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1 ; FILE: CivilianBuilding.ini ////////////////////////////////////////////////// 2 ; This file contains only buildings that are not part of any specific 3 ; game faction. Here is where you will find "neutral" buildings and 4 ; any related objects to those buildings (such as debris or bibs) 5 ;////////////////////////////////////////////////////////////////////////////// 6 7 ;------------------------------------------------------------------------------ 8 ; this is just a handy placeholder to allow units to have a target 9 ; that can't get hurt, to test repeated firing 10 Object IndestructibleThing 11 12 ; *** ART Parameters *** 13 Draw = W3DModelDraw ModuleTag_01 14 DefaultConditionState 15 Model = TempBldgLg 16 End 17 End 18 19 ; ***DESIGN parameters *** 20 EditorSorting = STRUCTURE 21 Side = Civilian 22 ArmorSet 23 Conditions = None 24 Armor = InvulnerableArmor 25 DamageFX = EmptyDamageFX ; just to avoid an assert 26 End 27 28 ; *** ENGINEERING Parameters *** 29 RadarPriority = STRUCTURE 30 KindOf = STRUCTURE SELECTABLE IMMOBILE 31 Body = ActiveBody ModuleTag_02 32 MaxHealth = 99999.0 33 InitialHealth = 99999.0 34 End 35 Geometry = BOX 36 GeometryMajorRadius = 35.0 37 GeometryMinorRadius = 35.0 38 GeometryHeight = 70.0 39 GeometryIsSmall = No 40 41 End 42 43 ;------------------------------------------------------------------------------ 44 ; Bridge towers appear at the 4 corners of a bridge area 45 ;------------------------------------------------------------------------------ 46 Object GenericBridgeTower 47 48 ; *** ART Parameters *** 49 Draw = W3DModelDraw ModuleTag_01 50 DefaultConditionState 51 Model = TempBldgSm 52 End 53 End 54 55 ; ***DESIGN parameters *** 56 DisplayName = OBJECT:BridgeTower 57 EditorSorting = SYSTEM ; not available in the editor. 58 ArmorSet 59 Conditions = None 60 Armor = StructureArmor 61 DamageFX = StructureDamageFXNoShake 62 End 63 64 ; *** ENGINEERING Parameters *** 65 RadarPriority = NOT_ON_RADAR 66 KindOf = UNATTACKABLE STRUCTURE IMMOBILE BRIDGE_TOWER NO_HEAL_ICON 67 Body = ImmortalBody ModuleTag_02 68 MaxHealth = 1.0 69 InitialHealth = 1.0 70 End 71 72 Behavior = BridgeTowerBehavior ModuleTag_03 73 ;No Data 74 End 75 76 Geometry = BOX 77 GeometryMajorRadius = 5.0 78 GeometryMinorRadius = 5.0 79 GeometryHeight = 30.0 80 GeometryIsSmall = No 81 Shadow = SHADOW_VOLUME 82 83 End 84 85 ;------------------------------------------------------------------------------ 86 ObjectReskin BridgeTowerConcreteLeft01 GenericBridgeTower 87 Draw = W3DModelDraw ModuleTag_01 88 ConditionState = NONE 89 Model = CBBStpL01 90 End 91 ConditionState = DAMAGED REALLYDAMAGED 92 Model = CBBStpL01_d 93 End 94 ConditionState = RUBBLE 95 Model = CBBStpL01_e 96 End 97 ConditionState = SNOW 98 Model = CBBStpL01_s 99 End 100 End 101 End 102 103 ;------------------------------------------------------------------------------ 104 ObjectReskin BridgeTowerConcreteLeft02 GenericBridgeTower 105 Draw = W3DModelDraw ModuleTag_01 106 ConditionState = NONE 107 Model = CBBStpL01 108 End 109 ConditionState = DAMAGED REALLYDAMAGED 110 Model = CBBStpL01_d 111 End 112 ConditionState = RUBBLE 113 Model = CBBStpL01_e 114 End 115 ConditionState = SNOW 116 Model = CBBStpL01_s 117 End 118 End 119 End 120 121 ;------------------------------------------------------------------------------ 122 ObjectReskin BridgeTowerConcreteRight01 GenericBridgeTower 123 Draw = W3DModelDraw ModuleTag_01 124 ConditionState = NONE 125 Model = CBBStpL01 126 End 127 ConditionState = DAMAGED REALLYDAMAGED 128 Model = CBBStpL01_d 129 End 130 ConditionState = RUBBLE 131 Model = CBBStpL01_e 132 End 133 ConditionState = SNOW 134 Model = CBBStpL01_s 135 End 136 End 137 End 138 139 ;------------------------------------------------------------------------------ 140 ObjectReskin BridgeTowerConcreteRight02 GenericBridgeTower 141 Draw = W3DModelDraw ModuleTag_01 142 ConditionState = NONE 143 Model = CBBStpL01 144 End 145 ConditionState = DAMAGED REALLYDAMAGED 146 Model = CBBStpL01_d 147 End 148 ConditionState = RUBBLE 149 Model = CBBStpL01_e 150 End 151 ConditionState = SNOW 152 Model = CBBStpL01_s 153 End 154 End 155 End 156 157 ;------------------------------------------------------------------------------ 158 ObjectReskin IndustrialBridgeTower01 GenericBridgeTower 159 Draw = W3DModelDraw ModuleTag_01 160 ConditionState = NONE 161 Model = CBBIn01 162 End 163 ConditionState = DAMAGED REALLYDAMAGED 164 Model = CBBIn01_d 165 End 166 ConditionState = RUBBLE 167 Model = CBBIn01_e 168 End 169 ConditionState = SNOW 170 Model = CBBIn01_s 171 End 172 End 173 End 174 175 ;------------------------------------------------------------------------------ 176 ObjectReskin EuropeanTowerBridge01 GenericBridgeTower 177 Draw = W3DModelDraw ModuleTag_01 178 ConditionState = NONE 179 Model = CBBArcp01 180 End 181 ConditionState = DAMAGED REALLYDAMAGED 182 Model = CBBArcp01_d 183 End 184 ConditionState = RUBBLE 185 Model = CBBArcp01_e 186 End 187 ConditionState = SNOW 188 Model = CBBArcp01_s 189 End 190 End 191 End 192 193 ;------------------------------------------------------------------- 194 Object BaghdadVictoryMemorial01 195 196 ; *** ART Parameters *** 197 Draw = W3DModelDraw ModuleTag_01 198 OkToChangeModelColor = Yes 199 200 ; day 201 ConditionState = NONE 202 Model = CMBaghdadV 203 End 204 ConditionState = DAMAGED 205 Model = CMBaghdadV_D 206 End 207 ConditionState = REALLYDAMAGED 208 Model = CMBaghdadV_E 209 End 210 ConditionState = RUBBLE 211 Model = CMBaghdadV_R 212 End 213 End 214 215 ; ***DESIGN parameters *** 216 DisplayName = OBJECT:Monument 217 EditorSorting = STRUCTURE 218 ArmorSet 219 Conditions = None 220 Armor = StructureArmor 221 DamageFX = StructureDamageFXNoShake 222 End 223 224 ; *** ENGINEERING Parameters *** 225 KindOf = STRUCTURE SELECTABLE IMMOBILE AIRCRAFT_PATH_AROUND 226 Body = ActiveBody ModuleTag_02 227 MaxHealth = 2000.0 228 InitialHealth = 2000.0 229 End 230 231 ; Note that structures with "RUBBLE" states should not use DestroyDie; such buildings are 232 ; never truly destroyed, even when reduced to zero health. Also note that garrisonable 233 ; buildings automatically stick around because GarrisonContain has it's own DieModule 234 Behavior = KeepObjectDie ModuleTag_IWantRubble 235 End 236 237 Geometry = BOX 238 GeometryMajorRadius = 10.0 239 GeometryMinorRadius = 10.0 240 GeometryHeight = 20.0 241 GeometryIsSmall = No 242 Shadow = SHADOW_VOLUME 243 End 244 245 ;------------------------------------------------------------------- 246 ; for backwards compatibility (srj) 247 ObjectReskin BaghdadVictoryMemorial BaghdadVictoryMemorial01 248 End 249 250 ;------------------------------------------------------------------------------ 251 Object BaghdadVictoryMemorial02 252 253 ; *** ART Parameters *** 254 Draw = W3DModelDraw ModuleTag_01 255 OkToChangeModelColor = Yes 256 257 ; day 258 ConditionState = NONE 259 Model = CMBaghdadV2 260 End 261 ConditionState = DAMAGED 262 Model = CMBaghdadV2_D 263 End 264 ConditionState = REALLYDAMAGED 265 Model = CMBaghdadV2_E 266 End 267 ConditionState = RUBBLE 268 Model = CMBaghdadV2_R 269 End 270 End 271 272 ; ***DESIGN parameters *** 273 DisplayName = OBJECT:Monument 274 EditorSorting = STRUCTURE 275 ArmorSet 276 Conditions = None 277 Armor = StructureArmor 278 DamageFX = StructureDamageFXNoShake 279 End 280 281 ; *** ENGINEERING Parameters *** 282 KindOf = STRUCTURE SELECTABLE IMMOBILE AIRCRAFT_PATH_AROUND 283 Body = ActiveBody ModuleTag_02 284 MaxHealth = 2000.0 285 InitialHealth = 2000.0 286 End 287 288 ; Note that structures with "RUBBLE" states should not use DestroyDie; such buildings are 289 ; never truly destroyed, even when reduced to zero health. Also note that garrisonable 290 ; buildings automatically stick around because GarrisonContain has it's own DieModule 291 Behavior = KeepObjectDie ModuleTag_IWantRubble 292 End 293 294 Geometry = BOX 295 GeometryMajorRadius = 10.0 296 GeometryMinorRadius = 10.0 297 GeometryHeight = 20.0 298 GeometryIsSmall = No 299 Shadow = SHADOW_VOLUME 300 End 301 302 ;------------------------------------------------------------------------------ 303 Object SupplyWarehouse 304 305 ; *** ART Parameters *** 306 ; day 307 Draw = W3DModelDraw ModuleTag_01 ; Handles the building but not the pile of stuff 308 ConditionState = NONE 309 Model = ZBSupplyWH 310 End 311 ; damaged 312 ConditionState = DAMAGED 313 Model = ZBSupplyWH_D 314 ParticleSysBone = Smoke01 SmolderingSmoke 315 ParticleSysBone = Smoke02 SmolderingSmoke 316 ParticleSysBone = Smoke03 SmolderingSmoke 317 ParticleSysBone = Smoke04 SmolderingSmoke 318 ParticleSysBone = Smoke05 SmolderingSmoke 319 End 320 ; reallydamaged 321 ConditionState = REALLYDAMAGED 322 Model = ZBSupplyWH_E 323 ParticleSysBone = Smoke01 SmolderingSmoke 324 ParticleSysBone = Smoke02 SmolderingSmoke 325 ParticleSysBone = Smoke03 SmolderingSmoke 326 ParticleSysBone = Smoke04 SmolderingSmoke 327 ParticleSysBone = Smoke05 SmolderingSmoke 328 ParticleSysBone = Fire01 SmolderingFire 329 ParticleSysBone = Fire02 SmolderingFire 330 ParticleSysBone = Fire03 SmolderingFire 331 ParticleSysBone = Fire04 SmolderingFire 332 ParticleSysBone = Fire05 SmolderingFire 333 End 334 335 ; night 336 ConditionState = NIGHT 337 Model = ZBSupplyWH_N 338 ;@TODO -- MISSING ANIMATION FILE 339 End 340 ; damaged 341 ConditionState = DAMAGED NIGHT 342 Model = ZBSupplyWH_DN 343 ;@TODO -- MISSING ANIMATION FILE 344 ParticleSysBone = Smoke01 SmolderingSmoke 345 ParticleSysBone = Smoke02 SmolderingSmoke 346 ParticleSysBone = Smoke03 SmolderingSmoke 347 ParticleSysBone = Smoke04 SmolderingSmoke 348 ParticleSysBone = Smoke05 SmolderingSmoke 349 End 350 ; reallydamaged 351 ConditionState = REALLYDAMAGED NIGHT 352 Model = ZBSupplyWH_EN 353 ;@TODO -- MISSING ANIMATION FILE 354 ParticleSysBone = Smoke01 SmolderingSmoke 355 ParticleSysBone = Smoke02 SmolderingSmoke 356 ParticleSysBone = Smoke03 SmolderingSmoke 357 ParticleSysBone = Smoke04 SmolderingSmoke 358 ParticleSysBone = Smoke05 SmolderingSmoke 359 ParticleSysBone = Fire01 SmolderingFire 360 ParticleSysBone = Fire02 SmolderingFire 361 ParticleSysBone = Fire03 SmolderingFire 362 ParticleSysBone = Fire04 SmolderingFire 363 ParticleSysBone = Fire05 SmolderingFire 364 End 365 End 366 367 Draw = W3DSupplyDraw ModuleTag_02 ; Dedicated draw module that talks with SupplyWarehouseDockUpdate to show/hide % of bones 368 ExtraPublicBone = SUP 369 ConditionState = NONE 370 Model = ZBSupplyWH_B 371 End 372 SupplyBonePrefix = SUP ; Show n of these based on SupplyWarehouseDockUpdate 373 End 374 375 ; ***DESIGN parameters *** 376 DisplayName = OBJECT:SupplyWarehouse 377 EditorSorting = STRUCTURE 378 379 ; *** ENGINEERING Parameters *** 380 ; Note - kindof is nocollide because they are immortalbody, and this allows units that end up inside to be shot. jba. 381 KindOf = STRUCTURE IMMOBILE SELECTABLE SUPPLY_SOURCE_ON_PREVIEW NO_COLLIDE SUPPLY_SOURCE 382 RadarPriority = STRUCTURE 383 Body = ImmortalBody ModuleTag_03 384 MaxHealth = 1000.0 385 InitialHealth = 1000.0 386 End 387 ArmorSet 388 Conditions = None 389 Armor = StructureArmor 390 DamageFX = StructureDamageFXNoShake 391 End 392 393 Behavior = SupplyWarehouseCripplingBehavior ModuleTag_04 394 SelfHealSupression = 3000 ; Time since last damage until I can start to heal 395 SelfHealDelay = 500 ; Once I am okay to heal, how often to do so 396 SelfHealAmount = 5 ; And how much 397 ; The Crippling part is tied to ReallyDamaged, or 30% health. 398 End 399 400 Behavior = SupplyWarehouseCreate ModuleTag_05 401 ;nothing 402 End 403 404 Behavior = SupplyWarehouseDockUpdate ModuleTag_06 405 NumberApproachPositions = 9 ; There are 9 approach bones in the art 406 StartingBoxes = 400 ; Even if you use a script to set the cash value, this will determine graphically what "full" is. 407 End 408 409 Behavior = FlammableUpdate ModuleTag_08 410 FlameDamageLimit = 20 ;Catch fire if I take this much fire damage... 411 FlameDamageExpiration = 2000 ;in a span of this long 412 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 413 AflameDamageAmount = 25 ; taking this much damage... 414 AflameDamageDelay = 500 ; this often. 415 End 416 417 Geometry = BOX 418 GeometryMajorRadius = 43.0 419 GeometryMinorRadius = 51.0 420 GeometryHeight = 37.0 421 GeometryIsSmall = No 422 Shadow = SHADOW_VOLUME 423 424 End 425 426 ;------------------------------------------------------------------------------ 427 Object SupplyDock 428 429 ; *** ART Parameters *** 430 ; day 431 Draw = W3DModelDraw ModuleTag_01 ; Handles the building but not the pile of stuff 432 ConditionState = NONE 433 Model = ZBSupplyDK 434 End 435 436 ; damaged 437 ConditionState = DAMAGED 438 Model = ZBSupplyDK_D 439 End 440 441 ; reallydamaged 442 ConditionState = REALLYDAMAGED 443 Model = ZBSupplyDK_E 444 End 445 446 ; night 447 ConditionState = NIGHT 448 Model = ZBSupplyDK_N 449 End 450 451 ; damaged 452 ConditionState = DAMAGED NIGHT 453 Model = ZBSupplyDK_DN 454 End 455 456 ; reallydamaged 457 ConditionState = REALLYDAMAGED NIGHT 458 Model = ZBSupplyDK_EN 459 End 460 End 461 462 Draw = W3DSupplyDraw ModuleTag_02 ; Dedicated draw module that talks with SupplyWarehouseDockUpdate to show/hide % of bones 463 ExtraPublicBone = SUP 464 ConditionState = NONE 465 Model = ZBSupplyDK_B 466 End 467 468 ;ConditionState = DAMAGED 469 ; Model = ZBSupplyDK_B 470 ;End 471 472 ;ConditionState = REALLYDAMAGED 473 ; Model = None 474 ;End 475 476 SupplyBonePrefix = SUP ; Show n of these based on SupplyWarehouseDockUpdate 477 End 478 479 ; ------------ New Animations fence ----------------- 480 Draw = W3DModelDraw ModuleTag_NewAnimations 481 AnimationsRequirePower = No 482 483 DefaultConditionState 484 Model = ZBSupplyDK_A1 485 Animation = ZBSupplyDK_A1.ZBSupplyDK_A1 486 AnimationMode = LOOP 487 End 488 End 489 490 ; ***DESIGN parameters *** 491 DisplayName = OBJECT:SupplyDock 492 EditorSorting = STRUCTURE 493 ArmorSet 494 Conditions = None 495 Armor = StructureArmorTough 496 DamageFX = StructureDamageFXNoShake 497 End 498 499 ; *** ENGINEERING Parameters *** 500 RadarPriority = STRUCTURE 501 Body = HighlanderBody ModuleTag_03 ;ImmortalBody ModuleTag_03 502 MaxHealth = 3000.0 ;1.0 503 InitialHealth = 3000.0 ;1.0 504 End 505 506 Behavior = SupplyWarehouseCripplingBehavior ModuleTag_04 507 SelfHealSupression = 3000 ; Time since last damage until I can start to heal 508 SelfHealDelay = 500 ; Once I am okay to heal, how often to do so 509 SelfHealAmount = 10 ; And how much 510 End 511 512 Behavior = SupplyWarehouseCreate ModuleTag_05 513 ;nothing 514 End 515 516 Behavior = SupplyWarehouseDockUpdate ModuleTag_06 517 AllowsPassthrough = No ;You can't drive through this guy while docking. Use this when the dock points are all outside 518 NumberApproachPositions = -1 ; This is a Boneless dock, so this means infinite can approach 519 StartingBoxes = 400 ; Even if you use a script to set the cash value, this will determine graphically what "full" is. 520 End 521 522 ; Note - kindof is nocollide because they are immortalbody, and this allows units that end up inside to be shot. jba. 523 KindOf = STRUCTURE IMMOBILE SELECTABLE SUPPLY_SOURCE_ON_PREVIEW NO_COLLIDE SUPPLY_SOURCE IGNORED_IN_GUI 524 Geometry = BOX 525 GeometryMajorRadius = 50.0 526 GeometryMinorRadius = 61.0 527 GeometryHeight = 13.0 528 GeometryIsSmall = No 529 Shadow = SHADOW_VOLUME 530 531 End 532 533 ;------------------------------------------------------------------------------ 534 Object SupplyPile 535 536 ; *** ART Parameters *** 537 ; There is no art except for the pile here. 538 Draw = W3DSupplyDraw ModuleTag_01 ; Dedicated draw module that talks with SupplyWarehouseDockUpdate to show/hide % of bones 539 ExtraPublicBone = SUP 540 ConditionState = NONE 541 Model = ZBPile 542 End 543 544 SupplyBonePrefix = SUP ; Show n of these based on SupplyWarehouseDockUpdate 545 End 546 547 ; ***DESIGN parameters *** 548 DisplayName = OBJECT:SupplyPile 549 EditorSorting = STRUCTURE 550 551 ; *** ENGINEERING Parameters *** 552 RadarPriority = STRUCTURE 553 Body = ImmortalBody ModuleTag_02 554 MaxHealth = 1.0 555 InitialHealth = 1.0 556 End 557 ArmorSet 558 Conditions = None 559 Armor = StructureArmor 560 DamageFX = StructureDamageFXNoShake 561 End 562 563 Behavior = SupplyWarehouseCreate ModuleTag_03 564 ;nothing 565 End 566 Behavior = SupplyWarehouseDockUpdate ModuleTag_04 567 NumberApproachPositions = 5 ; There are 5 approach bones in the art 568 StartingBoxes = 150 ; Even if you use a script to set the cash value, this will determine graphically what "full" is. 569 DeleteWhenEmpty = Yes 570 End 571 572 ; Note - kindof is nocollide because they are immortalbody, and this allows units that end up inside to be shot. jba. 573 KindOf = STRUCTURE IMMOBILE SELECTABLE SUPPLY_SOURCE_ON_PREVIEW NO_COLLIDE SUPPLY_SOURCE IGNORED_IN_GUI 574 Geometry = BOX 575 GeometryMajorRadius = 30.0 576 GeometryMinorRadius = 32.0 577 GeometryHeight = 16.0 578 GeometryIsSmall = No 579 Shadow = SHADOW_VOLUME 580 581 End 582 583 ;------------------------------------------------------------------------------ 584 Object SupplyPileSmall 585 586 ; *** ART Parameters *** 587 Draw = W3DSupplyDraw ModuleTag_01 ; Dedicated draw module that talks with SupplyWarehouseDockUpdate to show/hide % of bones 588 ExtraPublicBone = SUP 589 ConditionState = NONE 590 Model = ZBSmalPile 591 End 592 593 SupplyBonePrefix = SUP ; Show n of these based on SupplyWarehouseDockUpdate 594 End 595 596 ; ***DESIGN parameters *** 597 DisplayName = OBJECT:SupplyPile 598 EditorSorting = STRUCTURE 599 600 ; *** ENGINEERING Parameters *** 601 RadarPriority = STRUCTURE 602 Body = ImmortalBody ModuleTag_02 603 MaxHealth = 1.0 604 InitialHealth = 1.0 605 End 606 ArmorSet 607 Conditions = None 608 Armor = StructureArmor 609 DamageFX = StructureDamageFXNoShake 610 End 611 ; Note - kindof is nocollide because they are immortalbody, and this allows units that end up inside to be shot. jba. 612 KindOf = STRUCTURE IMMOBILE SELECTABLE SUPPLY_SOURCE_ON_PREVIEW NO_COLLIDE SUPPLY_SOURCE IGNORED_IN_GUI 613 614 Behavior = SupplyWarehouseCreate ModuleTag_03 615 ;nothing 616 End 617 Behavior = SupplyWarehouseDockUpdate ModuleTag_04 618 AllowsPassthrough = No ;You can't drive through this guy while docking. Use this when the dock points are all outside 619 NumberApproachPositions = -1 ; This is a Boneless dock, so this means infinite can approach 620 StartingBoxes = 50 ; Even if you use a script to set the cash value, this will determine graphically what "full" is. 621 DeleteWhenEmpty = Yes 622 End 623 624 Geometry = CYLINDER 625 GeometryMajorRadius = 16.0 626 GeometryHeight = 5.0 627 GeometryIsSmall = No 628 Shadow = SHADOW_VOLUME 629 End 630 631 ;------------------------------------------------------------------------------ 632 ; here, tank means container and not vehicle that destroys things 633 Object GLAToxinTank 634 635 ; *** ART Parameters *** 636 Draw = W3DModelDraw ModuleTag_01 637 ConditionState = NONE 638 Model = PMToxicTnk 639 End 640 ConditionState = DAMAGED 641 Model = PMToxicTnk_d 642 ParticleSysBone = Slime01 ToxicSlime 643 ParticleSysBone = Slime01 ToxicSmoke 644 ParticleSysBone = OilTank ToxinTankPuddle 645 End 646 ConditionState = REALLYDAMAGED 647 Model = PMToxicTnk_e 648 ParticleSysBone = Smoke01 ToxicSmoke 649 ParticleSysBone = Fire01 FireToxicMedium 650 ParticleSysBone = Fire02 FireToxicSmall 651 ParticleSysBone = Slime01 ToxicSlime 652 ParticleSysBone = Slime02 ToxicSlime 653 ParticleSysBone = OilTank ToxinTankPuddle 654 End 655 ConditionState = RUBBLE 656 Model = PMToxicTnk_r 657 ParticleSysBone = RootTransform ToxicTankSmoke 658 ParticleSysBone = Fire01 FireToxicMedium 659 ParticleSysBone = Fire02 FireToxicSmall 660 End 661 OkToChangeModelColor = Yes 662 End 663 664 ; ***DESIGN parameters *** 665 DisplayName = OBJECT:ToxinTank 666 Side = GLA 667 EditorSorting = STRUCTURE 668 TransportSlotCount = 1 669 VisionRange = 300 670 671 ; *** ENGINEERING Parameters *** 672 RadarPriority = STRUCTURE 673 KindOf = PRELOAD SELECTABLE CAN_CAST_REFLECTIONS STRUCTURE IMMOBILE 674 675 Body = ActiveBody ModuleTag_02 676 MaxHealth = 1000 677 InitialHealth = 1000 678 End 679 680 ArmorSet 681 Conditions = None 682 Armor = StructureArmor 683 DamageFX = StructureDamageFXNoShake 684 End 685 686 Behavior = FXListDie ModuleTag_04 687 DeathTypes = ALL -BURNED 688 DeathFX = WeaponFX_BombTruckBioBombDetonation 689 End 690 691 Behavior = CreateObjectDie ModuleTag_05 692 CreationList = OCL_PoisonFieldSmall 693 End 694 695 Behavior = TransitionDamageFX ModuleTag_06 696 DamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_ToxicTankDamageTransition 697 ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_ToxicTankDamageTransition 698 End 699 700 Behavior = FlammableUpdate ModuleTag_09 701 FlameDamageLimit = 20 ;Catch fire if I take this much fire damage... 702 FlameDamageExpiration = 2000 ;in a span of this long 703 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 704 AflameDamageAmount = 25 ; taking this much damage... 705 AflameDamageDelay = 500 ; this often. 706 End 707 708 Geometry = BOX 709 GeometryMajorRadius = 15.0 710 GeometryMinorRadius = 10.0 711 GeometryHeight = 10.0 712 GeometryIsSmall = Yes 713 Shadow = SHADOW_VOLUME 714 ShadowSizeX = 45 ; minimum elevation angle above horizon. Used to limit shadow length 715 716 End 717 718 ;------------------------------------------------------------------------------ 719 Object CivilianAirport 720 721 ; *** ART Parameters *** 722 Draw = W3DModelDraw ModuleTag_01 723 OkToChangeModelColor = Yes 724 725 ; day 726 ConditionState = NONE 727 Model = CBAirport 728 End 729 ConditionState = DAMAGED 730 Model = CBAirport_D 731 End 732 ConditionState = REALLYDAMAGED 733 Model = CBAirport_E 734 End 735 ConditionState = RUBBLE 736 Model = CBAirport_R 737 End 738 739 ; day garrisoned 740 ConditionState = GARRISONED 741 Model = CBAirport_G 742 Animation = CBAirport_G.CBAirport_G 743 AnimationMode = LOOP 744 End 745 ConditionState = DAMAGED GARRISONED 746 Model = CBAirport_DG 747 Animation = CBAirport_DG.CBAirport_DG 748 AnimationMode = LOOP 749 End 750 751 ; night 752 ConditionState = NIGHT 753 Model = CBAirport_N 754 End 755 ConditionState = DAMAGED NIGHT 756 Model = CBAirport_DN 757 End 758 ConditionState = REALLYDAMAGED NIGHT 759 Model = CBAirport_EN 760 End 761 ConditionState = RUBBLE NIGHT 762 Model = CBAirport_RN 763 End 764 765 ; night garrisoned 766 ConditionState = NIGHT GARRISONED 767 Model = CBAirport_NG 768 Animation = CBAirport_NG.CBAirport_NG 769 AnimationMode = LOOP 770 End 771 ConditionState = DAMAGED NIGHT GARRISONED 772 Model = CBAirport_DNG 773 Animation = CBAirport_DNG.CBAirport_DNG 774 AnimationMode = LOOP 775 End 776 777 778 779 ; Snow 780 ConditionState = SNOW 781 Model = CBAirport_S 782 End 783 ConditionState = DAMAGED SNOW 784 Model = CBAirport_DS 785 End 786 ConditionState = REALLYDAMAGED SNOW 787 Model = CBAirport_ES 788 End 789 ConditionState = RUBBLE SNOW 790 Model = CBAirport_RS 791 End 792 793 794 ; snow garrisoned 795 ConditionState = SNOW GARRISONED 796 Model = CBAirport_SG 797 Animation = CBAirport_SG.CBAirport_SG 798 AnimationMode = LOOP 799 End 800 ConditionState = DAMAGED SNOW GARRISONED 801 Model = CBAirport_DSG 802 Animation = CBAirport_DSG.CBAirport_DSG 803 AnimationMode = LOOP 804 End 805 806 ; night snow 807 ConditionState = SNOW NIGHT 808 Model = CBAirport_SN 809 End 810 ConditionState = DAMAGED SNOW NIGHT 811 Model = CBAirport_DSN 812 End 813 ConditionState = REALLYDAMAGED SNOW NIGHT 814 Model = CBAirport_ESN 815 End 816 ConditionState = RUBBLE SNOW NIGHT 817 Model = CBAirport_RSN 818 End 819 820 ; night snow garrisoned 821 ConditionState = SNOW NIGHT GARRISONED 822 Model = CBAirport_SNG 823 Animation = CBAirport_SNG.CBAirport_SNG 824 AnimationMode = LOOP 825 End 826 ConditionState = DAMAGED SNOW NIGHT GARRISONED 827 Model = CBAirport_DSNG 828 Animation = CBAirport_DSNG.CBAirport_DSNG 829 AnimationMode = LOOP 830 End 831 End 832 833 ; ***DESIGN parameters *** 834 DisplayName = OBJECT:Airport 835 EditorSorting = STRUCTURE 836 837 ; ***AUDIO parameters *** 838 SoundAmbient = CivAirportAmbience 839 SoundDie = BuildingDie 840 SoundOnDamaged = BuildingDamagedStateLight 841 SoundOnReallyDamaged = BuildingDestroy 842 843 ; *** ENGINEERING Parameters *** 844 KindOf = STRUCTURE SELECTABLE IMMOBILE 845 Body = ActiveBody ModuleTag_02 846 MaxHealth = 2000.0 847 InitialHealth = 2000.0 848 End 849 ArmorSet 850 Conditions = None 851 Armor = StructureArmor 852 DamageFX = StructureDamageFXNoShake 853 End 854 855 Behavior = FlammableUpdate ModuleTag_04 856 FlameDamageLimit = 20 ;Catch fire if I take this much fire damage... 857 FlameDamageExpiration = 2000 ;in a span of this long 858 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 859 AflameDamageAmount = 25 ; taking this much damage... 860 AflameDamageDelay = 500 ; this often. 861 End 862 863 Behavior = GarrisonContain ModuleTag_05 864 ContainMax = 10 865 EnterSound = GarrisonEnter 866 ExitSound = GarrisonExit 867 End 868 869 Behavior = TransitionDamageFX ModuleTag_06 870 ;-------------DESIGNED FOR LARGE SIZED CIVILIAN BUILDING TRANSITIONS------------------- 871 DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionLargeSmoke 872 ;--------------------------------------------------------------------------------------- 873 ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionLargeSmoke 874 ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionLargeExplosion 875 ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionLargeShockwave 876 ;--------------------------------------------------------------------------------------- 877 RubbleParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionLargeSmoke 878 RubbleParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionLargeExplosion 879 RubbleParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionLargeShockwave 880 RubbleParticleSystem4 = Bone:None RandomBone:No PSys:StructureTransitionLargeFlare 881 End 882 883 Geometry = BOX 884 GeometryMajorRadius = 45.0 885 GeometryMinorRadius = 106.0 886 GeometryHeight = 28.0 887 GeometryIsSmall = No 888 Shadow = SHADOW_VOLUME 889 890 End 891 892 ;------------------------------------------------------------------------------ 893 Object CivilianHangar 894 895 ; *** ART Parameters *** 896 Draw = W3DModelDraw ModuleTag_01 897 OkToChangeModelColor = Yes 898 899 ; day 900 ConditionState = NONE 901 Model = CBHangr02 902 End 903 ConditionState = DAMAGED 904 Model = CBHangr02_D 905 End 906 ConditionState = REALLYDAMAGED 907 Model = CBHangr02_E 908 End 909 ConditionState = RUBBLE 910 Model = CBHangr02_R 911 End 912 913 ; day garrisoned 914 ConditionState = GARRISONED 915 Model = CBHangr02_G 916 Animation = CBHangr02_G.CBHangr02_G 917 AnimationMode = LOOP 918 End 919 ConditionState = DAMAGED GARRISONED 920 Model = CBHangr02_DG 921 Animation = CBHangr02_DG.CBHangr02_DG 922 AnimationMode = LOOP 923 End 924 925 926 ; night 927 ConditionState = NIGHT 928 Model = CBHangr02_N 929 End 930 ConditionState = DAMAGED NIGHT 931 Model = CBHangr02_DN 932 End 933 ConditionState = REALLYDAMAGED NIGHT 934 Model = CBHangr02_EN 935 End 936 ConditionState = RUBBLE NIGHT 937 Model = CBHangr02_RN 938 End 939 940 ; night garrisoned 941 ConditionState = NIGHT GARRISONED 942 Model = CBHangr02_NG 943 Animation = CBHangr02_NG.CBHangr02_NG 944 AnimationMode = LOOP 945 End 946 ConditionState = DAMAGED NIGHT GARRISONED 947 Model = CBHangr02_DNG 948 Animation = CBHangr02_DNG.CBHangr02_DNG 949 AnimationMode = LOOP 950 End 951 952 953 954 ; Snow 955 ConditionState = SNOW 956 Model = CBHangr02_S 957 End 958 ConditionState = DAMAGED SNOW 959 Model = CBHangr02_DS 960 End 961 ConditionState = REALLYDAMAGED SNOW 962 Model = CBHangr02_ES 963 End 964 ConditionState = RUBBLE SNOW 965 Model = CBHangr02_RS 966 End 967 968 969 ; snow garrisoned 970 ConditionState = SNOW GARRISONED 971 Model = CBHangr02_SG 972 Animation = CBHangr02_SG.CBHangr02_SG 973 AnimationMode = LOOP 974 End 975 ConditionState = DAMAGED SNOW GARRISONED 976 Model = CBHangr02_DSG 977 Animation = CBHangr02_DSG.CBHangr02_DSG 978 AnimationMode = LOOP 979 End 980 981 ; night snow 982 ConditionState = SNOW NIGHT 983 Model = CBHangr02_SN 984 End 985 ConditionState = DAMAGED SNOW NIGHT 986 Model = CBHangr02_DSN 987 End 988 ConditionState = REALLYDAMAGED SNOW NIGHT 989 Model = CBHangr02_ESN 990 End 991 ConditionState = RUBBLE SNOW NIGHT 992 Model = CBHangr02_RSN 993 End 994 995 ; night snow garrisoned 996 ConditionState = SNOW NIGHT GARRISONED 997 Model = CBHangr02_SNG 998 Animation = CBHangr02_SNG.CBHangr02_SNG 999 AnimationMode = LOOP 1000 End 1001 ConditionState = DAMAGED SNOW NIGHT GARRISONED 1002 Model = CBHangr02_DSNG 1003 Animation = CBHangr02_DSNG.CBHangr02_DSNG 1004 AnimationMode = LOOP 1005 End 1006 End 1007 1008 ; *** AUDIO Parameters *** 1009 SoundDie = BuildingDie 1010 SoundOnDamaged = BuildingDamagedStateLight 1011 SoundOnReallyDamaged = BuildingDestroy 1012 1013 ; ***DESIGN parameters *** 1014 DisplayName = OBJECT:Structure 1015 EditorSorting = STRUCTURE 1016 1017 ; *** ENGINEERING Parameters *** 1018 KindOf = STRUCTURE SELECTABLE IMMOBILE 1019 Body = ActiveBody ModuleTag_02 1020 MaxHealth = 2000.0 1021 InitialHealth = 2000.0 1022 End 1023 ArmorSet 1024 Conditions = None 1025 Armor = StructureArmor 1026 DamageFX = StructureDamageFXNoShake 1027 End 1028 1029 Behavior = FlammableUpdate ModuleTag_04 1030 FlameDamageLimit = 20 ;Catch fire if I take this much fire damage... 1031 FlameDamageExpiration = 2000 ;in a span of this long 1032 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 1033 AflameDamageAmount = 25 ; taking this much damage... 1034 AflameDamageDelay = 500 ; this often. 1035 End 1036 1037 Behavior = GarrisonContain ModuleTag_05 1038 ContainMax = 10 1039 EnterSound = GarrisonEnter 1040 ExitSound = GarrisonExit 1041 End 1042 1043 Behavior = TransitionDamageFX ModuleTag_06 1044 ;-------------DESIGNED FOR MEDIUM SIZED CIVILIAN BUILDING TRANSITIONS------------------- 1045 DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke 1046 ;--------------------------------------------------------------------------------------- 1047 ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke 1048 ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionMediumExplosion 1049 ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionMediumShockwave 1050 ;-------------------------------------------------------------------------------------- 1051 RubbleParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke 1052 RubbleParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionMediumExplosion 1053 RubbleParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionMediumShockwave 1054 RubbleParticleSystem4 = Bone:None RandomBone:No PSys:StructureTransitionMediumFlare 1055 1056 End 1057 1058 Geometry = BOX 1059 GeometryMajorRadius = 25.0 1060 GeometryMinorRadius = 16.0 1061 GeometryHeight = 50.0 1062 GeometryIsSmall = No 1063 Shadow = SHADOW_VOLUME 1064 1065 End 1066 1067 ;------------------------------------------------------------------------------ 1068 Object GermanTownHouse1 1069 1070 ; *** ART Parameters *** 1071 Draw = W3DModelDraw ModuleTag_01 1072 OkToChangeModelColor = Yes 1073 1074 ; day 1075 ConditionState = NONE 1076 Model = CBTownHs01 1077 End 1078 ConditionState = DAMAGED 1079 Model = CBTownHs01_D 1080 End 1081 ConditionState = REALLYDAMAGED 1082 Model = CBTownHs01_E 1083 End 1084 ConditionState = RUBBLE 1085 Model = CBTownHs01_R 1086 End 1087 1088 ; day garrisoned 1089 ConditionState = GARRISONED 1090 Model = CBTownHs01_G 1091 Animation = CBTownHs01_G.CBTownHs01_G 1092 AnimationMode = LOOP 1093 End 1094 ConditionState = DAMAGED GARRISONED 1095 Model = CBTownHs01_DG 1096 Animation = CBTownHs01_DG.CBTownHs01_DG 1097 AnimationMode = LOOP 1098 End 1099 1100 ; night 1101 ConditionState = NIGHT 1102 Model = CBTownHs01_N 1103 End 1104 ConditionState = DAMAGED NIGHT 1105 Model = CBTownHs01_DN 1106 End 1107 ConditionState = REALLYDAMAGED NIGHT 1108 Model = CBTownHs01_EN 1109 End 1110 ConditionState = RUBBLE NIGHT 1111 Model = CBTownHs01_RN 1112 End 1113 1114 ; night garrisoned 1115 ConditionState = NIGHT GARRISONED 1116 Model = CBTownHs01_NG 1117 Animation = CBTownHs01_NG.CBTownHs01_NG 1118 AnimationMode = LOOP 1119 End 1120 ConditionState = DAMAGED NIGHT GARRISONED 1121 Model = CBTownHs01_DNG 1122 Animation = CBTownHs01_DNG.CBTownHs01_DNG 1123 AnimationMode = LOOP 1124 End 1125 1126 1127 1128 ; Snow 1129 ConditionState = SNOW 1130 Model = CBTownHs01_S 1131 End 1132 ConditionState = DAMAGED SNOW 1133 Model = CBTownHs01_DS 1134 End 1135 ConditionState = REALLYDAMAGED SNOW 1136 Model = CBTownHs01_ES 1137 End 1138 ConditionState = RUBBLE SNOW 1139 Model = CBTownHs01_RS 1140 End 1141 1142 1143 ; snow garrisoned 1144 ConditionState = SNOW GARRISONED 1145 Model = CBTownHs01_SG 1146 Animation = CBTownHs01_SG.CBTownHs01_SG 1147 AnimationMode = LOOP 1148 End 1149 ConditionState = DAMAGED SNOW GARRISONED 1150 Model = CBTownHs01_DSG 1151 Animation = CBTownHs01_DSG.CBTownHs01_DSG 1152 AnimationMode = LOOP 1153 End 1154 1155 ; night snow 1156 ConditionState = SNOW NIGHT 1157 Model = CBTownHs01_SN 1158 End 1159 ConditionState = DAMAGED SNOW NIGHT 1160 Model = CBTownHs01_DSN 1161 End 1162 ConditionState = REALLYDAMAGED SNOW NIGHT 1163 Model = CBTownHs01_ESN 1164 End 1165 ConditionState = RUBBLE SNOW NIGHT 1166 Model = CBTownHs01_RSN 1167 End 1168 1169 ; night snow garrisoned 1170 ConditionState = SNOW NIGHT GARRISONED 1171 Model = CBTownHs01_SNG 1172 Animation = CBTownHs01_SNG.CBTownHs01_SNG 1173 AnimationMode = LOOP 1174 End 1175 ConditionState = DAMAGED SNOW NIGHT GARRISONED 1176 Model = CBTownHs01_DSNG 1177 Animation = CBTownHs01_DSNG.CBTownHs01_DSNG 1178 AnimationMode = LOOP 1179 End 1180 End 1181 1182 ; *** AUDIO Parameters *** 1183 SoundDie = BuildingDie 1184 SoundOnDamaged = BuildingDamagedStateLight 1185 SoundOnReallyDamaged = BuildingDestroy 1186 1187 ; ***DESIGN parameters *** 1188 DisplayName = OBJECT:Structure 1189 EditorSorting = STRUCTURE 1190 1191 ; *** ENGINEERING Parameters *** 1192 KindOf = STRUCTURE SELECTABLE IMMOBILE 1193 Body = ActiveBody ModuleTag_02 1194 MaxHealth = 2000.0 1195 InitialHealth = 2000.0 1196 End 1197 ArmorSet 1198 Conditions = None 1199 Armor = StructureArmor 1200 DamageFX = StructureDamageFXNoShake 1201 End 1202 1203 Behavior = FlammableUpdate ModuleTag_04 1204 FlameDamageLimit = 20 ;Catch fire if I take this much fire damage... 1205 FlameDamageExpiration = 2000 ;in a span of this long 1206 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 1207 AflameDamageAmount = 25 ; taking this much damage... 1208 AflameDamageDelay = 500 ; this often. 1209 End 1210 1211 Behavior = GarrisonContain ModuleTag_05 1212 ContainMax = 10 1213 EnterSound = GarrisonEnter 1214 ExitSound = GarrisonExit 1215 End 1216 1217 Behavior = TransitionDamageFX ModuleTag_06 1218 ;-------------DESIGNED FOR MEDIUM SIZED CIVILIAN BUILDING TRANSITIONS------------------- 1219 DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke 1220 ;--------------------------------------------------------------------------------------- 1221 ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke 1222 ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionMediumExplosion 1223 ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionMediumShockwave 1224 ;-------------------------------------------------------------------------------------- 1225 RubbleParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke 1226 RubbleParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionMediumExplosion 1227 RubbleParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionMediumShockwave 1228 RubbleParticleSystem4 = Bone:None RandomBone:No PSys:StructureTransitionMediumFlare 1229 End 1230 1231 Geometry = BOX 1232 GeometryMajorRadius = 25.0 1233 GeometryMinorRadius = 16.0 1234 GeometryHeight = 50.0 1235 GeometryIsSmall = No 1236 Shadow = SHADOW_VOLUME 1237 1238 End 1239 1240 ;------------------------------------------------------------------------------ 1241 Object GermanTownHall 1242 1243 ; *** ART Parameters *** 1244 Draw = W3DModelDraw ModuleTag_01 1245 OkToChangeModelColor = Yes 1246 1247 ; day 1248 ConditionState = NONE 1249 Model = CBChurch01 1250 End 1251 ConditionState = DAMAGED 1252 Model = CBChurch01_D 1253 End 1254 ConditionState = REALLYDAMAGED 1255 Model = CBChurch01_E 1256 End 1257 ConditionState = RUBBLE 1258 Model = CBChurch01_R 1259 End 1260 1261 ; day garrisoned 1262 ConditionState = GARRISONED 1263 Model = CBChurch01_G 1264 Animation = CBChurch01_G.CBChurch01_G 1265 AnimationMode = LOOP 1266 End 1267 ConditionState = DAMAGED GARRISONED 1268 Model = CBChurch01_DG 1269 Animation = CBChurch01_DG.CBChurch01_DG 1270 AnimationMode = LOOP 1271 End 1272 1273 ; night 1274 ConditionState = NIGHT 1275 Model = CBChurch01_N 1276 End 1277 ConditionState = DAMAGED NIGHT 1278 Model = CBChurch01_DN 1279 End 1280 ConditionState = REALLYDAMAGED NIGHT 1281 Model = CBChurch01_EN 1282 End 1283 ConditionState = RUBBLE NIGHT 1284 Model = CBChurch01_RN 1285 End 1286 1287 ; night garrisoned 1288 ConditionState = NIGHT GARRISONED 1289 Model = CBChurch01_NG 1290 Animation = CBChurch01_NG.CBChurch01_NG 1291 AnimationMode = LOOP 1292 End 1293 ConditionState = DAMAGED NIGHT GARRISONED 1294 Model = CBChurch01_DNG 1295 Animation = CBChurch01_DNG.CBChurch01_DNG 1296 AnimationMode = LOOP 1297 End 1298 1299 1300 1301 ; Snow 1302 ConditionState = SNOW 1303 Model = CBChurch01_S 1304 End 1305 ConditionState = DAMAGED SNOW 1306 Model = CBChurch01_DS 1307 End 1308 ConditionState = REALLYDAMAGED SNOW 1309 Model = CBChurch01_ES 1310 End 1311 ConditionState = RUBBLE SNOW 1312 Model = CBChurch01_RS 1313 End 1314 1315 1316 ; snow garrisoned 1317 ConditionState = SNOW GARRISONED 1318 Model = CBChurch01_SG 1319 ; @todo animation missing 1320 ; Animation = CBChurch01_SG.CBChurch01_SG 1321 ; AnimationMode = LOOP 1322 End 1323 ConditionState = DAMAGED SNOW GARRISONED 1324 Model = CBChurch01_DSG 1325 ; @todo animation missing 1326 ; Animation = CBChurch01_DSG.CBChurch01_DSG 1327 ; AnimationMode = LOOP 1328 End 1329 1330 ; night snow 1331 ConditionState = SNOW NIGHT 1332 Model = CBChurch01_SN 1333 End 1334 ConditionState = DAMAGED SNOW NIGHT 1335 Model = CBChurch01_DSN 1336 End 1337 ConditionState = REALLYDAMAGED SNOW NIGHT 1338 Model = CBChurch01_ESN 1339 End 1340 ConditionState = RUBBLE SNOW NIGHT 1341 Model = CBChurch01_RSN 1342 End 1343 1344 ; night snow garrisoned 1345 ConditionState = SNOW NIGHT GARRISONED 1346 Model = CBChurch01_SNG 1347 ; @todo animation missing 1348 ; Animation = CBChurch01_SNG.CBChurch01_SNG 1349 ; AnimationMode = LOOP 1350 End 1351 ConditionState = DAMAGED SNOW NIGHT GARRISONED 1352 Model = CBChurch01_DSNG 1353 ; @todo animation missing 1354 ; Animation = CBChurch01_DSNG.CBChurch01_DSNG 1355 ; AnimationMode = LOOP 1356 End 1357 End 1358 1359 ; *** AUDIO Parameters *** 1360 SoundDie = BuildingDie 1361 SoundOnDamaged = BuildingDamagedStateLight 1362 SoundOnReallyDamaged = BuildingDestroy 1363 1364 ; ***DESIGN parameters *** 1365 DisplayName = OBJECT:Structure 1366 EditorSorting = STRUCTURE 1367 1368 ; *** ENGINEERING Parameters *** 1369 KindOf = STRUCTURE SELECTABLE IMMOBILE 1370 Body = ActiveBody ModuleTag_02 1371 MaxHealth = 2000.0 1372 InitialHealth = 2000.0 1373 End 1374 ArmorSet 1375 Conditions = None 1376 Armor = StructureArmor 1377 DamageFX = StructureDamageFXNoShake 1378 End 1379 1380 Behavior = GarrisonContain ModuleTag_03 1381 ContainMax = 10 1382 EnterSound = GarrisonEnter 1383 ExitSound = GarrisonExit 1384 End 1385 1386 Behavior = FlammableUpdate ModuleTag_05 1387 FlameDamageLimit = 20 ;Catch fire if I take this much fire damage... 1388 FlameDamageExpiration = 2000 ;in a span of this long 1389 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 1390 AflameDamageAmount = 25 ; taking this much damage... 1391 AflameDamageDelay = 500 ; this often. 1392 End 1393 1394 Behavior = TransitionDamageFX ModuleTag_06 1395 ;-------------DESIGNED FOR LARGE SIZED CIVILIAN BUILDING TRANSITIONS------------------- 1396 DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionLargeSmoke 1397 ;--------------------------------------------------------------------------------------- 1398 ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionLargeSmoke 1399 ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionLargeExplosion 1400 ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionLargeShockwave 1401 ;--------------------------------------------------------------------------------------- 1402 RubbleParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionLargeSmoke 1403 RubbleParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionLargeExplosion 1404 RubbleParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionLargeShockwave 1405 RubbleParticleSystem4 = Bone:None RandomBone:No PSys:StructureTransitionLargeFlare 1406 End 1407 1408 Geometry = BOX 1409 GeometryMajorRadius = 35.0 1410 GeometryMinorRadius = 49.0 1411 GeometryHeight = 52.0 1412 GeometryIsSmall = No 1413 Shadow = SHADOW_VOLUME 1414 1415 End 1416 1417 ;------------------------------------------------------------------------------ 1418 Object EuropeanMuseum 1419 1420 ; *** ART Parameters *** 1421 Draw = W3DModelDraw ModuleTag_01 1422 OkToChangeModelColor = Yes 1423 1424 ; day 1425 ConditionState = NONE 1426 Model = CBCthdrl 1427 End 1428 ConditionState = DAMAGED 1429 Model = CBCthdrl_D 1430 End 1431 ConditionState = REALLYDAMAGED 1432 Model = CBCthdrl_E 1433 End 1434 ConditionState = RUBBLE 1435 Model = CBCthdrl_R 1436 End 1437 1438 ; day garrisoned 1439 ConditionState = GARRISONED 1440 Model = CBCthdrl_G 1441 Animation = CBCthdrl_G.CBCthdrl_G 1442 AnimationMode = LOOP 1443 End 1444 ConditionState = DAMAGED GARRISONED 1445 Model = CBCthdrl_DG 1446 Animation = CBCthdrl_DG.CBCthdrl_DG 1447 AnimationMode = LOOP 1448 End 1449 1450 ; night 1451 ConditionState = NIGHT 1452 Model = CBCthdrl_N 1453 End 1454 ConditionState = DAMAGED NIGHT 1455 Model = CBCthdrl_DN 1456 End 1457 ConditionState = REALLYDAMAGED NIGHT 1458 Model = CBCthdrl_EN 1459 End 1460 ConditionState = RUBBLE NIGHT 1461 Model = CBCthdrl_RN 1462 End 1463 1464 ; night garrisoned 1465 ConditionState = NIGHT GARRISONED 1466 Model = CBCthdrl_NG 1467 Animation = CBCthdrl_NG.CBCthdrl_NG 1468 AnimationMode = LOOP 1469 End 1470 ConditionState = DAMAGED NIGHT GARRISONED 1471 Model = CBCthdrl_DNG 1472 Animation = CBCthdrl_DNG.CBCthdrl_DNG 1473 AnimationMode = LOOP 1474 End 1475 1476 1477 1478 ; Snow 1479 ConditionState = SNOW 1480 Model = CBCthdrl_S 1481 End 1482 ConditionState = DAMAGED SNOW 1483 Model = CBCthdrl_DS 1484 End 1485 ConditionState = REALLYDAMAGED SNOW 1486 Model = CBCthdrl_ES 1487 End 1488 ConditionState = RUBBLE SNOW 1489 Model = CBCthdrl_RS 1490 End 1491 1492 1493 ; snow garrisoned 1494 ConditionState = SNOW GARRISONED 1495 Model = CBCthdrl_SG 1496 Animation = CBCthdrl_SG.CBCthdrl_SG 1497 AnimationMode = LOOP 1498 End 1499 ConditionState = DAMAGED SNOW GARRISONED 1500 Model = CBCthdrl_DSG 1501 Animation = CBCthdrl_DSG.CBCthdrl_DSG 1502 AnimationMode = LOOP 1503 End 1504 1505 ; night snow 1506 ConditionState = SNOW NIGHT 1507 Model = CBCthdrl_SN 1508 End 1509 ConditionState = DAMAGED SNOW NIGHT 1510 Model = CBCthdrl_DSN 1511 End 1512 ConditionState = REALLYDAMAGED SNOW NIGHT 1513 Model = CBCthdrl_ESN 1514 End 1515 ConditionState = RUBBLE SNOW NIGHT 1516 Model = CBCthdrl_RSN 1517 End 1518 1519 ; night snow garrisoned 1520 ConditionState = SNOW NIGHT GARRISONED 1521 Model = CBCthdrl_SNG 1522 Animation = CBCthdrl_SNG.CBCthdrl_SNG 1523 AnimationMode = LOOP 1524 End 1525 ConditionState = DAMAGED SNOW NIGHT GARRISONED 1526 Model = CBCthdrl_DSNG 1527 Animation = CBCthdrl_DSNG.CBCthdrl_DSNG 1528 AnimationMode = LOOP 1529 End 1530 End 1531 1532 ; *** AUDIO Parameters *** 1533 SoundDie = BuildingDie 1534 SoundOnDamaged = BuildingDamagedStateLight 1535 SoundOnReallyDamaged = BuildingDestroy 1536 1537 ; ***DESIGN parameters *** 1538 DisplayName = OBJECT:Structure 1539 EditorSorting = STRUCTURE 1540 1541 ; *** ENGINEERING Parameters *** 1542 KindOf = STRUCTURE SELECTABLE IMMOBILE AIRCRAFT_PATH_AROUND 1543 Body = ActiveBody ModuleTag_02 1544 MaxHealth = 2000.0 1545 InitialHealth = 2000.0 1546 End 1547 ArmorSet 1548 Conditions = None 1549 Armor = StructureArmor 1550 DamageFX = StructureDamageFXNoShake 1551 End 1552 1553 Behavior = GarrisonContain ModuleTag_03 1554 ContainMax = 10 1555 EnterSound = GarrisonEnter 1556 ExitSound = GarrisonExit 1557 End 1558 1559 Behavior = FlammableUpdate ModuleTag_05 1560 FlameDamageLimit = 20 ;Catch fire if I take this much fire damage... 1561 FlameDamageExpiration = 2000 ;in a span of this long 1562 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 1563 AflameDamageAmount = 25 ; taking this much damage... 1564 AflameDamageDelay = 500 ; this often. 1565 End 1566 1567 Behavior = TransitionDamageFX ModuleTag_06 1568 ;-------------DESIGNED FOR LARGE SIZED CIVILIAN BUILDING TRANSITIONS------------------- 1569 DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionLargeSmoke 1570 ;--------------------------------------------------------------------------------------- 1571 ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionLargeSmoke 1572 ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionLargeExplosion 1573 ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionLargeShockwave 1574 ;--------------------------------------------------------------------------------------- 1575 RubbleParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionLargeSmoke 1576 RubbleParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionLargeExplosion 1577 RubbleParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionLargeShockwave 1578 RubbleParticleSystem4 = Bone:None RandomBone:No PSys:StructureTransitionLargeFlare 1579 1580 End 1581 1582 Geometry = BOX 1583 GeometryMajorRadius = 65.0 1584 GeometryMinorRadius = 101.0 1585 GeometryHeight = 62.0 1586 GeometryIsSmall = No 1587 Shadow = SHADOW_VOLUME 1588 1589 End 1590 1591 ;------------------------------------------------------------------------------ 1592 Object GermanCotage01 1593 1594 ; *** ART Parameters *** 1595 Draw = W3DModelDraw ModuleTag_01 1596 OkToChangeModelColor = Yes 1597 1598 1599 ; day 1600 ConditionState = NONE 1601 Model = CBGCtage01 1602 End 1603 ConditionState = DAMAGED 1604 Model = CBGCtage01_D 1605 End 1606 ConditionState = REALLYDAMAGED 1607 Model = CBGCtage01_E 1608 End 1609 ConditionState = RUBBLE 1610 Model = CBGCtage01_R 1611 End 1612 1613 ; day garrisoned 1614 ConditionState = GARRISONED 1615 Model = CBGCtage01_G 1616 Animation = CBGCtage01_G.CBGCtage01_G 1617 AnimationMode = LOOP 1618 End 1619 ConditionState = DAMAGED GARRISONED 1620 Model = CBGCtage01_DG 1621 Animation = CBGCtage01_DG.CBGCtage01_DG 1622 AnimationMode = LOOP 1623 End 1624 1625 ; night 1626 ConditionState = NIGHT 1627 Model = CBGCtage01_N 1628 End 1629 ConditionState = DAMAGED NIGHT 1630 Model = CBGCtage01_DN 1631 End 1632 ConditionState = REALLYDAMAGED NIGHT 1633 Model = CBGCtage01_EN 1634 End 1635 ConditionState = RUBBLE NIGHT 1636 Model = CBGCtage01_RN 1637 End 1638 1639 ; night garrisoned 1640 ConditionState = NIGHT GARRISONED 1641 Model = CBGCtage01_NG 1642 Animation = CBGCtage01_NG.CBGCtage01_NG 1643 AnimationMode = LOOP 1644 End 1645 ConditionState = DAMAGED NIGHT GARRISONED 1646 Model = CBGCtage01_DNG 1647 Animation = CBGCtage01_DNG.CBGCtage01_DNG 1648 AnimationMode = LOOP 1649 End 1650 1651 1652 1653 ; Snow 1654 ConditionState = SNOW 1655 Model = CBGCtage01_S 1656 End 1657 ConditionState = DAMAGED SNOW 1658 Model = CBGCtage01_DS 1659 End 1660 ConditionState = REALLYDAMAGED SNOW 1661 Model = CBGCtage01_ES 1662 End 1663 ConditionState = RUBBLE SNOW 1664 Model = CBGCtage01_RS 1665 End 1666 1667 1668 ; snow garrisoned 1669 ConditionState = SNOW GARRISONED 1670 Model = CBGCtage01_SG 1671 Animation = CBGCtage01_SG.CBGCtage01_SG 1672 AnimationMode = LOOP 1673 End 1674 ConditionState = DAMAGED SNOW GARRISONED 1675 Model = CBGCtage01_DSG 1676 Animation = CBGCtage01_DSG.CBGCtage01_DSG 1677 AnimationMode = LOOP 1678 End 1679 1680 ; night snow 1681 ConditionState = SNOW NIGHT 1682 Model = CBGCtage01_SN 1683 End 1684 ConditionState = DAMAGED SNOW NIGHT 1685 Model = CBGCtage01_DSN 1686 End 1687 ConditionState = REALLYDAMAGED SNOW NIGHT 1688 Model = CBGCtage01_ESN 1689 End 1690 ConditionState = RUBBLE SNOW NIGHT 1691 Model = CBGCtage01_RSN 1692 End 1693 1694 ; night snow garrisoned 1695 ConditionState = SNOW NIGHT GARRISONED 1696 Model = CBGCtage01_SNG 1697 Animation = CBGCtage01_SNG.CBGCtage01_SNG 1698 AnimationMode = LOOP 1699 End 1700 ConditionState = DAMAGED SNOW NIGHT GARRISONED 1701 Model = CBGCtage01_DSNG 1702 Animation = CBGCtage01_DSNG.CBGCtage01_DSNG 1703 AnimationMode = LOOP 1704 End 1705 End 1706 1707 ; *** AUDIO Parameters *** 1708 SoundDie = BuildingDie 1709 SoundOnDamaged = BuildingDamagedStateLight 1710 SoundOnReallyDamaged = BuildingDestroy 1711 1712 ; ***DESIGN parameters *** 1713 DisplayName = OBJECT:Structure 1714 EditorSorting = STRUCTURE 1715 1716 ; *** ENGINEERING Parameters *** 1717 KindOf = STRUCTURE SELECTABLE IMMOBILE 1718 Body = ActiveBody ModuleTag_02 1719 MaxHealth = 2000.0 1720 InitialHealth = 2000.0 1721 End 1722 ArmorSet 1723 Conditions = None 1724 Armor = StructureArmor 1725 DamageFX = StructureDamageFXNoShake 1726 End 1727 1728 Behavior = GarrisonContain ModuleTag_03 1729 ContainMax = 10 1730 EnterSound = GarrisonEnter 1731 ExitSound = GarrisonExit 1732 End 1733 1734 Behavior = FlammableUpdate ModuleTag_05 1735 FlameDamageLimit = 20 ;Catch fire if I take this much fire damage... 1736 FlameDamageExpiration = 2000 ;in a span of this long 1737 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 1738 AflameDamageAmount = 25 ; taking this much damage... 1739 AflameDamageDelay = 500 ; this often. 1740 End 1741 1742 Behavior = TransitionDamageFX ModuleTag_06 1743 ;-------------DESIGNED FOR MEDIUM SIZED CIVILIAN BUILDING TRANSITIONS------------------- 1744 DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke 1745 ;--------------------------------------------------------------------------------------- 1746 ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke 1747 ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionMediumExplosion 1748 ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionMediumShockwave 1749 ;-------------------------------------------------------------------------------------- 1750 RubbleParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke 1751 RubbleParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionMediumExplosion 1752 RubbleParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionMediumShockwave 1753 RubbleParticleSystem4 = Bone:None RandomBone:No PSys:StructureTransitionMediumFlare 1754 End 1755 1756 Geometry = BOX 1757 GeometryMajorRadius = 39.0 1758 GeometryMinorRadius = 37.0 1759 GeometryHeight = 46.0 1760 GeometryIsSmall = No 1761 Shadow = SHADOW_VOLUME 1762 1763 End 1764 1765 ;------------------------------------------------------------------------------ 1766 Object GermanPub01 1767 1768 ; *** ART Parameters *** 1769 Draw = W3DModelDraw ModuleTag_01 1770 OkToChangeModelColor = Yes 1771 1772 ; day 1773 ConditionState = NONE 1774 Model = CBGShop 1775 End 1776 ConditionState = DAMAGED 1777 Model = CBGShop_D 1778 End 1779 ConditionState = REALLYDAMAGED 1780 Model = CBGShop_E 1781 End 1782 ConditionState = RUBBLE 1783 Model = CBGShop_R 1784 End 1785 1786 ; day garrisoned 1787 ConditionState = GARRISONED 1788 Model = CBGShop_G 1789 Animation = CBGShop_G.CBGShop_G 1790 AnimationMode = LOOP 1791 End 1792 ConditionState = DAMAGED GARRISONED 1793 Model = CBGShop_DG 1794 Animation = CBGShop_DG.CBGShop_DG 1795 AnimationMode = LOOP 1796 End 1797 1798 ; night 1799 ConditionState = NIGHT 1800 Model = CBGShop_N 1801 End 1802 ConditionState = DAMAGED NIGHT 1803 Model = CBGShop_DN 1804 End 1805 ConditionState = REALLYDAMAGED NIGHT 1806 Model = CBGShop_EN 1807 End 1808 ConditionState = RUBBLE NIGHT 1809 Model = CBGShop_RN 1810 End 1811 1812 ; night garrisoned 1813 ConditionState = NIGHT GARRISONED 1814 Model = CBGShop_NG 1815 Animation = CBGShop_NG.CBGShop_NG 1816 AnimationMode = LOOP 1817 End 1818 ConditionState = DAMAGED NIGHT GARRISONED 1819 Model = CBGShop_DNG 1820 Animation = CBGShop_DNG.CBGShop_DNG 1821 AnimationMode = LOOP 1822 End 1823 1824 1825 1826 ; Snow 1827 ConditionState = SNOW 1828 Model = CBGShop_S 1829 End 1830 ConditionState = DAMAGED SNOW 1831 Model = CBGShop_DS 1832 End 1833 ConditionState = REALLYDAMAGED SNOW 1834 Model = CBGShop_ES 1835 End 1836 ConditionState = RUBBLE SNOW 1837 Model = CBGShop_RS 1838 End 1839 1840 1841 ; snow garrisoned 1842 ConditionState = SNOW GARRISONED 1843 Model = CBGShop_SG 1844 Animation = CBGShop_SG.CBGShop_SG 1845 AnimationMode = LOOP 1846 End 1847 ConditionState = DAMAGED SNOW GARRISONED 1848 Model = CBGShop_DSG 1849 Animation = CBGShop_DSG.CBGShop_DSG 1850 AnimationMode = LOOP 1851 End 1852 1853 ; night snow 1854 ConditionState = SNOW NIGHT 1855 Model = CBGShop_SN 1856 End 1857 ConditionState = DAMAGED SNOW NIGHT 1858 Model = CBGShop_DSN 1859 End 1860 ConditionState = REALLYDAMAGED SNOW NIGHT 1861 Model = CBGShop_ESN 1862 End 1863 ConditionState = RUBBLE SNOW NIGHT 1864 Model = CBGShop_RSN 1865 End 1866 1867 ; night snow garrisoned 1868 ConditionState = SNOW NIGHT GARRISONED 1869 Model = CBGShop_SNG 1870 Animation = CBGShop_SNG.CBGShop_SNG 1871 AnimationMode = LOOP 1872 End 1873 ConditionState = DAMAGED SNOW NIGHT GARRISONED 1874 Model = CBGShop_DSNG 1875 Animation = CBGShop_DSNG.CBGShop_DSNG 1876 AnimationMode = LOOP 1877 End 1878 End 1879 1880 ; *** AUDIO Parameters *** 1881 SoundDie = BuildingDie 1882 SoundOnDamaged = BuildingDamagedStateLight 1883 SoundOnReallyDamaged = BuildingDestroy 1884 1885 ; ***DESIGN parameters *** 1886 DisplayName = OBJECT:Structure 1887 EditorSorting = STRUCTURE 1888 1889 ; *** ENGINEERING Parameters *** 1890 KindOf = STRUCTURE SELECTABLE IMMOBILE 1891 Body = ActiveBody ModuleTag_02 1892 MaxHealth = 2000.0 1893 InitialHealth = 2000.0 1894 End 1895 ArmorSet 1896 Conditions = None 1897 Armor = StructureArmor 1898 DamageFX = StructureDamageFXNoShake 1899 End 1900 1901 Behavior = GarrisonContain ModuleTag_03 1902 ContainMax = 10 1903 EnterSound = GarrisonEnter 1904 ExitSound = GarrisonExit 1905 End 1906 1907 Behavior = FlammableUpdate ModuleTag_05 1908 FlameDamageLimit = 20 ;Catch fire if I take this much fire damage... 1909 FlameDamageExpiration = 2000 ;in a span of this long 1910 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 1911 AflameDamageAmount = 25 ; taking this much damage... 1912 AflameDamageDelay = 500 ; this often. 1913 End 1914 1915 Behavior = TransitionDamageFX ModuleTag_06 1916 ;-------------DESIGNED FOR SMALL SIZED CIVILIAN BUILDING TRANSITIONS------------------- 1917 DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke 1918 ;--------------------------------------------------------------------------------------- 1919 ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke 1920 ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion 1921 ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave 1922 ;--------------------------------------------------------------------------------------- 1923 RubbleParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke 1924 RubbleParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion 1925 RubbleParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave 1926 RubbleParticleSystem4 = Bone:None RandomBone:No PSys:StructureTransitionSmallFlare 1927 End 1928 1929 Geometry = BOX 1930 GeometryMajorRadius = 16.0 1931 GeometryMinorRadius = 19.0 1932 GeometryHeight = 43.0 1933 GeometryIsSmall = No 1934 Shadow = SHADOW_VOLUME 1935 1936 End 1937 1938 ;------------------------------------------------------------------------------ 1939 Object GermanPub02 1940 1941 ; *** ART Parameters *** 1942 Draw = W3DModelDraw ModuleTag_01 1943 OkToChangeModelColor = Yes 1944 1945 ; day 1946 ConditionState = NONE 1947 Model = CBGPub02 1948 End 1949 ConditionState = DAMAGED 1950 Model = CBGPub02_D 1951 End 1952 ConditionState = REALLYDAMAGED 1953 Model = CBGPub02_E 1954 End 1955 ConditionState = RUBBLE 1956 Model = CBGPub02_R 1957 End 1958 1959 ; day garrisoned 1960 ConditionState = GARRISONED 1961 Model = CBGPub02_G 1962 Animation = CBGPub02_G.CBGPub02_G 1963 AnimationMode = LOOP 1964 End 1965 ConditionState = DAMAGED GARRISONED 1966 Model = CBGPub02_DG 1967 Animation = CBGPub02_DG.CBGPub02_DG 1968 AnimationMode = LOOP 1969 End 1970 1971 ; night 1972 ConditionState = NIGHT 1973 Model = CBGPub02_N 1974 End 1975 ConditionState = DAMAGED NIGHT 1976 Model = CBGPub02_DN 1977 End 1978 ConditionState = REALLYDAMAGED NIGHT 1979 Model = CBGPub02_EN 1980 End 1981 ConditionState = RUBBLE NIGHT 1982 Model = CBGPub02_RN 1983 End 1984 1985 ; night garrisoned 1986 ConditionState = NIGHT GARRISONED 1987 Model = CBGPub02_NG 1988 Animation = CBGPub02_NG.CBGPub02_NG 1989 AnimationMode = LOOP 1990 End 1991 ConditionState = DAMAGED NIGHT GARRISONED 1992 Model = CBGPub02_DNG 1993 Animation = CBGPub02_DNG.CBGPub02_DNG 1994 AnimationMode = LOOP 1995 End 1996 1997 1998 1999 ; Snow 2000 ConditionState = SNOW 2001 Model = CBGPub02_S 2002 End 2003 ConditionState = DAMAGED SNOW 2004 Model = CBGPub02_DS 2005 End 2006 ConditionState = REALLYDAMAGED SNOW 2007 Model = CBGPub02_ES 2008 End 2009 ConditionState = RUBBLE SNOW 2010 Model = CBGPub02_RS 2011 End 2012 2013 2014 ; snow garrisoned 2015 ConditionState = SNOW GARRISONED 2016 Model = CBGPub02_SG 2017 Animation = CBGPub02_SG.CBGPub02_SG 2018 AnimationMode = LOOP 2019 End 2020 ConditionState = DAMAGED SNOW GARRISONED 2021 Model = CBGPub02_DSG 2022 Animation = CBGPub02_DSG.CBGPub02_DSG 2023 AnimationMode = LOOP 2024 End 2025 2026 ; night snow 2027 ConditionState = SNOW NIGHT 2028 Model = CBGPub02_SN 2029 End 2030 ConditionState = DAMAGED SNOW NIGHT 2031 Model = CBGPub02_DSN 2032 End 2033 ConditionState = REALLYDAMAGED SNOW NIGHT 2034 Model = CBGPub02_ESN 2035 End 2036 ConditionState = RUBBLE SNOW NIGHT 2037 Model = CBGPub02_RSN 2038 End 2039 2040 ; night snow garrisoned 2041 ConditionState = SNOW NIGHT GARRISONED 2042 Model = CBGPub02_SNG 2043 2044 Animation = CBGPub02_SNG.CBGPub02_SNG 2045 AnimationMode = LOOP 2046 End 2047 ConditionState = DAMAGED SNOW NIGHT GARRISONED 2048 Model = CBGPub02_DSNG 2049 Animation = CBGPub02_DSNG.CBGPub02_DSNG 2050 AnimationMode = LOOP 2051 End 2052 End 2053 2054 ; *** AUDIO Parameters *** 2055 SoundDie = BuildingDie 2056 SoundOnDamaged = BuildingDamagedStateLight 2057 SoundOnReallyDamaged = BuildingDestroy 2058 2059 ; ***DESIGN parameters *** 2060 DisplayName = OBJECT:Structure 2061 EditorSorting = STRUCTURE 2062 2063 ; *** ENGINEERING Parameters *** 2064 KindOf = STRUCTURE SELECTABLE IMMOBILE 2065 Body = ActiveBody ModuleTag_02 2066 MaxHealth = 2000.0 2067 InitialHealth = 2000.0 2068 End 2069 ArmorSet 2070 Conditions = None 2071 Armor = StructureArmor 2072 DamageFX = StructureDamageFXNoShake 2073 End 2074 2075 Behavior = GarrisonContain ModuleTag_03 2076 ContainMax = 10 2077 EnterSound = GarrisonEnter 2078 ExitSound = GarrisonExit 2079 End 2080 2081 Behavior = FlammableUpdate ModuleTag_05 2082 FlameDamageLimit = 20 ;Catch fire if I take this much fire damage... 2083 FlameDamageExpiration = 2000 ;in a span of this long 2084 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 2085 AflameDamageAmount = 25 ; taking this much damage... 2086 AflameDamageDelay = 500 ; this often. 