Flare_NoSparks.fx

[FX_A_TANK_TRUCK_NOZZLE_SMOKE]
fx = cannon_Flare_NoSparks.fx

[FX_A_ANTI_TANK_NOZZLE_SMOKE]
fx = cannon_Flare_NoSparks.fx

[FX_A_ARTILLERY_TRUCK_NOZZLE_SMOKE]
fx = cannon_Flare_NoSparks.fx

[FX_VETERANCY]
fx = Veterancy_Gain.fx

[FX_LANDMINE_DETECTED]
fx = LandMine_Detected.fx

[FX_RALLYPOINT]
fx = RallyPoint.fx

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; Upgrade Fx
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

[FX_UPGRADE_FIRSTAID]
fx = Transfer_FirstAid_Kit.fx

[FX_UPGRADE_SPAREPARTS]
fx = Transfer_Spareparts.fx

[FX_UPGRADE_HEGRENADE]
fx = Transfer_Grenade.fx

[FX_UPGRADE_SMOKE_GRENADE]
fx = Transfer_SmokeGrenade.fx

[FX_UPGRADE_STICKY_BOMB]
fx = Transfer_Sticky_Bomb.fx

[FX_UPGRADE_MOLOTOV]
fx = Transfer_Molotov.fx

[FX_UPGRADE_LAND_MINE]
fx = Transfer_Land_Mine.fx

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

[FX_SMOKE_GRENADE]
fx = g_Smoke.fx

[FX_THROW_GRENADE]
fx = OrderAttack_ps.fx

[FX_THROW_GRENADE_ONGROUND]
fx = Throw_Grenade_Ground.fx

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;;
;; SONGS - MUSIC
;;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

;[SONG1]
;type = Song
;filename = Menu.ogg
;style = menu

[SONG1]
type = Song
filename = Xtruist - Trash Theme 1 Battle.ogg
style = combat
worldType = Desert

[SONG2]
type = Song
filename = Xtruist - Trash Theme1 Slow.ogg
style = non-combat
worldType = Desert

[SONG3]
type = Song
filename = CityFast.ogg
style = combat
worldType = City

[SONG4]
type = Song
filename = CitySlow.ogg
style = non-combat
worldType = City

[SONG5]
type = Song
filename = SnowFast.ogg
style = combat
worldType = Snow

[SONG6]
type = Song
filename = SnowSlow.ogg
style = non-combat
worldType = Snow

[SONG7]
type = Song
filename = SandFast.ogg
style = combat
worldType = Sand

[SONG8]
type = Song
filename = SandSlow.ogg
style = non-combat
worldType = Sand

[SONG9]
type = Song
filename = SandFast_2.ogg
style = combat
worldType = Sand

[SONG10]
type = Song
filename = SandSlow_2.ogg
style = non-combat
worldType = Sand

;
; commenting this out to prevent it from being loaded -- since it's not being used currently
;
;[SONG3]
;type = Song
;filename = Xtruist - Trash Menu V1.ogg
;style = menu
;

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

[SALVAGE]
path = models\structures_player\drop\Salvage_Drop\
Model_Normal = ( Salvage_Drop02.mesh, scale = 1.0 )
Model_Normal = ( Salvage_Drop02_MI.mesh, scale = 1.0 )
Model_Normal = ( Salvage_Drop02_HI.mesh, scale = 1.0 )
CastShadow = true
UseMapType = false
UiImageLarge = MODEL_SalvageDropLarge.png
UiImageSmall = MODEL_SalvageDropSmall.png

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;;
;; Foliage
;;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

[TREE_CACTI_S_1]
path = models\structures_neutral\Foliage\
Model_Normal = ( Tree_Cacti_S_01.mesh, scale = 1.0 )
CastShadow = true
UseMapType = false

[TREE_CACTI_S_2]
path = models\structures_neutral\Foliage\
Model_Normal = ( Tree_Cacti_S_02.mesh, scale = 1.0 )
CastShadow = true
UseMapType = false

[TREE_CACTI_S_3]
path = models\structures_neutral\Foliage\
Model_Normal = ( Tree_Cacti_S_03.mesh, scale = 1.0 )
CastShadow = true
UseMapType = false

