;//////////////////////////////////////////////////////////////////////////////
;FILE: ObjectCreationList.ini (SYSTEM) ////////////////////////////////////////
;//////////////////////////////////////////////////////////////////////////////

; ------------------------------------------------
ObjectCreationList OCL_CreateDamagedBarrel
  CreateDebris
    ModelNames = PMBarrel01_D1
    Offset = X:0 Y:0 Z:0
    Mass = 2
    Count = 1
    Disposition = RANDOM_FORCE
    MinForceMagnitude = 5
    MaxForceMagnitude = 7
    SpinRate = 180
    MinForcePitch = 75
    MaxForcePitch = 90
    ParticleSystem = BlackTrail
  End
End

; ----------------------------------------------
ObjectCreationList OCL_FireWallSegment
 CreateObject
   ObjectNames = FireWallSegment
   Disposition = LIKE_EXISTING INHERIT_VELOCITY
   PreserveLayer = Yes
 End
End

; ----------------------------------------------
ObjectCreationList OCL_FireWallSegmentUpgraded
 CreateObject
   ObjectNames = FireWallSegmentUpgraded
   Disposition = LIKE_EXISTING INHERIT_VELOCITY
   PreserveLayer = Yes
 End
End

; ----------------------------------------------
ObjectCreationList OCL_FireFieldSmall
 CreateObject
   ObjectNames = FireFieldSmall
   Disposition = ON_GROUND_ALIGNED
 End
End

; ----------------------------------------------
ObjectCreationList OCL_FireFieldUpgradedSmall
 CreateObject
   ObjectNames = FireFieldUpgradedSmall
   Disposition = ON_GROUND_ALIGNED
 End
End

; ----------------------------------------------
ObjectCreationList OCL_PoisonFieldLarge
 CreateObject
   ObjectNames = PoisonFieldLarge
   Disposition = ON_GROUND_ALIGNED
 End
End

; ----------------------------------------------
ObjectCreationList OCL_PoisonFieldMedium
 CreateObject
   ObjectNames = PoisonFieldMedium
   Disposition = ON_GROUND_ALIGNED
 End
End

; ----------------------------------------------
ObjectCreationList OCL_PoisonFieldSmall
 CreateObject
   ObjectNames = PoisonFieldSmall
   Disposition = ON_GROUND_ALIGNED
 End
End

; ----------------------------------------------
ObjectCreationList OCL_PoisonFieldAnthraxBomb
 CreateObject
   ObjectNames = PoisonFieldAnthraxBomb
   Disposition = ON_GROUND_ALIGNED
 End
End

; ----------------------------------------------
ObjectCreationList OCL_PoisonFieldUpgradedLarge
 CreateObject
   ObjectNames = PoisonFieldUpgradedLarge
   Disposition = ON_GROUND_ALIGNED
 End
End

; ----------------------------------------------
ObjectCreationList OCL_PoisonFieldUpgradedMedium
 CreateObject
   ObjectNames = PoisonFieldUpgradedMedium
   Disposition = ON_GROUND_ALIGNED
 End
End

; ----------------------------------------------
ObjectCreationList OCL_PoisonFieldUpgradedSmall
 CreateObject
   ObjectNames = PoisonFieldUpgradedSmall
   Disposition = ON_GROUND_ALIGNED
 End
End

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

ObjectCreationList OCL_RadiationFieldLarge
 CreateObject
   ObjectNames = RadiationFieldLarge
   Disposition = ON_GROUND_ALIGNED
 End
End

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

ObjectCreationList OCL_RadiationFieldMedium
 CreateObject
   ObjectNames = RadiationFieldMedium
   Disposition = ON_GROUND_ALIGNED
 End
End

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

ObjectCreationList OCL_RadiationFieldSmall
 CreateObject
   ObjectNames = RadiationFieldSmall
   Disposition = ON_GROUND_ALIGNED
 End
End

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

ObjectCreationList OCL_NukeRadiationField
 CreateObject
   ObjectNames = NukeRadiationFieldWeapon
   Disposition = ON_GROUND_ALIGNED
 End
End

; ----------------------------------------------
ObjectCreationList OCL_FirestormSmall
 CreateObject
   ObjectNames = FirestormSmall
   Disposition = ON_GROUND_ALIGNED
 End
End

; ----------------------------------------------
ObjectCreationList OCL_BlackNapalmFirestormSmall
 CreateObject
   ObjectNames = BlackNapalmFirestormSmall
   Disposition = ON_GROUND_ALIGNED
 End
End

; ----------------------------------------------
ObjectCreationList OCL_TankerTruckExplode
  CreateDebris
    ModelNames = CVTanker_d03
    Offset = x: -16.887  y:2.588  z: 6.751
    Mass = 5
    Disposition = SEND_IT_FLYING
    DispositionIntensity = 1
  End
  CreateDebris
    ModelNames = CVTanker_d09
    Offset = x:  -10.682  y:  4.327  z:  2.929
    Mass = 5
    Disposition = SEND_IT_FLYING
    DispositionIntensity = 1
  End
  CreateDebris
    ModelNames = CVTanker_d10
    Offset = x:  -10.682  y: -4.272  z:  2.929
    Mass = 5
    Disposition = SEND_IT_FLYING
    DispositionIntensity = 1
  End
  CreateDebris
    ModelNames = CVTanker_d11          ; wheel
    Offset = x:  -2.651  y:  -4.119  z:  2.203
    Mass = 5
    Disposition = SEND_IT_FLYING
    DispositionIntensity = 1
  End
  CreateDebris
    ModelNames = CVTanker_d12          ; wheel
    Offset = x:  -2.651  y:  4.062  z:  2.203
    Mass = 5
    Disposition = SEND_IT_FLYING
    DispositionIntensity = 1
  End
  CreateDebris
    ModelNames = CVTanker_d13          ; wheel
    Offset = x:  2.73  y:  4.062  z:  2.203
    Mass = 5
    Disposition = SEND_IT_FLYING
    DispositionIntensity = 1
  End
  CreateDebris
    ModelNames = CVTanker_d14          ; wheel
    Offset = x:  2.73  y:  -4.119  z:  2.203
    Mass = 5
    Disposition = SEND_IT_FLYING
    DispositionIntensity = 1

  End
  CreateDebris
    ModelNames = CVTanker_d15
    Offset = x:  -7.869  y:  .07  z:  3.663
    Mass = 5
    Disposition = SEND_IT_FLYING
    DispositionIntensity = 1
  End
  CreateDebris
    ModelNames = CVTanker_d16          ; wheel
    Offset = x:  -17.47  y:  4.423  z:  2.203
    Mass = 5
    Disposition = SEND_IT_FLYING
    DispositionIntensity = 1
  End
  CreateDebris
    ModelNames = CVTanker_d17          ; wheel
    Offset = x:  -17.47  y:  -4.374  z:  2.203
    Mass = 5
    Disposition = SEND_IT_FLYING
    DispositionIntensity = 1
  End
  CreateDebris
    ModelNames = CVTanker_d20
    Offset = x:  -.773  y:  .07  z:  3.663
    Mass = 5
    Disposition = SEND_IT_FLYING
    DispositionIntensity = 1
  End
  CreateDebris
    ModelNames = CVTanker_d21
    Offset = x:  34.293  y:  -.009  z:  3.673
    Mass = 5
    Disposition = SEND_IT_FLYING
    DispositionIntensity = 1
  End
  CreateDebris
    ModelNames = CVTanker_d22          ; wheel
    Offset = x:  31.646  y:  4.062  z:  2.203
    Mass = 5
    Disposition = SEND_IT_FLYING
    DispositionIntensity = 1
  End
  CreateDebris
    ModelNames = CVTanker_d23          ; wheel
    Offset = x:  31.646  y:  -4.119  z:  2.203
    Mass = 5
    Disposition = SEND_IT_FLYING
    DispositionIntensity = 1
  End
  CreateDebris
    ModelNames = CVTanker_d24          ; wheel
    Offset = x:  37.026  y:  4.062  z:  2.203
    Mass = 5
    Disposition = SEND_IT_FLYING
    DispositionIntensity = 1
  End
  CreateDebris
    ModelNames = CVTanker_d25          ; wheel
    Offset = x:  37.026  y:  -4.119  z:  2.203
    Mass = 5
    Disposition = SEND_IT_FLYING
    DispositionIntensity = 1
  End
  CreateDebris
    ModelNames = CVTanker_d26
    Offset = x:  42.924  y:  -.016  z:  2.854
    Mass = 5
    Disposition = SEND_IT_FLYING
    DispositionIntensity = 1
  End
  CreateDebris
    ModelNames = CVTanker_d27
    Offset = x:  40.859  y:  .128  z:  13.615
    Mass = 5
    Disposition = SEND_IT_FLYING
    DispositionIntensity = 1
  End
  CreateDebris
    ModelNames = CVTanker_d28
    Offset = x:  40.859  y:  .128  z:  13.615
    Mass = 5
    Disposition = SEND_IT_FLYING
    DispositionIntensity = 1
  End
  CreateDebris
    ModelNames = CVTanker_d29
    Offset = x:  35.111  y:  .128  z:  13.615
    Mass = 5
    Disposition = SEND_IT_FLYING
    DispositionIntensity = 1
  End
  CreateDebris
    ModelNames = CVTanker_d30
    Offset = x:  28.222  y:  .128  z:  13.615
    Mass = 5
    Disposition = SEND_IT_FLYING
    DispositionIntensity = 1
  End
  CreateDebris
    ModelNames = CVTanker_d31
    Offset = x:  21.665  y:  .128  z:  13.615
    Mass = 5
    Disposition = SEND_IT_FLYING
    DispositionIntensity = 1
  End
  CreateDebris
    ModelNames = CVTanker_d32
    Offset = x:  14.347  y:  .128  z:  13.615
    Mass = 5
    Disposition = SEND_IT_FLYING
    DispositionIntensity = 1
  End
  CreateDebris
    ModelNames = CVTanker_d33
    Offset = x:   7.173   y:  .128  z:  13.615
    Mass = 5
    Disposition = SEND_IT_FLYING
    DispositionIntensity = 1
  End
  CreateDebris
    ModelNames = CVTanker_d34
    Offset = x:  -.105  y:  .128  z:  13.615
    Mass = 5
    Disposition = SEND_IT_FLYING
    DispositionIntensity = 1
  End
End

; ----------------------------------------------
ObjectCreationList OCL_BigRigExplode
  CreateDebris
    ModelNames = CVBigRig_d01
    Offset = X:-12.5 Y:-2 Z:8
    Mass = 5
    Disposition = SEND_IT_FLYING
    DispositionIntensity = 1
  End
  CreateDebris
    ModelNames = CVBigRig_d02
    Offset = X:-12.5 Y:3 Z:8
    Mass = 5
    Disposition = SEND_IT_FLYING
    DispositionIntensity = 1
  End
  CreateDebris
    ModelNames = CVBigRig_d03
    Offset = X:-17 Y:2.5 Z:7
    Mass = 5
    Disposition = SEND_IT_FLYING
    DispositionIntensity = 1
  End
  CreateDebris
    ModelNames = CVBigRig_d04
    Offset = X:-20 Y:-1.5 Z:5
    Mass = 5
    Disposition = SEND_IT_FLYING
    DispositionIntensity = 1
  End
  CreateDebris
    ModelNames = CVBigRig_d05
    Offset = X:-17 Y:-2.75 Z:7
    Mass = 5
    Disposition = SEND_IT_FLYING
    DispositionIntensity = 1
  End
  CreateDebris
    ModelNames = CVBigRig_d06
    Offset = X:-20.5 Y:2 Z:5.5
    Mass = 5
    Disposition = SEND_IT_FLYING
    DispositionIntensity = 1
  End
  CreateDebris
    ModelNames = CVBigRig_d07
    Offset = X:-18 Y:-4 Z:4
    Mass = 5
    Disposition = SEND_IT_FLYING
    DispositionIntensity = 1
  End
  CreateDebris
    ModelNames = CVBigRig_d08
    Offset = X:-18 Y:4 Z:4
    Mass = 5
    Disposition = SEND_IT_FLYING
    DispositionIntensity = 1
  End
  CreateDebris
    ModelNames = CVBigRig_d09
    Offset = X:-10 Y:4 Z:3
    Mass = 5
    Disposition = SEND_IT_FLYING
    DispositionIntensity = 1
  End
  CreateDebris
    ModelNames = CVBigRig_d10
    Offset = X:-10 Y:-4 Z:3
    Mass = 5
    Disposition = SEND_IT_FLYING
    DispositionIntensity = 1
  End
  CreateDebris
    ModelNames = CVBigRig_d11
    Offset = X:-3 Y:-4 Z:2
    Mass = 3
    Disposition = SEND_IT_FLYING
    DispositionIntensity = 1
  End
  CreateDebris
    ModelNames = CVBigRig_d12
    Offset = X:-3 Y:4 Z:2
    Mass = 3
    Disposition = SEND_IT_FLYING
    DispositionIntensity = 1
  End
  CreateDebris
    ModelNames = CVBigRig_d13
    Offset = X:3 Y:4 Z:2
    Mass = 3
    Disposition = SEND_IT_FLYING
    DispositionIntensity = 1
  End
  CreateDebris
    ModelNames = CVBigRig_d14
    Offset = X:3 Y:-4 Z:2
    Mass = 3
    Disposition = SEND_IT_FLYING
    DispositionIntensity = 1
  End
  CreateDebris
    ModelNames = CVBigRig_d15
    Offset = X:-8 Y:0 Z:3.5
    Mass = 3
    Disposition = SEND_IT_FLYING
    DispositionIntensity = 1
  End
  CreateDebris
    ModelNames = CVBigRig_d16
    Offset = X:-17.5 Y:4.5 Z:2
    Mass = 3
    Disposition = SEND_IT_FLYING
    DispositionIntensity = 1
  End
  CreateDebris
    ModelNames = CVBigRig_d17
    Offset = X:-17.5 Y:-4.5 Z:2
    Mass = 3
    Disposition = SEND_IT_FLYING
    DispositionIntensity = 1
  End
  CreateDebris
    ModelNames = CVBigRig_d18
    Offset = X:-9 Y:4.5 Z:13.5
    Mass = 3
    Disposition = SEND_IT_FLYING
    DispositionIntensity = 1
  End
  CreateDebris
    ModelNames = CVBigRig_d19
    Offset = X:-9 Y:4.5 Z:8
    Mass = 3
    Disposition = SEND_IT_FLYING
    DispositionIntensity = 1
  End
  CreateDebris
    ModelNames = CVBigRig_d03
    Offset = X:-1 Y:0 Z:3.5
    Mass = 3
    Disposition = SEND_IT_FLYING
    DispositionIntensity = 1
  End
  CreateDebris
    ModelNames = CVBigRig_d04
    Offset = X:36 Y:3 Z:8
    Mass = 5
    Disposition = SEND_IT_FLYING
    DispositionIntensity = 1
  End
  CreateDebris
    ModelNames = CVBigRig_d05
    Offset = X:35 Y:3 Z:13
    Mass = 5
    Disposition = SEND_IT_FLYING
    DispositionIntensity = 1
  End
  CreateDebris
    ModelNames = CVBigRig_d06
    Offset = X:35 Y:-3 Z:13
    Mass = 5
    Disposition = SEND_IT_FLYING
    DispositionIntensity = 1
  End
  CreateDebris
    ModelNames = CVBigRig_d03
    Offset = X:36 Y:-3 Z:8
    Mass = 5
    Disposition = SEND_IT_FLYING
    DispositionIntensity = 1
  End
  CreateDebris
    ModelNames = CVBigRig_d04
    Offset = X:19 Y:3.5 Z:13.5
    Mass = 5
    Disposition = SEND_IT_FLYING
    DispositionIntensity = 1
  End
  CreateDebris
    ModelNames = CVBigRig_d05
    Offset = X:19 Y:-3.5 Z:13
    Mass = 5
    Disposition = SEND_IT_FLYING
    DispositionIntensity = 1
  End
  CreateDebris
    ModelNames = CVBigRig_d27
    Offset = X:18.5 Y:-4 Z:7
    Mass = 5
    Disposition = SEND_IT_FLYING
    DispositionIntensity = 1
  End
  CreateDebris
    ModelNames = CVBigRig_d28
    Offset = X:34 Y:0 Z:3.5
    Mass = 5
    Disposition = SEND_IT_FLYING
    DispositionIntensity = 1
  End
  CreateDebris
    ModelNames = CVBigRig_d03
    Offset = X:4 Y:-3.5 Z:13
    Mass = 5
    Disposition = SEND_IT_FLYING
    DispositionIntensity = 1
  End
  CreateDebris
    ModelNames = CVBigRig_d04
    Offset = X:4 Y:3 Z:13
    Mass = 5
    Disposition = SEND_IT_FLYING
    DispositionIntensity = 1
  End
  CreateDebris
    ModelNames = CVBigRig_d05
    Offset = X:2 Y:3 Z:8
    Mass = 5
    Disposition = SEND_IT_FLYING
    DispositionIntensity = 1
  End
  CreateDebris
    ModelNames = CVBigRig_d06
    Offset = X:2 Y:-3 Z:8
    Mass = 5
    Disposition = SEND_IT_FLYING
    DispositionIntensity = 1
  End
  CreateDebris
    ModelNames = CVBigRig_d33
    Offset = X:31.5 Y:4 Z:2
    Mass = 5
    Disposition = SEND_IT_FLYING
    DispositionIntensity = 1
  End
  CreateDebris
    ModelNames = CVBigRig_d34
    Offset = X:31.5 Y:-4 Z:2
    Mass = 5
    Disposition = SEND_IT_FLYING
    DispositionIntensity = 1
  End
  CreateDebris
    ModelNames = CVBigRig_d35
    Offset = X:37 Y:4 Z:2
    Mass = 5
    Disposition = SEND_IT_FLYING
    DispositionIntensity = 1
  End
  CreateDebris
    ModelNames = CVBigRig_d36
    Offset = X:37 Y:-4 Z:2
    Mass = 5
    Disposition = SEND_IT_FLYING
    DispositionIntensity = 1
  End
  CreateDebris
    ModelNames = CVBigRig_d37
    Offset = X:43 Y:0 Z:3
    Mass = 5
    Disposition = SEND_IT_FLYING
    DispositionIntensity = 1
  End
  CreateDebris
    ModelNames = CVBigRig_d38
    Offset = X:19 Y:3 Z:8
    Mass = 5
    Disposition = SEND_IT_FLYING
    DispositionIntensity = 1
  End
End

; ----------------------------------------------
ObjectCreationList OCL_PoliceCarExplode
  CreateDebris
    ModelNames = CVPoliceCar_X01
    Offset = X:6.7 Y:2.098 Z:2.972
    Mass = 5
    Count = 1
    Disposition = SEND_IT_FLYING
    DispositionIntensity = 0.83333333333
  End
  CreateDebris
    ModelNames = CVPoliceCar_X02
    Offset = X:6.824 Y:-0.988 Z:2.972
    Mass = 5
    Count = 1
    Disposition = SEND_IT_FLYING
    DispositionIntensity = 0.83333333333
  End
  CreateDebris
    ModelNames = CVPoliceCar_X03
    Offset = X:-7.314 Y:-1.325 Z:4.546
    Mass = 5
    Count = 1
    Disposition = SEND_IT_FLYING
    DispositionIntensity = 0.83333333333
  End
  CreateDebris
    ModelNames = CVPoliceCar_X04
    Offset = X:5.804 Y:-3.499 Z:1.245
    Mass = 5
    Count = 1
    Disposition = SEND_IT_FLYING
    DispositionIntensity = 0.83333333333
  End
  CreateDebris
    ModelNames = CVPoliceCar_X05
    Offset = X:5.815 Y:3.508 Z:1.245
    Mass = 5
    Count = 1
    Disposition = SEND_IT_FLYING
    DispositionIntensity = 0.83333333333
  End
  CreateDebris
    ModelNames = CVPoliceCar_X06
    Offset = X:-7.615 Y:-3.508 Z:1.245
    Mass = 5
    Count = 1
    Disposition = SEND_IT_FLYING
    DispositionIntensity = 0.83333333333
  End
  CreateDebris
    ModelNames = CVPoliceCar_X07
    Offset = X:-8.281 Y:1.964 Z:3.926
    Mass = 5
    Count = 1
    Disposition = SEND_IT_FLYING
    DispositionIntensity = 0.83333333333
  End
  CreateDebris
    ModelNames = CVPoliceCar_X08
    Offset = X:-7.615 Y:3.508 Z:1.245
    Mass = 5
    Count = 1
    Disposition = SEND_IT_FLYING
    DispositionIntensity = 0.83333333333
  End
  CreateDebris
    ModelNames = CVPoliceCar_X09
    Offset = X:-2.032 Y:3.638 Z:3.925
    Mass = 5
    Count = 1
    Disposition = SEND_IT_FLYING
    DispositionIntensity = 0.83333333333
  End
  CreateDebris
    ModelNames = CVPoliceCar_X10
    Offset = X:0.776 Y:-0.960 Z:5.601
    Mass = 5
    Count = 1
    Disposition = SEND_IT_FLYING
    DispositionIntensity = 0.83333333333
  End
  CreateDebris
    ModelNames = CVPoliceCar_X11
    Offset = X:-0.897 Y:-3.735 Z:2.994
    Mass = 5
    Count = 1
    Disposition = SEND_IT_FLYING
    DispositionIntensity = 0.83333333333
  End
  CreateDebris
    ModelNames = CVPoliceCar_X12
    Offset = X:-1.164 Y:-1.128 Z:7.401
    Mass = 5
    Count = 1
    Disposition = SEND_IT_FLYING
    DispositionIntensity = 0.83333333333
  End
  CreateDebris
    ModelNames = CVPoliceCar_X13
    Offset = X:-1.164 Y:-1.498 Z:7.401
    Mass = 5
    Count = 1
    Disposition = SEND_IT_FLYING
    DispositionIntensity = 0.83333333333
  End
  CreateDebris
    ModelNames = CVPoliceCar_X14
    Offset = X:-3.074 Y:-0.303 Z:6.468
    Mass = 5
    Count = 1
    Disposition = SEND_IT_FLYING
    DispositionIntensity = 0.83333333333
  End
  CreateDebris
    ModelNames = CVPoliceCar_X15
    Offset = X:2.602 Y:3.652 Z:3.923
    Mass = 5
    Count = 1
    Disposition = SEND_IT_FLYING
    DispositionIntensity = 0.83333333333
  End
  CreateDebris
    ModelNames = CVPoliceCar_X16
    Offset = X:-9.828 Y:-1.889 Z:2.636
    Mass = 5
    Count = 1
    Disposition = SEND_IT_FLYING
    DispositionIntensity = 0.83333333333
  End
End

; ---------------------------------------------------------------------------------------
; The crushed hulk of the Crusader tank
ObjectCreationList OCL_CrusaderTank_CrushEffect
  CreateObject
    ObjectNames = DeadCrusaderHulk
    Offset = X:0 Y:0 Z:0
    Count = 1
    Disposition = SEND_IT_FLYING
    DispositionIntensity = 0.1
  End
End

; ---------------------------------------------------------------------------------------
; The crushed hulk of the Technical Jeep
ObjectCreationList OCL_TechnicalJeep_CrushEffect
  CreateObject
    ObjectNames = DeadTechnicalJeepHulk
    Offset = X:0 Y:0 Z:0
    Count = 1
    Disposition = SEND_IT_FLYING
    DispositionIntensity = 0.1
  End
End

; ---------------------------------------------------------------------------------------
; The crushed hulk of the Technical Van
ObjectCreationList OCL_TechnicalVan_CrushEffect
  CreateObject
    ObjectNames = DeadTechnicalVanHulk
    Offset = X:0 Y:0 Z:0
    Count = 1
    Disposition = SEND_IT_FLYING
    DispositionIntensity = 0.1
  End
End

; ---------------------------------------------------------------------------------------
; The crushed hulk of the Technical Truck
ObjectCreationList OCL_TechnicalTruck_CrushEffect
  CreateObject
    ObjectNames = DeadTechnicalTruckHulk
    Offset = X:0 Y:0 Z:0
    Count = 1
    Disposition = SEND_IT_FLYING
    DispositionIntensity = 0.1
  End
End

; ---------------------------------------------------------------------------------------
; The crushed hulk of the Technical Truck
ObjectCreationList OCL_RocketBuggy_CrushEffect
  CreateObject
    ObjectNames = DeadRocketBuggyHulk
    Offset = X:0 Y:0 Z:0
    Count = 1
    Disposition = SEND_IT_FLYING
    DispositionIntensity = 0.1
  End
End

; ---------------------------------------------------------------------------------------
ObjectCreationList OCL_SCUDLauncherDeathEffect
  CreateObject
    ObjectNames = DeadSCUDLauncherHulk
    Offset = X:0 Y:0 Z:0
    Count = 1
    Disposition = SEND_IT_FLYING
    DispositionIntensity = 0.1
  End
  CreateDebris
    ModelNames = UVScudLchr_d2
    Offset = X:17.58 Y:1.971 Z:10.282
    Mass = 5.0
    Count = 1
    Disposition = SEND_IT_FLYING
    DispositionIntensity = 2.5
  End
  CreateDebris
    ModelNames = UVScudLchr_d3
    Offset = X:8.581 Y:1.943 Z:9.081
    Mass = 5.0
    Count = 1
    Disposition = SEND_IT_FLYING
    DispositionIntensity = 2.5
    BounceSound = VehicleDebris
  End
  CreateDebris
    ModelNames = UVScudLchr_d4
    Offset = X:-9.828 Y:-1.889 Z:2.636
    Mass = 5
    Count = 1
    Disposition = SEND_IT_FLYING
    DispositionIntensity = 0.83333333333
  End
End

; ---------------------------------------------------------------------------------------
; The crushed hulk of the Crusader tank
ObjectCreationList OCL_ChinaSupplyTruck_CrushEffect
  CreateObject
    ObjectNames = DeadChinaSupplyTruckHulk
    Offset = X:0 Y:0 Z:0
    Count = 1
    Disposition = SEND_IT_FLYING
    DispositionIntensity = 0.1
  End
End

; ---------------------------------------------------------------------------------------
ObjectCreationList OCL_ChinaSupplyTruckDeathEffect
  CreateObject
    ObjectNames = DeadChinaSupplyTruckHulk
    Offset = X:0 Y:0 Z:0
    Count = 1
    Disposition = SEND_IT_FLYING
    DispositionIntensity = 0.1
  End
  CreateDebris
    ModelNames = NVSSupplyTk_d2
    Offset = X:-6.544 Y:7.281 Z:11.163
    Mass = 5.0
    Count = 1
    Disposition = SEND_IT_FLYING
    DispositionIntensity = 2.5
  End
  CreateDebris
    ModelNames = NVSSupplyTk_d3
    Offset = X:-6.283 Y:5.099 Z:2.645
    Mass = 5.0
    Count = 1
    Disposition = SEND_IT_FLYING
    DispositionIntensity = 2.5
  End
  CreateDebris
    ModelNames = NVSSupplyTk_d4
    Offset = X:-1.235 Y:-4.169 Z:10.355
    Mass = 5.0
    Count = 1
    Disposition = SEND_IT_FLYING
    DispositionIntensity = 2.5
  End
  CreateDebris
    ModelNames = NVSSupplyTk_d5
    Offset = X:5.819 Y:5.481 Z:10.425
    Mass = 5.0
    Count = 1
    Disposition = SEND_IT_FLYING
    DispositionIntensity = 2.5
  End
End

; -------------------------------------------------------------
ObjectCreationList OCL_InfernoCannonDeathEffect
  CreateObject
    ObjectNames = InfernoCannonHulk
    Offset = X:0 Y:0 Z:0
    Count = 1
    Disposition = SEND_IT_FLYING
    DispositionIntensity = 0.1
  End
  CreateDebris
    ModelNames = NVInferno_d2
    Offset = X:-7.44 Y:0.0 Z:12.79
    Mass = 5.0
    Count = 1
    Disposition = SEND_IT_FLYING
    DispositionIntensity = 2.5
    BounceSound = DebrisBigMetal
  End
  CreateDebris
    ModelNames = NVInferno_d3
    Offset = X:-17.06 Y:-5.874 Z:12.5
    Mass = 5.0
    Count = 1
    Disposition = SEND_IT_FLYING
    DispositionIntensity = 2.5
    BounceSound = DebrisBigMetal
  End
End

; ---------------------------------------------------------------------------------------
ObjectCreationList OCL_ToxinTractorDeathEffect
  CreateObject
    ObjectNames = DeadToxinTractorHulk
    Offset = X:0 Y:0 Z:0
    Count = 1
    Disposition = SEND_IT_FLYING
    DispositionIntensity = 0.1
  End
  CreateDebris
    ModelNames = UVToxinTrk_d2
    Offset = X:-4.96 Y:0.0 Z:16.449
    Mass = 5.0
    Count = 1
    Disposition = SEND_IT_FLYING
    DispositionIntensity = 2.5
  End
  CreateDebris
    ModelNames = UVToxinTrk_d3
    Offset = X:8.748 Y:5.123 Z:2.563
    Mass = 5.0
    Count = 1
    Disposition = SEND_IT_FLYING
    DispositionIntensity = 2.5
    BounceSound = VehicleDebris
  End
  CreateDebris
    ModelNames = UVToxinTrk_d3
    Offset = X:8.748 Y:-5.123 Z:2.563
    Mass = 5.0
    Count = 1
    Disposition = SEND_IT_FLYING
    DispositionIntensity = 2.5
    BounceSound = VehicleDebris
  End
  CreateDebris
    ModelNames = UVToxinTrk_d4
    Offset = X:-8.734 Y:7.505 Z:5.078
    Mass = 5
    Count = 1
    Disposition = SEND_IT_FLYING
    DispositionIntensity = 0.83333333333
  End
  CreateDebris
    ModelNames = UVToxinTrk_d4
    Offset = X:-8.734 Y:-7.505 Z:5.078
    Mass = 5
    Count = 1
    Disposition = SEND_IT_FLYING
    DispositionIntensity = 0.83333333333
  End
  CreateDebris
    ModelNames = UVToxinTrk_d5
    Offset = X:1.886 Y:4.701 Z:6.593
    Mass = 5
    Count = 1
    Disposition = SEND_IT_FLYING
    DispositionIntensity = 0.83333333333
  End
  CreateDebris
    ModelNames = UVToxinTrk_d5
    Offset = X:1.886 Y:-4.701 Z:6.593
    Mass = 5
    Count = 1
    Disposition = SEND_IT_FLYING
    DispositionIntensity = 0.83333333333
  End
End
; ---------------------------------------------------------------------------------------
ObjectCreationList OCL_GLAPOWTruckDeathEffect
  CreateObject
    ObjectNames = DeadGLAPOWTruckHulk
    Offset = X:0 Y:0 Z:0
    Count = 1
    Disposition = SEND_IT_FLYING
    DispositionIntensity = 0.1
  End
  CreateDebris
    ModelNames = UVPOWTruck_d2
    Offset = X:4.807 Y:0.0 Z:12.799
    Mass = 5.0
    Count = 1
    Disposition = SEND_IT_FLYING
    DispositionIntensity = 2.5
  End
  CreateDebris
    ModelNames = UVPOWTruck_d3
    Offset = X:11.005 Y:6.75 Z:2.645
    Mass = 5.0
    Count = 1
    Disposition = SEND_IT_FLYING
    DispositionIntensity = 2.5
    BounceSound = VehicleDebris
  End
  CreateDebris
    ModelNames = UVPOWTruck_d3
    Offset = X:11.005 Y:-6.75 Z:2.645
    Mass = 5.0
    Count = 1
    Disposition = SEND_IT_FLYING
    DispositionIntensity = 2.5
    BounceSound = VehicleDebris
  End
  CreateDebris
    ModelNames = UVPOWTruck_d3
    Offset = X:-7.348 Y:6.75 Z:2.645
    Mass = 5.0
    Count = 1
    Disposition = SEND_IT_FLYING
    DispositionIntensity = 2.5
    BounceSound = VehicleDebris
  End
  CreateDebris
    ModelNames = UVPOWTruck_d3
    Offset = X:-7.348 Y:-6.75 Z:2.645
    Mass = 5.0
    Count = 1
    Disposition = SEND_IT_FLYING
    DispositionIntensity = 2.5
    BounceSound = VehicleDebris
  End
  CreateDebris
    ModelNames = UVPOWTruck_d3
    Offset = X:13.758 Y:6.75 Z:2.645
    Mass = 5.0
    Count = 1
    Disposition = SEND_IT_FLYING
    DispositionIntensity = 2.5
    BounceSound = VehicleDebris
  End
  CreateDebris
    ModelNames = UVPOWTruck_d3
    Offset = X:-13.758 Y:-6.75 Z:2.645
    Mass = 5.0
    Count = 1
    Disposition = SEND_IT_FLYING
    DispositionIntensity = 2.5
    BounceSound = VehicleDebris
  End
End

; ---------------------------------------------------------------------------------------
ObjectCreationList OCL_ChinaPOWTruckDeathEffect
  CreateObject
    ObjectNames = DeadChinaPOWTruckHulk
    Offset = X:0 Y:0 Z:0
    Count = 1
    Disposition = SEND_IT_FLYING
    DispositionIntensity = 0.1
  End
  CreateDebris
    ModelNames = NVPOWTrck_d2
    Offset = X:10.298 Y:0.002 Z:13.928
    Mass = 5.0
    Count = 1
    Disposition = SEND_IT_FLYING
    DispositionIntensity = 2.5
  End
  CreateDebris
    ModelNames = NVPOWTrck_d3
    Offset = X:-11.159 Y:5.155 Z:2.16
    Mass = 5.0
    Count = 1
    Disposition = SEND_IT_FLYING
    DispositionIntensity = 2.5
    BounceSound = VehicleDebris
  End
  CreateDebris
    ModelNames = NVPOWTrck_d4
    Offset = X:11.51 Y:-5.176 Z:2.16
    Mass = 5.0
    Count = 1
    Disposition = SEND_IT_FLYING
    DispositionIntensity = 2.5
    BounceSound = VehicleDebris
  End
  CreateDebris
    ModelNames = NVPOWTrck_d5
    Offset = X:-11.159 Y:-5.155 Z:2.16
    Mass = 5.0
    Count = 1
    Disposition = SEND_IT_FLYING
    DispositionIntensity = 2.5
    BounceSound = VehicleDebris
  End
End

;---------------------------------------------------------------------------------------
ObjectCreationList OCL_BombTruckDeathEffect
  CreateObject
    ObjectNames = DeadBombTruckHulk
    Offset = X:0 Y:0 Z:0
    Count = 1
    Disposition = SEND_IT_FLYING
    DispositionIntensity = 0.1
  End
  CreateDebris
    ModelNames = UVBmbTruk_d2
    Offset = X:-7.248 Y:6.75 Z:2.645
    Mass = 5.0
    Count = 1
    Disposition = SEND_IT_FLYING
    DispositionIntensity = 2.5
  End
  CreateDebris
    ModelNames = UVBmbTruk_d2
    Offset = X:-7.248 Y:-6.75 Z:2.645
    Mass = 5.0
    Count = 1
    Disposition = SEND_IT_FLYING
    DispositionIntensity = 2.5
  End
  CreateDebris
    ModelNames = UVBmbTruk_d2
    Offset = X:-13.758 Y:6.75 Z:2.645
    Mass = 5.0
    Count = 1
    Disposition = SEND_IT_FLYING
    DispositionIntensity = 2.5
  End
  CreateDebris
    ModelNames = UVBmbTruk_d2
    Offset = X:-13.758 Y:-6.75 Z:2.645
    Mass = 5.0
    Count = 1
    Disposition = SEND_IT_FLYING
    DispositionIntensity = 2.5
   End
  CreateDebris
    ModelNames = UVBmbTruk_d3
    Offset = X:19.09 Y:0.0 Z:3.863
    Mass = 5.0
    Count = 1
    Disposition = SEND_IT_FLYING
    DispositionIntensity = 2.5
     BounceSound = VehicleDebris
  End
  CreateDebris
    ModelNames = UVBmbTruk_d4
    Offset = X:-18.792 Y:0.0 Z:3.863
    Mass = 5
    Count = 1
    Disposition = SEND_IT_FLYING
    DispositionIntensity = 0.83333333333
  End
End

;---------------------------------------------------------------------------------------
ObjectCreationList OCL_GenericTankDeathEffect
  CreateObject
    ObjectNames = DeadCrusaderHulk
    Offset = X:0 Y:0 Z:0
    Count = 1
    Disposition = SEND_IT_FLYING
    DispositionIntensity = 0.1
  End
  CreateDebris
    ModelNames = GXMammoth_D01
    Offset = X:17.58 Y:1.971 Z:10.282
    Mass = 5.0
    Count = 1
    Disposition = SEND_IT_FLYING
    DispositionIntensity = 2.5
  End
  CreateDebris
    ModelNames = GXMammoth_D02
    Offset = X:8.581 Y:1.943 Z:9.081
    Mass = 5.0
    Count = 1
    Disposition = SEND_IT_FLYING
    DispositionIntensity = 2.5
    BounceSound = VehicleDebris
  End
  CreateDebris
    ModelNames = GXMammoth_D03
    Offset = X:19.641 Y:2.261 Z:10.569
    Mass = 5.0
    Count = 1
    Disposition = SEND_IT_FLYING
    DispositionIntensity = 2.5
  End
  CreateDebris
    ModelNames = GXMammoth_D04
    Offset = X:13.587 Y:-2.29 Z:9.715
    Mass = 5.0
    Count = 1
    Disposition = SEND_IT_FLYING
    DispositionIntensity = 2.5
    BounceSound = VehicleDebris
  End
  CreateDebris
    ModelNames = GXMammoth_D05
    Offset = X:6.764 Y:-2.233 Z:8.873
    Mass = 7.0
    Count = 1
    Disposition = SEND_IT_FLYING
    DispositionIntensity = 2.4
  End
  CreateDebris
    ModelNames = GXMammoth_D06
    Offset = X:2.755 Y:-0.99 Z:8.462
    Mass = 7.0
    Count = 1
    Disposition = SEND_IT_FLYING
    DispositionIntensity = 2.3
    BounceSound = VehicleDebris
  End
  CreateDebris
    ModelNames = GXMammoth_D07
    Offset = X:-1.818 Y:-3.702 Z:8.837
    Mass = 7.0
    Count = 1
    Disposition = SEND_IT_FLYING
    DispositionIntensity = 2.3
  End
  CreateDebris
    ModelNames = GXMammoth_D08
    Offset = X:-2.867 Y:-3.701 Z:8.741
    Mass = 7.0
    Count = 1
    Disposition = SEND_IT_FLYING
    DispositionIntensity = 2.3
    BounceSound = VehicleDebris
  End
  CreateDebris
    ModelNames = GXMammoth_D09
    Offset = X:-3.894 Y:0.942 Z:8.463
    Mass = 5.0
    Count = 1
    Disposition = SEND_IT_FLYING
    DispositionIntensity = 2.3
  End
  CreateDebris
    ModelNames = GXMammoth_D10
    Offset = X:2.963 Y:2.839 Z:8.454
    Mass = 5.0
    Count = 1
    Disposition = SEND_IT_FLYING
    DispositionIntensity = 2.3
    BounceSound = VehicleDebris
  End
  CreateDebris
    ModelNames = GXMammoth_D11
    Offset = X:-4.679 Y:2.206 Z:9.613
    Mass = 5.0
    Count = 1
    Disposition = SEND_IT_FLYING
    DispositionIntensity = 2.5
  End
  CreateDebris
    ModelNames = GXMammoth_D12
    Offset = X:-3.606 Y:-3.174 Z:10.986
    Mass = 5.0
    Count = 1
    Disposition = SEND_IT_FLYING
    DispositionIntensity = 2.5
    BounceSound = VehicleDebris
  End
End

;---------------------------------------------------------------------------------------
ObjectCreationList OCL_LaserTankDeathEffect
  CreateObject
    ObjectNames = DeadLaserTankHulk
    Offset = X:0 Y:0 Z:0
    Count = 1
    Disposition = SEND_IT_FLYING
    DispositionIntensity = 0.1
  End
  CreateDebris
    ModelNames = GXMammoth_D01
    Offset = X:17.58 Y:1.971 Z:10.282
    Mass = 5.0
    Count = 1
    Disposition = SEND_IT_FLYING
    DispositionIntensity = 2.5
  End
  CreateDebris
    ModelNames = GXMammoth_D02
    Offset = X:8.581 Y:1.943 Z:9.081
    Mass = 5.0
    Count = 1
    Disposition = SEND_IT_FLYING
    DispositionIntensity = 2.5
    BounceSound = VehicleDebris
  End
  CreateDebris
    ModelNames = GXMammoth_D03
    Offset = X:19.641 Y:2.261 Z:10.569
    Mass = 5.0
    Count = 1
    Disposition = SEND_IT_FLYING
    DispositionIntensity = 2.5
  End
  CreateDebris
    ModelNames = GXMammoth_D04
    Offset = X:13.587 Y:-2.29 Z:9.715
    Mass = 5.0
    Count = 1
    Disposition = SEND_IT_FLYING
    DispositionIntensity = 2.5
    BounceSound = VehicleDebris
  End
  CreateDebris
    ModelNames = GXMammoth_D05
    Offset = X:6.764 Y:-2.233 Z:8.873
    Mass = 7.0
    Count = 1
    Disposition = SEND_IT_FLYING
    DispositionIntensity = 2.4
  End
  CreateDebris
    ModelNames = GXMammoth_D06
    Offset = X:2.755 Y:-0.99 Z:8.462
    Mass = 7.0
    Count = 1
    Disposition = SEND_IT_FLYING
    DispositionIntensity = 2.3
    BounceSound = VehicleDebris
  End
  CreateDebris
    ModelNames = GXMammoth_D07
    Offset = X:-1.818 Y:-3.702 Z:8.837
    Mass = 7.0
    Count = 1
    Disposition = SEND_IT_FLYING
    DispositionIntensity = 2.3
  End
  CreateDebris
    ModelNames = GXMammoth_D08
    Offset = X:-2.867 Y:-3.701 Z:8.741
    Mass = 7.0
    Count = 1
    Disposition = SEND_IT_FLYING
    DispositionIntensity = 2.3
    BounceSound = VehicleDebris
  End
  CreateDebris
    ModelNames = GXMammoth_D09
    Offset = X:-3.894 Y:0.942 Z:8.463
    Mass = 5.0
    Count = 1
    Disposition = SEND_IT_FLYING
    DispositionIntensity = 2.3
  End
  CreateDebris
    ModelNames = GXMammoth_D10
    Offset = X:2.963 Y:2.839 Z:8.454
    Mass = 5.0
    Count = 1
    Disposition = SEND_IT_FLYING
    DispositionIntensity = 2.3
    BounceSound = VehicleDebris
  End
  CreateDebris
    ModelNames = GXMammoth_D11
    Offset = X:-4.679 Y:2.206 Z:9.613
    Mass = 5.0
    Count = 1
    Disposition = SEND_IT_FLYING
    DispositionIntensity = 2.5
  End
  CreateDebris
    ModelNames = GXMammoth_D12
    Offset = X:-3.606 Y:-3.174 Z:10.986
    Mass = 5.0
    Count = 1
    Disposition = SEND_IT_FLYING
    DispositionIntensity = 2.5
    BounceSound = VehicleDebris
  End
End