2087 End 2088 2089 Behavior = TransitionDamageFX ModuleTag_06 2090 ;-------------DESIGNED FOR SMALL SIZED CIVILIAN BUILDING TRANSITIONS------------------- 2091 DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke 2092 ;--------------------------------------------------------------------------------------- 2093 ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke 2094 ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion 2095 ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave 2096 ;--------------------------------------------------------------------------------------- 2097 RubbleParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke 2098 RubbleParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion 2099 RubbleParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave 2100 RubbleParticleSystem4 = Bone:None RandomBone:No PSys:StructureTransitionSmallFlare 2101 End 2102 2103 Geometry = BOX 2104 GeometryMajorRadius = 29.0 2105 GeometryMinorRadius = 19.0 2106 GeometryHeight = 38.0 2107 GeometryIsSmall = No 2108 Shadow = SHADOW_VOLUME 2109 2110 End 2111 2112 ;------------------------------------------------------------------------------ 2113 Object GermanWindMill01 2114 2115 ; *** ART Parameters *** 2116 Draw = W3DModelDraw ModuleTag_01 2117 OkToChangeModelColor = Yes 2118 2119 ; day 2120 ConditionState = NONE 2121 Model = CBGWMill1 2122 Animation = CBGWMill1.CBGWMill1 2123 AnimationMode = LOOP 2124 End 2125 ConditionState = DAMAGED 2126 Model = CBGWMill1_D 2127 Animation = CBGWMill1_D.CBGWMill1_D 2128 AnimationMode = LOOP 2129 End 2130 ConditionState = REALLYDAMAGED 2131 Model = CBGWMill1_E 2132 Animation = CBGWMill1_E.CBGWMill1_E 2133 AnimationMode = LOOP 2134 End 2135 ConditionState = RUBBLE 2136 Model = CBGWMill1_R 2137 End 2138 2139 ; day garrisoned 2140 ConditionState = GARRISONED 2141 Model = CBGWMill1_G 2142 Animation = CBGWMill1_G.CBGWMill1_G 2143 AnimationMode = LOOP 2144 End 2145 ConditionState = DAMAGED GARRISONED 2146 Model = CBGWMill1_DG 2147 Animation = CBGWMill1_DG.CBGWMill1_DG 2148 AnimationMode = LOOP 2149 End 2150 2151 ; night 2152 ConditionState = NIGHT 2153 Model = CBGWMill1_N 2154 End 2155 ConditionState = DAMAGED NIGHT 2156 Model = CBGWMill1_DN 2157 End 2158 ConditionState = REALLYDAMAGED NIGHT 2159 Model = CBGWMill1_EN 2160 End 2161 ConditionState = RUBBLE NIGHT 2162 Model = CBGWMill1_RN 2163 End 2164 2165 ; night garrisoned 2166 ConditionState = NIGHT GARRISONED 2167 Model = CBGWMill1_NG 2168 Animation = CBGWMill1_NG.CBGWMill1_NG 2169 AnimationMode = LOOP 2170 End 2171 ConditionState = DAMAGED NIGHT GARRISONED 2172 Model = CBGWMill1_DNG 2173 Animation = CBGWMill1_DNG.CBGWMill1_DNG 2174 AnimationMode = LOOP 2175 End 2176 2177 2178 2179 ; Snow 2180 ConditionState = SNOW 2181 Model = CBGWMill1_S 2182 End 2183 ConditionState = DAMAGED SNOW 2184 Model = CBGWMill1_DS 2185 End 2186 ConditionState = REALLYDAMAGED SNOW 2187 Model = CBGWMill1_ES 2188 End 2189 ConditionState = RUBBLE SNOW 2190 Model = CBGWMill1_RS 2191 End 2192 2193 2194 ; snow garrisoned 2195 ConditionState = SNOW GARRISONED 2196 Model = CBGWMill1_SG 2197 Animation = CBGWMill1_SG.CBGWMill1_SG 2198 AnimationMode = LOOP 2199 End 2200 ConditionState = DAMAGED SNOW GARRISONED 2201 Model = CBGWMill1_DSG 2202 Animation = CBGWMill1_DSG.CBGWMill1_DSG 2203 AnimationMode = LOOP 2204 End 2205 2206 ; night snow 2207 ConditionState = SNOW NIGHT 2208 Model = CBGWMill1_SN 2209 End 2210 ConditionState = DAMAGED SNOW NIGHT 2211 Model = CBGWMill1_DSN 2212 End 2213 ConditionState = REALLYDAMAGED SNOW NIGHT 2214 Model = CBGWMill1_ESN 2215 End 2216 ConditionState = RUBBLE SNOW NIGHT 2217 Model = CBGWMill1_RSN 2218 End 2219 2220 ; night snow garrisoned 2221 ConditionState = SNOW NIGHT GARRISONED 2222 Model = CBGWMill1_SNG 2223 Animation = CBGWMill1_SNG.CBGWMill1_SNG 2224 AnimationMode = LOOP 2225 End 2226 ConditionState = DAMAGED SNOW NIGHT GARRISONED 2227 Model = CBGWMill1_DSNG 2228 Animation = CBGWMill1_DSNG.CBGWMill1_DSNG 2229 AnimationMode = LOOP 2230 End 2231 End 2232 2233 ; *** AUDIO Parameters *** 2234 SoundDie = BuildingDie 2235 SoundOnDamaged = BuildingDamagedStateLight 2236 SoundOnReallyDamaged = BuildingDestroy 2237 2238 ; ***DESIGN parameters *** 2239 DisplayName = OBJECT:Structure 2240 EditorSorting = STRUCTURE 2241 2242 ; *** ENGINEERING Parameters *** 2243 KindOf = STRUCTURE SELECTABLE IMMOBILE 2244 Body = ActiveBody ModuleTag_02 2245 MaxHealth = 2000.0 2246 InitialHealth = 2000.0 2247 End 2248 ArmorSet 2249 Conditions = None 2250 Armor = StructureArmor 2251 DamageFX = StructureDamageFXNoShake 2252 End 2253 2254 Behavior = GarrisonContain ModuleTag_03 2255 ContainMax = 10 2256 EnterSound = GarrisonEnter 2257 ExitSound = GarrisonExit 2258 End 2259 2260 Behavior = FlammableUpdate ModuleTag_05 2261 FlameDamageLimit = 20 ;Catch fire if I take this much fire damage... 2262 FlameDamageExpiration = 2000 ;in a span of this long 2263 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 2264 AflameDamageAmount = 25 ; taking this much damage... 2265 AflameDamageDelay = 500 ; this often. 2266 End 2267 2268 Behavior = TransitionDamageFX ModuleTag_06 2269 ;-------------DESIGNED FOR SMALL SIZED CIVILIAN BUILDING TRANSITIONS------------------- 2270 DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke 2271 ;--------------------------------------------------------------------------------------- 2272 ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke 2273 ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion 2274 ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave 2275 ;--------------------------------------------------------------------------------------- 2276 RubbleParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke 2277 RubbleParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion 2278 RubbleParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave 2279 RubbleParticleSystem4 = Bone:None RandomBone:No PSys:StructureTransitionSmallFlare 2280 End 2281 2282 Geometry = BOX 2283 GeometryMajorRadius = 15.0 2284 GeometryMinorRadius = 29.0 2285 GeometryHeight = 20.0 2286 GeometryIsSmall = No 2287 Shadow = SHADOW_VOLUME 2288 2289 End 2290 2291 ;------------------------------------------------------------------------------ 2292 Object BarnShed 2293 2294 ; *** ART Parameters *** 2295 Draw = W3DModelDraw ModuleTag_01 2296 OkToChangeModelColor = Yes 2297 2298 ; day 2299 ConditionState = NONE 2300 Model = CBBrnShed 2301 End 2302 ConditionState = DAMAGED 2303 Model = CBBrnShed_D 2304 End 2305 ConditionState = REALLYDAMAGED 2306 Model = CBBrnShed_E 2307 End 2308 ConditionState = RUBBLE 2309 Model = CBBrnShed_R 2310 End 2311 2312 ; day garrisoned 2313 ConditionState = GARRISONED 2314 Model = CBBrnShed_G 2315 Animation = CBBrnShed_G.CBBrnShed_G 2316 AnimationMode = LOOP 2317 End 2318 ConditionState = DAMAGED GARRISONED 2319 Model = CBBrnShed_DG 2320 Animation = CBBrnShed_DG.CBBrnShed_DG 2321 AnimationMode = LOOP 2322 End 2323 2324 ; night 2325 ConditionState = NIGHT 2326 Model = CBBrnShed_N 2327 End 2328 ConditionState = DAMAGED NIGHT 2329 Model = CBBrnShed_DN 2330 End 2331 ConditionState = REALLYDAMAGED NIGHT 2332 Model = CBBrnShed_EN 2333 End 2334 ConditionState = RUBBLE NIGHT 2335 Model = CBBrnShed_RN 2336 End 2337 2338 ; night garrisoned 2339 ConditionState = NIGHT GARRISONED 2340 Model = CBBrnShed_NG 2341 Animation = CBBrnShed_NG.CBBrnShed_NG 2342 AnimationMode = LOOP 2343 End 2344 ConditionState = DAMAGED NIGHT GARRISONED 2345 Model = CBBrnShed_DNG 2346 Animation = CBBrnShed_DNG.CBBrnShed_DNG 2347 AnimationMode = LOOP 2348 End 2349 2350 2351 2352 ; Snow 2353 ConditionState = SNOW 2354 Model = CBBrnShed_S 2355 End 2356 ConditionState = DAMAGED SNOW 2357 Model = CBBrnShed_DS 2358 End 2359 ConditionState = REALLYDAMAGED SNOW 2360 Model = CBBrnShed_ES 2361 End 2362 ConditionState = RUBBLE SNOW 2363 Model = CBBrnShed_RS 2364 End 2365 2366 2367 ; snow garrisoned 2368 ConditionState = SNOW GARRISONED 2369 Model = CBBrnShed_SG 2370 Animation = CBBrnShed_SG.CBBrnShed_SG 2371 AnimationMode = LOOP 2372 End 2373 ConditionState = DAMAGED SNOW GARRISONED 2374 Model = CBBrnShed_DSG 2375 Animation = CBBrnShed_DSG.CBBrnShed_DSG 2376 AnimationMode = LOOP 2377 End 2378 2379 ; night snow 2380 ConditionState = SNOW NIGHT 2381 Model = CBBrnShed_SN 2382 End 2383 ConditionState = DAMAGED SNOW NIGHT 2384 Model = CBBrnShed_DSN 2385 End 2386 ConditionState = REALLYDAMAGED SNOW NIGHT 2387 Model = CBBrnShed_ESN 2388 End 2389 ConditionState = RUBBLE SNOW NIGHT 2390 Model = CBBrnShed_RSN 2391 End 2392 2393 ; night snow garrisoned 2394 ConditionState = SNOW NIGHT GARRISONED 2395 Model = CBBrnShed_SNG 2396 Animation = CBBrnShed_SNG.CBBrnShed_SNG 2397 AnimationMode = LOOP 2398 End 2399 ConditionState = DAMAGED SNOW NIGHT GARRISONED 2400 Model = CBBrnShed_DSNG 2401 Animation = CBBrnShed_DSNG.CBBrnShed_DSNG 2402 AnimationMode = LOOP 2403 End 2404 End 2405 2406 ; *** AUDIO Parameters *** 2407 SoundDie = BuildingDie 2408 SoundOnDamaged = BuildingDamagedStateLight 2409 SoundOnReallyDamaged = BuildingDestroy 2410 2411 ; ***DESIGN parameters *** 2412 DisplayName = OBJECT:Structure 2413 EditorSorting = STRUCTURE 2414 2415 ; *** ENGINEERING Parameters *** 2416 KindOf = STRUCTURE SELECTABLE IMMOBILE 2417 Body = ActiveBody ModuleTag_02 2418 MaxHealth = 2000.0 2419 InitialHealth = 2000.0 2420 End 2421 ArmorSet 2422 Conditions = None 2423 Armor = StructureArmor 2424 DamageFX = StructureDamageFXNoShake 2425 End 2426 2427 Behavior = GarrisonContain ModuleTag_03 2428 ContainMax = 10 2429 EnterSound = GarrisonEnter 2430 ExitSound = GarrisonExit 2431 End 2432 2433 Behavior = FlammableUpdate ModuleTag_05 2434 FlameDamageLimit = 20 ;Catch fire if I take this much fire damage... 2435 FlameDamageExpiration = 2000 ;in a span of this long 2436 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 2437 AflameDamageAmount = 25 ; taking this much damage... 2438 AflameDamageDelay = 500 ; this often. 2439 End 2440 2441 Behavior = TransitionDamageFX ModuleTag_06 2442 ;-------------DESIGNED FOR SMALL SIZED CIVILIAN BUILDING TRANSITIONS------------------- 2443 DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke 2444 ;--------------------------------------------------------------------------------------- 2445 ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke 2446 ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion 2447 ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave 2448 ;--------------------------------------------------------------------------------------- 2449 RubbleParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke 2450 RubbleParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion 2451 RubbleParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave 2452 RubbleParticleSystem4 = Bone:None RandomBone:No PSys:StructureTransitionSmallFlare 2453 End 2454 2455 Geometry = BOX 2456 GeometryMajorRadius = 22.0 2457 GeometryMinorRadius = 26.0 2458 GeometryHeight = 28.0 2459 GeometryIsSmall = No 2460 Shadow = SHADOW_VOLUME 2461 2462 End 2463 2464 ;------------------------------------------------------------------------------ 2465 Object Chalet 2466 2467 ; *** ART Parameters *** 2468 Draw = W3DModelDraw ModuleTag_01 2469 OkToChangeModelColor = Yes 2470 2471 ; day 2472 ConditionState = NONE 2473 Model = CBChalet 2474 End 2475 ConditionState = DAMAGED 2476 Model = CBChalet_D 2477 End 2478 ConditionState = REALLYDAMAGED 2479 Model = CBChalet_E 2480 End 2481 ConditionState = RUBBLE 2482 Model = CBChalet_R 2483 End 2484 2485 ; day garrisoned 2486 ConditionState = GARRISONED 2487 Model = CBChalet_G 2488 Animation = CBChalet_G.CBChalet_G 2489 AnimationMode = LOOP 2490 End 2491 ConditionState = DAMAGED GARRISONED 2492 Model = CBChalet_DG 2493 Animation = CBChalet_DG.CBChalet_DG 2494 AnimationMode = LOOP 2495 End 2496 2497 ; night 2498 ConditionState = NIGHT 2499 Model = CBChalet_N 2500 End 2501 ConditionState = DAMAGED NIGHT 2502 Model = CBChalet_DN 2503 End 2504 ConditionState = REALLYDAMAGED NIGHT 2505 Model = CBChalet_EN 2506 End 2507 ConditionState = RUBBLE NIGHT 2508 Model = CBChalet_RN 2509 End 2510 2511 ; night garrisoned 2512 ConditionState = NIGHT GARRISONED 2513 Model = CBChalet_NG 2514 Animation = CBChalet_NG.CBChalet_NG 2515 AnimationMode = LOOP 2516 End 2517 ConditionState = DAMAGED NIGHT GARRISONED 2518 Model = CBChalet_DNG 2519 Animation = CBChalet_DNG.CBChalet_DNG 2520 AnimationMode = LOOP 2521 End 2522 2523 2524 2525 ; Snow 2526 ConditionState = SNOW 2527 Model = CBChalet_S 2528 End 2529 ConditionState = DAMAGED SNOW 2530 Model = CBChalet_DS 2531 End 2532 ConditionState = REALLYDAMAGED SNOW 2533 Model = CBChalet_ES 2534 End 2535 ConditionState = RUBBLE SNOW 2536 Model = CBChalet_RS 2537 End 2538 2539 2540 ; snow garrisoned 2541 ConditionState = SNOW GARRISONED 2542 Model = CBChalet_SG 2543 Animation = CBChalet_SG.CBChalet_SG 2544 AnimationMode = LOOP 2545 End 2546 ConditionState = DAMAGED SNOW GARRISONED 2547 Model = CBChalet_DSG 2548 2549 Animation = CBChalet_DSG.CBChalet_DSG 2550 AnimationMode = LOOP 2551 End 2552 2553 ; night snow 2554 ConditionState = SNOW NIGHT 2555 Model = CBChalet_SN 2556 End 2557 ConditionState = DAMAGED SNOW NIGHT 2558 Model = CBChalet_DSN 2559 End 2560 ConditionState = REALLYDAMAGED SNOW NIGHT 2561 Model = CBChalet_ESN 2562 End 2563 ConditionState = RUBBLE SNOW NIGHT 2564 Model = CBChalet_RSN 2565 End 2566 2567 ; night snow garrisoned 2568 ConditionState = SNOW NIGHT GARRISONED 2569 Model = CBChalet_SNG 2570 Animation = CBChalet_SNG.CBChalet_SNG 2571 AnimationMode = LOOP 2572 End 2573 ConditionState = DAMAGED SNOW NIGHT GARRISONED 2574 Model = CBChalet_DSNG 2575 Animation = CBChalet_DSNG.CBChalet_DSNG 2576 AnimationMode = LOOP 2577 End 2578 End 2579 2580 ; *** AUDIO Parameters *** 2581 SoundDie = BuildingDie 2582 SoundOnDamaged = BuildingDamagedStateLight 2583 SoundOnReallyDamaged = BuildingDestroy 2584 2585 ; ***DESIGN parameters *** 2586 DisplayName = OBJECT:Structure 2587 EditorSorting = STRUCTURE 2588 2589 ; *** ENGINEERING Parameters *** 2590 KindOf = STRUCTURE SELECTABLE IMMOBILE 2591 Body = ActiveBody ModuleTag_02 2592 MaxHealth = 2000.0 2593 InitialHealth = 2000.0 2594 End 2595 ArmorSet 2596 Conditions = None 2597 Armor = StructureArmor 2598 DamageFX = StructureDamageFXNoShake 2599 End 2600 2601 Behavior = GarrisonContain ModuleTag_03 2602 ContainMax = 10 2603 EnterSound = GarrisonEnter 2604 ExitSound = GarrisonExit 2605 End 2606 2607 Behavior = FlammableUpdate ModuleTag_05 2608 FlameDamageLimit = 20 ;Catch fire if I take this much fire damage... 2609 FlameDamageExpiration = 2000 ;in a span of this long 2610 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 2611 AflameDamageAmount = 25 ; taking this much damage... 2612 AflameDamageDelay = 500 ; this often. 2613 End 2614 2615 Behavior = TransitionDamageFX ModuleTag_06 2616 ;-------------DESIGNED FOR MEDIUM SIZED CIVILIAN BUILDING TRANSITIONS------------------- 2617 DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke 2618 ;--------------------------------------------------------------------------------------- 2619 ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke 2620 ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionMediumExplosion 2621 ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionMediumShockwave 2622 ;-------------------------------------------------------------------------------------- 2623 RubbleParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke 2624 RubbleParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionMediumExplosion 2625 RubbleParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionMediumShockwave 2626 RubbleParticleSystem4 = Bone:None RandomBone:No PSys:StructureTransitionMediumFlare 2627 End 2628 2629 Geometry = BOX 2630 GeometryMajorRadius = 25.0 2631 GeometryMinorRadius = 55.0 2632 GeometryHeight = 50.0 2633 GeometryIsSmall = No 2634 Shadow = SHADOW_VOLUME 2635 2636 End 2637 2638 ;------------------------------------------------------------------------------ 2639 Object StanApartment01 2640 2641 ; *** ART Parameters *** 2642 Draw = W3DModelDraw ModuleTag_01 2643 OkToChangeModelColor = Yes 2644 2645 ; day 2646 ConditionState = NONE 2647 Model = CBTAprtmn1 2648 End 2649 ConditionState = DAMAGED 2650 Model = CBTAprtmn1_D 2651 End 2652 ConditionState = REALLYDAMAGED 2653 Model = CBTAprtmn1_E 2654 End 2655 ConditionState = RUBBLE 2656 Model = CBTAprtmn1_R 2657 End 2658 2659 ; day garrisoned 2660 ConditionState = GARRISONED 2661 Model = CBTAprtmn1_G 2662 Animation = CBTAprtmn1_G.CBTAprtmn1_G 2663 AnimationMode = LOOP 2664 End 2665 ConditionState = DAMAGED GARRISONED 2666 Model = CBTAprtmn1_DG 2667 Animation = CBTAprtmn1_DG.CBTAprtmn1_DG 2668 AnimationMode = LOOP 2669 End 2670 2671 ; night 2672 ConditionState = NIGHT 2673 Model = CBTAprtmn1_N 2674 End 2675 ConditionState = DAMAGED NIGHT 2676 Model = CBTAprtmn1_DN 2677 End 2678 ConditionState = REALLYDAMAGED NIGHT 2679 Model = CBTAprtmn1_EN 2680 End 2681 ConditionState = RUBBLE NIGHT 2682 Model = CBTAprtmn1_RN 2683 End 2684 2685 ; night garrisoned 2686 ConditionState = NIGHT GARRISONED 2687 Model = CBTAprtmn1_NG 2688 Animation = CBTAprtmn1_NG.CBTAprtmn1_NG 2689 AnimationMode = LOOP 2690 End 2691 ConditionState = DAMAGED NIGHT GARRISONED 2692 Model = CBTAprtmn1_DNG 2693 Animation = CBTAprtmn1_DNG.CBTAprtmn1_DNG 2694 AnimationMode = LOOP 2695 End 2696 2697 2698 2699 ; Snow 2700 ConditionState = SNOW 2701 Model = CBTAprtmn1_S 2702 End 2703 ConditionState = DAMAGED SNOW 2704 Model = CBTAprtmn1_DS 2705 End 2706 ConditionState = REALLYDAMAGED SNOW 2707 Model = CBTAprtmn1_ES 2708 End 2709 ConditionState = RUBBLE SNOW 2710 Model = CBTAprtmn1_RS 2711 End 2712 2713 2714 ; snow garrisoned 2715 ConditionState = SNOW GARRISONED 2716 Model = CBTAprtmn1_SG 2717 Animation = CBTAprtmn1_SG.CBTAprtmn1_SG 2718 AnimationMode = LOOP 2719 End 2720 ConditionState = DAMAGED SNOW GARRISONED 2721 Model = CBTAprtmn1_DSG 2722 Animation = CBTAprtmn1_DSG.CBTAprtmn1_DSG 2723 AnimationMode = LOOP 2724 End 2725 2726 ; night snow 2727 ConditionState = SNOW NIGHT 2728 Model = CBTAprtmn1_SN 2729 End 2730 ConditionState = DAMAGED SNOW NIGHT 2731 Model = CBTAprtmn1_DSN 2732 End 2733 ConditionState = REALLYDAMAGED SNOW NIGHT 2734 Model = CBTAprtmn1_ESN 2735 End 2736 ConditionState = RUBBLE SNOW NIGHT 2737 Model = CBTAprtmn1_RSN 2738 End 2739 2740 ; night snow garrisoned 2741 ConditionState = SNOW NIGHT GARRISONED 2742 Model = CBTAprtmn1_SNG 2743 Animation = CBTAprtmn1_SNG.CBTAprtmn1_SNG 2744 AnimationMode = LOOP 2745 End 2746 ConditionState = DAMAGED SNOW NIGHT GARRISONED 2747 Model = CBTAprtmn1_DSNG 2748 Animation = CBTAprtmn1_DSNG.CBTAprtmn1_DSNG 2749 AnimationMode = LOOP 2750 End 2751 End 2752 2753 ; *** AUDIO Parameters *** 2754 SoundDie = BuildingDie 2755 SoundOnDamaged = BuildingDamagedStateLight 2756 SoundOnReallyDamaged = BuildingDestroy 2757 2758 ; ***DESIGN parameters *** 2759 DisplayName = OBJECT:Structure 2760 EditorSorting = STRUCTURE 2761 2762 ; *** ENGINEERING Parameters *** 2763 KindOf = STRUCTURE SELECTABLE IMMOBILE 2764 Body = ActiveBody ModuleTag_02 2765 MaxHealth = 2000.0 2766 InitialHealth = 2000.0 2767 End 2768 ArmorSet 2769 Conditions = None 2770 Armor = StructureArmor 2771 DamageFX = StructureDamageFXNoShake 2772 End 2773 2774 Behavior = GarrisonContain ModuleTag_03 2775 ContainMax = 10 2776 EnterSound = GarrisonEnter 2777 ExitSound = GarrisonExit 2778 End 2779 2780 Behavior = FlammableUpdate ModuleTag_05 2781 FlameDamageLimit = 20 ;Catch fire if I take this much fire damage... 2782 FlameDamageExpiration = 2000 ;in a span of this long 2783 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 2784 AflameDamageAmount = 25 ; taking this much damage... 2785 AflameDamageDelay = 500 ; this often. 2786 End 2787 2788 Behavior = TransitionDamageFX ModuleTag_06 2789 ;-------------DESIGNED FOR MEDIUM SIZED CIVILIAN BUILDING TRANSITIONS------------------- 2790 DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke 2791 ;--------------------------------------------------------------------------------------- 2792 ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke 2793 ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionMediumExplosion 2794 ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionMediumShockwave 2795 ;-------------------------------------------------------------------------------------- 2796 RubbleParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke 2797 RubbleParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionMediumExplosion 2798 RubbleParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionMediumShockwave 2799 RubbleParticleSystem4 = Bone:None RandomBone:No PSys:StructureTransitionMediumFlare 2800 End 2801 2802 Geometry = BOX 2803 GeometryMajorRadius = 50.0 2804 GeometryMinorRadius = 25.0 2805 GeometryHeight = 50.0 2806 GeometryIsSmall = No 2807 Shadow = SHADOW_VOLUME 2808 2809 End 2810 2811 ;------------------------------------------------------------------------------ 2812 Object StanApartment02 2813 2814 ; *** ART Parameters *** 2815 Draw = W3DModelDraw ModuleTag_01 2816 OkToChangeModelColor = Yes 2817 2818 ; day 2819 ConditionState = NONE 2820 Model = CBTAprtmn2 2821 End 2822 ConditionState = DAMAGED 2823 Model = CBTAprtmn2_D 2824 End 2825 ConditionState = REALLYDAMAGED 2826 Model = CBTAprtmn2_E 2827 End 2828 ConditionState = RUBBLE 2829 Model = CBTAprtmn2_R 2830 End 2831 2832 ; day garrisoned 2833 ConditionState = GARRISONED 2834 Model = CBTAprtmn2_G 2835 Animation = CBTAprtmn2_G.CBTAprtmn2_G 2836 AnimationMode = LOOP 2837 End 2838 ConditionState = DAMAGED GARRISONED 2839 Model = CBTAprtmn2_DG 2840 Animation = CBTAprtmn2_DG.CBTAprtmn2_DG 2841 AnimationMode = LOOP 2842 End 2843 2844 ; night 2845 ConditionState = NIGHT 2846 Model = CBTAprtmn2_N 2847 End 2848 ConditionState = DAMAGED NIGHT 2849 Model = CBTAprtmn2_DN 2850 End 2851 ConditionState = REALLYDAMAGED NIGHT 2852 Model = CBTAprtmn2_EN 2853 End 2854 ConditionState = RUBBLE NIGHT 2855 Model = CBTAprtmn2_RN 2856 End 2857 2858 ; night garrisoned 2859 ConditionState = NIGHT GARRISONED 2860 Model = CBTAprtmn2_NG 2861 Animation = CBTAprtmn2_NG.CBTAprtmn2_NG 2862 AnimationMode = LOOP 2863 End 2864 ConditionState = DAMAGED NIGHT GARRISONED 2865 Model = CBTAprtmn2_DNG 2866 Animation = CBTAprtmn2_DNG.CBTAprtmn2_DNG 2867 AnimationMode = LOOP 2868 End 2869 2870 2871 2872 ; Snow 2873 ConditionState = SNOW 2874 Model = CBTAprtmn2_S 2875 End 2876 ConditionState = DAMAGED SNOW 2877 Model = CBTAprtmn2_DS 2878 End 2879 ConditionState = REALLYDAMAGED SNOW 2880 Model = CBTAprtmn2_ES 2881 End 2882 ConditionState = RUBBLE SNOW 2883 Model = CBTAprtmn2_RS 2884 End 2885 2886 2887 ; snow garrisoned 2888 ConditionState = SNOW GARRISONED 2889 Model = CBTAprtmn2_SG 2890 Animation = CBTAprtmn2_SG.CBTAprtmn2_SG 2891 AnimationMode = LOOP 2892 End 2893 ConditionState = DAMAGED SNOW GARRISONED 2894 Model = CBTAprtmn2_DSG 2895 Animation = CBTAprtmn2_DSG.CBTAprtmn2_DSG 2896 AnimationMode = LOOP 2897 End 2898 2899 ; night snow 2900 ConditionState = SNOW NIGHT 2901 Model = CBTAprtmn2_SN 2902 End 2903 ConditionState = DAMAGED SNOW NIGHT 2904 Model = CBTAprtmn2_DSN 2905 End 2906 ConditionState = REALLYDAMAGED SNOW NIGHT 2907 Model = CBTAprtmn2_ESN 2908 End 2909 ConditionState = RUBBLE SNOW NIGHT 2910 Model = CBTAprtmn2_RSN 2911 End 2912 2913 ; night snow garrisoned 2914 ConditionState = SNOW NIGHT GARRISONED 2915 Model = CBTAprtmn2_SNG 2916 Animation = CBTAprtmn2_SNG.CBTAprtmn2_SNG 2917 AnimationMode = LOOP 2918 End 2919 ConditionState = DAMAGED SNOW NIGHT GARRISONED 2920 Model = CBTAprtmn2_DSNG 2921 Animation = CBTAprtmn2_DSNG.CBTAprtmn2_DSNG 2922 AnimationMode = LOOP 2923 End 2924 End 2925 2926 ; *** AUDIO Parameters *** 2927 SoundDie = BuildingDie 2928 SoundOnDamaged = BuildingDamagedStateLight 2929 SoundOnReallyDamaged = BuildingDestroy 2930 2931 ; ***DESIGN parameters *** 2932 DisplayName = OBJECT:Structure 2933 EditorSorting = STRUCTURE 2934 2935 ; *** ENGINEERING Parameters *** 2936 KindOf = STRUCTURE SELECTABLE IMMOBILE 2937 Body = ActiveBody ModuleTag_02 2938 MaxHealth = 2000.0 2939 InitialHealth = 2000.0 2940 End 2941 ArmorSet 2942 Conditions = None 2943 Armor = StructureArmor 2944 DamageFX = StructureDamageFXNoShake 2945 End 2946 2947 Behavior = GarrisonContain ModuleTag_03 2948 ContainMax = 10 2949 EnterSound = GarrisonEnter 2950 ExitSound = GarrisonExit 2951 End 2952 2953 Behavior = FlammableUpdate ModuleTag_05 2954 FlameDamageLimit = 20 ;Catch fire if I take this much fire damage... 2955 FlameDamageExpiration = 2000 ;in a span of this long 2956 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 2957 AflameDamageAmount = 25 ; taking this much damage... 2958 AflameDamageDelay = 500 ; this often. 2959 End 2960 2961 Behavior = TransitionDamageFX ModuleTag_06 2962 ;-------------DESIGNED FOR SMALL SIZED CIVILIAN BUILDING TRANSITIONS------------------- 2963 DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke 2964 ;--------------------------------------------------------------------------------------- 2965 ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke 2966 ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion 2967 ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave 2968 ;--------------------------------------------------------------------------------------- 2969 RubbleParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke 2970 RubbleParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion 2971 RubbleParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave 2972 RubbleParticleSystem4 = Bone:None RandomBone:No PSys:StructureTransitionSmallFlare 2973 2974 End 2975 2976 Geometry = BOX 2977 GeometryMajorRadius = 26.0 2978 GeometryMinorRadius = 22.0 2979 GeometryHeight = 45.0 2980 GeometryIsSmall = No 2981 Shadow = SHADOW_VOLUME 2982 2983 End 2984 2985 ;------------------------------------------------------------------------------ 2986 Object StanConvenienceStore01 2987 2988 ; *** ART Parameters *** 2989 Draw = W3DModelDraw ModuleTag_01 2990 OkToChangeModelColor = Yes 2991 2992 2993 ; day 2994 ConditionState = NONE 2995 Model = CBTConvSt1 2996 End 2997 ConditionState = DAMAGED 2998 Model = CBTConvSt1_D 2999 End 3000 ConditionState = REALLYDAMAGED 3001 Model = CBTConvSt1_E 3002 End 3003 ConditionState = RUBBLE 3004 Model = CBTConvSt1_R 3005 End 3006 3007 ; day garrisoned 3008 ConditionState = GARRISONED 3009 Model = CBTConvSt1_G 3010 Animation = CBTConvSt1_G.CBTConvSt1_G 3011 AnimationMode = LOOP 3012 End 3013 ConditionState = DAMAGED GARRISONED 3014 Model = CBTConvSt1_DG 3015 Animation = CBTConvSt1_DG.CBTConvSt1_DG 3016 AnimationMode = LOOP 3017 End 3018 3019 ; night 3020 ConditionState = NIGHT 3021 Model = CBTConvSt1_N 3022 End 3023 3024 ConditionState = DAMAGED NIGHT 3025 Model = CBTConvSt1_DN 3026 End 3027 ConditionState = REALLYDAMAGED NIGHT 3028 Model = CBTConvSt1_EN 3029 End 3030 ConditionState = RUBBLE NIGHT 3031 Model = CBTConvSt1_RN 3032 End 3033 3034 ; night garrisoned 3035 ConditionState = NIGHT GARRISONED 3036 Model = CBTConvSt1_NG 3037 Animation = CBTConvSt1_NG.CBTConvSt1_NG 3038 AnimationMode = LOOP 3039 End 3040 ConditionState = DAMAGED NIGHT GARRISONED 3041 Model = CBTConvSt1_DNG 3042 Animation = CBTConvSt1_DNG.CBTConvSt1_DNG 3043 AnimationMode = LOOP 3044 End 3045 3046 3047 3048 ; Snow 3049 ConditionState = SNOW 3050 Model = CBTConvSt1_S 3051 End 3052 ConditionState = DAMAGED SNOW 3053 Model = CBTConvSt1_DS 3054 End 3055 ConditionState = REALLYDAMAGED SNOW 3056 Model = CBTConvSt1_ES 3057 End 3058 ConditionState = RUBBLE SNOW 3059 Model = CBTConvSt1_RS 3060 End 3061 3062 3063 ; snow garrisoned 3064 ConditionState = SNOW GARRISONED 3065 Model = CBTConvSt1_SG 3066 Animation = CBTConvSt1_SG.CBTConvSt1_SG 3067 AnimationMode = LOOP 3068 End 3069 ConditionState = DAMAGED SNOW GARRISONED 3070 Model = CBTConvSt1_DSG 3071 Animation = CBTConvSt1_DSG.CBTConvSt1_DSG 3072 AnimationMode = LOOP 3073 End 3074 3075 ; night snow 3076 ConditionState = SNOW NIGHT 3077 Model = CBTConvSt1_SN 3078 End 3079 ConditionState = DAMAGED SNOW NIGHT 3080 Model = CBTConvSt1_DSN 3081 End 3082 ConditionState = REALLYDAMAGED SNOW NIGHT 3083 Model = CBTConvSt1_ESN 3084 End 3085 ConditionState = RUBBLE SNOW NIGHT 3086 Model = CBTConvSt1_RSN 3087 End 3088 3089 ; night snow garrisoned 3090 ConditionState = SNOW NIGHT GARRISONED 3091 Model = CBTConvSt1_SNG 3092 Animation = CBTConvSt1_SNG.CBTConvSt1_SNG 3093 AnimationMode = LOOP 3094 End 3095 ConditionState = DAMAGED SNOW NIGHT GARRISONED 3096 Model = CBTConvSt1_DSNG 3097 Animation = CBTConvSt1_DSNG.CBTConvSt1_DSNG 3098 AnimationMode = LOOP 3099 End 3100 End 3101 3102 ; *** AUDIO Parameters *** 3103 SoundDie = BuildingDie 3104 SoundOnDamaged = BuildingDamagedStateLight 3105 SoundOnReallyDamaged = BuildingDestroy 3106 3107 ; ***DESIGN parameters *** 3108 DisplayName = OBJECT:Structure 3109 EditorSorting = STRUCTURE 3110 3111 ; *** ENGINEERING Parameters *** 3112 KindOf = STRUCTURE SELECTABLE IMMOBILE 3113 Body = ActiveBody ModuleTag_02 3114 MaxHealth = 2000.0 3115 InitialHealth = 2000.0 3116 End 3117 ArmorSet 3118 Conditions = None 3119 Armor = StructureArmor 3120 DamageFX = StructureDamageFXNoShake 3121 End 3122 3123 Behavior = GarrisonContain ModuleTag_03 3124 ContainMax = 10 3125 EnterSound = GarrisonEnter 3126 ExitSound = GarrisonExit 3127 End 3128 3129 Behavior = FlammableUpdate ModuleTag_05 3130 FlameDamageLimit = 20 ;Catch fire if I take this much fire damage... 3131 FlameDamageExpiration = 2000 ;in a span of this long 3132 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 3133 AflameDamageAmount = 25 ; taking this much damage... 3134 AflameDamageDelay = 500 ; this often. 3135 End 3136 3137 Behavior = TransitionDamageFX ModuleTag_06 3138 ;-------------DESIGNED FOR SMALL SIZED CIVILIAN BUILDING TRANSITIONS------------------- 3139 DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke 3140 ;--------------------------------------------------------------------------------------- 3141 ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke 3142 ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion 3143 ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave 3144 ;--------------------------------------------------------------------------------------- 3145 RubbleParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke 3146 RubbleParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion 3147 RubbleParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave 3148 RubbleParticleSystem4 = Bone:None RandomBone:No PSys:StructureTransitionSmallFlare 3149 End 3150 3151 Geometry = BOX 3152 GeometryMajorRadius = 15.0 3153 GeometryMinorRadius = 15.0 3154 GeometryHeight = 30.0 3155 GeometryIsSmall = No 3156 Shadow = SHADOW_VOLUME 3157 3158 End 3159 3160 ;------------------------------------------------------------------------------ 3161 Object StanConvenienceStore02 3162 3163 ; *** ART Parameters *** 3164 Draw = W3DModelDraw ModuleTag_01 3165 OkToChangeModelColor = Yes 3166 3167 ; day 3168 ConditionState = NONE 3169 Model = CBTConvSt2 3170 End 3171 ConditionState = DAMAGED 3172 Model = CBTConvSt2_D 3173 End 3174 ConditionState = REALLYDAMAGED 3175 Model = CBTConvSt2_E 3176 End 3177 ConditionState = RUBBLE 3178 Model = CBTConvSt2_R 3179 End 3180 3181 ; day garrisoned 3182 ConditionState = GARRISONED 3183 Model = CBTConvSt2_G 3184 Animation = CBTConvSt2_G.CBTConvSt2_G 3185 AnimationMode = LOOP 3186 End 3187 ConditionState = DAMAGED GARRISONED 3188 Model = CBTConvSt2_DG 3189 Animation = CBTConvSt2_DG.CBTConvSt2_DG 3190 AnimationMode = LOOP 3191 End 3192 3193 ; night 3194 ConditionState = NIGHT 3195 Model = CBTConvSt2_N 3196 End 3197 ConditionState = DAMAGED NIGHT 3198 Model = CBTConvSt2_DN 3199 End 3200 ConditionState = REALLYDAMAGED NIGHT 3201 Model = CBTConvSt2_EN 3202 End 3203 ConditionState = RUBBLE NIGHT 3204 Model = CBTConvSt2_RN 3205 End 3206 3207 ; night garrisoned 3208 ConditionState = NIGHT GARRISONED 3209 Model = CBTConvSt2_NG 3210 Animation = CBTConvSt2_NG.CBTConvSt2_NG 3211 AnimationMode = LOOP 3212 End 3213 ConditionState = DAMAGED NIGHT GARRISONED 3214 Model = CBTConvSt2_DNG 3215 Animation = CBTConvSt2_DNG.CBTConvSt2_DNG 3216 AnimationMode = LOOP 3217 End 3218 3219 3220 3221 ; Snow 3222 ConditionState = SNOW 3223 Model = CBTConvSt2_S 3224 End 3225 ConditionState = DAMAGED SNOW 3226 Model = CBTConvSt2_DS 3227 End 3228 ConditionState = REALLYDAMAGED SNOW 3229 Model = CBTConvSt2_ES 3230 End 3231 ConditionState = RUBBLE SNOW 3232 Model = CBTConvSt2_RS 3233 End 3234 3235 3236 ; snow garrisoned 3237 ConditionState = SNOW GARRISONED 3238 Model = CBTConvSt2_SG 3239 Animation = CBTConvSt2_SG.CBTConvSt2_SG 3240 AnimationMode = LOOP 3241 End 3242 ConditionState = DAMAGED SNOW GARRISONED 3243 Model = CBTConvSt2_DSG 3244 Animation = CBTConvSt2_DSG.CBTConvSt2_DSG 3245 AnimationMode = LOOP 3246 End 3247 3248 ; night snow 3249 ConditionState = SNOW NIGHT 3250 Model = CBTConvSt2_SN 3251 End 3252 ConditionState = DAMAGED SNOW NIGHT 3253 Model = CBTConvSt2_DSN 3254 End 3255 ConditionState = REALLYDAMAGED SNOW NIGHT 3256 Model = CBTConvSt2_ESN 3257 End 3258 ConditionState = RUBBLE SNOW NIGHT 3259 Model = CBTConvSt2_RSN 3260 End 3261 3262 ; night snow garrisoned 3263 ConditionState = SNOW NIGHT GARRISONED 3264 Model = CBTConvSt2_SNG 3265 Animation = CBTConvSt2_SNG.CBTConvSt2_SNG 3266 AnimationMode = LOOP 3267 End 3268 ConditionState = DAMAGED SNOW NIGHT GARRISONED 3269 Model = CBTConvSt2_DSNG 3270 Animation = CBTConvSt2_DSNG.CBTConvSt2_DSNG 3271 AnimationMode = LOOP 3272 End 3273 3274 End 3275 3276 ; *** AUDIO Parameters *** 3277 SoundDie = BuildingDie 3278 SoundOnDamaged = BuildingDamagedStateLight 3279 SoundOnReallyDamaged = BuildingDestroy 3280 3281 ; ***DESIGN parameters *** 3282 DisplayName = OBJECT:Structure 3283 3284 EditorSorting = STRUCTURE 3285 3286 ; *** ENGINEERING Parameters *** 3287 KindOf = STRUCTURE SELECTABLE IMMOBILE 3288 Body = ActiveBody ModuleTag_02 3289 MaxHealth = 2000.0 3290 InitialHealth = 2000.0 3291 End 3292 ArmorSet 3293 Conditions = None 3294 Armor = StructureArmor 3295 DamageFX = StructureDamageFXNoShake 3296 End 3297 3298 Behavior = GarrisonContain ModuleTag_03 3299 ContainMax = 10 3300 EnterSound = GarrisonEnter 3301 ExitSound = GarrisonExit 3302 End 3303 3304 Behavior = FlammableUpdate ModuleTag_05 3305 FlameDamageLimit = 20 ;Catch fire if I take this much fire damage... 3306 FlameDamageExpiration = 2000 ;in a span of this long 3307 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 3308 AflameDamageAmount = 25 ; taking this much damage... 3309 AflameDamageDelay = 500 ; this often. 3310 End 3311 3312 Behavior = TransitionDamageFX ModuleTag_06 3313 ;-------------DESIGNED FOR SMALL SIZED CIVILIAN BUILDING TRANSITIONS------------------- 3314 DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke 3315 ;--------------------------------------------------------------------------------------- 3316 ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke 3317 ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion 3318 ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave 3319 ;--------------------------------------------------------------------------------------- 3320 RubbleParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke 3321 RubbleParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion 3322 RubbleParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave 3323 RubbleParticleSystem4 = Bone:None RandomBone:No PSys:StructureTransitionSmallFlare 3324 3325 End 3326 3327 Geometry = BOX 3328 GeometryMajorRadius = 20.0 3329 GeometryMinorRadius = 20.0 3330 GeometryHeight = 35.0 3331 GeometryIsSmall = No 3332 Shadow = SHADOW_VOLUME 3333 3334 End 3335 3336 ;------------------------------------------------------------------------------ 3337 Object StanGasStation 3338 3339 ; *** ART Parameters *** 3340 Draw = W3DModelDraw ModuleTag_01 3341 OkToChangeModelColor = Yes 3342 3343 ; day 3344 ConditionState = NONE 3345 Model = CBTGasStn 3346 End 3347 ConditionState = DAMAGED 3348 Model = CBTGasStn_D 3349 End 3350 ConditionState = REALLYDAMAGED 3351 Model = CBTGasStn_E 3352 End 3353 ConditionState = RUBBLE 3354 Model = CBTGasStn_R 3355 End 3356 3357 ; day garrisoned 3358 ConditionState = GARRISONED 3359 Model = CBTGasStn_G 3360 Animation = CBTGasStn_G.CBTGasStn_G 3361 AnimationMode = LOOP 3362 End 3363 ConditionState = DAMAGED GARRISONED 3364 Model = CBTGasStn_DG 3365 Animation = CBTGasStn_DG.CBTGasStn_DG 3366 AnimationMode = LOOP 3367 End 3368 3369 ; night 3370 ConditionState = NIGHT 3371 Model = CBTGasStn_N 3372 End 3373 ConditionState = DAMAGED NIGHT 3374 Model = CBTGasStn_DN 3375 End 3376 ConditionState = REALLYDAMAGED NIGHT 3377 Model = CBTGasStn_EN 3378 End 3379 ConditionState = RUBBLE NIGHT 3380 Model = CBTGasStn_RN 3381 End 3382 3383 ; night garrisoned 3384 ConditionState = NIGHT GARRISONED 3385 Model = CBTGasStn_NG 3386 Animation = CBTGasStn_NG.CBTGasStn_NG 3387 AnimationMode = LOOP 3388 End 3389 ConditionState = DAMAGED NIGHT GARRISONED 3390 Model = CBTGasStn_DNG 3391 Animation = CBTGasStn_DNG.CBTGasStn_DNG 3392 AnimationMode = LOOP 3393 End 3394 3395 3396 3397 ; Snow 3398 ConditionState = SNOW 3399 Model = CBTGasStn_S 3400 End 3401 ConditionState = DAMAGED SNOW 3402 Model = CBTGasStn_DS 3403 End 3404 ConditionState = REALLYDAMAGED SNOW 3405 Model = CBTGasStn_ES 3406 End 3407 ConditionState = RUBBLE SNOW 3408 Model = CBTGasStn_RS 3409 End 3410 3411 3412 ; snow garrisoned 3413 ConditionState = SNOW GARRISONED 3414 Model = CBTGasStn_SG 3415 Animation = CBTGasStn_SG.CBTGasStn_SG 3416 AnimationMode = LOOP 3417 End 3418 ConditionState = DAMAGED SNOW GARRISONED 3419 Model = CBTGasStn_DSG 3420 Animation = CBTGasStn_DSG.CBTGasStn_DSG 3421 AnimationMode = LOOP 3422 End 3423 3424 ; night snow 3425 ConditionState = SNOW NIGHT 3426 Model = CBTGasStn_SN 3427 End 3428 ConditionState = DAMAGED SNOW NIGHT 3429 Model = CBTGasStn_DSN 3430 End 3431 ConditionState = REALLYDAMAGED SNOW NIGHT 3432 Model = CBTGasStn_ESN 3433 End 3434 ConditionState = RUBBLE SNOW NIGHT 3435 Model = CBTGasStn_RSN 3436 End 3437 3438 ; night snow garrisoned 3439 ConditionState = SNOW NIGHT GARRISONED 3440 Model = CBTGasStn_SNG 3441 Animation = CBTGasStn_SNG.CBTGasStn_SNG 3442 AnimationMode = LOOP 3443 End 3444 ConditionState = DAMAGED SNOW NIGHT GARRISONED 3445 Model = CBTGasStn_DSNG 3446 Animation = CBTGasStn_DSNG.CBTGasStn_DSNG 3447 AnimationMode = LOOP 3448 End 3449 End 3450 3451 ; *** AUDIO Parameters *** 3452 SoundDie = BuildingDie 3453 SoundOnDamaged = BuildingDamagedStateLight 3454 SoundOnReallyDamaged = BuildingDestroy 3455 3456 ; ***DESIGN parameters *** 3457 DisplayName = OBJECT:Structure 3458 EditorSorting = STRUCTURE 3459 3460 ; *** ENGINEERING Parameters *** 3461 KindOf = STRUCTURE SELECTABLE IMMOBILE 3462 Body = ActiveBody ModuleTag_02 3463 MaxHealth = 2000.0 3464 InitialHealth = 2000.0 3465 End 3466 ArmorSet 3467 Conditions = None 3468 Armor = StructureArmor 3469 DamageFX = StructureDamageFXNoShake 3470 End 3471 3472 Behavior = GarrisonContain ModuleTag_03 3473 ContainMax = 10 3474 EnterSound = GarrisonEnter 3475 ExitSound = GarrisonExit 3476 End 3477 3478 Behavior = FlammableUpdate ModuleTag_05 3479 FlameDamageLimit = 20 ;Catch fire if I take this much fire damage... 3480 FlameDamageExpiration = 2000 ;in a span of this long 3481 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 3482 AflameDamageAmount = 25 ; taking this much damage... 3483 AflameDamageDelay = 500 ; this often. 3484 End 3485 3486 Behavior = TransitionDamageFX ModuleTag_06 3487 ;-------------DESIGNED FOR SMALL SIZED CIVILIAN BUILDING TRANSITIONS------------------- 3488 DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke 3489 ;--------------------------------------------------------------------------------------- 3490 ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke 3491 ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion 3492 ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave 3493 ;--------------------------------------------------------------------------------------- 3494 RubbleParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke 3495 RubbleParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion 3496 RubbleParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave 3497 RubbleParticleSystem4 = Bone:None RandomBone:No PSys:StructureTransitionSmallFlare 3498 3499 End 3500 3501 Geometry = BOX 3502 GeometryMajorRadius = 42.0 3503 GeometryMinorRadius = 42.0 3504 GeometryHeight = 22.0 3505 GeometryIsSmall = No 3506 Shadow = SHADOW_VOLUME 3507 3508 End 3509 3510 ;------------------------------------------------------------------------------ 3511 Object StanGasStation02 3512 3513 ; *** ART Parameters *** 3514 Draw = W3DModelDraw ModuleTag_01 3515 OkToChangeModelColor = Yes 3516 3517 ; day 3518 ConditionState = NONE 3519 Model = CBGasSttn 3520 End 3521 ConditionState = DAMAGED 3522 Model = CBGasSttn_D 3523 End 3524 ConditionState = REALLYDAMAGED 3525 Model = CBGasSttn_E 3526 End 3527 ConditionState = RUBBLE 3528 Model = CBGasSttn_R 3529 End 3530 3531 ; day garrisoned 3532 ConditionState = GARRISONED 3533 Model = CBGasSttn_G 3534 Animation = CBGasSttn_G.CBGasSttn_G 3535 AnimationMode = LOOP 3536 End 3537 ConditionState = DAMAGED GARRISONED 3538 Model = CBGasSttn_DG 3539 Animation = CBGasSttn_DG.CBGasSttn_DG 3540 AnimationMode = LOOP 3541 End 3542 3543 ; night 3544 ConditionState = NIGHT 3545 Model = CBGasSttn_N 3546 End 3547 ConditionState = DAMAGED NIGHT 3548 Model = CBGasSttn_DN 3549 End 3550 ConditionState = REALLYDAMAGED NIGHT 3551 Model = CBGasSttn_EN 3552 End 3553 ConditionState = RUBBLE NIGHT 3554 Model = CBGasSttn_RN 3555 End 3556 3557 ; night garrisoned 3558 ConditionState = NIGHT GARRISONED 3559 Model = CBGasSttn_NG 3560 Animation = CBGasSttn_NG.CBGasSttn_NG 3561 AnimationMode = LOOP 3562 End 3563 ConditionState = DAMAGED NIGHT GARRISONED 3564 Model = CBGasSttn_DNG 3565 Animation = CBGasSttn_DNG.CBGasSttn_DNG 3566 AnimationMode = LOOP 3567 End 3568 3569 3570 3571 ; Snow 3572 ConditionState = SNOW 3573 Model = CBGasSttn_S 3574 End 3575 ConditionState = DAMAGED SNOW 3576 Model = CBGasSttn_DS 3577 End 3578 ConditionState = REALLYDAMAGED SNOW 3579 Model = CBGasSttn_ES 3580 End 3581 ConditionState = RUBBLE SNOW 3582 Model = CBGasSttn_RS 3583 End 3584 3585 3586 ; snow garrisoned 3587 ConditionState = SNOW GARRISONED 3588 Model = CBGasSttn_SG 3589 Animation = CBGasSttn_SG.CBGasSttn_SG 3590 AnimationMode = LOOP 3591 End 3592 ConditionState = DAMAGED SNOW GARRISONED 3593 Model = CBGasSttn_DSG 3594 Animation = CBGasSttn_DSG.CBGasSttn_DSG 3595 AnimationMode = LOOP 3596 End 3597 3598 ; night snow 3599 ConditionState = SNOW NIGHT 3600 Model = CBGasSttn_SN 3601 End 3602 ConditionState = DAMAGED SNOW NIGHT 3603 Model = CBGasSttn_DSN 3604 End 3605 ConditionState = REALLYDAMAGED SNOW NIGHT 3606 Model = CBGasSttn_ESN 3607 End 3608 ConditionState = RUBBLE SNOW NIGHT 3609 Model = CBGasSttn_RSN 3610 End 3611 3612 ; night snow garrisoned 3613 ConditionState = SNOW NIGHT GARRISONED 3614 Model = CBGasSttn_SNG 3615 Animation = CBGasSttn_SNG.CBGasSttn_SNG 3616 AnimationMode = LOOP 3617 End 3618 ConditionState = DAMAGED SNOW NIGHT GARRISONED 3619 Model = CBGasSttn_DSNG 3620 Animation = CBGasSttn_DSNG.CBGasSttn_DSNG 3621 AnimationMode = LOOP 3622 End 3623 End 3624 3625 ; *** AUDIO Parameters *** 3626 SoundDie = BuildingDie 3627 SoundOnDamaged = BuildingDamagedStateLight 3628 SoundOnReallyDamaged = BuildingDestroy 3629 3630 ; ***DESIGN parameters *** 3631 DisplayName = OBJECT:Structure 3632 EditorSorting = STRUCTURE 3633 3634 ; *** ENGINEERING Parameters *** 3635 KindOf = STRUCTURE SELECTABLE IMMOBILE 3636 Body = ActiveBody ModuleTag_02 3637 MaxHealth = 2000.0 3638 InitialHealth = 2000.0 3639 End 3640 ArmorSet 3641 Conditions = None 3642 Armor = StructureArmor 3643 DamageFX = StructureDamageFXNoShake 3644 End 3645 3646 Behavior = GarrisonContain ModuleTag_03 3647 ContainMax = 10 3648 EnterSound = GarrisonEnter 3649 ExitSound = GarrisonExit 3650 End 3651 3652 Behavior = KeepObjectDie ModuleTag_NoGarrisonWithRubble 3653 End 3654 3655 Behavior = FlammableUpdate ModuleTag_05 3656 FlameDamageLimit = 20 ;Catch fire if I take this much fire damage... 3657 FlameDamageExpiration = 2000 ;in a span of this long 3658 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 3659 AflameDamageAmount = 25 ; taking this much damage... 3660 AflameDamageDelay = 500 ; this often. 3661 End 3662 3663 Behavior = TransitionDamageFX ModuleTag_06 3664 ;-------------DESIGNED FOR SMALL SIZED CIVILIAN BUILDING TRANSITIONS------------------- 3665 DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke 3666 ;--------------------------------------------------------------------------------------- 3667 ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke 3668 ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion 3669 ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave 3670 ;--------------------------------------------------------------------------------------- 3671 RubbleParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke 3672 RubbleParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion 3673 RubbleParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave 3674 RubbleParticleSystem4 = Bone:None RandomBone:No PSys:StructureTransitionSmallFlare 3675 End 3676 3677 Geometry = BOX 3678 GeometryMajorRadius = 35.0 3679 GeometryMinorRadius = 33.0 3680 GeometryHeight = 20.0 3681 GeometryIsSmall = No 3682 Shadow = SHADOW_VOLUME 3683 3684 End 3685 3686 ;------------------------------------------------------------------------------ 3687 Object StanHotel01 3688 3689 ; *** ART Parameters *** 3690 Draw = W3DModelDraw ModuleTag_01 3691 OkToChangeModelColor = Yes 3692 3693 ; day 3694 ConditionState = NONE 3695 Model = CBTHotel01 3696 End 3697 ConditionState = DAMAGED 3698 Model = CBTHotel01_D 3699 End 3700 ConditionState = REALLYDAMAGED 3701 Model = CBTHotel01_E 3702 End 3703 ConditionState = RUBBLE 3704 Model = CBTHotel01_R 3705 End 3706 3707 ; day garrisoned 3708 ConditionState = GARRISONED 3709 Model = CBTHotel01_G 3710 Animation = CBTHotel01_G.CBTHotel01_G 3711 AnimationMode = LOOP 3712 End 3713 ConditionState = DAMAGED GARRISONED 3714 Model = CBTHotel01_DG 3715 Animation = CBTHotel01_DG.CBTHotel01_DG 3716 AnimationMode = LOOP 3717 End 3718 3719 ; night 3720 ConditionState = NIGHT 3721 Model = CBTHotel01_N 3722 End 3723 ConditionState = DAMAGED NIGHT 3724 Model = CBTHotel01_DN 3725 End 3726 ConditionState = REALLYDAMAGED NIGHT 3727 Model = CBTHotel01_EN 3728 End 3729 ConditionState = RUBBLE NIGHT 3730 Model = CBTHotel01_RN 3731 End 3732 3733 ; night garrisoned 3734 ConditionState = NIGHT GARRISONED 3735 Model = CBTHotel01_NG 3736 Animation = CBTHotel01_NG.CBTHotel01_NG 3737 AnimationMode = LOOP 3738 End 3739 ConditionState = DAMAGED NIGHT GARRISONED 3740 Model = CBTHotel01_DNG 3741 Animation = CBTHotel01_DNG.CBTHotel01_DNG 3742 AnimationMode = LOOP 3743 End 3744 3745 3746 3747 ; Snow 3748 ConditionState = SNOW 3749 Model = CBTHotel01_S 3750 End 3751 ConditionState = DAMAGED SNOW 3752 Model = CBTHotel01_DS 3753 End 3754 ConditionState = REALLYDAMAGED SNOW 3755 Model = CBTHotel01_ES 3756 End 3757 ConditionState = RUBBLE SNOW 3758 Model = CBTHotel01_RS 3759 End 3760 3761 3762 ; snow garrisoned 3763 ConditionState = SNOW GARRISONED 3764 Model = CBTHotel01_SG 3765 Animation = CBTHotel01_SG.CBTHotel01_SG 3766 AnimationMode = LOOP 3767 End 3768 ConditionState = DAMAGED SNOW GARRISONED 3769 Model = CBTHotel01_DSG 3770 Animation = CBTHotel01_DSG.CBTHotel01_DSG 3771 AnimationMode = LOOP 3772 End 3773 3774 ; night snow 3775 ConditionState = SNOW NIGHT 3776 Model = CBTHotel01_SN 3777 End 3778 ConditionState = DAMAGED SNOW NIGHT 3779 Model = CBTHotel01_DSN 3780 End 3781 ConditionState = REALLYDAMAGED SNOW NIGHT 3782 Model = CBTHotel01_ESN 3783 End 3784 ConditionState = RUBBLE SNOW NIGHT 3785 Model = CBTHotel01_RSN 3786 End 3787 3788 ; night snow garrisoned 3789 ConditionState = SNOW NIGHT GARRISONED 3790 Model = CBTHotel01_SNG 3791 Animation = CBTHotel01_SNG.CBTHotel01_SNG 3792 AnimationMode = LOOP 3793 End 3794 3795 ConditionState = DAMAGED SNOW NIGHT GARRISONED 3796 Model = CBTHotel01_DSNG 3797 Animation = CBTHotel01_DSNG.CBTHotel01_DSNG 3798 AnimationMode = LOOP 3799 End 3800 End 3801 3802 ; *** AUDIO Parameters *** 3803 SoundDie = BuildingDie 3804 SoundOnDamaged = BuildingDamagedStateLight 3805 SoundOnReallyDamaged = BuildingDestroy 3806 3807 ; ***DESIGN parameters *** 3808 DisplayName = OBJECT:Structure 3809 EditorSorting = STRUCTURE 3810 3811 ; *** ENGINEERING Parameters *** 3812 KindOf = STRUCTURE SELECTABLE IMMOBILE 3813 Body = ActiveBody ModuleTag_02 3814 MaxHealth = 2000.0 3815 InitialHealth = 2000.0 3816 End 3817 ArmorSet 3818 Conditions = None 3819 Armor = StructureArmor 3820 DamageFX = StructureDamageFXNoShake 3821 End 3822 3823 Behavior = GarrisonContain ModuleTag_03 3824 ContainMax = 10 3825 EnterSound = GarrisonEnter 3826 ExitSound = GarrisonExit 3827 End 3828 3829 Behavior = FlammableUpdate ModuleTag_05 3830 FlameDamageLimit = 20 ;Catch fire if I take this much fire damage... 3831 FlameDamageExpiration = 2000 ;in a span of this long 3832 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 3833 AflameDamageAmount = 25 ; taking this much damage... 3834 AflameDamageDelay = 500 ; this often. 3835 End 3836 3837 Behavior = TransitionDamageFX ModuleTag_06 3838 ;-------------DESIGNED FOR SMALL SIZED CIVILIAN BUILDING TRANSITIONS------------------- 3839 DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke 3840 ;--------------------------------------------------------------------------------------- 3841 ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke 3842 ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion 3843 ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave 3844 ;--------------------------------------------------------------------------------------- 3845 RubbleParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke 3846 RubbleParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion 3847 RubbleParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave 3848 RubbleParticleSystem4 = Bone:None RandomBone:No PSys:StructureTransitionSmallFlare 3849 3850 End 3851 3852 Geometry = BOX 3853 GeometryMajorRadius = 37.0 3854 GeometryMinorRadius = 29.0 3855 GeometryHeight = 47.0 3856 GeometryIsSmall = No 3857 Shadow = SHADOW_VOLUME 3858 3859 End 3860 3861 ;------------------------------------------------------------------------------ 3862 Object StanHotel02 3863 3864 ; *** ART Parameters *** 3865 Draw = W3DModelDraw ModuleTag_01 3866 OkToChangeModelColor = Yes 3867 3868 ; day 3869 ConditionState = NONE 3870 Model = CBTHotel02 3871 End 3872 ConditionState = DAMAGED 3873 Model = CBTHotel02_D 3874 End 3875 ConditionState = REALLYDAMAGED 3876 Model = CBTHotel02_E 3877 End 3878 ConditionState = RUBBLE 3879 Model = CBTHotel02_R 3880 End 3881 3882 ; day garrisoned 3883 ConditionState = GARRISONED 3884 Model = CBTHotel02_G 3885 Animation = CBTHotel02_G.CBTHotel02_G 3886 AnimationMode = LOOP 3887 End 3888 ConditionState = DAMAGED GARRISONED 3889 Model = CBTHotel02_DG 3890 Animation = CBTHotel02_DG.CBTHotel02_DG 3891 AnimationMode = LOOP 3892 End 3893 3894 ; night 3895 ConditionState = NIGHT 3896 Model = CBTHotel02_N 3897 End 3898 ConditionState = DAMAGED NIGHT 3899 Model = CBTHotel02_DN 3900 End 3901 ConditionState = REALLYDAMAGED NIGHT 3902 Model = CBTHotel02_EN 3903 End 3904 ConditionState = RUBBLE NIGHT 3905 Model = CBTHotel02_RN 3906 End 3907 3908 ; night garrisoned 3909 ConditionState = NIGHT GARRISONED 3910 Model = CBTHotel02_NG 3911 Animation = CBTHotel02_NG.CBTHotel02_NG 3912 AnimationMode = LOOP 3913 End 3914 ConditionState = DAMAGED NIGHT GARRISONED 3915 Model = CBTHotel02_DNG 3916 Animation = CBTHotel02_DNG.CBTHotel02_DNG 3917 AnimationMode = LOOP 3918 End 3919 3920 3921 3922 ; Snow 3923 ConditionState = SNOW 3924 Model = CBTHotel02_S 3925 End 3926 ConditionState = DAMAGED SNOW 3927 Model = CBTHotel02_DS 3928 End 3929 ConditionState = REALLYDAMAGED SNOW 3930 Model = CBTHotel02_ES 3931 End 3932 ConditionState = RUBBLE SNOW 3933 Model = CBTHotel02_RS 3934 End 3935 3936 3937 ; snow garrisoned 3938 ConditionState = SNOW GARRISONED 3939 Model = CBTHotel02_SG 3940 Animation = CBTHotel02_SG.CBTHotel02_SG 3941 AnimationMode = LOOP 3942 End 3943 ConditionState = DAMAGED SNOW GARRISONED 3944 Model = CBTHotel02_DSG 3945 Animation = CBTHotel02_DSG.CBTHotel02_DSG 3946 AnimationMode = LOOP 3947 End 3948 3949 ; night snow 3950 ConditionState = SNOW NIGHT 3951 Model = CBTHotel02_SN 3952 End 3953 ConditionState = DAMAGED SNOW NIGHT 3954 Model = CBTHotel02_DSN 3955 End 3956 ConditionState = REALLYDAMAGED SNOW NIGHT 3957 Model = CBTHotel02_ESN 3958 End 3959 ConditionState = RUBBLE SNOW NIGHT 3960 Model = CBTHotel02_RSN 3961 End 3962 3963 ; night snow garrisoned 3964 ConditionState = SNOW NIGHT GARRISONED 3965 Model = CBTHotel02_SNG 3966 Animation = CBTHotel02_SNG.CBTHotel02_SNG 3967 AnimationMode = LOOP 3968 End 3969 ConditionState = DAMAGED SNOW NIGHT GARRISONED 3970 Model = CBTHotel02_DSNG 3971 Animation = CBTHotel02_DSNG.CBTHotel02_DSNG 3972 AnimationMode = LOOP 3973 End 3974 End 3975 3976 ; *** AUDIO Parameters *** 3977 SoundDie = BuildingDie 3978 SoundOnDamaged = BuildingDamagedStateLight 3979 SoundOnReallyDamaged = BuildingDestroy 3980 3981 ; ***DESIGN parameters *** 3982 DisplayName = OBJECT:Structure 3983 EditorSorting = STRUCTURE 3984 3985 ; *** ENGINEERING Parameters *** 3986 KindOf = STRUCTURE SELECTABLE IMMOBILE 3987 Body = ActiveBody ModuleTag_02 3988 MaxHealth = 2000.0 3989 InitialHealth = 2000.0 3990 End 3991 ArmorSet 3992 Conditions = None 3993 Armor = StructureArmor 3994 DamageFX = StructureDamageFXNoShake 3995 End 3996 3997 Behavior = GarrisonContain ModuleTag_03 3998 ContainMax = 10 3999 EnterSound = GarrisonEnter 4000 ExitSound = GarrisonExit 4001 End 4002 4003 Behavior = FlammableUpdate ModuleTag_05 4004 FlameDamageLimit = 20 ;Catch fire if I take this much fire damage... 4005 FlameDamageExpiration = 2000 ;in a span of this long 4006 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 4007 AflameDamageAmount = 25 ; taking this much damage... 4008 AflameDamageDelay = 500 ; this often. 4009 End 4010 4011 Behavior = TransitionDamageFX ModuleTag_06 4012 ;-------------DESIGNED FOR LARGE SIZED CIVILIAN BUILDING TRANSITIONS------------------- 4013 DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionLargeSmoke 4014 ;--------------------------------------------------------------------------------------- 4015 ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionLargeSmoke 4016 ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionLargeExplosion 4017 ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionLargeShockwave 4018 ;--------------------------------------------------------------------------------------- 4019 RubbleParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionLargeSmoke 4020 RubbleParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionLargeExplosion 4021 RubbleParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionLargeShockwave 4022 RubbleParticleSystem4 = Bone:None RandomBone:No PSys:StructureTransitionLargeFlare 4023 4024 End 4025 4026 Geometry = BOX 4027 GeometryMajorRadius = 90.0 4028 GeometryMinorRadius = 85.0 4029 GeometryHeight = 40.0 4030 GeometryIsSmall = No 4031 Shadow = SHADOW_VOLUME 4032 4033 End 4034 4035 ;------------------------------------------------------------------------------ 4036 Object StanRestaurant01 4037 4038 ; *** ART Parameters *** 4039 Draw = W3DModelDraw ModuleTag_01 4040 OkToChangeModelColor = Yes 4041 4042 ; day 4043 ConditionState = NONE 4044 Model = CBTRestrn1 4045 End 4046 ConditionState = DAMAGED 4047 Model = CBTRestrn1_D 4048 End 4049 ConditionState = REALLYDAMAGED 4050 Model = CBTRestrn1_E 4051 End 4052 ConditionState = RUBBLE 4053 Model = CBTRestrn1_R 4054 End 4055 4056 ; day garrisoned 4057 ConditionState = GARRISONED 4058 Model = CBTRestrn1_G 4059 Animation = CBTRestrn1_G.CBTRestrn1_G 4060 AnimationMode = LOOP 4061 End 4062 ConditionState = DAMAGED GARRISONED 4063 Model = CBTRestrn1_DG 4064 Animation = CBTRestrn1_DG.CBTRestrn1_DG 4065 AnimationMode = LOOP 4066 End 4067 4068 ; night 4069 ConditionState = NIGHT 4070 Model = CBTRestrn1_N 4071 End 4072 ConditionState = DAMAGED NIGHT 4073 Model = CBTRestrn1_DN 4074 End 4075 ConditionState = REALLYDAMAGED NIGHT 4076 Model = CBTRestrn1_EN 4077 End 4078 ConditionState = RUBBLE NIGHT 4079 Model = CBTRestrn1_RN 4080 End 4081 4082 ; night garrisoned 4083 ConditionState = NIGHT GARRISONED 4084 Model = CBTRestrn1_NG 4085 Animation = CBTRestrn1_NG.CBTRestrn1_NG 4086 AnimationMode = LOOP 4087 End 4088 ConditionState = DAMAGED NIGHT GARRISONED 4089 Model = CBTRestrn1_DNG 4090 Animation = CBTRestrn1_DNG.CBTRestrn1_DNG 4091 AnimationMode = LOOP 4092 End 4093 4094 4095 4096 ; Snow 4097 ConditionState = SNOW 4098 Model = CBTRestrn1_S 4099 End 4100 ConditionState = DAMAGED SNOW 4101 Model = CBTRestrn1_DS 4102 End 4103 ConditionState = REALLYDAMAGED SNOW 4104 Model = CBTRestrn1_ES 4105 End 4106 ConditionState = RUBBLE SNOW 4107 Model = CBTRestrn1_RS 4108 End 4109 4110 4111 ; snow garrisoned 4112 ConditionState = SNOW GARRISONED 4113 Model = CBTRestrn1_SG 4114 Animation = CBTRestrn1_SG.CBTRestrn1_SG 4115 AnimationMode = LOOP 4116 End 4117 ConditionState = DAMAGED SNOW GARRISONED 4118 Model = CBTRestrn1_DSG 4119 Animation = CBTRestrn1_DSG.CBTRestrn1_DSG 4120 AnimationMode = LOOP 4121 End 4122 4123 ; night snow 4124 ConditionState = SNOW NIGHT 4125 Model = CBTRestrn1_SN 4126 End 4127 ConditionState = DAMAGED SNOW NIGHT 4128 Model = CBTRestrn1_DSN 4129 End 4130 ConditionState = REALLYDAMAGED SNOW NIGHT 4131 Model = CBTRestrn1_ESN 4132 End 4133 ConditionState = RUBBLE SNOW NIGHT 4134 Model = CBTRestrn1_RSN 4135 End 4136 4137 ; night snow garrisoned 4138 ConditionState = SNOW NIGHT GARRISONED 4139 Model = CBTRestrn1_SNG 4140 Animation = CBTRestrn1_SNG.CBTRestrn1_SNG 4141 AnimationMode = LOOP 4142 End 4143 ConditionState = DAMAGED SNOW NIGHT GARRISONED 4144 Model = CBTRestrn1_DSNG 4145 Animation = CBTRestrn1_DSNG.CBTRestrn1_DSNG 4146 AnimationMode = LOOP 4147 End 4148 End 4149 4150 ; *** AUDIO Parameters *** 4151 SoundDie = BuildingDie 4152 SoundOnDamaged = BuildingDamagedStateLight 4153 SoundOnReallyDamaged = BuildingDestroy 4154 4155 ; ***DESIGN parameters *** 4156 DisplayName = OBJECT:Structure 4157 EditorSorting = STRUCTURE 4158 4159 ; *** ENGINEERING Parameters *** 4160 KindOf = STRUCTURE SELECTABLE IMMOBILE 4161 Body = ActiveBody ModuleTag_02 4162 MaxHealth = 2000.0 4163 InitialHealth = 2000.0 4164 End 4165 ArmorSet 4166 Conditions = None 4167 Armor = StructureArmor 4168 DamageFX = StructureDamageFXNoShake 4169 End 4170 4171 Behavior = GarrisonContain ModuleTag_03 4172 ContainMax = 10 4173 EnterSound = GarrisonEnter 4174 ExitSound = GarrisonExit 4175 End 4176 4177 Behavior = FlammableUpdate ModuleTag_05 4178 FlameDamageLimit = 20 ;Catch fire if I take this much fire damage... 4179 FlameDamageExpiration = 2000 ;in a span of this long 4180 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 4181 AflameDamageAmount = 25 ; taking this much damage... 4182 AflameDamageDelay = 500 ; this often. 