[TREE_CACTI_S_4]
path = models\structures_neutral\Foliage\
Model_Normal = ( Tree_Cacti_S_04.mesh, scale = 1.0 )
CastShadow = true
UseMapType = false

[TREE_CACTI_4]
path = models\structures_neutral\Foliage\
Model_Normal = ( Tree_Cacti_04.mesh, scale = 1.0 )
CastShadow = true
UseMapType = false

[TREE_CACTI_5]
path = models\structures_neutral\Foliage\
Model_Normal = ( Tree_Cacti_05.mesh, scale = 1.0 )
CastShadow = true
UseMapType = false

[TREE_CACTI_6]
path = models\structures_neutral\Foliage\
Model_Normal = ( Tree_Cacti_06.mesh, scale = 1.0 )
CastShadow = true
UseMapType = false

[BUSH_CACTI_1]
path = models\structures_neutral\Foliage\
Model_Normal = ( Bush_Cacti_01.mesh, scale = 1.0 )
CastShadow = true
UseMapType = false

[BUSH_CACTI_2]
path = models\structures_neutral\Foliage\
Model_Normal = ( Bush_Cacti_02.mesh, scale = 1.0 )
CastShadow = true
UseMapType = false

[PATCH_PLAIN]
path = models\structures_neutral\Foliage\
Model_Normal = ( Patch_Plane.mesh, scale = 1.0 )
CastShadow = false
UseMapType = false

[PATCH_GRASS]
path = models\structures_neutral\Foliage\
Model_Normal = ( Patch_Grass.mesh, scale = 1.0 )
CastShadow = false
UseMapType = false

[SMALL_PATCH_GRASS]
path = models\structures_neutral\Foliage\
Model_Normal = ( SmallPatch_Grass.mesh, scale = 1.0 )
CastShadow = false
UseMapType = false

[SMALL_PATCH_GRASS_1]
path = models\structures_neutral\Foliage\
Model_Normal = ( SmallPatch_Grass01.mesh, scale = 1.0 )
CastShadow = false
UseMapType = false

[PATCH_PLAIN_BUSH]
path = models\structures_neutral\Foliage\
Model_Normal = ( Patch_Plane_Bush.mesh, scale = 1.0 )
CastShadow = false
UseMapType = false

[PATCH_PLAIN_BUSH_LOW]
path = models\structures_neutral\Foliage\
Model_Normal = ( Patch_Plane_Bushlow.mesh, scale = 1.0 )
CastShadow = false
UseMapType = false

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;;DECALS
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
[DECALS]
OrganicUnitDecalTexture = SoldierCorpse_Diffuse.dds
OrganicUnitDecalTexture = SoldierCorpse_Diffuse01.dds 
OrganicUnitDecalTexture = SoldierCorpse_Diffuse02.dds 
OrganicUnitDecalTexture = SoldierCorpse_Diffuse03.dds 
OrganicUnitDecalTexture = SoldierCorpse_Diffuse04.dds 
VehicleUnitDecalTexture = TempBlastEffect.png

[TYRE_MARKS]
Visibility = 0.1     ; in [0, 1]

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;;LoS
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
[LOS]
Tint = 158, 142, 118 ; this color is *multiplied* with the existing scene colour





;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;;
;; Other map gen objects
;;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
[DECALS_PLAYER_BASE_1]
path = models\environment\PlayerBase\
Model_Normal = ( Decals_PlayerBase01.mesh, scale = 1.0 )
;CastShadow = true

[DECALS_PLAYER_BASE_2]
path = models\environment\PlayerBase\
Model_Normal = ( Decals_PlayerBase02.mesh, scale = 1.0 )

[DECALS_PLAYER_BASE_3]
path = models\environment\PlayerBase\
Model_Normal = ( Decals_PlayerBase04.mesh, scale = 1.0 )

;	Todo, need to fix the mesh numbers.
[DECALS_PLAYER_BASE_4]
path = models\environment\PlayerBase\
Model_Normal = ( Decals_PlayerBase05.mesh, scale = 1.0 )