;---------------------------------------------------------------------------------------
ObjectCreationList OCL_MicrowaveTankDeath_CrushEffect
  CreateObject
    ObjectNames = DeadMicrowaveHulk
    Offset = X:0 Y:0 Z:0
    Count = 1
    Disposition = SEND_IT_FLYING
    DispositionIntensity = 0.1
  End
End


;---------------------------------------------------------------------------------------
ObjectCreationList OCL_MicrowaveTankDeath
  CreateObject
    ObjectNames = DeadMicrowaveHulk
    Offset = X:0 Y:0 Z:0
    Count = 1
    Disposition = SEND_IT_FLYING
    DispositionIntensity = 0.1
  End
  CreateDebris
    ModelNames = AVThundrblt_D2
    Offset = X:17.58 Y:1.971 Z:10.282
    Mass = 5.0
    Count = 1
    Disposition = SEND_IT_FLYING
    DispositionIntensity = 2.5
  End
  CreateDebris
    ModelNames = AVThundrblt_D3
    Offset = X:8.581 Y:1.943 Z:9.081
    Mass = 5.0
    Count = 1
    Disposition = SEND_IT_FLYING
    DispositionIntensity = 2.5
    BounceSound = VehicleDebris
  End
  CreateDebris
    ModelNames = AVThundrblt_D4
    Offset = X:19.641 Y:2.261 Z:10.569
    Mass = 5.0
    Count = 1
    Disposition = SEND_IT_FLYING
    DispositionIntensity = 2.5
  End
End


;---------------------------------------------------------------------------------------
ObjectCreationList OCL_MarauderTankDeathEffect
  CreateObject
    ObjectNames = DeadMarauderHulk
    Offset = X:0 Y:0 Z:0
    Count = 1
    Disposition = SEND_IT_FLYING
    DispositionIntensity = 0.1
  End
  CreateDebris
    ModelNames = UVMarauder_D2
    Offset = X:21.593 Y:-0.018 Z:9.867
    Mass = 5.0
    Count = 1
    Disposition = SEND_IT_FLYING
    DispositionIntensity = 2.5
  End
  CreateDebris
    ModelNames = UVMarauder_D3
    Offset = X:-13.092 Y:-9.332 Z:9.367
    Mass = 5.0
    Count = 1
    Disposition = SEND_IT_FLYING
    DispositionIntensity = 2.5
    BounceSound = DebrisBigMetal
  End
   CreateDebris
    ModelNames = UVMarauder_D4
    Offset = X:6.323 Y:-0.027 Z:10.282
    Mass = 5.0
    Count = 1
    Disposition = SEND_IT_FLYING
    DispositionIntensity = 2.5
    BounceSound = DebrisBigMetal
  End
End

;---------------------------------------------------------------------------------------
ObjectCreationList OCL_PaladinTankDeathEffect
  CreateObject
    ObjectNames = DeadPaladinHulk
    Offset = X:0 Y:0 Z:0
    Count = 1
    Disposition = SEND_IT_FLYING
    DispositionIntensity = 0.1
  End
  CreateDebris
    ModelNames = AVPaladin_D2
    Offset = X:-3.599 Y:-0.056 Z:9.982
    Mass = 5.0
    Count = 1
    Disposition = SEND_IT_FLYING
    DispositionIntensity = 2.5
    BounceSound = DebrisBigMetal
  End
  CreateDebris
    ModelNames = AVPaladin_D3
    Offset = X:14.031 Y:0.039 Z:10.322
    Mass = 5.0
    Count = 1
    Disposition = SEND_IT_FLYING
    DispositionIntensity = 2.5
    BounceSound = DebrisBigMetal
  End
End

;---------------------------------------------------------------------------------------
ObjectCreationList OCL_AvengerTankDeathEffect
  CreateObject
    ObjectNames = DeadAvengerHulk
    Offset = X:0 Y:0 Z:0
    Count = 1
    Disposition = SEND_IT_FLYING
    DispositionIntensity = 0.1
  End
End

ObjectCreationList OCL_ScorpionTankDead
End

;---------------------------------------------------------------------------------------
ObjectCreationList OCL_ScorpionTankDeathEffect
  CreateObject
    ObjectNames = DeadScorpionHulk
    Offset = X:0 Y:0 Z:0
    Count = 1
    Disposition = SEND_IT_FLYING
    DispositionIntensity = 0.1
  End
  CreateDebris
    ModelNames = AVPowTruck_d2
    Offset = X:-4.678 Y:6.497 Z:2.993
    Mass = 5.0
    Count = 1
    Disposition = SEND_IT_FLYING
    DispositionIntensity = 2.5
  End
  CreateDebris
    ModelNames = AVPowTruck_d3
    Offset = X:-19.262 Y:0 Z:6.23
    Mass = 5.0
    Count = 1
    Disposition = SEND_IT_FLYING
    DispositionIntensity = 2.5
    BounceSound = VehicleDebris
  End
    CreateDebris
    ModelNames = AVPowTruck_d4
    Offset = X:8.721 Y:0.131 Z:14.81
    Mass = 5.0
    Count = 1
    Disposition = SEND_IT_FLYING
    DispositionIntensity = 2.5
    BounceSound = VehicleDebris
  End
End

;---------------------------------------------------------------------------------------
ObjectCreationList OCL_MilitiaTankDeathEffect
  CreateObject
    ObjectNames = DestroyedMilitiaTank
    Offset = X:-4.2 Y:0 Z:0
    Count = 1
    Disposition = SEND_IT_FLYING
    DispositionIntensity = 0.1
  End
  CreateDebris
    ModelNames = CVTank_D2
    Offset = X:-2.647 Y:0.0 Z:6.966
    Mass = 5.0
    Count = 1
    Disposition = SEND_IT_FLYING
    DispositionIntensity = 2.5
    BounceSound = VehicleDebris
  End
  CreateDebris
    ModelNames = CVTank_D3
    Offset = X:6.929 Y:0.015 Z:8.772
    Mass = 5.0
    Count = 1
    Disposition = SEND_IT_FLYING
    DispositionIntensity = 2.5
    BounceSound = VehicleDebris
  End
  CreateDebris
    ModelNames = CVTank_D4
    Offset = X:-2.503 Y:-1.224 Z:12.018
    Mass = 5.0
    Count = 1
    Disposition = SEND_IT_FLYING
    DispositionIntensity = 2.5
    BounceSound = VehicleDebris
  End
End

;---------------------------------------------------------------------------------------
ObjectCreationList OCL_RadarVanDeathEffect
  CreateObject
    ObjectNames = DeadRadarVanHulk
    Offset = X:0 Y:0 Z:0
    Count = 1
    Disposition = SEND_IT_FLYING
    DispositionIntensity = 0.1
  End
  CreateDebris
    ModelNames = UVRadarVan_d2
    Offset = X:-9.721 Y:-3.801 Z:22.679
    Mass = 5.0
    Count = 1
    Disposition = SEND_IT_FLYING
    DispositionIntensity = 2.5
  End
  CreateDebris
    ModelNames = UVRadarVan_d3
    Offset = X:8.551 Y:0.072 Z:16.693
    Mass = 5.0
    Count = 1
    Disposition = SEND_IT_FLYING
    DispositionIntensity = 2.5
  End
  CreateDebris
    ModelNames = UVRadarVan_d4
    Offset = X:9.495 Y:5.169 Z:2.185
    Mass = 5.0
    Count = 1
    Disposition = SEND_IT_FLYING
    DispositionIntensity = 2.5
  End
End

;---------------------------------------------------------------------------------------
ObjectCreationList OCL_QuadCannonDeathEffect
  CreateObject
    ObjectNames = DeadQuadCannonHulk
    Offset = X:0 Y:0 Z:0
    Count = 1
    Disposition = SEND_IT_FLYING
    DispositionIntensity = 0.1
  End
  
    CreateDebris
    ModelNames = UVQuadCann_d2
    Offset = X:-9.721 Y:-3.801 Z:22.679
    Mass = 5.0
    Count = 1
    Disposition = SEND_IT_FLYING
    DispositionIntensity = 2.5
  End
  CreateDebris
    ModelNames = UVQuadCann_d3
    Offset = X:8.551 Y:0.072 Z:16.693
    Mass = 5.0
    Count = 1
    Disposition = SEND_IT_FLYING
    DispositionIntensity = 2.5
  End
  CreateDebris
    ModelNames = UVQuadCann_d4
    Offset = X:9.495 Y:5.169 Z:2.185
    Mass = 5.0
    Count = 1
    Disposition = SEND_IT_FLYING
    DispositionIntensity = 2.5
  End
  
End
;---------------------------------------------------------------------------------------
ObjectCreationList OCL_QuadCannon_NormalExplosion
  CreateDebris
    ModelNames = GXMammoth_D01
    Offset = X:17.58 Y:1.971 Z:10.282
    Mass = 5.0
    Count = 1
    Disposition = SEND_IT_FLYING
    DispositionIntensity = 2.5
  End
  CreateDebris
    ModelNames = GXMammoth_D02
    Offset = X:8.581 Y:1.943 Z:9.081
    Mass = 5.0
    Count = 1
    Disposition = SEND_IT_FLYING
    DispositionIntensity = 2.5
  End
  CreateDebris
    ModelNames = GXMammoth_D03
    Offset = X:19.641 Y:2.261 Z:10.569
    Mass = 5.0
    Count = 1
    Disposition = SEND_IT_FLYING
    DispositionIntensity = 2.5
  End
  CreateDebris
    ModelNames = GXMammoth_D04
    Offset = X:13.587 Y:-2.29 Z:9.715
    Mass = 5.0
    Count = 1
    Disposition = SEND_IT_FLYING
    DispositionIntensity = 2.5
  End
  CreateDebris
    ModelNames = GXMammoth_D05
    Offset = X:6.764 Y:-2.233 Z:8.873
    Mass = 7.0
    Count = 1
    Disposition = SEND_IT_FLYING
    DispositionIntensity = 2.4
  End
  CreateDebris
    ModelNames = GXMammoth_D06
    Offset = X:2.755 Y:-0.99 Z:8.462
    Mass = 7.0
    Count = 1
    Disposition = SEND_IT_FLYING
    DispositionIntensity = 2.3
  End
End

;---------------------------------------------------------------------------------------
ObjectCreationList OCL_AmericaVehicleTomahawkDie
  CreateObject
    ObjectNames = AmericaVehicleTomahawkHulk
    Offset      = X:0.0 Y:0.0 Z:0.0
    Count       = 1
    Disposition = LIKE_EXISTING
    DispositionIntensity = 0.5
  End
  CreateDebris
    ModelNames  = AVTomahawk_D2
    Offset      = X:-3.001 Y:5.79 Z:12.829
    Mass        = 8
    Count       = 1
    Disposition = SEND_IT_FLYING INHERIT_VELOCITY
    DispositionIntensity = 0.7
    BounceSound       = DebrisBigMetal
  End
  CreateDebris
    ModelNames  = AVTomahawk_D3
    Offset      = X:-2.643 Y:-0.349 Z:9.954
    Mass        = 8
    Count       = 1
    Disposition = SEND_IT_FLYING INHERIT_VELOCITY
    DispositionIntensity = 0.7
    BounceSound       = DebrisBigMetal
  End
  CreateDebris
    ModelNames  = AVTomahawk_D4
    Offset      = X:-3.499 Y:-3.779 Z:8.132
    Mass        = 8
    Count       = 1
    Disposition = SEND_IT_FLYING INHERIT_VELOCITY
    DispositionIntensity = 0.7
    BounceSound       = DebrisBigMetal
  End
End

; ----------------------------------------------
ObjectCreationList OCL_ChinaVehicleNukeCannonDie
  CreateObject
    ObjectNames = ChinaVehicleNukeCannonHulk
    Offset      = X:0.0 Y:0.0 Z:0.0
    Count       = 1
    Disposition = LIKE_EXISTING
    DispositionIntensity = 0.5
  End
  CreateDebris
    ModelNames  = NVNukeCn_D2
    Offset      = X:3.191 Y:0 Z:7.094
    Mass              = 20.0
    Disposition       = RANDOM_FORCE
    MinForceMagnitude = 50
    MaxForceMagnitude = 60
    MinForcePitch     = 85
    MaxForcePitch     = 90
    SpinRate          = 90
    BounceSound       = DebrisBigMetal
  End
  CreateDebris
    ModelNames  = NVNukeCn_D3
    Offset      = X:11.018 Y:0 Z:6.837
    Mass              = 20.0
    Disposition       = RANDOM_FORCE
    MinForceMagnitude = 50
    MaxForceMagnitude = 60
    MinForcePitch     = 85
    MaxForcePitch     = 90
    SpinRate          = 90
    BounceSound       = DebrisBigMetal
  End
  CreateDebris
    ModelNames  = NVNukeCn_D4
    Offset      = X:4.195 Y:-4.84 Z:13.178
    Mass              = 20.0
    Disposition       = RANDOM_FORCE
    MinForceMagnitude = 50
    MaxForceMagnitude = 60
    MinForcePitch     = 85
    MaxForcePitch     = 90
    SpinRate          = 90
    BounceSound       = DebrisBigMetal
  End
End

; ----------------------------------------------
ObjectCreationList OCL_FireHydrantExplode
  CreateObject
    ObjectNames = WaterSpray
    Disposition = ON_GROUND_ALIGNED
  End
End

; ----------------------------------------------
ObjectCreationList OCL_GenericCarExplode
  CreateDebris
    ModelNames = CVGeneric_X01
    Offset = X:6.7 Y:2.098 Z:2.972
    Mass = 5
    Count = 1
    Disposition = SEND_IT_FLYING
    DispositionIntensity = 0.8
  End
  CreateDebris
    ModelNames = CVGeneric_X02
    Offset = X:6.824 Y:-0.988 Z:2.972
    Mass = 5
    Count = 1
    Disposition = SEND_IT_FLYING
    DispositionIntensity = 0.8
  End
  CreateDebris
    ModelNames = CVGeneric_X03
    Offset = X:-7.314 Y:-1.325 Z:4.546
    Mass = 5
    Count = 1
    Disposition = SEND_IT_FLYING
    DispositionIntensity = 0.8
  End
  CreateDebris
    ModelNames = CVGeneric_X04
    Offset = X:5.804 Y:-3.499 Z:1.245
    Mass = 5
    Count = 1
    Disposition = SEND_IT_FLYING
    DispositionIntensity = 0.8
  End
  CreateDebris
    ModelNames = CVGeneric_X05
    Offset = X:5.815 Y:3.508 Z:1.245
    Mass = 5
    Count = 1
    Disposition = SEND_IT_FLYING
    DispositionIntensity = 0.8
  End
  CreateDebris
    ModelNames = CVGeneric_X06
    Offset = X:-7.615 Y:-3.508 Z:1.245
    Mass = 5
    Count = 1
    Disposition = SEND_IT_FLYING
    DispositionIntensity = 0.8
  End
  CreateDebris
    ModelNames = CVGeneric_X07
    Offset = X:-8.281 Y:1.964 Z:3.926
    Mass = 5
    Count = 1
    Disposition = SEND_IT_FLYING
    DispositionIntensity = 0.8
  End
  CreateDebris
    ModelNames = CVGeneric_X08
    Offset = X:-7.615 Y:3.508 Z:1.245
    Mass = 5
    Count = 1
    Disposition = SEND_IT_FLYING
    DispositionIntensity = 0.8
  End
  CreateDebris
    ModelNames = CVGeneric_X09
    Offset = X:-2.032 Y:3.638 Z:3.925
    Mass = 5
    Count = 1
    Disposition = SEND_IT_FLYING
    DispositionIntensity = 0.8
  End
  CreateDebris
    ModelNames = CVGeneric_X10
    Offset = X:0.776 Y:-0.960 Z:5.601
    Mass = 5
    Count = 1
    Disposition = SEND_IT_FLYING
    DispositionIntensity = 0.8
  End
  CreateDebris
    ModelNames = CVGeneric_X11
    Offset = X:-0.897 Y:-3.735 Z:2.994
    Mass = 5
    Count = 1
    Disposition = SEND_IT_FLYING

    DispositionIntensity = 0.8
  End
  CreateDebris
    ModelNames = CVGeneric_X12
    Offset = X:-3.074 Y:-0.303 Z:6.468
    Mass = 5
    Count = 1
    Disposition = SEND_IT_FLYING
    DispositionIntensity = 0.8
  End
  CreateDebris
    ModelNames = CVGeneric_X13
    Offset = X:2.602 Y:3.652 Z:3.923
    Mass = 5
    Count = 1
    Disposition = SEND_IT_FLYING
    DispositionIntensity = 0.8
  End
  CreateDebris
    ModelNames = CVGeneric_X14
    Offset = X:-9.828 Y:-1.889 Z:2.636
    Mass = 5
    Count = 1
    Disposition = SEND_IT_FLYING
    DispositionIntensity = 0.8
  End
End

; -----------------------------------------------------------------------------
ObjectCreationList OCL_GenericCarFloatDebris
  CreateDebris
    ModelNames = CVGeneric_X01
    Offset = X:6.7 Y:2.098 Z:2.972
    Mass = 5
    Count = 1
    Disposition = SEND_IT_FLYING FLOATING
    DispositionIntensity = 0.8
  End
  CreateDebris
    ModelNames = CVGeneric_X02
    Offset = X:6.824 Y:-0.988 Z:2.972
    Mass = 5
    Count = 1
    Disposition = SEND_IT_FLYING FLOATING
    DispositionIntensity = 0.8
  End
  CreateDebris
    ModelNames = CVGeneric_X03
    Offset = X:-7.314 Y:-1.325 Z:4.546
    Mass = 5
    Count = 1
    Disposition = SEND_IT_FLYING FLOATING
    DispositionIntensity = 0.8
  End
  CreateDebris
    ModelNames = CVGeneric_X04
    Offset = X:5.804 Y:-3.499 Z:1.245
    Mass = 5
    Count = 1
    Disposition = SEND_IT_FLYING FLOATING
    DispositionIntensity = 0.8
  End
  CreateDebris
    ModelNames = CVGeneric_X05
    Offset = X:5.815 Y:3.508 Z:1.245
    Mass = 5
    Count = 1
    Disposition = SEND_IT_FLYING FLOATING
    DispositionIntensity = 0.8
  End
  CreateDebris
    ModelNames = CVGeneric_X06
    Offset = X:-7.615 Y:-3.508 Z:1.245
    Mass = 5
    Count = 1
    Disposition = SEND_IT_FLYING FLOATING
    DispositionIntensity = 0.8
  End
  CreateDebris
    ModelNames = CVGeneric_X07
    Offset = X:-8.281 Y:1.964 Z:3.926
    Mass = 5
    Count = 1
    Disposition = SEND_IT_FLYING FLOATING
    DispositionIntensity = 0.8
  End
  CreateDebris
    ModelNames = CVGeneric_X08
    Offset = X:-7.615 Y:3.508 Z:1.245
    Mass = 5
    Count = 1
    Disposition = SEND_IT_FLYING FLOATING
    DispositionIntensity = 0.8
  End
  CreateDebris
    ModelNames = CVGeneric_X09
    Offset = X:-2.032 Y:3.638 Z:3.925
    Mass = 5
    Count = 1
    Disposition = SEND_IT_FLYING FLOATING
    DispositionIntensity = 0.8
  End
  CreateDebris
    ModelNames = CVGeneric_X10
    Offset = X:0.776 Y:-0.960 Z:5.601
    Mass = 5
    Count = 1
    Disposition = SEND_IT_FLYING FLOATING
    DispositionIntensity = 0.8
  End
  CreateDebris
    ModelNames = CVGeneric_X11
    Offset = X:-0.897 Y:-3.735 Z:2.994
    Mass = 5
    Count = 1
    Disposition = SEND_IT_FLYING FLOATING
    DispositionIntensity = 0.8
  End
  CreateDebris
    ModelNames = CVGeneric_X12
    Offset = X:-3.074 Y:-0.303 Z:6.468
    Mass = 5
    Count = 1
    Disposition = SEND_IT_FLYING FLOATING
    DispositionIntensity = 0.8
  End
  CreateDebris
    ModelNames = CVGeneric_X13
    Offset = X:2.602 Y:3.652 Z:3.923
    Mass = 5
    Count = 1
    Disposition = SEND_IT_FLYING FLOATING
    DispositionIntensity = 0.8
  End
  CreateDebris
    ModelNames = CVGeneric_X14
    Offset = X:-9.828 Y:-1.889 Z:2.636
    Mass = 5
    Count = 1
    Disposition = SEND_IT_FLYING FLOATING
    DispositionIntensity = 0.8
  End
End

; ----------------------------------------------
ObjectCreationList OCL_LimoExplode
  CreateDebris
    ModelNames = CVLimo3_D2
    Offset = X:-15.962 Y:0.019 Z:4.649
    Mass = 40
    Count = 1
    Disposition = RANDOM_FORCE
    MinForceMagnitude = 100
    MaxForceMagnitude = 130
    MinForcePitch = 70
    MaxForcePitch = 90
    SpinRate = 180
  End
  CreateDebris
    ModelNames = CVLimo3_D3
    Offset = X:13.202 Y:5.126 Z:1.975
    Mass = 40
    Count = 1
    Disposition = RANDOM_FORCE
    MinForceMagnitude = 100
    MaxForceMagnitude = 130
    MinForcePitch = 70
    MaxForcePitch = 90
    SpinRate = 180
  End
  CreateDebris
    ModelNames = CVLimo3_D4
    Offset = X:-12.731 Y:-5.12 Z:1.975
    Mass = 40
    Count = 1
    Disposition = RANDOM_FORCE
    MinForceMagnitude = 100
    MaxForceMagnitude = 130
    MinForcePitch = 70
    MaxForcePitch = 90
    SpinRate = 180
  End
  CreateDebris
    ModelNames = CVLimo3_D5
    Offset = X:13.62 Y:-0.013 Z:5.302
    Mass = 40
    Count = 1
    Disposition = RANDOM_FORCE
    MinForceMagnitude = 100
    MaxForceMagnitude = 130
    MinForcePitch = 70
    MaxForcePitch = 90
    SpinRate = 180
  End
  CreateObject
    ObjectNames = CarLimo03DeadHull
    Offset = X:0 Y:0 Z:0
    Count = 1
    Disposition = RANDOM_FORCE
  End
End

; ----------------------------------------------
ObjectCreationList OCL_SmallStructureDebris
  CreateDebris
    ModelNames = ABPwrPlant_d01 ABPwrPlant_d02 ABPwrPlant_d03 ABPwrPlant_d04 ABPwrPlant_d05 ABPwrPlant_d06 ABPwrPlant_d07 ABPwrPlant_d08 ABPwrPlant_d09 ABPwrPlant_d10 
    Offset = X:15 Y:15 Z:5
    Mass = 40
    Count = 3
    Disposition = SEND_IT_FLYING
    DispositionIntensity = 3
  End
  CreateDebris
    ModelNames = ABPwrPlant_d01 ABPwrPlant_d02 ABPwrPlant_d03 ABPwrPlant_d04 ABPwrPlant_d05 ABPwrPlant_d06 ABPwrPlant_d07 ABPwrPlant_d08 ABPwrPlant_d09 ABPwrPlant_d10 
    Offset = X:-15 Y:-15 Z:5
    Mass = 40
    Count = 3
    Disposition = SEND_IT_FLYING
    DispositionIntensity = 3
    BounceSound       = BuildingDebris
  End
  CreateDebris
    ModelNames = ABPwrPlant_d01 ABPwrPlant_d02 ABPwrPlant_d03 ABPwrPlant_d04 ABPwrPlant_d05 ABPwrPlant_d06 ABPwrPlant_d07 ABPwrPlant_d08 ABPwrPlant_d09 ABPwrPlant_d10 
    Offset = X:-15 Y:15 Z:5
    Mass = 40
    Count = 3
    Disposition = SEND_IT_FLYING
    DispositionIntensity = 3
    BounceSound       = BuildingDebris
  End
  CreateDebris
    ModelNames = ABPwrPlant_d01 ABPwrPlant_d02 ABPwrPlant_d03 ABPwrPlant_d04 ABPwrPlant_d05 ABPwrPlant_d06 ABPwrPlant_d07 ABPwrPlant_d08 ABPwrPlant_d09 ABPwrPlant_d10 
    Offset = X:15 Y:-15 Z:5
    Mass = 40
    Count = 3
    Disposition = SEND_IT_FLYING
    DispositionIntensity = 3
    BounceSound       = BuildingDebris
  End
  CreateDebris
    ModelNames = ABPwrPlant_d01 ABPwrPlant_d02 ABPwrPlant_d03 ABPwrPlant_d04 ABPwrPlant_d05 ABPwrPlant_d06 ABPwrPlant_d07 ABPwrPlant_d08 ABPwrPlant_d09 ABPwrPlant_d10 
    Offset = X:15 Y:15 Z:15
    Mass = 40
    Count = 3
    Disposition = SEND_IT_FLYING
    DispositionIntensity = 3
    BounceSound       = BuildingDebris
  End
  CreateDebris
    ModelNames = ABPwrPlant_d01 ABPwrPlant_d02 ABPwrPlant_d03 ABPwrPlant_d04 ABPwrPlant_d05 ABPwrPlant_d06 ABPwrPlant_d07 ABPwrPlant_d08 ABPwrPlant_d09 ABPwrPlant_d10 
    Offset = X:-15 Y:-15 Z:15
    Mass = 40
    Count = 3
    Disposition = SEND_IT_FLYING
    DispositionIntensity = 3
    BounceSound       = BuildingDebris
  End
  CreateDebris
    ModelNames = ABPwrPlant_d01 ABPwrPlant_d02 ABPwrPlant_d03 ABPwrPlant_d04 ABPwrPlant_d05 ABPwrPlant_d06 ABPwrPlant_d07 ABPwrPlant_d08 ABPwrPlant_d09 ABPwrPlant_d10 
    Offset = X:-15 Y:15 Z:15
    Mass = 40
    Count = 3
    Disposition = SEND_IT_FLYING
    DispositionIntensity = 3
    BounceSound       = BuildingDebris
  End
  CreateDebris
    ModelNames = ABPwrPlant_d01 ABPwrPlant_d02 ABPwrPlant_d03 ABPwrPlant_d04 ABPwrPlant_d05 ABPwrPlant_d06 ABPwrPlant_d07 ABPwrPlant_d08 ABPwrPlant_d09 ABPwrPlant_d10 
    Offset = X:15 Y:-15 Z:15
    Mass = 40
    Count = 3
    Disposition = SEND_IT_FLYING
    DispositionIntensity = 3
    BounceSound       = BuildingDebris
  End
  CreateDebris
    ModelNames = ABPwrPlant_d11 ABPwrPlant_d12 ABPwrPlant_d13 ABPwrPlant_d14 ABPwrPlant_d15 ABPwrPlant_d16 ABPwrPlant_d17 ABPwrPlant_d18 ABPwrPlant_d19 ABPwrPlant_d20
    Offset = X:0 Y:0 Z:25
    Mass = 40
    Count = 10
    Disposition = SEND_IT_FLYING
    DispositionIntensity = 3
    BounceSound       = BuildingDebris
  End
  CreateDebris
    ModelNames = ABPwrPlant_d21 ABPwrPlant_d22 ABPwrPlant_d23 ABPwrPlant_d24 ABPwrPlant_d25 ABPwrPlant_d26 ABPwrPlant_d27 ABPwrPlant_d28 ABPwrPlant_d29 ABPwrPlant_d30
    Offset = X:0 Y:0 Z:40
    Mass = 40

    Count = 5
    Disposition = SEND_IT_FLYING
    DispositionIntensity = 3
    BounceSound       = BuildingDebris
  End
End

; ----------------------------------------------
ObjectCreationList OCL_ParticleUplinkDeathFinal
; SlowDeath treats two listings as an OR, so this combines the two it was using. OCL_ABPowerPlantExplode & OCL_AmericanRangerDebris06
  CreateObject
    ObjectNames = AmericaInfantryRanger
    IgnorePrimaryObstacle = Yes
    Disposition = SEND_IT_OUT
    DispositionIntensity = 4
    Count = 6
    RequiresLivePlayer = Yes
  End

  CreateDebris
    ModelNames = ABPwrPlant_d01 ABPwrPlant_d02 ABPwrPlant_d03 ABPwrPlant_d04 ABPwrPlant_d05 ABPwrPlant_d06 ABPwrPlant_d07 ABPwrPlant_d08 ABPwrPlant_d09 ABPwrPlant_d10 
    Offset = X:15 Y:15 Z:5
    Mass = 30.0
    Count = 3
    Disposition = SEND_IT_FLYING
    DispositionIntensity = 3
  End
  CreateDebris
    ModelNames = ABPwrPlant_d01 ABPwrPlant_d02 ABPwrPlant_d03 ABPwrPlant_d04 ABPwrPlant_d05 ABPwrPlant_d06 ABPwrPlant_d07 ABPwrPlant_d08 ABPwrPlant_d09 ABPwrPlant_d10 
    Offset = X:-15 Y:-15 Z:5
    Mass = 30.0
    Count = 3
    Disposition = SEND_IT_FLYING
    DispositionIntensity = 3
    BounceSound       = BuildingDebris
  End
  CreateDebris
    ModelNames = ABPwrPlant_d01 ABPwrPlant_d02 ABPwrPlant_d03 ABPwrPlant_d04 ABPwrPlant_d05 ABPwrPlant_d06 ABPwrPlant_d07 ABPwrPlant_d08 ABPwrPlant_d09 ABPwrPlant_d10 
    Offset = X:-15 Y:15 Z:5
    Mass = 30.0
    Count = 3
    Disposition = SEND_IT_FLYING
    DispositionIntensity = 3
    BounceSound       = BuildingDebris
  End
  CreateDebris
    ModelNames = ABPwrPlant_d01 ABPwrPlant_d02 ABPwrPlant_d03 ABPwrPlant_d04 ABPwrPlant_d05 ABPwrPlant_d06 ABPwrPlant_d07 ABPwrPlant_d08 ABPwrPlant_d09 ABPwrPlant_d10 
    Offset = X:15 Y:-15 Z:5
    Mass = 30.0
    Count = 3
    Disposition = SEND_IT_FLYING
    DispositionIntensity = 3
    BounceSound       = BuildingDebris
  End
  CreateDebris
    ModelNames = ABPwrPlant_d01 ABPwrPlant_d02 ABPwrPlant_d03 ABPwrPlant_d04 ABPwrPlant_d05 ABPwrPlant_d06 ABPwrPlant_d07 ABPwrPlant_d08 ABPwrPlant_d09 ABPwrPlant_d10 
    Offset = X:15 Y:15 Z:15

    Mass = 30.0
    Count = 3
    Disposition = SEND_IT_FLYING
    DispositionIntensity = 3
    BounceSound       = BuildingDebris
  End
  CreateDebris
    ModelNames = ABPwrPlant_d01 ABPwrPlant_d02 ABPwrPlant_d03 ABPwrPlant_d04 ABPwrPlant_d05 ABPwrPlant_d06 ABPwrPlant_d07 ABPwrPlant_d08 ABPwrPlant_d09 ABPwrPlant_d10 
    Offset = X:-15 Y:-15 Z:15
    Mass = 30.0
    Count = 3
    Disposition = SEND_IT_FLYING
    DispositionIntensity = 3
    BounceSound       = BuildingDebris
  End
  CreateDebris
    ModelNames = ABPwrPlant_d01 ABPwrPlant_d02 ABPwrPlant_d03 ABPwrPlant_d04 ABPwrPlant_d05 ABPwrPlant_d06 ABPwrPlant_d07 ABPwrPlant_d08 ABPwrPlant_d09 ABPwrPlant_d10 
    Offset = X:-15 Y:15 Z:15
    Mass = 30.0
    Count = 3
    Disposition = SEND_IT_FLYING
    DispositionIntensity = 3
    BounceSound       = BuildingDebris
  End
  CreateDebris
    ModelNames = ABPwrPlant_d01 ABPwrPlant_d02 ABPwrPlant_d03 ABPwrPlant_d04 ABPwrPlant_d05 ABPwrPlant_d06 ABPwrPlant_d07 ABPwrPlant_d08 ABPwrPlant_d09 ABPwrPlant_d10 
    Offset = X:15 Y:-15 Z:15
    Mass = 30.0
    Count = 3
    Disposition = SEND_IT_FLYING
    DispositionIntensity = 3
    BounceSound       = BuildingDebris
  End
  CreateDebris
    ModelNames = ABPwrPlant_d11 ABPwrPlant_d12 ABPwrPlant_d13 ABPwrPlant_d14 ABPwrPlant_d15 ABPwrPlant_d16 ABPwrPlant_d17 ABPwrPlant_d18 ABPwrPlant_d19 ABPwrPlant_d20
    Offset = X:0 Y:0 Z:25
    Mass = 30.0
    Count = 10
    Disposition = SEND_IT_FLYING
    DispositionIntensity = 3
    BounceSound       = BuildingDebris
  End
  CreateDebris
    ModelNames = ABPwrPlant_d21 ABPwrPlant_d22 ABPwrPlant_d23 ABPwrPlant_d24 ABPwrPlant_d25 ABPwrPlant_d26 ABPwrPlant_d27 ABPwrPlant_d28 ABPwrPlant_d29 ABPwrPlant_d30
    Offset = X:0 Y:0 Z:40
    Mass = 30.0
    Count = 5
    Disposition = SEND_IT_FLYING
    DispositionIntensity = 3
    BounceSound       = BuildingDebris
  End
End

; ----------------------------------------------
ObjectCreationList OCL_GenericWallSegmentDebris
; @todo srj -- nothing for now.
;  CreateDebris
;    ModelNames = ABPwrPlant_d21 ABPwrPlant_d22 ABPwrPlant_d23 ABPwrPlant_d24 ABPwrPlant_d25 ABPwrPlant_d26 ABPwrPlant_d27 ABPwrPlant_d28 ABPwrPlant_d29 ABPwrPlant_d30
;    Offset = X:0 Y:0 Z:40
;    Mass = 40
;    Count = 5
;    Disposition = SEND_IT_FLYING
;    DispositionIntensity = 3
;  End
End

; -----------------------------------------------------------------------------
; American Rangers can spawn slaved scout drones
; -----------------------------------------------------------------------------
ObjectCreationList OCL_AmericanScoutDrone
  CreateObject
    Offset = X:-8 Y:0 Z:10 ;Spawn at backpack offset
    ObjectNames = AmericaVehicleScoutDrone
    IgnorePrimaryObstacle = Yes
    Disposition = LIKE_EXISTING
    Count = 1
    RequiresLivePlayer = Yes
  End
End

; -----------------------------------------------------------------------------
; Certain American vehicles can spawn slaved battle drones
; -----------------------------------------------------------------------------
ObjectCreationList OCL_AmericanBattleDrone
  CreateObject
    Offset = X:0 Y:0 Z:10 
    ObjectNames = AmericaVehicleBattleDrone
    IgnorePrimaryObstacle = Yes
    Disposition = LIKE_EXISTING
    Count = 1
    RequiresLivePlayer = Yes
  End
End

; -----------------------------------------------------------------------------
; Certain American vehicles can spawn slaved battle drones
; -----------------------------------------------------------------------------
ObjectCreationList OCL_AmericanHellfireDrone
  CreateObject
    Offset = X:0 Y:0 Z:10 
    ObjectNames = AmericaVehicleHellfireDrone
    IgnorePrimaryObstacle = Yes
    Disposition = LIKE_EXISTING
    Count = 1
    RequiresLivePlayer = Yes
  End
End


; -----------------------------------------------------------------------------
; American buildings spawn rangers upon death
; -----------------------------------------------------------------------------
ObjectCreationList OCL_AmericanRangerDebris01
  CreateObject
    ObjectNames = AmericaInfantryRanger
    IgnorePrimaryObstacle = Yes
    Disposition = SEND_IT_OUT
    DispositionIntensity = 4
    Count = 1
    RequiresLivePlayer = Yes
  End
End

ObjectCreationList OCL_AmericanRangerDebris02
  CreateObject
    ObjectNames = AmericaInfantryRanger
    IgnorePrimaryObstacle = Yes
    Disposition = SEND_IT_OUT
    DispositionIntensity = 4
    Count = 2
    RequiresLivePlayer = Yes
  End
End

ObjectCreationList OCL_AmericanRangerDebris03
  CreateObject
    ObjectNames = AmericaInfantryRanger
    IgnorePrimaryObstacle = Yes
    Disposition = SEND_IT_OUT
    DispositionIntensity = 4
    Count = 3
    RequiresLivePlayer = Yes
  End
End

ObjectCreationList OCL_AmericanRangerDebris04
  CreateObject
    ObjectNames = AmericaInfantryRanger
    IgnorePrimaryObstacle = Yes
    Disposition = SEND_IT_OUT
    DispositionIntensity = 4
    Count = 4
    RequiresLivePlayer = Yes
  End
End

ObjectCreationList OCL_AmericanRangerDebris05
  CreateObject
    ObjectNames = AmericaInfantryRanger
    IgnorePrimaryObstacle = Yes
    Disposition = SEND_IT_OUT
    DispositionIntensity = 4
    Count = 5
    RequiresLivePlayer = Yes
  End
End

ObjectCreationList OCL_AmericanRangerDebris06
  CreateObject
    ObjectNames = AmericaInfantryRanger
    IgnorePrimaryObstacle = Yes
    Disposition = SEND_IT_OUT
    DispositionIntensity = 4
    Count = 6
    RequiresLivePlayer = Yes
  End
End

ObjectCreationList OCL_AmericanRangerDebris07
  CreateObject
    ObjectNames = AmericaInfantryRanger
    IgnorePrimaryObstacle = Yes
    Disposition = SEND_IT_OUT
    DispositionIntensity = 4
    Count = 7
    RequiresLivePlayer = Yes
  End
End

ObjectCreationList OCL_AmericanRangerDebris08
  CreateObject
    ObjectNames = AmericaInfantryRanger
    IgnorePrimaryObstacle = Yes
    Disposition = SEND_IT_OUT
    DispositionIntensity = 4
    Count = 8
    RequiresLivePlayer = Yes
  End
End

ObjectCreationList OCL_AmericanRangerDebris09
  CreateObject
    ObjectNames = AmericaInfantryRanger
    IgnorePrimaryObstacle = Yes
    Disposition = SEND_IT_OUT
    DispositionIntensity = 4
    Count = 9
    RequiresLivePlayer = Yes
  End
End

ObjectCreationList OCL_AmericanRangerDebris10
  CreateObject
    ObjectNames = AmericaInfantryRanger
    IgnorePrimaryObstacle = Yes
    Disposition = SEND_IT_OUT
    DispositionIntensity = 4
    Count = 10
    RequiresLivePlayer = Yes
  End
End

; ----------------------------------------------
; The death of a large structure
ObjectCreationList OCL_LargeStructureDebris
  CreateDebris
    ModelNames = ABPwrPlant_d01 ABPwrPlant_d02 ABPwrPlant_d03 ABPwrPlant_d04 ABPwrPlant_d05 ABPwrPlant_d06 ABPwrPlant_d07 ABPwrPlant_d08 ABPwrPlant_d09 ABPwrPlant_d10 
    Offset = X:15 Y:15 Z:5
    Mass = 40.0
    Count = 3
    Disposition = SEND_IT_FLYING
    DispositionIntensity = 5
    BounceSound       = BuildingDebris
  End
  CreateDebris
    ModelNames = ABPwrPlant_d01 ABPwrPlant_d02 ABPwrPlant_d03 ABPwrPlant_d04 ABPwrPlant_d05 ABPwrPlant_d06 ABPwrPlant_d07 ABPwrPlant_d08 ABPwrPlant_d09 ABPwrPlant_d10 
    Offset = X:-15 Y:-15 Z:5
    Mass = 40.0
    Count = 3
    Disposition = SEND_IT_FLYING
    DispositionIntensity = 5
    BounceSound       = BuildingDebris
  End
  CreateDebris
    ModelNames = ABPwrPlant_d01 ABPwrPlant_d02 ABPwrPlant_d03 ABPwrPlant_d04 ABPwrPlant_d05 ABPwrPlant_d06 ABPwrPlant_d07 ABPwrPlant_d08 ABPwrPlant_d09 ABPwrPlant_d10 
    Offset = X:-15 Y:15 Z:5
    Mass = 40.0
    Count = 3
    Disposition = SEND_IT_FLYING
    DispositionIntensity = 5
    BounceSound       = BuildingDebris
  End
  CreateDebris
    ModelNames = ABPwrPlant_d01 ABPwrPlant_d02 ABPwrPlant_d03 ABPwrPlant_d04 ABPwrPlant_d05 ABPwrPlant_d06 ABPwrPlant_d07 ABPwrPlant_d08 ABPwrPlant_d09 ABPwrPlant_d10 
    Offset = X:15 Y:-15 Z:5
    Mass = 40.0
    Count = 3
    Disposition = SEND_IT_FLYING
    DispositionIntensity = 5
    BounceSound       = BuildingDebris
  End
  CreateDebris
    ModelNames = ABPwrPlant_d01 ABPwrPlant_d02 ABPwrPlant_d03 ABPwrPlant_d04 ABPwrPlant_d05 ABPwrPlant_d06 ABPwrPlant_d07 ABPwrPlant_d08 ABPwrPlant_d09 ABPwrPlant_d10 
    Offset = X:15 Y:15 Z:15
    Mass = 40.0
    Count = 3
    Disposition = SEND_IT_FLYING
    DispositionIntensity = 5
    BounceSound       = BuildingDebris
  End
  CreateDebris
    ModelNames = ABPwrPlant_d01 ABPwrPlant_d02 ABPwrPlant_d03 ABPwrPlant_d04 ABPwrPlant_d05 ABPwrPlant_d06 ABPwrPlant_d07 ABPwrPlant_d08 ABPwrPlant_d09 ABPwrPlant_d10 
    Offset = X:-15 Y:-15 Z:15
    Mass = 40.0
    Count = 3
    Disposition = SEND_IT_FLYING
    DispositionIntensity = 5
    BounceSound       = BuildingDebris
  End
  CreateDebris
    ModelNames = ABPwrPlant_d01 ABPwrPlant_d02 ABPwrPlant_d03 ABPwrPlant_d04 ABPwrPlant_d05 ABPwrPlant_d06 ABPwrPlant_d07 ABPwrPlant_d08 ABPwrPlant_d09 ABPwrPlant_d10 
    Offset = X:-15 Y:15 Z:15
    Mass = 40.0
    Count = 3
    Disposition = SEND_IT_FLYING
    DispositionIntensity = 5
    BounceSound       = BuildingDebris
  End
  CreateDebris
    ModelNames = ABPwrPlant_d01 ABPwrPlant_d02 ABPwrPlant_d03 ABPwrPlant_d04 ABPwrPlant_d05 ABPwrPlant_d06 ABPwrPlant_d07 ABPwrPlant_d08 ABPwrPlant_d09 ABPwrPlant_d10 
    Offset = X:15 Y:-15 Z:15
    Mass = 40.0
    Count = 3
    Disposition = SEND_IT_FLYING
    DispositionIntensity = 5
    BounceSound       = BuildingDebris
  End
  CreateDebris
    ModelNames = ABPwrPlant_d11 ABPwrPlant_d12 ABPwrPlant_d13 ABPwrPlant_d14 ABPwrPlant_d15 ABPwrPlant_d16 ABPwrPlant_d17 ABPwrPlant_d18 ABPwrPlant_d19 ABPwrPlant_d20
    Offset = X:0 Y:0 Z:25
    Mass = 40.0
    Count = 10
    Disposition = SEND_IT_FLYING
    DispositionIntensity = 5
    BounceSound       = BuildingDebris
  End
  CreateDebris
    ModelNames = ABPwrPlant_d21 ABPwrPlant_d22 ABPwrPlant_d23 ABPwrPlant_d24 ABPwrPlant_d25 ABPwrPlant_d26 ABPwrPlant_d27 ABPwrPlant_d28 ABPwrPlant_d29 ABPwrPlant_d30
    Offset = X:0 Y:0 Z:40
    Mass = 40.0
    Count = 5
    Disposition = SEND_IT_FLYING
    DispositionIntensity = 5
    BounceSound       = BuildingDebris
  End
End