4183 End 4184 4185 Behavior = TransitionDamageFX ModuleTag_06 4186 ;-------------DESIGNED FOR SMALL SIZED CIVILIAN BUILDING TRANSITIONS------------------- 4187 DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke 4188 ;--------------------------------------------------------------------------------------- 4189 ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke 4190 ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion 4191 ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave 4192 ;--------------------------------------------------------------------------------------- 4193 RubbleParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke 4194 RubbleParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion 4195 RubbleParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave 4196 RubbleParticleSystem4 = Bone:None RandomBone:No PSys:StructureTransitionSmallFlare 4197 4198 End 4199 4200 Geometry = BOX 4201 GeometryMajorRadius = 20.0 4202 GeometryMinorRadius = 25.0 4203 GeometryHeight = 55.0 4204 GeometryIsSmall = No 4205 Shadow = SHADOW_VOLUME 4206 4207 End 4208 4209 ;------------------------------------------------------------------------------ 4210 Object StanRestaurant02 4211 4212 ; *** ART Parameters *** 4213 Draw = W3DModelDraw ModuleTag_01 4214 OkToChangeModelColor = Yes 4215 4216 ; day 4217 ConditionState = NONE 4218 Model = CBTRestrn2 4219 End 4220 ConditionState = DAMAGED 4221 Model = CBTRestrn2_D 4222 End 4223 ConditionState = REALLYDAMAGED 4224 Model = CBTRestrn2_E 4225 End 4226 ConditionState = RUBBLE 4227 Model = CBTRestrn2_R 4228 End 4229 4230 ; day garrisoned 4231 ConditionState = GARRISONED 4232 Model = CBTRestrn2_G 4233 Animation = CBTRestrn2_G.CBTRestrn2_G 4234 AnimationMode = LOOP 4235 End 4236 ConditionState = DAMAGED GARRISONED 4237 Model = CBTRestrn2_DG 4238 Animation = CBTRestrn2_DG.CBTRestrn2_DG 4239 AnimationMode = LOOP 4240 End 4241 4242 ; night 4243 ConditionState = NIGHT 4244 Model = CBTRestrn2_N 4245 End 4246 ConditionState = DAMAGED NIGHT 4247 Model = CBTRestrn2_DN 4248 End 4249 ConditionState = REALLYDAMAGED NIGHT 4250 Model = CBTRestrn2_EN 4251 End 4252 ConditionState = RUBBLE NIGHT 4253 Model = CBTRestrn2_RN 4254 End 4255 4256 ; night garrisoned 4257 ConditionState = NIGHT GARRISONED 4258 Model = CBTRestrn2_NG 4259 Animation = CBTRestrn2_NG.CBTRestrn2_NG 4260 AnimationMode = LOOP 4261 End 4262 ConditionState = DAMAGED NIGHT GARRISONED 4263 Model = CBTRestrn2_DNG 4264 Animation = CBTRestrn2_DNG.CBTRestrn2_DNG 4265 AnimationMode = LOOP 4266 End 4267 4268 4269 4270 ; Snow 4271 ConditionState = SNOW 4272 Model = CBTRestrn2_S 4273 End 4274 ConditionState = DAMAGED SNOW 4275 Model = CBTRestrn2_DS 4276 End 4277 ConditionState = REALLYDAMAGED SNOW 4278 Model = CBTRestrn2_ES 4279 End 4280 ConditionState = RUBBLE SNOW 4281 Model = CBTRestrn2_RS 4282 End 4283 4284 4285 ; snow garrisoned 4286 ConditionState = SNOW GARRISONED 4287 Model = CBTRestrn2_SG 4288 Animation = CBTRestrn2_SG.CBTRestrn2_SG 4289 AnimationMode = LOOP 4290 End 4291 ConditionState = DAMAGED SNOW GARRISONED 4292 Model = CBTRestrn2_DSG 4293 Animation = CBTRestrn2_DSG.CBTRestrn2_DSG 4294 AnimationMode = LOOP 4295 End 4296 4297 ; night snow 4298 ConditionState = SNOW NIGHT 4299 Model = CBTRestrn2_SN 4300 End 4301 ConditionState = DAMAGED SNOW NIGHT 4302 Model = CBTRestrn2_DSN 4303 End 4304 ConditionState = REALLYDAMAGED SNOW NIGHT 4305 Model = CBTRestrn2_ESN 4306 End 4307 ConditionState = RUBBLE SNOW NIGHT 4308 Model = CBTRestrn2_RSN 4309 End 4310 4311 ; night snow garrisoned 4312 ConditionState = SNOW NIGHT GARRISONED 4313 Model = CBTRestrn2_SNG 4314 Animation = CBTRestrn2_SNG.CBTRestrn2_SNG 4315 AnimationMode = LOOP 4316 4317 4318 End 4319 ConditionState = DAMAGED SNOW NIGHT GARRISONED 4320 Model = CBTRestrn2_DSNG 4321 Animation = CBTRestrn2_DSNG.CBTRestrn2_DSNG 4322 AnimationMode = LOOP 4323 End 4324 End 4325 4326 ; *** AUDIO Parameters *** 4327 SoundDie = BuildingDie 4328 SoundOnDamaged = BuildingDamagedStateLight 4329 SoundOnReallyDamaged = BuildingDestroy 4330 4331 ; ***DESIGN parameters *** 4332 DisplayName = OBJECT:Structure 4333 EditorSorting = STRUCTURE 4334 4335 ; *** ENGINEERING Parameters *** 4336 KindOf = STRUCTURE SELECTABLE IMMOBILE 4337 Body = ActiveBody ModuleTag_02 4338 MaxHealth = 2000.0 4339 InitialHealth = 2000.0 4340 End 4341 ArmorSet 4342 Conditions = None 4343 Armor = StructureArmor 4344 DamageFX = StructureDamageFXNoShake 4345 End 4346 4347 Behavior = GarrisonContain ModuleTag_03 4348 ContainMax = 10 4349 EnterSound = GarrisonEnter 4350 ExitSound = GarrisonExit 4351 End 4352 4353 Behavior = FlammableUpdate ModuleTag_05 4354 FlameDamageLimit = 20 ;Catch fire if I take this much fire damage... 4355 FlameDamageExpiration = 2000 ;in a span of this long 4356 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 4357 AflameDamageAmount = 25 ; taking this much damage... 4358 AflameDamageDelay = 500 ; this often. 4359 End 4360 4361 Behavior = TransitionDamageFX ModuleTag_06 4362 ;-------------DESIGNED FOR SMALL SIZED CIVILIAN BUILDING TRANSITIONS------------------- 4363 DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke 4364 ;--------------------------------------------------------------------------------------- 4365 ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke 4366 ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion 4367 ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave 4368 ;--------------------------------------------------------------------------------------- 4369 RubbleParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke 4370 RubbleParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion 4371 RubbleParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave 4372 RubbleParticleSystem4 = Bone:None RandomBone:No PSys:StructureTransitionSmallFlare 4373 4374 End 4375 4376 Geometry = BOX 4377 GeometryMajorRadius = 20.0 4378 GeometryMinorRadius = 20.0 4379 GeometryHeight = 50.0 4380 GeometryIsSmall = No 4381 Shadow = SHADOW_VOLUME 4382 4383 End 4384 4385 ;------------------------------------------------------------------------------ 4386 Object StanSchoolhouse02 4387 4388 ; *** ART Parameters *** 4389 Draw = W3DModelDraw ModuleTag_01 4390 OkToChangeModelColor = Yes 4391 4392 ; day 4393 ConditionState = NONE 4394 Model = CBTSchlhs 4395 End 4396 ConditionState = DAMAGED 4397 Model = CBTSchlhs_D 4398 End 4399 ConditionState = REALLYDAMAGED 4400 Model = CBTSchlhs_E 4401 End 4402 ConditionState = RUBBLE 4403 Model = CBTSchlhs_R 4404 End 4405 4406 ; day garrisoned 4407 ConditionState = GARRISONED 4408 Model = CBTSchlhs_G 4409 Animation = CBTSchlhs_G.CBTSchlhs_G 4410 AnimationMode = LOOP 4411 End 4412 ConditionState = DAMAGED GARRISONED 4413 Model = CBTSchlhs_DG 4414 Animation = CBTSchlhs_DG.CBTSchlhs_DG 4415 AnimationMode = LOOP 4416 End 4417 4418 ; night 4419 ConditionState = NIGHT 4420 Model = CBTSchlhs_N 4421 End 4422 ConditionState = DAMAGED NIGHT 4423 Model = CBTSchlhs_DN 4424 End 4425 ConditionState = REALLYDAMAGED NIGHT 4426 Model = CBTSchlhs_EN 4427 End 4428 ConditionState = RUBBLE NIGHT 4429 Model = CBTSchlhs_RN 4430 End 4431 4432 ; night garrisoned 4433 ConditionState = NIGHT GARRISONED 4434 Model = CBTSchlhs_NG 4435 Animation = CBTSchlhs_NG.CBTSchlhs_NG 4436 AnimationMode = LOOP 4437 End 4438 ConditionState = DAMAGED NIGHT GARRISONED 4439 Model = CBTSchlhs_DNG 4440 Animation = CBTSchlhs_DNG.CBTSchlhs_DNG 4441 AnimationMode = LOOP 4442 End 4443 4444 4445 4446 ; Snow 4447 ConditionState = SNOW 4448 Model = CBTSchlhs_S 4449 End 4450 ConditionState = DAMAGED SNOW 4451 Model = CBTSchlhs_DS 4452 End 4453 ConditionState = REALLYDAMAGED SNOW 4454 Model = CBTSchlhs_ES 4455 End 4456 ConditionState = RUBBLE SNOW 4457 Model = CBTSchlhs_RS 4458 End 4459 4460 4461 ; snow garrisoned 4462 ConditionState = SNOW GARRISONED 4463 Model = CBTSchlhs_SG 4464 Animation = CBTSchlhs_SG.CBTSchlhs_SG 4465 AnimationMode = LOOP 4466 End 4467 ConditionState = DAMAGED SNOW GARRISONED 4468 4469 Model = CBTSchlhs_DSG 4470 Animation = CBTSchlhs_DSG.CBTSchlhs_DSG 4471 AnimationMode = LOOP 4472 End 4473 4474 ; night snow 4475 ConditionState = SNOW NIGHT 4476 Model = CBTSchlhs_SN 4477 End 4478 ConditionState = DAMAGED SNOW NIGHT 4479 Model = CBTSchlhs_DSN 4480 End 4481 ConditionState = REALLYDAMAGED SNOW NIGHT 4482 Model = CBTSchlhs_ESN 4483 End 4484 ConditionState = RUBBLE SNOW NIGHT 4485 Model = CBTSchlhs_RSN 4486 End 4487 4488 ; night snow garrisoned 4489 ConditionState = SNOW NIGHT GARRISONED 4490 Model = CBTSchlhs_SNG 4491 Animation = CBTSchlhs_SNG.CBTSchlhs_SNG 4492 AnimationMode = LOOP 4493 End 4494 ConditionState = DAMAGED SNOW NIGHT GARRISONED 4495 Model = CBTSchlhs_DSNG 4496 Animation = CBTSchlhs_DSNG.CBTSchlhs_DSNG 4497 AnimationMode = LOOP 4498 End 4499 End 4500 4501 ; *** AUDIO Parameters *** 4502 SoundDie = BuildingDie 4503 SoundOnDamaged = BuildingDamagedStateLight 4504 SoundOnReallyDamaged = BuildingDestroy 4505 4506 ; ***DESIGN parameters *** 4507 DisplayName = OBJECT:Structure 4508 EditorSorting = STRUCTURE 4509 4510 ; *** ENGINEERING Parameters *** 4511 KindOf = STRUCTURE SELECTABLE IMMOBILE 4512 Body = ActiveBody ModuleTag_02 4513 MaxHealth = 2000.0 4514 InitialHealth = 2000.0 4515 End 4516 ArmorSet 4517 Conditions = None 4518 Armor = StructureArmor 4519 DamageFX = StructureDamageFXNoShake 4520 End 4521 4522 Behavior = GarrisonContain ModuleTag_03 4523 ContainMax = 10 4524 EnterSound = GarrisonEnter 4525 ExitSound = GarrisonExit 4526 End 4527 4528 Behavior = FlammableUpdate ModuleTag_05 4529 FlameDamageLimit = 20 ;Catch fire if I take this much fire damage... 4530 FlameDamageExpiration = 2000 ;in a span of this long 4531 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 4532 AflameDamageAmount = 25 ; taking this much damage... 4533 AflameDamageDelay = 500 ; this often. 4534 End 4535 4536 Behavior = TransitionDamageFX ModuleTag_06 4537 ;-------------DESIGNED FOR SMALL SIZED CIVILIAN BUILDING TRANSITIONS------------------- 4538 DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke 4539 ;--------------------------------------------------------------------------------------- 4540 ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke 4541 ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion 4542 ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave 4543 ;--------------------------------------------------------------------------------------- 4544 RubbleParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke 4545 RubbleParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion 4546 RubbleParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave 4547 RubbleParticleSystem4 = Bone:None RandomBone:No PSys:StructureTransitionSmallFlare 4548 4549 End 4550 4551 Geometry = BOX 4552 GeometryMajorRadius = 16.0 4553 GeometryMinorRadius = 16.0 4554 GeometryHeight = 22.0 4555 GeometryIsSmall = No 4556 Shadow = SHADOW_VOLUME 4557 4558 End 4559 4560 ;------------------------------------------------------------------------------ 4561 Object StanSmallRetail01 4562 4563 ; *** ART Parameters *** 4564 Draw = W3DModelDraw ModuleTag_01 4565 OkToChangeModelColor = Yes 4566 4567 ; day 4568 ConditionState = NONE 4569 Model = cbtsmlrtl1 4570 End 4571 ConditionState = DAMAGED 4572 Model = cbtsmlrtl1_D 4573 End 4574 ConditionState = REALLYDAMAGED 4575 Model = cbtsmlrtl1_E 4576 End 4577 ConditionState = RUBBLE 4578 Model = cbtsmlrtl1_R 4579 End 4580 4581 ; day garrisoned 4582 ConditionState = GARRISONED 4583 Model = cbtsmlrtl1_G 4584 Animation = cbtsmlrtl1_G.cbtsmlrtl1_G 4585 AnimationMode = LOOP 4586 End 4587 ConditionState = DAMAGED GARRISONED 4588 Model = cbtsmlrtl1_DG 4589 Animation = cbtsmlrtl1_DG.cbtsmlrtl1_DG 4590 AnimationMode = LOOP 4591 End 4592 4593 ; night 4594 ConditionState = NIGHT 4595 Model = cbtsmlrtl1_N 4596 End 4597 ConditionState = DAMAGED NIGHT 4598 Model = cbtsmlrtl1_DN 4599 End 4600 ConditionState = REALLYDAMAGED NIGHT 4601 Model = cbtsmlrtl1_EN 4602 End 4603 ConditionState = RUBBLE NIGHT 4604 Model = cbtsmlrtl1_RN 4605 End 4606 4607 ; night garrisoned 4608 ConditionState = NIGHT GARRISONED 4609 Model = cbtsmlrtl1_NG 4610 Animation = cbtsmlrtl1_NG.cbtsmlrtl1_NG 4611 AnimationMode = LOOP 4612 End 4613 ConditionState = DAMAGED NIGHT GARRISONED 4614 Model = cbtsmlrtl1_DNG 4615 Animation = cbtsmlrtl1_DNG.cbtsmlrtl1_DNG 4616 AnimationMode = LOOP 4617 End 4618 4619 4620 4621 ; Snow 4622 ConditionState = SNOW 4623 Model = cbtsmlrtl1_S 4624 End 4625 ConditionState = DAMAGED SNOW 4626 Model = cbtsmlrtl1_DS 4627 End 4628 ConditionState = REALLYDAMAGED SNOW 4629 Model = cbtsmlrtl1_ES 4630 End 4631 ConditionState = RUBBLE SNOW 4632 Model = cbtsmlrtl1_RS 4633 End 4634 4635 4636 ; snow garrisoned 4637 ConditionState = SNOW GARRISONED 4638 Model = cbtsmlrtl1_SG 4639 Animation = cbtsmlrtl1_SG.cbtsmlrtl1_SG 4640 AnimationMode = LOOP 4641 End 4642 ConditionState = DAMAGED SNOW GARRISONED 4643 Model = cbtsmlrtl1_DSG 4644 Animation = cbtsmlrtl1_DSG.cbtsmlrtl1_DSG 4645 AnimationMode = LOOP 4646 End 4647 4648 ; night snow 4649 ConditionState = SNOW NIGHT 4650 Model = cbtsmlrtl1_SN 4651 End 4652 ConditionState = DAMAGED SNOW NIGHT 4653 Model = cbtsmlrtl1_DSN 4654 End 4655 ConditionState = REALLYDAMAGED SNOW NIGHT 4656 Model = cbtsmlrtl1_ESN 4657 End 4658 ConditionState = RUBBLE SNOW NIGHT 4659 Model = cbtsmlrtl1_RSN 4660 End 4661 4662 ; night snow garrisoned 4663 ConditionState = SNOW NIGHT GARRISONED 4664 Model = cbtsmlrtl1_SNG 4665 Animation = cbtsmlrtl1_SNG.cbtsmlrtl1_SNG 4666 AnimationMode = LOOP 4667 End 4668 ConditionState = DAMAGED SNOW NIGHT GARRISONED 4669 Model = cbtsmlrtl1_DSNG 4670 Animation = cbtsmlrtl1_DSNG.cbtsmlrtl1_DSNG 4671 AnimationMode = LOOP 4672 End 4673 End 4674 4675 ; *** AUDIO Parameters *** 4676 SoundDie = BuildingDie 4677 SoundOnDamaged = BuildingDamagedStateLight 4678 SoundOnReallyDamaged = BuildingDestroy 4679 4680 ; ***DESIGN parameters *** 4681 DisplayName = OBJECT:Structure 4682 EditorSorting = STRUCTURE 4683 4684 ; *** ENGINEERING Parameters *** 4685 KindOf = STRUCTURE SELECTABLE IMMOBILE 4686 Body = ActiveBody ModuleTag_02 4687 MaxHealth = 2000.0 4688 InitialHealth = 2000.0 4689 End 4690 ArmorSet 4691 Conditions = None 4692 Armor = StructureArmor 4693 DamageFX = StructureDamageFXNoShake 4694 End 4695 4696 Behavior = GarrisonContain ModuleTag_03 4697 ContainMax = 10 4698 EnterSound = GarrisonEnter 4699 ExitSound = GarrisonExit 4700 End 4701 4702 Behavior = FlammableUpdate ModuleTag_05 4703 FlameDamageLimit = 20 ;Catch fire if I take this much fire damage... 4704 FlameDamageExpiration = 2000 ;in a span of this long 4705 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 4706 AflameDamageAmount = 25 ; taking this much damage... 4707 AflameDamageDelay = 500 ; this often. 4708 End 4709 4710 Behavior = TransitionDamageFX ModuleTag_06 4711 ;-------------DESIGNED FOR SMALL SIZED CIVILIAN BUILDING TRANSITIONS------------------- 4712 DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke 4713 ;--------------------------------------------------------------------------------------- 4714 ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke 4715 ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion 4716 ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave 4717 ;--------------------------------------------------------------------------------------- 4718 RubbleParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke 4719 RubbleParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion 4720 RubbleParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave 4721 RubbleParticleSystem4 = Bone:None RandomBone:No PSys:StructureTransitionSmallFlare 4722 4723 End 4724 4725 Geometry = BOX 4726 GeometryMajorRadius = 18.0 4727 GeometryMinorRadius = 20.0 4728 GeometryHeight = 46.0 4729 GeometryIsSmall = No 4730 Shadow = SHADOW_VOLUME 4731 4732 End 4733 4734 ;------------------------------------------------------------------------------ 4735 Object StanSmallRetail02 4736 4737 ; *** ART Parameters *** 4738 Draw = W3DModelDraw ModuleTag_01 4739 OkToChangeModelColor = Yes 4740 4741 ; day 4742 ConditionState = NONE 4743 Model = cbtsmlrtl2 4744 End 4745 ConditionState = DAMAGED 4746 Model = cbtsmlrtl2_D 4747 End 4748 ConditionState = REALLYDAMAGED 4749 Model = cbtsmlrtl2_E 4750 End 4751 ConditionState = RUBBLE 4752 Model = cbtsmlrtl2_R 4753 End 4754 4755 ; day garrisoned 4756 ConditionState = GARRISONED 4757 Model = cbtsmlrtl2_G 4758 Animation = cbtsmlrtl2_G.cbtsmlrtl2_G 4759 AnimationMode = LOOP 4760 End 4761 ConditionState = DAMAGED GARRISONED 4762 Model = cbtsmlrtl2_DG 4763 Animation = cbtsmlrtl2_DG.cbtsmlrtl2_DG 4764 AnimationMode = LOOP 4765 End 4766 4767 ; night 4768 ConditionState = NIGHT 4769 Model = cbtsmlrtl2_N 4770 End 4771 ConditionState = DAMAGED NIGHT 4772 Model = cbtsmlrtl2_DN 4773 End 4774 ConditionState = REALLYDAMAGED NIGHT 4775 Model = cbtsmlrtl2_EN 4776 End 4777 ConditionState = RUBBLE NIGHT 4778 Model = cbtsmlrtl2_RN 4779 End 4780 4781 ; night garrisoned 4782 ConditionState = NIGHT GARRISONED 4783 Model = cbtsmlrtl2_NG 4784 Animation = cbtsmlrtl2_NG.cbtsmlrtl2_NG 4785 AnimationMode = LOOP 4786 End 4787 ConditionState = DAMAGED NIGHT GARRISONED 4788 Model = cbtsmlrtl2_DNG 4789 Animation = cbtsmlrtl2_DNG.cbtsmlrtl2_DNG 4790 AnimationMode = LOOP 4791 End 4792 4793 4794 4795 ; Snow 4796 ConditionState = SNOW 4797 Model = cbtsmlrtl2_S 4798 End 4799 ConditionState = DAMAGED SNOW 4800 Model = cbtsmlrtl2_DS 4801 End 4802 ConditionState = REALLYDAMAGED SNOW 4803 Model = cbtsmlrtl2_ES 4804 End 4805 ConditionState = RUBBLE SNOW 4806 Model = cbtsmlrtl2_RS 4807 End 4808 4809 4810 ; snow garrisoned 4811 ConditionState = SNOW GARRISONED 4812 Model = cbtsmlrtl2_SG 4813 Animation = cbtsmlrtl2_SG.cbtsmlrtl2_SG 4814 AnimationMode = LOOP 4815 End 4816 ConditionState = DAMAGED SNOW GARRISONED 4817 Model = cbtsmlrtl2_DSG 4818 Animation = cbtsmlrtl2_DSG.cbtsmlrtl2_DSG 4819 AnimationMode = LOOP 4820 End 4821 4822 ; night snow 4823 ConditionState = SNOW NIGHT 4824 Model = cbtsmlrtl2_SN 4825 End 4826 ConditionState = DAMAGED SNOW NIGHT 4827 Model = cbtsmlrtl2_DSN 4828 End 4829 ConditionState = REALLYDAMAGED SNOW NIGHT 4830 Model = cbtsmlrtl2_ESN 4831 End 4832 ConditionState = RUBBLE SNOW NIGHT 4833 Model = cbtsmlrtl2_RSN 4834 End 4835 4836 ; night snow garrisoned 4837 ConditionState = SNOW NIGHT GARRISONED 4838 Model = cbtsmlrtl2_SNG 4839 Animation = cbtsmlrtl2_SNG.cbtsmlrtl2_SNG 4840 AnimationMode = LOOP 4841 End 4842 ConditionState = DAMAGED SNOW NIGHT GARRISONED 4843 Model = cbtsmlrtl2_DSNG 4844 Animation = cbtsmlrtl2_DSNG.cbtsmlrtl2_DSNG 4845 AnimationMode = LOOP 4846 End 4847 End 4848 4849 ; *** AUDIO Parameters *** 4850 SoundDie = BuildingDie 4851 SoundOnDamaged = BuildingDamagedStateLight 4852 SoundOnReallyDamaged = BuildingDestroy 4853 4854 ; ***DESIGN parameters *** 4855 DisplayName = OBJECT:Structure 4856 EditorSorting = STRUCTURE 4857 4858 ; *** ENGINEERING Parameters *** 4859 KindOf = STRUCTURE SELECTABLE IMMOBILE 4860 Body = ActiveBody ModuleTag_02 4861 MaxHealth = 2000.0 4862 InitialHealth = 2000.0 4863 End 4864 ArmorSet 4865 Conditions = None 4866 Armor = StructureArmor 4867 DamageFX = StructureDamageFXNoShake 4868 End 4869 4870 Behavior = GarrisonContain ModuleTag_03 4871 ContainMax = 10 4872 EnterSound = GarrisonEnter 4873 ExitSound = GarrisonExit 4874 End 4875 4876 Behavior = FlammableUpdate ModuleTag_05 4877 FlameDamageLimit = 20 ;Catch fire if I take this much fire damage... 4878 FlameDamageExpiration = 2000 ;in a span of this long 4879 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 4880 AflameDamageAmount = 25 ; taking this much damage... 4881 AflameDamageDelay = 500 ; this often. 4882 End 4883 4884 Behavior = TransitionDamageFX ModuleTag_06 4885 ;-------------DESIGNED FOR SMALL SIZED CIVILIAN BUILDING TRANSITIONS------------------- 4886 DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke 4887 ;--------------------------------------------------------------------------------------- 4888 ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke 4889 ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion 4890 ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave 4891 ;--------------------------------------------------------------------------------------- 4892 RubbleParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke 4893 RubbleParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion 4894 RubbleParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave 4895 RubbleParticleSystem4 = Bone:None RandomBone:No PSys:StructureTransitionSmallFlare 4896 4897 End 4898 4899 Geometry = BOX 4900 GeometryMajorRadius = 24.0 4901 GeometryMinorRadius = 20.0 4902 GeometryHeight = 40.0 4903 GeometryIsSmall = No 4904 Shadow = SHADOW_VOLUME 4905 4906 End 4907 4908 ;------------------------------------------------------------------------------ 4909 Object StanSmallRetail03 4910 4911 ; *** ART Parameters *** 4912 Draw = W3DModelDraw ModuleTag_01 4913 OkToChangeModelColor = Yes 4914 4915 ; day 4916 ConditionState = NONE 4917 Model = cbtsmlrtl03 4918 End 4919 ConditionState = DAMAGED 4920 Model = cbtsmlrtl03_D 4921 End 4922 ConditionState = REALLYDAMAGED 4923 Model = cbtsmlrtl03_E 4924 End 4925 ConditionState = RUBBLE 4926 Model = cbtsmlrtl03_R 4927 End 4928 4929 ; day garrisoned 4930 ConditionState = GARRISONED 4931 Model = cbtsmlrtl03_G 4932 Animation = cbtsmlrtl03_G.cbtsmlrtl03_G 4933 AnimationMode = LOOP 4934 End 4935 ConditionState = DAMAGED GARRISONED 4936 Model = cbtsmlrtl03_DG 4937 Animation = cbtsmlrtl03_DG.cbtsmlrtl03_DG 4938 AnimationMode = LOOP 4939 End 4940 End 4941 4942 ; *** AUDIO Parameters *** 4943 SoundDie = BuildingDie 4944 SoundOnDamaged = BuildingDamagedStateLight 4945 SoundOnReallyDamaged = BuildingDestroy 4946 4947 ; ***DESIGN parameters *** 4948 DisplayName = OBJECT:Structure 4949 EditorSorting = STRUCTURE 4950 4951 ; *** ENGINEERING Parameters *** 4952 KindOf = STRUCTURE SELECTABLE IMMOBILE 4953 Body = ActiveBody ModuleTag_02 4954 MaxHealth = 2000.0 4955 InitialHealth = 2000.0 4956 End 4957 ArmorSet 4958 Conditions = None 4959 Armor = StructureArmor 4960 DamageFX = StructureDamageFXNoShake 4961 End 4962 4963 Behavior = GarrisonContain ModuleTag_03 4964 ContainMax = 10 4965 EnterSound = GarrisonEnter 4966 ExitSound = GarrisonExit 4967 End 4968 4969 Behavior = FlammableUpdate ModuleTag_05 4970 FlameDamageLimit = 20 ;Catch fire if I take this much fire damage... 4971 FlameDamageExpiration = 2000 ;in a span of this long 4972 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 4973 AflameDamageAmount = 25 ; taking this much damage... 4974 AflameDamageDelay = 500 ; this often. 4975 End 4976 4977 Behavior = TransitionDamageFX ModuleTag_06 4978 ;-------------DESIGNED FOR SMALL SIZED CIVILIAN BUILDING TRANSITIONS------------------- 4979 DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke 4980 ;--------------------------------------------------------------------------------------- 4981 ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke 4982 ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion 4983 ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave 4984 ;--------------------------------------------------------------------------------------- 4985 RubbleParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke 4986 RubbleParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion 4987 RubbleParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave 4988 RubbleParticleSystem4 = Bone:None RandomBone:No PSys:StructureTransitionSmallFlare 4989 4990 End 4991 4992 Geometry = BOX 4993 GeometryMajorRadius = 18.0 4994 GeometryMinorRadius = 20.0 4995 GeometryHeight = 40.0 4996 GeometryIsSmall = No 4997 Shadow = SHADOW_VOLUME 4998 4999 End 5000 5001 ;------------------------------------------------------------------------------ 5002 Object StanSovietOffice01 5003 5004 ; *** ART Parameters *** 5005 Draw = W3DModelDraw ModuleTag_01 5006 OkToChangeModelColor = Yes 5007 5008 5009 ; day 5010 ConditionState = NONE 5011 Model = cbtsvtofc1 5012 End 5013 ConditionState = DAMAGED 5014 Model = cbtsvtofc1_D 5015 End 5016 ConditionState = REALLYDAMAGED 5017 Model = cbtsvtofc1_E 5018 End 5019 ConditionState = RUBBLE 5020 Model = cbtsvtofc1_R 5021 End 5022 5023 ; day garrisoned 5024 ConditionState = GARRISONED 5025 Model = cbtsvtofc1_G 5026 Animation = cbtsvtofc1_G.cbtsvtofc1_G 5027 AnimationMode = LOOP 5028 End 5029 ConditionState = DAMAGED GARRISONED 5030 Model = cbtsvtofc1_DG 5031 Animation = cbtsvtofc1_DG.cbtsvtofc1_DG 5032 AnimationMode = LOOP 5033 End 5034 5035 ; night 5036 ConditionState = NIGHT 5037 Model = cbtsvtofc1_N 5038 End 5039 ConditionState = DAMAGED NIGHT 5040 Model = cbtsvtofc1_DN 5041 End 5042 ConditionState = REALLYDAMAGED NIGHT 5043 Model = cbtsvtofc1_EN 5044 End 5045 ConditionState = RUBBLE NIGHT 5046 Model = cbtsvtofc1_RN 5047 End 5048 5049 ; night garrisoned 5050 ConditionState = NIGHT GARRISONED 5051 Model = cbtsvtofc1_NG 5052 Animation = cbtsvtofc1_NG.cbtsvtofc1_NG 5053 AnimationMode = LOOP 5054 End 5055 ConditionState = DAMAGED NIGHT GARRISONED 5056 Model = cbtsvtofc1_DNG 5057 Animation = cbtsvtofc1_DNG.cbtsvtofc1_DNG 5058 AnimationMode = LOOP 5059 End 5060 5061 5062 5063 ; Snow 5064 ConditionState = SNOW 5065 Model = cbtsvtofc1_S 5066 End 5067 ConditionState = DAMAGED SNOW 5068 Model = cbtsvtofc1_DS 5069 End 5070 ConditionState = REALLYDAMAGED SNOW 5071 Model = cbtsvtofc1_ES 5072 End 5073 ConditionState = RUBBLE SNOW 5074 Model = cbtsvtofc1_RS 5075 End 5076 5077 5078 ; snow garrisoned 5079 ConditionState = SNOW GARRISONED 5080 Model = cbtsvtofc1_SG 5081 Animation = cbtsvtofc1_SG.cbtsvtofc1_SG 5082 AnimationMode = LOOP 5083 End 5084 ConditionState = DAMAGED SNOW GARRISONED 5085 Model = cbtsvtofc1_DSG 5086 Animation = cbtsvtofc1_DSG.cbtsvtofc1_DSG 5087 AnimationMode = LOOP 5088 End 5089 5090 ; night snow 5091 ConditionState = SNOW NIGHT 5092 Model = cbtsvtofc1_SN 5093 End 5094 ConditionState = DAMAGED SNOW NIGHT 5095 Model = cbtsvtofc1_DSN 5096 End 5097 ConditionState = REALLYDAMAGED SNOW NIGHT 5098 Model = cbtsvtofc1_ESN 5099 End 5100 ConditionState = RUBBLE SNOW NIGHT 5101 Model = cbtsvtofc1_RSN 5102 End 5103 5104 ; night snow garrisoned 5105 ConditionState = SNOW NIGHT GARRISONED 5106 Model = cbtsvtofc1_SNG 5107 Animation = cbtsvtofc1_SNG.cbtsvtofc1_SNG 5108 AnimationMode = LOOP 5109 End 5110 ConditionState = DAMAGED SNOW NIGHT GARRISONED 5111 Model = cbtsvtofc1_DSNG 5112 Animation = cbtsvtofc1_DSNG.cbtsvtofc1_DSNG 5113 AnimationMode = LOOP 5114 End 5115 End 5116 5117 ; *** AUDIO Parameters *** 5118 SoundDie = BuildingDie 5119 SoundOnDamaged = BuildingDamagedStateLight 5120 SoundOnReallyDamaged = BuildingDestroy 5121 5122 ; ***DESIGN parameters *** 5123 DisplayName = OBJECT:Structure 5124 EditorSorting = STRUCTURE 5125 5126 ; *** ENGINEERING Parameters *** 5127 KindOf = STRUCTURE SELECTABLE IMMOBILE 5128 Body = ActiveBody ModuleTag_02 5129 MaxHealth = 2000.0 5130 InitialHealth = 2000.0 5131 End 5132 ArmorSet 5133 Conditions = None 5134 Armor = StructureArmor 5135 DamageFX = StructureDamageFXNoShake 5136 End 5137 5138 Behavior = GarrisonContain ModuleTag_03 5139 ContainMax = 10 5140 EnterSound = GarrisonEnter 5141 ExitSound = GarrisonExit 5142 End 5143 5144 Behavior = FlammableUpdate ModuleTag_05 5145 FlameDamageLimit = 20 ;Catch fire if I take this much fire damage... 5146 FlameDamageExpiration = 2000 ;in a span of this long 5147 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 5148 AflameDamageAmount = 25 ; taking this much damage... 5149 AflameDamageDelay = 500 ; this often. 5150 End 5151 5152 Behavior = TransitionDamageFX ModuleTag_06 5153 ;-------------DESIGNED FOR LARGE SIZED CIVILIAN BUILDING TRANSITIONS------------------- 5154 DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionLargeSmoke 5155 ;--------------------------------------------------------------------------------------- 5156 ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionLargeSmoke 5157 ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionLargeExplosion 5158 ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionLargeShockwave 5159 ;--------------------------------------------------------------------------------------- 5160 RubbleParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionLargeSmoke 5161 RubbleParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionLargeExplosion 5162 RubbleParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionLargeShockwave 5163 RubbleParticleSystem4 = Bone:None RandomBone:No PSys:StructureTransitionLargeFlare 5164 5165 End 5166 5167 Geometry = BOX 5168 GeometryMajorRadius = 38.0 5169 GeometryMinorRadius = 79.0 5170 GeometryHeight = 50.0 5171 GeometryIsSmall = No 5172 Shadow = SHADOW_VOLUME 5173 5174 End 5175 5176 ;------------------------------------------------------------------------------ 5177 Object StanSovietOffice02 5178 5179 ; *** ART Parameters *** 5180 Draw = W3DModelDraw ModuleTag_01 5181 OkToChangeModelColor = Yes 5182 5183 5184 ; day 5185 ConditionState = NONE 5186 Model = CBTSvtOfc2 5187 End 5188 ConditionState = DAMAGED 5189 Model = CBTSvtOfc2_D 5190 End 5191 ConditionState = REALLYDAMAGED 5192 Model = CBTSvtOfc2_E 5193 End 5194 ConditionState = RUBBLE 5195 Model = CBTSvtOfc2_R 5196 End 5197 5198 ; day garrisoned 5199 ConditionState = GARRISONED 5200 Model = CBTSvtOfc2_G 5201 Animation = CBTSvtOfc2_G.CBTSvtOfc2_G 5202 AnimationMode = LOOP 5203 End 5204 ConditionState = DAMAGED GARRISONED 5205 Model = CBTSvtOfc2_DG 5206 Animation = CBTSvtOfc2_DG.CBTSvtOfc2_DG 5207 AnimationMode = LOOP 5208 End 5209 5210 ; night 5211 ConditionState = NIGHT 5212 Model = CBTSvtOfc2_N 5213 End 5214 ConditionState = DAMAGED NIGHT 5215 Model = CBTSvtOfc2_DN 5216 End 5217 ConditionState = REALLYDAMAGED NIGHT 5218 Model = CBTSvtOfc2_EN 5219 End 5220 ConditionState = RUBBLE NIGHT 5221 Model = CBTSvtOfc2_RN 5222 End 5223 5224 ; night garrisoned 5225 ConditionState = NIGHT GARRISONED 5226 Model = CBTSvtOfc2_NG 5227 Animation = CBTSvtOfc2_NG.CBTSvtOfc2_NG 5228 AnimationMode = LOOP 5229 End 5230 ConditionState = DAMAGED NIGHT GARRISONED 5231 Model = CBTSvtOfc2_DNG 5232 Animation = CBTSvtOfc2_DNG.CBTSvtOfc2_DNG 5233 AnimationMode = LOOP 5234 End 5235 5236 5237 5238 ; Snow 5239 ConditionState = SNOW 5240 Model = CBTSvtOfc2_S 5241 End 5242 ConditionState = DAMAGED SNOW 5243 Model = CBTSvtOfc2_DS 5244 End 5245 ConditionState = REALLYDAMAGED SNOW 5246 Model = CBTSvtOfc2_ES 5247 End 5248 ConditionState = RUBBLE SNOW 5249 Model = CBTSvtOfc2_RS 5250 End 5251 5252 5253 ; snow garrisoned 5254 ConditionState = SNOW GARRISONED 5255 Model = CBTSvtOfc2_SG 5256 Animation = CBTSvtOfc2_SG.CBTSvtOfc2_SG 5257 AnimationMode = LOOP 5258 End 5259 ConditionState = DAMAGED SNOW GARRISONED 5260 Model = CBTSvtOfc2_DSG 5261 Animation = CBTSvtOfc2_DSG.CBTSvtOfc2_DSG 5262 AnimationMode = LOOP 5263 End 5264 5265 ; night snow 5266 ConditionState = SNOW NIGHT 5267 Model = CBTSvtOfc2_SN 5268 End 5269 ConditionState = DAMAGED SNOW NIGHT 5270 Model = CBTSvtOfc2_DSN 5271 End 5272 ConditionState = REALLYDAMAGED SNOW NIGHT 5273 Model = CBTSvtOfc2_ESN 5274 End 5275 ConditionState = RUBBLE SNOW NIGHT 5276 Model = CBTSvtOfc2_RSN 5277 End 5278 5279 ; night snow garrisoned 5280 ConditionState = SNOW NIGHT GARRISONED 5281 Model = CBTSvtOfc2_SNG 5282 Animation = CBTSvtOfc2_SNG.CBTSvtOfc2_SNG 5283 5284 AnimationMode = LOOP 5285 End 5286 ConditionState = DAMAGED SNOW NIGHT GARRISONED 5287 Model = CBTSvtOfc2_DSNG 5288 Animation = CBTSvtOfc2_DSNG.CBTSvtOfc2_DSNG 5289 AnimationMode = LOOP 5290 End 5291 End 5292 5293 ; *** AUDIO Parameters *** 5294 SoundDie = BuildingDie 5295 SoundOnDamaged = BuildingDamagedStateLight 5296 SoundOnReallyDamaged = BuildingDestroy 5297 5298 ; ***DESIGN parameters *** 5299 DisplayName = OBJECT:Structure 5300 EditorSorting = STRUCTURE 5301 5302 ; *** ENGINEERING Parameters *** 5303 KindOf = STRUCTURE SELECTABLE IMMOBILE 5304 Body = ActiveBody ModuleTag_02 5305 MaxHealth = 2000.0 5306 InitialHealth = 2000.0 5307 End 5308 ArmorSet 5309 Conditions = None 5310 Armor = StructureArmor 5311 DamageFX = StructureDamageFXNoShake 5312 End 5313 5314 Behavior = GarrisonContain ModuleTag_03 5315 ContainMax = 10 5316 EnterSound = GarrisonEnter 5317 ExitSound = GarrisonExit 5318 End 5319 5320 Behavior = FlammableUpdate ModuleTag_05 5321 FlameDamageLimit = 20 ;Catch fire if I take this much fire damage... 5322 FlameDamageExpiration = 2000 ;in a span of this long 5323 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 5324 AflameDamageAmount = 25 ; taking this much damage... 5325 AflameDamageDelay = 500 ; this often. 5326 End 5327 5328 Behavior = TransitionDamageFX ModuleTag_06 5329 ;-------------DESIGNED FOR LARGE SIZED CIVILIAN BUILDING TRANSITIONS------------------- 5330 DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionLargeSmoke 5331 ;--------------------------------------------------------------------------------------- 5332 ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionLargeSmoke 5333 ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionLargeExplosion 5334 ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionLargeShockwave 5335 ;--------------------------------------------------------------------------------------- 5336 RubbleParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionLargeSmoke 5337 RubbleParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionLargeExplosion 5338 RubbleParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionLargeShockwave 5339 RubbleParticleSystem4 = Bone:None RandomBone:No PSys:StructureTransitionLargeFlare 5340 5341 End 5342 5343 Geometry = BOX 5344 GeometryMajorRadius = 55.0 5345 GeometryMinorRadius = 79.0 5346 GeometryHeight = 50.0 5347 GeometryIsSmall = No 5348 Shadow = SHADOW_VOLUME 5349 5350 End 5351 5352 ;------------------------------------------------------------------------------ 5353 Object CINE_StanSovietOffice02 5354 ;Used in USA08 ending cinematic. 5355 5356 5357 ; *** ART Parameters *** 5358 Draw = W3DModelDraw ModuleTag_01 5359 OkToChangeModelColor = Yes 5360 5361 5362 ; day 5363 ConditionState = NONE 5364 Model = CBUSABldng01 5365 Animation = CBUSABldng01.CBUSABldng01 5366 AnimationMode = LOOP 5367 End 5368 ConditionState = DAMAGED 5369 Model = CBTSvtOfc2_D 5370 End 5371 ConditionState = REALLYDAMAGED 5372 Model = CBTSvtOfc2_E 5373 End 5374 ConditionState = RUBBLE 5375 Model = CBTSvtOfc2_R 5376 End 5377 5378 ; day garrisoned 5379 ConditionState = GARRISONED 5380 Model = CBTSvtOfc2_G 5381 Animation = CBTSvtOfc2_G.CBTSvtOfc2_G 5382 AnimationMode = LOOP 5383 End 5384 ConditionState = DAMAGED GARRISONED 5385 Model = CBTSvtOfc2_DG 5386 Animation = CBTSvtOfc2_DG.CBTSvtOfc2_DG 5387 AnimationMode = LOOP 5388 End 5389 5390 ; night 5391 ConditionState = NIGHT 5392 Model = CBTSvtOfc2_N 5393 End 5394 ConditionState = DAMAGED NIGHT 5395 Model = CBTSvtOfc2_DN 5396 End 5397 ConditionState = REALLYDAMAGED NIGHT 5398 Model = CBTSvtOfc2_EN 5399 End 5400 ConditionState = RUBBLE NIGHT 5401 Model = CBTSvtOfc2_RN 5402 End 5403 5404 ; night garrisoned 5405 ConditionState = NIGHT GARRISONED 5406 Model = CBTSvtOfc2_NG 5407 Animation = CBTSvtOfc2_NG.CBTSvtOfc2_NG 5408 AnimationMode = LOOP 5409 End 5410 ConditionState = DAMAGED NIGHT GARRISONED 5411 Model = CBTSvtOfc2_DNG 5412 Animation = CBTSvtOfc2_DNG.CBTSvtOfc2_DNG 5413 AnimationMode = LOOP 5414 End 5415 5416 5417 5418 ; Snow 5419 ConditionState = SNOW 5420 Model = CBTSvtOfc2_S 5421 End 5422 ConditionState = DAMAGED SNOW 5423 Model = CBTSvtOfc2_DS 5424 End 5425 ConditionState = REALLYDAMAGED SNOW 5426 Model = CBTSvtOfc2_ES 5427 End 5428 ConditionState = RUBBLE SNOW 5429 Model = CBTSvtOfc2_RS 5430 End 5431 5432 5433 ; snow garrisoned 5434 ConditionState = SNOW GARRISONED 5435 Model = CBTSvtOfc2_SG 5436 Animation = CBTSvtOfc2_SG.CBTSvtOfc2_SG 5437 AnimationMode = LOOP 5438 End 5439 ConditionState = DAMAGED SNOW GARRISONED 5440 Model = CBTSvtOfc2_DSG 5441 Animation = CBTSvtOfc2_DSG.CBTSvtOfc2_DSG 5442 AnimationMode = LOOP 5443 End 5444 5445 ; night snow 5446 ConditionState = SNOW NIGHT 5447 Model = CBTSvtOfc2_SN 5448 End 5449 ConditionState = DAMAGED SNOW NIGHT 5450 Model = CBTSvtOfc2_DSN 5451 End 5452 ConditionState = REALLYDAMAGED SNOW NIGHT 5453 Model = CBTSvtOfc2_ESN 5454 End 5455 ConditionState = RUBBLE SNOW NIGHT 5456 Model = CBTSvtOfc2_RSN 5457 End 5458 5459 ; night snow garrisoned 5460 ConditionState = SNOW NIGHT GARRISONED 5461 Model = CBTSvtOfc2_SNG 5462 Animation = CBTSvtOfc2_SNG.CBTSvtOfc2_SNG 5463 5464 AnimationMode = LOOP 5465 End 5466 ConditionState = DAMAGED SNOW NIGHT GARRISONED 5467 Model = CBTSvtOfc2_DSNG 5468 Animation = CBTSvtOfc2_DSNG.CBTSvtOfc2_DSNG 5469 AnimationMode = LOOP 5470 End 5471 End 5472 5473 ; *** AUDIO Parameters *** 5474 SoundDie = BuildingDie 5475 SoundOnDamaged = BuildingDamagedStateLight 5476 SoundOnReallyDamaged = BuildingDestroy 5477 5478 ; ***DESIGN parameters *** 5479 DisplayName = OBJECT:Structure 5480 EditorSorting = STRUCTURE 5481 5482 ; *** ENGINEERING Parameters *** 5483 KindOf = STRUCTURE SELECTABLE IMMOBILE 5484 Body = ActiveBody ModuleTag_02 5485 MaxHealth = 2000.0 5486 InitialHealth = 2000.0 5487 End 5488 ArmorSet 5489 Conditions = None 5490 Armor = StructureArmor 5491 DamageFX = StructureDamageFXNoShake 5492 End 5493 5494 Behavior = GarrisonContain ModuleTag_03 5495 ContainMax = 10 5496 EnterSound = GarrisonEnter 5497 ExitSound = GarrisonExit 5498 End 5499 5500 Behavior = FlammableUpdate ModuleTag_05 5501 FlameDamageLimit = 20 ;Catch fire if I take this much fire damage... 5502 FlameDamageExpiration = 2000 ;in a span of this long 5503 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 5504 AflameDamageAmount = 25 ; taking this much damage... 5505 AflameDamageDelay = 500 ; this often. 5506 End 5507 5508 Behavior = TransitionDamageFX ModuleTag_06 5509 ;-------------DESIGNED FOR LARGE SIZED CIVILIAN BUILDING TRANSITIONS------------------- 5510 DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionLargeSmoke 5511 ;--------------------------------------------------------------------------------------- 5512 ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionLargeSmoke 5513 ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionLargeExplosion 5514 ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionLargeShockwave 5515 ;--------------------------------------------------------------------------------------- 5516 RubbleParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionLargeSmoke 5517 RubbleParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionLargeExplosion 5518 RubbleParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionLargeShockwave 5519 RubbleParticleSystem4 = Bone:None RandomBone:No PSys:StructureTransitionLargeFlare 5520 5521 End 5522 5523 Geometry = BOX 5524 GeometryMajorRadius = 55.0 5525 GeometryMinorRadius = 79.0 5526 GeometryHeight = 50.0 5527 GeometryIsSmall = No 5528 Shadow = SHADOW_VOLUME 5529 5530 End 5531 5532 ;------------------------------------------------------------------------------ 5533 Object GermanTownHouse2 5534 5535 ; *** ART Parameters *** 5536 Draw = W3DModelDraw ModuleTag_01 5537 OkToChangeModelColor = Yes 5538 5539 ConditionState = NONE 5540 Model = CBTownHs02 5541 End 5542 ConditionState = DAMAGED 5543 Model = CBTownHs02_D 5544 End 5545 ConditionState = REALLYDAMAGED 5546 Model = CBTownHs02_E 5547 End 5548 ConditionState = RUBBLE 5549 Model = CBTownHs02_R 5550 End 5551 5552 ; day garrisoned 5553 ConditionState = GARRISONED 5554 Model = CBTownHs02_G 5555 Animation = CBTownHs02_G.CBTownHs02_G 5556 AnimationMode = LOOP 5557 End 5558 ConditionState = DAMAGED GARRISONED 5559 Model = CBTownHs02_DG 5560 Animation = CBTownHs02_DG.CBTownHs02_DG 5561 AnimationMode = LOOP 5562 End 5563 5564 5565 ; night 5566 ConditionState = NIGHT 5567 Model = CBTownHs02_N 5568 End 5569 ConditionState = DAMAGED NIGHT 5570 Model = CBTownHs02_DN 5571 End 5572 ConditionState = REALLYDAMAGED NIGHT 5573 Model = CBTownHs02_E 5574 End 5575 ConditionState = RUBBLE NIGHT 5576 Model = CBTownHs02_R 5577 End 5578 5579 ; night garrisoned 5580 ConditionState = NIGHT GARRISONED 5581 Model = CBTownHs02_NG 5582 Animation = CBTownHs02_NG.CBTownHs02_NG 5583 AnimationMode = LOOP 5584 End 5585 ConditionState = DAMAGED NIGHT GARRISONED 5586 Model = CBTownHs02_DNG 5587 Animation = CBTownHs02_DNG.CBTownHs02_DNG 5588 AnimationMode = LOOP 5589 End 5590 5591 ; Snow 5592 ConditionState = SNOW 5593 Model = CBTownHs02_S 5594 End 5595 ConditionState = DAMAGED SNOW 5596 Model = CBTownHs02_DS 5597 End 5598 ConditionState = REALLYDAMAGED SNOW 5599 Model = CBTownHs02_ES 5600 End 5601 ConditionState = RUBBLE SNOW 5602 Model = CBTownHs02_RS 5603 End 5604 5605 5606 ; snow garrisoned 5607 ConditionState = SNOW GARRISONED 5608 Model = CBTownHs02_SG 5609 Animation = CBTownHs02_SG.CBTownHs02_SG 5610 AnimationMode = LOOP 5611 End 5612 ConditionState = DAMAGED SNOW GARRISONED 5613 Model = CBTownHs02_DSG 5614 Animation = CBTownHs02_DSG.CBTownHs02_DSG 5615 AnimationMode = LOOP 5616 End 5617 5618 ; night snow 5619 ConditionState = SNOW NIGHT 5620 Model = CBTownHs02_SN 5621 End 5622 ConditionState = DAMAGED SNOW NIGHT 5623 Model = CBTownHs02_DSN 5624 End 5625 ConditionState = REALLYDAMAGED SNOW NIGHT 5626 Model = CBTownHs02_ESN 5627 End 5628 ConditionState = RUBBLE SNOW NIGHT 5629 Model = CBTownHs02_RSN 5630 End 5631 5632 ; night snow garrisoned 5633 ConditionState = SNOW NIGHT GARRISONED 5634 Model = CBTownHs02_SNG 5635 Animation = CBTownHs02_SNG.CBTownHs02_SNG 5636 AnimationMode = LOOP 5637 End 5638 ConditionState = DAMAGED SNOW NIGHT GARRISONED 5639 Model = CBTownHs02_DSNG 5640 Animation = CBTownHs02_DSNG.CBTownHs02_DSNG 5641 AnimationMode = LOOP 5642 End 5643 End 5644 5645 ; *** AUDIO Parameters *** 5646 SoundDie = BuildingDie 5647 SoundOnDamaged = BuildingDamagedStateLight 5648 SoundOnReallyDamaged = BuildingDestroy 5649 5650 ; ***DESIGN parameters *** 5651 DisplayName = OBJECT:Structure 5652 EditorSorting = STRUCTURE 5653 5654 ; *** ENGINEERING Parameters *** 5655 KindOf = STRUCTURE SELECTABLE IMMOBILE 5656 Body = ActiveBody ModuleTag_02 5657 MaxHealth = 2000.0 5658 InitialHealth = 2000.0 5659 End 5660 ArmorSet 5661 Conditions = None 5662 Armor = StructureArmor 5663 DamageFX = StructureDamageFXNoShake 5664 End 5665 5666 Behavior = GarrisonContain ModuleTag_03 5667 ContainMax = 10 5668 EnterSound = GarrisonEnter 5669 ExitSound = GarrisonExit 5670 End 5671 5672 Behavior = FlammableUpdate ModuleTag_05 5673 FlameDamageLimit = 20 ;Catch fire if I take this much fire damage... 5674 FlameDamageExpiration = 2000 ;in a span of this long 5675 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 5676 AflameDamageAmount = 25 ; taking this much damage... 5677 AflameDamageDelay = 500 ; this often. 5678 End 5679 5680 Behavior = TransitionDamageFX ModuleTag_06 5681 ;-------------DESIGNED FOR MEDIUM SIZED CIVILIAN BUILDING TRANSITIONS------------------- 5682 DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke 5683 ;--------------------------------------------------------------------------------------- 5684 ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke 5685 ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionMediumExplosion 5686 ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionMediumShockwave 5687 ;-------------------------------------------------------------------------------------- 5688 RubbleParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke 5689 RubbleParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionMediumExplosion 5690 RubbleParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionMediumShockwave 5691 RubbleParticleSystem4 = Bone:None RandomBone:No PSys:StructureTransitionMediumFlare 5692 End 5693 5694 Geometry = BOX 5695 GeometryMajorRadius = 27.0 5696 GeometryMinorRadius = 16.0 5697 GeometryHeight = 50.0 5698 GeometryIsSmall = No 5699 Shadow = SHADOW_VOLUME 5700 5701 End 5702 5703 ;------------------------------------------------------------------------------ 5704 Object TechHospitalBib 5705 5706 ; *** ART Parameters *** 5707 Draw = W3DModelDraw ModuleTag_01 5708 5709 5710 ConditionState = NONE 5711 Model = ZBHospibib 5712 End 5713 ConditionState = DAMAGED 5714 Model = ZBHospibib_D 5715 End 5716 ConditionState = REALLYDAMAGED 5717 Model = ZBHospibib_E 5718 End 5719 ConditionState = SNOW 5720 Model = ZBHospibib_S 5721 End 5722 ConditionState = SNOW DAMAGED 5723 Model = ZBHospibib_DS 5724 End 5725 ConditionState = SNOW REALLYDAMAGED 5726 Model = ZBHospibib_ES 5727 End 5728 End 5729 5730 ; ***DESIGN parameters *** 5731 EditorSorting = STRUCTURE 5732 5733 ; *** ENGINEERING Parameters *** 5734 Body = ActiveBody ModuleTag_02 5735 MaxHealth = 2000.0 5736 InitialHealth = 2000.0 5737 End 5738 ArmorSet 5739 Conditions = None 5740 Armor = StructureArmor 5741 DamageFX = StructureDamageFXNoShake 5742 End 5743 KindOf = STRUCTURE IMMOBILE 5744 Shadow = SHADOW_VOLUME 5745 5746 End 5747 5748 ;------------------------------------------------------------------------------ 5749 Object GermanCottageBib1 5750 5751 ; *** ART Parameters *** 5752 Draw = W3DModelDraw ModuleTag_01 5753 5754 5755 ConditionState = NONE 5756 Model = CBGCtage01Bib 5757 End 5758 5759 End 5760 5761 ; ***DESIGN parameters *** 5762 EditorSorting = STRUCTURE 5763 5764 5765 ; *** ENGINEERING Parameters *** 5766 Body = ActiveBody ModuleTag_02 5767 MaxHealth = 2000.0 5768 InitialHealth = 2000.0 5769 End 5770 ArmorSet 5771 Conditions = None 5772 Armor = StructureArmor 5773 DamageFX = StructureDamageFXNoShake 5774 End 5775 KindOf = STRUCTURE IMMOBILE 5776 Shadow = SHADOW_VOLUME 5777 5778 End 5779 5780 ;------------------------------------------------------------------------------ 5781 Object SecretLab 5782 5783 ; *** ART Parameters *** 5784 Draw = W3DModelDraw ModuleTag_01 5785 OkToChangeModelColor = Yes 5786 5787 ; day 5788 ConditionState = NONE 5789 Model = CBSECRTLAB 5790 End 5791 ConditionState = DAMAGED 5792 Model = CBSECRTLAB_D 5793 End 5794 ConditionState = REALLYDAMAGED 5795 Model = CBSECRTLAB_E 5796 End 5797 ConditionState = RUBBLE 5798 Model = CBSECRTLAB_R 5799 End 5800 5801 ; day garrisoned 5802 ConditionState = GARRISONED 5803 Model = CBSECRTLAB_G 5804 Animation = CBSECRTLAB_G.CBSECRTLAB_G 5805 AnimationMode = LOOP 5806 End 5807 ConditionState = DAMAGED GARRISONED 5808 Model = CBSECRTLAB_DG 5809 Animation = CBSECRTLAB_DG.CBSECRTLAB_DG 5810 AnimationMode = LOOP 5811 End 5812 5813 ; night 5814 ConditionState = NIGHT 5815 Model = CBSECRTLAB_N 5816 End 5817 ConditionState = DAMAGED NIGHT 5818 Model = CBSECRTLAB_DN 5819 End 5820 ConditionState = REALLYDAMAGED NIGHT 5821 Model = CBSECRTLAB_EN 5822 End 5823 ConditionState = RUBBLE NIGHT 5824 Model = CBSECRTLAB_RN 5825 End 5826 5827 ; night garrisoned 5828 ConditionState = NIGHT GARRISONED 5829 Model = CBSECRTLAB_NG 5830 Animation = CBSECRTLAB_NG.CBSECRTLAB_NG 5831 AnimationMode = LOOP 5832 End 5833 ConditionState = DAMAGED NIGHT GARRISONED 5834 Model = CBSECRTLAB_DNG 5835 Animation = CBSECRTLAB_DNG.CBSECRTLAB_DNG 5836 AnimationMode = LOOP 5837 End 5838 5839 5840 5841 ; Snow 5842 ConditionState = SNOW 5843 Model = CBSECRTLAB_S 5844 End 5845 ConditionState = DAMAGED SNOW 5846 Model = CBSECRTLAB_DS 5847 End 5848 ConditionState = REALLYDAMAGED SNOW 5849 Model = CBSECRTLAB_ES 5850 End 5851 ConditionState = RUBBLE SNOW 5852 Model = CBSECRTLAB_RS 5853 End 5854 5855 5856 ; snow garrisoned 5857 ConditionState = SNOW GARRISONED 5858 Model = CBSECRTLAB_SG 5859 Animation = CBSECRTLAB_SG.CBSECRTLAB_SG 5860 AnimationMode = LOOP 5861 End 5862 ConditionState = DAMAGED SNOW GARRISONED 5863 Model = CBSECRTLAB_DSG 5864 Animation = CBSECRTLAB_DSG.CBSECRTLAB_DSG 5865 AnimationMode = LOOP 5866 End 5867 5868 ; night snow 5869 ConditionState = SNOW NIGHT 5870 Model = CBSECRTLAB_SN 5871 End 5872 ConditionState = DAMAGED SNOW NIGHT 5873 Model = CBSECRTLAB_DSN 5874 End 5875 ConditionState = REALLYDAMAGED SNOW NIGHT 5876 Model = CBSECRTLAB_ESN 5877 End 5878 ConditionState = RUBBLE SNOW NIGHT 5879 Model = CBSECRTLAB_RSN 5880 End 5881 5882 ; night snow garrisoned 5883 ConditionState = SNOW NIGHT GARRISONED 5884 Model = CBSECRTLAB_SNG 5885 Animation = CBSECRTLAB_SNG.CBSECRTLAB_SNG 5886 AnimationMode = LOOP 5887 End 5888 ConditionState = DAMAGED SNOW NIGHT GARRISONED 5889 Model = CBSECRTLAB_DSNG 5890 Animation = CBSECRTLAB_DSNG.CBSECRTLAB_DSNG 5891 AnimationMode = LOOP 5892 End 5893 End 5894 5895 ; *** AUDIO Parameters *** 5896 SoundDie = BuildingDie 5897 SoundOnDamaged = BuildingDamagedStateLight 5898 SoundOnReallyDamaged = BuildingDestroy 5899 5900 ; ***DESIGN parameters *** 5901 DisplayName = OBJECT:SecretLab 5902 EditorSorting = STRUCTURE 5903 5904 ; *** ENGINEERING Parameters *** 5905 KindOf = STRUCTURE SELECTABLE IMMOBILE 5906 Body = ActiveBody ModuleTag_02 5907 MaxHealth = 2000.0 5908 InitialHealth = 2000.0 5909 End 5910 ArmorSet 5911 Conditions = None 5912 Armor = StructureArmor 5913 DamageFX = StructureDamageFXNoShake 5914 End 5915 5916 Behavior = GarrisonContain ModuleTag_03 5917 ContainMax = 10 5918 EnterSound = GarrisonEnter 5919 ExitSound = GarrisonExit 5920 End 5921 5922 Behavior = FlammableUpdate ModuleTag_05 5923 FlameDamageLimit = 20 ;Catch fire if I take this much fire damage... 5924 FlameDamageExpiration = 2000 ;in a span of this long 5925 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 5926 AflameDamageAmount = 25 ; taking this much damage... 5927 AflameDamageDelay = 500 ; this often. 5928 End 5929 5930 Behavior = TransitionDamageFX ModuleTag_06 5931 ;-------------DESIGNED FOR MEDIUM SIZED CIVILIAN BUILDING TRANSITIONS------------------- 5932 DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke 5933 ;--------------------------------------------------------------------------------------- 5934 ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke 5935 ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionMediumExplosion 5936 ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionMediumShockwave 5937 ;-------------------------------------------------------------------------------------- 5938 RubbleParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke 5939 RubbleParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionMediumExplosion 5940 RubbleParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionMediumShockwave 5941 RubbleParticleSystem4 = Bone:None RandomBone:No PSys:StructureTransitionMediumFlare 5942 End 5943 5944 Geometry = BOX 5945 GeometryMajorRadius = 41.0 5946 GeometryMinorRadius = 44.0 5947 GeometryHeight = 75.0 5948 GeometryIsSmall = No 5949 Shadow = SHADOW_VOLUME 5950 5951 End 5952 5953 ;------------------------------------------------------------------------------ 5954 Object GermanTownHouseBib1 5955 5956 ; *** ART Parameters *** 5957 Draw = W3DModelDraw ModuleTag_01 5958 ConditionState = NONE 5959 Model = CBTownHs01Bib 5960 End 5961 End 5962 5963 ; ***DESIGN parameters *** 5964 EditorSorting = STRUCTURE 5965 5966 ; *** ENGINEERING Parameters *** 5967 Body = ActiveBody ModuleTag_02 5968 MaxHealth = 2000.0 5969 InitialHealth = 2000.0 5970 End 5971 ArmorSet 5972 Conditions = None 5973 Armor = StructureArmor 5974 DamageFX = StructureDamageFXNoShake 5975 End 5976 KindOf = STRUCTURE IMMOBILE 5977 Shadow = SHADOW_VOLUME 5978 5979 End 5980 5981 ;------------------------------------------------------------------------------ 5982 Object GermanTownHouseBib2 5983 5984 ; *** ART Parameters *** 5985 Draw = W3DModelDraw ModuleTag_01 5986 ConditionState = NONE 5987 Model = CBTownHs02Bib 5988 End 5989 End 5990 5991 ; ***DESIGN parameters *** 5992 EditorSorting = STRUCTURE 5993 5994 ; *** ENGINEERING Parameters *** 5995 Body = ActiveBody ModuleTag_02 5996 MaxHealth = 2000.0 5997 InitialHealth = 2000.0 5998 End 5999 ArmorSet 6000 Conditions = None 6001 Armor = StructureArmor 6002 DamageFX = StructureDamageFXNoShake 6003 End 6004 6005 KindOf = STRUCTURE IMMOBILE 6006 Shadow = SHADOW_VOLUME 6007 6008 End 6009 6010 ;------------------------------------------------------------------------------ 6011 Object GermanPubBib2 6012 6013 ; *** ART Parameters *** 6014 Draw = W3DModelDraw ModuleTag_01 6015 ConditionState = NONE 6016 Model = CBGPub02Bib 6017 End 6018 End 6019 6020 ; ***DESIGN parameters *** 6021 EditorSorting = STRUCTURE 6022 6023 ; *** ENGINEERING Parameters *** 6024 Body = ActiveBody ModuleTag_02 6025 MaxHealth = 2000.0 6026 InitialHealth = 2000.0 6027 End 6028 ArmorSet 6029 Conditions = None 6030 Armor = StructureArmor 6031 DamageFX = StructureDamageFXNoShake 6032 End 6033 6034 KindOf = STRUCTURE IMMOBILE 6035 Shadow = SHADOW_VOLUME 6036 6037 End 6038 6039 ;------------------------------------------------------------------------------ 6040 Object AsianMegaMall01 6041 6042 ; *** ART Parameters *** 6043 Draw = W3DModelDraw ModuleTag_01 6044 OkToChangeModelColor = Yes 6045 6046 6047 ; day 6048 ConditionState = NONE 6049 Model = CBNMegaMal 6050 End 6051 ConditionState = DAMAGED 6052 Model = CBNMegaMal_D 6053 End 6054 ConditionState = REALLYDAMAGED 6055 Model = CBNMegaMal_E 6056 End 6057 ConditionState = RUBBLE 6058 Model = CBNMegaMal_R 6059 End 6060 6061 ; day garrisoned 6062 ConditionState = GARRISONED 6063 Model = CBNMegaMal_G 6064 Animation = CBNMegaMal_G.CBNMegaMal_G 6065 AnimationMode = LOOP 6066 End 6067 ConditionState = DAMAGED GARRISONED 6068 Model = CBNMegaMal_DG 6069 Animation = CBNMegaMal_DG.CBNMegaMal_DG 6070 AnimationMode = LOOP 6071 End 6072 6073 ; night 6074 ConditionState = NIGHT 6075 Model = CBNMegaMal_N 6076 End 6077 ConditionState = DAMAGED NIGHT 6078 Model = CBNMegaMal_DN 6079 End 6080 ConditionState = REALLYDAMAGED NIGHT 6081 Model = CBNMegaMal_EN 6082 End 6083 ConditionState = RUBBLE NIGHT 6084 Model = CBNMegaMal_RN 6085 End 6086 6087 ; night garrisoned 6088 ConditionState = NIGHT GARRISONED 6089 Model = CBNMegaMal_NG 6090 Animation = CBNMegaMal_NG.CBNMegaMal_NG 6091 AnimationMode = LOOP 6092 End 6093 ConditionState = DAMAGED NIGHT GARRISONED 6094 Model = CBNMegaMal_DNG 6095 Animation = CBNMegaMal_DNG.CBNMegaMal_DNG 6096 AnimationMode = LOOP 6097 End 6098 6099 6100 6101 ; Snow 6102 ConditionState = SNOW 6103 Model = CBNMegaMal_S 6104 End 6105 ConditionState = DAMAGED SNOW 6106 Model = CBNMegaMal_DS 6107 End 6108 ConditionState = REALLYDAMAGED SNOW 6109 Model = CBNMegaMal_ES 6110 End 6111 ConditionState = RUBBLE SNOW 6112 Model = CBNMegaMal_RS 6113 End 6114 6115 6116 ; snow garrisoned 6117 ConditionState = SNOW GARRISONED 6118 Model = CBNMegaMal_SG 6119 Animation = CBNMegaMal_SG.CBNMegaMal_SG 6120 AnimationMode = LOOP 6121 End 6122 ConditionState = DAMAGED SNOW GARRISONED 6123 Model = CBNMegaMal_DSG 6124 Animation = CBNMegaMal_DSG.CBNMegaMal_DSG 6125 AnimationMode = LOOP 6126 End 6127 6128 ; night snow 6129 ConditionState = SNOW NIGHT 6130 Model = CBNMegaMal_SN 6131 End 6132 ConditionState = DAMAGED SNOW NIGHT 6133 Model = CBNMegaMal_DSN 6134 End 6135 ConditionState = REALLYDAMAGED SNOW NIGHT 6136 Model = CBNMegaMal_ESN 6137 End 6138 ConditionState = RUBBLE SNOW NIGHT 6139 Model = CBNMegaMal_RSN 6140 End 6141 6142 ; night snow garrisoned 6143 ConditionState = SNOW NIGHT GARRISONED 6144 Model = CBNMegaMal_SNG 6145 Animation = CBNMegaMal_SNG.CBNMegaMal_SNG 6146 AnimationMode = LOOP 6147 End 6148 ConditionState = DAMAGED SNOW NIGHT GARRISONED 6149 Model = CBNMegaMal_DSNG 6150 Animation = CBNMegaMal_DSNG.CBNMegaMal_DSNG 6151 AnimationMode = LOOP 6152 End 6153 End 6154 6155 ; *** AUDIO Parameters *** 6156 SoundDie = BuildingDie 6157 SoundOnDamaged = BuildingDamagedStateLight 6158 SoundOnReallyDamaged = BuildingDestroy 6159 6160 ; ***DESIGN parameters *** 6161 DisplayName = OBJECT:Structure 6162 EditorSorting = STRUCTURE 6163 ArmorSet 6164 Conditions = None 6165 Armor = StructureArmor 6166 DamageFX = StructureDamageFXNoShake 6167 End 6168 6169 ; *** ENGINEERING Parameters *** 6170 RadarPriority = STRUCTURE 6171 KindOf = STRUCTURE SELECTABLE IMMOBILE 6172 Body = StructureBody ModuleTag_02 6173 MaxHealth = 2000.0 6174 InitialHealth = 2000.0 6175 End 6176 Behavior = GarrisonContain ModuleTag_03 6177 ContainMax = 10 6178 EnterSound = GarrisonEnter 6179 ExitSound = GarrisonExit 6180 End 6181 6182 Behavior = FlammableUpdate ModuleTag_05 6183 FlameDamageLimit = 20 ;Catch fire if I take this much fire damage... 6184 FlameDamageExpiration = 2000 ;in a span of this long 6185 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 6186 AflameDamageAmount = 25 ; taking this much damage... 6187 AflameDamageDelay = 500 ; this often. 6188 End 6189 6190 Behavior = TransitionDamageFX ModuleTag_06 6191 ;-------------DESIGNED FOR LARGE SIZED CIVILIAN BUILDING TRANSITIONS------------------- 6192 DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionLargeSmoke 6193 ;--------------------------------------------------------------------------------------- 6194 ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionLargeSmoke 6195 ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionLargeExplosion 6196 ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionLargeShockwave 6197 ;--------------------------------------------------------------------------------------- 6198 RubbleParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionLargeSmoke 6199 RubbleParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionLargeExplosion 6200 RubbleParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionLargeShockwave 6201 RubbleParticleSystem4 = Bone:None RandomBone:No PSys:StructureTransitionLargeFlare 6202 End 6203 6204 ; Note that structures with "RUBBLE" states should not use 6205 ; DestroyDie; such buildings are never truly 6206 ; destroyed, even when reduced to zero health. 6207 Geometry = BOX 6208 GeometryMajorRadius = 42.0 6209 GeometryMinorRadius = 66.0 6210 GeometryHeight = 66.0 6211 GeometryIsSmall = No 6212 Shadow = SHADOW_VOLUME 6213 6214 End 6215 6216 ;------------------------------------------------------------------------------ 6217 Object AsianElectricRetail 6218 6219 ; *** ART Parameters *** 6220 Draw = W3DModelDraw ModuleTag_01 6221 OkToChangeModelColor = Yes 6222 6223 6224 ; day 6225 ConditionState = NONE 6226 Model = CBNElecRtl 6227 End 6228 ConditionState = DAMAGED 6229 Model = CBNElecRtl_D 6230 End 6231 ConditionState = REALLYDAMAGED 6232 Model = CBNElecRtl_E 6233 End 6234 ConditionState = RUBBLE 6235 Model = CBNElecRtl_R 6236 End 6237 6238 ; day garrisoned 6239 ConditionState = GARRISONED 6240 Model = CBNElecRtl_G 6241 Animation = CBNElecRtl_G.CBNElecRtl_G 6242 AnimationMode = LOOP 6243 End 6244 ConditionState = DAMAGED GARRISONED 6245 Model = CBNElecRtl_DG 6246 Animation = CBNElecRtl_DG.CBNElecRtl_DG 6247 AnimationMode = LOOP 6248 End 6249 6250 ; night 6251 ConditionState = NIGHT 6252 Model = CBNElecRtl_N 6253 End 6254 ConditionState = DAMAGED NIGHT 6255 Model = CBNElecRtl_DN 6256 End 6257 ConditionState = REALLYDAMAGED NIGHT 6258 Model = CBNElecRtl_EN 6259 End 6260 ConditionState = RUBBLE NIGHT 6261 Model = CBNElecRtl_RN 6262 End 6263 6264 ; night garrisoned 6265 ConditionState = NIGHT GARRISONED 6266 Model = CBNElecRtl_NG 6267 Animation = CBNElecRtl_NG.CBNElecRtl_NG 6268 AnimationMode = LOOP 6269 End 6270 ConditionState = DAMAGED NIGHT GARRISONED 6271 Model = CBNElecRtl_DNG 6272 Animation = CBNElecRtl_DNG.CBNElecRtl_DNG 6273 AnimationMode = LOOP 6274 End 6275 6276 ; Snow 6277 ConditionState = SNOW 6278 Model = CBNElecRtl_S 6279 End 6280 ConditionState = DAMAGED SNOW 6281 Model = CBNElecRtl_DS 6282 End 6283 ConditionState = REALLYDAMAGED SNOW 6284 Model = CBNElecRtl_ES 6285 End 6286 ConditionState = RUBBLE SNOW 6287 Model = CBNElecRtl_RS 6288 End 6289 6290 6291 ; snow garrisoned 6292 ConditionState = SNOW GARRISONED 6293 Model = CBNElecRtl_SG 6294 Animation = CBNElecRtl_SG.CBNElecRtl_SG 6295 AnimationMode = LOOP 6296 End 6297 ConditionState = DAMAGED SNOW GARRISONED 6298 Model = CBNElecRtl_DSG 6299 Animation = CBNElecRtl_DSG.CBNElecRtl_DSG 6300 AnimationMode = LOOP 6301 End 6302 6303 ; night snow 6304 ConditionState = SNOW NIGHT 6305 Model = CBNElecRtl_SN 6306 End 6307 ConditionState = DAMAGED SNOW NIGHT 6308 Model = CBNElecRtl_DSN 6309 End 6310 ConditionState = REALLYDAMAGED SNOW NIGHT 6311 Model = CBNElecRtl_ESN 6312 End 6313 ConditionState = RUBBLE SNOW NIGHT 6314 Model = CBNElecRtl_RSN 6315 End 6316 6317 ; night snow garrisoned 6318 ConditionState = SNOW NIGHT GARRISONED 6319 Model = CBNElecRtl_SNG 6320 Animation = CBNElecRtl_SNG.CBNElecRtl_SNG 6321 AnimationMode = LOOP 6322 End 6323 ConditionState = DAMAGED SNOW NIGHT GARRISONED 6324 Model = CBNElecRtl_DSNG 6325 Animation = CBNElecRtl_DSNG.CBNElecRtl_DSNG 6326 AnimationMode = LOOP 6327 End 6328 End 6329 6330 ; *** AUDIO Parameters *** 6331 SoundDie = BuildingDie 6332 SoundOnDamaged = BuildingDamagedStateLight 6333 SoundOnReallyDamaged = BuildingDestroy 6334 6335 ; ***DESIGN parameters *** 6336 DisplayName = OBJECT:Structure 6337 EditorSorting = STRUCTURE 6338 ArmorSet 6339 Conditions = None 6340 Armor = StructureArmor 6341 DamageFX = StructureDamageFXNoShake 6342 End 6343 6344 ; *** ENGINEERING Parameters *** 6345 RadarPriority = STRUCTURE 6346 KindOf = STRUCTURE SELECTABLE IMMOBILE 6347 Body = StructureBody ModuleTag_02 6348 MaxHealth = 2000.0 6349 InitialHealth = 2000.0 6350 End 6351 Behavior = GarrisonContain ModuleTag_03 6352 ContainMax = 10 6353 EnterSound = GarrisonEnter 6354 ExitSound = GarrisonExit 6355 End 6356 6357 Behavior = FlammableUpdate ModuleTag_05 6358 FlameDamageLimit = 20 ;Catch fire if I take this much fire damage... 