[DECALS_PLAYER_BASE_5]
path = models\environment\PlayerBase\
Model_Normal = ( Decals_PlayerBase09.mesh, scale = 1.0 )

[DECALS_PLAYER_BASE_6]
path = models\environment\PlayerBase\
Model_Normal = ( Decals_PlayerBase10.mesh, scale = 1.0 )

[DECALS_PLAYER_BASE_7]
path = models\environment\PlayerBase\
Model_Normal = ( Decals_PlayerBase11.mesh, scale = 1.0 )

[DECALS_PLAYER_BASE_8]
path = models\environment\PlayerBase\
Model_Normal = ( Decals_PlayerBase12.mesh, scale = 1.0 )

[PLAYER_BASE_GATE]
path = models\structures_neutral\ConcreteBarrier\
Model_Normal = ( PlayerBase_Gate.mesh, scale = 1.0 )
CastShadow = true
UseMapType = false

[BOULDER_1]
path = models\structures_neutral\Boulders\
Model_Normal = ( Boulders_01.mesh, scale = 1.0 )
Model_Lod  = ( Boulders_01_L.mesh, distance = 90 )
CastShadow = true

[BOULDER_2]
path = models\structures_neutral\Boulders\
Model_Normal = ( Boulders_02.mesh, scale = 1.0 )
Model_Lod  = ( Boulders_02_L.mesh, distance = 90 )
CastShadow = true

[BOULDER_4]
path = models\structures_neutral\Boulders\
Model_Normal = ( Boulders_04.mesh, scale = 1.0 )
Model_Lod  = ( Boulders_04_L.mesh, distance = 90 )
CastShadow = true

[BOULDER_5]
path = models\structures_neutral\Boulders\
Model_Normal = ( Boulders_05.mesh, scale = 1.0 )
Model_Lod  = ( Boulders_05_L.mesh, distance = 90 )
CastShadow = true

[BOULDER_6]
path = models\structures_neutral\Boulders\
Model_Normal = ( Boulders_06.mesh, scale = 1.0 )
Model_Lod  = ( Boulders_06_L.mesh, distance = 90 )
CastShadow = true

[BOULDER_7]
path = models\structures_neutral\Boulders\
Model_Normal = ( Boulders_07.mesh, scale = 1.0 )
Model_Lod  = ( Boulders_07_L.mesh, distance = 90 )
CastShadow = true

[RUBBLE_1]
path = models\structures_neutral\Rubble\
Model_Normal = ( Rubble_01.mesh, scale = 1.0 )
CastShadow = true

[RUBBLE_2]
path = models\structures_neutral\Rubble\
Model_Normal = ( Rubble_02.mesh, scale = 1.0 )
CastShadow = true

[RUBBLE_3]
path = models\structures_neutral\Rubble\
Model_Normal = ( Rubble_03.mesh, scale = 1.0 )
CastShadow = true

[RUBBLE_4]
path = models\structures_neutral\Rubble\
Model_Normal = ( Rubble_04.mesh, scale = 1.0 )
CastShadow = true

[RUBBLE_5]
path = models\structures_neutral\Rubble\
Model_Normal = ( Rubble_05.mesh, scale = 1.0 )
CastShadow = true

[RUBBLE_6]
path = models\structures_neutral\Rubble\
Model_Normal = ( Rubble_06.mesh, scale = 1.0 )
CastShadow = true

[GFX_SALVAGE_STRUCTURE_SMALL]
path = models\structures_player\drop\Salvage_Drop\
Model_Normal = ( Salvage_Drop02.mesh, scale = 1.0 )
CastShadow = true

[GFX_SALVAGE_STRUCTURE_MEDIUM]
path = models\structures_player\drop\Salvage_Drop\
Model_Normal = ( Salvage_Drop02.mesh, scale = 1.0 )
CastShadow = true

[GFX_SALVAGE_STRUCTURE_LARGE]
path = models\structures_player\drop\Salvage_Drop\
Model_Normal = ( Salvage_Drop02.mesh, scale = 1.0 )
CastShadow = true

[METAL]
path = models\structures_player\drop\Salvage_Drop\
Model_Normal = ( Salvage_Drop01.mesh, scale = 1.0 )
CastShadow = true