; ----------------------------------------------
; The death of a larger structure
ObjectCreationList OCL_VeryLargeStructureDebris
  CreateDebris
    ModelNames = ABPwrPlant_d01 ABPwrPlant_d02 ABPwrPlant_d03 ABPwrPlant_d04 ABPwrPlant_d05 ABPwrPlant_d06 ABPwrPlant_d07 ABPwrPlant_d08 ABPwrPlant_d09 ABPwrPlant_d10 
    Offset = X:15 Y:15 Z:5
    Mass = 40.0
    Count = 3
    Disposition = SEND_IT_FLYING
    DispositionIntensity = 5
  End
  CreateDebris
    ModelNames = ABPwrPlant_d01 ABPwrPlant_d02 ABPwrPlant_d03 ABPwrPlant_d04 ABPwrPlant_d05 ABPwrPlant_d06 ABPwrPlant_d07 ABPwrPlant_d08 ABPwrPlant_d09 ABPwrPlant_d10 
    Offset = X:-15 Y:-15 Z:5
    Mass = 40.0
    Count = 3
    Disposition = SEND_IT_FLYING
    DispositionIntensity = 5
    BounceSound       = BuildingDebris
  End
  CreateDebris
    ModelNames = ABPwrPlant_d01 ABPwrPlant_d02 ABPwrPlant_d03 ABPwrPlant_d04 ABPwrPlant_d05 ABPwrPlant_d06 ABPwrPlant_d07 ABPwrPlant_d08 ABPwrPlant_d09 ABPwrPlant_d10 
    Offset = X:-15 Y:15 Z:5
    Mass = 40.0
    Count = 3
    Disposition = SEND_IT_FLYING
    DispositionIntensity = 5
    BounceSound       = BuildingDebris
  End
  CreateDebris
    ModelNames = ABPwrPlant_d01 ABPwrPlant_d02 ABPwrPlant_d03 ABPwrPlant_d04 ABPwrPlant_d05 ABPwrPlant_d06 ABPwrPlant_d07 ABPwrPlant_d08 ABPwrPlant_d09 ABPwrPlant_d10 
    Offset = X:15 Y:-15 Z:5
    Mass = 40.0
    Count = 3
    Disposition = SEND_IT_FLYING
    DispositionIntensity = 5
    BounceSound       = BuildingDebris
  End
  CreateDebris
    ModelNames = ABPwrPlant_d01 ABPwrPlant_d02 ABPwrPlant_d03 ABPwrPlant_d04 ABPwrPlant_d05 ABPwrPlant_d06 ABPwrPlant_d07 ABPwrPlant_d08 ABPwrPlant_d09 ABPwrPlant_d10 
    Offset = X:15 Y:15 Z:15
    Mass = 40.0
    Count = 3
    Disposition = SEND_IT_FLYING
    DispositionIntensity = 5
    BounceSound       = BuildingDebris
  End
  CreateDebris
    ModelNames = ABPwrPlant_d01 ABPwrPlant_d02 ABPwrPlant_d03 ABPwrPlant_d04 ABPwrPlant_d05 ABPwrPlant_d06 ABPwrPlant_d07 ABPwrPlant_d08 ABPwrPlant_d09 ABPwrPlant_d10 
    Offset = X:-15 Y:-15 Z:15
    Mass = 40.0
    Count = 3
    Disposition = SEND_IT_FLYING
    DispositionIntensity = 5
    BounceSound       = BuildingDebris
  End
  CreateDebris
    ModelNames = ABPwrPlant_d01 ABPwrPlant_d02 ABPwrPlant_d03 ABPwrPlant_d04 ABPwrPlant_d05 ABPwrPlant_d06 ABPwrPlant_d07 ABPwrPlant_d08 ABPwrPlant_d09 ABPwrPlant_d10 
    Offset = X:-15 Y:15 Z:15
    Mass = 40.0
    Count = 3
    Disposition = SEND_IT_FLYING
    DispositionIntensity = 5
    BounceSound       = BuildingDebris
  End
  CreateDebris
    ModelNames = ABPwrPlant_d01 ABPwrPlant_d02 ABPwrPlant_d03 ABPwrPlant_d04 ABPwrPlant_d05 ABPwrPlant_d06 ABPwrPlant_d07 ABPwrPlant_d08 ABPwrPlant_d09 ABPwrPlant_d10 
    Offset = X:15 Y:-15 Z:15
    Mass = 40.0
    Count = 3
    Disposition = SEND_IT_FLYING
    DispositionIntensity = 5
    BounceSound       = BuildingDebris
  End
  CreateDebris
    ModelNames = ABPwrPlant_d11 ABPwrPlant_d12 ABPwrPlant_d13 ABPwrPlant_d14 ABPwrPlant_d15 ABPwrPlant_d16 ABPwrPlant_d17 ABPwrPlant_d18 ABPwrPlant_d19 ABPwrPlant_d20
    Offset = X:-15 Y:15 Z:40
    Mass = 40.0
    Count = 7
    Disposition = SEND_IT_FLYING
    DispositionIntensity = 5
    BounceSound       = BuildingDebris
  End
  CreateDebris
    ModelNames = ABPwrPlant_d11 ABPwrPlant_d12 ABPwrPlant_d13 ABPwrPlant_d14 ABPwrPlant_d15 ABPwrPlant_d16 ABPwrPlant_d17 ABPwrPlant_d18 ABPwrPlant_d19 ABPwrPlant_d20
    Offset = X:15 Y:-15 Z:40
    Mass = 40.0
    Count = 7
    Disposition = SEND_IT_FLYING
    DispositionIntensity = 5
    BounceSound       = BuildingDebris
  End
  CreateDebris
    ModelNames = ABPwrPlant_d11 ABPwrPlant_d12 ABPwrPlant_d13 ABPwrPlant_d14 ABPwrPlant_d15 ABPwrPlant_d16 ABPwrPlant_d17 ABPwrPlant_d18 ABPwrPlant_d19 ABPwrPlant_d20
    Offset = X:-15 Y:-15 Z:40
    Mass = 40.0
    Count = 7
    Disposition = SEND_IT_FLYING
    DispositionIntensity = 5
    BounceSound       = BuildingDebris
  End
  CreateDebris
    ModelNames = ABPwrPlant_d11 ABPwrPlant_d12 ABPwrPlant_d13 ABPwrPlant_d14 ABPwrPlant_d15 ABPwrPlant_d16 ABPwrPlant_d17 ABPwrPlant_d18 ABPwrPlant_d19 ABPwrPlant_d20
    Offset = X:15 Y:15 Z:40
    Mass = 40.0
    Count = 7
    Disposition = SEND_IT_FLYING
    DispositionIntensity = 5
    BounceSound       = BuildingDebris
  End
  CreateDebris
    ModelNames = ABPwrPlant_d21 ABPwrPlant_d22 ABPwrPlant_d23 ABPwrPlant_d24 ABPwrPlant_d25 ABPwrPlant_d26 ABPwrPlant_d27 ABPwrPlant_d28 ABPwrPlant_d29 ABPwrPlant_d30
    Offset = X:0 Y:0 Z:80
    Mass = 40.0
    Count = 5
    Disposition = SEND_IT_FLYING
    DispositionIntensity = 5
    BounceSound       = BuildingDebris
  End
  CreateDebris
    ModelNames = ABPwrPlant_d21 ABPwrPlant_d22 ABPwrPlant_d23 ABPwrPlant_d24 ABPwrPlant_d25 ABPwrPlant_d26 ABPwrPlant_d27 ABPwrPlant_d28 ABPwrPlant_d29 ABPwrPlant_d30
    Offset = X:0 Y:0 Z:100
    Mass = 30.0
    Count = 5
    Disposition = SEND_IT_FLYING
    DispositionIntensity = 7
    BounceSound       = BuildingDebris
  End
End

; -----------------------------------------------------------------------------
; America War Factory Debris 
; -----------------------------------------------------------------------------
ObjectCreationList OCL_AmericaWarFactoryDebris
  CreateDebris
    ModelNames = ABPwrPlant_d01 ABPwrPlant_d02 ABPwrPlant_d03 ABPwrPlant_d04 ABPwrPlant_d05 ABPwrPlant_d06 ABPwrPlant_d07 ABPwrPlant_d08 ABPwrPlant_d09 ABPwrPlant_d10 
    Offset = X:45 Y:-11 Z:15
    Mass = 30.0
    Count = 1
    Disposition = SEND_IT_FLYING
    DispositionIntensity = 3
  End
  CreateDebris
    ModelNames = ABPwrPlant_d01 ABPwrPlant_d02 ABPwrPlant_d03 ABPwrPlant_d04 ABPwrPlant_d05 ABPwrPlant_d06 ABPwrPlant_d07 ABPwrPlant_d08 ABPwrPlant_d09 ABPwrPlant_d10 
    Offset = X:15 Y:-33 Z:15
    Mass = 30.0
    Count = 3
    Disposition = SEND_IT_FLYING
    DispositionIntensity = 3
    BounceSound       = BuildingDebris
  End
  CreateDebris
    ModelNames = ABPwrPlant_d01 ABPwrPlant_d02 ABPwrPlant_d03 ABPwrPlant_d04 ABPwrPlant_d05 ABPwrPlant_d06 ABPwrPlant_d07 ABPwrPlant_d08 ABPwrPlant_d09 ABPwrPlant_d10 
    Offset = X:-15 Y:-11 Z:15
    Mass = 30.0
    Count = 3
    Disposition = SEND_IT_FLYING
    DispositionIntensity = 3
    BounceSound       = BuildingDebris
  End
  CreateDebris
    ModelNames = ABPwrPlant_d01 ABPwrPlant_d02 ABPwrPlant_d03 ABPwrPlant_d04 ABPwrPlant_d05 ABPwrPlant_d06 ABPwrPlant_d07 ABPwrPlant_d08 ABPwrPlant_d09 ABPwrPlant_d10 
    Offset = X:-45 Y:-33 Z:15
    Mass = 30.0
    Count = 3
    Disposition = SEND_IT_FLYING
    DispositionIntensity = 3
    BounceSound       = BuildingDebris
  End
  CreateDebris
    ModelNames = ABPwrPlant_d01 ABPwrPlant_d02 ABPwrPlant_d03 ABPwrPlant_d04 ABPwrPlant_d05 ABPwrPlant_d06 ABPwrPlant_d07 ABPwrPlant_d08 ABPwrPlant_d09 ABPwrPlant_d10 
    Offset = X:-45 Y:11 Z:15
    Mass = 30.0
    Count = 3
    Disposition = SEND_IT_FLYING
    DispositionIntensity = 3
    BounceSound       = BuildingDebris
  End
  CreateDebris
    ModelNames = ABPwrPlant_d01 ABPwrPlant_d02 ABPwrPlant_d03 ABPwrPlant_d04 ABPwrPlant_d05 ABPwrPlant_d06 ABPwrPlant_d07 ABPwrPlant_d08 ABPwrPlant_d09 ABPwrPlant_d10 
    Offset = X:-15 Y:33 Z:15
    Mass = 30.0
    Count = 3
    Disposition = SEND_IT_FLYING
    DispositionIntensity = 3
    BounceSound       = BuildingDebris
  End
  CreateDebris
    ModelNames = ABPwrPlant_d01 ABPwrPlant_d02 ABPwrPlant_d03 ABPwrPlant_d04 ABPwrPlant_d05 ABPwrPlant_d06 ABPwrPlant_d07 ABPwrPlant_d08 ABPwrPlant_d09 ABPwrPlant_d10 
    Offset = X:15 Y:-11 Z:25
    Mass = 30.0
    Count = 3
    Disposition = SEND_IT_FLYING
    DispositionIntensity = 3
    BounceSound       = BuildingDebris
  End
  CreateDebris
    ModelNames = ABPwrPlant_d01 ABPwrPlant_d02 ABPwrPlant_d03 ABPwrPlant_d04 ABPwrPlant_d05 ABPwrPlant_d06 ABPwrPlant_d07 ABPwrPlant_d08 ABPwrPlant_d09 ABPwrPlant_d10 
    Offset = X:-15 Y:-33 Z:20
    Mass = 30.0
    Count = 3
    Disposition = SEND_IT_FLYING
    DispositionIntensity = 3
    BounceSound       = BuildingDebris
  End
  CreateDebris
    ModelNames = ABPwrPlant_d11 ABPwrPlant_d12 ABPwrPlant_d13 ABPwrPlant_d14 ABPwrPlant_d15 ABPwrPlant_d16 ABPwrPlant_d17 ABPwrPlant_d18 ABPwrPlant_d19 ABPwrPlant_d20
    Offset = X:-45 Y:-11 Z:20
    Mass = 30.0
    Count = 10
    Disposition = SEND_IT_FLYING
    DispositionIntensity = 3
    BounceSound       = BuildingDebris
  End
  CreateDebris
    ModelNames = ABPwrPlant_d21 ABPwrPlant_d22 ABPwrPlant_d23 ABPwrPlant_d24 ABPwrPlant_d25 ABPwrPlant_d26 ABPwrPlant_d27 ABPwrPlant_d28 ABPwrPlant_d29 ABPwrPlant_d30
    Offset = X:-15 Y:11 Z:20
    Mass = 30.0
    Count = 5
    Disposition = SEND_IT_FLYING
    DispositionIntensity = 3
    BounceSound       = BuildingDebris
  End
End

; ----------------------------------------------
ObjectCreationList OCL_ABPowerPlantExplode
  CreateDebris
    ModelNames = ABPwrPlant_d01 ABPwrPlant_d02 ABPwrPlant_d03 ABPwrPlant_d04 ABPwrPlant_d05 ABPwrPlant_d06 ABPwrPlant_d07 ABPwrPlant_d08 ABPwrPlant_d09 ABPwrPlant_d10 
    Offset = X:15 Y:15 Z:5
    Mass = 30.0
    Count = 3
    Disposition = SEND_IT_FLYING
    DispositionIntensity = 3
  End
  CreateDebris
    ModelNames = ABPwrPlant_d01 ABPwrPlant_d02 ABPwrPlant_d03 ABPwrPlant_d04 ABPwrPlant_d05 ABPwrPlant_d06 ABPwrPlant_d07 ABPwrPlant_d08 ABPwrPlant_d09 ABPwrPlant_d10 
    Offset = X:-15 Y:-15 Z:5
    Mass = 30.0
    Count = 3
    Disposition = SEND_IT_FLYING
    DispositionIntensity = 3
    BounceSound       = BuildingDebris
  End
  CreateDebris
    ModelNames = ABPwrPlant_d01 ABPwrPlant_d02 ABPwrPlant_d03 ABPwrPlant_d04 ABPwrPlant_d05 ABPwrPlant_d06 ABPwrPlant_d07 ABPwrPlant_d08 ABPwrPlant_d09 ABPwrPlant_d10 
    Offset = X:-15 Y:15 Z:5
    Mass = 30.0
    Count = 3
    Disposition = SEND_IT_FLYING
    DispositionIntensity = 3
    BounceSound       = BuildingDebris
  End
  CreateDebris
    ModelNames = ABPwrPlant_d01 ABPwrPlant_d02 ABPwrPlant_d03 ABPwrPlant_d04 ABPwrPlant_d05 ABPwrPlant_d06 ABPwrPlant_d07 ABPwrPlant_d08 ABPwrPlant_d09 ABPwrPlant_d10 
    Offset = X:15 Y:-15 Z:5
    Mass = 30.0
    Count = 3
    Disposition = SEND_IT_FLYING
    DispositionIntensity = 3
    BounceSound       = BuildingDebris
  End
  CreateDebris
    ModelNames = ABPwrPlant_d01 ABPwrPlant_d02 ABPwrPlant_d03 ABPwrPlant_d04 ABPwrPlant_d05 ABPwrPlant_d06 ABPwrPlant_d07 ABPwrPlant_d08 ABPwrPlant_d09 ABPwrPlant_d10 
    Offset = X:15 Y:15 Z:15

    Mass = 30.0
    Count = 3
    Disposition = SEND_IT_FLYING
    DispositionIntensity = 3
    BounceSound       = BuildingDebris
  End
  CreateDebris
    ModelNames = ABPwrPlant_d01 ABPwrPlant_d02 ABPwrPlant_d03 ABPwrPlant_d04 ABPwrPlant_d05 ABPwrPlant_d06 ABPwrPlant_d07 ABPwrPlant_d08 ABPwrPlant_d09 ABPwrPlant_d10 
    Offset = X:-15 Y:-15 Z:15
    Mass = 30.0
    Count = 3
    Disposition = SEND_IT_FLYING
    DispositionIntensity = 3
    BounceSound       = BuildingDebris
  End
  CreateDebris
    ModelNames = ABPwrPlant_d01 ABPwrPlant_d02 ABPwrPlant_d03 ABPwrPlant_d04 ABPwrPlant_d05 ABPwrPlant_d06 ABPwrPlant_d07 ABPwrPlant_d08 ABPwrPlant_d09 ABPwrPlant_d10 
    Offset = X:-15 Y:15 Z:15
    Mass = 30.0
    Count = 3
    Disposition = SEND_IT_FLYING
    DispositionIntensity = 3
    BounceSound       = BuildingDebris
  End
  CreateDebris
    ModelNames = ABPwrPlant_d01 ABPwrPlant_d02 ABPwrPlant_d03 ABPwrPlant_d04 ABPwrPlant_d05 ABPwrPlant_d06 ABPwrPlant_d07 ABPwrPlant_d08 ABPwrPlant_d09 ABPwrPlant_d10 
    Offset = X:15 Y:-15 Z:15
    Mass = 30.0
    Count = 3
    Disposition = SEND_IT_FLYING
    DispositionIntensity = 3
    BounceSound       = BuildingDebris
  End
  CreateDebris
    ModelNames = ABPwrPlant_d11 ABPwrPlant_d12 ABPwrPlant_d13 ABPwrPlant_d14 ABPwrPlant_d15 ABPwrPlant_d16 ABPwrPlant_d17 ABPwrPlant_d18 ABPwrPlant_d19 ABPwrPlant_d20
    Offset = X:0 Y:0 Z:25
    Mass = 30.0
    Count = 10
    Disposition = SEND_IT_FLYING
    DispositionIntensity = 3
    BounceSound       = BuildingDebris
  End
  CreateDebris
    ModelNames = ABPwrPlant_d21 ABPwrPlant_d22 ABPwrPlant_d23 ABPwrPlant_d24 ABPwrPlant_d25 ABPwrPlant_d26 ABPwrPlant_d27 ABPwrPlant_d28 ABPwrPlant_d29 ABPwrPlant_d30
    Offset = X:0 Y:0 Z:40
    Mass = 30.0
    Count = 5
    Disposition = SEND_IT_FLYING
    DispositionIntensity = 3
    BounceSound       = BuildingDebris
  End
End

; ----------------------------------------------------------------------------
ObjectCreationList OCL_ABStingerSiteDebris
  CreateDebris
    ModelNames = ABPwrPlant_d01 ABPwrPlant_d02 ABPwrPlant_d03 ABPwrPlant_d04 ABPwrPlant_d05 ABPwrPlant_d06 ABPwrPlant_d07 ABPwrPlant_d08 ABPwrPlant_d09 ABPwrPlant_d10 
    Offset = X:15 Y:-15 Z:5
    Mass = 20.0
    Count = 3
    Disposition = SEND_IT_FLYING
    DispositionIntensity = 3
    BounceSound       = BuildingDebris
  End
  CreateDebris
    ModelNames = ABPwrPlant_d11 ABPwrPlant_d12 ABPwrPlant_d13 ABPwrPlant_d14 ABPwrPlant_d15 ABPwrPlant_d16 ABPwrPlant_d17 ABPwrPlant_d18 ABPwrPlant_d19 ABPwrPlant_d20
    Offset = X:-15 Y:15 Z:5
    Mass = 20.0
    Count = 3
    Disposition = SEND_IT_FLYING
    DispositionIntensity = 3
    BounceSound       = BuildingDebris
  End
  CreateDebris
    ModelNames = ABPwrPlant_d01 ABPwrPlant_d02 ABPwrPlant_d03 ABPwrPlant_d04 ABPwrPlant_d05 ABPwrPlant_d06 ABPwrPlant_d07 ABPwrPlant_d08 ABPwrPlant_d09 ABPwrPlant_d10 
    Offset = X:-15 Y:-15 Z:5
    Mass = 20.0
    Count = 3
    Disposition = SEND_IT_FLYING
    DispositionIntensity = 3
    BounceSound       = BuildingDebris
  End
  CreateDebris
    ModelNames = ABPwrPlant_d11 ABPwrPlant_d12 ABPwrPlant_d13 ABPwrPlant_d14 ABPwrPlant_d15 ABPwrPlant_d16 ABPwrPlant_d17 ABPwrPlant_d18 ABPwrPlant_d19 ABPwrPlant_d20
    Offset = X:15 Y:15 Z:5
    Mass = 20.0
    Count = 3
    Disposition = SEND_IT_FLYING
    DispositionIntensity = 3
    BounceSound       = BuildingDebris
  End
  CreateDebris
    ModelNames = ABPwrPlant_d21 ABPwrPlant_d22 ABPwrPlant_d23 ABPwrPlant_d24 ABPwrPlant_d25 ABPwrPlant_d26 ABPwrPlant_d27 ABPwrPlant_d28 ABPwrPlant_d29 ABPwrPlant_d30
    Offset = X:0 Y:0 Z:20
    Mass = 20.0
    Count = 5
    Disposition = SEND_IT_FLYING
    DispositionIntensity = 5
    BounceSound       = BuildingDebris
  End
End

; ----------------------------------------------------------------------------
ObjectCreationList OCL_ABTunnelNetworkDebris
  CreateDebris
    ModelNames = ABPwrPlant_d01 ABPwrPlant_d02 ABPwrPlant_d03 ABPwrPlant_d04 ABPwrPlant_d05 ABPwrPlant_d06 ABPwrPlant_d07 ABPwrPlant_d08 ABPwrPlant_d09 ABPwrPlant_d10 
    Offset = X:15 Y:-15 Z:0
    Mass = 20.0
    Count = 2
    Disposition = SEND_IT_FLYING
    DispositionIntensity = 3
  End
  CreateDebris
    ModelNames = ABPwrPlant_d11 ABPwrPlant_d12 ABPwrPlant_d13 ABPwrPlant_d14 ABPwrPlant_d15 ABPwrPlant_d16 ABPwrPlant_d17 ABPwrPlant_d18 ABPwrPlant_d19 ABPwrPlant_d20
    Offset = X:-15 Y:15 Z:0
    Mass = 20.0
    Count = 2
    Disposition = SEND_IT_FLYING
    DispositionIntensity = 3
    BounceSound       = BuildingDebris
  End
  CreateDebris
    ModelNames = ABPwrPlant_d01 ABPwrPlant_d02 ABPwrPlant_d03 ABPwrPlant_d04 ABPwrPlant_d05 ABPwrPlant_d06 ABPwrPlant_d07 ABPwrPlant_d08 ABPwrPlant_d09 ABPwrPlant_d10 
    Offset = X:-15 Y:-15 Z:0
    Mass = 20.0
    Count = 2
    Disposition = SEND_IT_FLYING
    DispositionIntensity = 3
    BounceSound       = BuildingDebris
  End
  CreateDebris
    ModelNames = ABPwrPlant_d11 ABPwrPlant_d12 ABPwrPlant_d13 ABPwrPlant_d14 ABPwrPlant_d15 ABPwrPlant_d16 ABPwrPlant_d17 ABPwrPlant_d18 ABPwrPlant_d19 ABPwrPlant_d20
    Offset = X:15 Y:15 Z:0
    Mass = 20.0
    Count = 2
    Disposition = SEND_IT_FLYING
    DispositionIntensity = 3
    BounceSound       = BuildingDebris
  End
  CreateDebris
    ModelNames = ABPwrPlant_d21 ABPwrPlant_d22 ABPwrPlant_d23 ABPwrPlant_d24 ABPwrPlant_d25 ABPwrPlant_d26 ABPwrPlant_d27 ABPwrPlant_d28 ABPwrPlant_d29 ABPwrPlant_d30
    Offset = X:0 Y:0 Z:15
    Mass = 20.0
    Count = 5
    Disposition = SEND_IT_FLYING
    DispositionIntensity = 5
    BounceSound       = BuildingDebris
  End
End


; ----------------------------------------------------------------------------
; GLA Death
; ----------------------------------------------------------------------------
ObjectCreationList OCL_TechnicalAirDeathStart
  ApplyRandomForce
    MinForceMagnitude = 60
    MaxForceMagnitude = 100
    MinForcePitch = 70
    MaxForcePitch = 90
    SpinRate = 120
  End
  CreateDebris
    ModelNames = UITech_Man_SKN
    AnimationSet = UITech_Man_SKL.UITech_Man_DTA1 UITech_Man_SKL.UITech_Man_DTA2 UITech_Man_SKL.UITech_Man_DTA3
    AnimationSet = UITech_Man_SKL.UITech_Man_DTB1 UITech_Man_SKL.UITech_Man_DTB2 UITech_Man_SKL.UITech_Man_DTB3
    AnimationSet = UITech_Man_SKL.UITech_Man_DTC1 UITech_Man_SKL.UITech_Man_DTC2 UITech_Man_SKL.UITech_Man_DTC3
    FXFinal = FX_TechnicalGunnerHitsGround
    OkToChangeModelColor = Yes
    IgnorePrimaryObstacle = Yes
    Mass = 5.0
    Disposition = RANDOM_FORCE
    OrientInForceDirection = Yes
    ExtraBounciness = -1.0 ; we don't want this guy to bounce at all.
    ; no, we don't want less friction; it makes the guy look like he is sliding on ice. (srj)
    ;ExtraFriction = -3  ; reduce his ground friction a bit  (friction/sec)
    MinForceMagnitude = 12
    MaxForceMagnitude = 15
    MinForcePitch = 70
    MaxForcePitch = 80
  End
End

; ----------------------------------------------------------------------------
ObjectCreationList OCL_CINE_U05_TechnicalAirDeathStart
  ApplyRandomForce
    MinForceMagnitude = 100
    MaxForceMagnitude = 100
    MinForcePitch = 90
    MaxForcePitch = 90
    SpinRate = 120
  End
  CreateDebris
    ModelNames = UITech_Man_SKN
    AnimationSet = UITech_Man_SKL.UITech_Man_DTA1 UITech_Man_SKL.UITech_Man_DTA2 UITech_Man_SKL.UITech_Man_DTA3
    AnimationSet = UITech_Man_SKL.UITech_Man_DTB1 UITech_Man_SKL.UITech_Man_DTB2 UITech_Man_SKL.UITech_Man_DTB3
    AnimationSet = UITech_Man_SKL.UITech_Man_DTC1 UITech_Man_SKL.UITech_Man_DTC2 UITech_Man_SKL.UITech_Man_DTC3
    FXFinal = FX_TechnicalGunnerHitsGround
    OkToChangeModelColor = Yes
    IgnorePrimaryObstacle = Yes
    Mass = 5.0
    Disposition = RANDOM_FORCE
    OrientInForceDirection = Yes
    ExtraBounciness = -1.0 ; we don't want this guy to bounce at all.
    ; no, we don't want less friction; it makes the guy look like he is sliding on ice. (srj)
    ;ExtraFriction = -3  ; reduce his ground friction a bit  (friction/sec)
    MinForceMagnitude = 12
    MaxForceMagnitude = 15
    MinForcePitch = 70
    MaxForcePitch = 80
  End
End

; ----------------------------------------------------------------------------
ObjectCreationList OCL_CINE_U05_TechnicalAirDeathStart02
  ApplyRandomForce
    MinForceMagnitude = 10
    MaxForceMagnitude = 10
    MinForcePitch = 90
    MaxForcePitch = 90
    SpinRate = 120
  End
  CreateDebris
    ModelNames = UITech_Man_SKN
    AnimationSet = UITech_Man_SKL.UITech_Man_DTA1 UITech_Man_SKL.UITech_Man_DTA2 UITech_Man_SKL.UITech_Man_DTA3
    AnimationSet = UITech_Man_SKL.UITech_Man_DTB1 UITech_Man_SKL.UITech_Man_DTB2 UITech_Man_SKL.UITech_Man_DTB3
    AnimationSet = UITech_Man_SKL.UITech_Man_DTC1 UITech_Man_SKL.UITech_Man_DTC2 UITech_Man_SKL.UITech_Man_DTC3
    FXFinal = FX_TechnicalGunnerHitsGround
    OkToChangeModelColor = Yes
    IgnorePrimaryObstacle = Yes
    Mass = 5.0
    Disposition = RANDOM_FORCE
    OrientInForceDirection = Yes
    ExtraBounciness = -1.0 ; we don't want this guy to bounce at all.
    ; no, we don't want less friction; it makes the guy look like he is sliding on ice. (srj)
    ;ExtraFriction = -3  ; reduce his ground friction a bit  (friction/sec)
    MinForceMagnitude = 12
    MaxForceMagnitude = 15
    MinForcePitch = 70
    MaxForcePitch = 80
  End
End

; ----------------------------------------------------------------------------
ObjectCreationList OCL_WorkerFlyingOffBikeDeathStart
  ApplyRandomForce
    MinForceMagnitude = 60
    MaxForceMagnitude = 100
    MinForcePitch = 70
    MaxForcePitch = 90
    SpinRate = 120
  End
  CreateDebris
    ModelNames = UIWRKR_SKN
    AnimationSet = UIWRKR_SKL.UIWRKR_ADTE1 UIWRKR_SKL.UIWRKR_ADTE2 UIWRKR_SKL.UIWRKR_ADTE3
    FXFinal = FX_TechnicalGunnerHitsGround
    OkToChangeModelColor = Yes
    IgnorePrimaryObstacle = Yes
    Mass = 5.0
    Disposition = RANDOM_FORCE INHERIT_VELOCITY
    OrientInForceDirection = Yes
    ExtraBounciness = -1.0 ; we don't want this guy to bounce at all.
    ; no, we don't want less friction; it makes the guy look like he is sliding on ice. (srj)
    ;ExtraFriction = -3  ; reduce his ground friction a bit  (friction/sec)
    MinForceMagnitude = 12
    MaxForceMagnitude = 15
    MinForcePitch = 70
    MaxForcePitch = 80
  End
End

; ----------------------------------------------------------------------------
ObjectCreationList OCL_RebelFlyingOffBikeDeathStart
  ApplyRandomForce
    MinForceMagnitude = 60
    MaxForceMagnitude = 100
    MinForcePitch = 70
    MaxForcePitch = 90
    SpinRate = 120
  End
  CreateDebris
    ModelNames = UITech_Man_SKN
    AnimationSet = UITech_Man_SKL.UITech_Man_DTA1 UITech_Man_SKL.UITech_Man_DTA2 UITech_Man_SKL.UITech_Man_DTA3
    AnimationSet = UITech_Man_SKL.UITech_Man_DTB1 UITech_Man_SKL.UITech_Man_DTB2 UITech_Man_SKL.UITech_Man_DTB3
    AnimationSet = UITech_Man_SKL.UITech_Man_DTC1 UITech_Man_SKL.UITech_Man_DTC2 UITech_Man_SKL.UITech_Man_DTC3
    FXFinal = FX_TechnicalGunnerHitsGround
    OkToChangeModelColor = Yes
    IgnorePrimaryObstacle = Yes
    Mass = 5.0
    Disposition = RANDOM_FORCE INHERIT_VELOCITY
    OrientInForceDirection = Yes
    ExtraBounciness = -1.0 ; we don't want this guy to bounce at all.
    ; no, we don't want less friction; it makes the guy look like he is sliding on ice. (srj)
    ;ExtraFriction = -3  ; reduce his ground friction a bit  (friction/sec)
    MinForceMagnitude = 12
    MaxForceMagnitude = 15
    MinForcePitch = 70
    MaxForcePitch = 80
  End
End

; ----------------------------------------------------------------------------
ObjectCreationList OCL_TunnelDefenderFlyingOffBikeDeathStart
  ApplyRandomForce
    MinForceMagnitude = 60
    MaxForceMagnitude = 100
    MinForcePitch = 70
    MaxForcePitch = 90
    SpinRate = 120
  End
  CreateDebris
    ModelNames = UITunF_SKN
    AnimationSet = UITunF_SKL.UITunF_ADTA1 UITunF_SKL.UITunF_ADTA2 UITunF_SKL.UITunF_ADTA3
    AnimationSet = UITunF_SKL.UITunF_ADTE1 UITunF_SKL.UITunF_ADTE2 UITunF_SKL.UITunF_ADTE3
    AnimationSet = UITunF_SKL.UITunF_ADTF1 UITunF_SKL.UITunF_ADTF2 UITunF_SKL.UITunF_ADTF3
    FXFinal = FX_TechnicalGunnerHitsGround
    OkToChangeModelColor = Yes
    IgnorePrimaryObstacle = Yes
    Mass = 5.0
    Disposition = RANDOM_FORCE INHERIT_VELOCITY
    OrientInForceDirection = Yes
    ExtraBounciness = -1.0 ; we don't want this guy to bounce at all.
    ; no, we don't want less friction; it makes the guy look like he is sliding on ice. (srj)
    ;ExtraFriction = -3  ; reduce his ground friction a bit  (friction/sec)
    MinForceMagnitude = 12
    MaxForceMagnitude = 15
    MinForcePitch = 70
    MaxForcePitch = 80
  End
End

; ----------------------------------------------------------------------------
ObjectCreationList OCL_JarmenKellFlyingOffBikeDeathStart
  ApplyRandomForce
    MinForceMagnitude = 60
    MaxForceMagnitude = 100
    MinForcePitch = 70
    MaxForcePitch = 90
    SpinRate = 120
  End
  CreateDebris
    ModelNames = UIHERO_SKN
    AnimationSet = UIHERO_SKL.UIHERO_ADTG21 UIHERO_SKL.UIHERO_ADTG22 UIHERO_SKL.UIHERO_ADTG23
    FXFinal = FX_TechnicalGunnerHitsGround
    OkToChangeModelColor = Yes
    IgnorePrimaryObstacle = Yes
    Mass = 5.0
    Disposition = RANDOM_FORCE INHERIT_VELOCITY
    OrientInForceDirection = Yes
    ExtraBounciness = -1.0 ; we don't want this guy to bounce at all.
    ; no, we don't want less friction; it makes the guy look like he is sliding on ice. (srj)
    ;ExtraFriction = -3  ; reduce his ground friction a bit  (friction/sec)
    MinForceMagnitude = 12
    MaxForceMagnitude = 15
    MinForcePitch = 70
    MaxForcePitch = 80
  End
End

; ----------------------------------------------------------------------------
ObjectCreationList OCL_TerroristFlyingOffBikeDeathStart
  ApplyRandomForce
    MinForceMagnitude = 60
    MaxForceMagnitude = 100
    MinForcePitch = 70
    MaxForcePitch = 90
    SpinRate = 120
  End
  CreateDebris
    ModelNames = UITRST_SKN
    AnimationSet = UITRST_SKL.UITRST_ADTE1 UITRST_SKL.UITRST_ADTE2 UITRST_SKL.UITRST_ADTE3
    FXFinal = FX_TechnicalGunnerHitsGround
    OkToChangeModelColor = Yes
    IgnorePrimaryObstacle = Yes
    Mass = 5.0
    Disposition = RANDOM_FORCE INHERIT_VELOCITY
    OrientInForceDirection = Yes
    ExtraBounciness = -1.0 ; we don't want this guy to bounce at all.
    ; no, we don't want less friction; it makes the guy look like he is sliding on ice. (srj)
    ;ExtraFriction = -3  ; reduce his ground friction a bit  (friction/sec)
    MinForceMagnitude = 12
    MaxForceMagnitude = 15
    MinForcePitch = 70
    MaxForcePitch = 80
  End
End

; ----------------------------------------------------------------------------
ObjectCreationList OCL_HijackerFlyingOffBikeDeathStart
  ApplyRandomForce
    MinForceMagnitude = 60
    MaxForceMagnitude = 100
    MinForcePitch = 70
    MaxForcePitch = 90
    SpinRate = 120
  End
  CreateDebris
    ModelNames = UIHJCK_SKN
    AnimationSet = UIHJCK_SKL.UIHJCK_ADTE1 UIHJCK_SKL.UIHJCK_ADTE2 UIHJCK_SKL.UIHJCK_ADTE3
    FXFinal = FX_TechnicalGunnerHitsGround
    OkToChangeModelColor = Yes
    IgnorePrimaryObstacle = Yes
    Mass = 5.0
    Disposition = RANDOM_FORCE INHERIT_VELOCITY
    OrientInForceDirection = Yes
    ExtraBounciness = -1.0 ; we don't want this guy to bounce at all.
    ; no, we don't want less friction; it makes the guy look like he is sliding on ice. (srj)
    ;ExtraFriction = -3  ; reduce his ground friction a bit  (friction/sec)
    MinForceMagnitude = 12
    MaxForceMagnitude = 15
    MinForcePitch = 70
    MaxForcePitch = 80
  End
End


; ----------------------------------------------------------------------------
; GLA Terrorist Suicide-bomber Death (the high version)
; ----------------------------------------------------------------------------
ObjectCreationList OCL_TerroristDeathHigh
  ApplyRandomForce
    MinForceMagnitude = 50
    MaxForceMagnitude = 70
    MinForcePitch = 100
    MaxForcePitch = 130
    SpinRate = 120
  End
  CreateDebris
    ModelNames = UITRST_SKN
    AnimationSet = UITRST_SKL.UITRST_DTB1 UITRST_SKL.UITRST_DTB2 UITRST_SKL.UITRST_DTB3
    FXFinal = FX_TechnicalGunnerHitsGround
    OkToChangeModelColor = Yes
    IgnorePrimaryObstacle = Yes
    Mass = 5.0
    Disposition = RANDOM_FORCE
    OrientInForceDirection = Yes
    ExtraBounciness = -1.0 ; we don't want this guy to bounce at all.
    ExtraFriction = -3  ; reduce his ground friction a bit  (friction/sec)
    MinForceMagnitude = 12
    MaxForceMagnitude = 15
    MinForcePitch = 100
    MaxForcePitch = 130
  End
End

; ----------------------------------------------------------------------------
; GLARocketBuggy Death
; ----------------------------------------------------------------------------
ObjectCreationList OCL_RocketBuggyAirDeathStart
  CreateObject
    ObjectNames = GLARocketBuggyFullDebris
    Disposition = RANDOM_FORCE
    MinForceMagnitude = 100
    MaxForceMagnitude = 200
    MinForcePitch = 70
    MaxForcePitch = 90
    SpinRate = 180
  End
End

; ----------------------------------------------------------------------------
ObjectCreationList OCL_RocketBuggyAirDeath
  CreateDebris
    ModelNames = UVRockBug_D2 ;Tire
    Mass = 2.0
    ExtraBounciness = 0.1  ; positive makes it extra bouncy, negative makes it less bouncy
    Count = 4
    Disposition = RANDOM_FORCE
    MinForceMagnitude = 4
    MaxForceMagnitude = 6
    MinForcePitch = 0
    MaxForcePitch = 360
    SpinRate = 180
  End
  CreateDebris
    ModelNames = UVRockBug_D3 ; scrap
    Mass = 4.0
    ExtraBounciness = -0.15  ; positive makes it extra bouncy, negative makes it less bouncy
    Count = 8
    Disposition = RANDOM_FORCE
    MinForceMagnitude = 4
    MaxForceMagnitude = 6
    MinForcePitch = 0
    MaxForcePitch = 360
    SpinRate = 180
    BounceSound = VehicleDebris
  End
End


; ----------------------------------------------
ObjectCreationList OCL_BuggyRocketScatter
  CreateObject
    ObjectNames = RocketBuggyMissileDebris
    Count = 5
    Disposition = RANDOM_FORCE
    MinForceMagnitude = 40
    MaxForceMagnitude = 60
    MinForcePitch = 70
    MaxForcePitch = 90
  End
End

; ----------------------------------------------------------------------------
; GLARocketBuggy Death
; ----------------------------------------------------------------------------
ObjectCreationList OCL_CombatBikeAirDeathStart
  CreateObject
    ObjectNames = GLACombatBikeFullDebris
    Disposition = RANDOM_FORCE
    MinForceMagnitude = 100
    MaxForceMagnitude = 200
    MinForcePitch = 70
    MaxForcePitch = 90
    SpinRate = 180
  End
End