6359 FlameDamageExpiration = 2000 ;in a span of this long 6360 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 6361 AflameDamageAmount = 25 ; taking this much damage... 6362 AflameDamageDelay = 500 ; this often. 6363 End 6364 6365 Behavior = TransitionDamageFX ModuleTag_06 6366 ;-------------DESIGNED FOR SMALL SIZED CIVILIAN BUILDING TRANSITIONS------------------- 6367 DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke 6368 ;--------------------------------------------------------------------------------------- 6369 ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke 6370 ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion 6371 ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave 6372 ;--------------------------------------------------------------------------------------- 6373 RubbleParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke 6374 RubbleParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion 6375 RubbleParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave 6376 RubbleParticleSystem4 = Bone:None RandomBone:No PSys:StructureTransitionSmallFlare 6377 6378 End 6379 6380 ; Note that structures with "RUBBLE" states should not use 6381 ; DestroyDie; such buildings are never truly 6382 ; destroyed, even when reduced to zero health. 6383 Geometry = BOX 6384 GeometryMajorRadius = 28.0 6385 GeometryMinorRadius = 28.0 6386 GeometryHeight = 31.0 6387 GeometryIsSmall = No 6388 Shadow = SHADOW_VOLUME 6389 6390 End 6391 6392 ;------------------------------------------------------------------------------ 6393 Object AsianNightClub 6394 6395 ; *** ART Parameters *** 6396 Draw = W3DModelDraw ModuleTag_01 6397 OkToChangeModelColor = Yes 6398 6399 ; day 6400 ConditionState = NONE 6401 Model = CBNiteClub 6402 Animation = CBNiteClub.CBNiteClub 6403 AnimationMode = LOOP 6404 End 6405 ConditionState = DAMAGED 6406 Model = CBNiteClub_D 6407 End 6408 ConditionState = REALLYDAMAGED 6409 Model = CBNiteClub_E 6410 End 6411 ConditionState = RUBBLE 6412 Model = CBNiteClub_R 6413 End 6414 6415 ; day garrisoned 6416 ConditionState = GARRISONED 6417 Model = CBNiteClub_G 6418 Animation = CBNiteClub_G.CBNiteClub_G 6419 AnimationMode = LOOP 6420 End 6421 ConditionState = DAMAGED GARRISONED 6422 Model = CBNiteClub_DG 6423 Animation = CBNiteClub_DG.CBNiteClub_DG 6424 AnimationMode = LOOP 6425 End 6426 6427 ; night 6428 ConditionState = NIGHT 6429 Model = CBNiteClub_N 6430 Animation = CBNiteClub_N.CBNiteClub_N 6431 AnimationMode = LOOP 6432 End 6433 ConditionState = DAMAGED NIGHT 6434 Model = CBNiteClub_DN 6435 End 6436 ConditionState = REALLYDAMAGED NIGHT 6437 Model = CBNiteClub_EN 6438 End 6439 ConditionState = RUBBLE NIGHT 6440 Model = CBNiteClub_RN 6441 End 6442 6443 ; night garrisoned 6444 ConditionState = NIGHT GARRISONED 6445 Model = CBNiteClub_NG 6446 Animation = CBNiteClub_NG.CBNiteClub_NG 6447 AnimationMode = LOOP 6448 End 6449 ConditionState = DAMAGED NIGHT GARRISONED 6450 Model = CBNiteClub_DNG 6451 Animation = CBNiteClub_DNG.CBNiteClub_DNG 6452 AnimationMode = LOOP 6453 End 6454 6455 6456 6457 ; Snow 6458 ConditionState = SNOW 6459 Model = CBNiteClub_S 6460 Animation = CBNiteClub_S.CBNiteClub_S 6461 AnimationMode = LOOP 6462 End 6463 ConditionState = DAMAGED SNOW 6464 Model = CBNiteClub_DS 6465 End 6466 ConditionState = REALLYDAMAGED SNOW 6467 Model = CBNiteClub_ES 6468 End 6469 ConditionState = RUBBLE SNOW 6470 Model = CBNiteClub_RS 6471 End 6472 6473 6474 ; snow garrisoned 6475 ConditionState = SNOW GARRISONED 6476 Model = CBNiteClub_SG 6477 Animation = CBNiteClub_SG.CBNiteClub_SG 6478 AnimationMode = LOOP 6479 End 6480 ConditionState = DAMAGED SNOW GARRISONED 6481 Model = CBNiteClub_DSG 6482 Animation = CBNiteClub_DSG.CBNiteClub_DSG 6483 AnimationMode = LOOP 6484 End 6485 6486 ; night snow 6487 ConditionState = SNOW NIGHT 6488 Model = CBNiteClub_SN 6489 Animation = CBNiteClub_SN.CBNiteClub_SN 6490 AnimationMode = LOOP 6491 End 6492 ConditionState = DAMAGED SNOW NIGHT 6493 Model = CBNiteClub_DSN 6494 End 6495 ConditionState = REALLYDAMAGED SNOW NIGHT 6496 Model = CBNiteClub_ESN 6497 End 6498 ConditionState = RUBBLE SNOW NIGHT 6499 Model = CBNiteClub_RSN 6500 End 6501 6502 ; night snow garrisoned 6503 ConditionState = SNOW NIGHT GARRISONED 6504 Model = CBNiteClub_SNG 6505 Animation = CBNiteClub_SNG.CBNiteClub_SNG 6506 AnimationMode = LOOP 6507 End 6508 ConditionState = DAMAGED SNOW NIGHT GARRISONED 6509 Model = CBNiteClub_DSNG 6510 Animation = CBNiteClub_DSNG.CBNiteClub_DSNG 6511 AnimationMode = LOOP 6512 End 6513 End 6514 6515 ; *** AUDIO Parameters *** 6516 SoundDie = BuildingDie 6517 SoundOnDamaged = BuildingDamagedStateLight 6518 SoundOnReallyDamaged = BuildingDestroy 6519 6520 ; ***DESIGN parameters *** 6521 DisplayName = OBJECT:Structure 6522 EditorSorting = STRUCTURE 6523 ArmorSet 6524 Conditions = None 6525 Armor = StructureArmor 6526 DamageFX = StructureDamageFXNoShake 6527 End 6528 6529 ; ***AUDIO parameters *** 6530 ; SoundAmbient = ChinaNightClubLoop 6531 6532 ; *** ENGINEERING Parameters *** 6533 RadarPriority = STRUCTURE 6534 KindOf = STRUCTURE SELECTABLE IMMOBILE 6535 Body = StructureBody ModuleTag_02 6536 MaxHealth = 2000.0 6537 InitialHealth = 2000.0 6538 End 6539 Behavior = GarrisonContain ModuleTag_03 6540 ContainMax = 10 6541 EnterSound = GarrisonEnter 6542 ExitSound = GarrisonExit 6543 End 6544 6545 Behavior = FlammableUpdate ModuleTag_05 6546 FlameDamageLimit = 20 ;Catch fire if I take this much fire damage... 6547 FlameDamageExpiration = 2000 ;in a span of this long 6548 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 6549 AflameDamageAmount = 25 ; taking this much damage... 6550 AflameDamageDelay = 500 ; this often. 6551 End 6552 6553 Behavior = TransitionDamageFX ModuleTag_06 6554 ;-------------DESIGNED FOR SMALL SIZED CIVILIAN BUILDING TRANSITIONS------------------- 6555 DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke 6556 ;--------------------------------------------------------------------------------------- 6557 ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke 6558 ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion 6559 ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave 6560 ;--------------------------------------------------------------------------------------- 6561 RubbleParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke 6562 RubbleParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion 6563 RubbleParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave 6564 RubbleParticleSystem4 = Bone:None RandomBone:No PSys:StructureTransitionSmallFlare 6565 End 6566 6567 ; Note that structures with "RUBBLE" states should not use 6568 ; DestroyDie; such buildings are never truly 6569 ; destroyed, even when reduced to zero health. 6570 Geometry = BOX 6571 GeometryMajorRadius = 37.0 6572 GeometryMinorRadius = 43.0 6573 GeometryHeight = 52.0 6574 GeometryIsSmall = No 6575 Shadow = SHADOW_VOLUME 6576 6577 End 6578 6579 ;------------------------------------------------------------------------------ 6580 Object AsianTVStation 6581 6582 ; *** ART Parameters *** 6583 Draw = W3DModelDraw ModuleTag_01 6584 OkToChangeModelColor = Yes 6585 6586 ; day 6587 ConditionState = NONE 6588 Model = CBNTVSTAT 6589 Animation = CBNTVSTAT.CBNTVSTAT 6590 AnimationMode = LOOP 6591 Flags = START_FRAME_FIRST MAINTAIN_FRAME_ACROSS_STATES 6592 End 6593 ConditionState = DAMAGED 6594 Model = CBNTVSTAT_D 6595 Animation = CBNTVSTAT_D.CBNTVSTAT_D 6596 AnimationMode = LOOP 6597 Flags = MAINTAIN_FRAME_ACROSS_STATES 6598 End 6599 ConditionState = REALLYDAMAGED 6600 Model = CBNTVSTAT_E 6601 End 6602 ConditionState = RUBBLE 6603 Model = CBNTVSTAT_E 6604 End 6605 ConditionState = POST_COLLAPSE 6606 Model = CBNTVSTAT_R 6607 End 6608 6609 ; day garrisoned 6610 ConditionState = GARRISONED 6611 Model = CBNTVSTAT_G 6612 Animation = CBNTVSTAT_G.CBNTVSTAT_G 6613 AnimationMode = LOOP 6614 Flags = MAINTAIN_FRAME_ACROSS_STATES 6615 End 6616 ConditionState = DAMAGED GARRISONED 6617 Model = CBNTVSTAT_DG 6618 Animation = CBNTVSTAT_DG.CBNTVSTAT_DG 6619 AnimationMode = LOOP 6620 Flags = MAINTAIN_FRAME_ACROSS_STATES 6621 End 6622 6623 6624 ; night 6625 ConditionState = NIGHT 6626 Model = CBNTVSTAT_N 6627 Animation = CBNTVSTAT_N.CBNTVSTAT_N 6628 AnimationMode = LOOP 6629 Flags = START_FRAME_FIRST MAINTAIN_FRAME_ACROSS_STATES 6630 End 6631 ConditionState = DAMAGED NIGHT 6632 Model = CBNTVSTAT_DN 6633 Animation = CBNTVSTAT_DN.CBNTVSTAT_DN 6634 AnimationMode = LOOP 6635 Flags = MAINTAIN_FRAME_ACROSS_STATES 6636 End 6637 ConditionState = REALLYDAMAGED NIGHT 6638 Model = CBNTVSTAT_E 6639 End 6640 ConditionState = RUBBLE NIGHT 6641 Model = CBNTVSTAT_R 6642 End 6643 6644 ; night garrisoned 6645 ConditionState = NIGHT GARRISONED 6646 Model = CBNTVSTAT_NG 6647 Animation = CBNTVSTAT_NG.CBNTVSTAT_NG 6648 AnimationMode = LOOP 6649 Flags = MAINTAIN_FRAME_ACROSS_STATES 6650 End 6651 ConditionState = DAMAGED NIGHT GARRISONED 6652 Model = CBNTVSTAT_DNG 6653 Animation = CBNTVSTAT_DNG.CBNTVSTAT_DNG 6654 AnimationMode = LOOP 6655 Flags = MAINTAIN_FRAME_ACROSS_STATES 6656 End 6657 ConditionState = REALLYDAMAGED NIGHT GARRISONED 6658 Model = CBNTVSTAT_E 6659 End 6660 ConditionState = RUBBLE NIGHT GARRISONED 6661 Model = CBNTVSTAT_R 6662 End 6663 6664 ;Snow States 6665 6666 ; Snow 6667 ConditionState = SNOW 6668 Model = CBNTVSTAT_S 6669 Animation = CBNTVSTAT_S.CBNTVSTAT_S 6670 AnimationMode = LOOP 6671 Flags = START_FRAME_FIRST MAINTAIN_FRAME_ACROSS_STATES 6672 End 6673 ConditionState = DAMAGED SNOW 6674 Model = CBNTVSTAT_DS 6675 Animation = CBNTVSTAT_DS.CBNTVSTAT_DS 6676 AnimationMode = LOOP 6677 Flags = MAINTAIN_FRAME_ACROSS_STATES 6678 End 6679 ConditionState = REALLYDAMAGED SNOW 6680 Model = CBNTVSTAT_ES 6681 End 6682 ConditionState = RUBBLE SNOW 6683 Model = CBNTVSTAT_ES 6684 End 6685 ConditionState = POST_COLLAPSE SNOW 6686 Model = CBNTVSTAT_RS 6687 End 6688 6689 ; snow garrisoned 6690 ConditionState = GARRISONED SNOW 6691 Model = CBNTVSTAT_SG 6692 Animation = CBNTVSTAT_SG.CBNTVSTAT_SG 6693 AnimationMode = LOOP 6694 Flags = MAINTAIN_FRAME_ACROSS_STATES 6695 End 6696 ConditionState = DAMAGED GARRISONED SNOW 6697 Model = CBNTVSTAT_DSG 6698 Animation = CBNTVSTAT_DSG.CBNTVSTAT_DSG 6699 AnimationMode = LOOP 6700 Flags = MAINTAIN_FRAME_ACROSS_STATES 6701 End 6702 6703 6704 ; night snow 6705 ConditionState = NIGHT SNOW 6706 Model = CBNTVSTAT_SN 6707 Animation = CBNTVSTAT_SN.CBNTVSTAT_SN 6708 AnimationMode = LOOP 6709 Flags = START_FRAME_FIRST MAINTAIN_FRAME_ACROSS_STATES 6710 End 6711 ConditionState = DAMAGED NIGHT SNOW 6712 Model = CBNTVSTAT_DSN 6713 Animation = CBNTVSTAT_DSN.CBNTVSTAT_DSN 6714 AnimationMode = LOOP 6715 Flags = MAINTAIN_FRAME_ACROSS_STATES 6716 End 6717 ConditionState = REALLYDAMAGED NIGHT SNOW 6718 Model = CBNTVSTAT_ESN 6719 End 6720 ConditionState = RUBBLE NIGHT SNOW 6721 Model = CBNTVSTAT_RSN 6722 End 6723 6724 ; night garrisoned snow 6725 ConditionState = NIGHT GARRISONED SNOW 6726 Model = CBNTVSTAT_SNG 6727 Animation = CBNTVSTAT_SNG.CBNTVSTAT_SNG 6728 AnimationMode = LOOP 6729 Flags = MAINTAIN_FRAME_ACROSS_STATES 6730 End 6731 ConditionState = DAMAGED NIGHT GARRISONED SNOW 6732 Model = CBNTVSTAT_DSNG 6733 Animation = CBNTVSTAT_DSNG.CBNTVSTAT_DSNG 6734 AnimationMode = LOOP 6735 Flags = MAINTAIN_FRAME_ACROSS_STATES 6736 End 6737 ConditionState = REALLYDAMAGED NIGHT GARRISONED SNOW 6738 Model = CBNTVSTAT_ESN 6739 End 6740 ConditionState = RUBBLE NIGHT GARRISONED SNOW 6741 Model = CBNTVSTAT_RSN 6742 End 6743 End 6744 6745 ; *** AUDIO Parameters *** 6746 SoundDie = BuildingDie 6747 SoundOnDamaged = BuildingDamagedStateLight 6748 SoundOnReallyDamaged = BuildingDestroy 6749 6750 ; ***DESIGN parameters *** 6751 DisplayName = OBJECT:Structure 6752 EditorSorting = STRUCTURE 6753 ArmorSet 6754 Conditions = None 6755 Armor = StructureArmor 6756 DamageFX = StructureDamageFXNoShake 6757 End 6758 6759 ; *** ENGINEERING Parameters *** 6760 RadarPriority = STRUCTURE 6761 KindOf = STRUCTURE SELECTABLE IMMOBILE AIRCRAFT_PATH_AROUND 6762 Body = StructureBody ModuleTag_02 6763 MaxHealth = 2000.0 6764 InitialHealth = 2000.0 6765 End 6766 6767 Behavior = GarrisonContain ModuleTag_03 6768 ContainMax = 8 6769 EnterSound = GarrisonEnter 6770 ExitSound = GarrisonExit 6771 End 6772 6773 Behavior = StructureCollapseUpdate ModuleTag_04 6774 MinCollapseDelay = 500 6775 MaxCollapseDelay = 1000 6776 CollapseDamping = 0.0 6777 MaxShudder = 0.6 6778 MinBurstDelay = 250 6779 MaxBurstDelay = 800 6780 BigBurstFrequency = 4 6781 OCL = INITIAL OCL_StructureCollapseInitial 6782 OCL = DELAY OCL_StructureCollapseDelay 6783 OCL = FINAL OCL_StructureCollapseFinal 6784 FXList = INITIAL FX_StructureCollapseInitial 6785 FXList = DELAY FX_StructureCollapseDelay 6786 FXList = BURST FX_StructureCollapseBurst 6787 FXList = FINAL FX_StructureCollapseFinal 6788 End 6789 6790 Behavior = FlammableUpdate ModuleTag_06 6791 FlameDamageLimit = 20 ;Catch fire if I take this much fire damage... 6792 FlameDamageExpiration = 2000 ;in a span of this long 6793 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 6794 AflameDamageAmount = 25 ; taking this much damage... 6795 AflameDamageDelay = 500 ; this often. 6796 End 6797 6798 Behavior = TransitionDamageFX ModuleTag_07 6799 ;-------------DESIGNED FOR LARGE SIZED CIVILIAN BUILDING TRANSITIONS------------------- 6800 DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionLargeSmoke 6801 ;--------------------------------------------------------------------------------------- 6802 ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionLargeSmoke 6803 ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionLargeExplosion 6804 ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionLargeShockwave 6805 ;--------------------------------------------------------------------------------------- 6806 RubbleParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionLargeSmoke 6807 RubbleParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionLargeExplosion 6808 RubbleParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionLargeShockwave 6809 RubbleParticleSystem4 = Bone:None RandomBone:No PSys:StructureTransitionLargeFlare 6810 End 6811 6812 ; Note that structures with "RUBBLE" states should not use 6813 ; DestroyDie; such buildings are never truly 6814 ; destroyed, even when reduced to zero health. 6815 Geometry = BOX 6816 GeometryMajorRadius = 50.0 6817 GeometryMinorRadius = 35.0 6818 GeometryHeight = 100.0 6819 GeometryIsSmall = No 6820 Shadow = SHADOW_VOLUME 6821 6822 End 6823 6824 ;------------------------------------------------------------------------------ 6825 Object EnglishTVStatio 6826 6827 ; *** ART Parameters *** 6828 Draw = W3DModelDraw ModuleTag_01 6829 OkToChangeModelColor = Yes 6830 6831 6832 ; day 6833 ConditionState = NONE 6834 Model = CBETVStat 6835 Animation = CBETVStat.CBETVStat 6836 AnimationMode = LOOP 6837 End 6838 ConditionState = DAMAGED 6839 Model = CBETVStat_D 6840 Animation = CBETVStat_D.CBETVStat_D 6841 AnimationMode = LOOP 6842 End 6843 ConditionState = REALLYDAMAGED 6844 Model = CBETVStat_E 6845 End 6846 ConditionState = RUBBLE 6847 Model = CBETVStat_R 6848 End 6849 6850 ; day garrisoned 6851 ConditionState = GARRISONED 6852 Model = CBETVStat_G 6853 Animation = CBETVStat_G.CBETVStat_G 6854 AnimationMode = LOOP 6855 End 6856 ConditionState = DAMAGED GARRISONED 6857 Model = CBETVStat_DG 6858 Animation = CBETVStat_DG.CBETVStat_DG 6859 AnimationMode = LOOP 6860 End 6861 6862 6863 ; night 6864 ConditionState = NIGHT 6865 Model = CBETVStat_N 6866 Animation = CBETVStat_N.CBETVStat_N 6867 AnimationMode = LOOP 6868 End 6869 ConditionState = DAMAGED NIGHT 6870 Model = CBETVStat_DN 6871 Animation = CBETVStat_DN.CBETVStat_DN 6872 AnimationMode = LOOP 6873 End 6874 ConditionState = REALLYDAMAGED NIGHT 6875 Model = CBETVStat_E 6876 End 6877 ConditionState = RUBBLE NIGHT 6878 Model = CBETVStat_R 6879 End 6880 6881 ; night garrisoned 6882 ConditionState = NIGHT GARRISONED 6883 Model = CBETVStat_NG 6884 Animation = CBETVStat_NG.CBETVStat_NG 6885 AnimationMode = LOOP 6886 End 6887 ConditionState = DAMAGED NIGHT GARRISONED 6888 Model = CBETVStat_DNG 6889 Animation = CBETVStat_DNG.CBETVStat_DNG 6890 AnimationMode = LOOP 6891 End 6892 6893 6894 ;Snow States 6895 6896 ConditionState = SNOW 6897 Model = CBETVStat_S 6898 Animation = CBETVStat_S.CBETVStat_S 6899 AnimationMode = LOOP 6900 End 6901 ConditionState = DAMAGED SNOW 6902 Model = CBETVStat_DS 6903 Animation = CBETVStat_DS.CBETVStat_DS 6904 AnimationMode = LOOP 6905 End 6906 ConditionState = REALLYDAMAGED SNOW 6907 Model = CBETVStat_ES 6908 End 6909 ConditionState = RUBBLE SNOW 6910 Model = CBETVStat_RS 6911 End 6912 6913 ; snow garrisoned 6914 ConditionState = GARRISONED SNOW 6915 Model = CBETVStat_SG 6916 Animation = CBETVStat_SG.CBETVStat_SG 6917 AnimationMode = LOOP 6918 End 6919 ConditionState = DAMAGED GARRISONED SNOW 6920 Model = CBETVStat_DSG 6921 Animation = CBETVStat_DSG.CBETVStat_DSG 6922 AnimationMode = LOOP 6923 End 6924 6925 6926 ; night snow 6927 ConditionState = NIGHT SNOW 6928 Model = CBETVStat_SN 6929 Animation = CBETVStat_SN.CBETVStat_SN 6930 AnimationMode = LOOP 6931 End 6932 ConditionState = DAMAGED NIGHT SNOW 6933 Model = CBETVStat_DSN 6934 Animation = CBETVStat_DSN.CBETVStat_DSN 6935 AnimationMode = LOOP 6936 End 6937 ConditionState = REALLYDAMAGED NIGHT SNOW 6938 Model = CBETVStat_ESN 6939 End 6940 ConditionState = RUBBLE NIGHT SNOW 6941 Model = CBETVStat_RSN 6942 End 6943 6944 ; night garrisoned snow 6945 ConditionState = NIGHT GARRISONED SNOW 6946 Model = CBETVStat_SNG 6947 Animation = CBETVStat_SNG.CBETVStat_SNG 6948 AnimationMode = LOOP 6949 End 6950 ConditionState = DAMAGED NIGHT GARRISONED SNOW 6951 Model = CBETVStat_DSNG 6952 Animation = CBETVStat_DSNG.CBETVStat_DSNG 6953 AnimationMode = LOOP 6954 End 6955 End 6956 6957 ; *** AUDIO Parameters *** 6958 SoundDie = BuildingDie 6959 SoundOnDamaged = BuildingDamagedStateLight 6960 SoundOnReallyDamaged = BuildingDestroy 6961 6962 ; ***DESIGN parameters *** 6963 DisplayName = OBJECT:Structure 6964 EditorSorting = STRUCTURE 6965 ArmorSet 6966 Conditions = None 6967 Armor = StructureArmor 6968 DamageFX = StructureDamageFXNoShake 6969 End 6970 6971 ; *** ENGINEERING Parameters *** 6972 RadarPriority = STRUCTURE 6973 KindOf = STRUCTURE SELECTABLE IMMOBILE AIRCRAFT_PATH_AROUND 6974 Body = StructureBody ModuleTag_02 6975 MaxHealth = 2000.0 6976 InitialHealth = 2000.0 6977 End 6978 Behavior = GarrisonContain ModuleTag_03 6979 ContainMax = 10 6980 EnterSound = GarrisonEnter 6981 ExitSound = GarrisonExit 6982 End 6983 6984 Behavior = FlammableUpdate ModuleTag_05 6985 FlameDamageLimit = 20 ;Catch fire if I take this much fire damage... 6986 FlameDamageExpiration = 2000 ;in a span of this long 6987 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 6988 AflameDamageAmount = 25 ; taking this much damage... 6989 AflameDamageDelay = 500 ; this often. 6990 End 6991 6992 Behavior = TransitionDamageFX ModuleTag_06 6993 ;-------------DESIGNED FOR MEDIUM SIZED CIVILIAN BUILDING TRANSITIONS------------------- 6994 DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke 6995 ;--------------------------------------------------------------------------------------- 6996 ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke 6997 ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionMediumExplosion 6998 ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionMediumShockwave 6999 ;-------------------------------------------------------------------------------------- 7000 RubbleParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke 7001 RubbleParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionMediumExplosion 7002 RubbleParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionMediumShockwave 7003 RubbleParticleSystem4 = Bone:None RandomBone:No PSys:StructureTransitionMediumFlare 7004 7005 End 7006 7007 ; Note that structures with "RUBBLE" states should not use 7008 ; DestroyDie; such buildings are never truly 7009 ; destroyed, even when reduced to zero health. 7010 Geometry = BOX 7011 GeometryMajorRadius = 40.0 7012 GeometryMinorRadius = 39.0 7013 GeometryHeight = 15.0 7014 GeometryIsSmall = No 7015 Shadow = SHADOW_VOLUME 7016 7017 End 7018 7019 ;------------------------------------------------------------------------------ 7020 Object AsianArcade 7021 7022 ; *** ART Parameters *** 7023 Draw = W3DModelDraw ModuleTag_01 7024 OkToChangeModelColor = Yes 7025 7026 7027 ; day 7028 ConditionState = NONE 7029 Model = CBNArcade 7030 Animation = CBNArcade.CBNArcade 7031 AnimationMode = LOOP 7032 End 7033 ConditionState = DAMAGED 7034 Model = CBNArcade_D 7035 Animation = CBNArcade_D.CBNArcade_D 7036 AnimationMode = LOOP 7037 End 7038 ConditionState = REALLYDAMAGED 7039 Model = CBNArcade_E 7040 End 7041 ConditionState = RUBBLE 7042 Model = CBNArcade_R 7043 End 7044 7045 ; day garrisoned 7046 ConditionState = GARRISONED 7047 Model = CBNArcade_G 7048 Animation = CBNArcade_G.CBNArcade_G 7049 AnimationMode = LOOP 7050 End 7051 ConditionState = DAMAGED GARRISONED 7052 Model = CBNArcade_DG 7053 Animation = CBNArcade_DG.CBNArcade_DG 7054 AnimationMode = LOOP 7055 End 7056 7057 ; night 7058 ConditionState = NIGHT 7059 Model = CBNArcade_N 7060 Animation = CBNArcade_N.CBNArcade_N 7061 AnimationMode = LOOP 7062 End 7063 ConditionState = DAMAGED NIGHT 7064 Model = CBNArcade_DN 7065 Animation = CBNArcade_DN.CBNArcade_DN 7066 AnimationMode = LOOP 7067 End 7068 ConditionState = REALLYDAMAGED NIGHT 7069 Model = CBNArcade_EN 7070 End 7071 ConditionState = RUBBLE NIGHT 7072 Model = CBNArcade_RN 7073 End 7074 7075 ; night garrisoned 7076 ConditionState = NIGHT GARRISONED 7077 Model = CBNArcade_NG 7078 Animation = CBNArcade_NG.CBNArcade_NG 7079 AnimationMode = LOOP 7080 End 7081 ConditionState = DAMAGED NIGHT GARRISONED 7082 Model = CBNArcade_DNG 7083 Animation = CBNArcade_DNG.CBNArcade_DNG 7084 AnimationMode = LOOP 7085 End 7086 7087 ; Snow 7088 ConditionState = SNOW 7089 Model = CBNArcade_S 7090 End 7091 ConditionState = DAMAGED SNOW 7092 Model = CBNArcade_DS 7093 End 7094 ConditionState = REALLYDAMAGED SNOW 7095 Model = CBNArcade_ES 7096 End 7097 ConditionState = RUBBLE SNOW 7098 Model = CBNArcade_RS 7099 End 7100 7101 7102 ; snow garrisoned 7103 ConditionState = SNOW GARRISONED 7104 Model = CBNArcade_SG 7105 Animation = CBNArcade_SG.CBNArcade_SG 7106 AnimationMode = LOOP 7107 End 7108 ConditionState = DAMAGED SNOW GARRISONED 7109 Model = CBNArcade_DSG 7110 Animation = CBNArcade_DSG.CBNArcade_DSG 7111 AnimationMode = LOOP 7112 End 7113 7114 ; night snow 7115 ConditionState = SNOW NIGHT 7116 Model = CBNArcade_SN 7117 End 7118 ConditionState = DAMAGED SNOW NIGHT 7119 Model = CBNArcade_DSN 7120 End 7121 ConditionState = REALLYDAMAGED SNOW NIGHT 7122 Model = CBNArcade_ESN 7123 End 7124 ConditionState = RUBBLE SNOW NIGHT 7125 Model = CBNArcade_RSN 7126 End 7127 7128 ; night snow garrisoned 7129 ConditionState = SNOW NIGHT GARRISONED 7130 Model = CBNArcade_SNG 7131 Animation = CBNArcade_SNG.CBNArcade_SNG 7132 AnimationMode = LOOP 7133 End 7134 ConditionState = DAMAGED SNOW NIGHT GARRISONED 7135 Model = CBNArcade_DSNG 7136 Animation = CBNArcade_DSNG.CBNArcade_DSNG 7137 AnimationMode = LOOP 7138 End 7139 End 7140 7141 ; *** AUDIO Parameters *** 7142 SoundDie = BuildingDie 7143 SoundOnDamaged = BuildingDamagedStateLight 7144 SoundOnReallyDamaged = BuildingDestroy 7145 7146 ; ***DESIGN parameters *** 7147 DisplayName = OBJECT:Structure 7148 EditorSorting = STRUCTURE 7149 ArmorSet 7150 Conditions = None 7151 Armor = StructureArmor 7152 DamageFX = StructureDamageFXNoShake 7153 End 7154 7155 ; *** ENGINEERING Parameters *** 7156 RadarPriority = STRUCTURE 7157 KindOf = STRUCTURE SELECTABLE IMMOBILE 7158 Body = StructureBody ModuleTag_02 7159 MaxHealth = 2000.0 7160 InitialHealth = 2000.0 7161 End 7162 Behavior = GarrisonContain ModuleTag_03 7163 ContainMax = 10 7164 EnterSound = GarrisonEnter 7165 ExitSound = GarrisonExit 7166 End 7167 7168 Behavior = FlammableUpdate ModuleTag_05 7169 FlameDamageLimit = 20 ;Catch fire if I take this much fire damage... 7170 FlameDamageExpiration = 2000 ;in a span of this long 7171 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 7172 AflameDamageAmount = 25 ; taking this much damage... 7173 AflameDamageDelay = 500 ; this often. 7174 End 7175 7176 Behavior = TransitionDamageFX ModuleTag_06 7177 ;-------------DESIGNED FOR SMALL SIZED CIVILIAN BUILDING TRANSITIONS------------------- 7178 DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke 7179 ;--------------------------------------------------------------------------------------- 7180 ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke 7181 ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion 7182 ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave 7183 ;--------------------------------------------------------------------------------------- 7184 RubbleParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke 7185 RubbleParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion 7186 RubbleParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave 7187 RubbleParticleSystem4 = Bone:None RandomBone:No PSys:StructureTransitionSmallFlare 7188 End 7189 7190 ; Note that structures with "RUBBLE" states should not use 7191 ; DestroyDie; such buildings are never truly 7192 ; destroyed, even when reduced to zero health. 7193 Geometry = BOX 7194 GeometryMajorRadius = 20.0 7195 GeometryMinorRadius = 14.0 7196 GeometryHeight = 45.0 7197 GeometryIsSmall = No 7198 Shadow = SHADOW_VOLUME 7199 7200 End 7201 7202 ;------------------------------------------------------------------------------ 7203 Object AsianDealership 7204 7205 ; *** ART Parameters *** 7206 Draw = W3DModelDraw ModuleTag_01 7207 OkToChangeModelColor = Yes 7208 7209 7210 ; day 7211 ConditionState = NONE 7212 Model = CBNDealerS 7213 Animation = CBNDealerS.CBNDealerS 7214 AnimationMode = LOOP 7215 End 7216 ConditionState = DAMAGED 7217 Model = CBNDealerS_D 7218 Animation = CBNDealerS_D.CBNDealerS_D 7219 AnimationMode = LOOP 7220 End 7221 ConditionState = REALLYDAMAGED 7222 Model = CBNDealerS_E 7223 End 7224 ConditionState = RUBBLE 7225 Model = CBNDealerS_R 7226 End 7227 7228 ; day garrisoned 7229 ConditionState = GARRISONED 7230 Model = CBNDealerS_G 7231 Animation = CBNDealerS_G.CBNDealerS_G 7232 AnimationMode = LOOP 7233 End 7234 ConditionState = DAMAGED GARRISONED 7235 Model = CBNDealerS_DG 7236 Animation = CBNDealerS_DG.CBNDealerS_DG 7237 AnimationMode = LOOP 7238 End 7239 7240 ; night 7241 ConditionState = NIGHT 7242 Model = CBNDealerS_N 7243 Animation = CBNDealerS_N.CBNDealerS_N 7244 AnimationMode = LOOP 7245 End 7246 ConditionState = DAMAGED NIGHT 7247 Model = CBNDealerS_DN 7248 Animation = CBNDealerS_DN.CBNDealerS_DN 7249 AnimationMode = LOOP 7250 End 7251 ConditionState = REALLYDAMAGED NIGHT 7252 Model = CBNDealerS_EN 7253 End 7254 ConditionState = RUBBLE NIGHT 7255 Model = CBNDealerS_RN 7256 End 7257 7258 ; night garrisoned 7259 ConditionState = NIGHT GARRISONED 7260 Model = CBNDealerS_NG 7261 Animation = CBNDealerS_NG.CBNDealerS_NG 7262 AnimationMode = LOOP 7263 End 7264 ConditionState = DAMAGED NIGHT GARRISONED 7265 Model = CBNDealerS_DNG 7266 Animation = CBNDealerS_DNG.CBNDealerS_DNG 7267 AnimationMode = LOOP 7268 End 7269 7270 7271 7272 ; Snow 7273 ConditionState = SNOW 7274 Model = CBNDealerS_S 7275 Animation = CBNDealerS_S.CBNDealerS_S 7276 AnimationMode = LOOP 7277 End 7278 ConditionState = DAMAGED SNOW 7279 Model = CBNDealerS_DS 7280 Animation = CBNDealerS_DS.CBNDealerS_DS 7281 AnimationMode = LOOP 7282 End 7283 ConditionState = REALLYDAMAGED SNOW 7284 Model = CBNDealerS_ES 7285 End 7286 ConditionState = RUBBLE SNOW 7287 Model = CBNDealerS_RS 7288 End 7289 7290 7291 ; snow garrisoned 7292 ConditionState = SNOW GARRISONED 7293 Model = CBNDealerS_SG 7294 Animation = CBNDealerS_SG.CBNDealerS_SG 7295 AnimationMode = LOOP 7296 End 7297 ConditionState = DAMAGED SNOW GARRISONED 7298 Model = CBNDealerS_DSG 7299 Animation = CBNDealerS_DSG.CBNDealerS_DSG 7300 AnimationMode = LOOP 7301 End 7302 7303 ; night snow 7304 ConditionState = SNOW NIGHT 7305 Model = CBNDealerS_SN 7306 Animation = CBNDealerS_SN.CBNDealerS_SN 7307 AnimationMode = LOOP 7308 End 7309 ConditionState = DAMAGED SNOW NIGHT 7310 Model = CBNDealerS_DSN 7311 Animation = CBNDealerS_DSN.CBNDealerS_DSN 7312 AnimationMode = LOOP 7313 End 7314 ConditionState = REALLYDAMAGED SNOW NIGHT 7315 Model = CBNDealerS_ESN 7316 End 7317 ConditionState = RUBBLE SNOW NIGHT 7318 Model = CBNDealerS_RSN 7319 End 7320 7321 ; night snow garrisoned 7322 ConditionState = SNOW NIGHT GARRISONED 7323 Model = CBNDealerS_SNG 7324 Animation = CBNDealerS_SNG.CBNDealerS_SNG 7325 AnimationMode = LOOP 7326 End 7327 ConditionState = DAMAGED SNOW NIGHT GARRISONED 7328 Model = CBNDealerS_DSNG 7329 Animation = CBNDealerS_DSNG.CBNDealerS_DSNG 7330 AnimationMode = LOOP 7331 End 7332 End 7333 7334 ; *** AUDIO Parameters *** 7335 SoundDie = BuildingDie 7336 SoundOnDamaged = BuildingDamagedStateLight 7337 SoundOnReallyDamaged = BuildingDestroy 7338 7339 ; ***DESIGN parameters *** 7340 DisplayName = OBJECT:Structure 7341 EditorSorting = STRUCTURE 7342 ArmorSet 7343 Conditions = None 7344 Armor = StructureArmor 7345 DamageFX = StructureDamageFXNoShake 7346 End 7347 7348 ; *** ENGINEERING Parameters *** 7349 RadarPriority = STRUCTURE 7350 KindOf = STRUCTURE SELECTABLE IMMOBILE 7351 Body = StructureBody ModuleTag_02 7352 MaxHealth = 2000.0 7353 InitialHealth = 2000.0 7354 End 7355 Behavior = GarrisonContain ModuleTag_03 7356 ContainMax = 10 7357 EnterSound = GarrisonEnter 7358 ExitSound = GarrisonExit 7359 End 7360 7361 Behavior = FlammableUpdate ModuleTag_05 7362 FlameDamageLimit = 20 ;Catch fire if I take this much fire damage... 7363 FlameDamageExpiration = 2000 ;in a span of this long 7364 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 7365 AflameDamageAmount = 25 ; taking this much damage... 7366 AflameDamageDelay = 500 ; this often. 7367 End 7368 7369 Behavior = TransitionDamageFX ModuleTag_06 7370 ;-------------DESIGNED FOR SMALL SIZED CIVILIAN BUILDING TRANSITIONS------------------- 7371 DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke 7372 ;--------------------------------------------------------------------------------------- 7373 ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke 7374 ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion 7375 ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave 7376 ;--------------------------------------------------------------------------------------- 7377 RubbleParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke 7378 RubbleParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion 7379 RubbleParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave 7380 RubbleParticleSystem4 = Bone:None RandomBone:No PSys:StructureTransitionSmallFlare 7381 End 7382 7383 ; Note that structures with "RUBBLE" states should not use 7384 ; DestroyDie; such buildings are never truly 7385 ; destroyed, even when reduced to zero health. 7386 Geometry = BOX 7387 GeometryMajorRadius = 24.0 7388 GeometryMinorRadius = 35.0 7389 GeometryHeight = 31.0 7390 GeometryIsSmall = No 7391 Shadow = SHADOW_VOLUME 7392 7393 End 7394 7395 ;------------------------------------------------------------------------------ 7396 Object AsianBank 7397 7398 ; *** ART Parameters *** 7399 Draw = W3DModelDraw ModuleTag_01 7400 OkToChangeModelColor = Yes 7401 7402 7403 7404 ; day 7405 ConditionState = NONE 7406 Model = CBNBank 7407 End 7408 ConditionState = DAMAGED 7409 Model = CBNBank_D 7410 End 7411 ConditionState = REALLYDAMAGED 7412 Model = CBNBank_E 7413 End 7414 ConditionState = RUBBLE 7415 Model = CBNBank_E 7416 End 7417 ConditionState = POST_COLLAPSE 7418 Model = CBNBank_R 7419 End 7420 7421 ; day garrisoned 7422 ConditionState = GARRISONED 7423 Model = CBNBank_G 7424 Animation = CBNBank_G.CBNBank_G 7425 AnimationMode = LOOP 7426 End 7427 ConditionState = DAMAGED GARRISONED 7428 Model = CBNBank_DG 7429 Animation = CBNBank_DG.CBNBank_DG 7430 AnimationMode = LOOP 7431 End 7432 7433 ; night 7434 ConditionState = NIGHT 7435 Model = CBNBank_N 7436 End 7437 ConditionState = DAMAGED NIGHT 7438 Model = CBNBank_DN 7439 End 7440 ConditionState = REALLYDAMAGED NIGHT 7441 Model = CBNBank_EN 7442 End 7443 ConditionState = RUBBLE NIGHT 7444 Model = CBNBank_EN 7445 End 7446 ConditionState = POST_COLLAPSE NIGHT 7447 Model = CBNBank_RN 7448 End 7449 7450 ; night garrisoned 7451 ConditionState = NIGHT GARRISONED 7452 Model = CBNBank_NG 7453 Animation = CBNBank_NG.CBNBank_NG 7454 AnimationMode = LOOP 7455 End 7456 ConditionState = DAMAGED NIGHT GARRISONED 7457 Model = CBNBank_DNG 7458 Animation = CBNBank_DNG.CBNBank_DNG 7459 AnimationMode = LOOP 7460 End 7461 7462 ; Snow 7463 ConditionState = SNOW 7464 Model = CBNBank_S 7465 End 7466 ConditionState = DAMAGED SNOW 7467 Model = CBNBank_DS 7468 End 7469 ConditionState = REALLYDAMAGED SNOW 7470 Model = CBNBank_ES 7471 End 7472 ConditionState = RUBBLE SNOW 7473 Model = CBNBank_ES 7474 End 7475 ConditionState = POST_COLLAPSE SNOW 7476 Model = CBNBank_RS 7477 End 7478 7479 ; snow garrisoned 7480 ConditionState = GARRISONED SNOW 7481 Model = CBNBank_SG 7482 Animation = CBNBank_SG.CBNBank_SG 7483 AnimationMode = LOOP 7484 End 7485 ConditionState = DAMAGED GARRISONED SNOW 7486 Model = CBNBank_DSG 7487 Animation = CBNBank_DSG.CBNBank_DSG 7488 AnimationMode = LOOP 7489 End 7490 7491 ; night snow 7492 ConditionState = NIGHT SNOW 7493 Model = CBNBank_SN 7494 End 7495 ConditionState = DAMAGED NIGHT SNOW 7496 Model = CBNBank_DSN 7497 End 7498 ConditionState = REALLYDAMAGED NIGHT SNOW 7499 Model = CBNBank_ESN 7500 End 7501 ConditionState = RUBBLE NIGHT SNOW 7502 Model = CBNBank_ESN 7503 End 7504 ConditionState = POST_COLLAPSE SNOW NIGHT 7505 Model = CBNBank_RSN 7506 End 7507 7508 ; night garrisoned snow 7509 ConditionState = NIGHT GARRISONED SNOW 7510 Model = CBNBank_SNG 7511 Animation = CBNBank_SNG.CBNBank_SNG 7512 AnimationMode = LOOP 7513 End 7514 ConditionState = DAMAGED NIGHT GARRISONED SNOW 7515 Model = CBNBank_DSNG 7516 Animation = CBNBank_DSNG.CBNBank_DSNG 7517 AnimationMode = LOOP 7518 End 7519 End 7520 7521 ; *** AUDIO Parameters *** 7522 SoundDie = BuildingDie 7523 SoundOnDamaged = BuildingDamagedStateLight 7524 SoundOnReallyDamaged = BuildingDestroy 7525 7526 ; ***DESIGN parameters *** 7527 DisplayName = OBJECT:Structure 7528 EditorSorting = STRUCTURE 7529 ArmorSet 7530 Conditions = None 7531 Armor = StructureArmor 7532 DamageFX = StructureDamageFXNoShake 7533 End 7534 7535 ; *** AUDIO parameters *** 7536 SoundDie = BuildingDestroy 7537 SoundOnDamaged = BuildingDestroy 7538 SoundOnReallyDamaged = BuildingDestroy 7539 7540 7541 ; *** ENGINEERING Parameters *** 7542 RadarPriority = STRUCTURE 7543 KindOf = STRUCTURE SELECTABLE IMMOBILE AIRCRAFT_PATH_AROUND 7544 Body = StructureBody ModuleTag_02 7545 MaxHealth = 2000.0 7546 InitialHealth = 2000.0 7547 End 7548 Behavior = GarrisonContain ModuleTag_03 7549 ContainMax = 10 7550 EnterSound = GarrisonEnter 7551 ExitSound = GarrisonExit 7552 End 7553 7554 Behavior = FlammableUpdate ModuleTag_05 7555 FlameDamageLimit = 20 ;Catch fire if I take this much fire damage... 7556 FlameDamageExpiration = 2000 ;in a span of this long 7557 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 7558 AflameDamageAmount = 25 ; taking this much damage... 7559 AflameDamageDelay = 500 ; this often. 7560 End 7561 7562 Behavior = StructureCollapseUpdate ModuleTag_06 7563 MinCollapseDelay = 500 7564 MaxCollapseDelay = 1000 7565 CollapseDamping = 0.0 7566 MaxShudder = 0.6 7567 MinBurstDelay = 250 7568 MaxBurstDelay = 800 7569 BigBurstFrequency = 4 7570 OCL = INITIAL OCL_StructureCollapseInitial 7571 OCL = DELAY OCL_StructureCollapseDelay 7572 OCL = FINAL OCL_StructureCollapseFinal 7573 FXList = INITIAL FX_StructureCollapseInitial 7574 FXList = DELAY FX_StructureCollapseDelay 7575 FXList = BURST FX_StructureCollapseBurst 7576 FXList = FINAL FX_StructureCollapseFinal 7577 End 7578 7579 Behavior = TransitionDamageFX ModuleTag_07 7580 ;-------------DESIGNED FOR LARGE SIZED CIVILIAN BUILDING TRANSITIONS------------------- 7581 DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionLargeSmoke 7582 ;--------------------------------------------------------------------------------------- 7583 ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionLargeSmoke 7584 ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionLargeExplosion 7585 ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionLargeShockwave 7586 ;--------------------------------------------------------------------------------------- 7587 RubbleParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionLargeSmoke 7588 RubbleParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionLargeExplosion 7589 RubbleParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionLargeShockwave 7590 RubbleParticleSystem4 = Bone:None RandomBone:No PSys:StructureTransitionLargeFlare 7591 7592 End 7593 7594 ; Note that structures with "RUBBLE" states should not use 7595 ; DestroyDie; such buildings are never truly 7596 ; destroyed, even when reduced to zero health. 7597 Geometry = BOX 7598 GeometryMajorRadius = 50.0 7599 GeometryMinorRadius = 35.0 7600 GeometryHeight = 100.0 7601 GeometryIsSmall = No 7602 Shadow = SHADOW_VOLUME 7603 7604 End 7605 ;------------------------------------------------------------------------------ 7606 Object AsianRetailStore01 7607 7608 ; *** ART Parameters *** 7609 Draw = W3DModelDraw ModuleTag_01 7610 OkToChangeModelColor = Yes 7611 7612 ; day 7613 ConditionState = NONE 7614 Model = CBNRetal01 7615 End 7616 ConditionState = DAMAGED 7617 Model = CBNRetal01_D 7618 End 7619 ConditionState = REALLYDAMAGED 7620 Model = CBNRetal01_E 7621 End 7622 ConditionState = RUBBLE 7623 Model = CBNRetal01_R 7624 End 7625 7626 ; day garrisoned 7627 ConditionState = GARRISONED 7628 Model = CBNRetal01_G 7629 Animation = CBNRetal01_G.CBNRetal01_G 7630 AnimationMode = LOOP 7631 End 7632 ConditionState = DAMAGED GARRISONED 7633 Model = CBNRetal01_DG 7634 Animation = CBNRetal01_DG.CBNRetal01_DG 7635 AnimationMode = LOOP 7636 End 7637 7638 ; night 7639 ConditionState = NIGHT 7640 Model = CBNRetal01_N 7641 End 7642 ConditionState = DAMAGED NIGHT 7643 Model = CBNRetal01_DN 7644 End 7645 ConditionState = REALLYDAMAGED NIGHT 7646 Model = CBNRetal01_EN 7647 End 7648 ConditionState = RUBBLE NIGHT 7649 Model = CBNRetal01_RN 7650 End 7651 7652 ; night garrisoned 7653 ConditionState = NIGHT GARRISONED 7654 Model = CBNRetal01_NG 7655 Animation = CBNRetal01_NG.CBNRetal01_NG 7656 AnimationMode = LOOP 7657 End 7658 ConditionState = DAMAGED NIGHT GARRISONED 7659 Model = CBNRetal01_DNG 7660 Animation = CBNRetal01_DNG.CBNRetal01_DNG 7661 AnimationMode = LOOP 7662 End 7663 7664 7665 7666 ; Snow 7667 ConditionState = SNOW 7668 Model = CBNRetal01_S 7669 End 7670 ConditionState = DAMAGED SNOW 7671 Model = CBNRetal01_DS 7672 End 7673 ConditionState = REALLYDAMAGED SNOW 7674 Model = CBNRetal01_ES 7675 End 7676 ConditionState = RUBBLE SNOW 7677 Model = CBNRetal01_RS 7678 End 7679 7680 7681 ; snow garrisoned 7682 ConditionState = SNOW GARRISONED 7683 Model = CBNRetal01_SG 7684 Animation = CBNRetal01_SG.CBNRetal01_SG 7685 AnimationMode = LOOP 7686 End 7687 ConditionState = DAMAGED SNOW GARRISONED 7688 Model = CBNRetal01_DSG 7689 Animation = CBNRetal01_DSG.CBNRetal01_DSG 7690 AnimationMode = LOOP 7691 End 7692 7693 ; night snow 7694 ConditionState = SNOW NIGHT 7695 Model = CBNRetal01_SN 7696 End 7697 ConditionState = DAMAGED SNOW NIGHT 7698 Model = CBNRetal01_DSN 7699 End 7700 ConditionState = REALLYDAMAGED SNOW NIGHT 7701 Model = CBNRetal01_ESN 7702 End 7703 ConditionState = RUBBLE SNOW NIGHT 7704 Model = CBNRetal01_RSN 7705 End 7706 7707 ; night snow garrisoned 7708 ConditionState = SNOW NIGHT GARRISONED 7709 Model = CBNRetal01_SNG 7710 Animation = CBNRetal01_SNG.CBNRetal01_SNG 7711 AnimationMode = LOOP 7712 End 7713 ConditionState = DAMAGED SNOW NIGHT GARRISONED 7714 Model = CBNRetal01_DSNG 7715 Animation = CBNRetal01_DSNG.CBNRetal01_DSNG 7716 AnimationMode = LOOP 7717 End 7718 7719 End 7720 7721 ; *** AUDIO Parameters *** 7722 SoundDie = BuildingDie 7723 SoundOnDamaged = BuildingDamagedStateLight 7724 SoundOnReallyDamaged = BuildingDestroy 7725 7726 ; ***DESIGN parameters *** 7727 DisplayName = OBJECT:Structure 7728 EditorSorting = STRUCTURE 7729 ArmorSet 7730 Conditions = None 7731 Armor = StructureArmor 7732 DamageFX = StructureDamageFXNoShake 7733 End 7734 7735 ; *** ENGINEERING Parameters *** 7736 RadarPriority = STRUCTURE 7737 KindOf = STRUCTURE SELECTABLE IMMOBILE 7738 Body = StructureBody ModuleTag_02 7739 MaxHealth = 2000.0 7740 InitialHealth = 2000.0 7741 End 7742 Behavior = GarrisonContain ModuleTag_03 7743 ContainMax = 10 7744 EnterSound = GarrisonEnter 7745 ExitSound = GarrisonExit 7746 End 7747 7748 Behavior = FlammableUpdate ModuleTag_05 7749 FlameDamageLimit = 20 ;Catch fire if I take this much fire damage... 7750 FlameDamageExpiration = 2000 ;in a span of this long 7751 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 7752 AflameDamageAmount = 25 ; taking this much damage... 7753 AflameDamageDelay = 500 ; this often. 7754 End 7755 7756 Behavior = TransitionDamageFX ModuleTag_06 7757 ;-------------DESIGNED FOR SMALL SIZED CIVILIAN BUILDING TRANSITIONS------------------- 7758 DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke 7759 ;--------------------------------------------------------------------------------------- 7760 ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke 7761 ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion 7762 ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave 7763 ;--------------------------------------------------------------------------------------- 7764 RubbleParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke 7765 RubbleParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion 7766 RubbleParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave 7767 RubbleParticleSystem4 = Bone:None RandomBone:No PSys:StructureTransitionSmallFlare 7768 End 7769 7770 ; Note that structures with "RUBBLE" states should not use 7771 ; DestroyDie; such buildings are never truly 7772 ; destroyed, even when reduced to zero health. 7773 Geometry = BOX 7774 GeometryMajorRadius = 23.0 7775 GeometryMinorRadius = 16.0 7776 GeometryHeight = 47.0 7777 GeometryIsSmall = No 7778 Shadow = SHADOW_VOLUME 7779 7780 End 7781 7782 ;------------------------------------------------------------------------------ 7783 Object AsianRetailStore02 7784 7785 ; *** ART Parameters *** 7786 Draw = W3DModelDraw ModuleTag_01 7787 OkToChangeModelColor = Yes 7788 7789 7790 ; day 7791 ConditionState = NONE 7792 Model = CBNRetal02 7793 End 7794 ConditionState = DAMAGED 7795 Model = CBNRetal02_D 7796 End 7797 ConditionState = REALLYDAMAGED 7798 Model = CBNRetal02_E 7799 End 7800 ConditionState = RUBBLE 7801 Model = CBNRetal02_R 7802 End 7803 7804 ; day garrisoned 7805 ConditionState = GARRISONED 7806 Model = CBNRetal02_G 7807 Animation = CBNRetal02_G.CBNRetal02_G 7808 AnimationMode = LOOP 7809 End 7810 ConditionState = DAMAGED GARRISONED 7811 Model = CBNRetal02_DG 7812 Animation = CBNRetal02_DG.CBNRetal02_DG 7813 AnimationMode = LOOP 7814 End 7815 7816 ; night 7817 ConditionState = NIGHT 7818 Model = CBNRetal02_N 7819 End 7820 ConditionState = DAMAGED NIGHT 7821 Model = CBNRetal02_DN 7822 End 7823 ConditionState = REALLYDAMAGED NIGHT 7824 Model = CBNRetal02_EN 7825 End 7826 ConditionState = RUBBLE NIGHT 7827 Model = CBNRetal02_RN 7828 End 7829 7830 ; night garrisoned 7831 ConditionState = NIGHT GARRISONED 7832 Model = CBNRetal02_NG 7833 Animation = CBNRetal02_NG.CBNRetal02_NG 7834 AnimationMode = LOOP 7835 End 7836 ConditionState = DAMAGED NIGHT GARRISONED 7837 Model = CBNRetal02_DNG 7838 Animation = CBNRetal02_DNG.CBNRetal02_DNG 7839 AnimationMode = LOOP 7840 End 7841 7842 7843 7844 ; Snow 7845 ConditionState = SNOW 7846 Model = CBNRetal02_S 7847 End 7848 ConditionState = DAMAGED SNOW 7849 Model = CBNRetal02_DS 7850 End 7851 ConditionState = REALLYDAMAGED SNOW 7852 Model = CBNRetal02_ES 7853 End 7854 ConditionState = RUBBLE SNOW 7855 Model = CBNRetal02_RS 7856 End 7857 7858 7859 ; snow garrisoned 7860 ConditionState = SNOW GARRISONED 7861 Model = CBNRetal02_SG 7862 Animation = CBNRetal02_SG.CBNRetal02_SG 7863 AnimationMode = LOOP 7864 End 7865 ConditionState = DAMAGED SNOW GARRISONED 7866 Model = CBNRetal02_DSG 7867 Animation = CBNRetal02_DSG.CBNRetal02_DSG 7868 AnimationMode = LOOP 7869 End 7870 7871 ; night snow 7872 ConditionState = SNOW NIGHT 7873 Model = CBNRetal02_SN 7874 End 7875 ConditionState = DAMAGED SNOW NIGHT 7876 Model = CBNRetal02_DSN 7877 End 7878 ConditionState = REALLYDAMAGED SNOW NIGHT 7879 Model = CBNRetal02_ESN 7880 End 7881 ConditionState = RUBBLE SNOW NIGHT 7882 Model = CBNRetal02_RSN 7883 End 7884 7885 ; night snow garrisoned 7886 ConditionState = SNOW NIGHT GARRISONED 7887 Model = CBNRetal02_SNG 7888 Animation = CBNRetal02_SNG.CBNRetal02_SNG 7889 AnimationMode = LOOP 7890 End 7891 ConditionState = DAMAGED SNOW NIGHT GARRISONED 7892 Model = CBNRetal02_DSNG 7893 Animation = CBNRetal02_DSNG.CBNRetal02_DSNG 7894 AnimationMode = LOOP 7895 End 7896 End 7897 7898 ; *** AUDIO Parameters *** 7899 SoundDie = BuildingDie 7900 SoundOnDamaged = BuildingDamagedStateLight 7901 SoundOnReallyDamaged = BuildingDestroy 7902 7903 ; ***DESIGN parameters *** 7904 DisplayName = OBJECT:Structure 7905 EditorSorting = STRUCTURE 7906 ArmorSet 7907 Conditions = None 7908 Armor = StructureArmor 7909 DamageFX = StructureDamageFXNoShake 7910 End 7911 7912 ; *** ENGINEERING Parameters *** 7913 RadarPriority = STRUCTURE 7914 KindOf = STRUCTURE SELECTABLE IMMOBILE 7915 Body = StructureBody ModuleTag_02 7916 MaxHealth = 2000.0 7917 InitialHealth = 2000.0 7918 End 7919 Behavior = GarrisonContain ModuleTag_03 7920 ContainMax = 10 7921 EnterSound = GarrisonEnter 7922 ExitSound = GarrisonExit 7923 End 7924 7925 Behavior = FlammableUpdate ModuleTag_05 7926 FlameDamageLimit = 20 ;Catch fire if I take this much fire damage... 7927 FlameDamageExpiration = 2000 ;in a span of this long 7928 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 7929 AflameDamageAmount = 25 ; taking this much damage... 7930 AflameDamageDelay = 500 ; this often. 7931 End 7932 7933 Behavior = TransitionDamageFX ModuleTag_06 7934 ;-------------DESIGNED FOR SMALL SIZED CIVILIAN BUILDING TRANSITIONS------------------- 7935 DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke 7936 ;--------------------------------------------------------------------------------------- 7937 ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke 7938 ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion 7939 ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave 7940 ;--------------------------------------------------------------------------------------- 7941 RubbleParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke 7942 RubbleParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion 7943 RubbleParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave 7944 RubbleParticleSystem4 = Bone:None RandomBone:No PSys:StructureTransitionSmallFlare 7945 7946 End 7947 7948 ; Note that structures with "RUBBLE" states should not use 7949 ; DestroyDie; such buildings are never truly 7950 ; destroyed, even when reduced to zero health. 7951 Geometry = BOX 7952 GeometryMajorRadius = 15.0 7953 GeometryMinorRadius = 15.0 7954 GeometryHeight = 52.0 7955 GeometryIsSmall = No 7956 Shadow = SHADOW_VOLUME 7957 7958 End 7959 7960 ;------------------------------------------------------------------------------ 7961 Object AsianHotel01 7962 7963 ; *** ART Parameters *** 7964 Draw = W3DModelDraw ModuleTag_01 7965 OkToChangeModelColor = Yes 7966 7967 7968 ; day 7969 ConditionState = NONE 7970 Model = CBNHotel01 7971 End 7972 ConditionState = DAMAGED 7973 Model = CBNHotel01_D 7974 End 7975 ConditionState = REALLYDAMAGED 7976 Model = CBNHotel01_E 7977 End 7978 ConditionState = RUBBLE 7979 Model = CBNHotel01_R 7980 End 7981 7982 ; day garrisoned 7983 ConditionState = GARRISONED 7984 Model = CBNHotel01_G 7985 Animation = CBNHotel01_G.CBNHotel01_G 7986 AnimationMode = LOOP 7987 End 7988 ConditionState = DAMAGED GARRISONED 7989 Model = CBNHotel01_DG 7990 Animation = CBNHotel01_DG.CBNHotel01_DG 7991 AnimationMode = LOOP 7992 End 7993 7994 ; night 7995 ConditionState = NIGHT 7996 Model = CBNHotel01_N 7997 End 7998 ConditionState = DAMAGED NIGHT 7999 Model = CBNHotel01_DN 8000 End 8001 ConditionState = REALLYDAMAGED NIGHT 8002 Model = CBNHotel01_EN 8003 End 8004 ConditionState = RUBBLE NIGHT 8005 Model = CBNHotel01_RN 8006 End 8007 8008 ; night garrisoned 8009 ConditionState = NIGHT GARRISONED 8010 Model = CBNHotel01_NG 8011 Animation = CBNHotel01_NG.CBNHotel01_NG 8012 AnimationMode = LOOP 8013 End 8014 ConditionState = DAMAGED NIGHT GARRISONED 8015 Model = CBNHotel01_DNG 8016 Animation = CBNHotel01_DNG.CBNHotel01_DNG 8017 AnimationMode = LOOP 8018 End 8019 8020 8021 8022 ; Snow 8023 ConditionState = SNOW 8024 Model = CBNHotel01_S 8025 End 8026 ConditionState = DAMAGED SNOW 8027 Model = CBNHotel01_DS 8028 End 8029 ConditionState = REALLYDAMAGED SNOW 8030 Model = CBNHotel01_ES 8031 End 8032 ConditionState = RUBBLE SNOW 8033 Model = CBNHotel01_RS 8034 End 8035 8036 8037 ; snow garrisoned 8038 ConditionState = SNOW GARRISONED 8039 Model = CBNHotel01_SG 8040 Animation = CBNHotel01_SG.CBNHotel01_SG 8041 AnimationMode = LOOP 8042 End 8043 ConditionState = DAMAGED SNOW GARRISONED 8044 Model = CBNHotel01_DSG 8045 Animation = CBNHotel01_DSG.CBNHotel01_DSG 8046 8047 AnimationMode = LOOP 8048 End 8049 8050 ; night snow 8051 ConditionState = SNOW NIGHT 8052 Model = CBNHotel01_SN 8053 End 8054 ConditionState = DAMAGED SNOW NIGHT 8055 Model = CBNHotel01_DSN 8056 End 8057 ConditionState = REALLYDAMAGED SNOW NIGHT 8058 Model = CBNHotel01_ESN 8059 End 8060 ConditionState = RUBBLE SNOW NIGHT 8061 Model = CBNHotel01_RSN 8062 End 8063 8064 ; night snow garrisoned 8065 ConditionState = SNOW NIGHT GARRISONED 8066 Model = CBNHotel01_SNG 8067 Animation = CBNHotel01_SNG.CBNHotel01_SNG 8068 AnimationMode = LOOP 8069 End 8070 ConditionState = DAMAGED SNOW NIGHT GARRISONED 8071 Model = CBNHotel01_DSNG 8072 Animation = CBNHotel01_DSNG.CBNHotel01_DSNG 8073 AnimationMode = LOOP 8074 End 8075 End 8076 8077 ; *** AUDIO Parameters *** 8078 SoundDie = BuildingDie 8079 SoundOnDamaged = BuildingDamagedStateLight 8080 SoundOnReallyDamaged = BuildingDestroy 8081 8082 ; ***DESIGN parameters *** 8083 DisplayName = OBJECT:Structure 8084 EditorSorting = STRUCTURE 8085 ArmorSet 8086 Conditions = None 8087 Armor = StructureArmor 8088 DamageFX = StructureDamageFXNoShake 8089 End 8090 8091 ; *** ENGINEERING Parameters *** 8092 RadarPriority = STRUCTURE 8093 KindOf = STRUCTURE SELECTABLE IMMOBILE 8094 Body = StructureBody ModuleTag_02 8095 MaxHealth = 2000.0 8096 InitialHealth = 2000.0 8097 End 8098 Behavior = GarrisonContain ModuleTag_03 8099 ContainMax = 10 8100 EnterSound = GarrisonEnter 8101 ExitSound = GarrisonExit 8102 End 8103 8104 Behavior = FlammableUpdate ModuleTag_05 8105 FlameDamageLimit = 20 ;Catch fire if I take this much fire damage... 8106 FlameDamageExpiration = 2000 ;in a span of this long 8107 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 8108 AflameDamageAmount = 25 ; taking this much damage... 8109 AflameDamageDelay = 500 ; this often. 8110 End 8111 8112 Behavior = TransitionDamageFX ModuleTag_06 8113 ;-------------DESIGNED FOR MEDIUM SIZED CIVILIAN BUILDING TRANSITIONS------------------- 8114 DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke 8115 ;--------------------------------------------------------------------------------------- 8116 ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke 8117 ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionMediumExplosion 8118 ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionMediumShockwave 8119 ;-------------------------------------------------------------------------------------- 8120 RubbleParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke 8121 RubbleParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionMediumExplosion 8122 RubbleParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionMediumShockwave 8123 RubbleParticleSystem4 = Bone:None RandomBone:No PSys:StructureTransitionMediumFlare 8124 End 8125 8126 ; Note that structures with "RUBBLE" states should not use 8127 ; DestroyDie; such buildings are never truly 8128 ; destroyed, even when reduced to zero health. 8129 Geometry = BOX 8130 GeometryMajorRadius = 24.0 8131 GeometryMinorRadius = 20.0 8132 GeometryHeight = 72.0 8133 GeometryIsSmall = No 8134 Shadow = SHADOW_VOLUME 8135 8136 End 8137 ;------------------------------------------------------------------------------ 8138 Object CivilianBunker01 8139 8140 ; *** ART Parameters *** 8141 Draw = W3DModelDraw ModuleTag_01 8142 OkToChangeModelColor = Yes 8143 8144 8145 ; day 8146 ConditionState = NONE 8147 Model = CBBunker01 8148 End 8149 ConditionState = DAMAGED 8150 Model = CBBunker01_D 8151 End 8152 ConditionState = REALLYDAMAGED 8153 Model = CBBunker01_E 8154 End 8155 ConditionState = RUBBLE 8156 Model = CBBunker01_R 8157 End 8158 8159 ; day garrisoned 8160 ConditionState = GARRISONED 8161 Model = CBBunker01_G 8162 Animation = CBBunker01_G.CBBunker01_G 8163 AnimationMode = LOOP 8164 End 8165 ConditionState = DAMAGED GARRISONED 8166 Model = CBBunker01_DG 8167 Animation = CBBunker01_DG.CBBunker01_DG 8168 AnimationMode = LOOP 8169 End 8170 ConditionState = REALLYDAMAGED GARRISONED 8171 Model = CBBunker01_EG 8172 Animation = CBBunker01_EG.CBBunker01_EG 8173 AnimationMode = LOOP 8174 End 8175 8176 ; night 8177 ConditionState = NIGHT 8178 Model = CBBunker01_N 8179 End 8180 ConditionState = DAMAGED NIGHT 8181 Model = CBBunker01_DN 8182 End 8183 ConditionState = REALLYDAMAGED NIGHT 8184 Model = CBBunker01_EN 8185 End 8186 ConditionState = RUBBLE NIGHT 8187 Model = CBBunker01_RN 8188 End 8189 8190 ; night garrisoned 8191 ConditionState = NIGHT GARRISONED 8192 Model = CBBunker01_NG 8193 Animation = CBBunker01_NG.CBBunker01_NG 8194 AnimationMode = LOOP 8195 End 8196 ConditionState = DAMAGED NIGHT GARRISONED 8197 Model = CBBunker01_DNG 8198 Animation = CBBunker01_DNG.CBBunker01_DNG 8199 AnimationMode = LOOP 8200 End 8201 ConditionState = REALLYDAMAGED NIGHT GARRISONED 8202 Model = CBBunker01_ENG 8203 Animation = CBBunker01_ENG.CBBunker01_ENG 8204 AnimationMode = LOOP 8205 End 8206 8207 8208 8209 ; Snow 8210 ConditionState = SNOW 8211 Model = CBBunker01_S 8212 End 8213 ConditionState = DAMAGED SNOW 8214 Model = CBBunker01_DS 8215 End 8216 ConditionState = REALLYDAMAGED SNOW 8217 Model = CBBunker01_ES 8218 End 8219 ConditionState = RUBBLE SNOW 8220 Model = CBBunker01_RS 8221 End 8222 8223 8224 ; snow garrisoned 8225 ConditionState = SNOW GARRISONED 8226 Model = CBBunker01_SG 8227 Animation = CBBunker01_SG.CBBunker01_SG 8228 AnimationMode = LOOP 8229 End 8230 ConditionState = DAMAGED SNOW GARRISONED 8231 Model = CBBunker01_DSG 8232 Animation = CBBunker01_DSG.CBBunker01_DSG 8233 AnimationMode = LOOP 8234 End 8235 ConditionState = REALLYDAMAGED SNOW GARRISONED 8236 Model = CBBunker01_ESG 8237 Animation = CBBunker01_ESG.CBBunker01_ESG 8238 AnimationMode = LOOP 8239 End 8240 8241 ; night snow 8242 ConditionState = SNOW NIGHT 8243 Model = CBBunker01_SN 8244 End 8245 ConditionState = DAMAGED SNOW NIGHT 8246 Model = CBBunker01_DSN 8247 End 8248 ConditionState = REALLYDAMAGED SNOW NIGHT 8249 Model = CBBunker01_ESN 8250 End 8251 ConditionState = RUBBLE SNOW NIGHT 8252 Model = CBBunker01_RSN 8253 End 8254 8255 ; night snow garrisoned 8256 ConditionState = SNOW NIGHT GARRISONED 8257 Model = CBBunker01_SNG 8258 Animation = CBBunker01_SNG.CBBunker01_SNG 8259 AnimationMode = LOOP 8260 End 8261 ConditionState = DAMAGED SNOW NIGHT GARRISONED 8262 Model = CBBunker01_DSNG 8263 Animation = CBBunker01_DSNG.CBBunker01_DSNG 8264 AnimationMode = LOOP 8265 End 8266 ConditionState = REALLYDAMAGED SNOW NIGHT GARRISONED 8267 Model = CBBunker01_ESNG 8268 Animation = CBBunker01_ESNG.CBBunker01_ESNG 8269 AnimationMode = LOOP 8270 End 8271 8272 End 8273 8274 ; *** AUDIO Parameters *** 8275 SoundDie = BuildingDie 8276 SoundOnDamaged = BuildingDamagedStateLight 8277 SoundOnReallyDamaged = BuildingDestroy 8278 8279 ; ***DESIGN parameters *** 8280 DisplayName = OBJECT:Bunker 8281 EditorSorting = STRUCTURE 8282 ArmorSet 8283 Conditions = None 8284 Armor = StructureArmor 8285 DamageFX = StructureDamageFXNoShake 8286 End 8287 8288 ; *** ENGINEERING Parameters *** 8289 RadarPriority = STRUCTURE 8290 KindOf = STRUCTURE SELECTABLE IMMOBILE GARRISONABLE_UNTIL_DESTROYED 8291 Body = StructureBody ModuleTag_02 8292 MaxHealth = 2000.0 8293 InitialHealth = 2000.0 8294 End 8295 Behavior = GarrisonContain ModuleTag_03 8296 ContainMax = 10 8297 EnterSound = GarrisonEnter 8298 ExitSound = GarrisonExit 8299 End 8300 8301 Behavior = FlammableUpdate ModuleTag_05 8302 FlameDamageLimit = 20 ;Catch fire if I take this much fire damage... 8303 FlameDamageExpiration = 2000 ;in a span of this long 8304 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 8305 AflameDamageAmount = 25 ; taking this much damage... 8306 AflameDamageDelay = 500 ; this often. 8307 End 8308 8309 Behavior = TransitionDamageFX ModuleTag_06 8310 ;-------------DESIGNED FOR SMALL SIZED CIVILIAN BUILDING TRANSITIONS------------------- 8311 DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke 8312 ;--------------------------------------------------------------------------------------- 8313 ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke 8314 ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion 8315 ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave 8316 ;--------------------------------------------------------------------------------------- 8317 RubbleParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke 8318 RubbleParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion 8319 RubbleParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave 8320 RubbleParticleSystem4 = Bone:None RandomBone:No PSys:StructureTransitionSmallFlare 8321 8322 End 8323 8324 ; Note that structures with "RUBBLE" states should not use 8325 ; DestroyDie; such buildings are never truly 8326 ; destroyed, even when reduced to zero health. 