; ----------------------------------------------------------------------------
ObjectCreationList OCL_CombatBikeAirDeath
  CreateDebris
    ModelNames = UVComBike_D2 ;Tire
    Offset = X:8.73 Y:-2.204 Z:2.345
    Mass = 2.0
    ExtraBounciness = 0.1  ; positive makes it extra bouncy, negative makes it less bouncy
    Count = 2
    Disposition = RANDOM_FORCE
    MinForceMagnitude = 4
    MaxForceMagnitude = 6
    MinForcePitch = 0
    MaxForcePitch = 360
    SpinRate = 180
  End
  CreateDebris
    ModelNames = UVComBike_D3 ; scrap
    Offset = X:-3.579 Y:-0.653 Z:3.326
    Mass = 2.0
    ExtraBounciness = -0.15  ; positive makes it extra bouncy, negative makes it less bouncy
    Count = 2
    Disposition = RANDOM_FORCE
    MinForceMagnitude = 4
    MaxForceMagnitude = 6
    MinForcePitch = 0
    MaxForcePitch = 360
    SpinRate = 180
    BounceSound = VehicleDebris
  End
End

; ----------------------------------------------
ObjectCreationList OCL_CombatBike_ToppledHulk
  CreateObject
    ObjectNames = GLACombatBikeToppledHulk
    Disposition = LIKE_EXISTING
  End
End

; ----------------------------------------------
ObjectCreationList OCL_BurnedCarHull
  CreateDebris
    ModelNames = CVCarHulk
    Mass = 50.0
    Disposition = RANDOM_FORCE
    MinForceMagnitude = 100
    MaxForceMagnitude = 200
    MinForcePitch = 85
    MaxForcePitch = 90
    SpinRate = 200
    BounceSound = DebrisBigMetal
  End
End

; ----------------------------------------------
ObjectCreationList OCL_CarWallExplode
  CreateDebris
    ModelNames = CVCarHulk
    Offset = X:10 Y:0 Z:2
    Mass = 50.0
    Disposition = RANDOM_FORCE
    MinForceMagnitude = 20
    MaxForceMagnitude = 30
    MinForcePitch = 85
    MaxForcePitch = 90
    SpinRate = 100
  End
  CreateDebris
    ModelNames = CVCarHulk
    Offset = X:0 Y:0 Z:2
    Mass = 50.0
    Disposition = RANDOM_FORCE
    MinForceMagnitude = 20
    MaxForceMagnitude = 30
    MinForcePitch = 85
    MaxForcePitch = 90
    SpinRate = 100
  End
  CreateDebris
    ModelNames = CVCarHulk
    Offset = X:-10 Y:0 Z:2
    Mass = 50.0
    Disposition = RANDOM_FORCE
    MinForceMagnitude = 20
    MaxForceMagnitude = 30
    MinForcePitch = 85
    MaxForcePitch = 90
    SpinRate = 100
  End
End

; -----------------------------------------------------------------------------
ObjectCreationList OCL_BurningEmbers
  CreateObject
    ObjectNames       = BurningEmber
    Offset            = X:0 Y:0 Z:20
    Count             = 1
    Disposition       = RANDOM_FORCE
    MinForceMagnitude = 2
    MaxForceMagnitude = 4
    MinForcePitch     = 60
    MaxForcePitch     = 70
    ExtraBounciness   = -1.0  ; we don't want this guy to bounce at all.
    ExtraFriction     = 30  ; or slide  (friction/sec)
  End
End

; -----------------------------------------------------------------------------
ObjectCreationList OCL_CrusaderTurret
  CreateDebris
    ModelNames        = AVLeopard_D2
    Offset            = X:0.491 Y:0.028 Z:7.717
    Count             = 1
    Mass              = 50.0
    Disposition       = RANDOM_FORCE
    MinForceMagnitude = 100
    MaxForceMagnitude = 150
    MinForcePitch     = 85
    MaxForcePitch     = 90
    SpinRate          = 300
    BounceSound = DebrisBigMetal
  End
  CreateDebris
    ModelNames        = AVLeopard_D3
    Offset            = X:15.684 Y:0.942 Z:8.729
    Count             = 1
    Mass              = 50.0
    Disposition       = RANDOM_FORCE
    MinForceMagnitude = 100
    MaxForceMagnitude = 150
    MinForcePitch     = 85
    MaxForcePitch     = 90
    SpinRate          = 300
    BounceSound = DebrisBigMetal
  End

End

; -----------------------------------------------------------------------------
ObjectCreationList OCL_OverlordTurret
  CreateDebris
    ModelNames        = AVCrusader_D2
    Count             = 1
    Mass              = 60.0
    Disposition       = RANDOM_FORCE
    MinForceMagnitude = 150
    MaxForceMagnitude = 225
    MinForcePitch     = 85
    MaxForcePitch     = 90
    SpinRate          = 200
    BounceSound = DebrisBigMetal
  End

End

; -----------------------------------------------------------------------------
ObjectCreationList OCL_OverlordGattlingCannon
  CreateObject
    ObjectNames       = ChinaTankOverlordGattlingCannon
    Count             = 1
    ContainInsideSourceObject = Yes
  End
End

; -----------------------------------------------------------------------------
ObjectCreationList OCL_OverlordPropagandaTower
  CreateObject
    ObjectNames       = ChinaTankOverlordPropagandaTower
    Count             = 1
    ContainInsideSourceObject = Yes
  End
End

; -----------------------------------------------------------------------------
ObjectCreationList OCL_OverlordBattleBunker
  CreateObject
    ObjectNames       = ChinaTankOverlordBattleBunker
    Count             = 1
    ContainInsideSourceObject = Yes
  End
End

; -----------------------------------------------------------------------------
; -----------------------------------------------------------------------------
ObjectCreationList OCL_HelixGattlingCannon
  CreateObject
    ObjectNames       = ChinaHelixGattlingCannon
    Count             = 1
    ContainInsideSourceObject = Yes
  End
End

; -----------------------------------------------------------------------------
ObjectCreationList OCL_HelixPropagandaTower
  CreateObject
    ObjectNames       = ChinaHelixPropagandaTower
    Count             = 1
    ContainInsideSourceObject = Yes
  End
End

; -----------------------------------------------------------------------------
ObjectCreationList OCL_HelixBattleBunker
  CreateObject
    ObjectNames       = ChinaHelixBattleBunker
    Count             = 1
    ContainInsideSourceObject = Yes
  End
End

; -----------------------------------------------------------------------------
; -----------------------------------------------------------------------------
ObjectCreationList OCL_DragonDebris
  CreateDebris
    ModelNames        = NVDragon_D2
    Offset            = X:-5.699 Y:3.342 Z:4.488
    Count             = 1
    Mass              = 3.5
    Disposition       = SEND_IT_FLYING
    DispositionIntensity  = 1
    BounceSound       = VehicleDebris
  End
  CreateDebris
    ModelNames        = NVDragon_D2
    Offset            = X:-5.699 Y:-3.738 Z:4.488
    Count             = 1
    Mass              = 40
    Disposition       = RANDOM_FORCE
    MinForceMagnitude = 80
    MaxForceMagnitude = 100
    SpinRate          = 180
    MinForcePitch     = 75
    MaxForcePitch     = 90
  End
  CreateDebris
    ModelNames        = NVDragon_D2
    Offset            = X:-7.364 Y:0.0 Z:8.32
    Count             = 1
    Mass              = 3.5
    Disposition       = SEND_IT_FLYING
    DispositionIntensity  = 1
    BounceSound       = VehicleDebris
  End
  CreateDebris
    ModelNames        = NVDragon_D3
    Offset            = X:3.655 Y:0.0 Z:11.703
    Count             = 1
    Mass              = 4.0
    Disposition       = SEND_IT_FLYING
    DispositionIntensity  = 1
    BounceSound       = VehicleDebris
  End
  CreateObject
    ObjectNames       = ChinaTankDragonDeadHull
    Offset            = X:0.0 Y:0.0 Z:0.0
    Count             = 1
    Disposition       = RANDOM_FORCE
  End
End

; ----------------------------------------------
ObjectCreationList OCL_StructureToppleInitial
  CreateDebris
    ModelNames = CVGeneric_X01
    Offset = X:6.7 Y:2.098 Z:2.972
    Mass = 1.2
    Count = 1
    Disposition = SEND_IT_FLYING
    DispositionIntensity = 1.0
  End
  CreateDebris
    ModelNames = CVGeneric_X02
    Offset = X:6.824 Y:-0.988 Z:2.972
    Mass = 1.2
    Count = 1
    Disposition = SEND_IT_FLYING
    DispositionIntensity = 1.0
  End
  CreateDebris
    ModelNames = CVGeneric_X03
    Offset = X:-7.314 Y:-1.325 Z:4.546
    Mass = 1.2
    Count = 1
    Disposition = SEND_IT_FLYING
    DispositionIntensity = 1.0
  End
  CreateDebris
    ModelNames = CVGeneric_X04
    Offset = X:5.804 Y:-3.499 Z:1.245
    Mass = 1.2
    Count = 1
    Disposition = SEND_IT_FLYING
    DispositionIntensity = 1.0
  End
  CreateDebris
    ModelNames = CVGeneric_X05
    Offset = X:5.815 Y:3.508 Z:1.245
    Mass = 1.2
    Count = 1
    Disposition = SEND_IT_FLYING
    DispositionIntensity = 1.0
  End
  CreateDebris
    ModelNames = CVGeneric_X06
    Offset = X:-7.615 Y:-3.508 Z:1.245
    Mass = 1.2
    Count = 1
    Disposition = SEND_IT_FLYING
    DispositionIntensity = 1.0
  End
  CreateDebris
    ModelNames = CVGeneric_X07
    Offset = X:-8.281 Y:1.964 Z:3.926
    Mass = 1.2
    Count = 1
    Disposition = SEND_IT_FLYING
    DispositionIntensity = 1.0
  End
End

; ----------------------------------------------
ObjectCreationList OCL_StructureToppleDelay
  CreateDebris
    ModelNames = CVGeneric_X01
    Offset = X:6.7 Y:2.098 Z:2.972
    Mass = 1.2
    Count = 1
    Disposition = SEND_IT_FLYING
    DispositionIntensity = 0.5
  End
  CreateDebris
    ModelNames = CVGeneric_X02
    Offset = X:6.824 Y:-0.988 Z:2.972
    Mass = 1.2
    Count = 1
    Disposition = SEND_IT_FLYING
    DispositionIntensity = 0.5
  End
  CreateDebris
    ModelNames = CVGeneric_X03
    Offset = X:-7.314 Y:-1.325 Z:4.546
    Mass = 1.2
    Count = 1
    Disposition = SEND_IT_FLYING
    DispositionIntensity = 0.5
  End
  CreateDebris
    ModelNames = CVGeneric_X04
    Offset = X:5.804 Y:-3.499 Z:1.245
    Mass = 1.2
    Count = 1
    Disposition = SEND_IT_FLYING
    DispositionIntensity = 0.5
  End
  CreateDebris
    ModelNames = CVGeneric_X05
    Offset = X:5.815 Y:3.508 Z:1.245
    Mass = 1.2
    Count = 1
    Disposition = SEND_IT_FLYING
    DispositionIntensity = 0.5
  End
  CreateDebris
    ModelNames = CVGeneric_X06
    Offset = X:-7.615 Y:-3.508 Z:1.245
    Mass = 1.2
    Count = 1
    Disposition = SEND_IT_FLYING
    DispositionIntensity = 0.5
  End
  CreateDebris
    ModelNames = CVGeneric_X07
    Offset = X:-8.281 Y:1.964 Z:3.926
    Mass = 1.2
    Count = 1
    Disposition = SEND_IT_FLYING
    DispositionIntensity = 0.5
  End
End

; ----------------------------------------------
ObjectCreationList OCL_StructureToppleCrush
  CreateDebris
    ModelNames = CVGeneric_X01
    Offset = X:6.7 Y:2.098 Z:2.972
    Mass = 1.2
    Count = 1
    Disposition = SEND_IT_FLYING
    DispositionIntensity = 0.8
  End
  CreateDebris
    ModelNames = CVGeneric_X02
    Offset = X:6.824 Y:-0.988 Z:2.972
    Mass = 1.2
    Count = 1
    Disposition = SEND_IT_FLYING
    DispositionIntensity = 0.8
  End
  CreateDebris
    ModelNames = CVGeneric_X03
    Offset = X:-7.314 Y:-1.325 Z:4.546
    Mass = 1.2
    Count = 1
    Disposition = SEND_IT_FLYING
    DispositionIntensity = 0.8
  End
End

; ----------------------------------------------
ObjectCreationList OCL_StructureCollapseInitial
  CreateDebris
    ModelNames = CVGeneric_X01
    Offset = X:6.7 Y:2.098 Z:2.972
    Mass = 1.2
    Count = 1
    Disposition = SEND_IT_FLYING
    DispositionIntensity = 1.0
  End
  CreateDebris
    ModelNames = CVGeneric_X02
    Offset = X:6.824 Y:-0.988 Z:2.972
    Mass = 1.2
    Count = 1
    Disposition = SEND_IT_FLYING
    DispositionIntensity = 1.0
  End
  CreateDebris
    ModelNames = CVGeneric_X03
    Offset = X:-7.314 Y:-1.325 Z:4.546
    Mass = 1.2
    Count = 1
    Disposition = SEND_IT_FLYING
    DispositionIntensity = 1.0
  End
  CreateDebris
    ModelNames = CVGeneric_X04
    Offset = X:5.804 Y:-3.499 Z:1.245
    Mass = 1.2
    Count = 1
    Disposition = SEND_IT_FLYING
    DispositionIntensity = 1.0
  End
  CreateDebris
    ModelNames = CVGeneric_X05
    Offset = X:5.815 Y:3.508 Z:1.245
    Mass = 1.2
    Count = 1
    Disposition = SEND_IT_FLYING
    DispositionIntensity = 1.0
  End
  CreateDebris
    ModelNames = CVGeneric_X06
    Offset = X:-7.615 Y:-3.508 Z:1.245
    Mass = 1.2
    Count = 1
    Disposition = SEND_IT_FLYING
    DispositionIntensity = 1.0
  End
  CreateDebris
    ModelNames = CVGeneric_X07
    Offset = X:-8.281 Y:1.964 Z:3.926
    Mass = 1.2
    Count = 1
    Disposition = SEND_IT_FLYING
    DispositionIntensity = 1.0
  End
End

; ----------------------------------------------
ObjectCreationList OCL_StructureCollapseDelay
  CreateDebris
    ModelNames = CVGeneric_X01
    Offset = X:6.7 Y:2.098 Z:2.972
    Mass = 1.2
    Count = 1
    Disposition = SEND_IT_FLYING
    DispositionIntensity = 0.5
  End
  CreateDebris
    ModelNames = CVGeneric_X02
    Offset = X:6.824 Y:-0.988 Z:2.972
    Mass = 1.2
    Count = 1
    Disposition = SEND_IT_FLYING
    DispositionIntensity = 0.5
  End
  CreateDebris
    ModelNames = CVGeneric_X03
    Offset = X:-7.314 Y:-1.325 Z:4.546

    Mass = 1.2
    Count = 1
    Disposition = SEND_IT_FLYING
    DispositionIntensity = 0.5
  End
  CreateDebris
    ModelNames = CVGeneric_X04
    Offset = X:5.804 Y:-3.499 Z:1.245
    Mass = 1.2
    Count = 1
    Disposition = SEND_IT_FLYING
    DispositionIntensity = 0.5
  End
  CreateDebris
    ModelNames = CVGeneric_X05
    Offset = X:5.815 Y:3.508 Z:1.245
    Mass = 1.2
    Count = 1
    Disposition = SEND_IT_FLYING
    DispositionIntensity = 0.5
  End
  CreateDebris
    ModelNames = CVGeneric_X06
    Offset = X:-7.615 Y:-3.508 Z:1.245
    Mass = 1.2
    Count = 1
    Disposition = SEND_IT_FLYING
    DispositionIntensity = 0.5
  End
  CreateDebris
    ModelNames = CVGeneric_X07
    Offset = X:-8.281 Y:1.964 Z:3.926
    Mass = 1.2
    Count = 1
    Disposition = SEND_IT_FLYING
    DispositionIntensity = 0.5
  End
End

; ----------------------------------------------
ObjectCreationList OCL_StructureCollapseFinal
  CreateDebris
    ModelNames = CVGeneric_X01
    Offset = X:6.7 Y:2.098 Z:2.972
    Mass = 1.2
    Count = 1
    Disposition = SEND_IT_FLYING
    DispositionIntensity = 0.8
  End
  CreateDebris
    ModelNames = CVGeneric_X02
    Offset = X:6.824 Y:-0.988 Z:2.972
    Mass = 1.2
    Count = 1
    Disposition = SEND_IT_FLYING
    DispositionIntensity = 0.8
  End
  CreateDebris
    ModelNames = CVGeneric_X03
    Offset = X:-7.314 Y:-1.325 Z:4.546
    Mass = 1.2
    Count = 1
    Disposition = SEND_IT_FLYING
    DispositionIntensity = 0.8
  End
End

; -----------------------------------------------------------------------------
ObjectCreationList OCL_ComancheBlades
  CreateObject
    ObjectNames          = ComancheBlades
    Count                = 1
    Disposition          = SEND_IT_FLYING
    DispositionIntensity = 1.0
    SpinRate             = 50
    MinLifetime          = 99999999  ; we destroy in the object collide
    MaxLifetime          = 99999999  ; with ground module
  End
End

; -----------------------------------------------------------------------------
ObjectCreationList OCL_HelixBlades
  CreateDebris
    ModelNames = NVHelix_prop ;Rotor
    Mass = 1.7
    Count = 1
    Disposition = SEND_IT_FLYING
    DispositionIntensity = 2.0
    YawRate = 360 ; positive spinning rotor
    PitchRate = 0
    RollRate = 0
  End
  CreateDebris
    ModelNames = NVHelix_prop ;Rotor
    Mass = 1.7
    Count = 1
    Disposition = SEND_IT_FLYING
    DispositionIntensity = 2.0
    YawRate = -360 ; negative spinning rotor
    PitchRate = 0
    RollRate = 0
  End
End


; -----------------------------------------------------------------------------
; Helicopter starting death sequence
; -----------------------------------------------------------------------------
ObjectCreationList OCL_HelicopterStartDeath
  CreateDebris
    ModelNames = GXMammoth_D01 GXMammoth_D02 GXMammoth_D03 GXMammoth_D04
    Count = 3
    Mass = 5.0
    Disposition = SEND_IT_FLYING
    DispositionIntensity = 2.5
  End
End

; -----------------------------------------------------------------------------
; Helicopter "blade" explosion phase in a chopper spirialing down to death
; Also, escape pod is ejected
; -----------------------------------------------------------------------------
ObjectCreationList OCL_HelicopterBladeExplosion
  CreateDebris
    ModelNames = GXMammoth_D01 GXMammoth_D02 GXMammoth_D03 GXMammoth_D04
    Count = 3
    Mass = 10.0
    Disposition = SEND_IT_FLYING
    DispositionIntensity = 0.1
    ParticleSystem = BuggyDebrisTireTrail    
  End
  CreateDebris
    ModelNames = GXMammoth_D05 GXMammoth_D06 GXMammoth_D07 GXMammoth_D08
    Count = 3
    Mass = 10.0
    Disposition = SEND_IT_FLYING
    DispositionIntensity = 0.1
  End
End

; -----------------------------------------------------------------------------
; The helicopter hit ground effect
; -----------------------------------------------------------------------------
ObjectCreationList OCL_HelicopterHitGround
  CreateDebris
    ModelNames = AVComanche_D5  ; These are the helicopter blades
    Count = 4
    Mass = 6.0
    Disposition = SEND_IT_FLYING
    DispositionIntensity = 1.0
  End
  CreateDebris
    ModelNames = GXMammoth_D09 GXMammoth_D10 GXMammoth_D11 GXMammoth_D12
    Count = 3
    Mass = 5.0
    Disposition = SEND_IT_FLYING
    DispositionIntensity = 1.5
  End
 
End

; -----------------------------------------------------------------------------
; The helicopter on the ground finally blows up effect
; -----------------------------------------------------------------------------
ObjectCreationList OCL_GroundedHelicopterBlowUp
  CreateDebris
    ModelNames = GXMammoth_D01 GXMammoth_D02 GXMammoth_D03 GXMammoth_D04
    Count = 4
    Mass = 5.0
    Disposition = SEND_IT_FLYING
    DispositionIntensity = 1.5
   End
  CreateDebris
    ModelNames = GXMammoth_D05 GXMammoth_D06 GXMammoth_D07 GXMammoth_D08
    Count = 4
    Mass = 5.0
    Disposition = SEND_IT_FLYING
    DispositionIntensity = 1.5
   End 
  CreateDebris
    ModelNames = GXMammoth_D09 GXMammoth_D10 GXMammoth_D11 GXMammoth_D12
    Count = 4
    Mass = 5.0
    Disposition = SEND_IT_UP
    DispositionIntensity = 1.5
   End
End

; -----------------------------------------------------------------------------
; Eject a pilot via placing him the ground near the dead hulk.
; -----------------------------------------------------------------------------
ObjectCreationList OCL_EjectPilotOnGround
  CreateObject
    ObjectNames = AmericaInfantryPilot
    IgnorePrimaryObstacle = Yes
    InheritsVeterancy = Yes
    Disposition = RANDOM_FORCE
    MinForceMagnitude = 2
    MaxForceMagnitude = 3
    MinForcePitch = 50
    MaxForcePitch = 60
    SpinRate = 0
    InvulnerableTime = 2000;milliseconds
    RequiresLivePlayer = Yes
  End
End


; -----------------------------------------------------------------------------
; Eject a pilot via direct paradrop.
; -----------------------------------------------------------------------------
ObjectCreationList OCL_EjectPilotViaParachute
  CreateObject
    ObjectNames = AmericaInfantryPilot
    PutInContainer = AmericaParachute
    IgnorePrimaryObstacle = Yes
    InheritsVeterancy = Yes
    Disposition = RANDOM_FORCE
    MinForceMagnitude = 10
    MaxForceMagnitude = 12
    MinForcePitch = 50
    MaxForcePitch = 60
    SpinRate = 0
    InvulnerableTime = 2000;milliseconds
    RequiresLivePlayer = Yes
  End
End

; -----------------------------------------------------------------------------
; -----------------------------------------------------------------------------
; -----------------------------------------------------------------------------
; Eject a cinematic pilot via direct paradrop.
; -----------------------------------------------------------------------------
ObjectCreationList OCL_CINE_EjectPilotViaParachute
  CreateObject
    ObjectNames = CINE_AmericaInfantryPilot
    PutInContainer = AmericaParachute
    IgnorePrimaryObstacle = Yes
    InheritsVeterancy = Yes
    Disposition = RANDOM_FORCE
    MinForceMagnitude = 10
    MaxForceMagnitude = 12
    MinForcePitch = 50
    MaxForcePitch = 60
    SpinRate = 0
    InvulnerableTime = 2000;milliseconds
    RequiresLivePlayer = Yes
  End
End

; -----------------------------------------------------------------------------
; -----------------------------------------------------------------------------
ObjectCreationList SUPERWEAPON_DaisyCutter
  DeliverPayload
    Transport               = AmericaJetB52
    StartAtPreferredHeight  = Yes
    StartAtMaxSpeed         = Yes
    MaxAttempts             = 1
    DropOffset              = X:0 Y:0 Z:-10
    Payload                 = DaisyCutterBomb
    DeliveryDistance        = 140
    DeliveryDecalRadius     = 170
    DeliveryDecal
      Texture           = SCCFuelAirBomb_USA
      Style             = SHADOW_ALPHA_DECAL
      OpacityMin        = 25%
      OpacityMax        = 50%
      OpacityThrobTime  = 500
      Color             = R:255 G:0 B:0 A:255 
      OnlyVisibleToOwningPlayer = Yes
    End
  End
End

; -----------------------------------------------------------------------------
; -----------------------------------------------------------------------------
ObjectCreationList SUPERWEAPON_MOAB
  DeliverPayload
    Transport               = AmericaJetB3
    StartAtPreferredHeight  = Yes
    StartAtMaxSpeed         = Yes
    MaxAttempts             = 1
    DropOffset              = X:0 Y:0 Z:-10
    Payload                 = MOAB
    DeliveryDistance        = 160
    PreOpenDistance         = 160
    DeliveryDecalRadius     = 170
    DeliveryDecal
      Texture           = SCCFuelAirBomb_USA
      Style             = SHADOW_ALPHA_DECAL
      OpacityMin        = 25%
      OpacityMax        = 50%
      OpacityThrobTime  = 500
      Color             = R:255 G:0 B:0 A:255 
      OnlyVisibleToOwningPlayer = Yes
    End
  End
End

; -----------------------------------------------------------------------------
; -----------------------------------------------------------------------------
ObjectCreationList SUPERWEAPON_LeafletDrop
  DeliverPayload
    Transport               = AmericaJetB52
    StartAtPreferredHeight  = Yes
    StartAtMaxSpeed         = Yes
    MaxAttempts             = 1
    DropOffset              = X:0 Y:0 Z:-10
    Payload                 = LeafletContainer
    DeliveryDistance        = 160
    DeliveryDecalRadius     = 100
    DeliveryDecal
      Texture           = SCCFuelAirBomb_USA
      Style             = SHADOW_ALPHA_DECAL
      OpacityMin        = 25%
      OpacityMax        = 50%
      OpacityThrobTime  = 500
      Color             = R:255 G:255 B:0 A:255 
      OnlyVisibleToOwningPlayer = Yes
    End
  End
End



; -----------------------------------------------------------------------------
; -----------------------------------------------------------------------------
ObjectCreationList SUPERWEAPON_NeutronMissile
  FireWeapon
    Weapon = NeutronMissileWeapon
  End
End

; -----------------------------------------------------------------------------
; -----------------------------------------------------------------------------
ObjectCreationList SUPERWEAPON_ICBMMissile
  FireWeapon
    Weapon = ICBMMissileWeapon
  End
End

; -----------------------------------------------------------------------------
; -----------------------------------------------------------------------------
ObjectCreationList SUPERWEAPON_ScudStorm
  Attack
    WeaponSlot = PRIMARY
    NumberOfShots = 9
    DeliveryDecalRadius = 200 ; align with SpecialPower.ini's RadiusCursorRadius
    DeliveryDecal
      Texture           = SCCScudStorm_GLA
      Style             = SHADOW_ALPHA_DECAL
      OpacityMin        = 25%
      OpacityMax        = 50%
      OpacityThrobTime  = 500
      Color             = R:33 G:255 B:67 A:255 
      OnlyVisibleToOwningPlayer = Yes
    End
  End
End

; -----------------------------------------------------------------------------
; -----------------------------------------------------------------------------
ObjectCreationList SUPERWEAPON_ArtilleryBarrage1

  DeliverPayload
    Transport                       = ChinaArtilleryCannon
    FormationSize                   = 12
    FormationSpacing                = 1.0
    StartAtPreferredHeight          = Yes
    StartAtMaxSpeed                 = Yes
    MaxAttempts                     = 1                   ;max attempts
    DeliveryDistance                = 250                 ;distance from target allowed to start/stop dropping.
    WeaponErrorRadius               = 100                 ; how bad the artillerist is
    DelayDeliveryMax                = 3000                ; his delayed reaction to "Fire!"
    VisibleItemsDroppedPerInterval  = 1                   ;Drops two bombs at a time
    VisibleDropBoneBaseName         = RootTransform       ;The bombs are created and dropped at this bone base
    VisibleSubObjectBaseName        = Bomb                ;The bombs are visible until dropped.
    VisibleNumBones                 = 1                   ;Number of bones.
    VisiblePayloadTemplateName      = ChinaArtilleryBarrageShell  ;Created when payload is dropped.
    VisiblePayloadWeaponTemplate    = ArtilleryBarrageDamageWeapon
    InheritTransportVelocity        = Yes                 ;The bombs will start at transport velocity.
    ExitPitchRate                   = 30                  ;The bomb will pitch down.
    SelfDestructObject              = Yes                 ; so the delivery vehicle goes away 'POP!'
    DeliveryDecalRadius = 125
    DeliveryDecal
      Texture           = SCCArtilleryBarrage_China
      Style             = SHADOW_ALPHA_DECAL
      OpacityMin        = 25%
      OpacityMax        = 50%
      OpacityThrobTime  = 500
      Color             = R:255 G:156 B:0 A:255 
      OnlyVisibleToOwningPlayer = Yes
    End
  End

End

; -----------------------------------------------------------------------------
; -----------------------------------------------------------------------------
ObjectCreationList SUPERWEAPON_ArtilleryBarrage2

  DeliverPayload
    Transport                       = ChinaArtilleryCannon
    FormationSize                   = 24
    FormationSpacing                = 1.0
    StartAtPreferredHeight          = Yes
    StartAtMaxSpeed                 = Yes
    MaxAttempts                     = 1                   ;max attempts
    DeliveryDistance                = 250                 ;distance from target allowed to start/stop dropping.
    WeaponErrorRadius               = 100                 ; how bad the artillerist is
    DelayDeliveryMax                = 3000                ; his delayed reaction to "Fire!"
    VisibleItemsDroppedPerInterval  = 1                   ;Drops two bombs at a time
    VisibleDropBoneBaseName         = RootTransform       ;The bombs are created and dropped at this bone base
    VisibleSubObjectBaseName        = Bomb                ;The bombs are visible until dropped.
    VisibleNumBones                 = 1                   ;Number of bones.
    VisiblePayloadTemplateName      = ChinaArtilleryBarrageShell  ;Created when payload is dropped.
    VisiblePayloadWeaponTemplate    = ArtilleryBarrageDamageWeapon
    InheritTransportVelocity        = Yes                 ;The bombs will start at transport velocity.
    ExitPitchRate                   = 30                  ;The bomb will pitch down.
    SelfDestructObject              = Yes                 ; so the delivery vehicle goes away 'POP!'
    DeliveryDecalRadius = 125
    DeliveryDecal
      Texture           = SCCArtilleryBarrage_China
      Style             = SHADOW_ALPHA_DECAL
      OpacityMin        = 25%
      OpacityMax        = 50%
      OpacityThrobTime  = 500
      Color             = R:255 G:156 B:0 A:255 
      OnlyVisibleToOwningPlayer = Yes
    End
  End

End

; -----------------------------------------------------------------------------
; -----------------------------------------------------------------------------
ObjectCreationList SUPERWEAPON_ArtilleryBarrage3

  DeliverPayload
    Transport                       = ChinaArtilleryCannon
    FormationSize                   = 36
    FormationSpacing                = 1.0
    StartAtPreferredHeight          = Yes
    StartAtMaxSpeed                 = Yes
    MaxAttempts                     = 1                   ;max attempts
    DeliveryDistance                = 250                 ;distance from target allowed to start/stop dropping.
    WeaponErrorRadius               = 100                 ; how bad the artillerist is
    DelayDeliveryMax                = 3000                ; his delayed reaction to "Fire!"
    VisibleItemsDroppedPerInterval  = 1                   ;Drops two bombs at a time
    VisibleDropBoneBaseName         = RootTransform       ;The bombs are created and dropped at this bone base
    VisibleSubObjectBaseName        = Bomb                ;The bombs are visible until dropped.
    VisibleNumBones                 = 1                   ;Number of bones.
    VisiblePayloadTemplateName      = ChinaArtilleryBarrageShell  ;Created when payload is dropped.
    VisiblePayloadWeaponTemplate    = ArtilleryBarrageDamageWeapon
    InheritTransportVelocity        = Yes                 ;The bombs will start at transport velocity.
    ExitPitchRate                   = 30                  ;The bomb will pitch down.
    SelfDestructObject              = Yes                 ; so the delivery vehicle goes away 'POP!'
    DeliveryDecalRadius = 125
    DeliveryDecal
      Texture           = SCCArtilleryBarrage_China
      Style             = SHADOW_ALPHA_DECAL
      OpacityMin        = 25%
      OpacityMax        = 50%
      OpacityThrobTime  = 500
      Color             = R:255 G:156 B:0 A:255 
      OnlyVisibleToOwningPlayer = Yes
    End

  End

End

; -----------------------------------------------------------------------------
; -----------------------------------------------------------------------------
ObjectCreationList SUPERWEAPON_NapalmStrike
  DeliverPayload
    Transport                       = ChinaJetMIGNapalmStriker
    FormationSize                   = 5
    FormationSpacing                = 35.0
    StartAtPreferredHeight          = Yes
    StartAtMaxSpeed                 = Yes
    MaxAttempts                     = 1
    DropOffset                      = X:0 Y:0 Z:-10
    DropDelay                       = 25
    Payload                         = NapalmMissile 4
    FireWeapon                      = Yes
    DeliveryDistance                = 300
    WeaponConvergenceFactor         = 2.0
    DeliveryDecalRadius = 100
    DeliveryDecal
      Texture           = SCCNapalmStrike_China
      Style             = SHADOW_ALPHA_DECAL
      OpacityMin        = 25%
      OpacityMax        = 50%
      OpacityThrobTime  = 500
      Color             = R:255 G:156 B:0 A:255 
      OnlyVisibleToOwningPlayer = Yes
    End
  End
End

; -----------------------------------------------------------------------------
; -----------------------------------------------------------------------------
ObjectCreationList SUPERWEAPON_A10ThunderboltMissileStrike1
  DeliverPayload
    Transport                       = AmericaJetA10Thunderbolt
    FormationSize                   = 1
    FormationSpacing                = 35.0
    WeaponConvergenceFactor         = 0.5
    StartAtPreferredHeight          = Yes
    StartAtMaxSpeed                 = Yes
    MaxAttempts                     = 1                   ;max attempts
    DropDelay                       = 500                 ;time in between each set of items dropped (if more than one)
    DeliveryDistance                = 450                 ;distance from target allowed to start/stop dropping.
    VisibleItemsDroppedPerInterval  = 2                   ;Drops two bombs at a time
    VisibleDropBoneBaseName         = WeaponA             ;The bombs are created and dropped at this bone base
    VisibleSubObjectBaseName        = Missile             ;The bombs are visible until dropped.
    VisibleNumBones                 = 6                   ;Number of bones.
    VisiblePayloadTemplateName      = A10ThunderboltMissile  ;Created when payload is dropped.
    VisiblePayloadWeaponTemplate    = A10ThunderboltMissileWeapon
    InheritTransportVelocity        = Yes                 ;The bombs will start at transport velocity.
    ExitPitchRate                   = 30                  ;The bomb will pitch down.
    DiveStartDistance               = 500
    DiveEndDistance                 = 300
    StrafingWeaponSlot              = PRIMARY             ;Strafe while diving (so long target point is within weapon range)
    StrafeLength                    = 450
    StrafeWeaponFX                  = FX_DamageTankStruckSmallArms
    DeliveryDecalRadius = 50
    DeliveryDecal
      Texture           = SCCA10Strike_USA
      Style             = SHADOW_ALPHA_DECAL
      OpacityMin        = 25%
      OpacityMax        = 50%
      OpacityThrobTime  = 500
      Color             = R:255 G:156 B:0 A:255 
      OnlyVisibleToOwningPlayer = Yes
    End
  End
End

; -----------------------------------------------------------------------------
; -----------------------------------------------------------------------------
ObjectCreationList SUPERWEAPON_A10ThunderboltMissileStrike2
  DeliverPayload
    Transport                       = AmericaJetA10Thunderbolt
    FormationSize                   = 2
    FormationSpacing                = 35.0
    WeaponConvergenceFactor         = 0.5
    StartAtPreferredHeight          = Yes
    StartAtMaxSpeed                 = Yes
    MaxAttempts                     = 1                   ;max attempts
    DropDelay                       = 500                 ;time in between each set of items dropped (if more than one)
    DeliveryDistance                = 450                 ;distance from target allowed to start/stop dropping.
    VisibleItemsDroppedPerInterval  = 2                   ;Drops two bombs at a time
    VisibleDropBoneBaseName         = WeaponA             ;The bombs are created and dropped at this bone base
    VisibleSubObjectBaseName        = Missile             ;The bombs are visible until dropped.
    VisibleNumBones                 = 6                   ;Number of bones.
    VisiblePayloadTemplateName      = A10ThunderboltMissile  ;Created when payload is dropped.
    VisiblePayloadWeaponTemplate    = A10ThunderboltMissileWeapon
    InheritTransportVelocity        = Yes                 ;The bombs will start at transport velocity.
    ExitPitchRate                   = 30                  ;The bomb will pitch down.
    DiveStartDistance               = 500
    DiveEndDistance                 = 300
    StrafingWeaponSlot              = PRIMARY             ;Strafe while diving (so long target point is within weapon range)
    StrafeLength                    = 450
    StrafeWeaponFX                  = FX_DamageTankStruckSmallArms
    DeliveryDecalRadius = 50
    DeliveryDecal
      Texture           = SCCA10Strike_USA
      Style             = SHADOW_ALPHA_DECAL
      OpacityMin        = 25%
      OpacityMax        = 50%
      OpacityThrobTime  = 500
      Color             = R:255 G:156 B:0 A:255 
      OnlyVisibleToOwningPlayer = Yes
    End
  End
End

; -----------------------------------------------------------------------------
; -----------------------------------------------------------------------------
ObjectCreationList SUPERWEAPON_A10ThunderboltMissileStrike3
  DeliverPayload
    Transport                       = AmericaJetA10Thunderbolt
    FormationSize                   = 3
    FormationSpacing                = 35.0
    WeaponConvergenceFactor         = 0.5
    StartAtPreferredHeight          = Yes
    StartAtMaxSpeed                 = Yes

    MaxAttempts                     = 1                   ;max attempts
    DropDelay                       = 500                 ;time in between each set of items dropped (if more than one)
    DeliveryDistance                = 450                 ;distance from target allowed to start/stop dropping.
    VisibleItemsDroppedPerInterval  = 2                   ;Drops two bombs at a time
    VisibleDropBoneBaseName         = WeaponA             ;The bombs are created and dropped at this bone base
    VisibleSubObjectBaseName        = Missile             ;The bombs are visible until dropped.
    VisibleNumBones                 = 6                   ;Number of bones.
    VisiblePayloadTemplateName      = A10ThunderboltMissile  ;Created when payload is dropped.
    VisiblePayloadWeaponTemplate    = A10ThunderboltMissileWeapon
    InheritTransportVelocity        = Yes                 ;The bombs will start at transport velocity.
    ExitPitchRate                   = 30                  ;The bomb will pitch down.
    DiveStartDistance               = 500
    DiveEndDistance                 = 300
    StrafingWeaponSlot              = PRIMARY             ;Strafe while diving (so long target point is within weapon range)
    StrafeLength                    = 450
    StrafeWeaponFX                  = FX_DamageTankStruckSmallArms
    DeliveryDecalRadius = 50
    DeliveryDecal
      Texture           = SCCA10Strike_USA
      Style             = SHADOW_ALPHA_DECAL
      OpacityMin        = 25%
      OpacityMax        = 50%
      OpacityThrobTime  = 500
      Color             = R:255 G:156 B:0 A:255 
      OnlyVisibleToOwningPlayer = Yes
    End
  End
End


; -----------------------------------------------------------------------------
ObjectCreationList SUPERWEAPON_TerrorCell
  CreateObject
    ObjectNames = Demo_GLAInfantryTerrorist
    Count = 5
    SpreadFormation = Yes
    MinDistanceAFormation = 20.0
    MinDistanceBFormation = 30.0
    MaxDistanceFormation = 400.0
    FadeIn = Yes
    FadeTime = 3000
    ;FadeSound =  TerrorCellActivated
  End
End

; -----------------------------------------------------------------------------
; -----------------------------------------------------------------------------
ObjectCreationList SUPERWEAPON_RepairVehicles1
  CreateObject
    ObjectNames = RepairVehiclesInArea_InvisibleMarker_Level1
    Count = 1
  End
End

; -----------------------------------------------------------------------------
; -----------------------------------------------------------------------------
ObjectCreationList SUPERWEAPON_RepairVehicles2
  CreateObject
    ObjectNames = RepairVehiclesInArea_InvisibleMarker_Level2
    Count = 1
  End
End

; -----------------------------------------------------------------------------
; -----------------------------------------------------------------------------
ObjectCreationList SUPERWEAPON_RepairVehicles3
  CreateObject
    ObjectNames = RepairVehiclesInArea_InvisibleMarker_Level3
    Count = 1
  End
End

; -----------------------------------------------------------------------------
; -----------------------------------------------------------------------------
ObjectCreationList SUPERWEAPON_Frenzy1
  CreateObject
    ObjectNames = Frenzy_InvisibleMarker_Level1
    Count = 1
  End
End

; -----------------------------------------------------------------------------
; -----------------------------------------------------------------------------
ObjectCreationList SUPERWEAPON_Frenzy2
  CreateObject
    ObjectNames = Frenzy_InvisibleMarker_Level2
    Count = 1
  End
End

; -----------------------------------------------------------------------------
; -----------------------------------------------------------------------------
ObjectCreationList SUPERWEAPON_Frenzy3
  CreateObject
    ObjectNames = Frenzy_InvisibleMarker_Level3
    Count = 1
  End
End

; -----------------------------------------------------------------------------
; -----------------------------------------------------------------------------
ObjectCreationList SUPERWEAPON_GPSScrambler
  CreateObject
    ObjectNames = GPSScrambler_InvisibleMarker
    Count = 1
  End
End
; -----------------------------------------------------------------------------
; -----------------------------------------------------------------------------
ObjectCreationList SUPERWEAPON_SpySatellite
  CreateObject
    ObjectNames = SpySatellitePing
    Count = 1
  End
End

; -----------------------------------------------------------------------------
; -----------------------------------------------------------------------------
ObjectCreationList SUPERWEAPON_SpyDrone
  CreateObject
    ObjectNames = AmericaVehicleSpyDrone
    Disposition = LIKE_EXISTING
    Count = 1
  End
End

; -----------------------------------------------------------------------------
; -----------------------------------------------------------------------------
ObjectCreationList SUPERWEAPON_RadarVanScan
  CreateObject
    ObjectNames = RadarVanPing
    Count = 1
  End
End

; -----------------------------------------------------------------------------
; -----------------------------------------------------------------------------
ObjectCreationList SUPERWEAPON_RebelAmbush1
  CreateObject
    ObjectNames = GLAInfantryRebel
    Count = 4
    SpreadFormation = Yes
    MinDistanceAFormation = 20.0
    MinDistanceBFormation = 30.0
    MaxDistanceFormation = 400.0
    FadeIn = Yes
    FadeTime = 3000
    DiesOnBadLand = Yes
    ; FadeSound = RebelAmbushActivated
  End
End

; -----------------------------------------------------------------------------
; -----------------------------------------------------------------------------
ObjectCreationList SUPERWEAPON_RebelAmbush2
  CreateObject
    ObjectNames = GLAInfantryRebel
    Count = 8
    SpreadFormation = Yes
    MinDistanceAFormation = 20.0
    MinDistanceBFormation = 30.0
    MaxDistanceFormation = 400.0
    FadeIn = Yes
    FadeTime = 3000
    DiesOnBadLand = Yes
    ; FadeSound = RebelAmbushActivated
  End
End