8327 Geometry = BOX 8328 GeometryMajorRadius = 20.0 8329 GeometryMinorRadius = 16.0 8330 GeometryHeight = 12.0 8331 GeometryIsSmall = No 8332 Shadow = SHADOW_VOLUME 8333 8334 End 8335 8336 ;------------------------------------------------------------------------------ 8337 Object NuclearBunker 8338 8339 ; *** ART Parameters *** 8340 Draw = W3DModelDraw ModuleTag_01 8341 OkToChangeModelColor = Yes 8342 8343 8344 ; day 8345 ConditionState = NONE 8346 Model = CBNukeBunk2 8347 End 8348 ConditionState = DAMAGED 8349 Model = CBNukeBunk2_D 8350 End 8351 ConditionState = REALLYDAMAGED 8352 Model = CBNukeBunk2_E 8353 End 8354 ConditionState = RUBBLE 8355 Model = CBNukeBunk2_R 8356 End 8357 8358 End 8359 8360 ; *** AUDIO Parameters *** 8361 SoundDie = BuildingDie 8362 SoundOnDamaged = BuildingDamagedStateLight 8363 SoundOnReallyDamaged = BuildingDestroy 8364 8365 ; ***DESIGN parameters *** 8366 DisplayName = OBJECT:Bunker 8367 EditorSorting = STRUCTURE 8368 ArmorSet 8369 Conditions = None 8370 Armor = StructureArmor 8371 DamageFX = StructureDamageFXNoShake 8372 End 8373 8374 ; *** ENGINEERING Parameters *** 8375 RadarPriority = STRUCTURE 8376 KindOf = STRUCTURE SELECTABLE IMMOBILE 8377 Body = StructureBody ModuleTag_02 8378 MaxHealth = 2000.0 8379 InitialHealth = 2000.0 8380 End 8381 8382 Behavior = FlammableUpdate ModuleTag_05 8383 FlameDamageLimit = 20 ;Catch fire if I take this much fire damage... 8384 FlameDamageExpiration = 2000 ;in a span of this long 8385 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 8386 AflameDamageAmount = 25 ; taking this much damage... 8387 AflameDamageDelay = 500 ; this often. 8388 End 8389 8390 Behavior = TransitionDamageFX ModuleTag_06 8391 ;-------------DESIGNED FOR MEDIUM SIZED CIVILIAN BUILDING TRANSITIONS------------------- 8392 DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke 8393 ;--------------------------------------------------------------------------------------- 8394 ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke 8395 ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionMediumExplosion 8396 ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionMediumShockwave 8397 ;-------------------------------------------------------------------------------------- 8398 RubbleParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke 8399 RubbleParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionMediumExplosion 8400 RubbleParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionMediumShockwave 8401 RubbleParticleSystem4 = Bone:None RandomBone:No PSys:StructureTransitionMediumFlare 8402 End 8403 8404 ; Note that structures with "RUBBLE" states should not use DestroyDie; such buildings are 8405 ; never truly destroyed, even when reduced to zero health. Also note that garrisonable 8406 ; buildings automatically stick around because GarrisonContain has it's own DieModule 8407 Behavior = KeepObjectDie ModuleTag_IWantRubble 8408 End 8409 8410 Behavior = FireWeaponWhenDeadBehavior ModuleTag_07 8411 DeathWeapon = ChinaPowerPlantDeathWeapon 8412 StartsActive = Yes 8413 End 8414 8415 Geometry = BOX 8416 GeometryMajorRadius = 48.0 8417 GeometryMinorRadius = 66.0 8418 GeometryHeight = 22.0 8419 GeometryIsSmall = No 8420 Shadow = SHADOW_VOLUME 8421 8422 End 8423 8424 ;------------------------------------------------------------------------------ 8425 Object NukeBunker01 8426 8427 ; *** ART Parameters *** 8428 Draw = W3DModelDraw ModuleTag_01 8429 OkToChangeModelColor = Yes 8430 8431 8432 ; day 8433 ConditionState = NONE 8434 Model = CBNukeBunk 8435 End 8436 ConditionState = DAMAGED 8437 Model = CBNukeBunk_D 8438 End 8439 ConditionState = REALLYDAMAGED 8440 Model = CBNukeBunk_E 8441 End 8442 ConditionState = RUBBLE 8443 Model = CBNukeBunk_R 8444 End 8445 End 8446 8447 ; ***DESIGN parameters *** 8448 DisplayName = OBJECT:Bunker 8449 EditorSorting = STRUCTURE 8450 ArmorSet 8451 Conditions = None 8452 Armor = StructureArmor 8453 DamageFX = StructureDamageFXNoShake 8454 End 8455 8456 ; *** ENGINEERING Parameters *** 8457 RadarPriority = STRUCTURE 8458 KindOf = STRUCTURE SELECTABLE IMMOBILE CAPTURABLE 8459 Body = StructureBody ModuleTag_02 8460 MaxHealth = 2000.0 8461 InitialHealth = 2000.0 8462 End 8463 Behavior = GarrisonContain ModuleTag_03 8464 ContainMax = 10 8465 EnterSound = GarrisonEnter 8466 ExitSound = GarrisonExit 8467 End 8468 8469 Behavior = FlammableUpdate ModuleTag_05 8470 FlameDamageLimit = 20 ;Catch fire if I take this much fire damage... 8471 FlameDamageExpiration = 2000 ;in a span of this long 8472 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 8473 AflameDamageAmount = 25 ; taking this much damage... 8474 AflameDamageDelay = 500 ; this often. 8475 End 8476 8477 Behavior = FireWeaponWhenDeadBehavior ModuleTag_06 8478 DeathWeapon = ChinaPowerPlantDeathWeapon 8479 StartsActive = Yes 8480 End 8481 8482 ; Note that structures with "RUBBLE" states should not use 8483 ; DestroyDie; such buildings are never truly 8484 ; destroyed, even when reduced to zero health. 8485 Geometry = BOX 8486 GeometryMajorRadius = 25.0 8487 GeometryMinorRadius = 36.0 8488 GeometryHeight = 22.0 8489 GeometryIsSmall = No 8490 Shadow = SHADOW_VOLUME 8491 8492 End 8493 8494 ;------------------------------------------------------------------------------ 8495 Object AsianOffice01 8496 8497 ; *** ART Parameters *** 8498 Draw = W3DModelDraw ModuleTag_01 8499 OkToChangeModelColor = Yes 8500 8501 ; day 8502 ConditionState = NONE 8503 Model = CBNOffice1 8504 End 8505 ConditionState = DAMAGED 8506 Model = CBNOffice1_D 8507 End 8508 ConditionState = REALLYDAMAGED 8509 Model = CBNOffice1_E 8510 End 8511 ConditionState = RUBBLE 8512 Model = CBNOffice1_R 8513 End 8514 8515 ; day garrisoned 8516 ConditionState = GARRISONED 8517 Model = CBNOffice1_G 8518 Animation = CBNOffice1_G.CBNOffice1_G 8519 AnimationMode = LOOP 8520 End 8521 ConditionState = DAMAGED GARRISONED 8522 Model = CBNOffice1_DG 8523 Animation = CBNOffice1_DG.CBNOffice1_DG 8524 AnimationMode = LOOP 8525 End 8526 8527 ; night 8528 ConditionState = NIGHT 8529 Model = CBNOffice1_N 8530 End 8531 ConditionState = DAMAGED NIGHT 8532 Model = CBNOffice1_DN 8533 End 8534 ConditionState = REALLYDAMAGED NIGHT 8535 Model = CBNOffice1_EN 8536 End 8537 ConditionState = RUBBLE NIGHT 8538 Model = CBNOffice1_RN 8539 End 8540 8541 ; night garrisoned 8542 ConditionState = NIGHT GARRISONED 8543 Model = CBNOffice1_NG 8544 Animation = CBNOffice1_NG.CBNOffice1_NG 8545 AnimationMode = LOOP 8546 End 8547 ConditionState = DAMAGED NIGHT GARRISONED 8548 Model = CBNOffice1_DNG 8549 Animation = CBNOffice1_DNG.CBNOffice1_DNG 8550 AnimationMode = LOOP 8551 End 8552 8553 8554 8555 ; Snow 8556 ConditionState = SNOW 8557 Model = CBNOffice1_S 8558 End 8559 ConditionState = DAMAGED SNOW 8560 Model = CBNOffice1_DS 8561 End 8562 ConditionState = REALLYDAMAGED SNOW 8563 Model = CBNOffice1_ES 8564 End 8565 ConditionState = RUBBLE SNOW 8566 Model = CBNOffice1_RS 8567 End 8568 8569 8570 ; snow garrisoned 8571 ConditionState = SNOW GARRISONED 8572 Model = CBNOffice1_SG 8573 Animation = CBNOffice1_SG.CBNOffice1_SG 8574 AnimationMode = LOOP 8575 End 8576 ConditionState = DAMAGED SNOW GARRISONED 8577 Model = CBNOffice1_DSG 8578 Animation = CBNOffice1_DSG.CBNOffice1_DSG 8579 AnimationMode = LOOP 8580 End 8581 8582 ; night snow 8583 ConditionState = SNOW NIGHT 8584 Model = CBNOffice1_SN 8585 End 8586 ConditionState = DAMAGED SNOW NIGHT 8587 Model = CBNOffice1_DSN 8588 End 8589 ConditionState = REALLYDAMAGED SNOW NIGHT 8590 Model = CBNOffice1_ESN 8591 End 8592 ConditionState = RUBBLE SNOW NIGHT 8593 Model = CBNOffice1_RSN 8594 End 8595 8596 ; night snow garrisoned 8597 ConditionState = SNOW NIGHT GARRISONED 8598 Model = CBNOffice1_SNG 8599 Animation = CBNOffice1_SNG.CBNOffice1_SNG 8600 AnimationMode = LOOP 8601 End 8602 ConditionState = DAMAGED SNOW NIGHT GARRISONED 8603 Model = CBNOffice1_DSNG 8604 Animation = CBNOffice1_DSNG.CBNOffice1_DSNG 8605 AnimationMode = LOOP 8606 End 8607 End 8608 8609 ; *** AUDIO Parameters *** 8610 SoundDie = BuildingDie 8611 SoundOnDamaged = BuildingDamagedStateLight 8612 SoundOnReallyDamaged = BuildingDestroy 8613 8614 ; ***DESIGN parameters *** 8615 DisplayName = OBJECT:Structure 8616 EditorSorting = STRUCTURE 8617 ArmorSet 8618 Conditions = None 8619 Armor = StructureArmor 8620 DamageFX = StructureDamageFXNoShake 8621 End 8622 8623 ; *** ENGINEERING Parameters *** 8624 RadarPriority = STRUCTURE 8625 KindOf = STRUCTURE SELECTABLE IMMOBILE 8626 Body = StructureBody ModuleTag_02 8627 MaxHealth = 2000.0 8628 InitialHealth = 2000.0 8629 End 8630 Behavior = GarrisonContain ModuleTag_03 8631 ContainMax = 10 8632 EnterSound = GarrisonEnter 8633 ExitSound = GarrisonExit 8634 End 8635 8636 Behavior = FlammableUpdate ModuleTag_05 8637 FlameDamageLimit = 20 ;Catch fire if I take this much fire damage... 8638 FlameDamageExpiration = 2000 ;in a span of this long 8639 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 8640 AflameDamageAmount = 25 ; taking this much damage... 8641 AflameDamageDelay = 500 ; this often. 8642 End 8643 8644 Behavior = TransitionDamageFX ModuleTag_06 8645 ;-------------DESIGNED FOR MEDIUM SIZED CIVILIAN BUILDING TRANSITIONS------------------- 8646 DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke 8647 ;--------------------------------------------------------------------------------------- 8648 ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke 8649 ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionMediumExplosion 8650 ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionMediumShockwave 8651 ;-------------------------------------------------------------------------------------- 8652 RubbleParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke 8653 RubbleParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionMediumExplosion 8654 RubbleParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionMediumShockwave 8655 RubbleParticleSystem4 = Bone:None RandomBone:No PSys:StructureTransitionMediumFlare 8656 End 8657 8658 ; Note that structures with "RUBBLE" states should not use 8659 ; DestroyDie; such buildings are never truly 8660 ; destroyed, even when reduced to zero health. 8661 Geometry = BOX 8662 GeometryMajorRadius = 29.0 8663 GeometryMinorRadius = 19.0 8664 GeometryHeight = 67.0 8665 GeometryIsSmall = No 8666 Shadow = SHADOW_VOLUME 8667 8668 End 8669 8670 ;------------------------------------------------------------------------------ 8671 Object CivilianTEROilDepot 8672 8673 ; *** ART Parameters *** 8674 Draw = W3DModelDraw ModuleTag_01 8675 OkToChangeModelColor = Yes 8676 8677 8678 ; day 8679 ConditionState = NONE 8680 Model = CBTOilDepo 8681 End 8682 ConditionState = DAMAGED 8683 Model = CBTOilDepo_D 8684 End 8685 ConditionState = REALLYDAMAGED 8686 Model = CBTOilDepo_E 8687 End 8688 ConditionState = RUBBLE 8689 Model = CBTOilDepo_R 8690 End 8691 8692 ; day garrisoned 8693 ConditionState = GARRISONED 8694 Model = CBTOilDepo_G 8695 Animation = CBTOilDepo_G.CBTOilDepo_G 8696 AnimationMode = LOOP 8697 End 8698 ConditionState = DAMAGED GARRISONED 8699 Model = CBTOilDepo_DG 8700 Animation = CBTOilDepo_DG.CBTOilDepo_DG 8701 AnimationMode = LOOP 8702 End 8703 8704 ; night 8705 ConditionState = NIGHT 8706 Model = CBTOilDepo_N 8707 End 8708 ConditionState = DAMAGED NIGHT 8709 Model = CBTOilDepo_DN 8710 End 8711 ConditionState = REALLYDAMAGED NIGHT 8712 Model = CBTOilDepo_EN 8713 End 8714 ConditionState = RUBBLE NIGHT 8715 Model = CBTOilDepo_RN 8716 End 8717 8718 ; night garrisoned 8719 ConditionState = NIGHT GARRISONED 8720 Model = CBTOilDepo_NG 8721 Animation = CBTOilDepo_NG.CBTOilDepo_NG 8722 AnimationMode = LOOP 8723 End 8724 ConditionState = DAMAGED NIGHT GARRISONED 8725 Model = CBTOilDepo_DNG 8726 Animation = CBTOilDepo_DNG.CBTOilDepo_DNG 8727 AnimationMode = LOOP 8728 End 8729 8730 8731 8732 ; Snow 8733 ConditionState = SNOW 8734 Model = CBTOilDepo_S 8735 End 8736 ConditionState = DAMAGED SNOW 8737 Model = CBTOilDepo_DS 8738 End 8739 ConditionState = REALLYDAMAGED SNOW 8740 Model = CBTOilDepo_ES 8741 End 8742 ConditionState = RUBBLE SNOW 8743 Model = CBTOilDepo_RS 8744 End 8745 8746 8747 ; snow garrisoned 8748 ConditionState = SNOW GARRISONED 8749 Model = CBTOilDepo_SG 8750 Animation = CBTOilDepo_SG.CBTOilDepo_SG 8751 AnimationMode = LOOP 8752 End 8753 ConditionState = DAMAGED SNOW GARRISONED 8754 Model = CBTOilDepo_DSG 8755 Animation = CBTOilDepo_DSG.CBTOilDepo_DSG 8756 AnimationMode = LOOP 8757 End 8758 8759 ; night snow 8760 ConditionState = SNOW NIGHT 8761 Model = CBTOilDepo_SN 8762 End 8763 ConditionState = DAMAGED SNOW NIGHT 8764 Model = CBTOilDepo_DSN 8765 End 8766 ConditionState = REALLYDAMAGED SNOW NIGHT 8767 Model = CBTOilDepo_ESN 8768 End 8769 ConditionState = RUBBLE SNOW NIGHT 8770 Model = CBTOilDepo_RSN 8771 End 8772 8773 ; night snow garrisoned 8774 ConditionState = SNOW NIGHT GARRISONED 8775 Model = CBTOilDepo_SNG 8776 Animation = CBTOilDepo_SNG.CBTOilDepo_SNG 8777 AnimationMode = LOOP 8778 End 8779 ConditionState = DAMAGED SNOW NIGHT GARRISONED 8780 Model = CBTOilDepo_DSNG 8781 Animation = CBTOilDepo_DSNG.CBTOilDepo_DSNG 8782 AnimationMode = LOOP 8783 End 8784 End 8785 8786 ; *** AUDIO Parameters *** 8787 SoundDie = BuildingDie 8788 SoundOnDamaged = BuildingDamagedStateLight 8789 SoundOnReallyDamaged = BuildingDestroy 8790 8791 ; ***DESIGN parameters *** 8792 DisplayName = OBJECT:OilDepot 8793 EditorSorting = STRUCTURE 8794 ArmorSet 8795 Conditions = None 8796 Armor = StructureArmor 8797 DamageFX = StructureDamageFXNoShake 8798 End 8799 8800 ; *** ENGINEERING Parameters *** 8801 RadarPriority = STRUCTURE 8802 KindOf = STRUCTURE SELECTABLE IMMOBILE 8803 Body = StructureBody ModuleTag_02 8804 MaxHealth = 2000.0 8805 InitialHealth = 2000.0 8806 End 8807 8808 Behavior = FlammableUpdate ModuleTag_05 8809 FlameDamageLimit = 20 ;Catch fire if I take this much fire damage... 8810 FlameDamageExpiration = 2000 ;in a span of this long 8811 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 8812 AflameDamageAmount = 25 ; taking this much damage... 8813 AflameDamageDelay = 500 ; this often. 8814 End 8815 8816 Behavior = FXListDie ModuleTag_06 8817 DeathFX = WeaponFX_BombTruckHighExplosiveBombDetonation 8818 OrientToObject = No 8819 End 8820 8821 Behavior = TransitionDamageFX ModuleTag_07 8822 DamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_StructureMediumDeath 8823 ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_StructureMediumDeath 8824 End 8825 8826 ; Note that structures with "RUBBLE" states should not use DestroyDie; such buildings are 8827 ; never truly destroyed, even when reduced to zero health. Also note that garrisonable 8828 ; buildings automatically stick around because GarrisonContain has it's own DieModule 8829 Behavior = KeepObjectDie ModuleTag_IWantRubble 8830 End 8831 8832 Geometry = BOX 8833 GeometryMajorRadius = 38.0 8834 GeometryMinorRadius = 40.0 8835 GeometryHeight = 17.0 8836 GeometryIsSmall = No 8837 Shadow = SHADOW_VOLUME 8838 8839 End 8840 8841 ;------------------------------------------------------------------------------ 8842 Object CivilianTEROutPost 8843 8844 ; *** ART Parameters *** 8845 Draw = W3DModelDraw ModuleTag_01 8846 OkToChangeModelColor = Yes 8847 8848 8849 ; day 8850 ConditionState = NONE 8851 Model = CBTOutpost 8852 End 8853 ConditionState = DAMAGED 8854 Model = CBTOutpost_D 8855 End 8856 ConditionState = REALLYDAMAGED 8857 Model = CBTOutpost_E 8858 End 8859 ConditionState = RUBBLE 8860 Model = CBTOutpost_R 8861 End 8862 8863 ; day garrisoned 8864 ConditionState = GARRISONED 8865 Model = CBTOutpost_G 8866 Animation = CBTOutpost_G.CBTOutpost_G 8867 AnimationMode = LOOP 8868 End 8869 ConditionState = DAMAGED GARRISONED 8870 Model = CBTOutpost_DG 8871 Animation = CBTOutpost_DG.CBTOutpost_DG 8872 AnimationMode = LOOP 8873 End 8874 8875 ; night 8876 ConditionState = NIGHT 8877 Model = CBTOutpost_N 8878 End 8879 ConditionState = DAMAGED NIGHT 8880 Model = CBTOutpost_DN 8881 End 8882 ConditionState = REALLYDAMAGED NIGHT 8883 Model = CBTOutpost_EN 8884 End 8885 ConditionState = RUBBLE NIGHT 8886 Model = CBTOutpost_RN 8887 End 8888 8889 ; night garrisoned 8890 ConditionState = NIGHT GARRISONED 8891 Model = CBTOutpost_NG 8892 Animation = CBTOutpost_NG.CBTOutpost_NG 8893 AnimationMode = LOOP 8894 End 8895 ConditionState = DAMAGED NIGHT GARRISONED 8896 Model = CBTOutpost_DNG 8897 Animation = CBTOutpost_DNG.CBTOutpost_DNG 8898 AnimationMode = LOOP 8899 End 8900 8901 8902 8903 ; Snow 8904 ConditionState = SNOW 8905 Model = CBTOutpost_S 8906 End 8907 ConditionState = DAMAGED SNOW 8908 Model = CBTOutpost_DS 8909 End 8910 ConditionState = REALLYDAMAGED SNOW 8911 Model = CBTOutpost_ES 8912 End 8913 ConditionState = RUBBLE SNOW 8914 Model = CBTOutpost_RS 8915 End 8916 8917 8918 ; snow garrisoned 8919 ConditionState = SNOW GARRISONED 8920 Model = CBTOutpost_SG 8921 Animation = CBTOutpost_SG.CBTOutpost_SG 8922 AnimationMode = LOOP 8923 End 8924 ConditionState = DAMAGED SNOW GARRISONED 8925 Model = CBTOutpost_DSG 8926 Animation = CBTOutpost_DSG.CBTOutpost_DSG 8927 AnimationMode = LOOP 8928 End 8929 8930 ; night snow 8931 ConditionState = SNOW NIGHT 8932 Model = CBTOutpost_SN 8933 End 8934 ConditionState = DAMAGED SNOW NIGHT 8935 Model = CBTOutpost_DSN 8936 End 8937 ConditionState = REALLYDAMAGED SNOW NIGHT 8938 Model = CBTOutpost_ESN 8939 End 8940 ConditionState = RUBBLE SNOW NIGHT 8941 Model = CBTOutpost_RSN 8942 End 8943 8944 ; night snow garrisoned 8945 ConditionState = SNOW NIGHT GARRISONED 8946 Model = CBTOutpost_SNG 8947 Animation = CBTOutpost_SNG.CBTOutpost_SNG 8948 AnimationMode = LOOP 8949 End 8950 ConditionState = DAMAGED SNOW NIGHT GARRISONED 8951 Model = CBTOutpost_DSNG 8952 Animation = CBTOutpost_DSNG.CBTOutpost_DSNG 8953 AnimationMode = LOOP 8954 End 8955 End 8956 8957 ; *** AUDIO Parameters *** 8958 SoundDie = BuildingDie 8959 SoundOnDamaged = BuildingDamagedStateLight 8960 SoundOnReallyDamaged = BuildingDestroy 8961 8962 ; ***DESIGN parameters *** 8963 DisplayName = OBJECT:Structure 8964 EditorSorting = STRUCTURE 8965 ArmorSet 8966 Conditions = None 8967 Armor = StructureArmor 8968 DamageFX = StructureDamageFXNoShake 8969 End 8970 8971 ; *** ENGINEERING Parameters *** 8972 RadarPriority = STRUCTURE 8973 KindOf = STRUCTURE SELECTABLE IMMOBILE 8974 Body = StructureBody ModuleTag_02 8975 MaxHealth = 2000.0 8976 InitialHealth = 2000.0 8977 End 8978 8979 Behavior = FlammableUpdate ModuleTag_05 8980 FlameDamageLimit = 20 ;Catch fire if I take this much fire damage... 8981 FlameDamageExpiration = 2000 ;in a span of this long 8982 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 8983 AflameDamageAmount = 25 ; taking this much damage... 8984 AflameDamageDelay = 500 ; this often. 8985 End 8986 8987 Behavior = TransitionDamageFX ModuleTag_06 8988 ;-------------DESIGNED FOR MEDIUM SIZED CIVILIAN BUILDING TRANSITIONS------------------- 8989 DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke 8990 ;--------------------------------------------------------------------------------------- 8991 ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke 8992 ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionMediumExplosion 8993 ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionMediumShockwave 8994 ;-------------------------------------------------------------------------------------- 8995 RubbleParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke 8996 RubbleParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionMediumExplosion 8997 RubbleParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionMediumShockwave 8998 RubbleParticleSystem4 = Bone:None RandomBone:No PSys:StructureTransitionMediumFlare 8999 End 9000 9001 ; Note that structures with "RUBBLE" states should not use DestroyDie; such buildings are 9002 ; never truly destroyed, even when reduced to zero health. Also note that garrisonable 9003 ; buildings automatically stick around because GarrisonContain has it's own DieModule 9004 ; Behavior = KeepObjectDie ModuleTag_IWantRubble 9005 ; End 9006 9007 Behavior = GarrisonContain ModuleTag_10 9008 ContainMax = 10 9009 EnterSound = GarrisonEnter 9010 ExitSound = GarrisonExit 9011 End 9012 9013 Geometry = BOX 9014 GeometryMajorRadius = 33.0 9015 GeometryMinorRadius = 39.0 9016 GeometryHeight = 20.0 9017 GeometryIsSmall = No 9018 Shadow = SHADOW_VOLUME 9019 9020 End 9021 9022 ;------------------------------------------------------------------------------ 9023 Object MogadishuHighrise01 9024 9025 ; *** ART Parameters *** 9026 Draw = W3DModelDraw ModuleTag_01 9027 OkToChangeModelColor = Yes 9028 9029 ; day 9030 ConditionState = NONE 9031 Model = CBMogdis01 9032 End 9033 ConditionState = DAMAGED 9034 Model = CBMogdis01_D 9035 End 9036 ConditionState = REALLYDAMAGED 9037 Model = CBMogdis01_E 9038 End 9039 ConditionState = RUBBLE 9040 Model = CBMogdis01_E 9041 End 9042 ConditionState = POST_COLLAPSE 9043 Model = CBMogdis01_R 9044 End 9045 9046 ; day garrisoned 9047 ConditionState = GARRISONED 9048 Model = CBMogdis01_G 9049 Animation = CBMogdis01_G.CBMogdis01_G 9050 AnimationMode = LOOP 9051 End 9052 ConditionState = DAMAGED GARRISONED 9053 Model = CBMogdis01_DG 9054 Animation = CBMogdis01_DG.CBMogdis01_DG 9055 AnimationMode = LOOP 9056 End 9057 9058 ; night 9059 ConditionState = NIGHT 9060 Model = CBMogdis01_N 9061 End 9062 ConditionState = DAMAGED NIGHT 9063 Model = CBMogdis01_DN 9064 End 9065 ConditionState = REALLYDAMAGED NIGHT 9066 Model = CBMogdis01_EN 9067 End 9068 ConditionState = RUBBLE NIGHT 9069 Model = CBMogdis01_EN 9070 End 9071 ConditionState = POST_COLLAPSE NIGHT 9072 Model = CBMogdis01_RN 9073 End 9074 9075 ; night garrisoned 9076 ConditionState = NIGHT GARRISONED 9077 Model = CBMogdis01_NG 9078 Animation = CBMogdis01_NG.CBMogdis01_NG 9079 AnimationMode = LOOP 9080 End 9081 ConditionState = DAMAGED NIGHT GARRISONED 9082 Model = CBMogdis01_DNG 9083 Animation = CBMogdis01_DNG.CBMogdis01_DNG 9084 AnimationMode = LOOP 9085 End 9086 9087 ; Snow 9088 ConditionState = SNOW 9089 Model = CBMogdis01_S 9090 End 9091 ConditionState = DAMAGED SNOW 9092 Model = CBMogdis01_DS 9093 End 9094 ConditionState = REALLYDAMAGED SNOW 9095 Model = CBMogdis01_ES 9096 End 9097 ConditionState = RUBBLE SNOW 9098 Model = CBMogdis01_ES 9099 End 9100 ConditionState = POST_COLLAPSE SNOW 9101 Model = CBMogdis01_RS 9102 End 9103 9104 ; snow garrisoned 9105 ConditionState = GARRISONED SNOW 9106 Model = CBMogdis01_SG 9107 ; @todo srj -- anim missing 9108 ; Animation = CBMogdis01_SG.CBMogdis01_SG 9109 ; AnimationMode = LOOP 9110 End 9111 ConditionState = DAMAGED GARRISONED SNOW 9112 Model = CBMogdis01_DSG 9113 Animation = CBMogdis01_DSG.CBMogdis01_DSG 9114 AnimationMode = LOOP 9115 End 9116 9117 ; night snow 9118 ConditionState = NIGHT SNOW 9119 Model = CBMogdis01_SN 9120 End 9121 ConditionState = DAMAGED NIGHT SNOW 9122 Model = CBMogdis01_DSN 9123 End 9124 ConditionState = REALLYDAMAGED NIGHT SNOW 9125 Model = CBMogdis01_ESN 9126 End 9127 ConditionState = RUBBLE NIGHT SNOW 9128 Model = CBMogdis01_ESN 9129 End 9130 ConditionState = POST_COLLAPSE SNOW NIGHT 9131 Model = CBMogdis01_RSN 9132 End 9133 9134 ; night garrisoned snow 9135 ConditionState = NIGHT GARRISONED SNOW 9136 Model = CBMogdis01_SNG 9137 ; @todo srj -- anim missing 9138 ; Animation = CBMogdis01_SNG.CBMogdis01_SNG 9139 ; AnimationMode = LOOP 9140 End 9141 ConditionState = DAMAGED NIGHT GARRISONED SNOW 9142 Model = CBMogdis01_DSNG 9143 Animation = CBMogdis01_DSNG.CBMogdis01_DSNG 9144 AnimationMode = LOOP 9145 End 9146 End 9147 9148 ; *** AUDIO Parameters *** 9149 SoundDie = BuildingDie 9150 SoundOnDamaged = BuildingDamagedStateLight 9151 SoundOnReallyDamaged = BuildingDestroy 9152 9153 ; ***DESIGN parameters *** 9154 DisplayName = OBJECT:Structure 9155 EditorSorting = STRUCTURE 9156 ArmorSet 9157 Conditions = None 9158 Armor = StructureArmor 9159 DamageFX = StructureDamageFXNoShake 9160 End 9161 9162 ; *** ENGINEERING Parameters *** 9163 KindOf = STRUCTURE SELECTABLE IMMOBILE 9164 Body = StructureBody ModuleTag_02 9165 MaxHealth = 2000.0 9166 InitialHealth = 2000.0 9167 End 9168 Behavior = GarrisonContain ModuleTag_03 9169 ContainMax = 10 9170 EnterSound = GarrisonEnter 9171 ExitSound = GarrisonExit 9172 End 9173 9174 Behavior = TransitionDamageFX ModuleTag_04 9175 ;-------------DESIGNED FOR MEDIUM SIZED CIVILIAN BUILDING TRANSITIONS------------------- 9176 DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke 9177 ;--------------------------------------------------------------------------------------- 9178 ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke 9179 ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionMediumExplosion 9180 ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionMediumShockwave 9181 ;-------------------------------------------------------------------------------------- 9182 RubbleParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke 9183 RubbleParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionMediumExplosion 9184 RubbleParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionMediumShockwave 9185 RubbleParticleSystem4 = Bone:None RandomBone:No PSys:StructureTransitionMediumFlare 9186 End 9187 9188 Behavior = FlammableUpdate ModuleTag_06 9189 FlameDamageLimit = 20 ;Catch fire if I take this much fire damage... 9190 FlameDamageExpiration = 2000 ;in a span of this long 9191 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 9192 AflameDamageAmount = 25 ; taking this much damage... 9193 AflameDamageDelay = 500 ; this often. 9194 End 9195 9196 Behavior = StructureCollapseUpdate ModuleTag_07 9197 MinCollapseDelay = 500 9198 MaxCollapseDelay = 1000 9199 CollapseDamping = 0.0 9200 MaxShudder = 0.6 9201 MinBurstDelay = 250 9202 MaxBurstDelay = 800 9203 BigBurstFrequency = 4 9204 OCL = INITIAL OCL_StructureCollapseInitial 9205 OCL = DELAY OCL_StructureCollapseDelay 9206 OCL = FINAL OCL_StructureCollapseFinal 9207 FXList = INITIAL FX_StructureCollapseInitial 9208 FXList = DELAY FX_StructureCollapseDelay 9209 FXList = BURST FX_StructureCollapseBurst 9210 FXList = FINAL FX_StructureCollapseFinal 9211 End 9212 9213 Geometry = BOX 9214 GeometryMajorRadius = 30.0 9215 GeometryMinorRadius = 40.0 9216 GeometryHeight = 75.0 9217 GeometryIsSmall = No 9218 Shadow = SHADOW_VOLUME 9219 9220 End 9221 9222 ;------------------------------------------------------------------------------ 9223 Object QuonsetHut01 9224 9225 ; *** ART Parameters *** 9226 Draw = W3DModelDraw ModuleTag_01 9227 OkToChangeModelColor = Yes 9228 9229 ; day 9230 ConditionState = NONE 9231 Model = CBQuonset1 9232 End 9233 ConditionState = DAMAGED 9234 Model = CBQuonset1_D 9235 End 9236 ConditionState = REALLYDAMAGED 9237 Model = CBQuonset1_E 9238 End 9239 ConditionState = RUBBLE 9240 Model = CBQuonset1_R 9241 End 9242 9243 ; day garrisoned 9244 ConditionState = GARRISONED 9245 Model = CBQuonset1_G 9246 Animation = CBQuonset1_G.CBQuonset1_G 9247 AnimationMode = LOOP 9248 End 9249 ConditionState = DAMAGED GARRISONED 9250 Model = CBQuonset1_DG 9251 Animation = CBQuonset1_DG.CBQuonset1_DG 9252 AnimationMode = LOOP 9253 End 9254 9255 ; night 9256 ConditionState = NIGHT 9257 Model = CBQuonset1_N 9258 End 9259 ConditionState = DAMAGED NIGHT 9260 Model = CBQuonset1_DN 9261 End 9262 ConditionState = REALLYDAMAGED NIGHT 9263 Model = CBQuonset1_EN 9264 End 9265 ConditionState = RUBBLE NIGHT 9266 Model = CBQuonset1_RN 9267 End 9268 9269 ; night garrisoned 9270 ConditionState = NIGHT GARRISONED 9271 Model = CBQuonset1_NG 9272 Animation = CBQuonset1_NG.CBQuonset1_NG 9273 AnimationMode = LOOP 9274 End 9275 ConditionState = DAMAGED NIGHT GARRISONED 9276 Model = CBQuonset1_DNG 9277 Animation = CBQuonset1_DNG.CBQuonset1_DNG 9278 AnimationMode = LOOP 9279 End 9280 9281 9282 9283 ; Snow 9284 ConditionState = SNOW 9285 Model = CBQuonset1_S 9286 End 9287 ConditionState = DAMAGED SNOW 9288 Model = CBQuonset1_DS 9289 End 9290 ConditionState = REALLYDAMAGED SNOW 9291 Model = CBQuonset1_ES 9292 End 9293 ConditionState = RUBBLE SNOW 9294 Model = CBQuonset1_RS 9295 End 9296 9297 9298 ; snow garrisoned 9299 ConditionState = SNOW GARRISONED 9300 Model = CBQuonset1_SG 9301 Animation = CBQuonset1_SG.CBQuonset1_SG 9302 AnimationMode = LOOP 9303 End 9304 ConditionState = DAMAGED SNOW GARRISONED 9305 Model = CBQuonset1_DSG 9306 Animation = CBQuonset1_DSG.CBQuonset1_DSG 9307 AnimationMode = LOOP 9308 End 9309 9310 ; night snow 9311 ConditionState = SNOW NIGHT 9312 Model = CBQuonset1_SN 9313 End 9314 ConditionState = DAMAGED SNOW NIGHT 9315 Model = CBQuonset1_DSN 9316 End 9317 ConditionState = REALLYDAMAGED SNOW NIGHT 9318 Model = CBQuonset1_ESN 9319 End 9320 ConditionState = RUBBLE SNOW NIGHT 9321 Model = CBQuonset1_RSN 9322 End 9323 9324 ; night snow garrisoned 9325 ConditionState = SNOW NIGHT GARRISONED 9326 Model = CBQuonset1_SNG 9327 Animation = CBQuonset1_SNG.CBQuonset1_SNG 9328 AnimationMode = LOOP 9329 End 9330 ConditionState = DAMAGED SNOW NIGHT GARRISONED 9331 Model = CBQuonset1_DSNG 9332 Animation = CBQuonset1_DSNG.CBQuonset1_DSNG 9333 AnimationMode = LOOP 9334 End 9335 End 9336 9337 ; *** AUDIO Parameters *** 9338 SoundDie = BuildingDie 9339 SoundOnDamaged = BuildingDamagedStateLight 9340 SoundOnReallyDamaged = BuildingDestroy 9341 9342 ; ***DESIGN parameters *** 9343 DisplayName = OBJECT:Structure 9344 EditorSorting = STRUCTURE 9345 ArmorSet 9346 Conditions = None 9347 Armor = StructureArmor 9348 DamageFX = StructureDamageFXNoShake 9349 End 9350 9351 ; *** ENGINEERING Parameters *** 9352 KindOf = STRUCTURE SELECTABLE IMMOBILE 9353 Body = StructureBody ModuleTag_02 9354 MaxHealth = 2000.0 9355 InitialHealth = 2000.0 9356 End 9357 Behavior = GarrisonContain ModuleTag_03 9358 ContainMax = 10 9359 EnterSound = GarrisonEnter 9360 ExitSound = GarrisonExit 9361 End 9362 9363 Behavior = FlammableUpdate ModuleTag_05 9364 FlameDamageLimit = 20 ;Catch fire if I take this much fire damage... 9365 FlameDamageExpiration = 2000 ;in a span of this long 9366 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 9367 AflameDamageAmount = 25 ; taking this much damage... 9368 AflameDamageDelay = 500 ; this often. 9369 End 9370 9371 Behavior = TransitionDamageFX ModuleTag_06 9372 ;-------------DESIGNED FOR SMALL SIZED CIVILIAN BUILDING TRANSITIONS------------------- 9373 DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke 9374 ;--------------------------------------------------------------------------------------- 9375 ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke 9376 ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion 9377 ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave 9378 ;--------------------------------------------------------------------------------------- 9379 RubbleParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke 9380 RubbleParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion 9381 RubbleParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave 9382 RubbleParticleSystem4 = Bone:None RandomBone:No PSys:StructureTransitionSmallFlare 9383 End 9384 9385 Geometry = BOX 9386 GeometryMajorRadius = 19.0 9387 GeometryMinorRadius = 14.0 9388 GeometryHeight = 12.0 9389 GeometryIsSmall = No 9390 Shadow = SHADOW_VOLUME 9391 9392 End 9393 9394 ;------------------------------------------------------------------------------ 9395 Object StanHanger01 9396 9397 ; *** ART Parameters *** 9398 Draw = W3DModelDraw ModuleTag_01 9399 OkToChangeModelColor = Yes 9400 9401 ; day 9402 ConditionState = NONE 9403 Model = CBTHanger1 9404 End 9405 ConditionState = DAMAGED 9406 Model = CBTHanger1_D 9407 End 9408 ConditionState = REALLYDAMAGED 9409 Model = CBTHanger1_E 9410 End 9411 ConditionState = RUBBLE 9412 Model = CBTHanger1_R 9413 End 9414 9415 ; day garrisoned 9416 ConditionState = GARRISONED 9417 Model = CBTHanger1_G 9418 Animation = CBTHanger1_G.CBTHanger1_G 9419 AnimationMode = LOOP 9420 End 9421 ConditionState = DAMAGED GARRISONED 9422 Model = CBTHanger1_DG 9423 Animation = CBTHanger1_DG.CBTHanger1_DG 9424 AnimationMode = LOOP 9425 End 9426 9427 ; night 9428 ConditionState = NIGHT 9429 Model = CBTHanger1_N 9430 End 9431 ConditionState = DAMAGED NIGHT 9432 Model = CBTHanger1_DN 9433 End 9434 ConditionState = REALLYDAMAGED NIGHT 9435 Model = CBTHanger1_EN 9436 End 9437 ConditionState = RUBBLE NIGHT 9438 Model = CBTHanger1_RN 9439 End 9440 9441 ; night garrisoned 9442 ConditionState = NIGHT GARRISONED 9443 Model = CBTHanger1_NG 9444 Animation = CBTHanger1_NG.CBTHanger1_NG 9445 AnimationMode = LOOP 9446 End 9447 ConditionState = DAMAGED NIGHT GARRISONED 9448 Model = CBTHanger1_DNG 9449 Animation = CBTHanger1_DNG.CBTHanger1_DNG 9450 AnimationMode = LOOP 9451 End 9452 9453 9454 9455 ; Snow 9456 ConditionState = SNOW 9457 Model = CBTHanger1_S 9458 End 9459 ConditionState = DAMAGED SNOW 9460 Model = CBTHanger1_DS 9461 End 9462 ConditionState = REALLYDAMAGED SNOW 9463 Model = CBTHanger1_ES 9464 End 9465 ConditionState = RUBBLE SNOW 9466 Model = CBTHanger1_RS 9467 End 9468 9469 9470 ; snow garrisoned 9471 ConditionState = SNOW GARRISONED 9472 Model = CBTHanger1_SG 9473 Animation = CBTHanger1_SG.CBTHanger1_SG 9474 AnimationMode = LOOP 9475 End 9476 ConditionState = DAMAGED SNOW GARRISONED 9477 Model = CBTHanger1_DSG 9478 Animation = CBTHanger1_DSG.CBTHanger1_DSG 9479 AnimationMode = LOOP 9480 End 9481 9482 ; night snow 9483 ConditionState = SNOW NIGHT 9484 Model = CBTHanger1_SN 9485 End 9486 ConditionState = DAMAGED SNOW NIGHT 9487 Model = CBTHanger1_DSN 9488 End 9489 ConditionState = REALLYDAMAGED SNOW NIGHT 9490 Model = CBTHanger1_ESN 9491 End 9492 ConditionState = RUBBLE SNOW NIGHT 9493 Model = CBTHanger1_RSN 9494 End 9495 9496 ; night snow garrisoned 9497 ConditionState = SNOW NIGHT GARRISONED 9498 Model = CBTHanger1_SNG 9499 Animation = CBTHanger1_SNG.CBTHanger1_SNG 9500 AnimationMode = LOOP 9501 End 9502 ConditionState = DAMAGED SNOW NIGHT GARRISONED 9503 Model = CBTHanger1_DSNG 9504 Animation = CBTHanger1_DSNG.CBTHanger1_DSNG 9505 AnimationMode = LOOP 9506 End 9507 End 9508 9509 ; *** AUDIO Parameters *** 9510 SoundDie = BuildingDie 9511 SoundOnDamaged = BuildingDamagedStateLight 9512 SoundOnReallyDamaged = BuildingDestroy 9513 9514 ; ***DESIGN parameters *** 9515 DisplayName = OBJECT:Structure 9516 EditorSorting = STRUCTURE 9517 ArmorSet 9518 Conditions = None 9519 Armor = StructureArmor 9520 DamageFX = StructureDamageFXNoShake 9521 End 9522 9523 ; *** ENGINEERING Parameters *** 9524 KindOf = STRUCTURE SELECTABLE IMMOBILE 9525 Body = StructureBody ModuleTag_02 9526 MaxHealth = 2000.0 9527 InitialHealth = 2000.0 9528 End 9529 Behavior = GarrisonContain ModuleTag_03 9530 ContainMax = 10 9531 EnterSound = GarrisonEnter 9532 ExitSound = GarrisonExit 9533 End 9534 9535 Behavior = FlammableUpdate ModuleTag_05 9536 FlameDamageLimit = 20 ;Catch fire if I take this much fire damage... 9537 FlameDamageExpiration = 2000 ;in a span of this long 9538 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 9539 AflameDamageAmount = 25 ; taking this much damage... 9540 AflameDamageDelay = 500 ; this often. 9541 End 9542 9543 Behavior = TransitionDamageFX ModuleTag_06 9544 ;-------------DESIGNED FOR SMALL SIZED CIVILIAN BUILDING TRANSITIONS------------------- 9545 DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke 9546 ;--------------------------------------------------------------------------------------- 9547 ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke 9548 ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion 9549 ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave 9550 ;--------------------------------------------------------------------------------------- 9551 RubbleParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke 9552 RubbleParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion 9553 RubbleParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave 9554 RubbleParticleSystem4 = Bone:None RandomBone:No PSys:StructureTransitionSmallFlare 9555 9556 End 9557 9558 Geometry = BOX 9559 GeometryMajorRadius = 48.0 9560 GeometryMinorRadius = 23.0 9561 GeometryHeight = 20.0 9562 GeometryIsSmall = No 9563 Shadow = SHADOW_VOLUME 9564 9565 End 9566 9567 ;------------------------------------------------------------------------------ 9568 Object StanHanger02 9569 9570 ; *** ART Parameters *** 9571 Draw = W3DModelDraw ModuleTag_01 9572 OkToChangeModelColor = Yes 9573 9574 ; day 9575 ConditionState = NONE 9576 Model = CBTHanger2 9577 End 9578 ConditionState = DAMAGED 9579 Model = CBTHanger2_D 9580 End 9581 ConditionState = REALLYDAMAGED 9582 Model = CBTHanger2_E 9583 End 9584 ConditionState = RUBBLE 9585 Model = CBTHanger2_R 9586 End 9587 9588 ; day garrisoned 9589 ConditionState = GARRISONED 9590 Model = CBTHanger2_G 9591 Animation = CBTHanger2_G.CBTHanger2_G 9592 AnimationMode = LOOP 9593 End 9594 ConditionState = DAMAGED GARRISONED 9595 Model = CBTHanger2_DG 9596 Animation = CBTHanger2_DG.CBTHanger2_DG 9597 AnimationMode = LOOP 9598 End 9599 9600 ; night 9601 ConditionState = NIGHT 9602 Model = CBTHanger2_N 9603 End 9604 ConditionState = DAMAGED NIGHT 9605 Model = CBTHanger2_DN 9606 End 9607 ConditionState = REALLYDAMAGED NIGHT 9608 Model = CBTHanger2_EN 9609 End 9610 ConditionState = RUBBLE NIGHT 9611 Model = CBTHanger2_RN 9612 End 9613 9614 ; night garrisoned 9615 ConditionState = NIGHT GARRISONED 9616 Model = CBTHanger2_NG 9617 Animation = CBTHanger2_NG.CBTHanger2_NG 9618 AnimationMode = LOOP 9619 End 9620 ConditionState = DAMAGED NIGHT GARRISONED 9621 Model = CBTHanger2_DNG 9622 Animation = CBTHanger2_DNG.CBTHanger2_DNG 9623 AnimationMode = LOOP 9624 End 9625 9626 9627 9628 ; Snow 9629 ConditionState = SNOW 9630 Model = CBTHanger2_S 9631 End 9632 ConditionState = DAMAGED SNOW 9633 Model = CBTHanger2_DS 9634 End 9635 ConditionState = REALLYDAMAGED SNOW 9636 Model = CBTHanger2_ES 9637 End 9638 ConditionState = RUBBLE SNOW 9639 Model = CBTHanger2_RS 9640 End 9641 9642 9643 ; snow garrisoned 9644 ConditionState = SNOW GARRISONED 9645 Model = CBTHanger2_SG 9646 Animation = CBTHanger2_SG.CBTHanger2_SG 9647 AnimationMode = LOOP 9648 End 9649 ConditionState = DAMAGED SNOW GARRISONED 9650 Model = CBTHanger2_DSG 9651 Animation = CBTHanger2_DSG.CBTHanger2_DSG 9652 AnimationMode = LOOP 9653 End 9654 9655 ; night snow 9656 ConditionState = SNOW NIGHT 9657 Model = CBTHanger2_SN 9658 End 9659 ConditionState = DAMAGED SNOW NIGHT 9660 Model = CBTHanger2_DSN 9661 End 9662 ConditionState = REALLYDAMAGED SNOW NIGHT 9663 Model = CBTHanger2_ESN 9664 End 9665 ConditionState = RUBBLE SNOW NIGHT 9666 Model = CBTHanger2_RSN 9667 End 9668 9669 ; night snow garrisoned 9670 ConditionState = SNOW NIGHT GARRISONED 9671 Model = CBTHanger2_SNG 9672 Animation = CBTHanger2_SNG.CBTHanger2_SNG 9673 AnimationMode = LOOP 9674 End 9675 ConditionState = DAMAGED SNOW NIGHT GARRISONED 9676 Model = CBTHanger2_DSNG 9677 Animation = CBTHanger2_DSNG.CBTHanger2_DSNG 9678 AnimationMode = LOOP 9679 End 9680 End 9681 9682 ; *** AUDIO Parameters *** 9683 SoundDie = BuildingDie 9684 SoundOnDamaged = BuildingDamagedStateLight 9685 SoundOnReallyDamaged = BuildingDestroy 9686 9687 ; ***DESIGN parameters *** 9688 DisplayName = OBJECT:Structure 9689 EditorSorting = STRUCTURE 9690 ArmorSet 9691 Conditions = None 9692 Armor = StructureArmor 9693 DamageFX = StructureDamageFXNoShake 9694 End 9695 9696 ; *** ENGINEERING Parameters *** 9697 KindOf = STRUCTURE SELECTABLE IMMOBILE 9698 Body = StructureBody ModuleTag_02 9699 MaxHealth = 2000.0 9700 InitialHealth = 2000.0 9701 End 9702 Behavior = GarrisonContain ModuleTag_03 9703 ContainMax = 10 9704 EnterSound = GarrisonEnter 9705 ExitSound = GarrisonExit 9706 End 9707 9708 Behavior = FlammableUpdate ModuleTag_05 9709 FlameDamageLimit = 20 ;Catch fire if I take this much fire damage... 9710 FlameDamageExpiration = 2000 ;in a span of this long 9711 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 9712 AflameDamageAmount = 25 ; taking this much damage... 9713 AflameDamageDelay = 500 ; this often. 9714 End 9715 9716 Behavior = TransitionDamageFX ModuleTag_06 9717 ;-------------DESIGNED FOR SMALL SIZED CIVILIAN BUILDING TRANSITIONS------------------- 9718 DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke 9719 ;--------------------------------------------------------------------------------------- 9720 ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke 9721 ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion 9722 ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave 9723 ;--------------------------------------------------------------------------------------- 9724 RubbleParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke 9725 RubbleParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion 9726 RubbleParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave 9727 RubbleParticleSystem4 = Bone:None RandomBone:No PSys:StructureTransitionSmallFlare 9728 End 9729 9730 Geometry = BOX 9731 GeometryMajorRadius = 22.0 9732 GeometryMinorRadius = 36.0 9733 GeometryHeight = 23.0 9734 GeometryIsSmall = No 9735 Shadow = SHADOW_VOLUME 9736 9737 End 9738 9739 ;------------------------------------------------------------------------------ 9740 Object StanOilTank01 9741 9742 ;Are we sure this shouldn't be considered a prop? -GB 9743 9744 9745 ; *** ART Parameters *** 9746 Draw = W3DModelDraw ModuleTag_01 9747 OkToChangeModelColor = Yes 9748 9749 ; day 9750 ConditionState = NONE 9751 Model = CBTOilTnk1 9752 End 9753 ConditionState = DAMAGED 9754 Model = CBTOilTnk1_D 9755 End 9756 ConditionState = REALLYDAMAGED 9757 Model = CBTOilTnk1_E 9758 End 9759 ConditionState = RUBBLE 9760 Model = CBTOilTnk1_R 9761 End 9762 End 9763 9764 ; ***DESIGN parameters *** 9765 DisplayName = OBJECT:OilTank 9766 EditorSorting = STRUCTURE 9767 ArmorSet 9768 Conditions = None 9769 Armor = StructureArmor 9770 DamageFX = StructureDamageFXNoShake 9771 End 9772 9773 ; *** ENGINEERING Parameters *** 9774 KindOf = STRUCTURE SELECTABLE IMMOBILE 9775 Body = StructureBody ModuleTag_02 9776 MaxHealth = 2000.0 9777 InitialHealth = 2000.0 9778 End 9779 9780 Behavior = FlammableUpdate ModuleTag_05 9781 FlameDamageLimit = 20 ;Catch fire if I take this much fire damage... 9782 FlameDamageExpiration = 2000 ;in a span of this long 9783 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 9784 AflameDamageAmount = 25 ; taking this much damage... 9785 AflameDamageDelay = 500 ; this often. 9786 End 9787 9788 Behavior = FXListDie ModuleTag_06 9789 DeathFX = WeaponFX_BombTruckHighExplosiveBombDetonation 9790 OrientToObject = No 9791 End 9792 9793 Behavior = TransitionDamageFX ModuleTag_07 9794 DamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_StructureSmallDeath 9795 ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_StructureSmallDeath 9796 End 9797 9798 ; Note that structures with "RUBBLE" states should not use DestroyDie; such buildings are 9799 ; never truly destroyed, even when reduced to zero health. Also note that garrisonable 9800 ; buildings automatically stick around because GarrisonContain has it's own DieModule 9801 Behavior = KeepObjectDie ModuleTag_IWantRubble 9802 End 9803 9804 Geometry = BOX 9805 GeometryMajorRadius = 25.0 9806 GeometryMinorRadius = 16.0 9807 GeometryHeight = 50.0 9808 GeometryIsSmall = No 9809 Shadow = SHADOW_VOLUME 9810 9811 End 9812 9813 ;------------------------------------------------------------------------------ 9814 Object StanOilTank02 9815 9816 ; *** ART Parameters *** 9817 Draw = W3DModelDraw ModuleTag_01 9818 OkToChangeModelColor = Yes 9819 9820 ; day 9821 ConditionState = NONE 9822 Model = CBTOilTnk2 9823 End 9824 ConditionState = DAMAGED 9825 Model = CBTOilTnk2_D 9826 End 9827 ConditionState = REALLYDAMAGED 9828 Model = CBTOilTnk2_E 9829 End 9830 ConditionState = RUBBLE 9831 Model = CBTOilTnk2_R 9832 End 9833 End 9834 9835 ; ***DESIGN parameters *** 9836 DisplayName = OBJECT:OilTank 9837 EditorSorting = STRUCTURE 9838 ArmorSet 9839 Conditions = None 9840 Armor = StructureArmor 9841 DamageFX = StructureDamageFXNoShake 9842 End 9843 9844 ; *** ENGINEERING Parameters *** 9845 KindOf = STRUCTURE SELECTABLE IMMOBILE 9846 Body = StructureBody ModuleTag_02 9847 MaxHealth = 2000.0 9848 InitialHealth = 2000.0 9849 End 9850 9851 Behavior = FlammableUpdate ModuleTag_05 9852 FlameDamageLimit = 20 ;Catch fire if I take this much fire damage... 9853 FlameDamageExpiration = 2000 ;in a span of this long 9854 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 9855 AflameDamageAmount = 25 ; taking this much damage... 9856 AflameDamageDelay = 500 ; this often. 9857 End 9858 9859 Behavior = FXListDie ModuleTag_06 9860 DeathFX = WeaponFX_BombTruckHighExplosiveBombDetonation 9861 OrientToObject = No 9862 End 9863 9864 Behavior = TransitionDamageFX ModuleTag_07 9865 DamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_StructureSmallDeath 9866 ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_StructureSmallDeath 9867 End 9868 9869 ; Note that structures with "RUBBLE" states should not use DestroyDie; such buildings are 9870 ; never truly destroyed, even when reduced to zero health. Also note that garrisonable 9871 ; buildings automatically stick around because GarrisonContain has it's own DieModule 9872 Behavior = KeepObjectDie ModuleTag_IWantRubble 9873 End 9874 9875 Geometry = BOX 9876 GeometryMajorRadius = 25.0 9877 GeometryMinorRadius = 16.0 9878 GeometryHeight = 50.0 9879 GeometryIsSmall = No 9880 Shadow = SHADOW_VOLUME 9881 9882 End 9883 9884 ;------------------------------------------------------------------------------ 9885 Object VehicleHanger01 9886 9887 ; *** ART Parameters *** 9888 Draw = W3DModelDraw ModuleTag_01 9889 OkToChangeModelColor = Yes 9890 9891 ; day 9892 ConditionState = NONE 9893 Model = CBVhanger1 9894 End 9895 ConditionState = DAMAGED 9896 Model = CBVhanger1_D 9897 End 9898 ConditionState = REALLYDAMAGED 9899 Model = CBVhanger1_E 9900 End 9901 ConditionState = RUBBLE 9902 Model = CBVhanger1_R 9903 End 9904 9905 ConditionState = GARRISONED 9906 Model = CBVhanger1_G 9907 Animation = CBVhanger1_G.CBVhanger1_G 9908 AnimationMode = LOOP 9909 End 9910 ConditionState = DAMAGED GARRISONED 9911 Model = CBVhanger1_DG 9912 Animation = CBVhanger1_DG.CBVhanger1_DG 9913 AnimationMode = LOOP 9914 End 9915 9916 ; NIGHT 9917 ConditionState = NIGHT 9918 Model = CBVhanger1_N 9919 End 9920 ConditionState = DAMAGED NIGHT 9921 Model = CBVhanger1_DN 9922 End 9923 ConditionState = REALLYDAMAGED NIGHT 9924 Model = CBVhanger1_EN 9925 End 9926 ConditionState = RUBBLE NIGHT 9927 Model = CBVhanger1_RN 9928 End 9929 9930 ConditionState = GARRISONED NIGHT 9931 Model = CBVhanger1_NG 9932 Animation = CBVhanger1_NG.CBVhanger1_NG 9933 AnimationMode = LOOP 9934 End 9935 ConditionState = DAMAGED GARRISONED NIGHT 9936 Model = CBVhanger1_DNG 9937 Animation = CBVhanger1_DNG.CBVhanger1_DNG 9938 AnimationMode = LOOP 9939 End 9940 9941 9942 ; SNOW 9943 ConditionState = SNOW 9944 Model = CBVhanger1_S 9945 End 9946 ConditionState = DAMAGED SNOW 9947 Model = CBVhanger1_DS 9948 End 9949 ConditionState = REALLYDAMAGED SNOW 9950 Model = CBVhanger1_ES 9951 End 9952 ConditionState = RUBBLE SNOW 9953 Model = CBVhanger1_RS 9954 End 9955 9956 ConditionState = GARRISONED SNOW 9957 Model = CBVhanger1_SG 9958 Animation = CBVhanger1_SG.CBVhanger1_SG 9959 AnimationMode = LOOP 9960 End 9961 ConditionState = DAMAGED GARRISONED SNOW 9962 Model = CBVhanger1_DSG 9963 Animation = CBVhanger1_DSG.CBVhanger1_DSG 9964 AnimationMode = LOOP 9965 End 9966 9967 ; SNOW NIGHT 9968 ConditionState = SNOW NIGHT 9969 Model = CBVhanger1_SN 9970 End 9971 ConditionState = DAMAGED SNOW NIGHT 9972 Model = CBVhanger1_DSN 9973 End 9974 ConditionState = REALLYDAMAGED SNOW NIGHT 9975 Model = CBVhanger1_ESN 9976 End 9977 ConditionState = RUBBLE SNOW NIGHT 9978 Model = CBVhanger1_RSN 9979 End 9980 9981 ConditionState = GARRISONED SNOW NIGHT 9982 Model = CBVhanger1_SNG 9983 Animation = CBVhanger1_SNG.CBVhanger1_SNG 9984 AnimationMode = LOOP 9985 End 9986 ConditionState = DAMAGED GARRISONED SNOW NIGHT 9987 Model = CBVhanger1_DSNG 9988 Animation = CBVhanger1_DSNG.CBVhanger1_DSNG 9989 AnimationMode = LOOP 9990 End 9991 9992 End 9993 9994 ; *** AUDIO Parameters *** 9995 SoundDie = BuildingDie 9996 SoundOnDamaged = BuildingDamagedStateLight 9997 SoundOnReallyDamaged = BuildingDestroy 9998 9999 10000 ; ***DESIGN parameters *** 10001 DisplayName = OBJECT:Structure 10002 EditorSorting = STRUCTURE 10003 ArmorSet 10004 Conditions = None 10005 Armor = StructureArmor 10006 DamageFX = StructureDamageFXNoShake 10007 End 10008 10009 ; *** ENGINEERING Parameters *** 10010 KindOf = STRUCTURE SELECTABLE IMMOBILE 10011 Body = StructureBody ModuleTag_02 10012 MaxHealth = 2000.0 10013 InitialHealth = 2000.0 10014 End 10015 Behavior = GarrisonContain ModuleTag_03 10016 ContainMax = 10 10017 EnterSound = GarrisonEnter 10018 ExitSound = GarrisonExit 10019 End 10020 10021 Behavior = FlammableUpdate ModuleTag_05 10022 FlameDamageLimit = 20 ;Catch fire if I take this much fire damage... 10023 FlameDamageExpiration = 2000 ;in a span of this long 10024 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 10025 AflameDamageAmount = 25 ; taking this much damage... 10026 AflameDamageDelay = 500 ; this often. 10027 End 10028 10029 Behavior = TransitionDamageFX ModuleTag_06 10030 ;-------------DESIGNED FOR SMALL SIZED CIVILIAN BUILDING TRANSITIONS------------------- 10031 DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke 10032 ;--------------------------------------------------------------------------------------- 10033 ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke 10034 ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion 10035 ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave 10036 ;--------------------------------------------------------------------------------------- 10037 RubbleParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke 10038 RubbleParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion 10039 RubbleParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave 10040 RubbleParticleSystem4 = Bone:None RandomBone:No PSys:StructureTransitionSmallFlare 10041 End 10042 10043 Geometry = BOX 10044 GeometryMajorRadius = 23.0 10045 GeometryMinorRadius = 30.0 10046 GeometryHeight = 34.0 10047 GeometryIsSmall = No 10048 Shadow = SHADOW_VOLUME 10049 10050 End 10051 10052 ;------------------------------------------------------------------------------ 10053 Object StanWatchTowerTall 10054 10055 ; *** ART Parameters *** 10056 Draw = W3DModelDraw ModuleTag_01 10057 OkToChangeModelColor = Yes 10058 10059 ; day 10060 ConditionState = NONE 10061 Model = CBTower01 10062 End 10063 ConditionState = DAMAGED 10064 Model = CBTower01_D 10065 End 10066 ConditionState = REALLYDAMAGED 10067 Model = CBTower01_E 10068 ParticleSysBone = Smoke02 StructureToppleSmokeTrail 10069 End 10070 ConditionState = RUBBLE 10071 Model = CBTower01_E 10072 ParticleSysBone = Smoke02 StructureToppleSmokeTrail 10073 End 10074 ConditionState = POST_COLLAPSE 10075 Model = CBTower01_R 10076 End 10077 10078 ; day garrisoned 10079 ConditionState = GARRISONED 10080 Model = CBTower01_G 10081 Animation = CBTower01_G.CBTower01_G 10082 AnimationMode = LOOP 10083 End 10084 ConditionState = DAMAGED GARRISONED 10085 Model = CBTower01_DG 10086 Animation = CBTower01_DG.CBTower01_DG 10087 AnimationMode = LOOP 10088 End 10089 10090 ; night 10091 ConditionState = NIGHT 10092 Model = CBTower01_N 10093 End 10094 ConditionState = DAMAGED NIGHT 10095 Model = CBTower01_DN 10096 End 10097 ConditionState = REALLYDAMAGED NIGHT 10098 Model = CBTower01_EN 10099 ParticleSysBone = Smoke02 StructureToppleSmokeTrail 10100 End 10101 ConditionState = RUBBLE NIGHT 10102 Model = CBTower01_EN 10103 ParticleSysBone = Smoke02 StructureToppleSmokeTrail 10104 End 10105 ConditionState = POST_COLLAPSE NIGHT 10106 Model = CBTower01_R 10107 End 10108 10109 ; night garrisoned 10110 ConditionState = NIGHT GARRISONED 10111 Model = CBTower01_NG 10112 Animation = CBTower01_NG.CBTower01_NG 10113 AnimationMode = LOOP 10114 End 10115 ConditionState = DAMAGED NIGHT GARRISONED 10116 Model = CBTower01_DNG 10117 Animation = CBTower01_DNG.CBTower01_DNG 10118 AnimationMode = LOOP 10119 End 10120 10121 10122 10123 ; Snow 10124 ConditionState = SNOW 10125 Model = CBTower01_S 10126 End 10127 ConditionState = DAMAGED SNOW 10128 Model = CBTower01_DS 10129 End 10130 ConditionState = REALLYDAMAGED SNOW 10131 Model = CBTower01_ES 10132 ParticleSysBone = Smoke02 StructureToppleSmokeTrail 10133 End 10134 ConditionState = RUBBLE SNOW 10135 Model = CBTower01_ES 10136 ParticleSysBone = Smoke02 StructureToppleSmokeTrail 10137 End 10138 ConditionState = POST_COLLAPSE SNOW 10139 Model = CBTower01_RS 10140 End 10141 10142 10143 ; snow garrisoned 10144 ConditionState = SNOW GARRISONED 10145 Model = CBTower01_SG 10146 Animation = CBTower01_SG.CBTower01_SG 10147 AnimationMode = LOOP 10148 End 10149 ConditionState = DAMAGED SNOW GARRISONED 10150 Model = CBTower01_DSG 10151 Animation = CBTower01_DSG.CBTower01_DSG 10152 AnimationMode = LOOP 10153 End 10154 10155 ; night snow 10156 ConditionState = SNOW NIGHT 10157 Model = CBTower01_SN 10158 End 10159 ConditionState = DAMAGED SNOW NIGHT 10160 Model = CBTower01_DSN 10161 End 10162 ConditionState = REALLYDAMAGED SNOW NIGHT 10163 Model = CBTower01_ESN 10164 ParticleSysBone = Smoke02 StructureToppleSmokeTrail 10165 End 10166 ConditionState = RUBBLE SNOW NIGHT 10167 Model = CBTower01_ESN 10168 10169 ParticleSysBone = Smoke02 StructureToppleSmokeTrail 10170 End 10171 ConditionState = POST_COLLAPSE SNOW NIGHT 10172 Model = CBTower01_RS 10173 End 10174 10175 ; night snow garrisoned 10176 ConditionState = SNOW NIGHT GARRISONED 10177 Model = CBTower01_SNG 10178 Animation = CBTower01_SNG.CBTower01_SNG 10179 AnimationMode = LOOP 10180 End 10181 ConditionState = DAMAGED SNOW NIGHT GARRISONED 10182 Model = CBTower01_DSNG 10183 Animation = CBTower01_DSNG.CBTower01_DSNG 10184 AnimationMode = LOOP 10185 End 10186 10187 10188 End 10189 10190 ; ***DESIGN parameters *** 10191 DisplayName = OBJECT:Structure 10192 EditorSorting = STRUCTURE 10193 ArmorSet 10194 Conditions = None 10195 Armor = StructureArmor 10196 DamageFX = StructureDamageFXNoShake 10197 End 10198 10199 ; *** ENGINEERING Parameters *** 10200 KindOf = STRUCTURE SELECTABLE IMMOBILE AIRCRAFT_PATH_AROUND 10201 Body = StructureBody ModuleTag_02 10202 MaxHealth = 500.0 10203 InitialHealth = 500.0 10204 End 10205 Behavior = GarrisonContain ModuleTag_03 10206 ContainMax = 10 10207 EnterSound = GarrisonEnter 10208 ExitSound = GarrisonExit 10209 End 10210 10211 10212 Behavior = StructureToppleUpdate ModuleTag_04 10213 MinToppleDelay = 250 10214 MaxToppleDelay = 500 10215 MinToppleBurstDelay = 1500 10216 MaxToppleBurstDelay = 2500 10217 StructuralIntegrity = 0.75 10218 StructuralDecay = 1.0 10219 DamageFXTypes = ALL -WATER 10220 ToppleStartFX = FX_DefaultStructureToppleStart 10221 ToppleDelayFX = FX_DefaultStructureToppleDelay 10222 CrushingFX = FX_DefaultStructureCrushing 10223 AngleFX = 20.0 FX_StructureToppleAngle20 10224 ToppleDoneFX = FX_DefaultStructureToppleDone 10225 CrushingWeaponName = ToppledStructureWeapon 10226 End 10227 10228 ; Behavior = BoneFXUpdate ModuleTag_05 10229 ; DamageFXTypes = ALL -WATER 10230 ; RubbleFXList1 = bone:Fire02 OnlyOnce:Yes 3000 3000 FXList:FX_DefaultStructureSecondary 10231 ; DamageParticleTypes = ALL -WATER 10232 ; RubbleParticleSystem1 = bone:Fire02 OnlyOnce:Yes 3000 3000 PSys:StructureToppleSmokeTrail 10233 ; End 10234 ; 10235 ; Behavior = BoneFXDamage ModuleTag_06 10236 ; ;nothing 10237 ; End 10238 ; 10239 ; Behavior = TransitionDamageFX ModuleTag_07 10240 ; DamageFXTypes = ALL -WATER 10241 ; RubbleParticleSystem1 = Bone:Fire02 RandomBone:No PSys:StructureToppleStartTopExplosion 10242 ; DamageParticleTypes = ALL -WATER 10243 ; ReallyDamagedParticleSystem1 = Bone:Fire02 RandomBone:No PSys:StructureToppleStartTopExplosion 10244 ; End 10245 10246 Behavior = FlammableUpdate ModuleTag_09 10247 FlameDamageLimit = 20 ;Catch fire if I take this much fire damage... 10248 FlameDamageExpiration = 2000 ;in a span of this long 10249 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 10250 AflameDamageAmount = 25 ; taking this much damage... 10251 AflameDamageDelay = 500 ; this often. 10252 End 10253 10254 10255 10256 Geometry = BOX 10257 GeometryMajorRadius = 15.0 10258 GeometryMinorRadius = 15.0 10259 GeometryHeight = 120.0 10260 GeometryIsSmall = No 10261 Shadow = SHADOW_VOLUME 10262 10263 End 10264 10265 ;------------------------------------------------------------------------------ 10266 Object Shack 10267 10268 ; *** ART Parameters *** 10269 Draw = W3DModelDraw ModuleTag_01 10270 OkToChangeModelColor = Yes 10271 10272 ; day 10273 ConditionState = NONE 10274 Model = CBNShack 10275 End 10276 ConditionState = DAMAGED 10277 Model = CBNShack_D 10278 End 10279 ConditionState = REALLYDAMAGED 10280 Model = CBNShack_E 10281 End 10282 ConditionState = RUBBLE 10283 Model = CBNShack_R 10284 End 10285 10286 ; day garrisoned 10287 ConditionState = GARRISONED 10288 Model = CBNShack_G 10289 Animation = CBNShack_G.CBNShack_G 10290 AnimationMode = LOOP 10291 End 10292 ConditionState = DAMAGED GARRISONED 10293 Model = CBNShack_DG 10294 Animation = CBNShack_DG.CBNShack_DG 10295 AnimationMode = LOOP 10296 End 10297 10298 ; night 10299 ConditionState = NIGHT 10300 Model = CBNShack_N 10301 End 10302 ConditionState = DAMAGED NIGHT 10303 Model = CBNShack_DN 10304 End 10305 ConditionState = REALLYDAMAGED NIGHT 10306 Model = CBNShack_EN 10307 End 10308 ConditionState = RUBBLE NIGHT 10309 Model = CBNShack_RN 10310 End 10311 10312 ; night garrisoned 10313 ConditionState = NIGHT GARRISONED 10314 Model = CBNShack_NG 10315 Animation = CBNShack_NG.CBNShack_NG 10316 AnimationMode = LOOP 10317 End 10318 ConditionState = DAMAGED NIGHT GARRISONED 10319 Model = CBNShack_DNG 10320 Animation = CBNShack_DNG.CBNShack_DNG 10321 AnimationMode = LOOP 10322 End 10323 10324 10325 10326 ; Snow 10327 ConditionState = SNOW 10328 Model = CBNShack_S 10329 End 10330 ConditionState = DAMAGED SNOW 10331 Model = CBNShack_DS 10332 End 10333 ConditionState = REALLYDAMAGED SNOW 10334 Model = CBNShack_ES 10335 End 10336 ConditionState = RUBBLE SNOW 10337 Model = CBNShack_RS 10338 End 10339 10340 10341 ; snow garrisoned 10342 ConditionState = SNOW GARRISONED 10343 Model = CBNShack_SG 10344 Animation = CBNShack_SG.CBNShack_SG 10345 AnimationMode = LOOP 10346 End 10347 ConditionState = DAMAGED SNOW GARRISONED 10348 Model = CBNShack_DSG 10349 Animation = CBNShack_DSG.CBNShack_DSG 10350 AnimationMode = LOOP 10351 End 10352 10353 ; night snow 10354 ConditionState = SNOW NIGHT 10355 Model = CBNShack_SN 10356 End 10357 ConditionState = DAMAGED SNOW NIGHT 10358 Model = CBNShack_DSN 10359 End 10360 ConditionState = REALLYDAMAGED SNOW NIGHT 10361 Model = CBNShack_ESN 10362 End 10363 ConditionState = RUBBLE SNOW NIGHT 10364 Model = CBNShack_RSN 10365 End 10366 10367 ; night snow garrisoned 10368 ConditionState = SNOW NIGHT GARRISONED 10369 Model = CBNShack_SNG 10370 Animation = CBNShack_SNG.CBNShack_SNG 10371 AnimationMode = LOOP 10372 End 10373 ConditionState = DAMAGED SNOW NIGHT GARRISONED 10374 Model = CBNShack_DSNG 10375 Animation = CBNShack_DSNG.CBNShack_DSNG 10376 AnimationMode = LOOP 10377 End 10378 End 10379 10380 ; ***DESIGN parameters *** 10381 DisplayName = OBJECT:Structure 10382 EditorSorting = STRUCTURE 10383 ArmorSet 10384 Conditions = None 10385 Armor = StructureArmor 10386 DamageFX = StructureDamageFXNoShake 10387 End 10388 10389 ; *** ENGINEERING Parameters *** 10390 KindOf = STRUCTURE SELECTABLE IMMOBILE 10391 Body = StructureBody ModuleTag_02 10392 MaxHealth = 2000.0 10393 InitialHealth = 2000.0 10394 End 10395 Behavior = GarrisonContain ModuleTag_03 10396 ContainMax = 10 10397 EnterSound = GarrisonEnter 10398 ExitSound = GarrisonExit 10399 End 10400 10401 Behavior = FlammableUpdate ModuleTag_05 10402 FlameDamageLimit = 20 ;Catch fire if I take this much fire damage... 10403 FlameDamageExpiration = 2000 ;in a span of this long 10404 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 10405 AflameDamageAmount = 25 ; taking this much damage... 10406 AflameDamageDelay = 500 ; this often. 10407 End 10408 10409 Behavior = TransitionDamageFX ModuleTag_06 10410 ;-------------DESIGNED FOR SMALL SIZED CIVILIAN BUILDING TRANSITIONS------------------- 10411 DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke 10412 ;--------------------------------------------------------------------------------------- 10413 ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke 10414 ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion 10415 ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave 10416 ;--------------------------------------------------------------------------------------- 10417 RubbleParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke 10418 RubbleParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion 10419 RubbleParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave 10420 RubbleParticleSystem4 = Bone:None RandomBone:No PSys:StructureTransitionSmallFlare 10421 End 10422 10423 Geometry = BOX 10424 GeometryMajorRadius = 12.0 10425 GeometryMinorRadius = 16.0 10426 GeometryHeight = 14.0 10427 GeometryIsSmall = No 10428 Shadow = SHADOW_VOLUME 10429 10430 End 10431 10432 ;------------------------------------------------------------------------------ 10433 Object BarnCoop 10434 10435 ; *** ART Parameters *** 10436 Draw = W3DModelDraw ModuleTag_01 10437 OkToChangeModelColor = Yes 10438 10439 ; day 10440 ConditionState = NONE 10441 Model = CBNBarnCoo 10442 End 10443 ConditionState = DAMAGED 10444 Model = CBNBarnCoo_D 10445 End 10446 ConditionState = REALLYDAMAGED 10447 Model = CBNBarnCoo_E 10448 End 10449 ConditionState = RUBBLE 10450 Model = CBNBarnCoo_R 10451 End 10452 10453 ; day garrisoned 10454 ConditionState = GARRISONED 10455 Model = CBNBarnCoo_G 10456 Animation = CBNBarnCoo_G.CBNBarnCoo_G 10457 AnimationMode = LOOP 10458 End 10459 ConditionState = DAMAGED GARRISONED 10460 Model = CBNBarnCoo_DG 10461 Animation = CBNBarnCoo_DG.CBNBarnCoo_DG 10462 AnimationMode = LOOP 10463 End 10464 10465 ; night 10466 ConditionState = NIGHT 10467 Model = CBNBarnCoo_N 10468 End 10469 ConditionState = DAMAGED NIGHT 10470 Model = CBNBarnCoo_DN 10471 End 10472 ConditionState = REALLYDAMAGED NIGHT 10473 Model = CBNBarnCoo_EN 10474 End 10475 ConditionState = RUBBLE NIGHT 10476 Model = CBNBarnCoo_RN 10477 End 10478 10479 ; night garrisoned 10480 ConditionState = NIGHT GARRISONED 10481 Model = CBNBarnCoo_NG 10482 Animation = CBNBarnCoo_NG.CBNBarnCoo_NG 10483 AnimationMode = LOOP 10484 End 10485 ConditionState = DAMAGED NIGHT GARRISONED 10486 Model = CBNBarnCoo_DNG 10487 Animation = CBNBarnCoo_DNG.CBNBarnCoo_DNG 10488 AnimationMode = LOOP 10489 End 10490 10491 10492 10493 ; Snow 10494 ConditionState = SNOW 10495 Model = CBNBarnCoo_S 10496 End 10497 ConditionState = DAMAGED SNOW 10498 Model = CBNBarnCoo_DS 10499 End 10500 ConditionState = REALLYDAMAGED SNOW 10501 Model = CBNBarnCoo_ES 10502 End 10503 ConditionState = RUBBLE SNOW 10504 Model = CBNBarnCoo_RS 10505 End 10506 10507 10508 ; snow garrisoned 10509 ConditionState = SNOW GARRISONED 10510 Model = CBNBarnCoo_SG 10511 Animation = CBNBarnCoo_SG.CBNBarnCoo_SG 10512 AnimationMode = LOOP 10513 End 10514 ConditionState = DAMAGED SNOW GARRISONED 10515 Model = CBNBarnCoo_DSG 10516 Animation = CBNBarnCoo_DSG.CBNBarnCoo_DSG 10517 AnimationMode = LOOP 10518 End 10519 10520 ; night snow 10521 ConditionState = SNOW NIGHT 10522 Model = CBNBarnCoo_SN 10523 End 10524 ConditionState = DAMAGED SNOW NIGHT 10525 Model = CBNBarnCoo_DSN 10526 End 10527 ConditionState = REALLYDAMAGED SNOW NIGHT 10528 Model = CBNBarnCoo_ESN 10529 End 10530 ConditionState = RUBBLE SNOW NIGHT 10531 Model = CBNBarnCoo_RSN 10532 End 10533 10534 ; night snow garrisoned 10535 ConditionState = SNOW NIGHT GARRISONED 10536 Model = CBNBarnCoo_SNG 10537 Animation = CBNBarnCoo_SNG.CBNBarnCoo_SNG 10538 AnimationMode = LOOP 10539 End 10540 ConditionState = DAMAGED SNOW NIGHT GARRISONED 10541 Model = CBNBarnCoo_DSNG 10542 Animation = CBNBarnCoo_DSNG.CBNBarnCoo_DSNG 10543 AnimationMode = LOOP 10544 End 10545 End 10546 10547 ; ***DESIGN parameters *** 10548 DisplayName = OBJECT:Structure 10549 EditorSorting = STRUCTURE 10550 ArmorSet 10551 Conditions = None 10552 Armor = StructureArmor 10553 DamageFX = StructureDamageFXNoShake 10554 End 10555 10556 ; ***AUDIO parameters *** 10557 SoundAmbient = FarmAmbientLoop 10558 SoundDie = BuildingDie 10559 SoundOnDamaged = BuildingDamagedStateLight 10560 SoundOnReallyDamaged = BuildingDestroy 10561 10562 10563 ; *** ENGINEERING Parameters *** 10564 KindOf = STRUCTURE SELECTABLE IMMOBILE 10565 Body = StructureBody ModuleTag_02 10566 MaxHealth = 2000.0 10567 InitialHealth = 2000.0 10568 End 10569 Behavior = GarrisonContain ModuleTag_03 10570 ContainMax = 10 10571 EnterSound = GarrisonEnter 10572 ExitSound = GarrisonExit 10573 End 10574 10575 Behavior = FlammableUpdate ModuleTag_05 10576 FlameDamageLimit = 20 ;Catch fire if I take this much fire damage... 10577 FlameDamageExpiration = 2000 ;in a span of this long 10578 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 10579 AflameDamageAmount = 25 ; taking this much damage... 10580 AflameDamageDelay = 500 ; this often. 10581 End 10582 10583 Behavior = TransitionDamageFX ModuleTag_06 10584 ;-------------DESIGNED FOR SMALL SIZED CIVILIAN BUILDING TRANSITIONS------------------- 10585 DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke 10586 ;--------------------------------------------------------------------------------------- 10587 ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke 10588 ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion 10589 ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave 10590 ;--------------------------------------------------------------------------------------- 10591 RubbleParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke 10592 RubbleParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion 10593 RubbleParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave 10594 RubbleParticleSystem4 = Bone:None RandomBone:No PSys:StructureTransitionSmallFlare 10595 End 10596 10597 Geometry = BOX 10598 GeometryMajorRadius = 26.0 10599 GeometryMinorRadius = 34.0 10600 GeometryHeight = 19.0 10601 GeometryIsSmall = No 10602 Shadow = SHADOW_VOLUME 10603 10604 End 10605 10606 ;------------------------------------------------------------------------------ 10607 Object RiverHouse01 10608 10609 ; *** ART Parameters *** 10610 Draw = W3DModelDraw ModuleTag_01 10611 OkToChangeModelColor = Yes 10612 10613 ; day 10614 ConditionState = NONE 10615 Model = CBNRiverHo 10616 End 10617 ConditionState = DAMAGED 10618 Model = CBNRiverHo_D 10619 End 10620 ConditionState = REALLYDAMAGED 10621 Model = CBNRiverHo_E 10622 End 10623 ConditionState = RUBBLE 10624 Model = CBNRiverHo_R 10625 End 10626 10627 ; day garrisoned 10628 ConditionState = GARRISONED 10629 Model = CBNRiverHo_G 10630 Animation = CBNRiverHo_G.CBNRiverHo_G 10631 AnimationMode = LOOP 10632 End 10633 ConditionState = DAMAGED GARRISONED 10634 Model = CBNRiverHo_DG 10635 Animation = CBNRiverHo_DG.CBNRiverHo_DG 10636 AnimationMode = LOOP 10637 End 10638 10639 ; night 10640 ConditionState = NIGHT 10641 Model = CBNRiverHo_N 10642 End 10643 ConditionState = DAMAGED NIGHT 10644 Model = CBNRiverHo_DN 10645 End 10646 ConditionState = REALLYDAMAGED NIGHT 10647 Model = CBNRiverHo_EN 10648 End 10649 ConditionState = RUBBLE NIGHT 10650 Model = CBNRiverHo_RN 10651 End 10652 10653 ; night garrisoned 10654 ConditionState = NIGHT GARRISONED 10655 Model = CBNRiverHo_NG 10656 Animation = CBNRiverHo_NG.CBNRiverHo_NG 10657 AnimationMode = LOOP 10658 End 10659 ConditionState = DAMAGED NIGHT GARRISONED 10660 Model = CBNRiverHo_DNG 10661 Animation = CBNRiverHo_DNG.CBNRiverHo_DNG 10662 AnimationMode = LOOP 10663 End 10664 10665 10666 10667 ; Snow 10668 ConditionState = SNOW 10669 Model = CBNRiverHo_S 10670 End 10671 ConditionState = DAMAGED SNOW 10672 Model = CBNRiverHo_DS 10673 End 10674 ConditionState = REALLYDAMAGED SNOW 10675 Model = CBNRiverHo_ES 10676 End 10677 ConditionState = RUBBLE SNOW 10678 Model = CBNRiverHo_RS 10679 End 10680 10681 10682 ; snow garrisoned 10683 ConditionState = SNOW GARRISONED 10684 Model = CBNRiverHo_SG 10685 Animation = CBNRiverHo_SG.CBNRiverHo_SG 10686 AnimationMode = LOOP 10687 End 10688 ConditionState = DAMAGED SNOW GARRISONED 10689 Model = CBNRiverHo_DSG 10690 Animation = CBNRiverHo_DSG.CBNRiverHo_DSG 10691 AnimationMode = LOOP 10692 End 10693 10694 ; night snow 10695 ConditionState = SNOW NIGHT 10696 Model = CBNRiverHo_SN 10697 End 10698 ConditionState = DAMAGED SNOW NIGHT 10699 Model = CBNRiverHo_DSN 10700 End 10701 ConditionState = REALLYDAMAGED SNOW NIGHT 10702 Model = CBNRiverHo_ESN 10703 End 10704 ConditionState = RUBBLE SNOW NIGHT 10705 Model = CBNRiverHo_RSN 10706 End 10707 10708 ; night snow garrisoned 10709 ConditionState = SNOW NIGHT GARRISONED 10710 Model = CBNRiverHo_SNG 10711 Animation = CBNRiverHo_SNG.CBNRiverHo_SNG 10712 AnimationMode = LOOP 10713 End 10714 ConditionState = DAMAGED SNOW NIGHT GARRISONED 10715 Model = CBNRiverHo_DSNG 10716 Animation = CBNRiverHo_DSNG.CBNRiverHo_DSNG 10717 AnimationMode = LOOP 10718 End 10719 End 10720 10721 ; *** AUDIO Parameters *** 10722 SoundDie = BuildingDie 10723 SoundOnDamaged = BuildingDamagedStateLight 10724 SoundOnReallyDamaged = BuildingDestroy 10725 10726 ; ***DESIGN parameters *** 10727 DisplayName = OBJECT:Structure 10728 EditorSorting = STRUCTURE 10729 ArmorSet 10730 Conditions = None 10731 Armor = StructureArmor 10732 DamageFX = StructureDamageFXNoShake 10733 End 10734 10735 ; ***AUDIO parameters *** 10736 SoundAmbient = DocksWallaLoop 10737 10738 10739 ; *** ENGINEERING Parameters *** 10740 KindOf = STRUCTURE SELECTABLE IMMOBILE 10741 Body = StructureBody ModuleTag_02 10742 MaxHealth = 2000.0 10743 InitialHealth = 2000.0 10744 End 10745 Behavior = GarrisonContain ModuleTag_03 10746 ContainMax = 10 10747 EnterSound = GarrisonEnter 10748 ExitSound = GarrisonExit 10749 End 10750 10751 Behavior = FlammableUpdate ModuleTag_05 10752 FlameDamageLimit = 20 ;Catch fire if I take this much fire damage... 10753 FlameDamageExpiration = 2000 ;in a span of this long 10754 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 10755 AflameDamageAmount = 25 ; taking this much damage... 10756 AflameDamageDelay = 500 ; this often. 10757 End 10758 10759 Behavior = TransitionDamageFX ModuleTag_06 10760 ;-------------DESIGNED FOR SMALL SIZED CIVILIAN BUILDING TRANSITIONS------------------- 10761 DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke 10762 ;--------------------------------------------------------------------------------------- 10763 ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke 10764 ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion 10765 ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave 10766 ;--------------------------------------------------------------------------------------- 10767 RubbleParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke 10768 RubbleParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion 10769 RubbleParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave 10770 RubbleParticleSystem4 = Bone:None RandomBone:No PSys:StructureTransitionSmallFlare 10771 10772 End 10773 10774 Geometry = BOX 10775 GeometryMajorRadius = 12.0 10776 GeometryMinorRadius = 16.0 10777 GeometryHeight = 25.0 10778 GeometryIsSmall = No 10779 Shadow = SHADOW_VOLUME 10780 10781 End 10782 10783 ;------------------------------------------------------------------------------ 10784 Object RiverHouse02 10785 10786 ; *** ART Parameters *** 10787 Draw = W3DModelDraw ModuleTag_01 10788 OkToChangeModelColor = Yes 10789 10790 ; day 10791 ConditionState = NONE 10792 Model = CBNRiverH2 10793 End 10794 ConditionState = DAMAGED 10795 Model = CBNRiverH2_D 10796 End 10797 ConditionState = REALLYDAMAGED 10798 Model = CBNRiverH2_E 10799 10800 End 10801 ConditionState = RUBBLE 10802 Model = CBNRiverH2_R 10803 End 10804 10805 ; day garrisoned 10806 ConditionState = GARRISONED 10807 Model = CBNRiverH2_G 10808 Animation = CBNRiverH2_G.CBNRiverH2_G 10809 AnimationMode = LOOP 10810 End 10811 ConditionState = DAMAGED GARRISONED 10812 Model = CBNRiverH2_DG 10813 Animation = CBNRiverH2_DG.CBNRiverH2_DG 10814 AnimationMode = LOOP 10815 End 10816 10817 ; night 10818 ConditionState = NIGHT 10819 Model = CBNRiverH2_N 10820 End 10821 ConditionState = DAMAGED NIGHT 10822 Model = CBNRiverH2_DN 10823 End 10824 ConditionState = REALLYDAMAGED NIGHT 10825 Model = CBNRiverH2_EN 10826 End 10827 ConditionState = RUBBLE NIGHT 10828 Model = CBNRiverH2_RN 10829 End 10830 10831 ; night garrisoned 10832 ConditionState = NIGHT GARRISONED 10833 Model = CBNRiverH2_NG 10834 Animation = CBNRiverH2_NG.CBNRiverH2_NG 10835 AnimationMode = LOOP 10836 End 10837 ConditionState = DAMAGED NIGHT GARRISONED 10838 Model = CBNRiverH2_DNG 10839 Animation = CBNRiverH2_DNG.CBNRiverH2_DNG 10840 AnimationMode = LOOP 10841 End 10842 10843 10844 10845 ; Snow 10846 ConditionState = SNOW 10847 Model = CBNRiverH2_S 10848 End 10849 ConditionState = DAMAGED SNOW 10850 Model = CBNRiverH2_DS 10851 End 10852 ConditionState = REALLYDAMAGED SNOW 10853 Model = CBNRiverH2_ES 10854 End 10855 ConditionState = RUBBLE SNOW 10856 Model = CBNRiverH2_RS 10857 End 10858 10859 10860 ; snow garrisoned 10861 ConditionState = SNOW GARRISONED 10862 Model = CBNRiverH2_SG 10863 Animation = CBNRiverH2_SG.CBNRiverH2_SG 10864 AnimationMode = LOOP 10865 End 10866 ConditionState = DAMAGED SNOW GARRISONED 10867 Model = CBNRiverH2_DSG 10868 Animation = CBNRiverH2_DSG.CBNRiverH2_DSG 10869 AnimationMode = LOOP 10870 End 10871 10872 ; night snow 10873 ConditionState = SNOW NIGHT 10874 Model = CBNRiverH2_SN 10875 End 10876 ConditionState = DAMAGED SNOW NIGHT 10877 Model = CBNRiverH2_DSN 10878 End 10879 ConditionState = REALLYDAMAGED SNOW NIGHT 10880 Model = CBNRiverH2_ESN 10881 End 10882 ConditionState = RUBBLE SNOW NIGHT 10883 Model = CBNRiverH2_RSN 10884 End 10885 10886 ; night snow garrisoned 10887 ConditionState = SNOW NIGHT GARRISONED 10888 Model = CBNRiverH2_SNG 10889 Animation = CBNRiverH2_SNG.CBNRiverH2_SNG 10890 AnimationMode = LOOP 10891 End 10892 ConditionState = DAMAGED SNOW NIGHT GARRISONED 10893 Model = CBNRiverH2_DSNG 10894 Animation = CBNRiverH2_DSNG.CBNRiverH2_DSNG 10895 AnimationMode = LOOP 10896 End 10897 End 10898 10899 ; *** AUDIO Parameters *** 10900 SoundDie = BuildingDie 10901 SoundOnDamaged = BuildingDamagedStateLight 10902 SoundOnReallyDamaged = BuildingDestroy 10903 10904 ; ***DESIGN parameters *** 10905 DisplayName = OBJECT:Structure 10906 EditorSorting = STRUCTURE 10907 ArmorSet 10908 Conditions = None 10909 Armor = StructureArmor 10910 DamageFX = StructureDamageFXNoShake 10911 End 10912 10913 ; ***AUDIO parameters *** 10914 SoundAmbient = DocksWallaLoop 10915 10916 10917 ; *** ENGINEERING Parameters *** 10918 KindOf = STRUCTURE SELECTABLE IMMOBILE 10919 Body = StructureBody ModuleTag_02 10920 MaxHealth = 2000.0 10921 InitialHealth = 2000.0 10922 End 10923 Behavior = GarrisonContain ModuleTag_03 10924 ContainMax = 10 10925 EnterSound = GarrisonEnter 10926 ExitSound = GarrisonExit 10927 End 10928 10929 Behavior = FlammableUpdate ModuleTag_05 10930 FlameDamageLimit = 20 ;Catch fire if I take this much fire damage... 10931 FlameDamageExpiration = 2000 ;in a span of this long 10932 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 10933 AflameDamageAmount = 25 ; taking this much damage... 10934 AflameDamageDelay = 500 ; this often. 10935 End 10936 10937 Behavior = TransitionDamageFX ModuleTag_06 10938 ;-------------DESIGNED FOR SMALL SIZED CIVILIAN BUILDING TRANSITIONS------------------- 10939 DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke 10940 ;--------------------------------------------------------------------------------------- 10941 ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke 10942 ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion 10943 ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave 10944 ;--------------------------------------------------------------------------------------- 10945 RubbleParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke 10946 RubbleParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion 10947 RubbleParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave 10948 RubbleParticleSystem4 = Bone:None RandomBone:No PSys:StructureTransitionSmallFlare 10949 10950 End 10951 10952 Geometry = BOX 10953 GeometryMajorRadius = 20.0 10954 GeometryMinorRadius = 32.0 10955 GeometryHeight = 22.0 10956 GeometryIsSmall = No 10957 Shadow = SHADOW_VOLUME 10958 10959 End 10960 10961 ;------------------------------------------------------------------------------ 10962 Object BoatDocks01 10963 10964 ; *** ART Parameters *** 10965 Draw = W3DModelDraw ModuleTag_01 10966 OkToChangeModelColor = Yes 10967 10968 ; day 10969 ConditionState = NONE 10970 Model = CBNBoatDoc 10971 End 10972 ConditionState = DAMAGED 10973 Model = CBNBoatDoc_D 10974 End 10975 ConditionState = REALLYDAMAGED 10976 Model = CBNBoatDoc_E 10977 End 10978 ConditionState = RUBBLE 10979 Model = CBNBoatDoc_R 10980 End 10981 10982 ; day garrisoned 10983 ConditionState = GARRISONED 10984 Model = CBNBoatDoc_G 10985 Animation = CBNBoatDoc_G.CBNBoatDoc_G 10986 AnimationMode = LOOP 10987 End 10988 ConditionState = DAMAGED GARRISONED 10989 Model = CBNBoatDoc_DG 10990 Animation = CBNBoatDoc_DG.CBNBoatDoc_DG 10991 AnimationMode = LOOP 10992 End 10993 10994 ; night 10995 ConditionState = NIGHT 10996 Model = CBNBoatDoc_N 10997 End 10998 ConditionState = DAMAGED NIGHT 10999 Model = CBNBoatDoc_DN 11000 End 11001 ConditionState = REALLYDAMAGED NIGHT 11002 Model = CBNBoatDoc_EN 11003 End 11004 ConditionState = RUBBLE NIGHT 11005 Model = CBNBoatDoc_RN 11006 End 11007 11008 ; night garrisoned 11009 ConditionState = NIGHT GARRISONED 11010 Model = CBNBoatDoc_NG 11011 Animation = CBNBoatDoc_NG.CBNBoatDoc_NG 11012 AnimationMode = LOOP 11013 End 11014 ConditionState = DAMAGED NIGHT GARRISONED 11015 Model = CBNBoatDoc_DNG 11016 Animation = CBNBoatDoc_DNG.CBNBoatDoc_DNG 11017 AnimationMode = LOOP 11018 End 11019 11020 11021 11022 ; Snow 11023 ConditionState = SNOW 11024 Model = CBNBoatDoc_S 11025 End 11026 ConditionState = DAMAGED SNOW 11027 Model = CBNBoatDoc_DS 11028 End 11029 ConditionState = REALLYDAMAGED SNOW 11030 Model = CBNBoatDoc_ES 11031 End 11032 ConditionState = RUBBLE SNOW 11033 Model = CBNBoatDoc_RS 11034 End 11035 11036 11037 ; snow garrisoned 11038 ConditionState = SNOW GARRISONED 11039 Model = CBNBoatDoc_SG 11040 Animation = CBNBoatDoc_SG.CBNBoatDoc_SG 11041 AnimationMode = LOOP 11042 End 11043 ConditionState = DAMAGED SNOW GARRISONED 11044 Model = CBNBoatDoc_DSG 11045 Animation = CBNBoatDoc_DSG.CBNBoatDoc_DSG 11046 AnimationMode = LOOP 11047 End 11048 11049 ; night snow 11050 ConditionState = SNOW NIGHT 11051 Model = CBNBoatDoc_SN 11052 End 11053 ConditionState = DAMAGED SNOW NIGHT 11054 Model = CBNBoatDoc_DSN 11055 End 11056 ConditionState = REALLYDAMAGED SNOW NIGHT 11057 Model = CBNBoatDoc_ESN 11058 End 11059 ConditionState = RUBBLE SNOW NIGHT 11060 Model = CBNBoatDoc_RSN 11061 End 11062 11063 ; night snow garrisoned 11064 ConditionState = SNOW NIGHT GARRISONED 11065 Model = CBNBoatDoc_SNG 11066 Animation = CBNBoatDoc_SNG.CBNBoatDoc_SNG 11067 AnimationMode = LOOP 11068 End 11069 ConditionState = DAMAGED SNOW NIGHT GARRISONED 11070 Model = CBNBoatDoc_DSNG 11071 Animation = CBNBoatDoc_DSNG.CBNBoatDoc_DSNG 11072 AnimationMode = LOOP 11073 End 11074 End 11075 11076 ; ***DESIGN parameters *** 11077 DisplayName = OBJECT:Structure 11078 EditorSorting = STRUCTURE 11079 ArmorSet 11080 Conditions = None 11081 Armor = StructureArmor 11082 DamageFX = StructureDamageFXNoShake 11083 End 11084 11085 ; *** AUDIO Parameters *** 11086 SoundAmbient = DocksVillageWaterLapping 11087 11088 11089 ; *** ENGINEERING Parameters *** 11090 KindOf = STRUCTURE SELECTABLE IMMOBILE 11091 Body = StructureBody ModuleTag_02 11092 MaxHealth = 200.0 11093 InitialHealth = 200.0 11094 End 11095 ;Behavior = DestroyDie ModuleTag_03 11096 ; ;nothing 11097 ;End 11098 ; Note that structures with "RUBBLE" states should not use DestroyDie; such buildings are 11099 ; never truly destroyed, even when reduced to zero health. Also note that garrisonable 11100 ; buildings automatically stick around because GarrisonContain has it's own DieModule 11101 Behavior = KeepObjectDie ModuleTag_IWantRubble 11102 End 11103 11104 Behavior = FlammableUpdate ModuleTag_05 11105 FlameDamageLimit = 20 ;Catch fire if I take this much fire damage... 11106 FlameDamageExpiration = 2000 ;in a span of this long 11107 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 11108 AflameDamageAmount = 25 ; taking this much damage... 11109 AflameDamageDelay = 500 ; this often. 11110 End 11111 11112 Behavior = TransitionDamageFX ModuleTag_06 11113 ;-------------DESIGNED FOR SMALL SIZED CIVILIAN BUILDING TRANSITIONS------------------- 11114 DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke 11115 ;--------------------------------------------------------------------------------------- 11116 ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke 11117 ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion 11118 ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave 11119 ;--------------------------------------------------------------------------------------- 11120 RubbleParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke 11121 RubbleParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion 11122 RubbleParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave 11123 RubbleParticleSystem4 = Bone:None RandomBone:No PSys:StructureTransitionSmallFlare 11124 End 11125 11126 Geometry = BOX 11127 GeometryMajorRadius = 6.0 11128 GeometryMinorRadius = 39.0 11129 GeometryHeight = 3.0 11130 GeometryIsSmall = No 11131 Shadow = SHADOW_VOLUME 11132 11133 End 11134 11135 ;------------------------------------------------------------------------------ 11136 Object BoatDocks02 11137 11138 ; *** ART Parameters *** 11139 Draw = W3DModelDraw ModuleTag_01 11140 OkToChangeModelColor = Yes 11141 11142 ; day 11143 ConditionState = NONE 11144 Model = CBNBoatDo2 11145 End 11146 ConditionState = DAMAGED 11147 Model = CBNBoatDo2_D 11148 End 11149 ConditionState = REALLYDAMAGED 11150 Model = CBNBoatDo2_E 11151 End 11152 ConditionState = RUBBLE 11153 Model = CBNBoatDo2_R 11154 End 11155 11156 ; day garrisoned 11157 ConditionState = GARRISONED 11158 Model = CBNBoatDo2_G 11159 Animation = CBNBoatDo2_G.CBNBoatDo2_G 11160 AnimationMode = LOOP 11161 End 11162 ConditionState = DAMAGED GARRISONED 11163 Model = CBNBoatDo2_DG 11164 Animation = CBNBoatDo2_DG.CBNBoatDo2_DG 11165 AnimationMode = LOOP 11166 End 11167 11168 ; night 11169 ConditionState = NIGHT 11170 Model = CBNBoatDo2_N 11171 End 11172 ConditionState = DAMAGED NIGHT 11173 Model = CBNBoatDo2_DN 11174 End 11175 ConditionState = REALLYDAMAGED NIGHT 11176 Model = CBNBoatDo2_EN 11177 End 11178 ConditionState = RUBBLE NIGHT 11179 Model = CBNBoatDo2_RN 11180 End 11181 11182 ; night garrisoned 11183 ConditionState = NIGHT GARRISONED 11184 Model = CBNBoatDo2_NG 11185 Animation = CBNBoatDo2_NG.CBNBoatDo2_NG 11186 AnimationMode = LOOP 11187 End 11188 ConditionState = DAMAGED NIGHT GARRISONED 11189 Model = CBNBoatDo2_DNG 11190 Animation = CBNBoatDo2_DNG.CBNBoatDo2_DNG 11191 AnimationMode = LOOP 11192 End 11193 11194 11195 11196 ; Snow 11197 ConditionState = SNOW 11198 Model = CBNBoatDo2_S 11199 End 11200 ConditionState = DAMAGED SNOW 11201 Model = CBNBoatDo2_DS 11202 End 11203 ConditionState = REALLYDAMAGED SNOW 11204 Model = CBNBoatDo2_ES 11205 End 11206 ConditionState = RUBBLE SNOW 11207 Model = CBNBoatDo2_RS 11208 End 11209 11210 11211 ; snow garrisoned 11212 ConditionState = SNOW GARRISONED 11213 Model = CBNBoatDo2_SG 11214 Animation = CBNBoatDo2_SG.CBNBoatDo2_SG 11215 AnimationMode = LOOP 11216 End 11217 ConditionState = DAMAGED SNOW GARRISONED 11218 Model = CBNBoatDo2_DSG 11219 Animation = CBNBoatDo2_DSG.CBNBoatDo2_DSG 11220 AnimationMode = LOOP 11221 End 11222 11223 ; night snow 11224 ConditionState = SNOW NIGHT 11225 Model = CBNBoatDo2_SN 11226 End 11227 ConditionState = DAMAGED SNOW NIGHT 11228 Model = CBNBoatDo2_DSN 11229 End 11230 ConditionState = REALLYDAMAGED SNOW NIGHT 11231 Model = CBNBoatDo2_ESN 11232 End 11233 ConditionState = RUBBLE SNOW NIGHT 11234 Model = CBNBoatDo2_RSN 11235 End 11236 11237 ; night snow garrisoned 11238 ConditionState = SNOW NIGHT GARRISONED 11239 Model = CBNBoatDo2_SNG 11240 Animation = CBNBoatDo2_SNG.CBNBoatDo2_SNG 11241 AnimationMode = LOOP 11242 End 11243 ConditionState = DAMAGED SNOW NIGHT GARRISONED 11244 Model = CBNBoatDo2_DSNG 11245 Animation = CBNBoatDo2_DSNG.CBNBoatDo2_DSNG 11246 AnimationMode = LOOP 11247 End 11248 End 11249 11250 ; ***DESIGN parameters *** 11251 DisplayName = OBJECT:Structure 11252 EditorSorting = STRUCTURE 11253 ArmorSet 11254 Conditions = None 11255 Armor = StructureArmor 11256 DamageFX = StructureDamageFXNoShake 11257 End 11258 11259 ; *** AUDIO Parameters *** 11260 SoundAmbient = DocksVillageWaterLapping 11261 11262 11263 ; *** ENGINEERING Parameters *** 11264 KindOf = STRUCTURE SELECTABLE IMMOBILE 11265 Body = StructureBody ModuleTag_02 11266 MaxHealth = 200.0 11267 InitialHealth = 200.0 11268 End 11269 11270 ;Behavior = DestroyDie ModuleTag_03 11271 ; ;nothing 11272 ;End 11273 ; Note that structures with "RUBBLE" states should not use DestroyDie; such buildings are 11274 ; never truly destroyed, even when reduced to zero health. Also note that garrisonable 11275 ; buildings automatically stick around because GarrisonContain has it's own DieModule 11276 Behavior = KeepObjectDie ModuleTag_IWantRubble 11277 End 11278 11279 Behavior = FlammableUpdate ModuleTag_05 11280 FlameDamageLimit = 20 ;Catch fire if I take this much fire damage... 11281 FlameDamageExpiration = 2000 ;in a span of this long 11282 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 11283 AflameDamageAmount = 25 ; taking this much damage... 11284 AflameDamageDelay = 500 ; this often. 11285 End 11286 11287 Behavior = TransitionDamageFX ModuleTag_06 11288 ;-------------DESIGNED FOR SMALL SIZED CIVILIAN BUILDING TRANSITIONS------------------- 11289 DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke 11290 ;--------------------------------------------------------------------------------------- 11291 ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke 11292 ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion 11293 ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave 11294 ;--------------------------------------------------------------------------------------- 11295 RubbleParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke 11296 RubbleParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion 11297 RubbleParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave 11298 RubbleParticleSystem4 = Bone:None RandomBone:No PSys:StructureTransitionSmallFlare 11299 11300 End 11301 11302 Geometry = BOX 11303 GeometryMajorRadius = 12.0 11304 GeometryMinorRadius = 36.0 11305 GeometryHeight = 8.0 11306 GeometryIsSmall = No 11307 Shadow = SHADOW_VOLUME 11308 11309 End 11310 11311 ;------------------------------------------------------------------------------ 11312 Object GasStorageFacility 11313 11314 ; *** ART Parameters *** 11315 Draw = W3DModelDraw ModuleTag_01 11316 OkToChangeModelColor = Yes 11317 11318 ; day 11319 ConditionState = NONE 11320 Model = CBGasfacl 11321 End 11322 ConditionState = DAMAGED 11323 Model = CBGasfacl_D 11324 End 11325 ConditionState = REALLYDAMAGED 11326 Model = CBGasfacl_E 11327 End 11328 ConditionState = RUBBLE 11329 Model = CBGasfacl_R 11330 End 11331 11332 ; day garrisoned 11333 ConditionState = GARRISONED 11334 Model = CBGasfacl_G 11335 Animation = CBGasfacl_G.CBGasfacl_G 11336 AnimationMode = LOOP 11337 End 11338 ConditionState = DAMAGED GARRISONED 11339 Model = CBGasfacl_DG 11340 Animation = CBGasfacl_DG.CBGasfacl_DG 11341 AnimationMode = LOOP 11342 End 11343 11344 ; night 11345 ConditionState = NIGHT 11346 Model = CBGasfacl_N 11347 End 11348 ConditionState = DAMAGED NIGHT 11349 Model = CBGasfacl_DN 11350 End 11351 ConditionState = REALLYDAMAGED NIGHT 11352 Model = CBGasfacl_EN 11353 End 11354 ConditionState = RUBBLE NIGHT 11355 Model = CBGasfacl_RN 11356 End 11357 11358 ; night garrisoned 11359 ConditionState = NIGHT GARRISONED 11360 Model = CBGasfacl_NG 11361 Animation = CBGasfacl_NG.CBGasfacl_NG 11362 AnimationMode = LOOP 11363 End 11364 ConditionState = DAMAGED NIGHT GARRISONED 11365 Model = CBGasfacl_DNG 11366 Animation = CBGasfacl_DNG.CBGasfacl_DNG 11367 AnimationMode = LOOP 11368 End 11369 11370 11371 11372 ; Snow 11373 ConditionState = SNOW 11374 Model = CBGasfacl_S 11375 End 11376 ConditionState = DAMAGED SNOW 11377 Model = CBGasfacl_DS 11378 End 11379 ConditionState = REALLYDAMAGED SNOW 11380 Model = CBGasfacl_ES 11381 End 11382 ConditionState = RUBBLE SNOW 11383 Model = CBGasfacl_RS 11384 End 11385 11386 11387 ; snow garrisoned 11388 ConditionState = SNOW GARRISONED 11389 Model = CBGasfacl_SG 11390 Animation = CBGasfacl_SG.CBGasfacl_SG 11391 AnimationMode = LOOP 11392 End 11393 ConditionState = DAMAGED SNOW GARRISONED 11394 Model = CBGasfacl_DSG 11395 Animation = CBGasfacl_DSG.CBGasfacl_DSG 11396 AnimationMode = LOOP 11397 End 11398 11399 ; night snow 11400 ConditionState = SNOW NIGHT 11401 Model = CBGasfacl_SN 11402 End 11403 ConditionState = DAMAGED SNOW NIGHT 11404 Model = CBGasfacl_DSN 11405 End 11406 ConditionState = REALLYDAMAGED SNOW NIGHT 11407 Model = CBGasfacl_ESN 11408 End 11409 ConditionState = RUBBLE SNOW NIGHT 11410 Model = CBGasfacl_RSN 11411 End 11412 11413 ; night snow garrisoned 11414 ConditionState = SNOW NIGHT GARRISONED 11415 Model = CBGasfacl_SNG 11416 Animation = CBGasfacl_SNG.CBGasfacl_SNG 11417 AnimationMode = LOOP 11418 End 11419 ConditionState = DAMAGED SNOW NIGHT GARRISONED 11420 Model = CBGasfacl_DSNG 11421 Animation = CBGasfacl_DSNG.CBGasfacl_DSNG 11422 AnimationMode = LOOP 11423 End 11424 End 11425 11426 ; *** AUDIO Parameters *** 11427 SoundDie = BuildingDie 11428 SoundOnDamaged = BuildingDamagedStateLight 11429 SoundOnReallyDamaged = BuildingDestroy 11430 11431 11432 ; ***DESIGN parameters *** 11433 DisplayName = OBJECT:Structure 11434 EditorSorting = STRUCTURE 11435 ArmorSet 11436 Conditions = None 11437 Armor = StructureArmor 11438 DamageFX = StructureDamageFXNoShake 11439 End 11440 11441 ; ***AUDIO parameters *** 11442 SoundAmbient = CivIndustrialPlantAmbientLoop 11443 11444 11445 ; *** ENGINEERING Parameters *** 11446 KindOf = STRUCTURE SELECTABLE IMMOBILE 11447 Body = StructureBody ModuleTag_02 11448 MaxHealth = 2000.0 11449 InitialHealth = 2000.0 11450 End 11451 Behavior = GarrisonContain ModuleTag_03 11452 ContainMax = 10 11453 EnterSound = GarrisonEnter 11454 ExitSound = GarrisonExit 11455 End 11456 11457 Behavior = FlammableUpdate ModuleTag_05 11458 FlameDamageLimit = 20 ;Catch fire if I take this much fire damage... 11459 FlameDamageExpiration = 2000 ;in a span of this long 11460 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 11461 AflameDamageAmount = 25 ; taking this much damage... 11462 AflameDamageDelay = 500 ; this often. 11463 End 11464 11465 Behavior = FXListDie ModuleTag_06 11466 DeathFX = WeaponFX_BombTruckHighExplosiveBombDetonation 11467 OrientToObject = No 11468 End 11469 11470 Behavior = TransitionDamageFX ModuleTag_07 11471 ;-------------DESIGNED FOR LARGE SIZED CIVILIAN BUILDING TRANSITIONS------------------- 11472 DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionLargeSmoke 11473 ;--------------------------------------------------------------------------------------- 11474 ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionLargeSmoke 11475 ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionLargeExplosion 11476 ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionLargeShockwave 11477 ;--------------------------------------------------------------------------------------- 11478 RubbleParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionLargeSmoke 11479 RubbleParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionLargeExplosion 11480 RubbleParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionLargeShockwave 11481 RubbleParticleSystem4 = Bone:None RandomBone:No PSys:StructureTransitionLargeFlare 11482 11483 End 11484 11485 Geometry = BOX 11486 GeometryMajorRadius = 75.0 11487 GeometryMinorRadius = 96.0 11488 GeometryHeight = 20.0 11489 GeometryIsSmall = No 11490 Shadow = SHADOW_VOLUME 11491 11492 End 11493 11494 ;------------------------------------------------------------------------------ 11495 Object SovietGovernmentBuildingSmall 11496 11497 ; *** ART Parameters *** 11498 Draw = W3DModelDraw ModuleTag_01 11499 OkToChangeModelColor = Yes 11500 11501 ; day 11502 ConditionState = NONE 11503 Model = CBsovbld2 11504 End 11505 ConditionState = DAMAGED 11506 Model = CBsovbld2_D 11507 End 11508 ConditionState = REALLYDAMAGED 11509 Model = CBsovbld2_E 11510 End 11511 ConditionState = RUBBLE 11512 Model = CBsovbld2_R 11513 End 11514 11515 ; day garrisoned 11516 ConditionState = GARRISONED 11517 Model = CBsovbld2_G 11518 Animation = CBsovbld2_G.CBsovbld2_G 11519 AnimationMode = LOOP 11520 End 11521 ConditionState = DAMAGED GARRISONED 11522 Model = CBsovbld2_DG 11523 Animation = CBsovbld2_DG.CBsovbld2_DG 11524 AnimationMode = LOOP 11525 End 11526 11527 ; night 11528 ConditionState = NIGHT 11529 Model = CBsovbld2_N 11530 End 11531 ConditionState = DAMAGED NIGHT 11532 Model = CBsovbld2_DN 11533 End 11534 ConditionState = REALLYDAMAGED NIGHT 11535 Model = CBsovbld2_EN 11536 End 11537 ConditionState = RUBBLE NIGHT 11538 Model = CBsovbld2_RN 11539 End 11540 11541 ; night garrisoned 11542 ConditionState = NIGHT GARRISONED 11543 Model = CBsovbld2_NG 11544 Animation = CBsovbld2_NG.CBsovbld2_NG 11545 AnimationMode = LOOP 11546 End 11547 ConditionState = DAMAGED NIGHT GARRISONED 11548 Model = CBsovbld2_DNG 11549 Animation = CBsovbld2_DNG.CBsovbld2_DNG 11550 AnimationMode = LOOP 11551 End 11552 11553 11554 11555 ; Snow 11556 ConditionState = SNOW 11557 Model = CBsovbld2_S 11558 End 11559 ConditionState = DAMAGED SNOW 11560 Model = CBsovbld2_DS 11561 End 11562 ConditionState = REALLYDAMAGED SNOW 11563 Model = CBsovbld2_ES 11564 End 11565 ConditionState = RUBBLE SNOW 11566 Model = CBsovbld2_RS 11567 End 11568 11569 11570 ; snow garrisoned 11571 ConditionState = SNOW GARRISONED 11572 Model = CBsovbld2_SG 11573 Animation = CBsovbld2_SG.CBsovbld2_SG 11574 AnimationMode = LOOP 11575 End 11576 ConditionState = DAMAGED SNOW GARRISONED 11577 Model = CBsovbld2_DSG 11578 Animation = CBsovbld2_DSG.CBsovbld2_DSG 11579 AnimationMode = LOOP 11580 End 11581 11582 ; night snow 11583 ConditionState = SNOW NIGHT 11584 Model = CBsovbld2_SN 11585 End 11586 ConditionState = DAMAGED SNOW NIGHT 11587 Model = CBsovbld2_DSN 11588 End 11589 ConditionState = REALLYDAMAGED SNOW NIGHT 11590 Model = CBsovbld2_ESN 11591 End 11592 ConditionState = RUBBLE SNOW NIGHT 11593 Model = CBsovbld2_RSN 11594 End 11595 11596 ; night snow garrisoned 11597 ConditionState = SNOW NIGHT GARRISONED 11598 Model = CBsovbld2_SNG 11599 Animation = CBsovbld2_SNG.CBsovbld2_SNG 11600 AnimationMode = LOOP 11601 End 11602 ConditionState = DAMAGED SNOW NIGHT GARRISONED 11603 Model = CBsovbld2_DSNG 11604 Animation = CBsovbld2_DSNG.CBsovbld2_DSNG 11605 AnimationMode = LOOP 11606 End 11607 End 11608 11609 ; *** AUDIO Parameters *** 11610 SoundDie = BuildingDie 11611 SoundOnDamaged = BuildingDamagedStateLight 11612 SoundOnReallyDamaged = BuildingDestroy 11613 11614 ; ***DESIGN parameters *** 11615 DisplayName = OBJECT:Structure 11616 EditorSorting = STRUCTURE 11617 ArmorSet 11618 Conditions = None 11619 Armor = StructureArmor 11620 DamageFX = StructureDamageFXNoShake 11621 End 11622 11623 ; *** ENGINEERING Parameters *** 11624 KindOf = STRUCTURE SELECTABLE IMMOBILE 11625 Body = StructureBody ModuleTag_02 11626 MaxHealth = 2000.0 11627 InitialHealth = 2000.0 11628 End 11629 Behavior = GarrisonContain ModuleTag_03 11630 ContainMax = 10 11631 EnterSound = GarrisonEnter 11632 ExitSound = GarrisonExit 11633 End 11634 11635 Behavior = FlammableUpdate ModuleTag_05 11636 FlameDamageLimit = 20 ;Catch fire if I take this much fire damage... 11637 FlameDamageExpiration = 2000 ;in a span of this long 11638 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 11639 AflameDamageAmount = 25 ; taking this much damage... 11640 AflameDamageDelay = 500 ; this often. 11641 End 11642 11643 Behavior = TransitionDamageFX ModuleTag_06 11644 ;-------------DESIGNED FOR SMALL SIZED CIVILIAN BUILDING TRANSITIONS------------------- 11645 DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke 11646 ;--------------------------------------------------------------------------------------- 11647 ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke 11648 ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion 11649 ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave 11650 ;--------------------------------------------------------------------------------------- 11651 RubbleParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke 11652 RubbleParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion 11653 RubbleParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave 11654 RubbleParticleSystem4 = Bone:None RandomBone:No PSys:StructureTransitionSmallFlare 11655 11656 End 11657 11658 Geometry = BOX 11659 GeometryMajorRadius = 43.0 11660 GeometryMinorRadius = 16.0 11661 GeometryHeight = 33.0 11662 GeometryIsSmall = No 11663 Shadow = SHADOW_VOLUME 11664 11665 End 11666 11667 11668 ;------------------------------------------------------------------------------ 11669 Object IndustrialBuilding02 11670 11671 ; *** ART Parameters *** 11672 Draw = W3DModelDraw ModuleTag_01 11673 OkToChangeModelColor = Yes 11674 11675 ; day 11676 ConditionState = NONE 11677 Model = CBIndWhs02 11678 End 11679 ConditionState = DAMAGED 11680 Model = CBIndWhs02_D 11681 End 11682 ConditionState = REALLYDAMAGED 11683 Model = CBIndWhs02_E 11684 End 11685 ConditionState = RUBBLE 11686 Model = CBIndWhs02_R 11687 End 11688 11689 ; day garrisoned 11690 ConditionState = GARRISONED 11691 Model = CBIndWhs02_G 11692 Animation = CBIndWhs02_G.CBIndWhs02_G 11693 AnimationMode = LOOP 11694 End 11695 ConditionState = DAMAGED GARRISONED 11696 Model = CBIndWhs02_DG 11697 Animation = CBIndWhs02_DG.CBIndWhs02_DG 11698 AnimationMode = LOOP 11699 End 11700 11701 ; night 11702 ConditionState = NIGHT 11703 Model = CBIndWhs02_N 11704 End 11705 ConditionState = DAMAGED NIGHT 11706 Model = CBIndWhs02_DN 11707 End 11708 ConditionState = REALLYDAMAGED NIGHT 11709 Model = CBIndWhs02_EN 11710 End 11711 ConditionState = RUBBLE NIGHT 11712 Model = CBIndWhs02_RN 11713 End 11714 11715 ; night garrisoned 11716 ConditionState = NIGHT GARRISONED 11717 Model = CBIndWhs02_NG 11718 Animation = CBIndWhs02_NG.CBIndWhs02_NG 11719 AnimationMode = LOOP 11720 End 11721 ConditionState = DAMAGED NIGHT GARRISONED 11722 Model = CBIndWhs02_DNG 11723 Animation = CBIndWhs02_DNG.CBIndWhs02_DNG 11724 AnimationMode = LOOP 11725 End 11726 11727 11728 11729 ; Snow 11730 ConditionState = SNOW 11731 Model = CBIndWhs02_S 11732 End 11733 ConditionState = DAMAGED SNOW 11734 Model = CBIndWhs02_DS 11735 End 11736 ConditionState = REALLYDAMAGED SNOW 11737 Model = CBIndWhs02_ES 11738 End 11739 ConditionState = RUBBLE SNOW 11740 Model = CBIndWhs02_RS 11741 End 11742 11743 11744 ; snow garrisoned 11745 ConditionState = SNOW GARRISONED 11746 Model = CBIndWhs02_SG 11747 Animation = CBIndWhs02_SG.CBIndWhs02_SG 11748 AnimationMode = LOOP 11749 End 11750 ConditionState = DAMAGED SNOW GARRISONED 11751 Model = CBIndWhs02_DSG 11752 Animation = CBIndWhs02_DSG.CBIndWhs02_DSG 11753 AnimationMode = LOOP 11754 End 11755 11756 ; night snow 11757 ConditionState = SNOW NIGHT 11758 Model = CBIndWhs02_SN 11759 End 11760 ConditionState = DAMAGED SNOW NIGHT 11761 Model = CBIndWhs02_DSN 11762 End 11763 ConditionState = REALLYDAMAGED SNOW NIGHT 11764 Model = CBIndWhs02_ESN 11765 End 11766 ConditionState = RUBBLE SNOW NIGHT 11767 Model = CBIndWhs02_RSN 11768 End 11769 11770 ; night snow garrisoned 11771 ConditionState = SNOW NIGHT GARRISONED 11772 Model = CBIndWhs02_SNG 11773 Animation = CBIndWhs02_SNG.CBIndWhs02_SNG 11774 AnimationMode = LOOP 11775 End 11776 ConditionState = DAMAGED SNOW NIGHT GARRISONED 11777 Model = CBIndWhs02_DSNG 11778 Animation = CBIndWhs02_DSNG.CBIndWhs02_DSNG 11779 AnimationMode = LOOP 11780 End 11781 End 11782 11783 ; *** AUDIO Parameters *** 11784 SoundDie = BuildingDie 11785 SoundOnDamaged = BuildingDamagedStateLight 11786 SoundOnReallyDamaged = BuildingDestroy 11787 11788 11789 ; ***DESIGN parameters *** 11790 DisplayName = OBJECT:Structure 11791 EditorSorting = STRUCTURE 11792 ArmorSet 11793 Conditions = None 11794 Armor = StructureArmor 11795 DamageFX = StructureDamageFXNoShake 11796 End 11797 11798 ; *** ENGINEERING Parameters *** 11799 RadarPriority = STRUCTURE 11800 KindOf = STRUCTURE SELECTABLE IMMOBILE 11801 Body = StructureBody ModuleTag_02 11802 MaxHealth = 2000.0 11803 InitialHealth = 2000.0 11804 End 11805 11806 Behavior = GarrisonContain ModuleTag_03 11807 ContainMax = 8 11808 EnterSound = GarrisonEnter 11809 ExitSound = GarrisonExit 11810 End 11811 11812 11813 Behavior = FlammableUpdate ModuleTag_06 11814 FlameDamageLimit = 20 ;Catch fire if I take this much fire damage... 11815 FlameDamageExpiration = 2000 ;in a span of this long 11816 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 11817 AflameDamageAmount = 25 ; taking this much damage... 11818 AflameDamageDelay = 500 ; this often. 11819 End 11820 11821 11822 Behavior = TransitionDamageFX ModuleTag_07 11823 ;-------------DESIGNED FOR SMALL SIZED CIVILIAN BUILDING TRANSITIONS------------------- 11824 DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke 11825 ;--------------------------------------------------------------------------------------- 11826 ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke 11827 ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion 11828 ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave 11829 ;--------------------------------------------------------------------------------------- 11830 RubbleParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke 11831 RubbleParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion 11832 RubbleParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave 11833 RubbleParticleSystem4 = Bone:None RandomBone:No PSys:StructureTransitionSmallFlare 11834 11835 End 11836 11837 ; Note that structures with "RUBBLE" states should not use 11838 ; DestroyDie; such buildings are never truly 11839 ; destroyed, even when reduced to zero health. 11840 Geometry = BOX 11841 GeometryMajorRadius = 61.0 11842 GeometryMinorRadius = 33.0 11843 GeometryHeight = 45.0 11844 GeometryIsSmall = No 11845 Shadow = SHADOW_VOLUME 11846 11847 End 11848 11849 ;------------------------------------------------------------------------------ 11850 Object IndustrialBuilding01 11851 11852 ; *** ART Parameters *** 11853 Draw = W3DModelDraw ModuleTag_01 11854 OkToChangeModelColor = Yes 11855 11856 ; day 11857 ConditionState = NONE 11858 Model = CBIndWhs01 11859 End 11860 ConditionState = DAMAGED 11861 Model = CBIndWhs01_D 11862 End 11863 ConditionState = REALLYDAMAGED 11864 Model = CBIndWhs01_E 11865 End 11866 ConditionState = RUBBLE 11867 Model = CBIndWhs01_R 11868 End 11869 11870 ; day garrisoned 11871 ConditionState = GARRISONED 11872 Model = CBIndWhs01_G 11873 Animation = CBIndWhs01_G.CBIndWhs01_G 11874 AnimationMode = LOOP 11875 End 11876 ConditionState = DAMAGED GARRISONED 11877 Model = CBIndWhs01_DG 11878 Animation = CBIndWhs01_DG.CBIndWhs01_DG 11879 AnimationMode = LOOP 11880 End 11881 11882 ; night 11883 ConditionState = NIGHT 11884 Model = CBIndWhs01_N 11885 End 11886 ConditionState = DAMAGED NIGHT 11887 Model = CBIndWhs01_DN 11888 End 11889 ConditionState = REALLYDAMAGED NIGHT 11890 Model = CBIndWhs01_EN 11891 End 11892 ConditionState = RUBBLE NIGHT 11893 Model = CBIndWhs01_RN 11894 End 11895 11896 ; night garrisoned 11897 ConditionState = NIGHT GARRISONED 11898 Model = CBIndWhs01_NG 11899 Animation = CBIndWhs01_NG.CBIndWhs01_NG 11900 AnimationMode = LOOP 11901 End 11902 ConditionState = DAMAGED NIGHT GARRISONED 11903 Model = CBIndWhs01_DNG 11904 Animation = CBIndWhs01_DNG.CBIndWhs01_DNG 11905 AnimationMode = LOOP 11906 End 11907 11908 11909 11910 ; Snow 11911 ConditionState = SNOW 11912 Model = CBIndWhs01_S 11913 End 11914 ConditionState = DAMAGED SNOW 11915 Model = CBIndWhs01_DS 11916 End 11917 ConditionState = REALLYDAMAGED SNOW 11918 Model = CBIndWhs01_ES 11919 End 11920 ConditionState = RUBBLE SNOW 11921 Model = CBIndWhs01_RS 11922 End 11923 11924 11925 ; snow garrisoned 11926 ConditionState = SNOW GARRISONED 11927 Model = CBIndWhs01_SG 11928 Animation = CBIndWhs01_SG.CBIndWhs01_SG 11929 AnimationMode = LOOP 11930 End 11931 ConditionState = DAMAGED SNOW GARRISONED 11932 Model = CBIndWhs01_DSG 11933 Animation = CBIndWhs01_DSG.CBIndWhs01_DSG 11934 AnimationMode = LOOP 11935 End 11936 11937 ; night snow 11938 ConditionState = SNOW NIGHT 11939 Model = CBIndWhs01_SN 11940 End 11941 ConditionState = DAMAGED SNOW NIGHT 11942 Model = CBIndWhs01_DSN 11943 End 11944 ConditionState = REALLYDAMAGED SNOW NIGHT 11945 Model = CBIndWhs01_ESN 11946 End 11947 ConditionState = RUBBLE SNOW NIGHT 11948 Model = CBIndWhs01_RSN 11949 End 11950 11951 ; night snow garrisoned 11952 ConditionState = SNOW NIGHT GARRISONED 11953 Model = CBIndWhs01_SNG 11954 Animation = CBIndWhs01_SNG.CBIndWhs01_SNG 11955 AnimationMode = LOOP 11956 End 11957 ConditionState = DAMAGED SNOW NIGHT GARRISONED 11958 Model = CBIndWhs01_DSNG 11959 Animation = CBIndWhs01_DSNG.CBIndWhs01_DSNG 11960 AnimationMode = LOOP 11961 End 11962 End 11963 11964 ; *** AUDIO Parameters *** 11965 SoundDie = BuildingDie 11966 SoundOnDamaged = BuildingDamagedStateLight 11967 SoundOnReallyDamaged = BuildingDestroy 11968 11969 ; ***DESIGN parameters *** 11970 DisplayName = OBJECT:Structure 11971 EditorSorting = STRUCTURE 11972 ArmorSet 11973 Conditions = None 11974 Armor = StructureArmor 11975 DamageFX = StructureDamageFXNoShake 11976 End 11977 11978 ; *** ENGINEERING Parameters *** 11979 KindOf = STRUCTURE SELECTABLE IMMOBILE 11980 Body = StructureBody ModuleTag_02 11981 MaxHealth = 2000.0 11982 InitialHealth = 2000.0 11983 End 11984 Behavior = GarrisonContain ModuleTag_03 11985 ContainMax = 10 11986 EnterSound = GarrisonEnter 11987 ExitSound = GarrisonExit 11988 End 11989 11990 Behavior = FlammableUpdate ModuleTag_05 11991 FlameDamageLimit = 20 ;Catch fire if I take this much fire damage... 11992 FlameDamageExpiration = 2000 ;in a span of this long 11993 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 11994 AflameDamageAmount = 25 ; taking this much damage... 11995 AflameDamageDelay = 500 ; this often. 11996 End 11997 11998 Behavior = TransitionDamageFX ModuleTag_06 11999 ;-------------DESIGNED FOR SMALL SIZED CIVILIAN BUILDING TRANSITIONS------------------- 12000 DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke 12001 ;--------------------------------------------------------------------------------------- 12002 ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke 12003 ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion 12004 ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave 12005 ;--------------------------------------------------------------------------------------- 12006 RubbleParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke 12007 RubbleParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion 12008 RubbleParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave 12009 RubbleParticleSystem4 = Bone:None RandomBone:No PSys:StructureTransitionSmallFlare 12010 12011 End 12012 12013 Geometry = BOX 12014 GeometryMajorRadius = 72.0 12015 GeometryMinorRadius = 31.0 12016 GeometryHeight = 44.0 12017 GeometryIsSmall = No 12018 Shadow = SHADOW_VOLUME 12019 12020 End 12021 12022 ;------------------------------------------------------------------------------ 12023 Object EuropeanParkingGarage 12024 12025 ; *** ART Parameters *** 12026 Draw = W3DModelDraw ModuleTag_01 12027 OkToChangeModelColor = Yes 12028 12029 ; day 12030 ConditionState = NONE 12031 Model = CBEuroPkg 12032 End 12033 ConditionState = DAMAGED 12034 Model = CBEuroPkg_D 12035 End 12036 ConditionState = REALLYDAMAGED 12037 Model = CBEuroPkg_E 12038 End 12039 ConditionState = RUBBLE 12040 Model = CBEuroPkg_R 12041 End 12042 12043 ; day garrisoned 12044 ConditionState = GARRISONED 12045 Model = CBEuroPkg_G 12046 Animation = CBEuroPkg_G.CBEuroPkg_G 12047 AnimationMode = LOOP 12048 End 12049 ConditionState = DAMAGED GARRISONED 12050 Model = CBEuroPkg_DG 12051 Animation = CBEuroPkg_DG.CBEuroPkg_DG 12052 AnimationMode = LOOP 12053 End 12054 12055 ; night 12056 ConditionState = NIGHT 12057 Model = CBEuroPkg_N 12058 End 12059 ConditionState = DAMAGED NIGHT 12060 Model = CBEuroPkg_DN 12061 End 12062 ConditionState = REALLYDAMAGED NIGHT 12063 Model = CBEuroPkg_EN 12064 End 12065 ConditionState = RUBBLE NIGHT 12066 Model = CBEuroPkg_RN 12067 End 12068 12069 ; night garrisoned 12070 ConditionState = NIGHT GARRISONED 12071 Model = CBEuroPkg_NG 12072 Animation = CBEuroPkg_NG.CBEuroPkg_NG 12073 AnimationMode = LOOP 12074 End 12075 ConditionState = DAMAGED NIGHT GARRISONED 12076 Model = CBEuroPkg_DNG 12077 Animation = CBEuroPkg_DNG.CBEuroPkg_DNG 12078 AnimationMode = LOOP 12079 End 12080 12081 12082 12083 ; Snow 12084 12085 ConditionState = SNOW 12086 Model = CBEuroPkg_S 12087 End 12088 ConditionState = DAMAGED SNOW 12089 Model = CBEuroPkg_DS 12090 End 12091 ConditionState = REALLYDAMAGED SNOW 12092 Model = CBEuroPkg_ES 12093 End 12094 ConditionState = RUBBLE SNOW 12095 Model = CBEuroPkg_RS 12096 End 12097 12098 12099 ; snow garrisoned 12100 ConditionState = SNOW GARRISONED 12101 Model = CBEuroPkg_SG 12102 Animation = CBEuroPkg_SG.CBEuroPkg_SG 12103 AnimationMode = LOOP 12104 End 12105 ConditionState = DAMAGED SNOW GARRISONED 12106 Model = CBEuroPkg_DSG 12107 Animation = CBEuroPkg_DSG.CBEuroPkg_DSG 12108 AnimationMode = LOOP 12109 End 12110 12111 ; night snow 12112 ConditionState = SNOW NIGHT 12113 Model = CBEuroPkg_SN 12114 End 12115 ConditionState = DAMAGED SNOW NIGHT 12116 Model = CBEuroPkg_DSN 12117 End 12118 ConditionState = REALLYDAMAGED SNOW NIGHT 12119 Model = CBEuroPkg_ESN 12120 End 12121 ConditionState = RUBBLE SNOW NIGHT 12122 Model = CBEuroPkg_RSN 12123 End 12124 12125 ; night snow garrisoned 12126 ConditionState = SNOW NIGHT GARRISONED 12127 Model = CBEuroPkg_SNG 12128 Animation = CBEuroPkg_SNG.CBEuroPkg_SNG 12129 AnimationMode = LOOP 12130 End 12131 ConditionState = DAMAGED SNOW NIGHT GARRISONED 12132 Model = CBEuroPkg_DSNG 12133 Animation = CBEuroPkg_DSNG.CBEuroPkg_DSNG 12134 AnimationMode = LOOP 12135 End 12136 End 12137 12138 ; *** AUDIO Parameters *** 12139 SoundDie = BuildingDie 12140 SoundOnDamaged = BuildingDamagedStateLight 12141 SoundOnReallyDamaged = BuildingDestroy 12142 12143 ; ***DESIGN parameters *** 12144 DisplayName = OBJECT:Structure 12145 EditorSorting = STRUCTURE 12146 ArmorSet 12147 Conditions = None 12148 Armor = StructureArmor 12149 DamageFX = StructureDamageFXNoShake 12150 End 12151 12152 ; *** ENGINEERING Parameters *** 12153 KindOf = STRUCTURE SELECTABLE IMMOBILE 12154 Body = StructureBody ModuleTag_02 12155 MaxHealth = 2000.0 12156 InitialHealth = 2000.0 12157 End 12158 Behavior = GarrisonContain ModuleTag_03 12159 ContainMax = 10 12160 EnterSound = GarrisonEnter 12161 ExitSound = GarrisonExit 12162 End 12163 12164 Behavior = FlammableUpdate ModuleTag_05 12165 FlameDamageLimit = 20 ;Catch fire if I take this much fire damage... 12166 FlameDamageExpiration = 2000 ;in a span of this long 12167 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 12168 AflameDamageAmount = 25 ; taking this much damage... 12169 AflameDamageDelay = 500 ; this often. 12170 End 12171 12172 Behavior = TransitionDamageFX ModuleTag_06 12173 ;-------------DESIGNED FOR MEDIUM SIZED CIVILIAN BUILDING TRANSITIONS------------------- 12174 DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke 12175 ;--------------------------------------------------------------------------------------- 12176 ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke 12177 ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionMediumExplosion 12178 ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionMediumShockwave 12179 ;-------------------------------------------------------------------------------------- 12180 RubbleParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke 12181 RubbleParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionMediumExplosion 12182 RubbleParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionMediumShockwave 12183 RubbleParticleSystem4 = Bone:None RandomBone:No PSys:StructureTransitionMediumFlare 12184 12185 End 12186 12187 Geometry = BOX 12188 GeometryMajorRadius = 46.0 12189 GeometryMinorRadius = 24.0 12190 GeometryHeight = 46.0 12191 GeometryIsSmall = No 12192 Shadow = SHADOW_VOLUME 12193 12194 End 12195 12196 ;------------------------------------------------------------------------------ 12197 Object Tent01 12198 12199 ; *** ART Parameters *** 12200 Draw = W3DModelDraw ModuleTag_01 12201 OkToChangeModelColor = Yes 12202 12203 ; day 12204 ConditionState = NONE 12205 Model = CBTTent01 12206 End 12207 ConditionState = DAMAGED 12208 Model = CBTTent01_D 12209 End 12210 ConditionState = REALLYDAMAGED 12211 Model = CBTTent01_E 12212 End 12213 ConditionState = RUBBLE 12214 Model = CBTTent01_R 12215 End 12216 12217 ; day garrisoned 12218 ConditionState = GARRISONED 12219 Model = CBTTent01_G 12220 Animation = CBTTent01_G.CBTTent01_G 12221 AnimationMode = LOOP 12222 End 12223 ConditionState = DAMAGED GARRISONED 12224 Model = CBTTent01_DG 12225 Animation = CBTTent01_DG.CBTTent01_DG 12226 AnimationMode = LOOP 12227 End 12228 12229 ; night 12230 ConditionState = NIGHT 12231 Model = CBTTent01_N 12232 End 12233 ConditionState = DAMAGED NIGHT 12234 Model = CBTTent01_DN 12235 End 12236 ConditionState = REALLYDAMAGED NIGHT 12237 Model = CBTTent01_EN 12238 End 12239 ConditionState = RUBBLE NIGHT 12240 Model = CBTTent01_RN 12241 End 12242 12243 ; night garrisoned 12244 ConditionState = NIGHT GARRISONED 12245 Model = CBTTent01_NG 12246 Animation = CBTTent01_NG.CBTTent01_NG 12247 AnimationMode = LOOP 12248 End 12249 ConditionState = DAMAGED NIGHT GARRISONED 12250 Model = CBTTent01_DNG 12251 Animation = CBTTent01_DNG.CBTTent01_DNG 12252 AnimationMode = LOOP 12253 End 12254 12255 12256 12257 ; Snow 12258 ConditionState = SNOW 12259 Model = CBTTent01_S 12260 End 12261 ConditionState = DAMAGED SNOW 12262 Model = CBTTent01_DS 12263 End 12264 ConditionState = REALLYDAMAGED SNOW 12265 Model = CBTTent01_ES 12266 End 12267 ConditionState = RUBBLE SNOW 12268 Model = CBTTent01_RS 12269 End 12270 12271 12272 ; snow garrisoned 12273 ConditionState = SNOW GARRISONED 12274 12275 Model = CBTTent01_SG 12276 Animation = CBTTent01_SG.CBTTent01_SG 12277 AnimationMode = LOOP 12278 End 12279 ConditionState = DAMAGED SNOW GARRISONED 12280 Model = CBTTent01_DSG 12281 Animation = CBTTent01_DSG.CBTTent01_DSG 12282 AnimationMode = LOOP 12283 End 12284 12285 ; night snow 12286 ConditionState = SNOW NIGHT 12287 Model = CBTTent01_SN 12288 End 12289 ConditionState = DAMAGED SNOW NIGHT 12290 Model = CBTTent01_DSN 12291 End 12292 12293 ConditionState = REALLYDAMAGED SNOW NIGHT 12294 Model = CBTTent01_ESN 12295 End 12296 ConditionState = RUBBLE SNOW NIGHT 12297 Model = CBTTent01_RSN 12298 End 12299 12300 ; night snow garrisoned 12301 ConditionState = SNOW NIGHT GARRISONED 12302 Model = CBTTent01_SNG 12303 Animation = CBTTent01_SNG.CBTTent01_SNG 12304 AnimationMode = LOOP 12305 End 12306 ConditionState = DAMAGED SNOW NIGHT GARRISONED 12307 Model = CBTTent01_DSNG 12308 Animation = CBTTent01_DSNG.CBTTent01_DSNG 12309 AnimationMode = LOOP 12310 End 12311 End 12312 12313 ; ***DESIGN parameters *** 12314 DisplayName = OBJECT:Tent 12315 EditorSorting = STRUCTURE 12316 ArmorSet 12317 Conditions = None 12318 Armor = StructureArmor 12319 DamageFX = StructureDamageFXNoShake 12320 End 12321 12322 ; *** ENGINEERING Parameters *** 12323 KindOf = STRUCTURE SELECTABLE IMMOBILE 12324 Body = ActiveBody ModuleTag_02 12325 MaxHealth = 200.0 12326 InitialHealth = 200.0 12327 End 12328 Behavior = GarrisonContain ModuleTag_03 12329 ContainMax = 4 12330 EnterSound = GarrisonEnter 12331 ExitSound = GarrisonExit 12332 End 12333 12334 Behavior = FlammableUpdate ModuleTag_05 12335 FlameDamageLimit = 20 ;Catch fire if I take this much fire damage... 12336 FlameDamageExpiration = 2000 ;in a span of this long 12337 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 12338 AflameDamageAmount = 25 ; taking this much damage... 12339 AflameDamageDelay = 500 ; this often. 12340 End 12341 12342 Behavior = TransitionDamageFX ModuleTag_06 12343 ;-------------DESIGNED FOR SMALL SIZED CIVILIAN BUILDING TRANSITIONS------------------- 12344 DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke 12345 ;--------------------------------------------------------------------------------------- 12346 ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke 12347 ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion 12348 ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave 12349 ;--------------------------------------------------------------------------------------- 12350 RubbleParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke 12351 RubbleParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion 12352 RubbleParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave 12353 RubbleParticleSystem4 = Bone:None RandomBone:No PSys:StructureTransitionSmallFlare 12354 12355 End 12356 12357 Geometry = BOX 12358 GeometryMajorRadius = 18.0 12359 GeometryMinorRadius = 20.0 12360 GeometryHeight = 10.0 12361 GeometryIsSmall = No 12362 Shadow = SHADOW_VOLUME 12363 12364 End 12365 12366 ;------------------------------------------------------------------------------ 12367 Object Tent02 12368 12369 ; *** ART Parameters *** 12370 Draw = W3DModelDraw ModuleTag_01 12371 OkToChangeModelColor = Yes 12372 12373 ; day 12374 ConditionState = NONE 12375 Model = CBTTent02 12376 End 12377 ConditionState = DAMAGED 12378 Model = CBTTent02_D 12379 End 12380 ConditionState = REALLYDAMAGED 12381 Model = CBTTent02_E 12382 End 12383 ConditionState = RUBBLE 12384 Model = CBTTent02_R 12385 End 12386 12387 ; day garrisoned 12388 ConditionState = GARRISONED 12389 Model = CBTTent02_G 12390 Animation = CBTTent02_G.CBTTent02_G 12391 AnimationMode = LOOP 12392 End 12393 ConditionState = DAMAGED GARRISONED 12394 Model = CBTTent02_DG 12395 Animation = CBTTent02_DG.CBTTent02_DG 12396 AnimationMode = LOOP 12397 End 12398 12399 ; night 12400 ConditionState = NIGHT 12401 Model = CBTTent02_N 12402 End 12403 ConditionState = DAMAGED NIGHT 12404 Model = CBTTent02_DN 12405 End 12406 ConditionState = REALLYDAMAGED NIGHT 12407 Model = CBTTent02_EN 12408 End 12409 ConditionState = RUBBLE NIGHT 12410 Model = CBTTent02_RN 12411 End 12412 12413 ; night garrisoned 12414 ConditionState = NIGHT GARRISONED 12415 Model = CBTTent02_NG 12416 Animation = CBTTent02_NG.CBTTent02_NG 12417 AnimationMode = LOOP 12418 End 12419 ConditionState = DAMAGED NIGHT GARRISONED 12420 Model = CBTTent02_DNG 12421 Animation = CBTTent02_DNG.CBTTent02_DNG 12422 AnimationMode = LOOP 12423 End 12424 12425 12426 12427 ; Snow 12428 ConditionState = SNOW 12429 Model = CBTTent02_S 12430 End 12431 ConditionState = DAMAGED SNOW 12432 Model = CBTTent02_DS 12433 End 12434 ConditionState = REALLYDAMAGED SNOW 12435 Model = CBTTent02_ES 12436 End 12437 ConditionState = RUBBLE SNOW 12438 Model = CBTTent02_RS 12439 End 12440 12441 12442 ; snow garrisoned 12443 ConditionState = SNOW GARRISONED 12444 Model = CBTTent02_SG 12445 Animation = CBTTent02_SG.CBTTent02_SG 12446 AnimationMode = LOOP 12447 End 12448 ConditionState = DAMAGED SNOW GARRISONED 12449 Model = CBTTent02_DSG 12450 Animation = CBTTent02_DSG.CBTTent02_DSG 12451 AnimationMode = LOOP 12452 End 12453 12454 ; night snow 12455 ConditionState = SNOW NIGHT 12456 Model = CBTTent02_SN 12457 End 12458 ConditionState = DAMAGED SNOW NIGHT 12459 Model = CBTTent02_DSN 12460 End 12461 ConditionState = REALLYDAMAGED SNOW NIGHT 12462 Model = CBTTent02_ESN 12463 End 12464 ConditionState = RUBBLE SNOW NIGHT 12465 Model = CBTTent02_RSN 12466 End 12467 12468 ; night snow garrisoned 12469 ConditionState = SNOW NIGHT GARRISONED 12470 Model = CBTTent02_SNG 12471 Animation = CBTTent02_SNG.CBTTent02_SNG 12472 AnimationMode = LOOP 12473 End 12474 ConditionState = DAMAGED SNOW NIGHT GARRISONED 12475 Model = CBTTent02_DSNG 12476 Animation = CBTTent02_DSNG.CBTTent02_DSNG 12477 AnimationMode = LOOP 12478 End 12479 End 12480 12481 ; ***DESIGN parameters *** 12482 DisplayName = OBJECT:Tent 12483 EditorSorting = STRUCTURE 12484 ArmorSet 12485 Conditions = None 12486 Armor = StructureArmor 12487 DamageFX = StructureDamageFXNoShake 12488 End 12489 12490 ; *** ENGINEERING Parameters *** 12491 KindOf = STRUCTURE SELECTABLE IMMOBILE 12492 Body = ActiveBody ModuleTag_02 12493 MaxHealth = 200.0 12494 InitialHealth = 200.0 12495 End 12496 Behavior = GarrisonContain ModuleTag_03 12497 ContainMax = 4 12498 EnterSound = GarrisonEnter 12499 ExitSound = GarrisonExit 12500 End 12501 12502 Behavior = FlammableUpdate ModuleTag_05 12503 FlameDamageLimit = 20 ;Catch fire if I take this much fire damage... 