; -----------------------------------------------------------------------------
; -----------------------------------------------------------------------------
ObjectCreationList SUPERWEAPON_RebelAmbush3
  CreateObject
    ObjectNames = GLAInfantryRebel
    Count = 16
    SpreadFormation = Yes
    MinDistanceAFormation = 20.0
    MinDistanceBFormation = 30.0
    MaxDistanceFormation = 400.0
    FadeIn = Yes
    FadeTime = 3000
    DiesOnBadLand = Yes
    ; FadeSound = RebelAmbushActivated
  End
End

; -----------------------------------------------------------------------------
; -----------------------------------------------------------------------------
ObjectCreationList Demo_SUPERWEAPON_RebelAmbush1
  CreateObject
    ObjectNames = Demo_GLAInfantryRebel
    Count = 4
    SpreadFormation = Yes
    MinDistanceAFormation = 20.0
    MinDistanceBFormation = 30.0
    MaxDistanceFormation = 400.0
    FadeIn = Yes
    FadeTime = 3000
    DiesOnBadLand = Yes
    ; FadeSound = RebelAmbushActivated
  End
End

; -----------------------------------------------------------------------------
; -----------------------------------------------------------------------------
ObjectCreationList Demo_SUPERWEAPON_RebelAmbush2
  CreateObject
    ObjectNames = Demo_GLAInfantryRebel
    Count = 6
    SpreadFormation = Yes
    MinDistanceAFormation = 20.0
    MinDistanceBFormation = 30.0
    MaxDistanceFormation = 400.0
    FadeIn = Yes
    FadeTime = 3000
    DiesOnBadLand = Yes
    ; FadeSound = RebelAmbushActivated
  End
End

; -----------------------------------------------------------------------------
; -----------------------------------------------------------------------------
ObjectCreationList Demo_SUPERWEAPON_RebelAmbush3
  CreateObject
    ObjectNames = Demo_GLAInfantryRebel
    Count = 10
    SpreadFormation = Yes
    MinDistanceAFormation = 20.0
    MinDistanceBFormation = 30.0
    MaxDistanceFormation = 400.0
    FadeIn = Yes
    FadeTime = 3000
    DiesOnBadLand = Yes
    ; FadeSound = RebelAmbushActivated
  End
End

; -----------------------------------------------------------------------------
; -----------------------------------------------------------------------------
ObjectCreationList Slth_SUPERWEAPON_RebelAmbush1
  CreateObject
    ObjectNames = Slth_GLAInfantryRebel
    Count = 4
    SpreadFormation = Yes
    MinDistanceAFormation = 20.0
    MinDistanceBFormation = 30.0
    MaxDistanceFormation = 400.0
    FadeIn = Yes
    FadeTime = 3000
    DiesOnBadLand = Yes
    ; FadeSound = RebelAmbushActivated
  End
End

; -----------------------------------------------------------------------------
; -----------------------------------------------------------------------------
ObjectCreationList Slth_SUPERWEAPON_RebelAmbush2
  CreateObject
    ObjectNames = Slth_GLAInfantryRebel
    Count = 8
    SpreadFormation = Yes
    MinDistanceAFormation = 20.0
    MinDistanceBFormation = 30.0
    MaxDistanceFormation = 400.0
    FadeIn = Yes
    FadeTime = 3000
    DiesOnBadLand = Yes
    ; FadeSound = RebelAmbushActivated
  End
End

; -----------------------------------------------------------------------------
; -----------------------------------------------------------------------------
ObjectCreationList Slth_SUPERWEAPON_RebelAmbush3
  CreateObject
    ObjectNames = Slth_GLAInfantryRebel
    Count = 16
    SpreadFormation = Yes
    MinDistanceAFormation = 20.0
    MinDistanceBFormation = 30.0
    MaxDistanceFormation = 400.0
    FadeIn = Yes
    FadeTime = 3000
    DiesOnBadLand = Yes
    ; FadeSound = RebelAmbushActivated
  End
End


; -----------------------------------------------------------------------------
; -----------------------------------------------------------------------------
ObjectCreationList SUPERWEAPON_DetonateDirtyNuke
  CreateObject
    ObjectNames = CargoTruckNuke
    MinLifetime = 3000   ; min lifetime in msec
    MaxLifetime = 3000   ; max lifetime in msec
  End
End

; -----------------------------------------------------------------------------
ObjectCreationList OCL_DirtyNuke
  CreateObject
    ObjectNames = CargoTruckNuke
    MinLifetime = 1   ; min lifetime in msec
    MaxLifetime = 1   ; max lifetime in msec
  End
End

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

; The anthrax bomb doesn't have any art yet so right now it is going
; to use the daisy cutter animation/bomb stuff -- only because this is going
; to be a nuke dropped from a plane

ObjectCreationList SUPERWEAPON_AnthraxBomb
  DeliverPayload
    Transport = GLAJetCargoPlane
    StartAtPreferredHeight = Yes
    StartAtMaxSpeed = Yes
    MaxAttempts = 1
    DropOffset = X:0 Y:0 Z:-10
    Payload = AnthraxBomb
    DeliveryDistance = 140
    DeliveryDecalRadius = 200
    DeliveryDecal
      Texture           = SCCAnthraxBomb_GLA
      Style             = SHADOW_ALPHA_DECAL
      OpacityMin        = 25%
      OpacityMax        = 50%
      OpacityThrobTime  = 500
      Color             = R:33 G:255 B:67 A:255 
      OnlyVisibleToOwningPlayer = Yes
    End
  End
End

; -----------------------------------------------------------------------------
; -----------------------------------------------------------------------------
ObjectCreationList SUPERWEAPON_Paradrop1
  DeliverPayload
    Transport = AmericaJetCargoPlane
    StartAtPreferredHeight = Yes
    StartAtMaxSpeed = Yes
    MaxAttempts = 4
    DropOffset = X:0 Y:0 Z:-10
    DropDelay = 150         ; time in between each item dropped (if more than one)
    ParachuteDirectly = Yes ; will tell all contained parachutes to go ahead and bunch
    PutInContainer = AmericaParachute
    Payload = AmericaInfantryRanger 5
    DeliveryDistance = 0  ;when outbound vehicle must be this close to target to continue delivery
    PreOpenDistance = 300 ;When inbound, vehicle can be this much farther than DeliveryDistance to begin delivery 
    DeliveryDecalRadius = 50
    DeliveryDecal
      Texture           = SCCParadrop_USA
      Style             = SHADOW_ALPHA_DECAL
      OpacityMin        = 25%
      OpacityMax        = 50%
      OpacityThrobTime  = 500
      Color             = R:227 G:229 B:22 A:255 
      OnlyVisibleToOwningPlayer = Yes
    End
    ;RequiresLivePlayer = Yes ; I want to require a live player, but I'll settle for dropping neutral rangers instead
  End
   DeliverPayload
    Transport = AmericaJetCargoPlane
    StartAtPreferredHeight = Yes
    StartAtMaxSpeed = No
    MaxAttempts = 4
    DropOffset = X:0 Y:0 Z:-10
    DropDelay = 80        ; time in between each item dropped (if more than one)
    ParachuteDirectly = Yes ; will tell all contained parachutes to go ahead and bunch
    PutInContainer = AmericaParachute
    Payload = AmericaVehicleHumvee 1
    DeliveryDistance = 0  ;when outbound vehicle must be this close to target to continue delivery
    PreOpenDistance = 300 ;When inbound, vehicle can be this much farther than DeliveryDistance to begin delivery 
    DeliveryDecalRadius = 50
    DeliveryDecal
      Texture           = SCCParadrop_USA
      Style             = SHADOW_ALPHA_DECAL
      OpacityMin        = 25%
      OpacityMax        = 50%
      OpacityThrobTime  = 500
      Color             = R:227 G:229 B:22 A:255 
      OnlyVisibleToOwningPlayer = Yes
    End
    ;RequiresLivePlayer = Yes ; I want to require a live player, but I'll settle for dropping neutral rangers instead
  End
End

; -----------------------------------------------------------------------------
; -----------------------------------------------------------------------------
ObjectCreationList SUPERWEAPON_Paradrop2
  DeliverPayload
    Transport = AmericaJetCargoPlane
    StartAtPreferredHeight = Yes
    StartAtMaxSpeed = Yes
    MaxAttempts = 4
    DropOffset = X:0 Y:0 Z:-10
    DropDelay = 60        ; time in between each item dropped (if more than one)
    ParachuteDirectly = Yes ; will tell all contained parachutes to go ahead and bunch
    PutInContainer = AmericaParachute
    Payload = AmericaInfantryRanger 5
    DeliveryDistance = 0  ;when outbound vehicle must be this close to target to continue delivery
    PreOpenDistance = 300 ;When inbound, vehicle can be this much farther than DeliveryDistance to begin delivery 
    DeliveryDecalRadius = 50
    DeliveryDecal
      Texture           = SCCParadrop_USA
      Style             = SHADOW_ALPHA_DECAL
      OpacityMin        = 25%
      OpacityMax        = 50%
      OpacityThrobTime  = 500
      Color             = R:227 G:229 B:22 A:255 
      OnlyVisibleToOwningPlayer = Yes
    End
    ;RequiresLivePlayer = Yes ; I want to require a live player, but I'll settle for dropping neutral rangers instead
  End
  DeliverPayload
    Transport = AmericaJetCargoPlane
    StartAtPreferredHeight = Yes
    StartAtMaxSpeed = No
    MaxAttempts = 4
    DropOffset = X:0 Y:0 Z:-10
    DropDelay = 80        ; time in between each item dropped (if more than one)
    ParachuteDirectly = Yes ; will tell all contained parachutes to go ahead and bunch
    PutInContainer = AmericaParachute
    Payload = AmericaInfantryMissileDefender 5
    DeliveryDistance = 0  ;when outbound vehicle must be this close to target to continue delivery
    PreOpenDistance = 300 ;When inbound, vehicle can be this much farther than DeliveryDistance to begin delivery 
    DeliveryDecalRadius = 50
    DeliveryDecal
      Texture           = SCCParadrop_USA
      Style             = SHADOW_ALPHA_DECAL
      OpacityMin        = 25%
      OpacityMax        = 50%
      OpacityThrobTime  = 500
      Color             = R:227 G:229 B:22 A:255 
      OnlyVisibleToOwningPlayer = Yes
    End
    ;RequiresLivePlayer = Yes ; I want to require a live player, but I'll settle for dropping neutral rangers instead
  End
End

; -----------------------------------------------------------------------------
; -----------------------------------------------------------------------------
ObjectCreationList SUPERWEAPON_Paradrop3
  DeliverPayload
    Transport = AmericaJetCargoPlane
    StartAtPreferredHeight = Yes
    StartAtMaxSpeed = Yes
    MaxAttempts = 4
    DropOffset = X:0 Y:0 Z:-10
    DropDelay = 80        ; time in between each item dropped (if more than one)
    ParachuteDirectly = Yes ; will tell all contained parachutes to go ahead and bunch
    PutInContainer = AmericaParachute
    Payload = AmericaInfantryRanger 10
    DeliveryDistance = 0  ;when outbound vehicle must be this close to target to continue delivery
    PreOpenDistance = 300 ;When inbound, vehicle can be this much farther than DeliveryDistance to begin delivery 
    DeliveryDecalRadius = 50
    DeliveryDecal
      Texture           = SCCParadrop_USA
      Style             = SHADOW_ALPHA_DECAL
      OpacityMin        = 25%
      OpacityMax        = 50%
      OpacityThrobTime  = 500
      Color             = R:227 G:229 B:22 A:255 
      OnlyVisibleToOwningPlayer = Yes
    End
    ;RequiresLivePlayer = Yes ; I want to require a live player, but I'll settle for dropping neutral rangers instead
  End
  DeliverPayload
    Transport = AmericaJetCargoPlane
    StartAtPreferredHeight = Yes
    StartAtMaxSpeed = No
    MaxAttempts = 4
    DropOffset = X:0 Y:0 Z:-10
    DropDelay = 80        ; time in between each item dropped (if more than one)
    ParachuteDirectly = Yes ; will tell all contained parachutes to go ahead and bunch
    PutInContainer = AmericaParachute
    Payload = AmericaInfantryMissileDefender 10
    DeliveryDistance = 0  ;when outbound vehicle must be this close to target to continue delivery
    PreOpenDistance = 300 ;When inbound, vehicle can be this much farther than DeliveryDistance to begin delivery 
    DeliveryDecalRadius = 50
    DeliveryDecal
      Texture           = SCCParadrop_USA
      Style             = SHADOW_ALPHA_DECAL
      OpacityMin        = 25%
      OpacityMax        = 50%
      OpacityThrobTime  = 500
      Color             = R:227 G:229 B:22 A:255 
      OnlyVisibleToOwningPlayer = Yes
    End
    ;RequiresLivePlayer = Yes ; I want to require a live player, but I'll settle for dropping neutral rangers instead
  End
End

; -----------------------------------------------------------------------------
; -----------------------------------------------------------------------------
ObjectCreationList SUPERWEAPON_ClusterMines
  DeliverPayload
    Transport               = ChinaJetCargoPlane
    StartAtPreferredHeight  = Yes
    StartAtMaxSpeed         = Yes
    MaxAttempts             = 4
    DropOffset              = X:0 Y:0 Z:-2
    DropVariance            = X:20 Y:20 Z:0
    Payload                 = ClusterMinesBomb 1
    DeliveryDistance        = 140
    DeliveryDecalRadius     = 100
    DeliveryDecal
      Texture           = SCCClusterMines_China
      Style             = SHADOW_ALPHA_DECAL
      OpacityMin        = 25%
      OpacityMax        = 50%
      OpacityThrobTime  = 500
      Color             = R:255 G:156 B:0 A:255 
      OnlyVisibleToOwningPlayer = Yes
    End
  End
End

; -----------------------------------------------------------------------------
; -----------------------------------------------------------------------------
ObjectCreationList SUPERWEAPON_EMPPulse
  DeliverPayload
    Transport = ChinaJetCargoPlane
    StartAtPreferredHeight = Yes
    StartAtMaxSpeed = Yes
    MaxAttempts = 4
    DropOffset = X:0 Y:0 Z:-2
    DropVariance = X:20 Y:20 Z:0
    Payload = EMPPulseBomb 1
    DeliveryDistance = 150
    DeliveryDecalRadius = 200
    DeliveryDecal
      Texture           = SCCEMPPulse_China
      Style             = SHADOW_ALPHA_DECAL
      OpacityMin        = 25%
      OpacityMax        = 50%
      OpacityThrobTime  = 500
      Color             = R:40 G:110 B:210 A:255 
      OnlyVisibleToOwningPlayer = Yes
    End
  End
End

; -----------------------------------------------------------------------------
; -----------------------------------------------------------------------------
ObjectCreationList SUPERWEAPON_CrateDrop
  DeliverPayload
    Transport = AmericaJetCargoPlane
    StartAtPreferredHeight = Yes
    StartAtMaxSpeed = Yes
    MaxAttempts = 4
    DropOffset = X:0 Y:0 Z:-5
    DropDelay = 200  ;500       ; time in between each item dropped (if more than one)
    PutInContainer = AmericaParachute
    Payload = 200DollarCrate 10
    DeliveryDistance = 250
    DeliveryDecalRadius = 75
    DeliveryDecal
      Texture           = SCCParadrop_USA
      Style             = SHADOW_ALPHA_DECAL
      OpacityMin        = 25%
      OpacityMax        = 50%
      OpacityThrobTime  = 500
      Color             = R:255 G:0 B:0 A:255 
      OnlyVisibleToOwningPlayer = Yes
    End
  End
End

; -----------------------------------------------------------------------------
; -----------------------------------------------------------------------------
ObjectCreationList SUPERWEAPON_CarpetBomb
  DeliverPayload
    Transport = AmericaJetB52
    StartAtPreferredHeight = Yes
    StartAtMaxSpeed = Yes
    MaxAttempts = 1
    DropOffset = X:0 Y:0 Z:-2
    DropVariance = X:30 Y:40 Z:0
    DropDelay = 150  ;500       ; time in between each item dropped (if more than one)
    Payload = CarpetBomb 20
    DeliveryDistance = 400
    DeliveryDecalRadius = 100
    DeliveryDecal
      Texture           = SCCA10Strike_USA
      Style             = SHADOW_ALPHA_DECAL
      OpacityMin        = 25%
      OpacityMax        = 50%
      OpacityThrobTime  = 500
      Color             = R:255 G:156 B:0 A:255 
      OnlyVisibleToOwningPlayer = Yes
    End
  End
End

; -----------------------------------------------------------------------------
; -----------------------------------------------------------------------------
ObjectCreationList SUPERWEAPON_CarpetBomb2
  DeliverPayload
    Transport = AmericaJetNewB52
    StartAtPreferredHeight = Yes
    StartAtMaxSpeed = Yes
    MaxAttempts = 1
    DropOffset = X:0 Y:0 Z:-10
    DropVariance = X:30 Y:45 Z:20
    DropDelay = 130  ;500       ; time in between each item dropped (if more than one)
    Payload = SaturationBomb 12
    DeliveryDistance = 350
    DeliveryDecalRadius = 150
    DeliveryDecal
      Texture           = SCCCarpBomb
      Style             = SHADOW_ALPHA_DECAL
      OpacityMin        = 25%
      OpacityMax        = 50%
      OpacityThrobTime  = 500
      Color             = R:255 G:0 B:0 A:255 
      OnlyVisibleToOwningPlayer = Yes
    End
  End
End 

; -----------------------------------------------------------------------------
; -----------------------------------------------------------------------------
ObjectCreationList AirF_SUPERWEAPON_CarpetBomb
  DeliverPayload
    Transport = AirF_AmericaJetB3
    StartAtPreferredHeight = Yes
    StartAtMaxSpeed = Yes
    MaxAttempts = 1
    DropOffset = X:0 Y:0 Z:-2
    DropVariance = X:30 Y:40 Z:0
    DropDelay = 150  ;500       ; time in between each item dropped (if more than one)
    Payload = CarpetBomb 12
    DeliveryDistance = 400
    DeliveryDecalRadius = 180
    DeliveryDecal
      Texture           = SCCCarpBomb
      Style             = SHADOW_ALPHA_DECAL
      OpacityMin        = 25%
      OpacityMax        = 50%
      OpacityThrobTime  = 500
      Color             = R:255 G:0 B:0 A:255 
      OnlyVisibleToOwningPlayer = Yes
    End
  End
End

; -----------------------------------------------------------------------------
ObjectCreationList Nuke_SUPERWEAPON_ChinaCarpetBomb
  DeliverPayload
    Transport = ChinaJetCarpetBomber
    StartAtPreferredHeight = Yes
    StartAtMaxSpeed = Yes
    MaxAttempts = 1
    DropOffset = X:0 Y:0 Z:-2
    DropVariance = X:30 Y:40 Z:0
    DropDelay = 300  ;500       ; time in between each item dropped (if more than one)
    Payload = GC_Nuke_ChinaCarpetBomb 12
    DeliveryDistance = 350
    DeliveryDecalRadius = 180
    DeliveryDecal
      Texture           = SCCCarpBomb
      Style             = SHADOW_ALPHA_DECAL
      OpacityMin        = 25%
      OpacityMax        = 50%
      OpacityThrobTime  = 500
      Color             = R:255 G:0 B:0 A:255 
      OnlyVisibleToOwningPlayer = Yes
    End
  End
End

; -----------------------------------------------------------------------------
ObjectCreationList SUPERWEAPON_ChinaCarpetBomb
  DeliverPayload
    Transport = ChinaJetCarpetBomber
    StartAtPreferredHeight = Yes
    StartAtMaxSpeed = Yes
    MaxAttempts = 1
    DropOffset = X:0 Y:0 Z:-2
    DropVariance = X:30 Y:40 Z:0
    DropDelay = 250  ;500       ; time in between each item dropped (if more than one)
    Payload = ChinaCarpetBomb 12
    DeliveryDistance = 400
    DeliveryDecalRadius = 180
    DeliveryDecal
      Texture           = SCCCarpBomb
      Style             = SHADOW_ALPHA_DECAL
      OpacityMin        = 25%
      OpacityMax        = 50%
      OpacityThrobTime  = 500
      Color             = R:255 G:0 B:0 A:255 
      OnlyVisibleToOwningPlayer = Yes
    End
  End
End



; -----------------------------------------------------------------------------
; -----------------------------------------------------------------------------
ObjectCreationList OCL_AmericaSupplyDropZoneCrateDrop
  DeliverPayload
    Transport = AmericaJetCargoPlane
    StartAtPreferredHeight = Yes
    StartAtMaxSpeed = Yes
    MaxAttempts = 4
    DropOffset = X:0 Y:0 Z:-5
    DropDelay = 200
    PutInContainer = AmericaCrateParachute
    Payload = SupplyDropZoneCrate 6
    ParachuteDirectly = Yes ; will tell all contained parachutes to go ahead and bunch
    ; up on the target instead of parachuting to the spot below their drop point.
    DeliveryDistance = 400
  End
End

; -----------------------------------------------------------------------------
; The daisy cutter bomb blows up and releases these objects to continue
; the "weapon bomb" process
; -----------------------------------------------------------------------------
ObjectCreationList OCL_DaisyCutterExplode

  ; This daisy cutter gas is the actual object that does the damage
  CreateObject
    ObjectNames = DaisyCutterGas
    Disposition = LIKE_EXISTING
  End
  
  ; Random debris for the bomb shell breaking up
  CreateDebris
    ModelNames = GXMammoth_D01 GXMammoth_D02 GXMammoth_D03 GXMammoth_D04
    Count = 4
    Mass = 5.0
    Disposition = SEND_IT_FLYING
    DispositionIntensity = 1.5
  End
  
End

; -----------------------------------------------------------------------------
; The EMP bomb blows up and releases these objects to continue
; the "weapon bomb" process
; -----------------------------------------------------------------------------
ObjectCreationList OCL_EMPPulseEffectSpheroids

  CreateObject
    ObjectNames = EMPPulseEffectSpheroid
    Count             = 1; Used to be 3... MLorenzen changed, Monday Nov. 11
  End
  
End



; -----------------------------------------------------------------------------
; The MOAB bomb blows up and releases this object to continue
; the "weapon bomb" process
; -----------------------------------------------------------------------------
ObjectCreationList OCL_MOABEffectSpheroid

  CreateObject
    ObjectNames = MOABEffectSpheroid
    Count       = 1
  End
  
End


; -----------------------------------------------------------------------------
; The Leaflet bomb blows up and releases this object to continue
; the "weapon bomb" process
; -----------------------------------------------------------------------------



; -----------------------------------------------------------------------------
; The EMP mine blows up and releases this object to continue
; the "EMP effect" process
; -----------------------------------------------------------------------------
ObjectCreationList OCL_EMPMineEffectSpheroid

  CreateObject
    ObjectNames = EMPMineEffectSpheroid
    Count       = 1
  End
  
End


; -----------------------------------------------------------------------------
; Infantry who die to flame damage create this
; -----------------------------------------------------------------------------
ObjectCreationList OCL_FlamingInfantry
  CreateObject
    ObjectNames = FlamingInfantry
    Disposition = LIKE_EXISTING     
    SkipIfSignificantlyAirborne = Yes
  End
End

; -----------------------------------------------------------------------------
; Infantry who die to toxic damage create this
; -----------------------------------------------------------------------------
ObjectCreationList OCL_ToxicInfantry
  CreateObject
    ObjectNames = ToxicInfantry
    Disposition = LIKE_EXISTING     
    SkipIfSignificantlyAirborne = Yes
  End
End

; -----------------------------------------------------------------------------
; Infantry who die to toxic anthrax beta damage create this
; -----------------------------------------------------------------------------
ObjectCreationList OCL_ToxicInfantryBeta
  CreateObject
    ObjectNames = ToxicInfantryBeta
    Disposition = LIKE_EXISTING     
    SkipIfSignificantlyAirborne = Yes
  End
End

; -----------------------------------------------------------------------------
; Infantry who die to toxic anthrax Gamma damage create this
; -----------------------------------------------------------------------------
ObjectCreationList OCL_ToxicInfantryGamma
  CreateObject
    ObjectNames = ToxicInfantryGamma
    Disposition = LIKE_EXISTING     
    SkipIfSignificantlyAirborne = Yes
  End
End


; -----------------------------------------------------------------------------
; Infantry who die to toxic damage create this
; -----------------------------------------------------------------------------
ObjectCreationList OCL_ToxicInfantry_TerroristOnly
  CreateObject
    ObjectNames = ToxicInfantry_TerroristOnly
    Disposition = LIKE_EXISTING     
    SkipIfSignificantlyAirborne = Yes
  End
End

; -----------------------------------------------------------------------------
; Infantry who die to toxic anthrax beta damage create this
; -----------------------------------------------------------------------------
ObjectCreationList OCL_ToxicInfantryBeta_TerroristOnly
  CreateObject
    ObjectNames = ToxicInfantryBeta_TerroristOnly
    Disposition = LIKE_EXISTING     
    SkipIfSignificantlyAirborne = Yes
  End
End

; -----------------------------------------------------------------------------
; Infantry who die to toxic anthrax Gamma damage create this
; -----------------------------------------------------------------------------
ObjectCreationList OCL_ToxicInfantryGamma_TerroristOnly
  CreateObject
    ObjectNames = ToxicInfantryGamma_TerroristOnly
    Disposition = LIKE_EXISTING     
    SkipIfSignificantlyAirborne = Yes
  End
End



; -----------------------------------------------------------------------------
; The windmill blades and the roof of the hut for the GLA power plant
; -----------------------------------------------------------------------------
ObjectCreationList OCL_GLAPowerPlantDeathFinal
  ; Hut roof
  CreateDebris
    ModelNames        = UBPwrPlant_D2
    Offset        = X:-9.08 Y:-8.547 Z:16.598
    Count             = 1
    Mass              = 50.0
    Disposition       = RANDOM_FORCE
    MinForceMagnitude = 100
    MaxForceMagnitude = 150
    MinForcePitch     = 85
    MaxForcePitch     = 90
    SpinRate          = 90
    BounceSound       = BuildingDebris
  End

  ;Windmill blades
  CreateObject
    ObjectNames        = GLAPowerPlantWindmillBlade
    Offset        = X:-3.532 Y:37.388 Z:27.822
    Count             = 3
    Disposition       = RANDOM_FORCE
    MinForceMagnitude = 100
    MaxForceMagnitude = 150
    MinForcePitch     = 85
    MaxForcePitch     = 90
    SpinRate          = 1000
  End
End

; -----------------------------------------------------------------------------
; Chunks of Humvee
; -----------------------------------------------------------------------------
ObjectCreationList OCL_InitialHumveeDebris
  CreateObject
    ObjectNames       = AmericaVehicleHumveeDeadHull
    Offset            = X:0.0 Y:0.0 Z:0.0
    Count             = 1
    Disposition       = RANDOM_FORCE
  End
End

ObjectCreationList OCL_FinalHumveeDebris
  CreateDebris
    ModelNames        = AVHUMMER_D2 ;tire
    Offset            = X:-7.098 Y:5.7 Z:2.9
    Count             = 1
    Mass              = 20.0
    Disposition       = RANDOM_FORCE
    MinForceMagnitude = 40
    MaxForceMagnitude = 50
    MinForcePitch     = 85
    MaxForcePitch     = 90
    SpinRate          = 90
    BounceSound       = VehicleDebris
  End

  CreateDebris
    ModelNames        = AVHUMMER_D2 ;tire
    Offset            = X:10.407 Y:-5.7 Z:2.9
    Count             = 1
    Mass              = 20.0
    Disposition       = RANDOM_FORCE
    MinForceMagnitude = 40
    MaxForceMagnitude = 50
    MinForcePitch     = 85
    MaxForcePitch     = 90
    SpinRate          = 90
    BounceSound       = VehicleDebris
  End

  CreateDebris
    ModelNames        = AVHUMMER_D3 ;door
    Offset            = X:.071 Y:6.73 Z:7.273
    Count             = 1
    Mass              = 20.0
    Disposition       = RANDOM_FORCE
    MinForceMagnitude = 50
    MaxForceMagnitude = 60
    MinForcePitch     = 60
    MaxForcePitch     = 70
    SpinRate          = 90
    BounceSound       = VehicleDebris
  End

  ; Random debris
  CreateDebris
    ModelNames        = AVHUMMER_D3 ;door
    Offset            = X:.071 Y:-6.73 Z:7.273
    Count             = 1
    Mass              = 20.0
    Disposition       = RANDOM_FORCE
    MinForceMagnitude = 40
    MaxForceMagnitude = 60
    MinForcePitch     = 60
    MaxForcePitch     = 70
    SpinRate          = 90
    BounceSound       = VehicleDebris
  End

  ;extra generic bits
  CreateDebris
    ModelNames = AVScrap2 AVScrap3 AVScrap4 AVScrap5
    Count = 4
    Mass = 5.0
    Disposition = SEND_IT_FLYING
    DispositionIntensity = .5
  End 
End

; -----------------------------------------------------------------------------
; Chunks of Ambulance
; -----------------------------------------------------------------------------
ObjectCreationList OCL_FinalAmbulanceDebris
  CreateObject
    ObjectNames       = AmericaVehicleAmbulanceDeadHull
    Offset            = X:0.0 Y:0.0 Z:0.0
    Count             = 1
    Disposition       = RANDOM_FORCE
  End

  CreateDebris
    ModelNames        = AVAmbulance_D2 ;tire
    Offset            = X:-7.098 Y:5.7 Z:2.9
    Count             = 1
    Mass              = 20.0
    Disposition       = RANDOM_FORCE
    MinForceMagnitude = 40
    MaxForceMagnitude = 50
    MinForcePitch     = 85
    MaxForcePitch     = 90
    SpinRate          = 90
    BounceSound       = VehicleDebris
  End

  CreateDebris
    ModelNames        = AVAmbulance_D2 ;tire
    Offset            = X:10.407 Y:-5.7 Z:2.9
    Count             = 1
    Mass              = 20.0
    Disposition       = RANDOM_FORCE
    MinForceMagnitude = 40
    MaxForceMagnitude = 50
    MinForcePitch     = 85
    MaxForcePitch     = 90
    SpinRate          = 90
    BounceSound       = VehicleDebris
  End

  CreateDebris
    ModelNames        = AVAmbulance_D3 ;door
    Offset            = X:.071 Y:6.73 Z:7.273
    Count             = 1
    Mass              = 20.0
    Disposition       = RANDOM_FORCE
    MinForceMagnitude = 50
    MaxForceMagnitude = 60
    MinForcePitch     = 60
    MaxForcePitch     = 70
    SpinRate          = 90
    BounceSound       = VehicleDebris
  End

  ; Random debris
  CreateDebris
    ModelNames        = AVAmbulance_D3 ;door
    Offset            = X:.071 Y:-6.73 Z:7.273
    Count             = 1
    Mass              = 20.0
    Disposition       = RANDOM_FORCE
    MinForceMagnitude = 40
    MaxForceMagnitude = 60
    MinForcePitch     = 60
    MaxForcePitch     = 70
    SpinRate          = 90
    BounceSound       = VehicleDebris
  End

  ;extra generic bits
  CreateDebris
    ModelNames = AVScrap2 AVScrap3 AVScrap4 AVScrap5
    Count = 4
    Mass = 5.0
    Disposition = SEND_IT_FLYING
    DispositionIntensity = .5
  End 
End

; -----------------------------------------------------------------------------
; Troop Crawler Death
; -----------------------------------------------------------------------------
ObjectCreationList OCL_FinalTroopCrawlerDebris
  ;extra generic bits
  CreateObject
    ObjectNames       = ChinaVehicleTroopCrawlerDeadHull
    Offset            = X:0.0 Y:0.0 Z:0.0
    Count             = 1
    Disposition       = RANDOM_FORCE
  End
  
  
  CreateDebris
    ModelNames        = NVTCRAWLER_D2 ;tire
    Offset            = X:3.869 Y:-6.784 Z:3.215
    Count             = 1
    Mass              = 20.0
    Disposition       = RANDOM_FORCE
    MinForceMagnitude = 40
    MaxForceMagnitude = 50
    MinForcePitch     = 85
    MaxForcePitch     = 90
    SpinRate          = 90
    BounceSound       = VehicleDebris
  End

  CreateDebris
    ModelNames        = NVTCRAWLER_D3 ;tire
    Offset            = X:-14.729 Y:-6.924 Z:3.452
    Count             = 1
    Mass              = 20.0
    Disposition       = RANDOM_FORCE
    MinForceMagnitude = 40
    MaxForceMagnitude = 50
    MinForcePitch     = 85
    MaxForcePitch     = 90
    SpinRate          = 90
    BounceSound       = VehicleDebris
  End

  CreateDebris
    ModelNames        = NVTCRAWLER_D4 ;tire
    Offset            = X:-15.097 Y:6.728 Z:3.585
    Count             = 1
    Mass              = 20.0
    Disposition       = RANDOM_FORCE
    MinForceMagnitude = 40
    MaxForceMagnitude = 50
    MinForcePitch     = 85
    MaxForcePitch     = 90
    SpinRate          = 90
    BounceSound       = VehicleDebris
  End

  CreateDebris
    ModelNames        = NVTCRAWLER_D5 ;tire
    Offset            = X:11.096 Y:6.894 Z:3.145
    Count             = 1
    Mass              = 20.0
    Disposition       = RANDOM_FORCE
    MinForceMagnitude = 40
    MaxForceMagnitude = 50
    MinForcePitch     = 85
    MaxForcePitch     = 90
    SpinRate          = 90
    BounceSound       = VehicleDebris
  End

  ;extra generic bits
  CreateDebris
    ModelNames = AVScrap2 AVScrap3 AVScrap4 AVScrap5
    Count = 4
    Mass = 5.0
    Disposition = SEND_IT_FLYING
    DispositionIntensity = .5
  End 

End

; -----------------------------------------------------------------------------
; Assault Troop Crawler Death
; -----------------------------------------------------------------------------
ObjectCreationList OCL_FinalAssaultTroopCrawlerDebris
  ;extra generic bits
  CreateObject
    ObjectNames       = ChinaVehicleAssaultTroopCrawlerDeadHull
    Offset            = X:0.0 Y:0.0 Z:0.0
    Count             = 1
    Disposition       = RANDOM_FORCE
  End
  
  
  CreateDebris
    ModelNames        = NVTCRAWLER_D2 ;tire
    Offset            = X:3.869 Y:-6.784 Z:3.215
    Count             = 1
    Mass              = 20.0
    Disposition       = RANDOM_FORCE
    MinForceMagnitude = 40
    MaxForceMagnitude = 50
    MinForcePitch     = 85
    MaxForcePitch     = 90
    SpinRate          = 90
    BounceSound       = VehicleDebris
  End

  CreateDebris
    ModelNames        = NVTCRAWLER_D3 ;tire
    Offset            = X:-14.729 Y:-6.924 Z:3.452
    Count             = 1
    Mass              = 20.0
    Disposition       = RANDOM_FORCE
    MinForceMagnitude = 40
    MaxForceMagnitude = 50
    MinForcePitch     = 85
    MaxForcePitch     = 90
    SpinRate          = 90
    BounceSound       = VehicleDebris
  End

  CreateDebris
    ModelNames        = NVTCRAWLER_D4 ;tire
    Offset            = X:-15.097 Y:6.728 Z:3.585
    Count             = 1
    Mass              = 20.0
    Disposition       = RANDOM_FORCE
    MinForceMagnitude = 40
    MaxForceMagnitude = 50
    MinForcePitch     = 85
    MaxForcePitch     = 90
    SpinRate          = 90
    BounceSound       = VehicleDebris
  End

  CreateDebris
    ModelNames        = NVTCRAWLER_D5 ;tire
    Offset            = X:11.096 Y:6.894 Z:3.145
    Count             = 1
    Mass              = 20.0
    Disposition       = RANDOM_FORCE
    MinForceMagnitude = 40
    MaxForceMagnitude = 50
    MinForcePitch     = 85
    MaxForcePitch     = 90
    SpinRate          = 90
    BounceSound       = VehicleDebris
  End

  ;extra generic bits
  CreateDebris
    ModelNames = AVScrap2 AVScrap3 AVScrap4 AVScrap5
    Count = 4
    Mass = 5.0
    Disposition = SEND_IT_FLYING
    DispositionIntensity = .5
  End 

End

; -----------------------------------------------------------------------------
; BattleMaster death
; -----------------------------------------------------------------------------
ObjectCreationList OCL_ChinaTankBattleMasterDebris
  CreateObject
    ObjectNames       = ChinaVehicleBattleMasterDeadHull
    Offset            = X:0 Y:0.0 Z:0
    Count             = 1
    Disposition       = RANDOM_FORCE
  End

  CreateDebris
    ModelNames        = NVBtMstr_D2
    Offset            = X:2.506 Y:0.0 Z:7.044
    Count             = 1
    Mass              = 20.0
    Disposition       = RANDOM_FORCE
    MinForceMagnitude = 40
    MaxForceMagnitude = 50
    MinForcePitch     = 85
    MaxForcePitch     = 90
    SpinRate          = 90
    BounceSound       = DebrisBigMetal
  End

  CreateDebris
    ModelNames        = NVBtMstr_D3
    Offset            = X:7.366 Y:0.0 Z:9.024
    Count             = 1
    Mass              = 20.0
    Disposition       = RANDOM_FORCE
    MinForceMagnitude = 50
    MaxForceMagnitude = 60
    MinForcePitch     = 85
    MaxForcePitch     = 90
    SpinRate          = 90
    BounceSound       = DebrisBigMetal
  End

; Extra bits
  CreateDebris
    ModelNames = AVScrap2 AVScrap3 AVScrap4 AVScrap5
    Count = 4
    Mass = 5.0
    Disposition = SEND_IT_FLYING
    DispositionIntensity = .5
  End
End

; -----------------------------------------------------------------------------
; The radar dish and the gun barrel debris for the overlord tank
; -----------------------------------------------------------------------------
ObjectCreationList OCL_ChinaTankOverlordDebris
  ; Radar Dish
  CreateDebris
    ModelNames        = NVOvrlrd_D2
    Offset            = X:-1.492 Y:0.0 Z:17.946
    Count             = 1
    Mass              = 20.0
    Disposition       = RANDOM_FORCE
    MinForceMagnitude = 40
    MaxForceMagnitude = 50
    MinForcePitch     = 85
    MaxForcePitch     = 90
    SpinRate          = 90
    BounceSound       = DebrisBigMetal
  End

  ; Random debris
  CreateDebris
    ModelNames        = NVOvrlrd_D3
    Offset            = X:0.0 Y:0.0 Z:0.0
    Count             = 1
    Mass              = 20.0
    Disposition       = RANDOM_FORCE
    MinForceMagnitude = 50
    MaxForceMagnitude = 60
    MinForcePitch     = 85
    MaxForcePitch     = 90
    SpinRate          = 90
    BounceSound       = DebrisBigMetal
  End

  ; Random debris
  CreateDebris
    ModelNames        = NVOvrlrd_D4
    Offset            = X:0.0 Y:0.0 Z:0.0
    Count             = 1
    Mass              = 20.0
    Disposition       = RANDOM_FORCE
    MinForceMagnitude = 40
    MaxForceMagnitude = 60
    MinForcePitch     = 85
    MaxForcePitch     = 90
    SpinRate          = 90
    BounceSound       = DebrisBigMetal
  End

  ; Gun Barrel
  CreateObject
    ObjectNames       = ChinaTankOverlordBarrelDebris
    Offset            = X:-8.84 Y:-7.283 Z:12.54
    Count             = 1
    Disposition       = RANDOM_FORCE
    MinForceMagnitude = 100
    MaxForceMagnitude = 150
    MinForcePitch     = 85
    MaxForcePitch     = 90
    SpinRate          = 45
  End

  ; Burned out hull
  CreateObject
    ObjectNames       = ChinaTankOverlordDeadHull
    Offset            = X:0.0 Y:0.0 Z:0.0
    Count             = 1
    Disposition       = RANDOM_FORCE
  End
End

; -----------------------------------------------------------------------------
; The exploding gattling tank debris
; -----------------------------------------------------------------------------
ObjectCreationList OCL_ChinaTankGattlingDebris
  CreateObject
    ObjectNames = DeadChinaGattlingTankHulk
    Offset      = X:-6.62 Y:0.0 Z:0.0
    Count       = 1
    Disposition = LIKE_EXISTING
  End

  CreateDebris
    ModelNames        = NVGattTank_D2 ; borrowing a turret body debris from batmaster
    Offset            = X:2.506 Y:0.0 Z:7.044
    Count             = 1
    Mass              = 20.0
    Disposition       = RANDOM_FORCE
    MinForceMagnitude = 40
    MaxForceMagnitude = 50
    MinForcePitch     = 85
    MaxForcePitch     = 90
    SpinRate          = 90
    BounceSound       = DebrisBigMetal
  End

  CreateDebris
    ModelNames        = NVGattTank_D3 ; borrowing a turret barrel debris
    Offset            = X:7.366 Y:0.0 Z:9.024
    Count             = 1
    Mass              = 20.0
    Disposition       = RANDOM_FORCE
    MinForceMagnitude = 50
    MaxForceMagnitude = 60
    MinForcePitch     = 85
    MaxForcePitch     = 90
    SpinRate          = 90
    BounceSound       = DebrisBigMetal
  End

; Extra bits
  CreateDebris
    ModelNames = AVScrap2 AVScrap3 AVScrap4 AVScrap5
    Count = 4
    Mass = 5.0
    Disposition = SEND_IT_FLYING
    DispositionIntensity = .5
  End
End

ObjectCreationList OCL_ChinaTankECMDebris
  CreateObject
    ObjectNames = DeadChinaECMTankHulk
    Offset      = X:-6.62 Y:0.0 Z:0.0
    Count       = 1
    Disposition = LIKE_EXISTING
  End

  CreateDebris
    ModelNames        = NVBanshee_D2 ; borrowing a turret body debris from batmaster
    Offset            = X:2.506 Y:0.0 Z:7.044
    Count             = 1
    Mass              = 20.0
    Disposition       = RANDOM_FORCE
    MinForceMagnitude = 40
    MaxForceMagnitude = 50
    MinForcePitch     = 85
    MaxForcePitch     = 90
    SpinRate          = 90
    BounceSound       = DebrisBigMetal
  End

; Extra bits
  CreateDebris
    ModelNames = AVScrap2 AVScrap3 AVScrap4 AVScrap5
    Count = 4
    Mass = 5.0
    Disposition = SEND_IT_FLYING
    DispositionIntensity = .5
  End
End

; -----------------------------------------------------------------------------
; The dam breaking creates the waveguide object
; -----------------------------------------------------------------------------
ObjectCreationList OCL_DamDie
  CreateObject
    ObjectNames       = WaveGuide
    Count             = 1
    Disposition       = LIKE_EXISTING
  End
End