12504 FlameDamageExpiration = 2000 ;in a span of this long 12505 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 12506 AflameDamageAmount = 25 ; taking this much damage... 12507 AflameDamageDelay = 500 ; this often. 12508 End 12509 12510 Behavior = TransitionDamageFX ModuleTag_06 12511 ;-------------DESIGNED FOR SMALL SIZED CIVILIAN BUILDING TRANSITIONS------------------- 12512 DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke 12513 ;--------------------------------------------------------------------------------------- 12514 ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke 12515 ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion 12516 ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave 12517 ;--------------------------------------------------------------------------------------- 12518 RubbleParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke 12519 RubbleParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion 12520 RubbleParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave 12521 RubbleParticleSystem4 = Bone:None RandomBone:No PSys:StructureTransitionSmallFlare 12522 12523 End 12524 12525 Geometry = BOX 12526 GeometryMajorRadius = 15.0 12527 GeometryMinorRadius = 15.0 12528 GeometryHeight = 6.0 12529 GeometryIsSmall = No 12530 Shadow = SHADOW_VOLUME 12531 12532 End 12533 12534 ;------------------------------------------------------------------------------ 12535 Object Tent03 12536 12537 ; *** ART Parameters *** 12538 Draw = W3DModelDraw ModuleTag_01 12539 OkToChangeModelColor = Yes 12540 12541 ; day 12542 ConditionState = NONE 12543 Model = CBTTent03 12544 End 12545 ConditionState = DAMAGED 12546 Model = CBTTent03_D 12547 End 12548 ConditionState = REALLYDAMAGED 12549 Model = CBTTent03_E 12550 End 12551 ConditionState = RUBBLE 12552 Model = CBTTent03_R 12553 End 12554 12555 ; day garrisoned 12556 ConditionState = GARRISONED 12557 Model = CBTTent03_G 12558 Animation = CBTTent03_G.CBTTent03_G 12559 AnimationMode = LOOP 12560 End 12561 ConditionState = DAMAGED GARRISONED 12562 Model = CBTTent03_DG 12563 Animation = CBTTent03_DG.CBTTent03_DG 12564 AnimationMode = LOOP 12565 End 12566 12567 ; night 12568 ConditionState = NIGHT 12569 Model = CBTTent03_N 12570 End 12571 ConditionState = DAMAGED NIGHT 12572 Model = CBTTent03_DN 12573 End 12574 ConditionState = REALLYDAMAGED NIGHT 12575 Model = CBTTent03_EN 12576 End 12577 ConditionState = RUBBLE NIGHT 12578 Model = CBTTent03_RN 12579 End 12580 12581 ; night garrisoned 12582 ConditionState = NIGHT GARRISONED 12583 Model = CBTTent03_NG 12584 Animation = CBTTent03_NG.CBTTent03_NG 12585 AnimationMode = LOOP 12586 End 12587 ConditionState = DAMAGED NIGHT GARRISONED 12588 Model = CBTTent03_DNG 12589 Animation = CBTTent03_DNG.CBTTent03_DNG 12590 AnimationMode = LOOP 12591 End 12592 12593 12594 12595 ; Snow 12596 ConditionState = SNOW 12597 Model = CBTTent03_S 12598 End 12599 ConditionState = DAMAGED SNOW 12600 Model = CBTTent03_DS 12601 End 12602 ConditionState = REALLYDAMAGED SNOW 12603 Model = CBTTent03_ES 12604 End 12605 ConditionState = RUBBLE SNOW 12606 Model = CBTTent03_RS 12607 End 12608 12609 12610 ; snow garrisoned 12611 ConditionState = SNOW GARRISONED 12612 Model = CBTTent03_SG 12613 Animation = CBTTent03_SG.CBTTent03_SG 12614 AnimationMode = LOOP 12615 End 12616 ConditionState = DAMAGED SNOW GARRISONED 12617 Model = CBTTent03_DSG 12618 Animation = CBTTent03_DSG.CBTTent03_DSG 12619 AnimationMode = LOOP 12620 End 12621 12622 ; night snow 12623 ConditionState = SNOW NIGHT 12624 Model = CBTTent03_SN 12625 End 12626 ConditionState = DAMAGED SNOW NIGHT 12627 Model = CBTTent03_DSN 12628 End 12629 ConditionState = REALLYDAMAGED SNOW NIGHT 12630 Model = CBTTent03_ESN 12631 End 12632 ConditionState = RUBBLE SNOW NIGHT 12633 Model = CBTTent03_RSN 12634 End 12635 12636 ; night snow garrisoned 12637 ConditionState = SNOW NIGHT GARRISONED 12638 Model = CBTTent03_SNG 12639 Animation = CBTTent03_SNG.CBTTent03_SNG 12640 AnimationMode = LOOP 12641 End 12642 ConditionState = DAMAGED SNOW NIGHT GARRISONED 12643 Model = CBTTent03_DSNG 12644 Animation = CBTTent03_DSNG.CBTTent03_DSNG 12645 AnimationMode = LOOP 12646 End 12647 End 12648 12649 ; ***DESIGN parameters *** 12650 DisplayName = OBJECT:Tent 12651 EditorSorting = STRUCTURE 12652 ArmorSet 12653 Conditions = None 12654 Armor = StructureArmor 12655 DamageFX = StructureDamageFXNoShake 12656 End 12657 12658 ; *** ENGINEERING Parameters *** 12659 KindOf = STRUCTURE SELECTABLE IMMOBILE 12660 Body = ActiveBody ModuleTag_02 12661 MaxHealth = 200.0 12662 InitialHealth = 200.0 12663 End 12664 Behavior = GarrisonContain ModuleTag_03 12665 ContainMax = 4 12666 EnterSound = GarrisonEnter 12667 ExitSound = GarrisonExit 12668 End 12669 12670 Behavior = FlammableUpdate ModuleTag_05 12671 FlameDamageLimit = 20 ;Catch fire if I take this much fire damage... 12672 FlameDamageExpiration = 2000 ;in a span of this long 12673 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 12674 AflameDamageAmount = 25 ; taking this much damage... 12675 AflameDamageDelay = 500 ; this often. 12676 End 12677 12678 Behavior = TransitionDamageFX ModuleTag_06 12679 ;-------------DESIGNED FOR SMALL SIZED CIVILIAN BUILDING TRANSITIONS------------------- 12680 DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke 12681 ;--------------------------------------------------------------------------------------- 12682 ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke 12683 ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion 12684 ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave 12685 ;--------------------------------------------------------------------------------------- 12686 RubbleParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke 12687 RubbleParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion 12688 RubbleParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave 12689 RubbleParticleSystem4 = Bone:None RandomBone:No PSys:StructureTransitionSmallFlare 12690 12691 End 12692 12693 Geometry = BOX 12694 GeometryMajorRadius = 15.0 12695 GeometryMinorRadius = 13.0 12696 GeometryHeight = 8.0 12697 GeometryIsSmall = No 12698 Shadow = SHADOW_VOLUME 12699 12700 End 12701 12702 ;------------------------------------------------------------------------------ 12703 Object Tent04 12704 12705 ; *** ART Parameters *** 12706 Draw = W3DModelDraw ModuleTag_01 12707 OkToChangeModelColor = Yes 12708 12709 ; day 12710 ConditionState = NONE 12711 Model = CBTTent04 12712 End 12713 ConditionState = DAMAGED 12714 Model = CBTTent04_D 12715 End 12716 ConditionState = REALLYDAMAGED 12717 Model = CBTTent04_E 12718 End 12719 ConditionState = RUBBLE 12720 Model = CBTTent04_R 12721 End 12722 12723 ; day garrisoned 12724 ConditionState = GARRISONED 12725 Model = CBTTent04_G 12726 Animation = CBTTent04_G.CBTTent04_G 12727 AnimationMode = LOOP 12728 End 12729 ConditionState = DAMAGED GARRISONED 12730 Model = CBTTent04_DG 12731 Animation = CBTTent04_DG.CBTTent04_DG 12732 AnimationMode = LOOP 12733 End 12734 12735 ; night 12736 ConditionState = NIGHT 12737 Model = CBTTent04_N 12738 End 12739 ConditionState = DAMAGED NIGHT 12740 Model = CBTTent04_DN 12741 End 12742 ConditionState = REALLYDAMAGED NIGHT 12743 Model = CBTTent04_EN 12744 End 12745 ConditionState = RUBBLE NIGHT 12746 Model = CBTTent04_RN 12747 End 12748 12749 ; night garrisoned 12750 ConditionState = NIGHT GARRISONED 12751 Model = CBTTent04_NG 12752 Animation = CBTTent04_NG.CBTTent04_NG 12753 AnimationMode = LOOP 12754 End 12755 ConditionState = DAMAGED NIGHT GARRISONED 12756 Model = CBTTent04_DNG 12757 Animation = CBTTent04_DNG.CBTTent04_DNG 12758 AnimationMode = LOOP 12759 End 12760 12761 12762 12763 ; Snow 12764 ConditionState = SNOW 12765 Model = CBTTent04_S 12766 End 12767 ConditionState = DAMAGED SNOW 12768 Model = CBTTent04_DS 12769 End 12770 ConditionState = REALLYDAMAGED SNOW 12771 Model = CBTTent04_ES 12772 End 12773 ConditionState = RUBBLE SNOW 12774 Model = CBTTent04_RS 12775 End 12776 12777 12778 ; snow garrisoned 12779 ConditionState = SNOW GARRISONED 12780 Model = CBTTent04_SG 12781 Animation = CBTTent04_SG.CBTTent04_SG 12782 AnimationMode = LOOP 12783 End 12784 ConditionState = DAMAGED SNOW GARRISONED 12785 Model = CBTTent04_DSG 12786 Animation = CBTTent04_DSG.CBTTent04_DSG 12787 AnimationMode = LOOP 12788 End 12789 12790 ; night snow 12791 ConditionState = SNOW NIGHT 12792 Model = CBTTent04_SN 12793 End 12794 ConditionState = DAMAGED SNOW NIGHT 12795 Model = CBTTent04_DSN 12796 End 12797 ConditionState = REALLYDAMAGED SNOW NIGHT 12798 Model = CBTTent04_ESN 12799 End 12800 ConditionState = RUBBLE SNOW NIGHT 12801 Model = CBTTent04_RSN 12802 End 12803 12804 ; night snow garrisoned 12805 ConditionState = SNOW NIGHT GARRISONED 12806 Model = CBTTent04_SNG 12807 Animation = CBTTent04_SNG.CBTTent04_SNG 12808 AnimationMode = LOOP 12809 End 12810 ConditionState = DAMAGED SNOW NIGHT GARRISONED 12811 Model = CBTTent04_DSNG 12812 Animation = CBTTent04_DSNG.CBTTent04_DSNG 12813 AnimationMode = LOOP 12814 End 12815 End 12816 12817 ; ***DESIGN parameters *** 12818 DisplayName = OBJECT:Tent 12819 EditorSorting = STRUCTURE 12820 ArmorSet 12821 Conditions = None 12822 Armor = StructureArmor 12823 DamageFX = StructureDamageFXNoShake 12824 End 12825 12826 ; *** ENGINEERING Parameters *** 12827 KindOf = STRUCTURE SELECTABLE IMMOBILE 12828 Body = ActiveBody ModuleTag_02 12829 MaxHealth = 200.0 12830 InitialHealth = 200.0 12831 End 12832 Behavior = GarrisonContain ModuleTag_03 12833 ContainMax = 4 12834 EnterSound = GarrisonEnter 12835 ExitSound = GarrisonExit 12836 End 12837 12838 Behavior = FlammableUpdate ModuleTag_05 12839 FlameDamageLimit = 20 ;Catch fire if I take this much fire damage... 12840 FlameDamageExpiration = 2000 ;in a span of this long 12841 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 12842 AflameDamageAmount = 25 ; taking this much damage... 12843 AflameDamageDelay = 500 ; this often. 12844 End 12845 12846 Behavior = TransitionDamageFX ModuleTag_06 12847 ;-------------DESIGNED FOR SMALL SIZED CIVILIAN BUILDING TRANSITIONS------------------- 12848 DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke 12849 ;--------------------------------------------------------------------------------------- 12850 ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke 12851 ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion 12852 ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave 12853 ;--------------------------------------------------------------------------------------- 12854 RubbleParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke 12855 RubbleParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion 12856 RubbleParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave 12857 RubbleParticleSystem4 = Bone:None RandomBone:No PSys:StructureTransitionSmallFlare 12858 12859 End 12860 12861 Geometry = BOX 12862 GeometryMajorRadius = 45.0 12863 GeometryMinorRadius = 26.0 12864 GeometryHeight = 10.0 12865 GeometryIsSmall = No 12866 Shadow = SHADOW_VOLUME 12867 12868 End 12869 12870 ;------------------------------------------------------------------------------ 12871 Object StanTallTower 12872 12873 ; *** ART Parameters *** 12874 Draw = W3DModelDraw ModuleTag_01 12875 OkToChangeModelColor = Yes 12876 12877 ConditionState = NONE 12878 Model = CBTalTower 12879 End 12880 ConditionState = DAMAGED 12881 Model = CBTalTower_D 12882 End 12883 ConditionState = REALLYDAMAGED 12884 Model = CBTalTower_E 12885 End 12886 ConditionState = RUBBLE 12887 Model = CBTalTower_E 12888 End 12889 12890 ConditionState = POST_COLLAPSE 12891 Model = CBTalTower_R 12892 End 12893 12894 ; day garrisoned 12895 ConditionState = GARRISONED 12896 Model = CBTalTower_G 12897 Animation = CBTalTower_G.CBTalTower_G 12898 AnimationMode = LOOP 12899 End 12900 ConditionState = DAMAGED GARRISONED 12901 Model = CBTalTower_DG 12902 Animation = CBTalTower_DG.CBTalTower_DG 12903 AnimationMode = LOOP 12904 End 12905 12906 12907 ; night 12908 ConditionState = NIGHT 12909 Model = CBTalTower_N 12910 End 12911 ConditionState = DAMAGED NIGHT 12912 Model = CBTalTower_DN 12913 End 12914 ConditionState = REALLYDAMAGED NIGHT 12915 Model = CBTalTower_E 12916 End 12917 ConditionState = RUBBLE NIGHT 12918 Model = CBTalTower_E 12919 End 12920 12921 ConditionState = POST_COLLAPSE NIGHT 12922 Model = CBTalTower_R 12923 End 12924 12925 ; night garrisoned 12926 ConditionState = NIGHT GARRISONED 12927 Model = CBTalTower_NG 12928 Animation = CBTalTower_NG.CBTalTower_NG 12929 AnimationMode = LOOP 12930 End 12931 ConditionState = DAMAGED NIGHT GARRISONED 12932 Model = CBTalTower_DNG 12933 Animation = CBTalTower_DNG.CBTalTower_DNG 12934 AnimationMode = LOOP 12935 End 12936 End 12937 12938 ; ***DESIGN parameters *** 12939 DisplayName = OBJECT:Structure 12940 EditorSorting = STRUCTURE 12941 ArmorSet 12942 Conditions = None 12943 Armor = StructureArmor 12944 DamageFX = StructureDamageFXNoShake 12945 End 12946 12947 ; *** ENGINEERING Parameters *** 12948 KindOf = STRUCTURE SELECTABLE IMMOBILE 12949 Body = StructureBody ModuleTag_02 12950 MaxHealth = 500.0 12951 InitialHealth = 500.0 12952 End 12953 Behavior = GarrisonContain ModuleTag_03 12954 ContainMax = 10 12955 End 12956 12957 Behavior = StructureToppleUpdate ModuleTag_04 12958 MinToppleDelay = 250 12959 MaxToppleDelay = 500 12960 MinToppleBurstDelay = 1500 12961 MaxToppleBurstDelay = 2500 12962 StructuralIntegrity = 0.75 12963 StructuralDecay = 1.0 12964 DamageFXTypes = ALL -WATER 12965 ToppleStartFX = FX_DefaultStructureToppleStart 12966 ToppleDelayFX = FX_DefaultStructureToppleDelay 12967 CrushingFX = FX_DefaultStructureCrushing 12968 AngleFX = 20.0 FX_StructureToppleAngle20 12969 ToppleDoneFX = FX_DefaultStructureToppleDone 12970 CrushingWeaponName = ToppledStructureWeapon 12971 End 12972 12973 Behavior = FlammableUpdate ModuleTag_06 12974 FlameDamageLimit = 20 ;Catch fire if I take this much fire damage... 12975 FlameDamageExpiration = 2000 ;in a span of this long 12976 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 12977 AflameDamageAmount = 25 ; taking this much damage... 12978 AflameDamageDelay = 500 ; this often. 12979 End 12980 12981 Behavior = TransitionDamageFX ModuleTag_07 12982 ;-------------DESIGNED FOR SMALL SIZED CIVILIAN BUILDING TRANSITIONS------------------- 12983 DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke 12984 ;--------------------------------------------------------------------------------------- 12985 ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke 12986 ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion 12987 ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave 12988 ;--------------------------------------------------------------------------------------- 12989 RubbleParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke 12990 RubbleParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion 12991 RubbleParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave 12992 RubbleParticleSystem4 = Bone:None RandomBone:No PSys:StructureTransitionSmallFlare 12993 12994 End 12995 12996 Geometry = BOX 12997 GeometryMajorRadius = 7.0 12998 GeometryMinorRadius = 7.0 12999 GeometryHeight = 80.0 13000 GeometryIsSmall = No 13001 Shadow = SHADOW_VOLUME 13002 13003 End 13004 13005 ;------------------------------------------------------------------------------ 13006 Object ConvienceStore 13007 13008 ; *** ART Parameters *** 13009 Draw = W3DModelDraw ModuleTag_01 13010 OkToChangeModelColor = Yes 13011 13012 ; day 13013 ConditionState = NONE 13014 Model = CBCnvStr01 13015 End 13016 ConditionState = DAMAGED 13017 Model = CBCnvStr01_D 13018 End 13019 ConditionState = REALLYDAMAGED 13020 Model = CBCnvStr01_E 13021 End 13022 ConditionState = RUBBLE 13023 Model = CBCnvStr01_R 13024 End 13025 13026 ; day garrisoned 13027 ConditionState = GARRISONED 13028 Model = CBCnvStr01_G 13029 Animation = CBCnvStr01_G.CBCnvStr01_G 13030 AnimationMode = LOOP 13031 End 13032 ConditionState = DAMAGED GARRISONED 13033 Model = CBCnvStr01_DG 13034 Animation = CBCnvStr01_DG.CBCnvStr01_DG 13035 AnimationMode = LOOP 13036 End 13037 13038 ; night 13039 ConditionState = NIGHT 13040 Model = CBCnvStr01_N 13041 End 13042 ConditionState = DAMAGED NIGHT 13043 Model = CBCnvStr01_DN 13044 End 13045 ConditionState = REALLYDAMAGED NIGHT 13046 Model = CBCnvStr01_EN 13047 End 13048 ConditionState = RUBBLE NIGHT 13049 Model = CBCnvStr01_RN 13050 End 13051 13052 ; night garrisoned 13053 ConditionState = NIGHT GARRISONED 13054 Model = CBCnvStr01_NG 13055 Animation = CBCnvStr01_NG.CBCnvStr01_NG 13056 AnimationMode = LOOP 13057 End 13058 ConditionState = DAMAGED NIGHT GARRISONED 13059 Model = CBCnvStr01_DNG 13060 Animation = CBCnvStr01_DNG.CBCnvStr01_DNG 13061 AnimationMode = LOOP 13062 End 13063 13064 13065 13066 ; Snow 13067 ConditionState = SNOW 13068 Model = CBCnvStr01_S 13069 End 13070 ConditionState = DAMAGED SNOW 13071 Model = CBCnvStr01_DS 13072 End 13073 ConditionState = REALLYDAMAGED SNOW 13074 Model = CBCnvStr01_ES 13075 End 13076 ConditionState = RUBBLE SNOW 13077 Model = CBCnvStr01_RS 13078 End 13079 13080 13081 ; snow garrisoned 13082 ConditionState = SNOW GARRISONED 13083 Model = CBCnvStr01_SG 13084 Animation = CBCnvStr01_SG.CBCnvStr01_SG 13085 AnimationMode = LOOP 13086 End 13087 ConditionState = DAMAGED SNOW GARRISONED 13088 Model = CBCnvStr01_DSG 13089 Animation = CBCnvStr01_DSG.CBCnvStr01_DSG 13090 AnimationMode = LOOP 13091 End 13092 13093 ; night snow 13094 ConditionState = SNOW NIGHT 13095 Model = CBCnvStr01_SN 13096 End 13097 ConditionState = DAMAGED SNOW NIGHT 13098 Model = CBCnvStr01_DSN 13099 End 13100 ConditionState = REALLYDAMAGED SNOW NIGHT 13101 Model = CBCnvStr01_ESN 13102 End 13103 ConditionState = RUBBLE SNOW NIGHT 13104 Model = CBCnvStr01_RSN 13105 End 13106 13107 ; night snow garrisoned 13108 ConditionState = SNOW NIGHT GARRISONED 13109 Model = CBCnvStr01_SNG 13110 Animation = CBCnvStr01_SNG.CBCnvStr01_SNG 13111 AnimationMode = LOOP 13112 End 13113 ConditionState = DAMAGED SNOW NIGHT GARRISONED 13114 Model = CBCnvStr01_DSNG 13115 Animation = CBCnvStr01_DSNG.CBCnvStr01_DSNG 13116 AnimationMode = LOOP 13117 End 13118 End 13119 13120 ; *** AUDIO Parameters *** 13121 SoundDie = BuildingDie 13122 SoundOnDamaged = BuildingDamagedStateLight 13123 SoundOnReallyDamaged = BuildingDestroy 13124 13125 ; ***DESIGN parameters *** 13126 DisplayName = OBJECT:Structure 13127 EditorSorting = STRUCTURE 13128 ArmorSet 13129 Conditions = None 13130 Armor = StructureArmor 13131 DamageFX = StructureDamageFXNoShake 13132 End 13133 13134 ; *** ENGINEERING Parameters *** 13135 KindOf = STRUCTURE SELECTABLE IMMOBILE 13136 Body = StructureBody ModuleTag_02 13137 MaxHealth = 2000.0 13138 InitialHealth = 2000.0 13139 End 13140 Behavior = GarrisonContain ModuleTag_03 13141 ContainMax = 10 13142 EnterSound = GarrisonEnter 13143 ExitSound = GarrisonExit 13144 End 13145 13146 Behavior = FlammableUpdate ModuleTag_05 13147 FlameDamageLimit = 20 ;Catch fire if I take this much fire damage... 13148 FlameDamageExpiration = 2000 ;in a span of this long 13149 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 13150 AflameDamageAmount = 25 ; taking this much damage... 13151 AflameDamageDelay = 500 ; this often. 13152 End 13153 13154 Behavior = TransitionDamageFX ModuleTag_06 13155 ;-------------DESIGNED FOR MEDIUM SIZED CIVILIAN BUILDING TRANSITIONS------------------- 13156 DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke 13157 ;--------------------------------------------------------------------------------------- 13158 ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke 13159 ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionMediumExplosion 13160 ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionMediumShockwave 13161 ;-------------------------------------------------------------------------------------- 13162 RubbleParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke 13163 RubbleParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionMediumExplosion 13164 RubbleParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionMediumShockwave 13165 RubbleParticleSystem4 = Bone:None RandomBone:No PSys:StructureTransitionMediumFlare 13166 End 13167 13168 Geometry = BOX 13169 GeometryMajorRadius = 20.0 13170 GeometryMinorRadius = 22.0 13171 GeometryHeight = 57.0 13172 GeometryIsSmall = No 13173 Shadow = SHADOW_VOLUME 13174 13175 End 13176 13177 ;------------------------------------------------------------------------------ 13178 Object GasStation 13179 13180 ; *** ART Parameters *** 13181 Draw = W3DModelDraw ModuleTag_01 13182 OkToChangeModelColor = Yes 13183 13184 ; day 13185 ConditionState = NONE 13186 Model = CBGasSttn 13187 End 13188 ConditionState = DAMAGED 13189 Model = CBGasSttn_D 13190 End 13191 ConditionState = REALLYDAMAGED 13192 Model = CBGasSttn_E 13193 End 13194 ConditionState = RUBBLE 13195 Model = CBGasSttn_R 13196 End 13197 13198 ; day garrisoned 13199 ConditionState = GARRISONED 13200 Model = CBGasSttn_G 13201 Animation = CBGasSttn_G.CBGasSttn_G 13202 AnimationMode = LOOP 13203 End 13204 ConditionState = DAMAGED GARRISONED 13205 Model = CBGasSttn_DG 13206 Animation = CBGasSttn_DG.CBGasSttn_DG 13207 AnimationMode = LOOP 13208 End 13209 13210 ; night 13211 ConditionState = NIGHT 13212 Model = CBGasSttn_N 13213 End 13214 ConditionState = DAMAGED NIGHT 13215 Model = CBGasSttn_DN 13216 End 13217 ConditionState = REALLYDAMAGED NIGHT 13218 Model = CBGasSttn_EN 13219 13220 End 13221 ConditionState = RUBBLE NIGHT 13222 Model = CBGasSttn_RN 13223 End 13224 13225 ; night garrisoned 13226 ConditionState = NIGHT GARRISONED 13227 Model = CBGasSttn_NG 13228 Animation = CBGasSttn_NG.CBGasSttn_NG 13229 AnimationMode = LOOP 13230 End 13231 ConditionState = DAMAGED NIGHT GARRISONED 13232 Model = CBGasSttn_DNG 13233 Animation = CBGasSttn_DNG.CBGasSttn_DNG 13234 AnimationMode = LOOP 13235 End 13236 13237 13238 13239 ; Snow 13240 ConditionState = SNOW 13241 Model = CBGasSttn_S 13242 End 13243 ConditionState = DAMAGED SNOW 13244 Model = CBGasSttn_DS 13245 End 13246 ConditionState = REALLYDAMAGED SNOW 13247 Model = CBGasSttn_ES 13248 End 13249 ConditionState = RUBBLE SNOW 13250 Model = CBGasSttn_RS 13251 End 13252 13253 13254 ; snow garrisoned 13255 ConditionState = SNOW GARRISONED 13256 Model = CBGasSttn_SG 13257 Animation = CBGasSttn_SG.CBGasSttn_SG 13258 AnimationMode = LOOP 13259 End 13260 ConditionState = DAMAGED SNOW GARRISONED 13261 Model = CBGasSttn_DSG 13262 Animation = CBGasSttn_DSG.CBGasSttn_DSG 13263 AnimationMode = LOOP 13264 End 13265 13266 ; night snow 13267 ConditionState = SNOW NIGHT 13268 Model = CBGasSttn_SN 13269 End 13270 ConditionState = DAMAGED SNOW NIGHT 13271 Model = CBGasSttn_DSN 13272 End 13273 ConditionState = REALLYDAMAGED SNOW NIGHT 13274 Model = CBGasSttn_ESN 13275 End 13276 ConditionState = RUBBLE SNOW NIGHT 13277 Model = CBGasSttn_RSN 13278 End 13279 13280 ; night snow garrisoned 13281 ConditionState = SNOW NIGHT GARRISONED 13282 Model = CBGasSttn_SNG 13283 Animation = CBGasSttn_SNG.CBGasSttn_SNG 13284 AnimationMode = LOOP 13285 End 13286 ConditionState = DAMAGED SNOW NIGHT GARRISONED 13287 Model = CBGasSttn_DSNG 13288 Animation = CBGasSttn_DSNG.CBGasSttn_DSNG 13289 AnimationMode = LOOP 13290 End 13291 End 13292 13293 ; *** AUDIO Parameters *** 13294 SoundDie = BuildingDie 13295 SoundOnDamaged = BuildingDamagedStateLight 13296 SoundOnReallyDamaged = BuildingDestroy 13297 13298 ; ***DESIGN parameters *** 13299 DisplayName = OBJECT:Structure 13300 EditorSorting = STRUCTURE 13301 ArmorSet 13302 Conditions = None 13303 Armor = StructureArmor 13304 DamageFX = StructureDamageFXNoShake 13305 End 13306 13307 ; *** ENGINEERING Parameters *** 13308 KindOf = STRUCTURE SELECTABLE IMMOBILE 13309 Body = StructureBody ModuleTag_02 13310 MaxHealth = 2000.0 13311 InitialHealth = 2000.0 13312 End 13313 Behavior = GarrisonContain ModuleTag_03 13314 ContainMax = 10 13315 EnterSound = GarrisonEnter 13316 ExitSound = GarrisonExit 13317 End 13318 13319 Behavior = FlammableUpdate ModuleTag_05 13320 FlameDamageLimit = 20 ;Catch fire if I take this much fire damage... 13321 FlameDamageExpiration = 2000 ;in a span of this long 13322 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 13323 AflameDamageAmount = 25 ; taking this much damage... 13324 AflameDamageDelay = 500 ; this often. 13325 End 13326 13327 Behavior = TransitionDamageFX ModuleTag_06 13328 ;-------------DESIGNED FOR SMALL SIZED CIVILIAN BUILDING TRANSITIONS------------------- 13329 DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke 13330 ;--------------------------------------------------------------------------------------- 13331 ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke 13332 ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion 13333 ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave 13334 ;--------------------------------------------------------------------------------------- 13335 RubbleParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke 13336 RubbleParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion 13337 RubbleParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave 13338 RubbleParticleSystem4 = Bone:None RandomBone:No PSys:StructureTransitionSmallFlare 13339 End 13340 13341 Geometry = BOX 13342 GeometryMajorRadius = 30.0 13343 GeometryMinorRadius = 30.0 13344 GeometryHeight = 20.0 13345 GeometryIsSmall = No 13346 Shadow = SHADOW_VOLUME 13347 13348 End 13349 13350 ;------------------------------------------------------------------------------ 13351 Object WaterPlant 13352 13353 ; *** ART Parameters *** 13354 Draw = W3DModelDraw ModuleTag_01 13355 OkToChangeModelColor = Yes 13356 13357 ; day 13358 ConditionState = NONE 13359 Model = CBH2oPlnt 13360 End 13361 ConditionState = DAMAGED 13362 Model = CBH2oPlnt_D 13363 End 13364 ConditionState = REALLYDAMAGED 13365 Model = CBH2oPlnt_E 13366 End 13367 ConditionState = RUBBLE 13368 Model = CBH2oPlnt_R 13369 End 13370 13371 ; day garrisoned 13372 ConditionState = GARRISONED 13373 Model = CBH2oPlnt_G 13374 Animation = CBH2oPlnt_G.CBH2oPlnt_G 13375 AnimationMode = LOOP 13376 End 13377 ConditionState = DAMAGED GARRISONED 13378 Model = CBH2oPlnt_DG 13379 Animation = CBH2oPlnt_DG.CBH2oPlnt_DG 13380 AnimationMode = LOOP 13381 End 13382 13383 ; night 13384 ConditionState = NIGHT 13385 Model = CBH2oPlnt_N 13386 End 13387 ConditionState = DAMAGED NIGHT 13388 Model = CBH2oPlnt_DN 13389 End 13390 ConditionState = REALLYDAMAGED NIGHT 13391 Model = CBH2oPlnt_EN 13392 End 13393 ConditionState = RUBBLE NIGHT 13394 Model = CBH2oPlnt_RN 13395 End 13396 13397 ; night garrisoned 13398 ConditionState = NIGHT GARRISONED 13399 Model = CBH2oPlnt_NG 13400 Animation = CBH2oPlnt_NG.CBH2oPlnt_NG 13401 AnimationMode = LOOP 13402 End 13403 ConditionState = DAMAGED NIGHT GARRISONED 13404 Model = CBH2oPlnt_DNG 13405 Animation = CBH2oPlnt_DNG.CBH2oPlnt_DNG 13406 AnimationMode = LOOP 13407 End 13408 13409 13410 13411 ; Snow 13412 ConditionState = SNOW 13413 Model = CBH2oPlnt_S 13414 End 13415 ConditionState = DAMAGED SNOW 13416 Model = CBH2oPlnt_DS 13417 End 13418 ConditionState = REALLYDAMAGED SNOW 13419 Model = CBH2oPlnt_ES 13420 End 13421 ConditionState = RUBBLE SNOW 13422 Model = CBH2oPlnt_RS 13423 End 13424 13425 13426 ; snow garrisoned 13427 ConditionState = SNOW GARRISONED 13428 Model = CBH2oPlnt_SG 13429 Animation = CBH2oPlnt_SG.CBH2oPlnt_SG 13430 AnimationMode = LOOP 13431 End 13432 ConditionState = DAMAGED SNOW GARRISONED 13433 Model = CBH2oPlnt_DSG 13434 Animation = CBH2oPlnt_DSG.CBH2oPlnt_DSG 13435 AnimationMode = LOOP 13436 End 13437 13438 ; night snow 13439 ConditionState = SNOW NIGHT 13440 Model = CBH2oPlnt_SN 13441 End 13442 ConditionState = DAMAGED SNOW NIGHT 13443 Model = CBH2oPlnt_DSN 13444 End 13445 ConditionState = REALLYDAMAGED SNOW NIGHT 13446 Model = CBH2oPlnt_ESN 13447 End 13448 ConditionState = RUBBLE SNOW NIGHT 13449 Model = CBH2oPlnt_RSN 13450 End 13451 13452 ; night snow garrisoned 13453 ConditionState = SNOW NIGHT GARRISONED 13454 Model = CBH2oPlnt_SNG 13455 Animation = CBH2oPlnt_SNG.CBH2oPlnt_SNG 13456 AnimationMode = LOOP 13457 End 13458 ConditionState = DAMAGED SNOW NIGHT GARRISONED 13459 Model = CBH2oPlnt_DSNG 13460 Animation = CBH2oPlnt_DSNG.CBH2oPlnt_DSNG 13461 AnimationMode = LOOP 13462 End 13463 End 13464 13465 ; *** AUDIO Parameters *** 13466 SoundDie = BuildingDie 13467 SoundOnDamaged = BuildingDamagedStateLight 13468 SoundOnReallyDamaged = BuildingDestroy 13469 13470 13471 ; ***DESIGN parameters *** 13472 DisplayName = OBJECT:Structure 13473 EditorSorting = STRUCTURE 13474 ArmorSet 13475 Conditions = None 13476 Armor = StructureArmor 13477 DamageFX = StructureDamageFXNoShake 13478 End 13479 13480 ; *** ENGINEERING Parameters *** 13481 KindOf = STRUCTURE SELECTABLE IMMOBILE AIRCRAFT_PATH_AROUND 13482 Body = StructureBody ModuleTag_02 13483 MaxHealth = 2000.0 13484 InitialHealth = 2000.0 13485 End 13486 Behavior = GarrisonContain ModuleTag_03 13487 ContainMax = 10 13488 EnterSound = GarrisonEnter 13489 ExitSound = GarrisonExit 13490 End 13491 13492 Behavior = FlammableUpdate ModuleTag_05 13493 FlameDamageLimit = 20 ;Catch fire if I take this much fire damage... 13494 FlameDamageExpiration = 2000 ;in a span of this long 13495 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 13496 AflameDamageAmount = 25 ; taking this much damage... 13497 AflameDamageDelay = 500 ; this often. 13498 End 13499 13500 Behavior = TransitionDamageFX ModuleTag_06 13501 ;-------------DESIGNED FOR LARGE SIZED CIVILIAN BUILDING TRANSITIONS------------------- 13502 DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionLargeSmoke 13503 ;--------------------------------------------------------------------------------------- 13504 ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionLargeSmoke 13505 ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionLargeExplosion 13506 ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionLargeShockwave 13507 ;--------------------------------------------------------------------------------------- 13508 RubbleParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionLargeSmoke 13509 RubbleParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionLargeExplosion 13510 RubbleParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionLargeShockwave 13511 RubbleParticleSystem4 = Bone:None RandomBone:No PSys:StructureTransitionLargeFlare 13512 13513 End 13514 13515 Geometry = BOX 13516 GeometryMajorRadius = 95.0 13517 GeometryMinorRadius = 76.0 13518 GeometryHeight = 30.0 13519 GeometryIsSmall = No 13520 Shadow = SHADOW_VOLUME 13521 13522 End 13523 13524 ;------------------------------------------------------------------------------ 13525 Object StanTownHall01 13526 13527 ; *** ART Parameters *** 13528 Draw = W3DModelDraw ModuleTag_01 13529 OkToChangeModelColor = Yes 13530 13531 ; day 13532 ConditionState = NONE 13533 Model = cbmectdrl1 13534 End 13535 ConditionState = DAMAGED 13536 Model = cbmectdrl1_D 13537 End 13538 ConditionState = REALLYDAMAGED 13539 Model = cbmectdrl1_E 13540 End 13541 ConditionState = RUBBLE 13542 Model = cbmectdrl1_R 13543 End 13544 13545 ; day garrisoned 13546 ConditionState = GARRISONED 13547 Model = cbmectdrl1_G 13548 Animation = cbmectdrl1_G.cbmectdrl1_G 13549 AnimationMode = LOOP 13550 End 13551 ConditionState = DAMAGED GARRISONED 13552 Model = cbmectdrl1_DG 13553 Animation = cbmectdrl1_DG.cbmectdrl1_DG 13554 AnimationMode = LOOP 13555 End 13556 13557 ; night 13558 ConditionState = NIGHT 13559 Model = cbmectdrl1_N 13560 End 13561 ConditionState = DAMAGED NIGHT 13562 Model = cbmectdrl1_DN 13563 End 13564 ConditionState = REALLYDAMAGED NIGHT 13565 Model = cbmectdrl1_EN 13566 End 13567 ConditionState = RUBBLE NIGHT 13568 Model = cbmectdrl1_RN 13569 End 13570 13571 ; night garrisoned 13572 ConditionState = NIGHT GARRISONED 13573 Model = cbmectdrl1_NG 13574 Animation = cbmectdrl1_NG.cbmectdrl1_NG 13575 AnimationMode = LOOP 13576 End 13577 ConditionState = DAMAGED NIGHT GARRISONED 13578 Model = cbmectdrl1_DNG 13579 Animation = cbmectdrl1_DNG.cbmectdrl1_DNG 13580 AnimationMode = LOOP 13581 End 13582 13583 13584 13585 ; Snow 13586 ConditionState = SNOW 13587 Model = cbmectdrl1_S 13588 End 13589 ConditionState = DAMAGED SNOW 13590 Model = cbmectdrl1_DS 13591 End 13592 ConditionState = REALLYDAMAGED SNOW 13593 Model = cbmectdrl1_ES 13594 End 13595 ConditionState = RUBBLE SNOW 13596 Model = cbmectdrl1_RS 13597 End 13598 13599 13600 ; snow garrisoned 13601 ConditionState = SNOW GARRISONED 13602 Model = cbmectdrl1_SG 13603 Animation = cbmectdrl1_SG.cbmectdrl1_SG 13604 AnimationMode = LOOP 13605 End 13606 ConditionState = DAMAGED SNOW GARRISONED 13607 Model = cbmectdrl1_DSG 13608 Animation = cbmectdrl1_DSG.cbmectdrl1_DSG 13609 AnimationMode = LOOP 13610 End 13611 13612 ; night snow 13613 ConditionState = SNOW NIGHT 13614 Model = cbmectdrl1_SN 13615 End 13616 ConditionState = DAMAGED SNOW NIGHT 13617 Model = cbmectdrl1_DSN 13618 End 13619 ConditionState = REALLYDAMAGED SNOW NIGHT 13620 Model = cbmectdrl1_ESN 13621 End 13622 ConditionState = RUBBLE SNOW NIGHT 13623 Model = cbmectdrl1_RSN 13624 End 13625 13626 ; night snow garrisoned 13627 ConditionState = SNOW NIGHT GARRISONED 13628 Model = cbmectdrl1_SNG 13629 Animation = cbmectdrl1_SNG.cbmectdrl1_SNG 13630 AnimationMode = LOOP 13631 End 13632 ConditionState = DAMAGED SNOW NIGHT GARRISONED 13633 Model = cbmectdrl1_DSNG 13634 Animation = cbmectdrl1_DSNG.cbmectdrl1_DSNG 13635 AnimationMode = LOOP 13636 End 13637 End 13638 13639 ; *** AUDIO Parameters *** 13640 SoundDie = BuildingDie 13641 SoundOnDamaged = BuildingDamagedStateLight 13642 SoundOnReallyDamaged = BuildingDestroy 13643 13644 13645 ; ***DESIGN parameters *** 13646 DisplayName = OBJECT:Structure 13647 EditorSorting = STRUCTURE 13648 ArmorSet 13649 Conditions = None 13650 Armor = StructureArmor 13651 DamageFX = StructureDamageFXNoShake 13652 End 13653 13654 ; *** ENGINEERING Parameters *** 13655 KindOf = STRUCTURE SELECTABLE IMMOBILE 13656 Body = StructureBody ModuleTag_02 13657 MaxHealth = 2000.0 13658 InitialHealth = 2000.0 13659 End 13660 Behavior = GarrisonContain ModuleTag_03 13661 ContainMax = 10 13662 EnterSound = GarrisonEnter 13663 ExitSound = GarrisonExit 13664 End 13665 13666 Behavior = FlammableUpdate ModuleTag_05 13667 FlameDamageLimit = 20 ;Catch fire if I take this much fire damage... 13668 FlameDamageExpiration = 2000 ;in a span of this long 13669 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 13670 AflameDamageAmount = 25 ; taking this much damage... 13671 AflameDamageDelay = 500 ; this often. 13672 End 13673 13674 Behavior = TransitionDamageFX ModuleTag_06 13675 ;-------------DESIGNED FOR LARGE SIZED CIVILIAN BUILDING TRANSITIONS------------------- 13676 DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionLargeSmoke 13677 ;--------------------------------------------------------------------------------------- 13678 ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionLargeSmoke 13679 ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionLargeExplosion 13680 ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionLargeShockwave 13681 ;--------------------------------------------------------------------------------------- 13682 RubbleParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionLargeSmoke 13683 RubbleParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionLargeExplosion 13684 RubbleParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionLargeShockwave 13685 RubbleParticleSystem4 = Bone:None RandomBone:No PSys:StructureTransitionLargeFlare 13686 End 13687 13688 Geometry = BOX 13689 GeometryMajorRadius = 75.0 13690 GeometryMinorRadius = 60.0 13691 GeometryHeight = 32.0 13692 GeometryIsSmall = No 13693 Shadow = SHADOW_VOLUME 13694 13695 End 13696 13697 ;------------------------------------------------------------------------------ 13698 Object StanTownHall02 13699 13700 ; *** ART Parameters *** 13701 Draw = W3DModelDraw ModuleTag_01 13702 OkToChangeModelColor = Yes 13703 13704 ; day 13705 ConditionState = NONE 13706 Model = cbmectdrl2 13707 End 13708 ConditionState = DAMAGED 13709 Model = cbmectdrl2_D 13710 End 13711 ConditionState = REALLYDAMAGED 13712 Model = cbmectdrl2_E 13713 End 13714 ConditionState = RUBBLE 13715 Model = cbmectdrl2_R 13716 End 13717 13718 ; day garrisoned 13719 ConditionState = GARRISONED 13720 Model = cbmectdrl2_G 13721 Animation = cbmectdrl2_G.cbmectdrl2_G 13722 AnimationMode = LOOP 13723 End 13724 ConditionState = DAMAGED GARRISONED 13725 Model = cbmectdrl2_DG 13726 Animation = cbmectdrl2_DG.cbmectdrl2_DG 13727 AnimationMode = LOOP 13728 End 13729 13730 ; night 13731 ConditionState = NIGHT 13732 Model = cbmectdrl2_N 13733 End 13734 ConditionState = DAMAGED NIGHT 13735 Model = cbmectdrl2_DN 13736 End 13737 ConditionState = REALLYDAMAGED NIGHT 13738 Model = cbmectdrl2_EN 13739 End 13740 ConditionState = RUBBLE NIGHT 13741 Model = cbmectdrl2_RN 13742 13743 End 13744 13745 ; night garrisoned 13746 ConditionState = NIGHT GARRISONED 13747 Model = cbmectdrl2_NG 13748 Animation = cbmectdrl2_NG.cbmectdrl2_NG 13749 AnimationMode = LOOP 13750 End 13751 ConditionState = DAMAGED NIGHT GARRISONED 13752 Model = cbmectdrl2_DNG 13753 Animation = cbmectdrl2_DNG.cbmectdrl2_DNG 13754 AnimationMode = LOOP 13755 End 13756 13757 13758 13759 ; Snow 13760 ConditionState = SNOW 13761 Model = cbmectdrl2_S 13762 End 13763 ConditionState = DAMAGED SNOW 13764 Model = cbmectdrl2_DS 13765 End 13766 ConditionState = REALLYDAMAGED SNOW 13767 Model = cbmectdrl2_ES 13768 End 13769 ConditionState = RUBBLE SNOW 13770 Model = cbmectdrl2_RS 13771 End 13772 13773 13774 ; snow garrisoned 13775 ConditionState = SNOW GARRISONED 13776 Model = cbmectdrl2_SG 13777 Animation = cbmectdrl2_SG.cbmectdrl2_SG 13778 AnimationMode = LOOP 13779 End 13780 ConditionState = DAMAGED SNOW GARRISONED 13781 Model = cbmectdrl2_DSG 13782 Animation = cbmectdrl2_DSG.cbmectdrl2_DSG 13783 AnimationMode = LOOP 13784 End 13785 13786 ; night snow 13787 ConditionState = SNOW NIGHT 13788 Model = cbmectdrl2_SN 13789 End 13790 ConditionState = DAMAGED SNOW NIGHT 13791 Model = cbmectdrl2_DSN 13792 End 13793 ConditionState = REALLYDAMAGED SNOW NIGHT 13794 Model = cbmectdrl2_ESN 13795 End 13796 ConditionState = RUBBLE SNOW NIGHT 13797 Model = cbmectdrl2_RSN 13798 End 13799 13800 ; night snow garrisoned 13801 ConditionState = SNOW NIGHT GARRISONED 13802 Model = cbmectdrl2_SNG 13803 Animation = cbmectdrl2_SNG.cbmectdrl2_SNG 13804 AnimationMode = LOOP 13805 End 13806 ConditionState = DAMAGED SNOW NIGHT GARRISONED 13807 Model = cbmectdrl2_DSNG 13808 Animation = cbmectdrl2_DSNG.cbmectdrl2_DSNG 13809 AnimationMode = LOOP 13810 End 13811 End 13812 13813 ; *** AUDIO Parameters *** 13814 SoundDie = BuildingDie 13815 SoundOnDamaged = BuildingDamagedStateLight 13816 SoundOnReallyDamaged = BuildingDestroy 13817 13818 ; ***DESIGN parameters *** 13819 DisplayName = OBJECT:Structure 13820 EditorSorting = STRUCTURE 13821 ArmorSet 13822 Conditions = None 13823 Armor = StructureArmor 13824 DamageFX = StructureDamageFXNoShake 13825 End 13826 13827 ; *** ENGINEERING Parameters *** 13828 KindOf = STRUCTURE SELECTABLE IMMOBILE 13829 Body = StructureBody ModuleTag_02 13830 MaxHealth = 2000.0 13831 InitialHealth = 2000.0 13832 End 13833 Behavior = GarrisonContain ModuleTag_03 13834 ContainMax = 10 13835 EnterSound = GarrisonEnter 13836 ExitSound = GarrisonExit 13837 End 13838 13839 Behavior = FlammableUpdate ModuleTag_05 13840 FlameDamageLimit = 20 ;Catch fire if I take this much fire damage... 13841 FlameDamageExpiration = 2000 ;in a span of this long 13842 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 13843 AflameDamageAmount = 25 ; taking this much damage... 13844 AflameDamageDelay = 500 ; this often. 13845 End 13846 13847 Behavior = TransitionDamageFX ModuleTag_06 13848 ;-------------DESIGNED FOR LARGE SIZED CIVILIAN BUILDING TRANSITIONS------------------- 13849 DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionLargeSmoke 13850 ;--------------------------------------------------------------------------------------- 13851 ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionLargeSmoke 13852 ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionLargeExplosion 13853 ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionLargeShockwave 13854 ;--------------------------------------------------------------------------------------- 13855 RubbleParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionLargeSmoke 13856 RubbleParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionLargeExplosion 13857 RubbleParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionLargeShockwave 13858 RubbleParticleSystem4 = Bone:None RandomBone:No PSys:StructureTransitionLargeFlare 13859 End 13860 13861 Geometry = BOX 13862 GeometryMajorRadius = 42.0 13863 GeometryMinorRadius = 58.0 13864 GeometryHeight = 51.0 13865 GeometryIsSmall = No 13866 Shadow = SHADOW_VOLUME 13867 13868 End 13869 13870 ;------------------------------------------------------------------------------ 13871 Object Crypt01 13872 13873 ; *** ART Parameters *** 13874 Draw = W3DModelDraw ModuleTag_01 13875 OkToChangeModelColor = Yes 13876 13877 ; day 13878 ConditionState = NONE 13879 Model = CBoldmslm 13880 End 13881 ConditionState = DAMAGED 13882 Model = CBoldmslm_D 13883 End 13884 ConditionState = REALLYDAMAGED 13885 Model = CBoldmslm_E 13886 End 13887 ConditionState = RUBBLE 13888 Model = CBoldmslm_R 13889 End 13890 13891 ; day garrisoned 13892 ConditionState = GARRISONED 13893 Model = CBoldmslm_G 13894 Animation = CBoldmslm_G.CBoldmslm_G 13895 AnimationMode = LOOP 13896 End 13897 ConditionState = DAMAGED GARRISONED 13898 Model = CBoldmslm_DG 13899 Animation = CBoldmslm_DG.CBoldmslm_DG 13900 AnimationMode = LOOP 13901 End 13902 13903 ; night 13904 ConditionState = NIGHT 13905 Model = CBoldmslm_N 13906 End 13907 ConditionState = DAMAGED NIGHT 13908 Model = CBoldmslm_DN 13909 End 13910 ConditionState = REALLYDAMAGED NIGHT 13911 Model = CBoldmslm_EN 13912 End 13913 ConditionState = RUBBLE NIGHT 13914 Model = CBoldmslm_RN 13915 End 13916 13917 ; night garrisoned 13918 ConditionState = NIGHT GARRISONED 13919 Model = CBoldmslm_NG 13920 Animation = CBoldmslm_NG.CBoldmslm_NG 13921 AnimationMode = LOOP 13922 End 13923 ConditionState = DAMAGED NIGHT GARRISONED 13924 Model = CBoldmslm_DNG 13925 Animation = CBoldmslm_DNG.CBoldmslm_DNG 13926 AnimationMode = LOOP 13927 End 13928 13929 13930 13931 ; Snow 13932 ConditionState = SNOW 13933 Model = CBoldmslm_S 13934 End 13935 ConditionState = DAMAGED SNOW 13936 Model = CBoldmslm_DS 13937 End 13938 ConditionState = REALLYDAMAGED SNOW 13939 Model = CBoldmslm_ES 13940 End 13941 ConditionState = RUBBLE SNOW 13942 Model = CBoldmslm_RS 13943 End 13944 13945 13946 ; snow garrisoned 13947 ConditionState = SNOW GARRISONED 13948 Model = CBoldmslm_SG 13949 Animation = CBoldmslm_SG.CBoldmslm_SG 13950 13951 AnimationMode = LOOP 13952 End 13953 ConditionState = DAMAGED SNOW GARRISONED 13954 Model = CBoldmslm_DSG 13955 Animation = CBoldmslm_DSG.CBoldmslm_DSG 13956 AnimationMode = LOOP 13957 End 13958 13959 ; night snow 13960 ConditionState = SNOW NIGHT 13961 Model = CBoldmslm_SN 13962 End 13963 ConditionState = DAMAGED SNOW NIGHT 13964 Model = CBoldmslm_DSN 13965 End 13966 ConditionState = REALLYDAMAGED SNOW NIGHT 13967 Model = CBoldmslm_ESN 13968 End 13969 ConditionState = RUBBLE SNOW NIGHT 13970 Model = CBoldmslm_RSN 13971 End 13972 13973 ; night snow garrisoned 13974 ConditionState = SNOW NIGHT GARRISONED 13975 Model = CBoldmslm_SNG 13976 Animation = CBoldmslm_SNG.CBoldmslm_SNG 13977 AnimationMode = LOOP 13978 End 13979 ConditionState = DAMAGED SNOW NIGHT GARRISONED 13980 Model = CBoldmslm_DSNG 13981 Animation = CBoldmslm_DSNG.CBoldmslm_DSNG 13982 AnimationMode = LOOP 13983 End 13984 End 13985 13986 ; ***DESIGN parameters *** 13987 EditorSorting = STRUCTURE 13988 ArmorSet 13989 Conditions = None 13990 Armor = StructureArmor 13991 DamageFX = StructureDamageFXNoShake 13992 End 13993 13994 ; *** ENGINEERING Parameters *** 13995 KindOf = STRUCTURE SELECTABLE IMMOBILE 13996 Body = StructureBody ModuleTag_02 13997 MaxHealth = 2000.0 13998 InitialHealth = 2000.0 13999 End 14000 Behavior = GarrisonContain ModuleTag_03 14001 ContainMax = 10 14002 EnterSound = GarrisonEnter 14003 ExitSound = GarrisonExit 14004 End 14005 14006 Behavior = FlammableUpdate ModuleTag_05 14007 FlameDamageLimit = 20 ;Catch fire if I take this much fire damage... 14008 FlameDamageExpiration = 2000 ;in a span of this long 14009 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 14010 AflameDamageAmount = 25 ; taking this much damage... 14011 AflameDamageDelay = 500 ; this often. 14012 End 14013 14014 Behavior = TransitionDamageFX ModuleTag_06 14015 ;-------------DESIGNED FOR SMALL SIZED CIVILIAN BUILDING TRANSITIONS------------------- 14016 DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke 14017 ;--------------------------------------------------------------------------------------- 14018 ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke 14019 ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion 14020 ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave 14021 ;--------------------------------------------------------------------------------------- 14022 RubbleParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke 14023 RubbleParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion 14024 RubbleParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave 14025 RubbleParticleSystem4 = Bone:None RandomBone:No PSys:StructureTransitionSmallFlare 14026 End 14027 14028 Geometry = BOX 14029 GeometryMajorRadius = 15.0 14030 GeometryMinorRadius = 25.0 14031 GeometryHeight = 30.0 14032 GeometryIsSmall = No 14033 Shadow = SHADOW_VOLUME 14034 14035 End 14036 14037 ;------------------------------------------------------------------------------ 14038 Object OilRefinery 14039 14040 ; *** ART Parameters *** 14041 Draw = W3DModelDraw ModuleTag_01 14042 OkToChangeModelColor = Yes 14043 14044 ; day 14045 ConditionState = NONE 14046 Model = CBOilRfny 14047 End 14048 ConditionState = DAMAGED 14049 Model = CBOilRfny_D 14050 End 14051 ConditionState = REALLYDAMAGED 14052 Model = CBOilRfny_E 14053 End 14054 ConditionState = RUBBLE 14055 Model = CBOilRfny_R 14056 End 14057 14058 ; day garrisoned 14059 ConditionState = GARRISONED 14060 Model = CBOilRfny_G 14061 Animation = CBOilRfny_G.CBOilRfny_G 14062 AnimationMode = LOOP 14063 End 14064 ConditionState = DAMAGED GARRISONED 14065 Model = CBOilRfny_DG 14066 Animation = CBOilRfny_DG.CBOilRfny_DG 14067 AnimationMode = LOOP 14068 End 14069 14070 ; night 14071 ConditionState = NIGHT 14072 Model = CBOilRfny_N 14073 End 14074 ConditionState = DAMAGED NIGHT 14075 Model = CBOilRfny_DN 14076 End 14077 ConditionState = REALLYDAMAGED NIGHT 14078 Model = CBOilRfny_EN 14079 End 14080 ConditionState = RUBBLE NIGHT 14081 Model = CBOilRfny_RN 14082 End 14083 14084 ; night garrisoned 14085 ConditionState = NIGHT GARRISONED 14086 Model = CBOilRfny_NG 14087 Animation = CBOilRfny_NG.CBOilRfny_NG 14088 AnimationMode = LOOP 14089 End 14090 ConditionState = DAMAGED NIGHT GARRISONED 14091 Model = CBOilRfny_DNG 14092 Animation = CBOilRfny_DNG.CBOilRfny_DNG 14093 AnimationMode = LOOP 14094 End 14095 14096 14097 14098 ; Snow 14099 ConditionState = SNOW 14100 Model = CBOilRfny_S 14101 End 14102 ConditionState = DAMAGED SNOW 14103 Model = CBOilRfny_DS 14104 End 14105 ConditionState = REALLYDAMAGED SNOW 14106 Model = CBOilRfny_ES 14107 End 14108 ConditionState = RUBBLE SNOW 14109 Model = CBOilRfny_RS 14110 End 14111 14112 14113 ; snow garrisoned 14114 ConditionState = SNOW GARRISONED 14115 Model = CBOilRfny_SG 14116 Animation = CBOilRfny_SG.CBOilRfny_SG 14117 AnimationMode = LOOP 14118 End 14119 ConditionState = DAMAGED SNOW GARRISONED 14120 Model = CBOilRfny_DSG 14121 Animation = CBOilRfny_DSG.CBOilRfny_DSG 14122 AnimationMode = LOOP 14123 End 14124 14125 ; night snow 14126 ConditionState = SNOW NIGHT 14127 Model = CBOilRfny_SN 14128 End 14129 ConditionState = DAMAGED SNOW NIGHT 14130 Model = CBOilRfny_DSN 14131 End 14132 ConditionState = REALLYDAMAGED SNOW NIGHT 14133 Model = CBOilRfny_ESN 14134 End 14135 ConditionState = RUBBLE SNOW NIGHT 14136 Model = CBOilRfny_RSN 14137 End 14138 14139 ; night snow garrisoned 14140 ConditionState = SNOW NIGHT GARRISONED 14141 Model = CBOilRfny_SNG 14142 Animation = CBOilRfny_SNG.CBOilRfny_SNG 14143 AnimationMode = LOOP 14144 End 14145 ConditionState = DAMAGED SNOW NIGHT GARRISONED 14146 Model = CBOilRfny_DSNG 14147 Animation = CBOilRfny_DSNG.CBOilRfny_DSNG 14148 AnimationMode = LOOP 14149 End 14150 End 14151 14152 ; ***DESIGN parameters *** 14153 DisplayName = OBJECT:Structure 14154 EditorSorting = STRUCTURE 14155 ArmorSet 14156 Conditions = None 14157 Armor = StructureArmor 14158 DamageFX = StructureDamageFXNoShake 14159 End 14160 14161 14162 ; ***AUDIO parameters *** 14163 SoundAmbient = CivIndustrialPlantAmbientLoop 14164 SoundDie = BuildingDie 14165 SoundOnDamaged = BuildingDamagedStateLight 14166 SoundOnReallyDamaged = BuildingDestroy 14167 14168 ; *** ENGINEERING Parameters *** 14169 KindOf = STRUCTURE SELECTABLE IMMOBILE 14170 Body = StructureBody ModuleTag_02 14171 MaxHealth = 2000.0 14172 InitialHealth = 2000.0 14173 End 14174 Behavior = GarrisonContain ModuleTag_03 14175 ContainMax = 10 14176 EnterSound = GarrisonEnter 14177 ExitSound = GarrisonExit 14178 End 14179 14180 Behavior = FlammableUpdate ModuleTag_05 14181 FlameDamageLimit = 20 ;Catch fire if I take this much fire damage... 14182 FlameDamageExpiration = 2000 ;in a span of this long 14183 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 14184 AflameDamageAmount = 25 ; taking this much damage... 14185 AflameDamageDelay = 500 ; this often. 14186 End 14187 14188 Behavior = FXListDie ModuleTag_06 14189 DeathFX = WeaponFX_BombTruckHighExplosiveBombDetonation 14190 OrientToObject = No 14191 End 14192 14193 Behavior = TransitionDamageFX ModuleTag_07 14194 ;-------------DESIGNED FOR LARGE SIZED CIVILIAN BUILDING TRANSITIONS------------------- 14195 DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionLargeSmoke 14196 ;--------------------------------------------------------------------------------------- 14197 ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionLargeSmoke 14198 ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionLargeExplosion 14199 ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionLargeShockwave 14200 ;--------------------------------------------------------------------------------------- 14201 RubbleParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionLargeSmoke 14202 RubbleParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionLargeExplosion 14203 RubbleParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionLargeShockwave 14204 RubbleParticleSystem4 = Bone:None RandomBone:No PSys:StructureTransitionLargeFlare 14205 End 14206 14207 Geometry = BOX 14208 GeometryMajorRadius = 66.0 14209 GeometryMinorRadius = 71.0 14210 GeometryHeight = 50.0 14211 GeometryIsSmall = No 14212 Shadow = SHADOW_VOLUME 14213 14214 End 14215 14216 ;------------------------------------------------------------------------------ 14217 Object SovietBuilding 14218 14219 ; *** ART Parameters *** 14220 Draw = W3DModelDraw ModuleTag_01 14221 OkToChangeModelColor = Yes 14222 14223 ; day 14224 ConditionState = NONE 14225 Model = CBSovBldg 14226 End 14227 ConditionState = DAMAGED 14228 Model = CBSovBldg_D 14229 End 14230 ConditionState = REALLYDAMAGED 14231 Model = CBSovBldg_E 14232 End 14233 ConditionState = RUBBLE 14234 Model = CBSovBldg_R 14235 End 14236 14237 ; day garrisoned 14238 ConditionState = GARRISONED 14239 Model = CBSovBldg_G 14240 Animation = CBSovBldg_G.CBSovBldg_G 14241 AnimationMode = LOOP 14242 End 14243 ConditionState = DAMAGED GARRISONED 14244 Model = CBSovBldg_DG 14245 Animation = CBSovBldg_DG.CBSovBldg_DG 14246 AnimationMode = LOOP 14247 End 14248 14249 ; night 14250 ConditionState = NIGHT 14251 Model = CBSovBldg_N 14252 End 14253 ConditionState = DAMAGED NIGHT 14254 Model = CBSovBldg_DN 14255 End 14256 ConditionState = REALLYDAMAGED NIGHT 14257 Model = CBSovBldg_EN 14258 End 14259 ConditionState = RUBBLE NIGHT 14260 Model = CBSovBldg_RN 14261 End 14262 14263 ; night garrisoned 14264 ConditionState = NIGHT GARRISONED 14265 Model = CBSovBldg_NG 14266 Animation = CBSovBldg_NG.CBSovBldg_NG 14267 AnimationMode = LOOP 14268 End 14269 ConditionState = DAMAGED NIGHT GARRISONED 14270 Model = CBSovBldg_DNG 14271 Animation = CBSovBldg_DNG.CBSovBldg_DNG 14272 AnimationMode = LOOP 14273 End 14274 14275 14276 14277 ; Snow 14278 ConditionState = SNOW 14279 Model = CBSovBldg_S 14280 End 14281 ConditionState = DAMAGED SNOW 14282 Model = CBSovBldg_DS 14283 End 14284 ConditionState = REALLYDAMAGED SNOW 14285 Model = CBSovBldg_ES 14286 End 14287 ConditionState = RUBBLE SNOW 14288 Model = CBSovBldg_RS 14289 End 14290 14291 14292 ; snow garrisoned 14293 ConditionState = SNOW GARRISONED 14294 Model = CBSovBldg_SG 14295 Animation = CBSovBldg_SG.CBSovBldg_SG 14296 AnimationMode = LOOP 14297 End 14298 ConditionState = DAMAGED SNOW GARRISONED 14299 Model = CBSovBldg_DSG 14300 Animation = CBSovBldg_DSG.CBSovBldg_DSG 14301 AnimationMode = LOOP 14302 End 14303 14304 ; night snow 14305 ConditionState = SNOW NIGHT 14306 Model = CBSovBldg_SN 14307 End 14308 ConditionState = DAMAGED SNOW NIGHT 14309 Model = CBSovBldg_DSN 14310 End 14311 ConditionState = REALLYDAMAGED SNOW NIGHT 14312 Model = CBSovBldg_ESN 14313 End 14314 ConditionState = RUBBLE SNOW NIGHT 14315 Model = CBSovBldg_RSN 14316 End 14317 14318 ; night snow garrisoned 14319 ConditionState = SNOW NIGHT GARRISONED 14320 Model = CBSovBldg_SNG 14321 Animation = CBSovBldg_SNG.CBSovBldg_SNG 14322 AnimationMode = LOOP 14323 End 14324 ConditionState = DAMAGED SNOW NIGHT GARRISONED 14325 Model = CBSovBldg_DSNG 14326 Animation = CBSovBldg_DSNG.CBSovBldg_DSNG 14327 AnimationMode = LOOP 14328 End 14329 End 14330 14331 ; *** AUDIO Parameters *** 14332 SoundDie = BuildingDie 14333 SoundOnDamaged = BuildingDamagedStateLight 14334 SoundOnReallyDamaged = BuildingDestroy 14335 14336 ; ***DESIGN parameters *** 14337 DisplayName = OBJECT:Structure 14338 EditorSorting = STRUCTURE 14339 ArmorSet 14340 Conditions = None 14341 Armor = StructureArmor 14342 DamageFX = StructureDamageFXNoShake 14343 End 14344 14345 ; *** ENGINEERING Parameters *** 14346 KindOf = STRUCTURE SELECTABLE IMMOBILE 14347 Body = StructureBody ModuleTag_02 14348 MaxHealth = 2000.0 14349 InitialHealth = 2000.0 14350 End 14351 Behavior = GarrisonContain ModuleTag_03 14352 ContainMax = 10 14353 EnterSound = GarrisonEnter 14354 ExitSound = GarrisonExit 14355 End 14356 14357 Behavior = FlammableUpdate ModuleTag_05 14358 FlameDamageLimit = 20 ;Catch fire if I take this much fire damage... 14359 FlameDamageExpiration = 2000 ;in a span of this long 14360 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 14361 AflameDamageAmount = 25 ; taking this much damage... 14362 AflameDamageDelay = 500 ; this often. 14363 End 14364 14365 Behavior = TransitionDamageFX ModuleTag_06 14366 ;-------------DESIGNED FOR MEDIUM SIZED CIVILIAN BUILDING TRANSITIONS------------------- 14367 DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke 14368 ;--------------------------------------------------------------------------------------- 14369 ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke 14370 ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionMediumExplosion 14371 ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionMediumShockwave 14372 ;-------------------------------------------------------------------------------------- 14373 RubbleParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke 14374 RubbleParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionMediumExplosion 14375 RubbleParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionMediumShockwave 14376 RubbleParticleSystem4 = Bone:None RandomBone:No PSys:StructureTransitionMediumFlare 14377 End 14378 14379 Geometry = BOX 14380 GeometryMajorRadius = 51.0 14381 GeometryMinorRadius = 36.0 14382 GeometryHeight = 70.0 14383 GeometryIsSmall = No 14384 Shadow = SHADOW_VOLUME 14385 14386 End 14387 14388 ;------------------------------------------------------------------------------ 14389 Object SovietRadioBuilding 14390 14391 ; *** ART Parameters *** 14392 Draw = W3DModelDraw ModuleTag_01 14393 OkToChangeModelColor = Yes 14394 14395 ; day 14396 ConditionState = NONE 14397 Model = CBSovRdio 14398 End 14399 ConditionState = DAMAGED 14400 Model = CBSovRdio_D 14401 End 14402 ConditionState = REALLYDAMAGED 14403 Model = CBSovRdio_E 14404 End 14405 ConditionState = RUBBLE 14406 Model = CBSovRdio_R 14407 End 14408 14409 ; day garrisoned 14410 ConditionState = GARRISONED 14411 Model = CBSovRdio_G 14412 Animation = CBSovRdio_G.CBSovRdio_G 14413 AnimationMode = LOOP 14414 End 14415 ConditionState = DAMAGED GARRISONED 14416 Model = CBSovRdio_DG 14417 Animation = CBSovRdio_DG.CBSovRdio_DG 14418 AnimationMode = LOOP 14419 End 14420 14421 ; night 14422 ConditionState = NIGHT 14423 Model = CBSovRdio_N 14424 End 14425 ConditionState = DAMAGED NIGHT 14426 Model = CBSovRdio_DN 14427 End 14428 ConditionState = REALLYDAMAGED NIGHT 14429 Model = CBSovRdio_EN 14430 End 14431 ConditionState = RUBBLE NIGHT 14432 Model = CBSovRdio_RN 14433 End 14434 14435 ; night garrisoned 14436 ConditionState = NIGHT GARRISONED 14437 Model = CBSovRdio_NG 14438 Animation = CBSovRdio_NG.CBSovRdio_NG 14439 AnimationMode = LOOP 14440 End 14441 ConditionState = DAMAGED NIGHT GARRISONED 14442 Model = CBSovRdio_DNG 14443 Animation = CBSovRdio_DNG.CBSovRdio_DNG 14444 AnimationMode = LOOP 14445 End 14446 14447 14448 14449 ; Snow 14450 ConditionState = SNOW 14451 Model = CBSovRdio_S 14452 End 14453 ConditionState = DAMAGED SNOW 14454 Model = CBSovRdio_DS 14455 End 14456 ConditionState = REALLYDAMAGED SNOW 14457 Model = CBSovRdio_ES 14458 End 14459 ConditionState = RUBBLE SNOW 14460 Model = CBSovRdio_RS 14461 End 14462 14463 14464 ; snow garrisoned 14465 ConditionState = SNOW GARRISONED 14466 Model = CBSovRdio_SG 14467 Animation = CBSovRdio_SG.CBSovRdio_SG 14468 AnimationMode = LOOP 14469 End 14470 ConditionState = DAMAGED SNOW GARRISONED 14471 Model = CBSovRdio_DSG 14472 Animation = CBSovRdio_DSG.CBSovRdio_DSG 14473 AnimationMode = LOOP 14474 End 14475 14476 ; night snow 14477 ConditionState = SNOW NIGHT 14478 Model = CBSovRdio_SN 14479 End 14480 ConditionState = DAMAGED SNOW NIGHT 14481 Model = CBSovRdio_DSN 14482 End 14483 ConditionState = REALLYDAMAGED SNOW NIGHT 14484 Model = CBSovRdio_ESN 14485 End 14486 ConditionState = RUBBLE SNOW NIGHT 14487 Model = CBSovRdio_RSN 14488 End 14489 14490 ; night snow garrisoned 14491 ConditionState = SNOW NIGHT GARRISONED 14492 Model = CBSovRdio_SNG 14493 Animation = CBSovRdio_SNG.CBSovRdio_SNG 14494 AnimationMode = LOOP 14495 End 14496 ConditionState = DAMAGED SNOW NIGHT GARRISONED 14497 Model = CBSovRdio_DSNG 14498 Animation = CBSovRdio_DSNG.CBSovRdio_DSNG 14499 AnimationMode = LOOP 14500 End 14501 End 14502 14503 ; *** AUDIO Parameters *** 14504 SoundDie = BuildingDie 14505 SoundOnDamaged = BuildingDamagedStateLight 14506 SoundOnReallyDamaged = BuildingDestroy 14507 14508 ; ***DESIGN parameters *** 14509 DisplayName = OBJECT:Structure 14510 EditorSorting = STRUCTURE 14511 ArmorSet 14512 Conditions = None 14513 Armor = StructureArmor 14514 DamageFX = StructureDamageFXNoShake 14515 End 14516 14517 ; *** ENGINEERING Parameters *** 14518 KindOf = STRUCTURE SELECTABLE IMMOBILE 14519 Body = StructureBody ModuleTag_02 14520 MaxHealth = 2000.0 14521 InitialHealth = 2000.0 14522 End 14523 Behavior = GarrisonContain ModuleTag_03 14524 ContainMax = 10 14525 EnterSound = GarrisonEnter 14526 ExitSound = GarrisonExit 14527 End 14528 14529 ;----------------------- This Building Doesnt need to do this. 14530 ; Behavior = StructureCollapseUpdate ModuleTag_04 14531 ; MinCollapseDelay = 500 14532 ; MaxCollapseDelay = 1000 14533 ; CollapseDamping = 0.0 14534 ; MaxShudder = 0.6 14535 ; MinBurstDelay = 250 14536 ; MaxBurstDelay = 800 14537 ; BigBurstFrequency = 4 14538 ; OCL = INITIAL OCL_StructureCollapseInitial 14539 ; OCL = DELAY OCL_StructureCollapseDelay 14540 ; OCL = FINAL OCL_StructureCollapseFinal 14541 ; FXList = INITIAL FX_StructureCollapseInitial 14542 ; FXList = DELAY FX_StructureCollapseDelay 14543 ; FXList = BURST FX_StructureCollapseBurst 14544 ; FXList = FINAL FX_StructureCollapseFinal 14545 ; End 14546 14547 Behavior = FlammableUpdate ModuleTag_06 14548 FlameDamageLimit = 20 ;Catch fire if I take this much fire damage... 