; -----------------------------------------------------------------------------
ObjectCreationList OCL_ChinaDozerExplode
  CreateObject
    ObjectNames = ChinaDeadDozerHulk
    Offset      = X:-6.62 Y:0.0 Z:0.0
    Count       = 1
    Disposition = LIKE_EXISTING
  End
  CreateDebris
    ModelNames  = nvconstdoz_D2
    Offset      = X:8.93 Y:0.0  Z:4.13
    Mass        = 10
    Count       = 1
    Disposition = SEND_IT_FLYING
    DispositionIntensity = 1.8
  End
  CreateDebris
    ModelNames  = nvconstdoz_D3
    Offset      = X:5.224 Y:-3.613 Z:10.611
    Mass        = 5
    Count       = 1
    Disposition = SEND_IT_FLYING
    DispositionIntensity = 0.6
  End
  CreateDebris
    ModelNames  = nvconstdoz_D4
    Offset      = X:-2.588 Y:-9.683 Z:3.87
    Mass        = 5
    Count       = 1
    Disposition = SEND_IT_FLYING
    DispositionIntensity = 0.8
  End
  CreateDebris
    ModelNames  = AVScrap2
    Offset      = X:-0.805 Y:3.508 Z:1.245
    Mass        = 5
    Count       = 1
    Disposition = SEND_IT_FLYING
    DispositionIntensity = 1.0
  End
  CreateDebris
    ModelNames  = AVScrap2
    Offset      = X:-14.235 Y:-3.508 Z:1.245
    Mass        = 5
    Count       = 1
    Disposition = SEND_IT_FLYING
    DispositionIntensity = 0.8
  End
  CreateDebris
    ModelNames  = AVScrap2
    Offset      = X:-14.901 Y:1.964 Z:3.926
    Mass        = 5
    Count       = 1
    Disposition = SEND_IT_FLYING
    DispositionIntensity = 0.5
  End
  CreateDebris
    ModelNames  = AVScrap5
    Offset      = X:-14.235 Y:3.508 Z:1.245
    Mass        = 5
    Count       = 1
    Disposition = SEND_IT_FLYING
    DispositionIntensity = 0.7
  End
  CreateDebris
    ModelNames  = AVScrap5
    Offset      = X:-8.652 Y:3.638 Z:3.925
    Mass        = 5
    Count       = 1
    Disposition = SEND_IT_FLYING
    DispositionIntensity = 1.0
  End
  CreateDebris
    ModelNames  = AVScrap5
    Offset      = X:-5.844 Y:-0.960 Z:5.601
    Mass        = 5
    Count       = 1
    Disposition = SEND_IT_FLYING
    DispositionIntensity = 1.7
  End
End

; -----------------------------------------------------------------------------
ObjectCreationList OCL_AmericaDozerExplode
  CreateObject
    ObjectNames = AmericaDeadDozerHulk
    Offset      = X:-7.962 Y:0.0 Z:0.0
    Count       = 1
    Disposition = LIKE_EXISTING
  End
  CreateDebris
    ModelNames  = avconstdoz_D2
    Offset      = X:3.38 Y:-5.0 Z:1.0
    Mass        = 10
    Count       = 1
    Disposition = SEND_IT_FLYING
    DispositionIntensity = 1.8
  End
  CreateDebris
    ModelNames  = avconstdoz_D2
    Offset      = X:-17.962 Y:-5.0 Z:1.0
    Mass        = 10
    Count       = 1
    Disposition = SEND_IT_FLYING
    DispositionIntensity = 1.8
  End
  CreateDebris
    ModelNames  = avconstdoz_D2
    Offset      = X:-17.962 Y:5.0 Z:1.0
    Mass        = 10
    Count       = 1
    Disposition = SEND_IT_FLYING
    DispositionIntensity = 1.8
  End
  CreateDebris
    ModelNames  = avconstdoz_D3
    Offset      = X:8.93 Y:0.0  Z:4.13
    Mass        = 5
    Count       = 1
    Disposition = SEND_IT_FLYING
    DispositionIntensity = 0.6
  End
  CreateDebris
    ModelNames  = avconstdoz_D4
    Offset      = X:-2.588 Y:-9.683 Z:3.87
    Mass        = 5
    Count       = 1
    Disposition = SEND_IT_FLYING
    DispositionIntensity = 0.8
  End
  CreateDebris
    ModelNames  = avconstdoz_D5
    Offset      = X:-0.805 Y:3.508 Z:1.245

    Mass        = 5
    Count       = 1
    Disposition = SEND_IT_FLYING
    DispositionIntensity = 1.0
  End
  CreateDebris
    ModelNames  = AVScrap2
    Offset      = X:-14.235 Y:-3.508 Z:1.245
    Mass        = 5
    Count       = 1
    Disposition = SEND_IT_FLYING
    DispositionIntensity = 0.8
  End
  CreateDebris
    ModelNames  = AVScrap2
    Offset      = X:-14.901 Y:1.964 Z:3.926
    Mass        = 5
    Count       = 1
    Disposition = SEND_IT_FLYING
    DispositionIntensity = 0.5
  End
  CreateDebris
    ModelNames  = AVScrap5
    Offset      = X:-14.235 Y:3.508 Z:1.245
    Mass        = 5
    Count       = 1
    Disposition = SEND_IT_FLYING
    DispositionIntensity = 0.7
  End
  CreateDebris
    ModelNames  = AVScrap5
    Offset      = X:-8.652 Y:3.638 Z:3.925
    Mass        = 5
    Count       = 1
    Disposition = SEND_IT_FLYING
    DispositionIntensity = 1.0
  End
  CreateDebris
    ModelNames  = AVScrap5
    Offset      = X:-5.844 Y:-0.960 Z:5.601
    Mass        = 5
    Count       = 1
    Disposition = SEND_IT_FLYING
    DispositionIntensity = 1.7
  End
End

; -----------------------------------------------------------------------------
ObjectCreationList OCL_AmericaScoutDroneExplode
  CreateObject
    ObjectNames = AmericaScoutDroneHulk
    Offset      = X:0.0 Y:0.0 Z:0.0
    Count       = 1
    Disposition = SEND_IT_FLYING INHERIT_VELOCITY
    DispositionIntensity = 0.5
  End
  CreateDebris
    ModelNames  = AVScoutDr_D2    ;propellor
    Offset      = X:-8.5 Y:0.0 Z:2.4
    Mass        = 8
    Count       = 1
    Disposition       = SEND_IT_FLYING INHERIT_VELOCITY
    MinForceMagnitude = 5
    MaxForceMagnitude = 6
    MinForcePitch     = 60
    MaxForcePitch     = 90
    SpinRate          = 100
  End
  CreateDebris
    ModelNames  = AVScoutDr_D3    ;wing 1 of 2
    Offset      = X:0.0 Y:5.0 Z:0.0
    Mass        = 4.2
    Count       = 1
    Disposition = SEND_IT_FLYING INHERIT_VELOCITY
    DispositionIntensity = 0.7
   BounceSound       = VehicleDebris
  End
  CreateDebris
    ModelNames  = AVScoutDr_D3    ;wing 2 of 2
    Offset      = X:0.0 Y:-5.0 Z:0.0
    Mass        = 2.2
    Count       = 1
    Disposition = SEND_IT_FLYING INHERIT_VELOCITY
    DispositionIntensity = 0.7
   BounceSound       = VehicleDebris
  End
  CreateDebris
    ModelNames  = AVScoutDr_D4    ;flat panel?
    Offset      = X:-7.75 Y:-2.1 Z:1.16
    Mass        = 4
    Count       = 1
    Disposition = SEND_IT_FLYING INHERIT_VELOCITY
    DispositionIntensity = 0.7
   BounceSound       = VehicleDebris
  End
End

; -----------------------------------------------------------------------------
ObjectCreationList OCL_AmericaBattleDroneExplode
  CreateObject
    ObjectNames = AmericaBattleDroneHulk
    Offset      = X:0.0 Y:0.0 Z:0.0
    Count       = 1
    Disposition = SEND_IT_FLYING INHERIT_VELOCITY
    DispositionIntensity = 0.5
  End
  CreateDebris
    ModelNames  = AVBattleDr_D2    
    Offset      = X:-8.5 Y:0.0 Z:2.4
    Mass        = 8
    Count       = 1
    Disposition       = SEND_IT_FLYING INHERIT_VELOCITY
   BounceSound       = VehicleDebris
  End
  CreateDebris
    ModelNames  = AVBattleDr_D3    
    Offset      = X:0.0 Y:5.0 Z:0.0
    Mass        = 4
    Count       = 1
    Disposition = SEND_IT_FLYING INHERIT_VELOCITY
    DispositionIntensity = 0.7
   BounceSound       = VehicleDebris
  End
End

;------------------------------------------------------------------------------
;Raptor has just been killed 
;------------------------------------------------------------------------------
ObjectCreationList OCL_RaptorDeathInitial

  ;The left wing broken off
  CreateDebris
    ModelNames           = AVRaptor_D4    
    Offset               = X:-5.598 Y:8.188 Z:0.04
    Mass                 = 3
    Count                = 1
    Disposition          = SEND_IT_FLYING INHERIT_VELOCITY RANDOM_FORCE
    DispositionIntensity = 0.5
    MinForcePitch        = 0.0
    MaxForcePitch        = 40.0
    SpinRate             = 20.0
  End
  
End

;------------------------------------------------------------------------------
;Secondary explosion to take place after a delay specified in the 
;JetSlowDeathBehavior module
;------------------------------------------------------------------------------
ObjectCreationList OCL_RaptorDeathSecondary

End

;------------------------------------------------------------------------------
;Dying raptor just hit the ground
;------------------------------------------------------------------------------
ObjectCreationList OCL_RaptorDeathHitGround

  ;
  ;This is the main fuselage of the raptor
  ;The subobject will explode on impact... and can have 
  ;effects while it crashes.
  ; 

  ;This is the vertical stabilizer that rips off
  CreateDebris
    ModelNames  = AVRaptor_D2    
    Offset      = X:-7.999 Y:4.314 Z:2.86
    Mass        = 3
    Count       = 1
    Disposition = SEND_IT_FLYING INHERIT_VELOCITY RANDOM_FORCE
    DispositionIntensity = 0.5
    MinForcePitch = 0.0
    MaxForcePitch = 20.0
    SpinRate      = 50.0
  End

  ;The horizontal stabilizer broken off
  CreateDebris
    ModelNames  = AVRaptor_D3    
    Offset      = X:-12.822 Y:-6.425 Z:0.234
    Mass        = 3
    Count       = 1
    Disposition = SEND_IT_FLYING INHERIT_VELOCITY RANDOM_FORCE
    DispositionIntensity = 0.5
    MinForcePitch = 0.0
    MaxForcePitch = 30.0
    SpinRate      = 30.0
  End

  ;The left wing broken off
  CreateDebris
    ModelNames  = AVRaptor_D4    
    Offset      = X:-5.598 Y:8.188 Z:0.04
    Mass        = 3
    Count       = 1
    Disposition = SEND_IT_FLYING INHERIT_VELOCITY RANDOM_FORCE
    DispositionIntensity = 0.5
    MinForcePitch = 0.0
    MaxForcePitch = 40.0
    SpinRate      = 20.0
  End

End

; -----------------------------------------------------------------------------
ObjectCreationList OCL_BattleBusStartUndeath
  CreateDebris
    ModelNames            = GXMammoth_D09 GXMammoth_D10 GXMammoth_D11 GXMammoth_D12
;    ModelNames            = UVBattBus_D1 UVBattBus_D2 UVBattBus_D3 UVBattBus_D4
    Offset                = X:-40.0 Y:0.0 Z:0.0
    Count                 = 1
    Mass                  = 5.0
    Disposition           = SEND_IT_FLYING INHERIT_VELOCITY
    DispositionIntensity  = 1.5
  End
End

; -----------------------------------------------------------------------------
ObjectCreationList OCL_BattleBusHitGround
  CreateDebris
    ModelNames            = GXMammoth_D09 GXMammoth_D10 GXMammoth_D11 GXMammoth_D12
    Offset                = X:-40.0 Y:0.0 Z:0.0
    Count                 = 6
    Mass                  = 5.0
    Disposition           = SEND_IT_FLYING INHERIT_VELOCITY
    DispositionIntensity  = 1.5
  End
End

; ------------------------------------------------------------------------------
ObjectCreationList OCL_BattleBusDeath
  CreateObject
    ObjectNames = DeadBattleBusHulk
    Offset      = X:-7.962 Y:0.0 Z:0.0
    Count       = 1
    Disposition = LIKE_EXISTING
  End
  CreateDebris
    ModelNames  = UVBattBus_D2
    Offset      = X:3.38 Y:-5.0 Z:1.0
    Mass        = 10
    Count       = 1
    Disposition = SEND_IT_FLYING
    DispositionIntensity = 1.8
  End
  CreateDebris
    ModelNames  = UVBattBus_D3
    Offset      = X:-17.962 Y:-5.0 Z:1.0
    Mass        = 10
    Count       = 1
    Disposition = SEND_IT_FLYING
    DispositionIntensity = 1.8
  End
  CreateDebris
    ModelNames  = UVBattBus_D4
    Offset      = X:-17.962 Y:5.0 Z:1.0
    Mass        = 10
    Count       = 1
    Disposition = SEND_IT_FLYING
    DispositionIntensity = 1.8
  End 
End


;------------------------------------------------------------------------------    
;After hitting the ground, a delay defined by the JetSlowDeathBehavior module
;determines when the jet is finally destroyed and removed from the game world
;------------------------------------------------------------------------------
ObjectCreationList OCL_RaptorDeathFinalBlowUp

  CreateObject
    ObjectNames = AmericaJetRaptorHulk
    Offset      = X:0.0 Y:0.0 Z:0.0
    Count       = 1
    Disposition = SEND_IT_FLYING INHERIT_VELOCITY RANDOM_FORCE
    DispositionIntensity = 0.4
    MinForcePitch = 0.0
    MaxForcePitch = 10.0
    RollRate      = 0.0
    PitchRate     = 0.0
    YawRate       = 0.0
  End

End

;------------------------------------------------------------------------------    
ObjectCreationList OCL_BigPlaneDeath
  CreateDebris
    ModelNames            = GXMammoth_D09 GXMammoth_D10 GXMammoth_D11 GXMammoth_D12
    Offset                = X:-40.0 Y:0.0 Z:0.0
    Count                 = 6
    Mass                  = 5.0
    Disposition           = SEND_IT_FLYING INHERIT_VELOCITY
    DispositionIntensity  = 1.5
  End
  CreateDebris
    ModelNames            = GXMammoth_D09 GXMammoth_D10 GXMammoth_D11 GXMammoth_D12
    Offset                = X:-20.0 Y:0.0 Z:0.0
    Count                 = 6
    Mass                  = 5.0
    Disposition           = SEND_IT_FLYING INHERIT_VELOCITY
    DispositionIntensity  = 1.5
  End
  CreateDebris
    ModelNames            = GXMammoth_D09 GXMammoth_D10 GXMammoth_D11 GXMammoth_D12
    Offset                = X:0.0 Y:0.0 Z:0.0
    Count                 = 6
    Mass                  = 5.0
    Disposition           = SEND_IT_FLYING INHERIT_VELOCITY
    DispositionIntensity  = 1.5
  End
  CreateDebris
    ModelNames            = GXMammoth_D09 GXMammoth_D10 GXMammoth_D11 GXMammoth_D12
    Offset                = X:20.0 Y:0.0 Z:0.0
    Count                 = 6
    Mass                  = 5.0
    Disposition           = SEND_IT_FLYING INHERIT_VELOCITY
    DispositionIntensity  = 1.5
  End
  CreateDebris
    ModelNames            = GXMammoth_D09 GXMammoth_D10 GXMammoth_D11 GXMammoth_D12
    Offset                = X:40.0 Y:0.0 Z:0.0
    Count                 = 6
    Mass                  = 5.0
    Disposition           = SEND_IT_FLYING INHERIT_VELOCITY
    DispositionIntensity  = 1.5
  End
  CreateDebris
    ModelNames            = GXMammoth_D09 GXMammoth_D10 GXMammoth_D11 GXMammoth_D12
    Offset                = X:0.0 Y:-30.0 Z:0.0
    Count                 = 6
    Mass                  = 5.0
    Disposition           = SEND_IT_FLYING INHERIT_VELOCITY
    DispositionIntensity  = 1.5
  End
  CreateDebris
    ModelNames            = GXMammoth_D09 GXMammoth_D10 GXMammoth_D11 GXMammoth_D12
    Offset                = X:0.0 Y:-15.0 Z:0.0
    Count                 = 6
    Mass                  = 5.0
    Disposition           = SEND_IT_FLYING INHERIT_VELOCITY
    DispositionIntensity  = 1.5
  End
  CreateDebris
    ModelNames            = GXMammoth_D09 GXMammoth_D10 GXMammoth_D11 GXMammoth_D12
    Offset                = X:0.0 Y:15.0 Z:0.0
    Count                 = 6
    Mass                  = 5.0
    Disposition           = SEND_IT_FLYING INHERIT_VELOCITY
    DispositionIntensity  = 1.5
  End
  CreateDebris
    ModelNames            = GXMammoth_D09 GXMammoth_D10 GXMammoth_D11 GXMammoth_D12
    Offset                = X:0.0 Y:30.0 Z:0.0
    Count                 = 6
    Mass                  = 5.0
    Disposition           = SEND_IT_FLYING INHERIT_VELOCITY
    DispositionIntensity  = 1.5
  End

End

;------------------------------------------------------------------------------    
ObjectCreationList OCL_AmericaJetCargoDeathStart
;  CreateObject
;    ObjectNames = AmericaJetCargoHulk
;    Offset      = X:0.0 Y:0.0 Z:0.0
;    Count       = 1
;    Disposition = LIKE_EXISTING INHERIT_VELOCITY
;  End

  CreateDebris
    ModelNames            = GXMammoth_D09 GXMammoth_D10 GXMammoth_D11 GXMammoth_D12
    Offset                = X:-40.0 Y:0.0 Z:0.0
    Count                 = 3
    Mass                  = 5.0
    Disposition           = SEND_IT_FLYING INHERIT_VELOCITY
    DispositionIntensity  = 1.0
    ParticleSystem = JetExplosionTrailDebris
    MinLifetime   = 400
    MaxLifetime   = 1100
  End
  CreateDebris
    ModelNames            = GXMammoth_D09 GXMammoth_D10 GXMammoth_D11 GXMammoth_D12
    Offset                = X:-20.0 Y:0.0 Z:0.0
    Count                 = 3
    Mass                  = 5.0
    Disposition           = SEND_IT_FLYING INHERIT_VELOCITY
    DispositionIntensity  = 1.0
    ParticleSystem = JetExplosionTrailDebris
    MinLifetime   = 400
    MaxLifetime   = 1100
  End
  CreateDebris
    ModelNames            = GXMammoth_D09 GXMammoth_D10 GXMammoth_D11 GXMammoth_D12
    Offset                = X:0.0 Y:0.0 Z:0.0
    Count                 = 3
    Mass                  = 5.0
    Disposition           = SEND_IT_FLYING INHERIT_VELOCITY
    DispositionIntensity  = 1.0
    ParticleSystem = JetExplosionTrailDebris
    MinLifetime   = 400
    MaxLifetime   = 1100
  End
  CreateDebris
    ModelNames            = GXMammoth_D09 GXMammoth_D10 GXMammoth_D11 GXMammoth_D12
    Offset                = X:20.0 Y:0.0 Z:0.0
    Count                 = 3
    Mass                  = 5.0
    Disposition           = SEND_IT_FLYING INHERIT_VELOCITY
    DispositionIntensity  = 1.0
    ParticleSystem = JetExplosionTrailDebris
    MinLifetime   = 400
    MaxLifetime   = 1100
  End
  CreateDebris
    ModelNames            = GXMammoth_D09 GXMammoth_D10 GXMammoth_D11 GXMammoth_D12
    Offset                = X:40.0 Y:0.0 Z:0.0
    Count                 = 3
    Mass                  = 5.0
    Disposition           = SEND_IT_FLYING INHERIT_VELOCITY
    DispositionIntensity  = 1.0
    ParticleSystem = JetExplosionTrailDebris
    MinLifetime   = 400
    MaxLifetime   = 1100
  End
  CreateDebris
    ModelNames            = GXMammoth_D09 GXMammoth_D10 GXMammoth_D11 GXMammoth_D12
    Offset                = X:0.0 Y:-30.0 Z:0.0
    Count                 = 3
    Mass                  = 5.0
    Disposition           = SEND_IT_FLYING INHERIT_VELOCITY
    DispositionIntensity  = 1.0
    ParticleSystem = JetExplosionTrailDebris
    MinLifetime   = 400
    MaxLifetime   = 1100
  End
  CreateDebris
    ModelNames            = GXMammoth_D09 GXMammoth_D10 GXMammoth_D11 GXMammoth_D12
    Offset                = X:0.0 Y:-15.0 Z:0.0
    Count                 = 3
    Mass                  = 5.0
    Disposition           = SEND_IT_FLYING INHERIT_VELOCITY
    DispositionIntensity  = 1.0
    ParticleSystem = JetExplosionTrailDebris
    MinLifetime   = 400
    MaxLifetime   = 1600
  End
  CreateDebris
    ModelNames            = GXMammoth_D09 GXMammoth_D10 GXMammoth_D11 GXMammoth_D12
    Offset                = X:0.0 Y:15.0 Z:0.0
    Count                 = 3
    Mass                  = 5.0
    Disposition           = SEND_IT_FLYING INHERIT_VELOCITY
    DispositionIntensity  = 1.0
    ParticleSystem = JetExplosionTrailDebris
    MinLifetime   = 400
    MaxLifetime   = 1100
  End
  CreateDebris
    ModelNames            = GXMammoth_D09 GXMammoth_D10 GXMammoth_D11 GXMammoth_D12
    Offset                = X:0.0 Y:30.0 Z:0.0
    Count                 = 3
    Mass                  = 5.0
    Disposition           = SEND_IT_FLYING INHERIT_VELOCITY
    DispositionIntensity  = 1.0
    ParticleSystem = JetExplosionTrailDebris
    MinLifetime   = 400
    MaxLifetime   = 1100
  End

End

;------------------------------------------------------------------------------    
ObjectCreationList OCL_AmericaJetCargoHulkDeath
  CreateDebris
    ModelNames            = GXMammoth_D09 GXMammoth_D10 GXMammoth_D11 GXMammoth_D12
    Offset                = X:-40.0 Y:0.0 Z:0.0
    Count                 = 2
    Mass                  = 5.0
    Disposition           = SEND_IT_FLYING INHERIT_VELOCITY
    DispositionIntensity  = .66
   End
  CreateDebris
    ModelNames            = GXMammoth_D09 GXMammoth_D10 GXMammoth_D11 GXMammoth_D12
    Offset                = X:-20.0 Y:0.0 Z:0.0
    Count                 = 2
    Mass                  = 5.0
    Disposition           = SEND_IT_FLYING INHERIT_VELOCITY
    DispositionIntensity  = .66
  End
  CreateDebris
    ModelNames            = GXMammoth_D09 GXMammoth_D10 GXMammoth_D11 GXMammoth_D12
    Offset                = X:0.0 Y:0.0 Z:0.0
    Count                 = 2
     Mass                  = 5.0
    Disposition           = SEND_IT_FLYING INHERIT_VELOCITY
    DispositionIntensity  = .66
  End
  CreateDebris
    ModelNames            = GXMammoth_D09 GXMammoth_D10 GXMammoth_D11 GXMammoth_D12
    Offset                = X:20.0 Y:0.0 Z:0.0
    Count                 = 2
    Mass                  = 5.0
    Disposition           = SEND_IT_FLYING INHERIT_VELOCITY
    DispositionIntensity  = .66
  End
  CreateDebris
    ModelNames            = GXMammoth_D09 GXMammoth_D10 GXMammoth_D11 GXMammoth_D12
    Offset                = X:40.0 Y:0.0 Z:0.0
    Count                 = 2
    Mass                  = 5.0
    Disposition           = SEND_IT_FLYING INHERIT_VELOCITY
    DispositionIntensity  = .66
  End
  CreateDebris
    ModelNames            = GXMammoth_D09 GXMammoth_D10 GXMammoth_D11 GXMammoth_D12
    Offset                = X:0.0 Y:-30.0 Z:0.0
    Count                 = 2
    Mass                  = 5.0
    Disposition           = SEND_IT_FLYING INHERIT_VELOCITY
    DispositionIntensity  = .66
  End
  CreateDebris
    ModelNames            = GXMammoth_D09 GXMammoth_D10 GXMammoth_D11 GXMammoth_D12
    Offset                = X:0.0 Y:-15.0 Z:0.0
    Count                 = 2
    Mass                  = 5.0
    Disposition           = SEND_IT_FLYING INHERIT_VELOCITY
    DispositionIntensity  = .66
  End
  CreateDebris
    ModelNames            = GXMammoth_D09 GXMammoth_D10 GXMammoth_D11 GXMammoth_D12
    Offset                = X:0.0 Y:15.0 Z:0.0
    Count                 = 2
    Mass                  = 5.0
    Disposition           = SEND_IT_FLYING INHERIT_VELOCITY
    DispositionIntensity  = .66
  End
  CreateDebris
    ModelNames            = GXMammoth_D09 GXMammoth_D10 GXMammoth_D11 GXMammoth_D12
    Offset                = X:0.0 Y:30.0 Z:0.0
    Count                 = 2
    Mass                  = 5.0
    Disposition           = SEND_IT_FLYING INHERIT_VELOCITY
    DispositionIntensity  = .66
  End

End

;------------------------------------------------------------------------------    
;After hitting the ground, a delay defined by the JetSlowDeathBehavior module
;determines when the jet is finally destroyed and removed from the game world
;------------------------------------------------------------------------------
ObjectCreationList OCL_A10DeathFinalBlowUp

  CreateObject
    ObjectNames = AmericaJetA10Hulk
    Offset      = X:0.0 Y:0.0 Z:0.0
    Count       = 1
    Disposition = SEND_IT_FLYING INHERIT_VELOCITY RANDOM_FORCE
    DispositionIntensity = 0.4
    MinForcePitch = 0.0
    MaxForcePitch = 10.0
    RollRate      = 0.0
    PitchRate     = 0.0
    YawRate       = 0.0
  End

End


;------------------------------------------------------------------------------    
;After hitting the ground, a delay defined by the JetSlowDeathBehavior module
;determines when the jet is finally destroyed and removed from the game world
;------------------------------------------------------------------------------
ObjectCreationList OCL_SpectreDeathFinalBlowUp

  CreateObject
    ObjectNames = SpectreHulk
    Offset      = X:0.0 Y:0.0 Z:0.0
    Count       = 1
    Disposition = SEND_IT_FLYING INHERIT_VELOCITY RANDOM_FORCE
    DispositionIntensity = 0.4
    MinForcePitch = 0.0
    MaxForcePitch = 10.0
    RollRate      = 0.0
    PitchRate     = 0.0
    YawRate       = 0.0
  End

End



;------------------------------------------------------------------------------    
;After hitting the ground, a delay defined by the JetSlowDeathBehavior module
;determines when the jet is finally destroyed and removed from the game world
;------------------------------------------------------------------------------
ObjectCreationList OCL_A10DeathHitGround

  ;wings that rips off
  CreateDebris
    ModelNames  = AVWarthog_D2    
    Offset      = X:-7.999 Y:4.314 Z:2.86
    Mass        = 3
    Count       = 1
    Disposition = SEND_IT_FLYING INHERIT_VELOCITY RANDOM_FORCE
    DispositionIntensity = 1.5
    MinForcePitch = 0.0
    MaxForcePitch = 20.0
    SpinRate      = 50.0
    MinLifetime   = 4000
    MaxLifetime   = 6000
  End
  CreateDebris
    ModelNames  = AVWarthog_D2    
    Offset      = X:7.999 Y:4.314 Z:2.86
    Mass        = 3
    Count       = 1
    Disposition = SEND_IT_FLYING INHERIT_VELOCITY RANDOM_FORCE
    DispositionIntensity = 1.5
    MinForcePitch = 0.0
    MaxForcePitch = 20.0
    SpinRate      = 50.0
    MinLifetime   = 4000
    MaxLifetime   = 6000
  End

  ;engines rip off
  CreateDebris
    ModelNames  = AVWarthog_D3    
    Offset      = X:-2.822 Y:-6.425 Z:0.234
    Mass        = 3
    Count       = 1
    Disposition = SEND_IT_FLYING INHERIT_VELOCITY RANDOM_FORCE
    DispositionIntensity = 1.5
    MinForcePitch = 0.0
    MaxForcePitch = 30.0
    SpinRate      = 30.0
    MinLifetime   = 4000
    MaxLifetime   = 6000
  End
  CreateDebris
    ModelNames  = AVWarthog_D3    
    Offset      = X:2.822 Y:-6.425 Z:0.234
    Mass        = 3
    Count       = 1
    Disposition = SEND_IT_FLYING INHERIT_VELOCITY RANDOM_FORCE
    DispositionIntensity = 1.5
    MinForcePitch = 0.0
    MaxForcePitch = 30.0
    SpinRate      = 30.0
    MinLifetime   = 4000
    MaxLifetime   = 6000
  End

End

;------------------------------------------------------------------------------    
;After hitting the ground, a delay defined by the JetSlowDeathBehavior module
;determines when the jet is finally destroyed and removed from the game world
;------------------------------------------------------------------------------
ObjectCreationList OCL_StealthDeathFinalBlowUp

  CreateObject
    ObjectNames = AmericaJetStealthHulk
    Offset      = X:0.0 Y:0.0 Z:0.0
    Count       = 1
    Disposition = SEND_IT_FLYING INHERIT_VELOCITY RANDOM_FORCE
    DispositionIntensity = 0.4
    MinForcePitch = 0.0
    MaxForcePitch = 10.0
    RollRate      = 0.0
    PitchRate     = 0.0
    YawRate       = 0.0
  End

End

;------------------------------------------------------------------------------    
;After hitting the ground, a delay defined by the JetSlowDeathBehavior module
;determines when the jet is finally destroyed and removed from the game world
;------------------------------------------------------------------------------
ObjectCreationList OCL_AuroraDeathFinalBlowUp

  CreateObject
    ObjectNames = AmericaJetAuroraHulk
    Offset      = X:0.0 Y:0.0 Z:0.0
    Count       = 1
    Disposition = SEND_IT_FLYING INHERIT_VELOCITY RANDOM_FORCE
    DispositionIntensity = 0.4
    MinForcePitch = 0.0
    MaxForcePitch = 10.0
    RollRate      = 0.0
    PitchRate     = 0.0
    YawRate       = 0.0
  End

End

;------------------------------------------------------------------------------
;MIG has just been killed 
;------------------------------------------------------------------------------
ObjectCreationList OCL_MIGDeathInitial

  ;The left wing broken off
  CreateDebris
    ModelNames           = NVMIG_D4    
    Offset               = X:7.027 Y:-3.033 Z:3.008
    Mass                 = 3
    Count                = 1
    Disposition          = SEND_IT_FLYING INHERIT_VELOCITY RANDOM_FORCE
    DispositionIntensity = 0.5
    MinForcePitch        = 0.0
    MaxForcePitch        = 40.0
    SpinRate             = 20.0
  End
  
End

;------------------------------------------------------------------------------
;Secondary explosion to take place after a delay specified in the 
;JetSlowDeathBehavior module
;------------------------------------------------------------------------------
ObjectCreationList OCL_MIGDeathSecondary

End

;------------------------------------------------------------------------------
;Dying MIG just hit the ground
;------------------------------------------------------------------------------
ObjectCreationList OCL_MIGDeathHitGround

  ;
  ;This is the main fuselage of the MIG
  ;The subobject will explode on impact... and can have 
  ;effects while it crashes.
  ; 

  ;This is the vertical stabilizer that rips off
  CreateDebris
    ModelNames  = NVMIG_D2    
    Offset      = X:-10.388 Y:3.573 Z:2.872
    Mass        = 3
    Count       = 1
    Disposition = SEND_IT_FLYING INHERIT_VELOCITY RANDOM_FORCE
    DispositionIntensity = 0.5
    MinForcePitch = 0.0
    MaxForcePitch = 20.0
    SpinRate      = 50.0
  End

  ;The horizontal stabilizer broken off
  CreateDebris
    ModelNames  = NVMIG_D3    
    Offset      = x:-9.536 Y:3.573 Z:1.334
    Mass        = 3
    Count       = 1
    Disposition = SEND_IT_FLYING INHERIT_VELOCITY RANDOM_FORCE
    DispositionIntensity = 0.5
    MinForcePitch = 0.0
    MaxForcePitch = 30.0
    SpinRate      = 30.0
  End

  ;The left wing broken off
  CreateDebris
    ModelNames  = NVMIG_D4    
    Offset      = X:7.027 Y:-3.033 Z:3.008
    Mass        = 3
    Count       = 1
    Disposition = SEND_IT_FLYING INHERIT_VELOCITY RANDOM_FORCE
    DispositionIntensity = 0.5
    MinForcePitch = 0.0
    MaxForcePitch = 40.0
    SpinRate      = 20.0
  End

End

;------------------------------------------------------------------------------    
;After hitting the ground, a delay defined by the JetSlowDeathBehavior module
;determines when the jet is finally destroyed and removed from the game world
;------------------------------------------------------------------------------
ObjectCreationList OCL_MIGDeathFinalBlowUp

  CreateObject
    ObjectNames = ChinaJetMIGHulk
    Offset      = X:0.0 Y:0.0 Z:0.0
    Count       = 1
    Disposition = SEND_IT_FLYING INHERIT_VELOCITY RANDOM_FORCE
    DispositionIntensity = 0.4
    MinForcePitch = 0.0
    MaxForcePitch = 10.0
    RollRate      = 0.0
    PitchRate     = 0.0
    YawRate       = 0.0
  End

End

;------------------------------------------------------------------------------
;This one blows up glamerously with no hulk! Lots of fragments.
;------------------------------------------------------------------------------
ObjectCreationList OCL_MIGDeathFinalBlowUp_CinematicVersion

  ;extra generic bits
  CreateDebris
    ModelNames = AVScrap2 AVScrap3 AVScrap4 AVScrap5
    Count = 4
    Mass = 5.0
    Disposition = SEND_IT_FLYING RANDOM_FORCE
    DispositionIntensity = .5
  End 

End

; -----------------------------------------------------------------------------
ObjectCreationList OCL_BridgeDamaged01
  CreateDebris
    ModelNames = CVTanker_d15
    Offset = x:  -7.869  y:  .07  z:  3.663
    Mass = 5
    Disposition = SEND_IT_FLYING
    DispositionIntensity = 1
  End
End

; -----------------------------------------------------------------------------
ObjectCreationList OCL_BridgeRepaired01
End

; ----------------------------------------------
; This is what happens to a missile when shot down
; by a point defense laser! Should be quick and
; cheap.
ObjectCreationList OCL_GenericMissileDisintegrate

;  CreateDebris
;    ModelNames = GXMammoth_D01 GXMammoth_D02 GXMammoth_D03 GXMammoth_D04
;    Count = 1
;    Mass = 5.0
;    Disposition = SEND_IT_FLYING
;    DispositionIntensity = 1.5
;  End 

  CreateDebris
    ModelNames = GXMammoth_D01
    Offset = X:0 Y:0 Z:0
    Mass = 2
    Count = 1
    Disposition = RANDOM_FORCE INHERIT_VELOCITY
    MinForceMagnitude = 1
    MaxForceMagnitude = 2
    SpinRate = 180
    MinForcePitch = 75
    MaxForcePitch = 90
  End
End

; -----------------------------------------------------------------------------
; The animated trainwreck object... THIS IS ONLY FOR TEST
; -----------------------------------------------------------------------------
ObjectCreationList OCL_TrainWreck
  CreateObject
    ObjectNames       = SpecialEffectsTrainCrashObject
    Count             = 1
    Disposition       = LIKE_EXISTING
  End
End


; -----------------------------------------------------------------------------
; The vehicle-crashes-into-building effect
; -----------------------------------------------------------------------------
ObjectCreationList OCL_VehicleCrashesIntoBuilding
  CreateDebris
    ModelNames = GXMammoth_D09 GXMammoth_D10 GXMammoth_D11 GXMammoth_D12
    Count = 6
    Mass = 5.0
    Disposition = SEND_IT_FLYING
    DispositionIntensity = 1.5
  End
End

; -----------------------------------------------------------------------------
; Tsing Ma bridge destruction object debris pieces
; -----------------------------------------------------------------------------
ObjectCreationList OCL_TsingMaExplosion
  CreateDebris
    ModelNames = CMTsingMa_d04 CMTsingMa_d05
    Count = 35
    Mass = 3.0
    Disposition = SEND_IT_FLYING
    DispositionIntensity = 1.5
    Offset = X:10 Y:0 Z:0
  End
  CreateDebris
    ModelNames = CMTsingMa_d03
    Count = 5
    Mass = 3.0
    Disposition = SEND_IT_FLYING
    DispositionIntensity = 1.5
    Offset = X:10 Y:0 Z:0
  End
  CreateDebris
    ModelNames = CMTsingMa_d01 CMTsingMa_d02
    Count = 3
    Mass = 50.0
    Disposition = SEND_IT_FLYING
    DispositionIntensity = 1.5
    SpinRate      = 10.0
    Offset = X:10 Y:0 Z:0
    MinLifetime   = 40000
    MaxLifetime   = 60000
  End
End

; ---------------------------------------------------------------------------------------
; The Tanks that drive over the Tsing Ma Bridge Cinematic Sequence
; ---------------------------------------------------------------------------------------
ObjectCreationList OCL_TsingMaTankColumn
  CreateObject
    ObjectNames = TsingMaTankColumn
    Disposition = LIKE_EXISTING
    Count       = 1
  End
End

; ---------------------------------------------------------------------------------------
; The Infantry that run over the Tsing Ma Bridge Cinematic Sequence
; ---------------------------------------------------------------------------------------
ObjectCreationList OCL_TsingMaInfantryColumn
  CreateObject
    ObjectNames = TsingMaInfantryColumn
    Disposition = LIKE_EXISTING
    Count       = 1
  End
End

; -----------------------------------------------------------------------------
; Train Wreck bridge destruction object debris pieces
; -----------------------------------------------------------------------------
ObjectCreationList OCL_TrainWreckExplosion
  CreateDebris
    ModelNames = CMTsingMa_d03 CMTsingMa_d04 CMTsingMa_d05
    Count = 35
    Mass = 3.0
    Disposition = SEND_IT_FLYING
    DispositionIntensity = 1.5
    Offset = X:10 Y:0 Z:0
  End
End

; ---------------------------------------------------------------------------------------
; The Lasers that fire out of the SDIUplink when dying
; ---------------------------------------------------------------------------------------
ObjectCreationList OCL_SDILinkLasers
  CreateObject
    ObjectNames = SDILasers
    Disposition = LIKE_EXISTING
    Count       = 1
    MinLifetime   = 3000
    MaxLifetime   = 3000
    Offset = X:30 Y:0 Z:0
  End
End

;------------------------------------------------------------------
; Sneak attack Generals Ability
; John Comes - 5/03
;------------------------------------------------------------------
ObjectCreationList OCL_CreateSneakAttackTunnelStart
  CreateObject
    ObjectNames = GLASneakAttackTunnelNetworkStart
    Disposition = LIKE_EXISTING
  End
End

ObjectCreationList OCL_CreateSneakAttackTunnel
  CreateObject
    ObjectNames = GLASneakAttackTunnelNetwork
    Disposition = LIKE_EXISTING
  End
End



; -----------------------------------------------------------------------------
; The MOAB bomb blows up and releases these objects to continue
; the "weapon bomb" process
; -----------------------------------------------------------------------------
ObjectCreationList OCL_MOABExplode

  ; This daisy cutter gas is the actual object that does the damage
  CreateObject
    ObjectNames = MOABGas
    Disposition = LIKE_EXISTING
  End
  
  ; Random debris for the bomb shell breaking up
  CreateDebris
    ModelNames = GXMammoth_D01 GXMammoth_D02 GXMammoth_D03 GXMammoth_D04
    Count = 4
    Mass = 5.0
    Disposition = SEND_IT_FLYING
    DispositionIntensity = 1.5
  End
  
End


; -----------------------------------------------------------------------------
; The leaflet releases these objects to continue
; the "weapon bomb" process
; -----------------------------------------------------------------------------
ObjectCreationList OCL_LeafletContainerExplode

  ; Random debris for the bomb shell breaking up
  CreateDebris
    ModelNames = GXMammoth_D01 GXMammoth_D02 GXMammoth_D03 GXMammoth_D04
    Count = 4
    Mass = 5.0
    Disposition = SEND_IT_FLYING
    DispositionIntensity = 1.5
  End
  
End



; -----------------------------------------------------------------------------
; -----------------------------------------------------------------------------
ObjectCreationList OCL_ReinforcementPadUSAVehicle
  DeliverPayload
    Transport = AmericaJetCargoPlane
    StartAtPreferredHeight = Yes
    StartAtMaxSpeed = Yes
    MaxAttempts = 4
    DropOffset = X:0 Y:0 Z:-5
    DropDelay = 400
    PutInContainer = LargeParachute
    Payload = AmericaTankM55 1
    ParachuteDirectly = Yes ; will tell all contained parachutes to go ahead and bunch
    ; up on the target instead of parachuting to the spot below their drop point.
    DeliveryDistance = 250
  End
End

; -----------------------------------------------------------------------------
; -----------------------------------------------------------------------------
ObjectCreationList OCL_ReinforcementPadCHIVehicle
  DeliverPayload
    Transport = ChinaJetCargoPlane
    StartAtPreferredHeight = Yes
    StartAtMaxSpeed = Yes
    MaxAttempts = 4
    DropOffset = X:0 Y:0 Z:-5
    DropDelay = 400
    PutInContainer = LargeParachute
    Payload = ChinaTankBattleMaster 1
    ParachuteDirectly = Yes ; will tell all contained parachutes to go ahead and bunch
    ; up on the target instead of parachuting to the spot below their drop point.
    DeliveryDistance = 250
  End
End

; -----------------------------------------------------------------------------
; -----------------------------------------------------------------------------
ObjectCreationList OCL_ReinforcementPadGLAVehicle
  DeliverPayload
    Transport = GLAJetCargoPlane
    StartAtPreferredHeight = Yes
    StartAtMaxSpeed = Yes
    MaxAttempts = 4
    DropOffset = X:0 Y:0 Z:-5
    DropDelay = 400
    PutInContainer = LargeParachute
    Payload = GLATankScorpion 1
    ParachuteDirectly = Yes ; will tell all contained parachutes to go ahead and bunch
    ; up on the target instead of parachuting to the spot below their drop point.
    DeliveryDistance = 250
  End
End

; -----------------------------------------------------------------------------
; -----------------------------------------------------------------------------
ObjectCreationList OCL_SWGen_ReinforcementPadUSAVehicle
  DeliverPayload
    Transport = AmericaJetCargoPlane
    StartAtPreferredHeight = Yes
    StartAtMaxSpeed = Yes
    MaxAttempts = 4
    DropOffset = X:0 Y:0 Z:-5
    DropDelay = 400
    PutInContainer = LargeParachute
    Payload = SupW_AmericaVehicleTomahawk 1
    ParachuteDirectly = Yes ; will tell all contained parachutes to go ahead and bunch
    ; up on the target instead of parachuting to the spot below their drop point.
    DeliveryDistance = 250
  End
End

; -----------------------------------------------------------------------------
; -----------------------------------------------------------------------------
ObjectCreationList OCL_LGen_ReinforcementPadUSAVehicle
  DeliverPayload
    Transport = AmericaJetCargoPlane
    StartAtPreferredHeight = Yes
    StartAtMaxSpeed = Yes
    MaxAttempts = 4
    DropOffset = X:0 Y:0 Z:-5
    DropDelay = 400
    PutInContainer = LargeParachute
    Payload = Lazr_AmericaTankCrusader 1
    ParachuteDirectly = Yes ; will tell all contained parachutes to go ahead and bunch
    ; up on the target instead of parachuting to the spot below their drop point.
    DeliveryDistance = 250
  End
End

; -----------------------------------------------------------------------------
; -----------------------------------------------------------------------------
ObjectCreationList OCL_AFGen_ReinforcementPadUSAVehicle
  DeliverPayload
    Transport = AmericaJetCargoPlane
    StartAtPreferredHeight = Yes
    StartAtMaxSpeed = Yes
    MaxAttempts = 4
    DropOffset = X:0 Y:0 Z:-5
    DropDelay = 400
    PutInContainer = LargeParachute
    Payload = AirF_AmericaVehicleFoxScoutVehicle 1
    ParachuteDirectly = Yes ; will tell all contained parachutes to go ahead and bunch
    ; up on the target instead of parachuting to the spot below their drop point.
    DeliveryDistance = 250
  End
End

; -----------------------------------------------------------------------------
; -----------------------------------------------------------------------------
ObjectCreationList OCL_InfGen_ReinforcementPadCHIVehicle
  DeliverPayload
    Transport = ChinaJetCargoPlane
    StartAtPreferredHeight = Yes
    StartAtMaxSpeed = Yes
    MaxAttempts = 4
    DropOffset = X:0 Y:0 Z:-5
    DropDelay = 400
    PutInContainer = LargeParachute
    Payload = Infa_ChinaVehicleTroopCrawler 1
    ParachuteDirectly = Yes ; will tell all contained parachutes to go ahead and bunch
    ; up on the target instead of parachuting to the spot below their drop point.
    DeliveryDistance = 250
  End
End

; -----------------------------------------------------------------------------
; -----------------------------------------------------------------------------
ObjectCreationList OCL_TnkGen_ReinforcementPadCHIVehicle
  DeliverPayload
    Transport = ChinaJetCargoPlane
    StartAtPreferredHeight = Yes
    StartAtMaxSpeed = Yes
    MaxAttempts = 4
    DropOffset = X:0 Y:0 Z:-5
    DropDelay = 400
    PutInContainer = LargeParachute
    Payload = Tank_ChinaTankBattleMaster 1
    ParachuteDirectly = Yes ; will tell all contained parachutes to go ahead and bunch
    ; up on the target instead of parachuting to the spot below their drop point.
    DeliveryDistance = 250
  End
End

; -----------------------------------------------------------------------------
; -----------------------------------------------------------------------------
ObjectCreationList OCL_NukeGen_ReinforcementPadCHIVehicle
  DeliverPayload
    Transport = ChinaJetCargoPlane
    StartAtPreferredHeight = Yes
    StartAtMaxSpeed = Yes
    MaxAttempts = 4
    DropOffset = X:0 Y:0 Z:-5
    DropDelay = 400
    PutInContainer = LargeParachute
    Payload = Nuke_ChinaTankDevastator 1
    ParachuteDirectly = Yes ; will tell all contained parachutes to go ahead and bunch
    ; up on the target instead of parachuting to the spot below their drop point.
    DeliveryDistance = 250
  End
End

; -----------------------------------------------------------------------------
; -----------------------------------------------------------------------------
ObjectCreationList OCL_ToxGen_ReinforcementPadGLAVehicle
  DeliverPayload
    Transport = GLAJetCargoPlane
    StartAtPreferredHeight = Yes
    StartAtMaxSpeed = Yes
    MaxAttempts = 4
    DropOffset = X:0 Y:0 Z:-5
    DropDelay = 400
    PutInContainer = LargeParachute
    Payload = Chem_GLAVehicleToxinTruck 1
    ParachuteDirectly = Yes ; will tell all contained parachutes to go ahead and bunch
    ; up on the target instead of parachuting to the spot below their drop point.
    DeliveryDistance = 250
  End
End

; -----------------------------------------------------------------------------
; -----------------------------------------------------------------------------
ObjectCreationList OCL_DemoGen_ReinforcementPadGLAVehicle
  DeliverPayload
    Transport = GLAJetCargoPlane
    StartAtPreferredHeight = Yes
    StartAtMaxSpeed = Yes
    MaxAttempts = 4
    DropOffset = X:0 Y:0 Z:-5
    DropDelay = 400
    PutInContainer = LargeParachute
    Payload = Demo_GLAVehicleBombTruck 1
    ParachuteDirectly = Yes ; will tell all contained parachutes to go ahead and bunch
    ; up on the target instead of parachuting to the spot below their drop point.
    DeliveryDistance = 250
  End
End

; -----------------------------------------------------------------------------
; -----------------------------------------------------------------------------
ObjectCreationList OCL_StlthGen_ReinforcementPadGLAVehicle
  DeliverPayload
    Transport = GLAJetCargoPlane
    StartAtPreferredHeight = Yes
    StartAtMaxSpeed = Yes
    MaxAttempts = 4
    DropOffset = X:0 Y:0 Z:-5
    DropDelay = 400
    PutInContainer = LargeParachute
    Payload = Slth_GLAVehicleCombatBike 2
    ParachuteDirectly = Yes ; will tell all contained parachutes to go ahead and bunch
    ; up on the target instead of parachuting to the spot below their drop point.
    DeliveryDistance = 250
  End
End


; -----------------------------------------------------------------------------
; GENERALS CHALLENGE OCLs
; -----------------------------------------------------------------------------
ObjectCreationList GC_Chem_SUPERWEAPON_RebelAmbush1
  CreateObject
    ObjectNames = GC_Chem_GLAInfantryRebel
    Count = 4
    SpreadFormation = Yes
    MinDistanceAFormation = 20.0
    MinDistanceBFormation = 30.0
    MaxDistanceFormation = 400.0
    FadeIn = Yes
    FadeTime = 3000
    ; FadeSound = RebelAmbushActivated
  End
End

; -----------------------------------------------------------------------------
; -----------------------------------------------------------------------------
ObjectCreationList GC_Chem_SUPERWEAPON_RebelAmbush2
  CreateObject
    ObjectNames = GC_Chem_GLAInfantryRebel
    Count = 8
    SpreadFormation = Yes
    MinDistanceAFormation = 20.0
    MinDistanceBFormation = 30.0
    MaxDistanceFormation = 400.0
    FadeIn = Yes
    FadeTime = 3000
    ; FadeSound = RebelAmbushActivated
  End
End

; -----------------------------------------------------------------------------
; -----------------------------------------------------------------------------
ObjectCreationList GC_Chem_SUPERWEAPON_RebelAmbush3
  CreateObject
    ObjectNames = GC_Chem_GLAInfantryRebel
    Count = 16
    SpreadFormation = Yes
    MinDistanceAFormation = 20.0
    MinDistanceBFormation = 30.0
    MaxDistanceFormation = 400.0
    FadeIn = Yes
    FadeTime = 3000
    ; FadeSound = RebelAmbushActivated
  End
End


; -----------------------------------------------------------------------------
; -----------------------------------------------------------------------------
ObjectCreationList Chem_SUPERWEAPON_RebelAmbush1
  CreateObject
    ObjectNames = Chem_GLAInfantryRebel
    Count = 4
    SpreadFormation = Yes
    MinDistanceAFormation = 20.0
    MinDistanceBFormation = 30.0
    MaxDistanceFormation = 400.0
    FadeIn = Yes
    FadeTime = 3000
    DiesOnBadLand = Yes
    ; FadeSound = RebelAmbushActivated
  End
End

; -----------------------------------------------------------------------------
; -----------------------------------------------------------------------------
ObjectCreationList Chem_SUPERWEAPON_RebelAmbush2
  CreateObject
    ObjectNames = Chem_GLAInfantryRebel
    Count = 8
    SpreadFormation = Yes
    MinDistanceAFormation = 20.0
    MinDistanceBFormation = 30.0
    MaxDistanceFormation = 400.0
    FadeIn = Yes
    FadeTime = 3000
    DiesOnBadLand = Yes
    ; FadeSound = RebelAmbushActivated
  End
End

; -----------------------------------------------------------------------------
; -----------------------------------------------------------------------------
ObjectCreationList Chem_SUPERWEAPON_RebelAmbush3
  CreateObject
    ObjectNames = Chem_GLAInfantryRebel
    Count = 16
    SpreadFormation = Yes
    MinDistanceAFormation = 20.0
    MinDistanceBFormation = 30.0
    MaxDistanceFormation = 400.0
    FadeIn = Yes
    FadeTime = 3000
    DiesOnBadLand = Yes
    ; FadeSound = RebelAmbushActivated
  End
End






; -----------------------------------------------------------------------------
ObjectCreationList OCL_NapalmBomb
  CreateObject
    ObjectNames = NapalmBomb
    Disposition = LIKE_EXISTING INHERIT_VELOCITY
    Count       = 1
    MinLifetime   = 3000
    MaxLifetime   = 3000
    Offset = X:30 Y:0 Z:0
  End
End

; -----------------------------------------------------------------------------
ObjectCreationList OCL_BlackNapalmBomb
  CreateObject
    ObjectNames = BlackNapalmBomb
    Disposition = LIKE_EXISTING INHERIT_VELOCITY
    Count       = 1
    MinLifetime   = 3000
    MaxLifetime   = 3000
    Offset = X:30 Y:0 Z:0
  End
End

; ----------------------------------------------
ObjectCreationList GC_Chem_OCL_ToxicInfantryGamma
  CreateObject
    ObjectNames = GC_Chem_ToxicInfantryGamma
    Disposition = LIKE_EXISTING     
    SkipIfSignificantlyAirborne = Yes
  End
End

; ----------------------------------------------
ObjectCreationList OCL_PoisonFieldGammaLarge
 CreateObject
   ObjectNames = GC_Chem_PoisonFieldGammaLarge
   Disposition = ON_GROUND_ALIGNED
 End
End

; ----------------------------------------------
ObjectCreationList OCL_PoisonFieldGammaMedium
 CreateObject
   ObjectNames = GC_Chem_PoisonFieldGammaMedium
   Disposition = ON_GROUND_ALIGNED
 End
End

; ----------------------------------------------
ObjectCreationList OCL_PoisonFieldGammaSmall
 CreateObject
   ObjectNames = GC_Chem_PoisonFieldGammaSmall
   Disposition = ON_GROUND_ALIGNED
 End
End




;---------------------------------------------------------------------------------------
ObjectCreationList OCL_AmericaVehicleSentryDroneDie
  CreateObject
    ObjectNames = AmericaVehicleSentryDroneHulk
    Offset      = X:0.0 Y:0.0 Z:0.0
    Count       = 1
    Disposition = LIKE_EXISTING
    DispositionIntensity = 0.5
  End
  CreateDebris
    ModelNames  = AVSENTRY_D2
    Offset      = X:-3.001 Y:5.79 Z:12.829
    Mass        = 2.5
    Count       = 1
    Disposition = SEND_IT_FLYING INHERIT_VELOCITY
    DispositionIntensity = 0.7
    BounceSound       = DebrisBigMetal
  End
  CreateDebris
    ModelNames  = AVSENTRY_D3
    Offset      = X:-2.643 Y:-0.349 Z:9.954
    Mass        = 2.2
    Count       = 1
    Disposition = SEND_IT_FLYING INHERIT_VELOCITY
    DispositionIntensity = 0.7
    BounceSound       = DebrisBigMetal
  End
  CreateDebris
    ModelNames  = AVSENTRY_D4
    Offset      = X:-3.499 Y:-3.779 Z:8.132
    Mass        = 2
    Count       = 2
    Disposition = SEND_IT_FLYING INHERIT_VELOCITY
    DispositionIntensity = 0.7
    BounceSound       = DebrisBigMetal
  End
End








; -----------------------------------------------------------------------------
ObjectCreationList Tank_OCL_OverlordGattlingCannon
  CreateObject
    ObjectNames       = Tank_ChinaTankOverlordGattlingCannon
    Count             = 1
    ContainInsideSourceObject = Yes
  End
End

; -----------------------------------------------------------------------------
ObjectCreationList Tank_OCL_OverlordPropagandaTower
  CreateObject
    ObjectNames       = Tank_ChinaTankOverlordPropagandaTower
    Count             = 1
    ContainInsideSourceObject = Yes
  End
End






; -----------------------------------------------------------------------------
; -----------------------------------------------------------------------------
ObjectCreationList Tank_SUPERWEAPON_TankParadrop1
  DeliverPayload
    Transport = ChinaJetCargoPlane
    StartAtPreferredHeight = Yes
    StartAtMaxSpeed = Yes
    MaxAttempts = 4
    DropOffset = X:0 Y:0 Z:-10
    DropDelay = 150         ; time in between each item dropped (if more than one)
    ParachuteDirectly = No ; will tell all contained parachutes to go ahead and bunch
    PutInContainer = LargeParachute
    Payload = Tank_ChinaTankBattleMaster 2
    DeliveryDistance = 0  ;when outbound vehicle must be this close to target to continue delivery
    PreOpenDistance = 300 ;When inbound, vehicle can be this much farther than DeliveryDistance to begin delivery 
    DeliveryDecalRadius = 50
    DeliveryDecal
      Texture           = SCCParadrop_USA
      Style             = SHADOW_ALPHA_DECAL
      OpacityMin        = 25%
      OpacityMax        = 50%
      OpacityThrobTime  = 500
      Color             = R:227 G:229 B:22 A:255 
      OnlyVisibleToOwningPlayer = Yes
    End
    ;RequiresLivePlayer = Yes ; I want to require a live player, but I'll settle for dropping neutral rangers instead
  End
End

; -----------------------------------------------------------------------------
; -----------------------------------------------------------------------------
ObjectCreationList Tank_SUPERWEAPON_TankParadrop2
  DeliverPayload
    Transport = ChinaJetCargoPlane
    StartAtPreferredHeight = Yes
    StartAtMaxSpeed = Yes
    MaxAttempts = 4
    DropOffset = X:0 Y:0 Z:-10
    DropDelay = 80        ; time in between each item dropped (if more than one)
    ParachuteDirectly = No ; will tell all contained parachutes to go ahead and bunch
    PutInContainer = LargeParachute
    Payload = Tank_ChinaTankBattleMaster 3
    DeliveryDistance = 0  ;when outbound vehicle must be this close to target to continue delivery
    PreOpenDistance = 300 ;When inbound, vehicle can be this much farther than DeliveryDistance to begin delivery 
    DeliveryDecalRadius = 50
    DeliveryDecal
      Texture           = SCCParadrop_USA
      Style             = SHADOW_ALPHA_DECAL
      OpacityMin        = 25%
      OpacityMax        = 50%
      OpacityThrobTime  = 500
      Color             = R:227 G:229 B:22 A:255 
      OnlyVisibleToOwningPlayer = Yes
    End
    ;RequiresLivePlayer = Yes ; I want to require a live player, but I'll settle for dropping neutral rangers instead
  End
End

; -----------------------------------------------------------------------------
; -----------------------------------------------------------------------------
ObjectCreationList Tank_SUPERWEAPON_TankParadrop3
  DeliverPayload
    Transport = ChinaJetCargoPlane
    StartAtPreferredHeight = Yes
    StartAtMaxSpeed = Yes
    MaxAttempts = 4
    DropOffset = X:0 Y:0 Z:-10
    DropDelay = 80        ; time in between each item dropped (if more than one)
    ParachuteDirectly = No ; will tell all contained parachutes to go ahead and bunch
    PutInContainer = LargeParachute
    Payload = Tank_ChinaTankBattleMaster 2
    DeliveryDistance = 0  ;when outbound vehicle must be this close to target to continue delivery
    PreOpenDistance = 300 ;When inbound, vehicle can be this much farther than DeliveryDistance to begin delivery 
    DeliveryDecalRadius = 50
    DeliveryDecal
      Texture           = SCCParadrop_USA
      Style             = SHADOW_ALPHA_DECAL
      OpacityMin        = 25%
      OpacityMax        = 50%
      OpacityThrobTime  = 500
      Color             = R:227 G:229 B:22 A:255 
      OnlyVisibleToOwningPlayer = Yes
    End
    ;RequiresLivePlayer = Yes ; I want to require a live player, but I'll settle for dropping neutral rangers instead
  End
  DeliverPayload
    Transport = ChinaJetCargoPlane
    StartAtPreferredHeight = Yes
    StartAtMaxSpeed = No
    MaxAttempts = 4
    DropOffset = X:0 Y:0 Z:-10
    DropDelay = 80        ; time in between each item dropped (if more than one)
    ParachuteDirectly = No ; will tell all contained parachutes to go ahead and bunch
    PutInContainer = LargeParachute
    Payload = Tank_ChinaTankBattleMaster 3
    DeliveryDistance = 0  ;when outbound vehicle must be this close to target to continue delivery
    PreOpenDistance = 300 ;When inbound, vehicle can be this much farther than DeliveryDistance to begin delivery 
    DeliveryDecalRadius = 50
    DeliveryDecal
      Texture           = SCCParadrop_USA
      Style             = SHADOW_ALPHA_DECAL
      OpacityMin        = 25%
      OpacityMax        = 50%
      OpacityThrobTime  = 500
      Color             = R:227 G:229 B:22 A:255 
      OnlyVisibleToOwningPlayer = Yes
    End
    ;RequiresLivePlayer = Yes ; I want to require a live player, but I'll settle for dropping neutral rangers instead
  End
End



; -----------------------------------------------------------------------------
; Infantry General
; -----------------------------------------------------------------------------
; -----------------------------------------------------------------------------
ObjectCreationList Infa_SUPERWEAPON_Paradrop1
  DeliverPayload
    Transport = ChinaJetCargoPlane
    StartAtPreferredHeight = Yes
    StartAtMaxSpeed = Yes
    MaxAttempts = 4
    DropOffset = X:0 Y:0 Z:-10
    DropDelay = 150         ; time in between each item dropped (if more than one)
    ParachuteDirectly = Yes ; will tell all contained parachutes to go ahead and bunch
    PutInContainer = AmericaParachute
    Payload = Infa_ChinaInfantryMiniGunner 5
    DeliveryDistance = 0  ;when outbound vehicle must be this close to target to continue delivery
    PreOpenDistance = 300 ;When inbound, vehicle can be this much farther than DeliveryDistance to begin delivery 
    DeliveryDecalRadius = 50
    DeliveryDecal
      Texture           = SCCParadrop_USA
      Style             = SHADOW_ALPHA_DECAL
      OpacityMin        = 25%
      OpacityMax        = 50%
      OpacityThrobTime  = 500
      Color             = R:227 G:229 B:22 A:255 
      OnlyVisibleToOwningPlayer = Yes
    End
    ;RequiresLivePlayer = Yes ; I want to require a live player, but I'll settle for dropping neutral rangers instead
  End
End

; -----------------------------------------------------------------------------
; -----------------------------------------------------------------------------
ObjectCreationList Infa_SUPERWEAPON_Paradrop2
  DeliverPayload
    Transport = ChinaJetCargoPlane
    StartAtPreferredHeight = Yes
    StartAtMaxSpeed = Yes
    MaxAttempts = 4
    DropOffset = X:0 Y:0 Z:-10
    DropDelay = 80        ; time in between each item dropped (if more than one)
    ParachuteDirectly = Yes ; will tell all contained parachutes to go ahead and bunch
    PutInContainer = AmericaParachute
    Payload = Infa_ChinaInfantryMiniGunner 10
    DeliveryDistance = 0  ;when outbound vehicle must be this close to target to continue delivery
    PreOpenDistance = 300 ;When inbound, vehicle can be this much farther than DeliveryDistance to begin delivery 
    DeliveryDecalRadius = 50
    DeliveryDecal
      Texture           = SCCParadrop_USA
      Style             = SHADOW_ALPHA_DECAL
      OpacityMin        = 25%
      OpacityMax        = 50%
      OpacityThrobTime  = 500
      Color             = R:227 G:229 B:22 A:255 
      OnlyVisibleToOwningPlayer = Yes
    End
    ;RequiresLivePlayer = Yes ; I want to require a live player, but I'll settle for dropping neutral rangers instead
  End
End

; -----------------------------------------------------------------------------
; -----------------------------------------------------------------------------
ObjectCreationList Infa_SUPERWEAPON_Paradrop3
  DeliverPayload
    Transport = ChinaJetCargoPlane
    StartAtPreferredHeight = Yes
    StartAtMaxSpeed = Yes
    MaxAttempts = 4
    DropOffset = X:0 Y:0 Z:-10
    DropDelay = 80        ; time in between each item dropped (if more than one)
    ParachuteDirectly = Yes ; will tell all contained parachutes to go ahead and bunch
    PutInContainer = AmericaParachute
    Payload = Infa_ChinaInfantryMiniGunner 7
    DeliveryDistance = 0  ;when outbound vehicle must be this close to target to continue delivery
    PreOpenDistance = 300 ;When inbound, vehicle can be this much farther than DeliveryDistance to begin delivery 
    DeliveryDecalRadius = 50
    DeliveryDecal
      Texture           = SCCParadrop_USA
      Style             = SHADOW_ALPHA_DECAL
      OpacityMin        = 25%
      OpacityMax        = 50%
      OpacityThrobTime  = 500
      Color             = R:227 G:229 B:22 A:255 
      OnlyVisibleToOwningPlayer = Yes
    End
    ;RequiresLivePlayer = Yes ; I want to require a live player, but I'll settle for dropping neutral rangers instead
  End
  DeliverPayload
    Transport = ChinaJetCargoPlane
    StartAtPreferredHeight = Yes
    StartAtMaxSpeed = No
    MaxAttempts = 4
    DropOffset = X:0 Y:0 Z:-10
    DropDelay = 80        ; time in between each item dropped (if more than one)
    ParachuteDirectly = Yes ; will tell all contained parachutes to go ahead and bunch
    PutInContainer = AmericaParachute
    Payload = Infa_ChinaInfantryMiniGunner 8
    DeliveryDistance = 0  ;when outbound vehicle must be this close to target to continue delivery
    PreOpenDistance = 300 ;When inbound, vehicle can be this much farther than DeliveryDistance to begin delivery 
    DeliveryDecalRadius = 50
    DeliveryDecal
      Texture           = SCCParadrop_USA
      Style             = SHADOW_ALPHA_DECAL
      OpacityMin        = 25%
      OpacityMax        = 50%
      OpacityThrobTime  = 500
      Color             = R:227 G:229 B:22 A:255 
      OnlyVisibleToOwningPlayer = Yes
    End
    ;RequiresLivePlayer = Yes ; I want to require a live player, but I'll settle for dropping neutral rangers instead
  End
End



ObjectCreationList GC_Slth_SUPERWEAPON_RebelAmbush1
  CreateObject
    ObjectNames = GC_Slth_GLAInfantryRebel
    Count = 4
    SpreadFormation = Yes
    MinDistanceAFormation = 20.0
    MinDistanceBFormation = 30.0
    MaxDistanceFormation = 400.0
    FadeIn = Yes
    FadeTime = 3000
    ; FadeSound = RebelAmbushActivated
  End
End

; -----------------------------------------------------------------------------
; -----------------------------------------------------------------------------
ObjectCreationList GC_Slth_SUPERWEAPON_RebelAmbush2
  CreateObject
    ObjectNames = GC_Slth_GLAInfantryRebel
    Count = 8
    SpreadFormation = Yes
    MinDistanceAFormation = 20.0
    MinDistanceBFormation = 30.0
    MaxDistanceFormation = 400.0
    FadeIn = Yes
    FadeTime = 3000
    ; FadeSound = RebelAmbushActivated
  End
End

; -----------------------------------------------------------------------------
; -----------------------------------------------------------------------------
ObjectCreationList GC_Slth_SUPERWEAPON_RebelAmbush3
  CreateObject
    ObjectNames = GC_Slth_GLAInfantryRebel
    Count = 16
    SpreadFormation = Yes
    MinDistanceAFormation = 20.0
    MinDistanceBFormation = 30.0
    MaxDistanceFormation = 400.0
    FadeIn = Yes
    FadeTime = 3000
    ; FadeSound = RebelAmbushActivated
  End
End

ObjectCreationList Lazr_OCL_AmericanBattleDrone
  CreateObject
    Offset = X:0 Y:0 Z:10 
    ObjectNames = Lazr_AmericaVehicleBattleDrone
    IgnorePrimaryObstacle = Yes
    Disposition = LIKE_EXISTING
    Count = 1
    RequiresLivePlayer = Yes
  End
End






ObjectCreationList Lazr_OCL_AmericanRangerDebris03
  CreateObject
    ObjectNames = Lazr_AmericaInfantryRanger
    IgnorePrimaryObstacle = Yes
    Disposition = SEND_IT_OUT
    DispositionIntensity = 4
    Count = 3
    RequiresLivePlayer = Yes
  End
End

ObjectCreationList SupW_OCL_AmericanRangerDebris03
  CreateObject
    ObjectNames = SupW_AmericaInfantryRanger
    IgnorePrimaryObstacle = Yes
    Disposition = SEND_IT_OUT
    DispositionIntensity = 4
    Count = 3
    RequiresLivePlayer = Yes
  End
End

ObjectCreationList AirF_OCL_AmericanRangerDebris03
  CreateObject
    ObjectNames = AirF_AmericaInfantryRanger
    IgnorePrimaryObstacle = Yes
    Disposition = SEND_IT_OUT
    DispositionIntensity = 4
    Count = 3
    RequiresLivePlayer = Yes
  End
End

ObjectCreationList Boss_OCL_AmericanRangerDebris03
  CreateObject
    ObjectNames = Boss_InfantryRanger
    IgnorePrimaryObstacle = Yes
    Disposition = SEND_IT_OUT
    DispositionIntensity = 4
    Count = 3
    RequiresLivePlayer = Yes
  End
End

ObjectCreationList Lazr_OCL_AmericanRangerDebris04
  CreateObject
    ObjectNames = Lazr_AmericaInfantryRanger
    IgnorePrimaryObstacle = Yes
    Disposition = SEND_IT_OUT
    DispositionIntensity = 4
    Count = 4
    RequiresLivePlayer = Yes
  End
End

ObjectCreationList SupW_OCL_AmericanRangerDebris04
  CreateObject
    ObjectNames = SupW_AmericaInfantryRanger
    IgnorePrimaryObstacle = Yes
    Disposition = SEND_IT_OUT
    DispositionIntensity = 4
    Count = 4
    RequiresLivePlayer = Yes
  End
End

ObjectCreationList AirF_OCL_AmericanRangerDebris04
  CreateObject
    ObjectNames = AirF_AmericaInfantryRanger
    IgnorePrimaryObstacle = Yes
    Disposition = SEND_IT_OUT
    DispositionIntensity = 4
    Count = 4
    RequiresLivePlayer = Yes
  End
End

ObjectCreationList Boss_OCL_AmericanRangerDebris04
  CreateObject
    ObjectNames = Boss_InfantryRanger
    IgnorePrimaryObstacle = Yes
    Disposition = SEND_IT_OUT
    DispositionIntensity = 4
    Count = 4
    RequiresLivePlayer = Yes
  End
End




; ---------------------------------------------------------------------------------------
; The crushed hulk of the Toxic Supply Truck
ObjectCreationList OCL_GLAToxicSupplyTruck_CrushEffect
  CreateObject
    ObjectNames = DeadGLAToxicSupplyTruckHulk
    Offset = X:0 Y:0 Z:0
    Count = 1
    Disposition = SEND_IT_FLYING
    DispositionIntensity = 0.1
  End
End

; ---------------------------------------------------------------------------------------
ObjectCreationList OCL_GLAToxicSupplyTruckDeathEffect
  CreateObject
    ObjectNames = DeadGLAToxicSupplyTruckHulk
    Offset = X:0 Y:0 Z:0
    Count = 1
    Disposition = SEND_IT_FLYING
    DispositionIntensity = 0.1
  End
  CreateDebris
    ModelNames = CVToxSpplyTk_D2
    Offset = X:-6.544 Y:7.281 Z:11.163
    Mass = 5.0
    Count = 1
    Disposition = SEND_IT_FLYING
    DispositionIntensity = 2.5
  End
  CreateDebris
    ModelNames = CVToxSpplyTk_D3
    Offset = X:-6.283 Y:5.099 Z:2.645
    Mass = 5.0
    Count = 1
    Disposition = SEND_IT_FLYING
    DispositionIntensity = 2.5
  End
  CreateDebris
    ModelNames = CVToxSpplyTk_D4
    Offset = X:-1.235 Y:-4.169 Z:10.355
    Mass = 5.0
    Count = 1
    Disposition = SEND_IT_FLYING
    DispositionIntensity = 2.5
  End
  CreateDebris
    ModelNames = CVToxSpplyTk_D5
    Offset = X:5.819 Y:5.481 Z:10.425
    Mass = 5.0
    Count = 1
    Disposition = SEND_IT_FLYING
    DispositionIntensity = 2.5
  End
End





; -----------------------------------------------------------------------------
; Chunks of ListeningOutpost
; -----------------------------------------------------------------------------
ObjectCreationList OCL_InitialListeningOutpostDebris
  CreateDebris
    ModelNames        = NVLOUTPOST_D2  ;dish 
    Offset            = X:-30.096 Y:0.0 Z:35.0
    Count             = 1
    Mass              = 9.0
    Disposition       = RANDOM_FORCE
    MinForceMagnitude = 40
    MaxForceMagnitude = 50
    MinForcePitch     = 85
    MaxForcePitch     = 90
    SpinRate          = 90
    BounceSound       = VehicleDebris
  End
End

ObjectCreationList OCL_FinalListeningOutpostDebris

  CreateObject
    ObjectNames       = ChinaVehicleListeningOutpostDeadHull
    Offset            = X:19.0 Y:0.0 Z:6.0
    Count             = 1
    Disposition       = RANDOM_FORCE
  End

  CreateDebris
    ModelNames        = NVTCRAWLER_D2 ;tire
    Offset            = X:3.869 Y:-6.784 Z:3.215
    Count             = 1
    Mass              = 20.0
    Disposition       = RANDOM_FORCE
    MinForceMagnitude = 40
    MaxForceMagnitude = 50
    MinForcePitch     = 85
    MaxForcePitch     = 90
    SpinRate          = 90
    BounceSound       = VehicleDebris
  End

  CreateDebris
    ModelNames        = NVTCRAWLER_D3 ;tire
    Offset            = X:-14.729 Y:-6.924 Z:3.452
    Count             = 1
    Mass              = 20.0
    Disposition       = RANDOM_FORCE
    MinForceMagnitude = 40
    MaxForceMagnitude = 50
    MinForcePitch     = 85
    MaxForcePitch     = 90
    SpinRate          = 90
    BounceSound       = VehicleDebris
  End

  CreateDebris
    ModelNames        = NVTCRAWLER_D4 ;tire
    Offset            = X:-15.097 Y:6.728 Z:3.585
    Count             = 1
    Mass              = 20.0
    Disposition       = RANDOM_FORCE
    MinForceMagnitude = 40
    MaxForceMagnitude = 50
    MinForcePitch     = 85
    MaxForcePitch     = 90
    SpinRate          = 90
    BounceSound       = VehicleDebris
  End

  CreateDebris
    ModelNames        = NVTCRAWLER_D5 ;tire
    Offset            = X:11.096 Y:6.894 Z:3.145
    Count             = 1
    Mass              = 20.0
    Disposition       = RANDOM_FORCE
    MinForceMagnitude = 40
    MaxForceMagnitude = 50
    MinForcePitch     = 85
    MaxForcePitch     = 90
    SpinRate          = 90
    BounceSound       = VehicleDebris
  End


  CreateDebris
    ModelNames        = NVLOUTPOST_D4  ;girders
    Offset            = X:0.096 Y:0.0 Z:0.0
    Count             = 2
    Mass              = 15.0
    Disposition       = RANDOM_FORCE
    MinForceMagnitude = 40
    MaxForceMagnitude = 50
    MinForcePitch     = 85
    MaxForcePitch     = 90
    SpinRate          = 90
    BounceSound       = VehicleDebris
  End

  CreateDebris
    ModelNames        = NVLOUTPOST_D5  ; mangled radar dish harness
    Offset            = X:-20.096 Y:0.0 Z:17.0
    Count             = 1
    Mass              = 15.0
    Disposition       = RANDOM_FORCE
    MinForceMagnitude = 10
    MaxForceMagnitude = 20
    MinForcePitch     = 35
    MaxForcePitch     = 40
    SpinRate          = 30
    BounceSound       = VehicleDebris
  End


End






















; -----------------------------------------------------------------------------
; -----------------------------------------------------------------------------
ObjectCreationList SUPERWEAPON_CruiseMissile
  FireWeapon
    Weapon = CruiseMissileWeapon
  End
End


; -----------------------------------------------------------------------------
; The daisy cutter bomb blows up and releases these objects to continue
; the "weapon bomb" process
; -----------------------------------------------------------------------------
ObjectCreationList SupW_OCL_FuelAirBomb

  ; This daisy cutter gas is the actual object that does the damage
  CreateObject
    ObjectNames = SupW_AuroraFuelAirGas
    Disposition = LIKE_EXISTING
  End
  
  ; Random debris for the bomb shell breaking up
  CreateDebris
    ModelNames = GXMammoth_D01 GXMammoth_D02 GXMammoth_D03 GXMammoth_D04
    Count = 4
    Mass = 5.0
    Disposition = SEND_IT_FLYING
    DispositionIntensity = 1.5
  End
  
End


; -----------------------------------------------------------------------------
; The EMP mine blows up and releases this object to continue
; the "EMP effect" process
; -----------------------------------------------------------------------------
ObjectCreationList SupW_OCL_PatriotEMPEffectSpheroid

  CreateObject
    ObjectNames = EMPPatriotEffectSpheroid
    Count       = 1
    Disposition = LIKE_EXISTING
  End
End



ObjectCreationList AirF_OCL_AuroraBombExplode

  ; This daisy cutter gas is the actual object that does the damage
  CreateObject
    ObjectNames = AirF_AuroraBombGas
    Disposition = LIKE_EXISTING
  End
  
  ; Random debris for the bomb shell breaking up
  CreateDebris
    ModelNames = GXMammoth_D01 GXMammoth_D02 GXMammoth_D03 GXMammoth_D04
    Count = 4
    Mass = 5.0
    Disposition = SEND_IT_FLYING
    DispositionIntensity = 1.5
  End
  
End




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

ObjectCreationList Nuke_OCL_RadiationFieldSmall
 CreateObject
   ObjectNames = Nuke_RadiationFieldSmall
   Disposition = ON_GROUND_ALIGNED
 End
End




; -----------------------------------------------------------------------------
ObjectCreationList Nuke_SUPERWEAPON_ChinaCarpetBomb
  DeliverPayload
    Transport = ChinaJetCarpetBomber
    StartAtPreferredHeight = Yes
    StartAtMaxSpeed = Yes
    MaxAttempts = 1
    DropOffset = X:0 Y:0 Z:-2
    DropVariance = X:30 Y:40 Z:0
    DropDelay = 300  ;500       ; time in between each item dropped (if more than one)
    Payload = Nuke_ChinaCarpetBomb 10
    DeliveryDistance = 350
    DeliveryDecalRadius = 180
    DeliveryDecal
      Texture           = SCCCarpBomb
      Style             = SHADOW_ALPHA_DECAL
      OpacityMin        = 25%
      OpacityMax        = 50%
      OpacityThrobTime  = 500
      Color             = R:255 G:0 B:0 A:255 
      OnlyVisibleToOwningPlayer = Yes
    End
  End
End




; -----------------------------------------------------------------------------
; Super Weapon General
; -----------------------------------------------------------------------------
ObjectCreationList SupW_OCL_AmericanPointDefenseDrone
  CreateObject
    Offset = X:0 Y:0 Z:10 
    ObjectNames = SupW_AmericaVehiclePointDefenseDrone
    IgnorePrimaryObstacle = Yes
    Disposition = LIKE_EXISTING
    Count = 1
    RequiresLivePlayer = Yes
  End
End




; -----------------------------------------------------------------------------
ObjectCreationList SupW_SUPERWEAPON_NeutronMissile
  FireWeapon
    Weapon = SupW_NeutronMissileWeapon
  End
End

; -----------------------------------------------------------------------------
; -----------------------------------------------------------------------------
ObjectCreationList SUPERWEAPON_SatelitteStrike

  DeliverPayload
    Transport                       = Satelitte
    FormationSize                   = 18
    FormationSpacing                = 4.0
    StartAtPreferredHeight          = Yes
    StartAtMaxSpeed                 = Yes
    MaxAttempts                     = 1                   ;max attempts
    DeliveryDistance                = 50                 ;distance from target allowed to start/stop dropping.
    WeaponErrorRadius               = 100                 ; how bad the artillerist is
    DelayDeliveryMax                = 3000                ; his delayed reaction to "Fire!"
    VisibleItemsDroppedPerInterval  = 1                   ;Drops two bombs at a time
    VisibleDropBoneBaseName         = RootTransform       ;The bombs are created and dropped at this bone base
    VisibleSubObjectBaseName        = Bomb                ;The bombs are visible until dropped.
    VisibleNumBones                 = 1                   ;Number of bones.
    VisiblePayloadTemplateName      = SatLaser  ;Created when payload is dropped.
    VisiblePayloadWeaponTemplate    = SatelitteStrikeDamageWeapon
    InheritTransportVelocity        = Yes                 ;The bombs will start at transport velocity.
    ExitPitchRate                   = 30                  ;The bomb will pitch down.
    SelfDestructObject              = Yes                 ; so the delivery vehicle goes away 'POP!'
    DeliveryDecalRadius = 125
    DeliveryDecal
      Texture           = SCCNapalmStrike_China
      Style             = SHADOW_ALPHA_DECAL
      OpacityMin        = 25%
      OpacityMax        = 50%
      OpacityThrobTime  = 500
      Color             = R:255 G:156 B:0 A:255 
      OnlyVisibleToOwningPlayer = Yes
    End
  End

End

; ---------------------------------------------------------------------------------------
; Creates a cluster of explosives
; ---------------------------------------------------------------------------------------
ObjectCreationList OCL_SaturationBombExplode
  CreateObject
    ObjectNames = CarpetBomb2
    Count = 10
    ;Disposition = RANDOM_FORCE
    Disposition = SEND_IT_FLYING
    DispositionIntensity = 2.7
  End
  ; Random debris for the bomb shell breaking up
  CreateDebris
    ModelNames = GXMammoth_D01 GXMammoth_D02 GXMammoth_D03 GXMammoth_D04
    Count = 0
    Mass = 5.0
    Disposition = SEND_IT_FLYING
    DispositionIntensity = 1.5
  End
End

; -----------------------------------------------------------------------------
; -----------------------------------------------------------------------------
ObjectCreationList SUPERWEAPON_BallisticMissileStrike1

  DeliverPayload
    Transport                       = ChinaArtilleryCannon
    FormationSize                   = 4
    FormationSpacing                = 2.0
    StartAtPreferredHeight          = Yes
    StartAtMaxSpeed                 = Yes
    MaxAttempts                     = 1                   ;max attempts
    DeliveryDistance                = 250                 ;distance from target allowed to start/stop dropping.
    WeaponErrorRadius               = 100                 ; how bad the artillerist is
    DelayDeliveryMax                = 3000                ; his delayed reaction to "Fire!"
    VisibleItemsDroppedPerInterval  = 1                   ;Drops two bombs at a time
    VisibleDropBoneBaseName         = RootTransform       ;The bombs are created and dropped at this bone base
    VisibleSubObjectBaseName        = Bomb                ;The bombs are visible until dropped.
    VisibleNumBones                 = 1                   ;Number of bones.
    VisiblePayloadTemplateName      = TomahawkBarrageMissile  ;Created when payload is dropped.
    VisiblePayloadWeaponTemplate    = TomahawkBarrageDamageWeapon
    InheritTransportVelocity        = Yes                 ;The bombs will start at transport velocity.
    ExitPitchRate                   = 30                  ;The bomb will pitch down.
    SelfDestructObject              = Yes                 ; so the delivery vehicle goes away 'POP!'
    DeliveryDecalRadius = 125
    DeliveryDecal
      Texture           = SCCNapalmStrike_China
      Style             = SHADOW_ALPHA_DECAL
      OpacityMin        = 25%
      OpacityMax        = 50%
      OpacityThrobTime  = 500
      Color             = R:255 G:156 B:0 A:255 
      OnlyVisibleToOwningPlayer = Yes
    End
  End

End

; -----------------------------------------------------------------------------
; -----------------------------------------------------------------------------
ObjectCreationList SUPERWEAPON_BallisticMissileStrike2

  DeliverPayload
    Transport                       = ChinaArtilleryCannon
    FormationSize                   = 8
    FormationSpacing                = 3.0
    StartAtPreferredHeight          = Yes
    StartAtMaxSpeed                 = Yes
    MaxAttempts                     = 1                   ;max attempts
    DeliveryDistance                = 250                 ;distance from target allowed to start/stop dropping.
    WeaponErrorRadius               = 100                 ; how bad the artillerist is
    DelayDeliveryMax                = 3000                ; his delayed reaction to "Fire!"
    VisibleItemsDroppedPerInterval  = 1                   ;Drops two bombs at a time
    VisibleDropBoneBaseName         = RootTransform       ;The bombs are created and dropped at this bone base
    VisibleSubObjectBaseName        = Bomb                ;The bombs are visible until dropped.
    VisibleNumBones                 = 1                   ;Number of bones.
    VisiblePayloadTemplateName      = TomahawkBarrageMissile  ;Created when payload is dropped.
    VisiblePayloadWeaponTemplate    = TomahawkBarrageDamageWeapon
    InheritTransportVelocity        = Yes                 ;The bombs will start at transport velocity.
    ExitPitchRate                   = 30                  ;The bomb will pitch down.
    SelfDestructObject              = Yes                 ; so the delivery vehicle goes away 'POP!'
    DeliveryDecalRadius = 125
    DeliveryDecal
      Texture           = SCCNapalmStrike_China
      Style             = SHADOW_ALPHA_DECAL
      OpacityMin        = 25%
      OpacityMax        = 50%
      OpacityThrobTime  = 500
      Color             = R:255 G:156 B:0 A:255 
      OnlyVisibleToOwningPlayer = Yes
    End
  End

End

; -----------------------------------------------------------------------------
; -----------------------------------------------------------------------------
ObjectCreationList SUPERWEAPON_BallisticMissileStrike3

  DeliverPayload
    Transport                       = ChinaArtilleryCannon
    FormationSize                   = 12
    FormationSpacing                = 5.0
    StartAtPreferredHeight          = Yes
    StartAtMaxSpeed                 = Yes
    MaxAttempts                     = 1                   ;max attempts
    DeliveryDistance                = 250                 ;distance from target allowed to start/stop dropping.
    WeaponErrorRadius               = 100                 ; how bad the artillerist is
    DelayDeliveryMax                = 3000                ; his delayed reaction to "Fire!"
    VisibleItemsDroppedPerInterval  = 1                   ;Drops two bombs at a time
    VisibleDropBoneBaseName         = RootTransform       ;The bombs are created and dropped at this bone base
    VisibleSubObjectBaseName        = Bomb                ;The bombs are visible until dropped.
    VisibleNumBones                 = 1                   ;Number of bones.
    VisiblePayloadTemplateName      = TomahawkBarrageMissile  ;Created when payload is dropped.
    VisiblePayloadWeaponTemplate    = TomahawkBarrageDamageWeapon
    InheritTransportVelocity        = Yes                 ;The bombs will start at transport velocity.
    ExitPitchRate                   = 30                  ;The bomb will pitch down.
    SelfDestructObject              = Yes                 ; so the delivery vehicle goes away 'POP!'
    DeliveryDecalRadius = 125
    DeliveryDecal
      Texture           = SCCNapalmStrike_China
      Style             = SHADOW_ALPHA_DECAL
      OpacityMin        = 25%
      OpacityMax        = 50%
      OpacityThrobTime  = 500
      Color             = R:255 G:156 B:0 A:255 
      OnlyVisibleToOwningPlayer = Yes
    End

  End

End

; -----------------------------------------------------------------------------
; -----------------------------------------------------------------------------
ObjectCreationList SUPERWEAPON_NukeStrike1

  DeliverPayload
    Transport                       = ChinaArtilleryCannon
    FormationSize                   = 1
    FormationSpacing                = 1.0
    StartAtPreferredHeight          = Yes
    StartAtMaxSpeed                 = Yes
    MaxAttempts                     = 1                   ;max attempts
    DeliveryDistance                = 25                 ;distance from target allowed to start/stop dropping.
    WeaponErrorRadius               = 100                 ; how bad the artillerist is
    DelayDeliveryMax                = 3000                ; his delayed reaction to "Fire!"
    VisibleItemsDroppedPerInterval  = 1                   ;Drops two bombs at a time
    VisibleDropBoneBaseName         = RootTransform       ;The bombs are created and dropped at this bone base
    VisibleSubObjectBaseName        = Bomb                ;The bombs are visible until dropped.
    VisibleNumBones                 = 1                   ;Number of bones.
    VisiblePayloadTemplateName      = NukeStrikeMissile  ;Created when payload is dropped.
    VisiblePayloadWeaponTemplate    = NukeStrike
    InheritTransportVelocity        = Yes                 ;The bombs will start at transport velocity.
    ExitPitchRate                   = 30                  ;The bomb will pitch down.
    SelfDestructObject              = Yes                 ; so the delivery vehicle goes away 'POP!'
    DeliveryDecalRadius = 140
    DeliveryDecal
      Texture           = SCCNuclearMissile_China
      Style             = SHADOW_ALPHA_DECAL
      OpacityMin        = 25%
      OpacityMax        = 50%
      OpacityThrobTime  = 500
      Color             = R:255 G:0 B:0 A:0 
      OnlyVisibleToOwningPlayer = Yes
    End
  End

End

; -----------------------------------------------------------------------------
ObjectCreationList Early_SUPERWEAPON_ChinaCarpetBomb
  DeliverPayload
    Transport = ChinaJetCarpetBomber
    StartAtPreferredHeight = Yes
    StartAtMaxSpeed = Yes
    MaxAttempts = 1
    DropOffset = X:0 Y:0 Z:-2
    DropVariance = X:30 Y:40 Z:0
    DropDelay = 150  ;500       ; time in between each item dropped (if more than one)
    Payload = ChinaCarpetBomb 10
    DeliveryDistance = 300
    DeliveryDecalRadius = 180
    DeliveryDecal
      Texture           = SCCCarpBomb
      Style             = SHADOW_ALPHA_DECAL
      OpacityMin        = 25%
      OpacityMax        = 50%
      OpacityThrobTime  = 500
      Color             = R:255 G:0 B:0 A:255 
      OnlyVisibleToOwningPlayer = Yes
    End
  End
End

; -----------------------------------------------------------------------------
ObjectCreationList SUPERWEAPON_BlackMarketNuke
  DeliverPayload
    Transport = GLAJetCargoPlane
    StartAtPreferredHeight = Yes
    StartAtMaxSpeed = Yes
    MaxAttempts = 1
    DropOffset = X:0 Y:0 Z:-10
    Payload = BlackMarketNuke
    DeliveryDistance = 140
    DeliveryDecalRadius = 100
    DeliveryDecal
      Texture           = SCCNuclearMissile_China 
      Style             = SHADOW_ALPHA_DECAL
      OpacityMin        = 25%
      OpacityMax        = 50%
      OpacityThrobTime  = 500
      Color             = R:255 G:0 B:0 A:255 
      OnlyVisibleToOwningPlayer = Yes
    End
  End
End

; -----------------------------------------------------------------------------
; -----------------------------------------------------------------------------
ObjectCreationList SUPERWEAPON_ViralOutbreak

  DeliverPayload
    Transport                       = ChinaArtilleryCannon
    FormationSize                   = 1
    FormationSpacing                = 1.0
    StartAtPreferredHeight          = Yes
    StartAtMaxSpeed                 = Yes
    MaxAttempts                     = 1                   ;max attempts
    DeliveryDistance                = 250                 ;distance from target allowed to start/stop dropping.
    WeaponErrorRadius               = 100                 ; how bad the artillerist is
    DelayDeliveryMax                = 3000                ; his delayed reaction to "Fire!"
    VisibleItemsDroppedPerInterval  = 1                   ;Drops two bombs at a time
    VisibleDropBoneBaseName         = RootTransform       ;The bombs are created and dropped at this bone base
    VisibleSubObjectBaseName        = Bomb                ;The bombs are visible until dropped.
    VisibleNumBones                 = 1                   ;Number of bones.
    VisiblePayloadTemplateName      = ViralOutbreakSCUD  ;Created when payload is dropped.
    VisiblePayloadWeaponTemplate    = ViralOutbreakWeapon
    InheritTransportVelocity        = Yes                 ;The bombs will start at transport velocity.
    ExitPitchRate                   = 30                  ;The bomb will pitch down.
    SelfDestructObject              = Yes                 ; so the delivery vehicle goes away 'POP!'
    DeliveryDecalRadius = 125
    DeliveryDecal
      Texture           = SCCAnthraxBomb_GLA
      Style             = SHADOW_ALPHA_DECAL
      OpacityMin        = 25%
      OpacityMax        = 50%
      OpacityThrobTime  = 500
      Color             = R:0 G:255 B:0 A:155 
      OnlyVisibleToOwningPlayer = Yes
    End
  End

End

; -------------------------------------------------------------
ObjectCreationList OCL_AdvCrusaderDeathEffect
  CreateObject
    ObjectNames = AdvCrusaderHulk
    Offset = X:0 Y:0 Z:0
    Count = 1
    Disposition = SEND_IT_FLYING
    DispositionIntensity = 0.1
  End
  CreateDebris
    ModelNames = GXMammoth_D01
    Offset = X:17.58 Y:1.971 Z:10.282
    Mass = 5.0
    Count = 1
    Disposition = SEND_IT_FLYING
    DispositionIntensity = 2.5
  End
  CreateDebris
    ModelNames = GXMammoth_D02
    Offset = X:8.581 Y:1.943 Z:9.081
    Mass = 5.0
    Count = 1
    Disposition = SEND_IT_FLYING
    DispositionIntensity = 2.5
    BounceSound = VehicleDebris
  End
  CreateDebris
    ModelNames = GXMammoth_D03
    Offset = X:19.641 Y:2.261 Z:10.569
    Mass = 5.0
    Count = 1
    Disposition = SEND_IT_FLYING
    DispositionIntensity = 2.5
  End
  CreateDebris
    ModelNames = GXMammoth_D04
    Offset = X:13.587 Y:-2.29 Z:9.715
    Mass = 5.0
    Count = 1
    Disposition = SEND_IT_FLYING
    DispositionIntensity = 2.5
    BounceSound = VehicleDebris
  End
  CreateDebris
    ModelNames = GXMammoth_D05
    Offset = X:6.764 Y:-2.233 Z:8.873
    Mass = 7.0
    Count = 1
    Disposition = SEND_IT_FLYING
    DispositionIntensity = 2.4
  End
  CreateDebris
    ModelNames = GXMammoth_D06
    Offset = X:2.755 Y:-0.99 Z:8.462
    Mass = 7.0
    Count = 1
    Disposition = SEND_IT_FLYING
    DispositionIntensity = 2.3
    BounceSound = VehicleDebris
  End
  CreateDebris
    ModelNames = GXMammoth_D07
    Offset = X:-1.818 Y:-3.702 Z:8.837
    Mass = 7.0
    Count = 1
    Disposition = SEND_IT_FLYING
    DispositionIntensity = 2.3
  End
  CreateDebris
    ModelNames = GXMammoth_D08
    Offset = X:-2.867 Y:-3.701 Z:8.741
    Mass = 7.0
    Count = 1
    Disposition = SEND_IT_FLYING
    DispositionIntensity = 2.3
    BounceSound = VehicleDebris
  End
  CreateDebris
    ModelNames = GXMammoth_D09
    Offset = X:-3.894 Y:0.942 Z:8.463
    Mass = 5.0
    Count = 1
    Disposition = SEND_IT_FLYING
    DispositionIntensity = 2.3
  End
  CreateDebris
    ModelNames = GXMammoth_D10
    Offset = X:2.963 Y:2.839 Z:8.454
    Mass = 5.0
    Count = 1
    Disposition = SEND_IT_FLYING
    DispositionIntensity = 2.3
    BounceSound = VehicleDebris
  End
  CreateDebris
    ModelNames = GXMammoth_D11
    Offset = X:-4.679 Y:2.206 Z:9.613
    Mass = 5.0
    Count = 1
    Disposition = SEND_IT_FLYING
    DispositionIntensity = 2.5
  End
  CreateDebris
    ModelNames = GXMammoth_D12
    Offset = X:-3.606 Y:-3.174 Z:10.986
    Mass = 5.0
    Count = 1
    Disposition = SEND_IT_FLYING
    DispositionIntensity = 2.5
    BounceSound = VehicleDebris
  End
End
; -----------------------------------------------------------------------------
; -----------------------------------------------------------------------------
ObjectCreationList SUPERWEAPON_ChinaParadrop
  DeliverPayload
    Transport = ChinaJetCargoPlane
    StartAtPreferredHeight = Yes
    StartAtMaxSpeed = Yes
    MaxAttempts = 4
    DropOffset = X:0 Y:0 Z:-10
    DropDelay = 60        ; time in between each item dropped (if more than one)
    ParachuteDirectly = Yes ; will tell all contained parachutes to go ahead and bunch
    PutInContainer = AmericaParachute
    Payload = ChinaInfantryRedguard 10
    DeliveryDistance = 0  ;when outbound vehicle must be this close to target to continue delivery
    PreOpenDistance = 300 ;When inbound, vehicle can be this much farther than DeliveryDistance to begin delivery 
    DeliveryDecalRadius = 50
    DeliveryDecal
      Texture           = SCCParadrop_USA
      Style             = SHADOW_ALPHA_DECAL
      OpacityMin        = 25%
      OpacityMax        = 50%
      OpacityThrobTime  = 500
      Color             = R:227 G:229 B:22 A:255 
      OnlyVisibleToOwningPlayer = Yes
    End
    ;RequiresLivePlayer = Yes ; I want to require a live player, but I'll settle for dropping neutral rangers instead
  End
  DeliverPayload
    Transport = ChinaJetCargoPlane
    StartAtPreferredHeight = Yes
    StartAtMaxSpeed = No
    MaxAttempts = 4
    DropOffset = X:0 Y:0 Z:-10
    DropDelay = 80        ; time in between each item dropped (if more than one)
    ParachuteDirectly = Yes ; will tell all contained parachutes to go ahead and bunch
    PutInContainer = AmericaParachute
    Payload = ChinaInfantryTankHunter 5
    DeliveryDistance = 0  ;when outbound vehicle must be this close to target to continue delivery
    PreOpenDistance = 300 ;When inbound, vehicle can be this much farther than DeliveryDistance to begin delivery 
    DeliveryDecalRadius = 50
    DeliveryDecal
      Texture           = SCCParadrop_USA
      Style             = SHADOW_ALPHA_DECAL
      OpacityMin        = 25%
      OpacityMax        = 50%
      OpacityThrobTime  = 500
      Color             = R:227 G:229 B:22 A:255 
      OnlyVisibleToOwningPlayer = Yes
    End
    ;RequiresLivePlayer = Yes ; I want to require a live player, but I'll settle for dropping neutral rangers instead
  End
End

; -------------------------------------------------------------
ObjectCreationList OCL_KingScorpionDeathEffect
  CreateObject
    ObjectNames = KingScorpionHulk
    Offset = X:0 Y:0 Z:0
    Count = 1
    Disposition = SEND_IT_FLYING
    DispositionIntensity = 0.1
  End
  CreateDebris
    ModelNames = GXMammoth_D01
    Offset = X:17.58 Y:1.971 Z:10.282
    Mass = 5.0
    Count = 1
    Disposition = SEND_IT_FLYING
    DispositionIntensity = 2.5
  End
  CreateDebris
    ModelNames = GXMammoth_D02
    Offset = X:8.581 Y:1.943 Z:9.081
    Mass = 5.0
    Count = 1
    Disposition = SEND_IT_FLYING
    DispositionIntensity = 2.5
    BounceSound = VehicleDebris
  End
  CreateDebris
    ModelNames = GXMammoth_D03
    Offset = X:19.641 Y:2.261 Z:10.569
    Mass = 5.0
    Count = 1
    Disposition = SEND_IT_FLYING
    DispositionIntensity = 2.5
  End
  CreateDebris
    ModelNames = GXMammoth_D04
    Offset = X:13.587 Y:-2.29 Z:9.715
    Mass = 5.0
    Count = 1
    Disposition = SEND_IT_FLYING
    DispositionIntensity = 2.5
    BounceSound = VehicleDebris
  End
  CreateDebris
    ModelNames = GXMammoth_D05
    Offset = X:6.764 Y:-2.233 Z:8.873
    Mass = 7.0
    Count = 1
    Disposition = SEND_IT_FLYING
    DispositionIntensity = 2.4
  End
  CreateDebris
    ModelNames = GXMammoth_D06
    Offset = X:2.755 Y:-0.99 Z:8.462
    Mass = 7.0
    Count = 1
    Disposition = SEND_IT_FLYING
    DispositionIntensity = 2.3
    BounceSound = VehicleDebris
  End
  CreateDebris
    ModelNames = GXMammoth_D07
    Offset = X:-1.818 Y:-3.702 Z:8.837
    Mass = 7.0
    Count = 1
    Disposition = SEND_IT_FLYING
    DispositionIntensity = 2.3
  End
  CreateDebris
    ModelNames = GXMammoth_D08
    Offset = X:-2.867 Y:-3.701 Z:8.741
    Mass = 7.0
    Count = 1
    Disposition = SEND_IT_FLYING
    DispositionIntensity = 2.3
    BounceSound = VehicleDebris
  End
  CreateDebris
    ModelNames = GXMammoth_D09
    Offset = X:-3.894 Y:0.942 Z:8.463
    Mass = 5.0
    Count = 1
    Disposition = SEND_IT_FLYING
    DispositionIntensity = 2.3
  End
  CreateDebris
    ModelNames = GXMammoth_D10
    Offset = X:2.963 Y:2.839 Z:8.454
    Mass = 5.0
    Count = 1
    Disposition = SEND_IT_FLYING
    DispositionIntensity = 2.3
    BounceSound = VehicleDebris
  End
  CreateDebris
    ModelNames = GXMammoth_D11
    Offset = X:-4.679 Y:2.206 Z:9.613
    Mass = 5.0
    Count = 1
    Disposition = SEND_IT_FLYING
    DispositionIntensity = 2.5
  End
  CreateDebris
    ModelNames = GXMammoth_D12
    Offset = X:-3.606 Y:-3.174 Z:10.986
    Mass = 5.0
    Count = 1
    Disposition = SEND_IT_FLYING
    DispositionIntensity = 2.5
    BounceSound = VehicleDebris
  End
End

; -----------------------------------------------------------------------------
; -----------------------------------------------------------------------------
ObjectCreationList SUPERWEAPON_Revolt
  CreateObject
    ObjectNames = GLAInfantryAngryMob
    Count = 2
    SpreadFormation = Yes
    MinDistanceAFormation = 20.0
    MinDistanceBFormation = 30.0
    MaxDistanceFormation = 400.0
    FadeIn = Yes
    FadeTime = 3000
    DiesOnBadLand = Yes
    ; FadeSound = RebelAmbushActivated
  End
End

; -----------------------------------------------------------------------------
; -----------------------------------------------------------------------------
ObjectCreationList SUPERWEAPON_InfernoStrike

  DeliverPayload
    Transport                       = ChinaArtilleryCannon
    FormationSize                   = 14
    FormationSpacing                = 1.0
    StartAtPreferredHeight          = Yes
    StartAtMaxSpeed                 = Yes
    MaxAttempts                     = 1                   ;max attempts
    DeliveryDistance                = 250                 ;distance from target allowed to start/stop dropping.
    WeaponErrorRadius               = 100                 ; how bad the artillerist is
    DelayDeliveryMax                = 3000                ; his delayed reaction to "Fire!"
    VisibleItemsDroppedPerInterval  = 1                   ;Drops two bombs at a time
    VisibleDropBoneBaseName         = RootTransform       ;The bombs are created and dropped at this bone base
    VisibleSubObjectBaseName        = Bomb                ;The bombs are visible until dropped.
    VisibleNumBones                 = 1                   ;Number of bones.
    VisiblePayloadTemplateName      = InfernoStrikeShell  ;Created when payload is dropped.
    VisiblePayloadWeaponTemplate    = InfernoStrikeDamageWeapon
    InheritTransportVelocity        = Yes                 ;The bombs will start at transport velocity.
    ExitPitchRate                   = 30                  ;The bomb will pitch down.
    SelfDestructObject              = Yes                 ; so the delivery vehicle goes away 'POP!'
    DeliveryDecalRadius = 100
    DeliveryDecal
      Texture           = SCCArtilleryBarrage_China
      Style             = SHADOW_ALPHA_DECAL
      OpacityMin        = 25%
      OpacityMax        = 50%
      OpacityThrobTime  = 500
      Color             = R:255 G:156 B:0 A:255  
      OnlyVisibleToOwningPlayer = Yes
    End
  End

End

; -----------------------------------------------------------------------------
; -----------------------------------------------------------------------------
ObjectCreationList SUPERWEAPON_SpecialOps
  DeliverPayload
    Transport = AmericaVehicleChinookInsertion
    StartAtPreferredHeight = Yes
    StartAtMaxSpeed = Yes
    MaxAttempts = 1
    DropOffset = X:0 Y:0 Z:-10
    DropDelay = 150         ; time in between each item dropped (if more than one)
    ParachuteDirectly = Yes ; will tell all contained parachutes to go ahead and bunch
    PutInContainer = AmericaParachute
    Payload = AmericaInfantrySESoldier 6
    DeliveryDistance = 0  ;when outbound vehicle must be this close to target to continue delivery
    PreOpenDistance = 200 ;When inbound, vehicle can be this much farther than DeliveryDistance to begin delivery 
    DeliveryDecalRadius = 50
    DeliveryDecal
      Texture           = SCCParadrop_USA
      Style             = SHADOW_ALPHA_DECAL
      OpacityMin        = 25%
      OpacityMax        = 50%
      OpacityThrobTime  = 500
      Color             = R:227 G:229 B:22 A:255 
      OnlyVisibleToOwningPlayer = Yes
    End
    ;RequiresLivePlayer = Yes ; I want to require a live player, but I'll settle for dropping neutral rangers instead
  End
End

; -----------------------------------------------------------------------------
; -----------------------------------------------------------------------------
ObjectCreationList SUPERWEAPON_MoneyDropAmerica
  DeliverPayload
    Transport = AmericaJetCargoPlane
    StartAtPreferredHeight = Yes
    StartAtMaxSpeed = Yes
    MaxAttempts = 4
    DropOffset = X:0 Y:0 Z:-10
    DropDelay = 150         ; time in between each item dropped (if more than one)
    ParachuteDirectly = Yes ; will tell all contained parachutes to go ahead and bunch
    PutInContainer = AmericaParachute
    Payload = SupplyDropZoneCrate 6
    DeliveryDistance = 0  ;when outbound vehicle must be this close to target to continue delivery
    PreOpenDistance = 300 ;When inbound, vehicle can be this much farther than DeliveryDistance to begin delivery 
    DeliveryDecalRadius = 50
    DeliveryDecal
      Texture           = SCCParadrop_USA
      Style             = SHADOW_ALPHA_DECAL
      OpacityMin        = 25%
      OpacityMax        = 50%
      OpacityThrobTime  = 500
      Color             = R:227 G:229 B:22 A:255 
      OnlyVisibleToOwningPlayer = Yes
    End
    ;RequiresLivePlayer = Yes ; I want to require a live player, but I'll settle for dropping neutral rangers instead
  End
End

; -----------------------------------------------------------------------------
; -----------------------------------------------------------------------------
ObjectCreationList SUPERWEAPON_MoneyDropChina
  DeliverPayload
    Transport = ChinaJetCargoPlane
    StartAtPreferredHeight = Yes
    StartAtMaxSpeed = Yes
    MaxAttempts = 4
    DropOffset = X:0 Y:0 Z:-10
    DropDelay = 150         ; time in between each item dropped (if more than one)
    ParachuteDirectly = Yes ; will tell all contained parachutes to go ahead and bunch
    PutInContainer = AmericaParachute
    Payload = SupplyDropZoneCrate 6
    DeliveryDistance = 0  ;when outbound vehicle must be this close to target to continue delivery
    PreOpenDistance = 300 ;When inbound, vehicle can be this much farther than DeliveryDistance to begin delivery 
    DeliveryDecalRadius = 50
    DeliveryDecal
      Texture           = SCCParadrop_USA
      Style             = SHADOW_ALPHA_DECAL
      OpacityMin        = 25%
      OpacityMax        = 50%
      OpacityThrobTime  = 500
      Color             = R:227 G:229 B:22 A:255 
      OnlyVisibleToOwningPlayer = Yes
    End
    ;RequiresLivePlayer = Yes ; I want to require a live player, but I'll settle for dropping neutral rangers instead
  End
End

; -----------------------------------------------------------------------------
ObjectCreationList SUPERWEAPON_MoneyDropGLA
  DeliverPayload
    Transport = GLAJetCargoPlane
    StartAtPreferredHeight = Yes
    StartAtMaxSpeed = Yes
    MaxAttempts = 4
    DropOffset = X:0 Y:0 Z:-10
    DropDelay = 150         ; time in between each item dropped (if more than one)
    ParachuteDirectly = Yes ; will tell all contained parachutes to go ahead and bunch
    PutInContainer = AmericaParachute
    Payload = SupplyDropZoneCrate 6
    DeliveryDistance = 0  ;when outbound vehicle must be this close to target to continue delivery
    PreOpenDistance = 300 ;When inbound, vehicle can be this much farther than DeliveryDistance to begin delivery 
    DeliveryDecalRadius = 50
    DeliveryDecal
      Texture           = SCCParadrop_USA
      Style             = SHADOW_ALPHA_DECAL
      OpacityMin        = 25%
      OpacityMax        = 50%
      OpacityThrobTime  = 500
      Color             = R:227 G:229 B:22 A:255 
      OnlyVisibleToOwningPlayer = Yes
    End
    ;RequiresLivePlayer = Yes ; I want to require a live player, but I'll settle for dropping neutral rangers instead
  End
End

;-------------------------------------- 
ObjectCreationList OCL_PathfinderBeacon 
  CreateObject 
   ObjectNames = PathfinderBeacon 
   Count = 1 
  End 
End 

;-------------------------------------------------------
ObjectCreationList OCL_PathfinderMissileStrike 
  DeliverPayload
    Transport                       = AmericaJetAurora
    FormationSize                   = 1
    StartAtPreferredHeight          = Yes
    StartAtMaxSpeed                 = Yes
    MaxAttempts                     = 1
    DropOffset                      = X:0 Y:0 Z:-10
    DropDelay                       = 25
    Payload                         = AuroraBomb 1
    FireWeapon                      = Yes
    DeliveryDistance                = 250
 End 
End 

;---------------------------------------------------------------------------------------
ObjectCreationList OCL_AbramsTankDeathEffect
  CreateObject
    ObjectNames = DeadAbramsHulk
    Offset = X:0 Y:0 Z:0
    Count = 1
    Disposition = SEND_IT_FLYING
    DispositionIntensity = 0.1
  End
  CreateObject
    ObjectNames = DeadAbramsTurretHulk
    Offset = X:-3.599 Y:-0.056 Z:9.982
    Count = 1
    Disposition = SEND_IT_FLYING
    DispositionIntensity = 2.5
  End
  ;CreateDebris
    ;ModelNames = AVPaladin_D2
    ;Offset = X:-3.599 Y:-0.056 Z:9.982
    ;Mass = 5.0
    ;Count = 1
    ;Disposition = SEND_IT_FLYING
    ;DispositionIntensity = 2.5
    ;BounceSound = DebrisBigMetal
  ;End
  CreateDebris
    ModelNames = AVPaladin_D3
    Offset = X:14.031 Y:0.039 Z:10.322
    Mass = 5.0
    Count = 1
    Disposition = SEND_IT_FLYING
    DispositionIntensity = 2.5
    BounceSound = DebrisBigMetal
  End
End

;---------------------------------------------------------------------------------------
ObjectCreationList OCL_M48TankDeathEffect
  CreateObject
    ObjectNames = DeadM48Hulk
    Offset = X:-4.2 Y:0 Z:0
    Count = 1
    Disposition = SEND_IT_FLYING
    DispositionIntensity = 0.1
  End
  CreateObject
    ObjectNames = DeadM48TurretHulk
    Offset = X:-2.647 Y:0.0 Z:6.966
    Count = 1
    Disposition = SEND_IT_FLYING
    DispositionIntensity = 2.5
  End
  ;CreateDebris
    ;ModelNames = CVTank_D2
    ;Offset = X:-2.647 Y:0.0 Z:6.966
    ;Mass = 5.0
    ;Count = 1
    ;Disposition = SEND_IT_FLYING
    ;DispositionIntensity = 2.5
    ;BounceSound = VehicleDebris
  ;End
  CreateDebris
    ModelNames = CVTank_D3
    Offset = X:6.929 Y:0.015 Z:8.772
    Mass = 5.0
    Count = 1
    Disposition = SEND_IT_FLYING
    DispositionIntensity = 2.5
    BounceSound = VehicleDebris
  End
  CreateDebris
    ModelNames = CVTank_D4
    Offset = X:-2.503 Y:-1.224 Z:12.018
    Mass = 5.0
    Count = 1
    Disposition = SEND_IT_FLYING
    DispositionIntensity = 2.5
    BounceSound = VehicleDebris
  End
End

; -----------------------------------------------------------------------------
; LTVP Death
; -----------------------------------------------------------------------------
ObjectCreationList OCL_LTVPFinalDeathDebris
  ;extra generic bits
  CreateObject
    ObjectNames       = ChinaVehicleAssaultTroopCrawlerDeadHull
    Offset            = X:0.0 Y:0.0 Z:0.0
    Count             = 1
    Disposition       = RANDOM_FORCE
  End
  
  
  ;CreateDebris
    ;ModelNames        = NVTCRAWLER_D2 ;tire
    ;Offset            = X:3.869 Y:-6.784 Z:3.215
    ;Count             = 1
    ;Mass              = 20.0
    ;Disposition       = RANDOM_FORCE
    ;MinForceMagnitude = 40
    ;MaxForceMagnitude = 50
    ;MinForcePitch     = 85
    ;MaxForcePitch     = 90
    ;SpinRate          = 90
    ;BounceSound       = VehicleDebris
  ;End

  ;CreateDebris
    ;ModelNames        = NVTCRAWLER_D3 ;tire
    ;Offset            = X:-14.729 Y:-6.924 Z:3.452
    ;Count             = 1
    ;Mass              = 20.0
    ;Disposition       = RANDOM_FORCE
    ;MinForceMagnitude = 40
    ;MaxForceMagnitude = 50
    ;MinForcePitch     = 85
    ;MaxForcePitch     = 90
    ;SpinRate          = 90
    ;BounceSound       = VehicleDebris
  ;End

  ;CreateDebris
    ;ModelNames        = NVTCRAWLER_D4 ;tire
    ;Offset            = X:-15.097 Y:6.728 Z:3.585
    ;Count             = 1
    ;Mass              = 20.0
    ;Disposition       = RANDOM_FORCE
    ;MinForceMagnitude = 40
    ;MaxForceMagnitude = 50
    ;MinForcePitch     = 85
    ;MaxForcePitch     = 90
    ;SpinRate          = 90
    ;BounceSound       = VehicleDebris
  ;End

  ;CreateDebris
    ;ModelNames        = NVTCRAWLER_D5 ;tire
    ;Offset            = X:11.096 Y:6.894 Z:3.145
    ;Count             = 1
    ;Mass              = 20.0
    ;Disposition       = RANDOM_FORCE
    ;MinForceMagnitude = 40
    ;MaxForceMagnitude = 50
    ;MinForcePitch     = 85
    ;MaxForcePitch     = 90
    ;SpinRate          = 90
    ;BounceSound       = VehicleDebris
  ;End

  ;extra generic bits
  CreateDebris
    ModelNames = AVScrap2 AVScrap3 AVScrap4 AVScrap5
    Count = 4
    Mass = 5.0
    Disposition = SEND_IT_FLYING
    DispositionIntensity = .5
  End 

End

;------------------------------------------------------------------------------- 
ObjectCreationList OCL_AmericaCommandCenterDeathEffect 
  CreateObject 
   ObjectNames = AmericaCommandCenterHulk 
   Count = 1 
  End 
End

;------------------------------------------------------------------------------- 
ObjectCreationList OCL_GLACommandCenterDeathEffect 
  CreateObject 
   ObjectNames = GLACommandCenterHulk 
   Count = 1 
  End 
End

;------------------------------------------------------------------------------- 
ObjectCreationList OCL_ChinaCommandCenterDeathEffect 
  CreateObject 
   ObjectNames = ChinaCommandCenterHulk 
   Count = 1 
  End 
End

;-------------------------------------------------------------------------------
;MISCELLANIOUS INFANTRY SPAWN DEBRIS
;-------------------------------------------------------------------------------

;-------------------------------------------------------------------------------
;USA
;-------------------------------------------------------------------------------

ObjectCreationList OCL_AmericanRangerEjection01
  CreateObject
    ObjectNames = AmericaInfantryRanger
    IgnorePrimaryObstacle = Yes
    Disposition = SEND_IT_OUT
    DispositionIntensity = 4
    Count = 1
    RequiresLivePlayer = Yes
  End
End

ObjectCreationList OCL_AmericanRangerEjection02
  CreateObject
    ObjectNames = AmericaInfantryRanger
    IgnorePrimaryObstacle = Yes
    Disposition = SEND_IT_OUT
    DispositionIntensity = 4
    Count = 2
    RequiresLivePlayer = Yes
  End
End

ObjectCreationList OCL_AmericanRangerEjection03
  CreateObject
    ObjectNames = AmericaInfantryRanger
    IgnorePrimaryObstacle = Yes
    Disposition = SEND_IT_OUT
    DispositionIntensity = 4
    Count = 3
    RequiresLivePlayer = Yes
  End
End

ObjectCreationList OCL_AmericanRangerEjection04
  CreateObject
    ObjectNames = AmericaInfantryRanger
    IgnorePrimaryObstacle = Yes
    Disposition = SEND_IT_OUT
    DispositionIntensity = 4
    Count = 4
    RequiresLivePlayer = Yes
  End
End

ObjectCreationList OCL_AmericanRangerEjection05
  CreateObject
    ObjectNames = AmericaInfantryRanger
    IgnorePrimaryObstacle = Yes
    Disposition = SEND_IT_OUT
    DispositionIntensity = 4
    Count = 5
    RequiresLivePlayer = Yes
  End
End

ObjectCreationList OCL_AmericanRangerEjection06
  CreateObject
    ObjectNames = AmericaInfantryRanger
    IgnorePrimaryObstacle = Yes
    Disposition = SEND_IT_OUT
    DispositionIntensity = 4
    Count = 6
    RequiresLivePlayer = Yes
  End
End

ObjectCreationList OCL_AmericanRangerEjection07
  CreateObject
    ObjectNames = AmericaInfantryRanger
    IgnorePrimaryObstacle = Yes
    Disposition = SEND_IT_OUT
    DispositionIntensity = 4
    Count = 7
    RequiresLivePlayer = Yes
  End
End

ObjectCreationList OCL_AmericanRangerEjection08
  CreateObject
    ObjectNames = AmericaInfantryRanger
    IgnorePrimaryObstacle = Yes
    Disposition = SEND_IT_OUT
    DispositionIntensity = 4
    Count = 8
    RequiresLivePlayer = Yes
  End
End

ObjectCreationList OCL_AmericanRangerEjection09
  CreateObject
    ObjectNames = AmericaInfantryRanger
    IgnorePrimaryObstacle = Yes
    Disposition = SEND_IT_OUT
    DispositionIntensity = 4
    Count = 9
    RequiresLivePlayer = Yes
  End
End

ObjectCreationList OCL_AmericanRangerEjection10
  CreateObject
    ObjectNames = AmericaInfantryRanger
    IgnorePrimaryObstacle = Yes
    Disposition = SEND_IT_OUT
    DispositionIntensity = 4
    Count = 10
    RequiresLivePlayer = Yes
  End
End

;-------------------------------------------------------------------------------
;CHINA
;-------------------------------------------------------------------------------

ObjectCreationList OCL_ChinaRedGuardEjection01
  CreateObject
    ObjectNames = ChinaInfantryRedGuard
    IgnorePrimaryObstacle = Yes
    Disposition = SEND_IT_OUT
    DispositionIntensity = 4
    Count = 1
    RequiresLivePlayer = Yes
  End
End

ObjectCreationList OCL_ChinaRedGuardEjection02
  CreateObject
    ObjectNames = ChinaInfantryRedGuard
    IgnorePrimaryObstacle = Yes
    Disposition = SEND_IT_OUT
    DispositionIntensity = 4
    Count = 2
    RequiresLivePlayer = Yes
  End
End

ObjectCreationList OCL_ChinaRedGuardEjection03
  CreateObject
    ObjectNames = ChinaInfantryRedGuard
    IgnorePrimaryObstacle = Yes
    Disposition = SEND_IT_OUT
    DispositionIntensity = 4
    Count = 3
    RequiresLivePlayer = Yes
  End
End

ObjectCreationList OCL_ChinaRedGuardEjection04
  CreateObject
    ObjectNames = ChinaInfantryRedGuard
    IgnorePrimaryObstacle = Yes
    Disposition = SEND_IT_OUT
    DispositionIntensity = 4
    Count = 4
    RequiresLivePlayer = Yes
  End
End

ObjectCreationList OCL_ChinaRedGuardEjection05
  CreateObject
    ObjectNames = ChinaInfantryRedGuard
    IgnorePrimaryObstacle = Yes
    Disposition = SEND_IT_OUT
    DispositionIntensity = 4
    Count = 5
    RequiresLivePlayer = Yes
  End
End

ObjectCreationList OCL_ChinaRedGuardEjection06
  CreateObject
    ObjectNames = ChinaInfantryRedGuard
    IgnorePrimaryObstacle = Yes
    Disposition = SEND_IT_OUT
    DispositionIntensity = 4
    Count = 6
    RequiresLivePlayer = Yes
  End
End

ObjectCreationList OCL_ChinaRedGuardEjection07
  CreateObject
    ObjectNames = ChinaInfantryRedGuard
    IgnorePrimaryObstacle = Yes
    Disposition = SEND_IT_OUT
    DispositionIntensity = 4
    Count = 7
    RequiresLivePlayer = Yes
  End
End

ObjectCreationList OCL_ChinaRedGuardEjection08
  CreateObject
    ObjectNames = ChinaInfantryRedGuard
    IgnorePrimaryObstacle = Yes
    Disposition = SEND_IT_OUT
    DispositionIntensity = 4
    Count = 8
    RequiresLivePlayer = Yes
  End
End

ObjectCreationList OCL_ChinaRedGuardEjection09
  CreateObject
    ObjectNames = ChinaInfantryRedGuard
    IgnorePrimaryObstacle = Yes
    Disposition = SEND_IT_OUT
    DispositionIntensity = 4
    Count = 9
    RequiresLivePlayer = Yes
  End
End

ObjectCreationList OCL_ChinaRedGuardEjection10
  CreateObject
    ObjectNames = ChinaInfantryRedGuard
    IgnorePrimaryObstacle = Yes
    Disposition = SEND_IT_OUT
    DispositionIntensity = 4
    Count = 10
    RequiresLivePlayer = Yes
  End
End

;-------------------------------------------------------------------------------
;GLA
;-------------------------------------------------------------------------------

ObjectCreationList OCL_GLARebelEjection01
  CreateObject
    ObjectNames = GLAInfantryRebel
    IgnorePrimaryObstacle = Yes
    Disposition = SEND_IT_OUT
    DispositionIntensity = 4
    Count = 1
    RequiresLivePlayer = Yes
  End
End

ObjectCreationList OCL_GLARebelEjection02
  CreateObject
    ObjectNames = GLAInfantryRebel
    IgnorePrimaryObstacle = Yes
    Disposition = SEND_IT_OUT
    DispositionIntensity = 4
    Count = 2
    RequiresLivePlayer = Yes
  End
End

ObjectCreationList OCL_GLARebelEjection03
  CreateObject
    ObjectNames = GLAInfantryRebel
    IgnorePrimaryObstacle = Yes
    Disposition = SEND_IT_OUT
    DispositionIntensity = 4
    Count = 3
    RequiresLivePlayer = Yes
  End
End

ObjectCreationList OCL_GLARebelEjection04
  CreateObject
    ObjectNames = GLAInfantryRebel
    IgnorePrimaryObstacle = Yes
    Disposition = SEND_IT_OUT
    DispositionIntensity = 4
    Count = 4
    RequiresLivePlayer = Yes
  End
End

ObjectCreationList OCL_GLARebelEjection05
  CreateObject
    ObjectNames = GLAInfantryRebel
    IgnorePrimaryObstacle = Yes
    Disposition = SEND_IT_OUT
    DispositionIntensity = 4
    Count = 5
    RequiresLivePlayer = Yes
  End
End

ObjectCreationList OCL_GLARebelEjection06
  CreateObject
    ObjectNames = GLAInfantryRebel
    IgnorePrimaryObstacle = Yes
    Disposition = SEND_IT_OUT
    DispositionIntensity = 4
    Count = 6
    RequiresLivePlayer = Yes
  End
End

ObjectCreationList OCL_GLARebelEjection07
  CreateObject
    ObjectNames = GLAInfantryRebel
    IgnorePrimaryObstacle = Yes
    Disposition = SEND_IT_OUT
    DispositionIntensity = 4
    Count = 7
    RequiresLivePlayer = Yes
  End
End

ObjectCreationList OCL_GLARebelEjection08
  CreateObject
    ObjectNames = GLAInfantryRebel
    IgnorePrimaryObstacle = Yes
    Disposition = SEND_IT_OUT
    DispositionIntensity = 4
    Count = 8
    RequiresLivePlayer = Yes
  End
End

ObjectCreationList OCL_GLARebelEjection09
  CreateObject
    ObjectNames = GLAInfantryRebel
    IgnorePrimaryObstacle = Yes
    Disposition = SEND_IT_OUT
    DispositionIntensity = 4
    Count = 9
    RequiresLivePlayer = Yes
  End
End

ObjectCreationList OCL_GLARebelEjection10
  CreateObject
    ObjectNames = GLAInfantryRebel
    IgnorePrimaryObstacle = Yes
    Disposition = SEND_IT_OUT
    DispositionIntensity = 4
    Count = 10
    RequiresLivePlayer = Yes
  End
End

;-------------------------------------------------------------------
;TANK CREWS
;-------------------------------------------------------------------

;-------------------------------------------------------------------
;CHINA
;-------------------------------------------------------------------

ObjectCreationList OCL_ChinaTankCrewEjection
  CreateObject
    ObjectNames = ChinaInfantryTankCrew
    IgnorePrimaryObstacle = Yes
    InheritsVeterancy = Yes
    Disposition = SEND_IT_OUT
    DispositionIntensity = 5
    Count = 1
    InvulnerableTime = 2000;milliseconds
    RequiresLivePlayer = Yes
  End
End

;-------------------------------------------------------------------
;GLA
;-------------------------------------------------------------------

ObjectCreationList OCL_GLATankCrewEjection
  CreateObject
    ObjectNames = GLAInfantryTankCrew
    IgnorePrimaryObstacle = Yes
    InheritsVeterancy = Yes
    Disposition = SEND_IT_OUT
    DispositionIntensity = 5
    Count = 1
    InvulnerableTime = 2000;milliseconds
    RequiresLivePlayer = Yes
  End
End

;-------------------------------------------------------------------
;USA
;-------------------------------------------------------------------

ObjectCreationList OCL_AmericaTankCrewEjection
  CreateObject
    ObjectNames = AmericaInfantryTankCrew
    IgnorePrimaryObstacle = Yes
    InheritsVeterancy = Yes
    Disposition = SEND_IT_OUT
    DispositionIntensity = 5
    Count = 1
    InvulnerableTime = 2000;milliseconds
    RequiresLivePlayer = Yes
  End
End