14549 FlameDamageExpiration = 2000 ;in a span of this long 14550 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 14551 AflameDamageAmount = 25 ; taking this much damage... 14552 AflameDamageDelay = 500 ; this often. 14553 End 14554 14555 Behavior = TransitionDamageFX ModuleTag_07 14556 ;-------------DESIGNED FOR MEDIUM SIZED FACTION BUILDING TRANSITIONS------------------- 14557 DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke 14558 ;--------------------------------------------------------------------------------------- 14559 ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke 14560 ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionMediumExplosion 14561 ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave 14562 End 14563 14564 Geometry = BOX 14565 GeometryMajorRadius = 61.0 14566 GeometryMinorRadius = 26.0 14567 GeometryHeight = 45.0 14568 GeometryIsSmall = No 14569 Shadow = SHADOW_VOLUME 14570 14571 End 14572 14573 ;------------------------------------------------------------------------------ 14574 Object GrassHut01 14575 14576 ; *** ART Parameters *** 14577 Draw = W3DModelDraw ModuleTag_01 14578 OkToChangeModelColor = Yes 14579 14580 ; day 14581 ConditionState = NONE 14582 Model = CBGrasHut1 14583 End 14584 ConditionState = DAMAGED 14585 Model = CBGrasHut1_D 14586 End 14587 ConditionState = REALLYDAMAGED 14588 Model = CBGrasHut1_E 14589 End 14590 ConditionState = RUBBLE 14591 Model = CBGrasHut1_R 14592 End 14593 14594 ; day garrisoned 14595 ConditionState = GARRISONED 14596 Model = CBGrasHut1_G 14597 Animation = CBGrasHut1_G.CBGrasHut1_G 14598 AnimationMode = LOOP 14599 End 14600 ConditionState = DAMAGED GARRISONED 14601 Model = CBGrasHut1_DG 14602 Animation = CBGrasHut1_DG.CBGrasHut1_DG 14603 AnimationMode = LOOP 14604 End 14605 14606 ; night 14607 ConditionState = NIGHT 14608 Model = CBGrasHut1_N 14609 End 14610 ConditionState = DAMAGED NIGHT 14611 Model = CBGrasHut1_DN 14612 End 14613 ConditionState = REALLYDAMAGED NIGHT 14614 Model = CBGrasHut1_EN 14615 End 14616 ConditionState = RUBBLE NIGHT 14617 Model = CBGrasHut1_RN 14618 End 14619 14620 ; night garrisoned 14621 ConditionState = NIGHT GARRISONED 14622 Model = CBGrasHut1_NG 14623 Animation = CBGrasHut1_NG.CBGrasHut1_NG 14624 AnimationMode = LOOP 14625 End 14626 ConditionState = DAMAGED NIGHT GARRISONED 14627 Model = CBGrasHut1_DNG 14628 Animation = CBGrasHut1_DNG.CBGrasHut1_DNG 14629 AnimationMode = LOOP 14630 End 14631 14632 14633 14634 ; Snow 14635 ConditionState = SNOW 14636 Model = CBGrasHut1_S 14637 End 14638 ConditionState = DAMAGED SNOW 14639 Model = CBGrasHut1_DS 14640 End 14641 ConditionState = REALLYDAMAGED SNOW 14642 Model = CBGrasHut1_ES 14643 End 14644 ConditionState = RUBBLE SNOW 14645 Model = CBGrasHut1_RS 14646 End 14647 14648 14649 ; snow garrisoned 14650 ConditionState = SNOW GARRISONED 14651 Model = CBGrasHut1_SG 14652 Animation = CBGrasHut1_SG.CBGrasHut1_SG 14653 AnimationMode = LOOP 14654 End 14655 ConditionState = DAMAGED SNOW GARRISONED 14656 Model = CBGrasHut1_DSG 14657 Animation = CBGrasHut1_DSG.CBGrasHut1_DSG 14658 AnimationMode = LOOP 14659 End 14660 14661 ; night snow 14662 ConditionState = SNOW NIGHT 14663 Model = CBGrasHut1_SN 14664 End 14665 ConditionState = DAMAGED SNOW NIGHT 14666 Model = CBGrasHut1_DSN 14667 End 14668 ConditionState = REALLYDAMAGED SNOW NIGHT 14669 Model = CBGrasHut1_ESN 14670 End 14671 ConditionState = RUBBLE SNOW NIGHT 14672 Model = CBGrasHut1_RSN 14673 End 14674 14675 ; night snow garrisoned 14676 ConditionState = SNOW NIGHT GARRISONED 14677 Model = CBGrasHut1_SNG 14678 Animation = CBGrasHut1_SNG.CBGrasHut1_SNG 14679 AnimationMode = LOOP 14680 End 14681 ConditionState = DAMAGED SNOW NIGHT GARRISONED 14682 Model = CBGrasHut1_DSNG 14683 Animation = CBGrasHut1_DSNG.CBGrasHut1_DSNG 14684 AnimationMode = LOOP 14685 End 14686 End 14687 14688 ; ***DESIGN parameters *** 14689 DisplayName = OBJECT:GrassHut 14690 EditorSorting = STRUCTURE 14691 ArmorSet 14692 Conditions = None 14693 Armor = StructureArmor 14694 DamageFX = StructureDamageFXNoShake 14695 End 14696 14697 ; *** ENGINEERING Parameters *** 14698 KindOf = STRUCTURE SELECTABLE IMMOBILE 14699 Body = StructureBody ModuleTag_02 14700 MaxHealth = 100.0 14701 InitialHealth = 100.0 14702 End 14703 Behavior = GarrisonContain ModuleTag_03 14704 ContainMax = 10 14705 EnterSound = GarrisonEnter 14706 ExitSound = GarrisonExit 14707 End 14708 14709 Behavior = FlammableUpdate ModuleTag_05 14710 FlameDamageLimit = 20 ;Catch fire if I take this much fire damage... 14711 FlameDamageExpiration = 2000 ;in a span of this long 14712 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 14713 AflameDamageAmount = 25 ; taking this much damage... 14714 AflameDamageDelay = 500 ; this often. 14715 End 14716 14717 Behavior = TransitionDamageFX ModuleTag_06 14718 ;-------------DESIGNED FOR SMALL SIZED CIVILIAN BUILDING TRANSITIONS------------------- 14719 DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke 14720 ;--------------------------------------------------------------------------------------- 14721 ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke 14722 ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion 14723 ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave 14724 ;--------------------------------------------------------------------------------------- 14725 RubbleParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke 14726 RubbleParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion 14727 RubbleParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave 14728 RubbleParticleSystem4 = Bone:None RandomBone:No PSys:StructureTransitionSmallFlare 14729 End 14730 14731 Geometry = BOX 14732 GeometryMajorRadius = 15.0 14733 GeometryMinorRadius = 28.0 14734 GeometryHeight = 10.0 14735 GeometryIsSmall = No 14736 Shadow = SHADOW_VOLUME 14737 14738 End 14739 14740 ;------------------------------------------------------------------------------ 14741 Object GrassHut02 14742 14743 ; *** ART Parameters *** 14744 Draw = W3DModelDraw ModuleTag_01 14745 OkToChangeModelColor = Yes 14746 14747 ; day 14748 ConditionState = NONE 14749 Model = CBGrasHut2 14750 End 14751 ConditionState = DAMAGED 14752 Model = CBGrasHut2_D 14753 End 14754 ConditionState = REALLYDAMAGED 14755 Model = CBGrasHut2_E 14756 End 14757 ConditionState = RUBBLE 14758 Model = CBGrasHut2_R 14759 End 14760 14761 ; day garrisoned 14762 ConditionState = GARRISONED 14763 Model = CBGrasHut2_G 14764 Animation = CBGrasHut2_G.CBGrasHut2_G 14765 AnimationMode = LOOP 14766 End 14767 ConditionState = DAMAGED GARRISONED 14768 Model = CBGrasHut2_DG 14769 Animation = CBGrasHut2_DG.CBGrasHut2_DG 14770 AnimationMode = LOOP 14771 End 14772 14773 ; night 14774 ConditionState = NIGHT 14775 Model = CBGrasHut2_N 14776 End 14777 ConditionState = DAMAGED NIGHT 14778 Model = CBGrasHut2_DN 14779 End 14780 ConditionState = REALLYDAMAGED NIGHT 14781 Model = CBGrasHut2_EN 14782 End 14783 ConditionState = RUBBLE NIGHT 14784 Model = CBGrasHut2_RN 14785 End 14786 14787 ; night garrisoned 14788 ConditionState = NIGHT GARRISONED 14789 Model = CBGrasHut2_NG 14790 Animation = CBGrasHut2_NG.CBGrasHut2_NG 14791 AnimationMode = LOOP 14792 End 14793 ConditionState = DAMAGED NIGHT GARRISONED 14794 Model = CBGrasHut2_DNG 14795 Animation = CBGrasHut2_DNG.CBGrasHut2_DNG 14796 AnimationMode = LOOP 14797 End 14798 14799 14800 14801 ; Snow 14802 ConditionState = SNOW 14803 Model = CBGrasHut2_S 14804 End 14805 ConditionState = DAMAGED SNOW 14806 Model = CBGrasHut2_DS 14807 End 14808 ConditionState = REALLYDAMAGED SNOW 14809 Model = CBGrasHut2_ES 14810 End 14811 ConditionState = RUBBLE SNOW 14812 Model = CBGrasHut2_RS 14813 End 14814 14815 14816 ; snow garrisoned 14817 ConditionState = SNOW GARRISONED 14818 Model = CBGrasHut2_SG 14819 Animation = CBGrasHut2_SG.CBGrasHut2_SG 14820 AnimationMode = LOOP 14821 End 14822 ConditionState = DAMAGED SNOW GARRISONED 14823 Model = CBGrasHut2_DSG 14824 Animation = CBGrasHut2_DSG.CBGrasHut2_DSG 14825 AnimationMode = LOOP 14826 End 14827 14828 ; night snow 14829 ConditionState = SNOW NIGHT 14830 Model = CBGrasHut2_SN 14831 End 14832 ConditionState = DAMAGED SNOW NIGHT 14833 Model = CBGrasHut2_DSN 14834 End 14835 ConditionState = REALLYDAMAGED SNOW NIGHT 14836 Model = CBGrasHut2_ESN 14837 End 14838 ConditionState = RUBBLE SNOW NIGHT 14839 Model = CBGrasHut2_RSN 14840 End 14841 14842 ; night snow garrisoned 14843 ConditionState = SNOW NIGHT GARRISONED 14844 Model = CBGrasHut2_SNG 14845 Animation = CBGrasHut2_SNG.CBGrasHut2_SNG 14846 AnimationMode = LOOP 14847 End 14848 ConditionState = DAMAGED SNOW NIGHT GARRISONED 14849 Model = CBGrasHut2_DSNG 14850 Animation = CBGrasHut2_DSNG.CBGrasHut2_DSNG 14851 AnimationMode = LOOP 14852 End 14853 End 14854 14855 ; ***DESIGN parameters *** 14856 DisplayName = OBJECT:GrassHut 14857 EditorSorting = STRUCTURE 14858 ArmorSet 14859 Conditions = None 14860 Armor = StructureArmor 14861 DamageFX = StructureDamageFXNoShake 14862 End 14863 14864 ; *** ENGINEERING Parameters *** 14865 KindOf = STRUCTURE SELECTABLE IMMOBILE 14866 Body = StructureBody ModuleTag_02 14867 MaxHealth = 100.0 14868 InitialHealth = 100.0 14869 End 14870 Behavior = GarrisonContain ModuleTag_03 14871 ContainMax = 10 14872 EnterSound = GarrisonEnter 14873 ExitSound = GarrisonExit 14874 End 14875 14876 Behavior = FlammableUpdate ModuleTag_05 14877 FlameDamageLimit = 20 ;Catch fire if I take this much fire damage... 14878 FlameDamageExpiration = 2000 ;in a span of this long 14879 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 14880 AflameDamageAmount = 25 ; taking this much damage... 14881 AflameDamageDelay = 500 ; this often. 14882 End 14883 14884 Behavior = TransitionDamageFX ModuleTag_06 14885 ;-------------DESIGNED FOR SMALL SIZED CIVILIAN BUILDING TRANSITIONS------------------- 14886 DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke 14887 ;--------------------------------------------------------------------------------------- 14888 ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke 14889 ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion 14890 ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave 14891 ;--------------------------------------------------------------------------------------- 14892 RubbleParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke 14893 RubbleParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion 14894 RubbleParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave 14895 RubbleParticleSystem4 = Bone:None RandomBone:No PSys:StructureTransitionSmallFlare 14896 14897 End 14898 14899 Geometry = BOX 14900 GeometryMajorRadius = 10.0 14901 GeometryMinorRadius = 15.0 14902 GeometryHeight = 12.0 14903 GeometryIsSmall = No 14904 Shadow = SHADOW_VOLUME 14905 14906 End 14907 ;------------------------------------------------------------------------------ 14908 Object GrassHut03 14909 14910 ; *** ART Parameters *** 14911 Draw = W3DModelDraw ModuleTag_01 14912 OkToChangeModelColor = Yes 14913 14914 ; day 14915 ConditionState = NONE 14916 Model = CBGrasHut3 14917 End 14918 ConditionState = DAMAGED 14919 Model = CBGrasHut3_D 14920 End 14921 ConditionState = REALLYDAMAGED 14922 Model = CBGrasHut3_E 14923 End 14924 ConditionState = RUBBLE 14925 Model = CBGrasHut3_R 14926 End 14927 14928 ; day garrisoned 14929 ConditionState = GARRISONED 14930 Model = CBGrasHut3_G 14931 Animation = CBGrasHut3_G.CBGrasHut3_G 14932 AnimationMode = LOOP 14933 End 14934 ConditionState = DAMAGED GARRISONED 14935 Model = CBGrasHut3_DG 14936 Animation = CBGrasHut3_DG.CBGrasHut3_DG 14937 AnimationMode = LOOP 14938 End 14939 14940 ; night 14941 ConditionState = NIGHT 14942 Model = CBGrasHut3_N 14943 End 14944 ConditionState = DAMAGED NIGHT 14945 Model = CBGrasHut3_DN 14946 End 14947 ConditionState = REALLYDAMAGED NIGHT 14948 Model = CBGrasHut3_EN 14949 End 14950 ConditionState = RUBBLE NIGHT 14951 Model = CBGrasHut3_RN 14952 End 14953 14954 ; night garrisoned 14955 ConditionState = NIGHT GARRISONED 14956 Model = CBGrasHut3_NG 14957 Animation = CBGrasHut3_NG.CBGrasHut3_NG 14958 AnimationMode = LOOP 14959 End 14960 ConditionState = DAMAGED NIGHT GARRISONED 14961 Model = CBGrasHut3_DNG 14962 Animation = CBGrasHut3_DNG.CBGrasHut3_DNG 14963 AnimationMode = LOOP 14964 End 14965 14966 14967 14968 ; Snow 14969 ConditionState = SNOW 14970 Model = CBGrasHut3_S 14971 End 14972 ConditionState = DAMAGED SNOW 14973 Model = CBGrasHut3_DS 14974 End 14975 ConditionState = REALLYDAMAGED SNOW 14976 Model = CBGrasHut3_ES 14977 End 14978 ConditionState = RUBBLE SNOW 14979 Model = CBGrasHut3_RS 14980 End 14981 14982 14983 ; snow garrisoned 14984 ConditionState = SNOW GARRISONED 14985 Model = CBGrasHut3_SG 14986 Animation = CBGrasHut3_SG.CBGrasHut3_SG 14987 AnimationMode = LOOP 14988 End 14989 ConditionState = DAMAGED SNOW GARRISONED 14990 Model = CBGrasHut3_DSG 14991 Animation = CBGrasHut3_DSG.CBGrasHut3_DSG 14992 AnimationMode = LOOP 14993 End 14994 14995 ; night snow 14996 ConditionState = SNOW NIGHT 14997 Model = CBGrasHut3_SN 14998 End 14999 ConditionState = DAMAGED SNOW NIGHT 15000 Model = CBGrasHut3_DSN 15001 End 15002 ConditionState = REALLYDAMAGED SNOW NIGHT 15003 Model = CBGrasHut3_ESN 15004 End 15005 ConditionState = RUBBLE SNOW NIGHT 15006 Model = CBGrasHut3_RSN 15007 End 15008 15009 ; night snow garrisoned 15010 ConditionState = SNOW NIGHT GARRISONED 15011 Model = CBGrasHut3_SNG 15012 Animation = CBGrasHut3_SNG.CBGrasHut3_SNG 15013 AnimationMode = LOOP 15014 End 15015 ConditionState = DAMAGED SNOW NIGHT GARRISONED 15016 Model = CBGrasHut3_DSNG 15017 Animation = CBGrasHut3_DSNG.CBGrasHut3_DSNG 15018 AnimationMode = LOOP 15019 End 15020 End 15021 15022 ; ***DESIGN parameters *** 15023 DisplayName = OBJECT:GrassHut 15024 EditorSorting = STRUCTURE 15025 ArmorSet 15026 Conditions = None 15027 Armor = StructureArmor 15028 DamageFX = StructureDamageFXNoShake 15029 End 15030 15031 ; *** ENGINEERING Parameters *** 15032 KindOf = STRUCTURE SELECTABLE IMMOBILE 15033 Body = StructureBody ModuleTag_02 15034 MaxHealth = 100.0 15035 InitialHealth = 100.0 15036 End 15037 Behavior = GarrisonContain ModuleTag_03 15038 ContainMax = 10 15039 EnterSound = GarrisonEnter 15040 ExitSound = GarrisonExit 15041 End 15042 15043 Behavior = FlammableUpdate ModuleTag_05 15044 FlameDamageLimit = 20 ;Catch fire if I take this much fire damage... 15045 FlameDamageExpiration = 2000 ;in a span of this long 15046 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 15047 AflameDamageAmount = 25 ; taking this much damage... 15048 AflameDamageDelay = 500 ; this often. 15049 End 15050 15051 Behavior = TransitionDamageFX ModuleTag_06 15052 ;-------------DESIGNED FOR SMALL SIZED CIVILIAN BUILDING TRANSITIONS------------------- 15053 DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke 15054 ;--------------------------------------------------------------------------------------- 15055 ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke 15056 ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion 15057 ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave 15058 ;--------------------------------------------------------------------------------------- 15059 RubbleParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke 15060 RubbleParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion 15061 RubbleParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave 15062 RubbleParticleSystem4 = Bone:None RandomBone:No PSys:StructureTransitionSmallFlare 15063 15064 End 15065 15066 Geometry = BOX 15067 GeometryMajorRadius = 12.0 15068 GeometryMinorRadius = 13.0 15069 GeometryHeight = 20.0 15070 GeometryIsSmall = No 15071 Shadow = SHADOW_VOLUME 15072 15073 End 15074 ;------------------------------------------------------------------------------ 15075 Object GrassHut04 15076 15077 ; *** ART Parameters *** 15078 Draw = W3DModelDraw ModuleTag_01 15079 OkToChangeModelColor = Yes 15080 15081 ; day 15082 ConditionState = NONE 15083 Model = CBGrasHut4 15084 End 15085 ConditionState = DAMAGED 15086 Model = CBGrasHut4_D 15087 End 15088 ConditionState = REALLYDAMAGED 15089 Model = CBGrasHut4_E 15090 End 15091 ConditionState = RUBBLE 15092 Model = CBGrasHut4_R 15093 End 15094 15095 ; day garrisoned 15096 ConditionState = GARRISONED 15097 Model = CBGrasHut4_G 15098 Animation = CBGrasHut4_G.CBGrasHut4_G 15099 AnimationMode = LOOP 15100 End 15101 ConditionState = DAMAGED GARRISONED 15102 Model = CBGrasHut4_DG 15103 Animation = CBGrasHut4_DG.CBGrasHut4_DG 15104 AnimationMode = LOOP 15105 End 15106 15107 ; night 15108 ConditionState = NIGHT 15109 Model = CBGrasHut4_N 15110 End 15111 ConditionState = DAMAGED NIGHT 15112 Model = CBGrasHut4_DN 15113 End 15114 ConditionState = REALLYDAMAGED NIGHT 15115 Model = CBGrasHut4_EN 15116 End 15117 ConditionState = RUBBLE NIGHT 15118 Model = CBGrasHut4_RN 15119 End 15120 15121 ; night garrisoned 15122 ConditionState = NIGHT GARRISONED 15123 Model = CBGrasHut4_NG 15124 Animation = CBGrasHut4_NG.CBGrasHut4_NG 15125 AnimationMode = LOOP 15126 End 15127 ConditionState = DAMAGED NIGHT GARRISONED 15128 Model = CBGrasHut4_DNG 15129 Animation = CBGrasHut4_DNG.CBGrasHut4_DNG 15130 AnimationMode = LOOP 15131 End 15132 15133 15134 15135 ; Snow 15136 ConditionState = SNOW 15137 Model = CBGrasHut4_S 15138 End 15139 ConditionState = DAMAGED SNOW 15140 Model = CBGrasHut4_DS 15141 End 15142 ConditionState = REALLYDAMAGED SNOW 15143 Model = CBGrasHut4_ES 15144 End 15145 ConditionState = RUBBLE SNOW 15146 Model = CBGrasHut4_RS 15147 End 15148 15149 15150 ; snow garrisoned 15151 ConditionState = SNOW GARRISONED 15152 Model = CBGrasHut4_SG 15153 Animation = CBGrasHut4_SG.CBGrasHut4_SG 15154 AnimationMode = LOOP 15155 End 15156 ConditionState = DAMAGED SNOW GARRISONED 15157 Model = CBGrasHut4_DSG 15158 Animation = CBGrasHut4_DSG.CBGrasHut4_DSG 15159 AnimationMode = LOOP 15160 End 15161 15162 ; night snow 15163 ConditionState = SNOW NIGHT 15164 Model = CBGrasHut4_SN 15165 End 15166 ConditionState = DAMAGED SNOW NIGHT 15167 Model = CBGrasHut4_DSN 15168 End 15169 ConditionState = REALLYDAMAGED SNOW NIGHT 15170 Model = CBGrasHut4_ESN 15171 End 15172 ConditionState = RUBBLE SNOW NIGHT 15173 Model = CBGrasHut4_RSN 15174 End 15175 15176 ; night snow garrisoned 15177 ConditionState = SNOW NIGHT GARRISONED 15178 Model = CBGrasHut4_SNG 15179 Animation = CBGrasHut4_SNG.CBGrasHut4_SNG 15180 AnimationMode = LOOP 15181 End 15182 ConditionState = DAMAGED SNOW NIGHT GARRISONED 15183 Model = CBGrasHut4_DSNG 15184 Animation = CBGrasHut4_DSNG.CBGrasHut4_DSNG 15185 AnimationMode = LOOP 15186 End 15187 End 15188 15189 ; ***DESIGN parameters *** 15190 DisplayName = OBJECT:GrassHut 15191 EditorSorting = STRUCTURE 15192 ArmorSet 15193 Conditions = None 15194 Armor = StructureArmor 15195 DamageFX = StructureDamageFXNoShake 15196 End 15197 15198 ; *** ENGINEERING Parameters *** 15199 KindOf = STRUCTURE SELECTABLE IMMOBILE 15200 Body = StructureBody ModuleTag_02 15201 MaxHealth = 100.0 15202 InitialHealth = 100.0 15203 End 15204 Behavior = GarrisonContain ModuleTag_03 15205 ContainMax = 10 15206 EnterSound = GarrisonEnter 15207 ExitSound = GarrisonExit 15208 End 15209 15210 Behavior = FlammableUpdate ModuleTag_05 15211 FlameDamageLimit = 20 ;Catch fire if I take this much fire damage... 15212 FlameDamageExpiration = 2000 ;in a span of this long 15213 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 15214 AflameDamageAmount = 25 ; taking this much damage... 15215 AflameDamageDelay = 500 ; this often. 15216 End 15217 15218 Behavior = TransitionDamageFX ModuleTag_06 15219 ;-------------DESIGNED FOR SMALL SIZED CIVILIAN BUILDING TRANSITIONS------------------- 15220 DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke 15221 ;--------------------------------------------------------------------------------------- 15222 ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke 15223 ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion 15224 ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave 15225 ;--------------------------------------------------------------------------------------- 15226 RubbleParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke 15227 RubbleParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion 15228 RubbleParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave 15229 RubbleParticleSystem4 = Bone:None RandomBone:No PSys:StructureTransitionSmallFlare 15230 15231 End 15232 15233 Geometry = BOX 15234 GeometryMajorRadius = 14.0 15235 GeometryMinorRadius = 22.0 15236 GeometryHeight = 19.0 15237 GeometryIsSmall = No 15238 Shadow = SHADOW_VOLUME 15239 15240 End 15241 15242 ;------------------------------------------------------------------------------ 15243 Object WoodTower 15244 15245 ; *** ART Parameters *** 15246 Draw = W3DModelDraw ModuleTag_01 15247 OkToChangeModelColor = Yes 15248 15249 ; day 15250 ConditionState = NONE 15251 Model = CBTower 15252 End 15253 ConditionState = DAMAGED 15254 Model = CBTower_D 15255 End 15256 ConditionState = REALLYDAMAGED 15257 Model = CBTower_E 15258 End 15259 ConditionState = RUBBLE 15260 Model = CBTower_R 15261 End 15262 15263 ; day garrisoned 15264 ConditionState = GARRISONED 15265 Model = CBTower_G 15266 Animation = CBTower_G.CBTower_G 15267 AnimationMode = LOOP 15268 End 15269 ConditionState = DAMAGED GARRISONED 15270 Model = CBTower_DG 15271 Animation = CBTower_DG.CBTower_DG 15272 AnimationMode = LOOP 15273 End 15274 15275 ; night 15276 ConditionState = NIGHT 15277 Model = CBTower_N 15278 End 15279 ConditionState = DAMAGED NIGHT 15280 Model = CBTower_DN 15281 End 15282 ConditionState = REALLYDAMAGED NIGHT 15283 Model = CBTower_EN 15284 End 15285 ConditionState = RUBBLE NIGHT 15286 Model = CBTower_RN 15287 End 15288 15289 ; night garrisoned 15290 ConditionState = NIGHT GARRISONED 15291 Model = CBTower_NG 15292 Animation = CBTower_NG.CBTower_NG 15293 AnimationMode = LOOP 15294 End 15295 ConditionState = DAMAGED NIGHT GARRISONED 15296 Model = CBTower_DNG 15297 Animation = CBTower_DNG.CBTower_DNG 15298 AnimationMode = LOOP 15299 End 15300 15301 15302 15303 15304 ; Snow 15305 ConditionState = SNOW 15306 Model = CBTower_S 15307 End 15308 ConditionState = DAMAGED SNOW 15309 Model = CBTower_DS 15310 End 15311 ConditionState = REALLYDAMAGED SNOW 15312 Model = CBTower_ES 15313 End 15314 ConditionState = RUBBLE SNOW 15315 Model = CBTower_RS 15316 End 15317 15318 15319 ; snow garrisoned 15320 ConditionState = SNOW GARRISONED 15321 Model = CBTower_SG 15322 Animation = CBTower_SG.CBTower_SG 15323 AnimationMode = LOOP 15324 End 15325 ConditionState = DAMAGED SNOW GARRISONED 15326 Model = CBTower_DSG 15327 Animation = CBTower_DSG.CBTower_DSG 15328 AnimationMode = LOOP 15329 End 15330 15331 ; night snow 15332 ConditionState = SNOW NIGHT 15333 Model = CBTower_SN 15334 End 15335 ConditionState = DAMAGED SNOW NIGHT 15336 15337 Model = CBTower_DSN 15338 End 15339 ConditionState = REALLYDAMAGED SNOW NIGHT 15340 Model = CBTower_ESN 15341 End 15342 ConditionState = RUBBLE SNOW NIGHT 15343 Model = CBTower_RSN 15344 End 15345 15346 ; night snow garrisoned 15347 ConditionState = SNOW NIGHT GARRISONED 15348 Model = CBTower_SNG 15349 Animation = CBTower_SNG.CBTower_SNG 15350 AnimationMode = LOOP 15351 End 15352 ConditionState = DAMAGED SNOW NIGHT GARRISONED 15353 Model = CBTower_DSNG 15354 Animation = CBTower_DSNG.CBTower_DSNG 15355 AnimationMode = LOOP 15356 End 15357 End 15358 15359 ; ***DESIGN parameters *** 15360 DisplayName = OBJECT:Structure 15361 EditorSorting = STRUCTURE 15362 ArmorSet 15363 Conditions = None 15364 Armor = StructureArmor 15365 DamageFX = StructureDamageFXNoShake 15366 End 15367 15368 ; *** ENGINEERING Parameters *** 15369 KindOf = STRUCTURE SELECTABLE IMMOBILE 15370 Body = ActiveBody ModuleTag_02 15371 MaxHealth = 2000.0 15372 InitialHealth = 2000.0 15373 End 15374 Behavior = GarrisonContain ModuleTag_03 15375 ContainMax = 10 15376 EnterSound = GarrisonEnter 15377 ExitSound = GarrisonExit 15378 End 15379 15380 Behavior = FlammableUpdate ModuleTag_05 15381 FlameDamageLimit = 20 ;Catch fire if I take this much fire damage... 15382 FlameDamageExpiration = 2000 ;in a span of this long 15383 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 15384 AflameDamageAmount = 25 ; taking this much damage... 15385 AflameDamageDelay = 500 ; this often. 15386 End 15387 15388 Behavior = TransitionDamageFX ModuleTag_06 15389 ;-------------DESIGNED FOR SMALL SIZED CIVILIAN BUILDING TRANSITIONS------------------- 15390 DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke 15391 ;--------------------------------------------------------------------------------------- 15392 ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke 15393 ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion 15394 ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave 15395 ;--------------------------------------------------------------------------------------- 15396 RubbleParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke 15397 RubbleParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion 15398 RubbleParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave 15399 RubbleParticleSystem4 = Bone:None RandomBone:No PSys:StructureTransitionSmallFlare 15400 15401 End 15402 15403 Geometry = BOX 15404 GeometryMajorRadius = 10.0 15405 GeometryMinorRadius = 11.0 15406 GeometryHeight = 30.0 15407 GeometryIsSmall = No 15408 Shadow = SHADOW_VOLUME 15409 15410 End 15411 15412 ;------------------------------------------------------------------------------ 15413 Object GuardTower 15414 15415 ; *** ART Parameters *** 15416 Draw = W3DModelDraw ModuleTag_01 15417 OkToChangeModelColor = Yes 15418 15419 ; day 15420 ConditionState = NONE 15421 Model = CBTower2 15422 End 15423 ConditionState = DAMAGED 15424 Model = CBTower2_D 15425 End 15426 ConditionState = REALLYDAMAGED 15427 Model = CBTower2_E 15428 End 15429 ConditionState = RUBBLE 15430 Model = CBTower2_R 15431 End 15432 15433 ; day garrisoned 15434 ConditionState = GARRISONED 15435 Model = CBTower2_G 15436 Animation = CBTower2_G.CBTower2_G 15437 AnimationMode = LOOP 15438 End 15439 ConditionState = DAMAGED GARRISONED 15440 Model = CBTower2_DG 15441 Animation = CBTower2_DG.CBTower2_DG 15442 AnimationMode = LOOP 15443 End 15444 15445 ; night 15446 ConditionState = NIGHT 15447 Model = CBTower2_N 15448 End 15449 ConditionState = DAMAGED NIGHT 15450 Model = CBTower2_DN 15451 End 15452 ConditionState = REALLYDAMAGED NIGHT 15453 Model = CBTower2_EN 15454 End 15455 ConditionState = RUBBLE NIGHT 15456 Model = CBTower2_RN 15457 End 15458 15459 ; night garrisoned 15460 ConditionState = NIGHT GARRISONED 15461 Model = CBTower2_NG 15462 Animation = CBTower2_NG.CBTower2_NG 15463 AnimationMode = LOOP 15464 End 15465 ConditionState = DAMAGED NIGHT GARRISONED 15466 Model = CBTower2_DNG 15467 Animation = CBTower2_DNG.CBTower2_DNG 15468 AnimationMode = LOOP 15469 End 15470 15471 15472 15473 ; Snow 15474 ConditionState = SNOW 15475 Model = CBTower2_S 15476 End 15477 ConditionState = DAMAGED SNOW 15478 Model = CBTower2_DS 15479 End 15480 ConditionState = REALLYDAMAGED SNOW 15481 Model = CBTower2_ES 15482 End 15483 ConditionState = RUBBLE SNOW 15484 Model = CBTower2_RS 15485 End 15486 15487 15488 ; snow garrisoned 15489 ConditionState = SNOW GARRISONED 15490 Model = CBTower2_SG 15491 Animation = CBTower2_SG.CBTower2_SG 15492 AnimationMode = LOOP 15493 End 15494 ConditionState = DAMAGED SNOW GARRISONED 15495 Model = CBTower2_DSG 15496 Animation = CBTower2_DSG.CBTower2_DSG 15497 AnimationMode = LOOP 15498 End 15499 15500 ; night snow 15501 ConditionState = SNOW NIGHT 15502 Model = CBTower2_SN 15503 End 15504 ConditionState = DAMAGED SNOW NIGHT 15505 Model = CBTower2_DSN 15506 End 15507 ConditionState = REALLYDAMAGED SNOW NIGHT 15508 Model = CBTower2_ESN 15509 End 15510 ConditionState = RUBBLE SNOW NIGHT 15511 Model = CBTower2_RSN 15512 End 15513 15514 ; night snow garrisoned 15515 ConditionState = SNOW NIGHT GARRISONED 15516 Model = CBTower2_SNG 15517 Animation = CBTower2_SNG.CBTower2_SNG 15518 AnimationMode = LOOP 15519 End 15520 ConditionState = DAMAGED SNOW NIGHT GARRISONED 15521 Model = CBTower2_DSNG 15522 Animation = CBTower2_DSNG.CBTower2_DSNG 15523 AnimationMode = LOOP 15524 End 15525 End 15526 15527 ; *** AUDIO Parameters *** 15528 SoundDie = BuildingDie 15529 SoundOnDamaged = BuildingDamagedStateLight 15530 SoundOnReallyDamaged = BuildingDestroy 15531 15532 15533 ; ***DESIGN parameters *** 15534 DisplayName = OBJECT:Structure 15535 EditorSorting = STRUCTURE 15536 ArmorSet 15537 Conditions = None 15538 Armor = StructureArmor 15539 DamageFX = StructureDamageFXNoShake 15540 End 15541 15542 ; *** ENGINEERING Parameters *** 15543 KindOf = STRUCTURE SELECTABLE IMMOBILE 15544 Body = StructureBody ModuleTag_02 15545 MaxHealth = 2000.0 15546 InitialHealth = 2000.0 15547 End 15548 Behavior = GarrisonContain ModuleTag_03 15549 ContainMax = 10 15550 EnterSound = GarrisonEnter 15551 ExitSound = GarrisonExit 15552 End 15553 15554 Behavior = FlammableUpdate ModuleTag_05 15555 FlameDamageLimit = 20 ;Catch fire if I take this much fire damage... 15556 FlameDamageExpiration = 2000 ;in a span of this long 15557 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 15558 AflameDamageAmount = 25 ; taking this much damage... 15559 AflameDamageDelay = 500 ; this often. 15560 End 15561 15562 Behavior = TransitionDamageFX ModuleTag_06 15563 ;-------------DESIGNED FOR SMALL SIZED CIVILIAN BUILDING TRANSITIONS------------------- 15564 DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke 15565 ;--------------------------------------------------------------------------------------- 15566 ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke 15567 ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion 15568 ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave 15569 ;--------------------------------------------------------------------------------------- 15570 RubbleParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke 15571 RubbleParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion 15572 RubbleParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave 15573 RubbleParticleSystem4 = Bone:None RandomBone:No PSys:StructureTransitionSmallFlare 15574 15575 End 15576 15577 Geometry = BOX 15578 GeometryMajorRadius = 10.0 15579 GeometryMinorRadius = 12.0 15580 GeometryHeight = 49.0 15581 GeometryIsSmall = No 15582 Shadow = SHADOW_VOLUME 15583 15584 End 15585 15586 ;------------------------------------------------------------------------------ 15587 Object MogadishuGarage 15588 15589 ; *** ART Parameters *** 15590 Draw = W3DModelDraw ModuleTag_01 15591 OkToChangeModelColor = Yes 15592 15593 ; day 15594 ConditionState = NONE 15595 Model = CBMogdis02 15596 End 15597 ConditionState = DAMAGED 15598 Model = CBMogdis02_D 15599 End 15600 ConditionState = REALLYDAMAGED 15601 Model = CBMogdis02_E 15602 End 15603 ConditionState = RUBBLE 15604 Model = CBMogdis02_R 15605 End 15606 15607 ; day garrisoned 15608 ConditionState = GARRISONED 15609 Model = CBMogdis02_G 15610 Animation = CBMogdis02_G.CBMogdis02_G 15611 AnimationMode = LOOP 15612 End 15613 ConditionState = DAMAGED GARRISONED 15614 Model = CBMogdis02_DG 15615 Animation = CBMogdis02_DG.CBMogdis02_DG 15616 AnimationMode = LOOP 15617 End 15618 15619 ; night 15620 ConditionState = NIGHT 15621 Model = CBMogDis02_N 15622 End 15623 ConditionState = DAMAGED NIGHT 15624 Model = CBMogDis02_DN 15625 End 15626 ConditionState = REALLYDAMAGED NIGHT 15627 Model = CBMogDis02_EN 15628 End 15629 ConditionState = RUBBLE NIGHT 15630 Model = CBMogDis02_RN 15631 End 15632 15633 ; night garrisoned 15634 ConditionState = NIGHT GARRISONED 15635 Model = CBMogDis02_NG 15636 Animation = CBMogDis02_NG.CBMogDis02_NG 15637 AnimationMode = LOOP 15638 End 15639 ConditionState = DAMAGED NIGHT GARRISONED 15640 Model = CBMogDis02_DNG 15641 Animation = CBMogDis02_DNG.CBMogDis02_DNG 15642 AnimationMode = LOOP 15643 End 15644 15645 15646 15647 ; Snow 15648 ConditionState = SNOW 15649 Model = CBMogDis02_S 15650 End 15651 ConditionState = DAMAGED SNOW 15652 Model = CBMogDis02_DS 15653 End 15654 ConditionState = REALLYDAMAGED SNOW 15655 Model = CBMogDis02_ES 15656 End 15657 ConditionState = RUBBLE SNOW 15658 Model = CBMogDis02_RS 15659 End 15660 15661 15662 ; snow garrisoned 15663 ConditionState = SNOW GARRISONED 15664 Model = CBMogDis02_SG 15665 Animation = CBMogDis02_SG.CBMogDis02_SG 15666 AnimationMode = LOOP 15667 End 15668 ConditionState = DAMAGED SNOW GARRISONED 15669 Model = CBMogDis02_DSG 15670 Animation = CBMogDis02_DSG.CBMogDis02_DSG 15671 AnimationMode = LOOP 15672 End 15673 15674 ; night snow 15675 ConditionState = SNOW NIGHT 15676 Model = CBMogDis02_SN 15677 End 15678 ConditionState = DAMAGED SNOW NIGHT 15679 Model = CBMogDis02_DSN 15680 End 15681 ConditionState = REALLYDAMAGED SNOW NIGHT 15682 Model = CBMogDis02_ESN 15683 End 15684 ConditionState = RUBBLE SNOW NIGHT 15685 Model = CBMogDis02_RSN 15686 End 15687 15688 ; night snow garrisoned 15689 ConditionState = SNOW NIGHT GARRISONED 15690 Model = CBMogDis02_SNG 15691 Animation = CBMogDis02_SNG.CBMogDis02_SNG 15692 AnimationMode = LOOP 15693 End 15694 ConditionState = DAMAGED SNOW NIGHT GARRISONED 15695 Model = CBMogDis02_DSNG 15696 Animation = CBMogDis02_DSNG.CBMogDis02_DSNG 15697 AnimationMode = LOOP 15698 End 15699 End 15700 15701 ; *** AUDIO Parameters *** 15702 SoundDie = BuildingDie 15703 SoundOnDamaged = BuildingDamagedStateLight 15704 SoundOnReallyDamaged = BuildingDestroy 15705 15706 15707 ; ***DESIGN parameters *** 15708 DisplayName = OBJECT:Structure 15709 EditorSorting = STRUCTURE 15710 ArmorSet 15711 Conditions = None 15712 Armor = StructureArmor 15713 DamageFX = StructureDamageFXNoShake 15714 End 15715 15716 ; *** ENGINEERING Parameters *** 15717 KindOf = STRUCTURE SELECTABLE IMMOBILE 15718 Body = StructureBody ModuleTag_02 15719 MaxHealth = 2000.0 15720 InitialHealth = 2000.0 15721 End 15722 Behavior = GarrisonContain ModuleTag_03 15723 ContainMax = 10 15724 EnterSound = GarrisonEnter 15725 ExitSound = GarrisonExit 15726 End 15727 15728 Behavior = FlammableUpdate ModuleTag_05 15729 FlameDamageLimit = 20 ;Catch fire if I take this much fire damage... 15730 FlameDamageExpiration = 2000 ;in a span of this long 15731 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 15732 AflameDamageAmount = 25 ; taking this much damage... 15733 AflameDamageDelay = 500 ; this often. 15734 End 15735 15736 Behavior = TransitionDamageFX ModuleTag_06 15737 ;-------------DESIGNED FOR SMALL SIZED CIVILIAN BUILDING TRANSITIONS------------------- 15738 DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke 15739 ;--------------------------------------------------------------------------------------- 15740 ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke 15741 ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion 15742 ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave 15743 ;--------------------------------------------------------------------------------------- 15744 RubbleParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke 15745 RubbleParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion 15746 RubbleParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave 15747 RubbleParticleSystem4 = Bone:None RandomBone:No PSys:StructureTransitionSmallFlare 15748 15749 End 15750 15751 Geometry = BOX 15752 GeometryMajorRadius = 20.0 15753 GeometryMinorRadius = 20.0 15754 GeometryHeight = 25.0 15755 GeometryIsSmall = No 15756 Shadow = SHADOW_VOLUME 15757 15758 End 15759 15760 ;------------------------------------------------------------------------------ 15761 Object MogadishuShop01 15762 15763 ; *** ART Parameters *** 15764 Draw = W3DModelDraw ModuleTag_01 15765 OkToChangeModelColor = Yes 15766 15767 ; day 15768 ConditionState = NONE 15769 Model = CBMogdis03 15770 End 15771 ConditionState = DAMAGED 15772 Model = CBMogdis03_D 15773 End 15774 15775 ConditionState = REALLYDAMAGED 15776 Model = CBMogdis03_E 15777 End 15778 ConditionState = RUBBLE 15779 Model = CBMogdis03_R 15780 End 15781 15782 ; day garrisoned 15783 ConditionState = GARRISONED 15784 Model = CBMogdis03_G 15785 Animation = CBMogdis03_G.CBMogdis03_G 15786 AnimationMode = LOOP 15787 End 15788 ConditionState = DAMAGED GARRISONED 15789 Model = CBMogdis03_DG 15790 Animation = CBMogdis03_DG.CBMogdis03_DG 15791 AnimationMode = LOOP 15792 End 15793 15794 ; night 15795 ConditionState = NIGHT 15796 Model = CBMogdis03_N 15797 End 15798 ConditionState = DAMAGED NIGHT 15799 Model = CBMogdis03_DN 15800 End 15801 ConditionState = REALLYDAMAGED NIGHT 15802 Model = CBMogdis03_EN 15803 End 15804 ConditionState = RUBBLE NIGHT 15805 Model = CBMogdis03_RN 15806 End 15807 15808 15809 ; night garrisoned 15810 ConditionState = NIGHT GARRISONED 15811 Model = CBMogdis03_NG 15812 Animation = CBMogdis03_NG.CBMogdis03_NG 15813 AnimationMode = LOOP 15814 End 15815 ConditionState = DAMAGED NIGHT GARRISONED 15816 Model = CBMogdis03_DNG 15817 Animation = CBMogdis03_DNG.CBMogdis03_DNG 15818 AnimationMode = LOOP 15819 End 15820 15821 15822 15823 ; Snow 15824 ConditionState = SNOW 15825 Model = CBMogdis03_S 15826 End 15827 ConditionState = DAMAGED SNOW 15828 Model = CBMogdis03_DS 15829 End 15830 ConditionState = REALLYDAMAGED SNOW 15831 Model = CBMogdis03_ES 15832 End 15833 ConditionState = RUBBLE SNOW 15834 Model = CBMogdis03_RS 15835 End 15836 15837 15838 ; snow garrisoned 15839 ConditionState = SNOW GARRISONED 15840 Model = CBMogdis03_SG 15841 Animation = CBMogdis03_SG.CBMogdis03_SG 15842 AnimationMode = LOOP 15843 End 15844 ConditionState = DAMAGED SNOW GARRISONED 15845 Model = CBMogdis03_DSG 15846 Animation = CBMogdis03_DSG.CBMogdis03_DSG 15847 AnimationMode = LOOP 15848 End 15849 15850 ; night snow 15851 ConditionState = SNOW NIGHT 15852 Model = CBMogdis03_SN 15853 End 15854 ConditionState = DAMAGED SNOW NIGHT 15855 Model = CBMogdis03_DSN 15856 End 15857 ConditionState = REALLYDAMAGED SNOW NIGHT 15858 Model = CBMogdis03_ESN 15859 End 15860 ConditionState = RUBBLE SNOW NIGHT 15861 Model = CBMogdis03_RSN 15862 End 15863 15864 ; night snow garrisoned 15865 ConditionState = SNOW NIGHT GARRISONED 15866 Model = CBMogdis03_SNG 15867 Animation = CBMogdis03_SNG.CBMogdis03_SNG 15868 AnimationMode = LOOP 15869 End 15870 ConditionState = DAMAGED SNOW NIGHT GARRISONED 15871 Model = CBMogdis03_DSNG 15872 Animation = CBMogdis03_DSNG.CBMogdis03_DSNG 15873 AnimationMode = LOOP 15874 End 15875 End 15876 15877 ; *** AUDIO Parameters *** 15878 SoundDie = BuildingDie 15879 SoundOnDamaged = BuildingDamagedStateLight 15880 SoundOnReallyDamaged = BuildingDestroy 15881 15882 15883 ; ***DESIGN parameters *** 15884 DisplayName = OBJECT:Structure 15885 EditorSorting = STRUCTURE 15886 ArmorSet 15887 Conditions = None 15888 Armor = StructureArmor 15889 DamageFX = StructureDamageFXNoShake 15890 End 15891 15892 ; *** ENGINEERING Parameters *** 15893 KindOf = STRUCTURE SELECTABLE IMMOBILE 15894 Body = StructureBody ModuleTag_02 15895 MaxHealth = 2000.0 15896 InitialHealth = 2000.0 15897 End 15898 Behavior = GarrisonContain ModuleTag_03 15899 ContainMax = 10 15900 EnterSound = GarrisonEnter 15901 ExitSound = GarrisonExit 15902 End 15903 15904 Behavior = FlammableUpdate ModuleTag_05 15905 FlameDamageLimit = 20 ;Catch fire if I take this much fire damage... 15906 FlameDamageExpiration = 2000 ;in a span of this long 15907 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 15908 AflameDamageAmount = 25 ; taking this much damage... 15909 AflameDamageDelay = 500 ; this often. 15910 End 15911 15912 Behavior = TransitionDamageFX ModuleTag_06 15913 ;-------------DESIGNED FOR SMALL SIZED CIVILIAN BUILDING TRANSITIONS------------------- 15914 DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke 15915 ;--------------------------------------------------------------------------------------- 15916 ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke 15917 ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion 15918 ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave 15919 ;--------------------------------------------------------------------------------------- 15920 RubbleParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke 15921 RubbleParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion 15922 RubbleParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave 15923 RubbleParticleSystem4 = Bone:None RandomBone:No PSys:StructureTransitionSmallFlare 15924 End 15925 15926 Geometry = BOX 15927 GeometryMajorRadius = 20.0 15928 GeometryMinorRadius = 20.0 15929 GeometryHeight = 25.0 15930 GeometryIsSmall = No 15931 Shadow = SHADOW_VOLUME 15932 15933 End 15934 15935 ;------------------------------------------------------------------------------ 15936 Object MogadishuShop02 15937 15938 ; *** ART Parameters *** 15939 Draw = W3DModelDraw ModuleTag_01 15940 OkToChangeModelColor = Yes 15941 15942 ; day 15943 ConditionState = NONE 15944 Model = CBMogdis04 15945 End 15946 ConditionState = DAMAGED 15947 Model = CBMogdis04_D 15948 End 15949 ConditionState = REALLYDAMAGED 15950 Model = CBMogdis04_E 15951 End 15952 ConditionState = RUBBLE 15953 Model = CBMogdis04_R 15954 End 15955 15956 ; day garrisoned 15957 ConditionState = GARRISONED 15958 Model = CBMogdis04_G 15959 Animation = CBMogdis04_G.CBMogdis04_G 15960 AnimationMode = LOOP 15961 End 15962 ConditionState = DAMAGED GARRISONED 15963 Model = CBMogdis04_DG 15964 Animation = CBMogdis04_DG.CBMogdis04_DG 15965 AnimationMode = LOOP 15966 End 15967 15968 ; night 15969 ConditionState = NIGHT 15970 Model = CBMogdis04_N 15971 End 15972 ConditionState = DAMAGED NIGHT 15973 Model = CBMogdis04_DN 15974 End 15975 ConditionState = REALLYDAMAGED NIGHT 15976 Model = CBMogdis04_EN 15977 End 15978 ConditionState = RUBBLE NIGHT 15979 Model = CBMogdis04_RN 15980 End 15981 15982 ; night garrisoned 15983 ConditionState = NIGHT GARRISONED 15984 Model = CBMogdis04_NG 15985 Animation = CBMogdis04_NG.CBMogdis04_NG 15986 AnimationMode = LOOP 15987 End 15988 ConditionState = DAMAGED NIGHT GARRISONED 15989 Model = CBMogdis04_DNG 15990 Animation = CBMogdis04_DNG.CBMogdis04_DNG 15991 AnimationMode = LOOP 15992 End 15993 15994 15995 15996 ; Snow 15997 ConditionState = SNOW 15998 Model = CBMogdis04_S 15999 End 16000 ConditionState = DAMAGED SNOW 16001 Model = CBMogdis04_DS 16002 End 16003 ConditionState = REALLYDAMAGED SNOW 16004 Model = CBMogdis04_ES 16005 End 16006 ConditionState = RUBBLE SNOW 16007 Model = CBMogdis04_RS 16008 End 16009 16010 16011 ; snow garrisoned 16012 ConditionState = SNOW GARRISONED 16013 Model = CBMogdis04_SG 16014 Animation = CBMogdis04_SG.CBMogdis04_SG 16015 AnimationMode = LOOP 16016 End 16017 ConditionState = DAMAGED SNOW GARRISONED 16018 Model = CBMogdis04_DSG 16019 Animation = CBMogdis04_DSG.CBMogdis04_DSG 16020 AnimationMode = LOOP 16021 End 16022 16023 ; night snow 16024 ConditionState = SNOW NIGHT 16025 Model = CBMogdis04_SN 16026 End 16027 ConditionState = DAMAGED SNOW NIGHT 16028 Model = CBMogdis04_DSN 16029 End 16030 ConditionState = REALLYDAMAGED SNOW NIGHT 16031 Model = CBMogdis04_ESN 16032 End 16033 ConditionState = RUBBLE SNOW NIGHT 16034 Model = CBMogdis04_RSN 16035 End 16036 16037 ; night snow garrisoned 16038 ConditionState = SNOW NIGHT GARRISONED 16039 Model = CBMogdis04_SNG 16040 Animation = CBMogdis04_SNG.CBMogdis04_SNG 16041 AnimationMode = LOOP 16042 End 16043 ConditionState = DAMAGED SNOW NIGHT GARRISONED 16044 Model = CBMogdis04_DSNG 16045 Animation = CBMogdis04_DSNG.CBMogdis04_DSNG 16046 AnimationMode = LOOP 16047 End 16048 End 16049 16050 ; *** AUDIO Parameters *** 16051 SoundDie = BuildingDie 16052 SoundOnDamaged = BuildingDamagedStateLight 16053 SoundOnReallyDamaged = BuildingDestroy 16054 16055 16056 ; ***DESIGN parameters *** 16057 DisplayName = OBJECT:Structure 16058 EditorSorting = STRUCTURE 16059 ArmorSet 16060 Conditions = None 16061 Armor = StructureArmor 16062 DamageFX = StructureDamageFXNoShake 16063 End 16064 16065 ; *** ENGINEERING Parameters *** 16066 KindOf = STRUCTURE SELECTABLE IMMOBILE 16067 Body = StructureBody ModuleTag_02 16068 MaxHealth = 2000.0 16069 InitialHealth = 2000.0 16070 End 16071 Behavior = GarrisonContain ModuleTag_03 16072 ContainMax = 10 16073 EnterSound = GarrisonEnter 16074 ExitSound = GarrisonExit 16075 End 16076 16077 Behavior = FlammableUpdate ModuleTag_05 16078 FlameDamageLimit = 20 ;Catch fire if I take this much fire damage... 16079 FlameDamageExpiration = 2000 ;in a span of this long 16080 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 16081 AflameDamageAmount = 25 ; taking this much damage... 16082 AflameDamageDelay = 500 ; this often. 16083 End 16084 16085 Behavior = TransitionDamageFX ModuleTag_06 16086 ;-------------DESIGNED FOR SMALL SIZED CIVILIAN BUILDING TRANSITIONS------------------- 16087 DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke 16088 ;--------------------------------------------------------------------------------------- 16089 ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke 16090 ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion 16091 ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave 16092 ;--------------------------------------------------------------------------------------- 16093 RubbleParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke 16094 RubbleParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion 16095 RubbleParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave 16096 RubbleParticleSystem4 = Bone:None RandomBone:No PSys:StructureTransitionSmallFlare 16097 End 16098 16099 Geometry = BOX 16100 GeometryMajorRadius = 20.0 16101 GeometryMinorRadius = 20.0 16102 GeometryHeight = 25.0 16103 GeometryIsSmall = No 16104 Shadow = SHADOW_VOLUME 16105 16106 End 16107 16108 ;------------------------------------------------------------------------------ 16109 Object MogadishuHouse01 16110 16111 ; *** ART Parameters *** 16112 Draw = W3DModelDraw ModuleTag_01 16113 OkToChangeModelColor = Yes 16114 16115 ; day 16116 ConditionState = NONE 16117 Model = CBMogdis08 16118 End 16119 ConditionState = DAMAGED 16120 Model = CBMogdis08_D 16121 End 16122 ConditionState = REALLYDAMAGED 16123 Model = CBMogdis08_E 16124 End 16125 ConditionState = RUBBLE 16126 Model = CBMogdis08_R 16127 End 16128 16129 ; day garrisoned 16130 ConditionState = GARRISONED 16131 Model = CBMogdis08_G 16132 Animation = CBMogdis08_G.CBMogdis08_G 16133 AnimationMode = LOOP 16134 End 16135 ConditionState = DAMAGED GARRISONED 16136 Model = CBMogdis08_DG 16137 Animation = CBMogdis08_DG.CBMogdis08_DG 16138 AnimationMode = LOOP 16139 End 16140 16141 ; night 16142 ConditionState = NIGHT 16143 Model = CBMogdis08_N 16144 End 16145 ConditionState = DAMAGED NIGHT 16146 Model = CBMogdis08_DN 16147 End 16148 ConditionState = REALLYDAMAGED NIGHT 16149 Model = CBMogdis08_EN 16150 End 16151 ConditionState = RUBBLE NIGHT 16152 Model = CBMogdis08_RN 16153 End 16154 16155 ; night garrisoned 16156 ConditionState = NIGHT GARRISONED 16157 Model = CBMogdis08_NG 16158 Animation = CBMogdis08_NG.CBMogdis08_NG 16159 AnimationMode = LOOP 16160 End 16161 ConditionState = DAMAGED NIGHT GARRISONED 16162 Model = CBMogdis08_DNG 16163 Animation = CBMogdis08_DNG.CBMogdis08_DNG 16164 AnimationMode = LOOP 16165 End 16166 16167 16168 16169 ; Snow 16170 ConditionState = SNOW 16171 Model = CBMogdis08_S 16172 End 16173 ConditionState = DAMAGED SNOW 16174 Model = CBMogdis08_DS 16175 End 16176 ConditionState = REALLYDAMAGED SNOW 16177 Model = CBMogdis08_ES 16178 End 16179 ConditionState = RUBBLE SNOW 16180 Model = CBMogdis08_RS 16181 End 16182 16183 16184 ; snow garrisoned 16185 ConditionState = SNOW GARRISONED 16186 Model = CBMogdis08_SG 16187 Animation = CBMogdis08_SG.CBMogdis08_SG 16188 AnimationMode = LOOP 16189 End 16190 ConditionState = DAMAGED SNOW GARRISONED 16191 Model = CBMogdis08_DSG 16192 Animation = CBMogdis08_DSG.CBMogdis08_DSG 16193 AnimationMode = LOOP 16194 End 16195 16196 ; night snow 16197 ConditionState = SNOW NIGHT 16198 Model = CBMogdis08_SN 16199 End 16200 ConditionState = DAMAGED SNOW NIGHT 16201 Model = CBMogdis08_DSN 16202 End 16203 ConditionState = REALLYDAMAGED SNOW NIGHT 16204 Model = CBMogdis08_ESN 16205 End 16206 ConditionState = RUBBLE SNOW NIGHT 16207 Model = CBMogdis08_RSN 16208 End 16209 16210 ; night snow garrisoned 16211 ConditionState = SNOW NIGHT GARRISONED 16212 Model = CBMogdis08_SNG 16213 Animation = CBMogdis08_SNG.CBMogdis08_SNG 16214 AnimationMode = LOOP 16215 End 16216 ConditionState = DAMAGED SNOW NIGHT GARRISONED 16217 Model = CBMogdis08_DSNG 16218 Animation = CBMogdis08_DSNG.CBMogdis08_DSNG 16219 AnimationMode = LOOP 16220 End 16221 End 16222 16223 ; ***DESIGN parameters *** 16224 DisplayName = OBJECT:Structure 16225 EditorSorting = STRUCTURE 16226 ArmorSet 16227 Conditions = None 16228 Armor = StructureArmor 16229 DamageFX = StructureDamageFXNoShake 16230 End 16231 16232 ; *** ENGINEERING Parameters *** 16233 KindOf = STRUCTURE SELECTABLE IMMOBILE 16234 Body = StructureBody ModuleTag_02 16235 MaxHealth = 2000.0 16236 InitialHealth = 2000.0 16237 End 16238 Behavior = GarrisonContain ModuleTag_03 16239 ContainMax = 10 16240 EnterSound = GarrisonEnter 16241 ExitSound = GarrisonExit 16242 End 16243 16244 Behavior = FlammableUpdate ModuleTag_05 16245 FlameDamageLimit = 20 ;Catch fire if I take this much fire damage... 16246 FlameDamageExpiration = 2000 ;in a span of this long 16247 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 16248 AflameDamageAmount = 25 ; taking this much damage... 16249 AflameDamageDelay = 500 ; this often. 16250 End 16251 16252 Behavior = TransitionDamageFX ModuleTag_06 16253 ;-------------DESIGNED FOR SMALL SIZED CIVILIAN BUILDING TRANSITIONS------------------- 16254 DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke 16255 ;--------------------------------------------------------------------------------------- 16256 ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke 16257 ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion 16258 ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave 16259 ;--------------------------------------------------------------------------------------- 16260 RubbleParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke 16261 RubbleParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion 16262 RubbleParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave 16263 RubbleParticleSystem4 = Bone:None RandomBone:No PSys:StructureTransitionSmallFlare 16264 16265 End 16266 16267 Geometry = BOX 16268 GeometryMajorRadius = 26.0 16269 GeometryMinorRadius = 21.0 16270 GeometryHeight = 35.0 16271 GeometryIsSmall = No 16272 Shadow = SHADOW_VOLUME 16273 16274 End 16275 16276 ;------------------------------------------------------------------------------ 16277 Object MogadishuGarage02 16278 16279 ; *** ART Parameters *** 16280 Draw = W3DModelDraw ModuleTag_01 16281 OkToChangeModelColor = Yes 16282 16283 ; day 16284 ConditionState = NONE 16285 Model = CBMogdis05 16286 End 16287 ConditionState = DAMAGED 16288 Model = CBMogdis05_D 16289 End 16290 ConditionState = REALLYDAMAGED 16291 Model = CBMogdis05_E 16292 End 16293 ConditionState = RUBBLE 16294 Model = CBMogdis05_R 16295 End 16296 16297 ; day garrisoned 16298 ConditionState = GARRISONED 16299 Model = CBMogdis05_G 16300 Animation = CBMogdis05_G.CBMogdis05_G 16301 AnimationMode = LOOP 16302 End 16303 ConditionState = DAMAGED GARRISONED 16304 Model = CBMogdis05_DG 16305 Animation = CBMogdis05_DG.CBMogdis05_DG 16306 AnimationMode = LOOP 16307 End 16308 16309 ; night 16310 ConditionState = NIGHT 16311 Model = CBMogdis05_N 16312 End 16313 ConditionState = DAMAGED NIGHT 16314 Model = CBMogdis05_DN 16315 End 16316 ConditionState = REALLYDAMAGED NIGHT 16317 Model = CBMogdis05_EN 16318 End 16319 ConditionState = RUBBLE NIGHT 16320 Model = CBMogdis05_RN 16321 End 16322 16323 ; night garrisoned 16324 ConditionState = NIGHT GARRISONED 16325 Model = CBMogdis05_NG 16326 Animation = CBMogdis05_NG.CBMogdis05_NG 16327 AnimationMode = LOOP 16328 End 16329 ConditionState = DAMAGED NIGHT GARRISONED 16330 Model = CBMogdis05_DNG 16331 Animation = CBMogdis05_DNG.CBMogdis05_DNG 16332 AnimationMode = LOOP 16333 End 16334 16335 16336 16337 ; Snow 16338 ConditionState = SNOW 16339 Model = CBMogdis05_S 16340 End 16341 ConditionState = DAMAGED SNOW 16342 Model = CBMogdis05_DS 16343 End 16344 ConditionState = REALLYDAMAGED SNOW 16345 Model = CBMogdis05_ES 16346 End 16347 ConditionState = RUBBLE SNOW 16348 Model = CBMogdis05_RS 16349 End 16350 16351 16352 ; snow garrisoned 16353 ConditionState = SNOW GARRISONED 16354 Model = CBMogdis05_SG 16355 Animation = CBMogdis05_SG.CBMogdis05_SG 16356 AnimationMode = LOOP 16357 End 16358 ConditionState = DAMAGED SNOW GARRISONED 16359 Model = CBMogdis05_DSG 16360 Animation = CBMogdis05_DSG.CBMogdis05_DSG 16361 AnimationMode = LOOP 16362 End 16363 16364 ; night snow 16365 ConditionState = SNOW NIGHT 16366 Model = CBMogdis05_SN 16367 End 16368 ConditionState = DAMAGED SNOW NIGHT 16369 Model = CBMogdis05_DSN 16370 End 16371 ConditionState = REALLYDAMAGED SNOW NIGHT 16372 Model = CBMogdis05_ESN 16373 End 16374 ConditionState = RUBBLE SNOW NIGHT 16375 Model = CBMogdis05_RSN 16376 End 16377 16378 ; night snow garrisoned 16379 ConditionState = SNOW NIGHT GARRISONED 16380 Model = CBMogdis05_SNG 16381 ; @todo srj -- missing 16382 ; Animation = CBMogdis05_SNG.CBMogdis05_SNG 16383 ; AnimationMode = LOOP 16384 End 16385 ConditionState = DAMAGED SNOW NIGHT GARRISONED 16386 Model = CBMogdis05_DSNG 16387 Animation = CBMogdis05_DSNG.CBMogdis05_DSNG 16388 AnimationMode = LOOP 16389 End 16390 End 16391 16392 ; *** AUDIO Parameters *** 16393 SoundDie = BuildingDie 16394 SoundOnDamaged = BuildingDamagedStateLight 16395 SoundOnReallyDamaged = BuildingDestroy 16396 16397 16398 ; ***DESIGN parameters *** 16399 DisplayName = OBJECT:Structure 16400 EditorSorting = STRUCTURE 16401 ArmorSet 16402 Conditions = None 16403 Armor = StructureArmor 16404 DamageFX = StructureDamageFXNoShake 16405 End 16406 16407 ; *** ENGINEERING Parameters *** 16408 KindOf = STRUCTURE SELECTABLE IMMOBILE 16409 Body = StructureBody ModuleTag_02 16410 MaxHealth = 2000.0 16411 InitialHealth = 2000.0 16412 End 16413 Behavior = GarrisonContain ModuleTag_03 16414 ContainMax = 10 16415 EnterSound = GarrisonEnter 16416 ExitSound = GarrisonExit 16417 End 16418 16419 Behavior = FlammableUpdate ModuleTag_05 16420 FlameDamageLimit = 20 ;Catch fire if I take this much fire damage... 16421 FlameDamageExpiration = 2000 ;in a span of this long 16422 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 16423 AflameDamageAmount = 25 ; taking this much damage... 16424 AflameDamageDelay = 500 ; this often. 16425 End 16426 16427 Behavior = TransitionDamageFX ModuleTag_06 16428 ;-------------DESIGNED FOR SMALL SIZED CIVILIAN BUILDING TRANSITIONS------------------- 16429 DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke 16430 ;--------------------------------------------------------------------------------------- 16431 ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke 16432 ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion 16433 ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave 16434 ;--------------------------------------------------------------------------------------- 16435 RubbleParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke 16436 RubbleParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion 16437 RubbleParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave 16438 RubbleParticleSystem4 = Bone:None RandomBone:No PSys:StructureTransitionSmallFlare 16439 16440 End 16441 16442 Geometry = BOX 16443 GeometryMajorRadius = 20.0 16444 GeometryMinorRadius = 20.0 16445 GeometryHeight = 25.0 16446 GeometryIsSmall = No 16447 Shadow = SHADOW_VOLUME 16448 16449 End 16450 16451 ;------------------------------------------------------------------------------ 16452 Object MogadishuWell 16453 16454 ; This should probably be a prop. -GB 16455 16456 ; *** ART Parameters *** 16457 Draw = W3DModelDraw ModuleTag_01 16458 DefaultConditionState 16459 Model = CBMogWell 16460 End 16461 16462 ; day garrisoned 16463 ConditionState = GARRISONED 16464 Model = CBMogWell 16465 End 16466 ConditionState = DAMAGED GARRISONED 16467 Model = CBMogWell 16468 End 16469 ConditionState = REALLYDAMAGED GARRISONED 16470 Model = CBMogWell 16471 End 16472 ;ConditionState = RUBBLE GARRISONED 16473 ; Model = CBMogWell 16474 ;End 16475 16476 ; night garrisoned 16477 ConditionState = NIGHT GARRISONED 16478 Model = CBMogWell 16479 End 16480 ConditionState = DAMAGED NIGHT GARRISONED 16481 Model = CBMogWell 16482 End 16483 ConditionState = REALLYDAMAGED NIGHT GARRISONED 16484 Model = CBMogWell 16485 End 16486 ;ConditionState = RUBBLE NIGHT GARRISONED 16487 ; Model = CBMogWell 16488 ;End 16489 End 16490 16491 ; ***DESIGN parameters *** 16492 DisplayName = OBJECT:Well 16493 EditorSorting = STRUCTURE 16494 ArmorSet 16495 Conditions = None 16496 Armor = StructureArmor 16497 DamageFX = StructureDamageFXNoShake 16498 End 16499 16500 ; *** ENGINEERING Parameters *** 16501 KindOf = STRUCTURE SELECTABLE IMMOBILE 16502 Body = StructureBody ModuleTag_02 16503 MaxHealth = 2000.0 16504 InitialHealth = 2000.0 16505 End 16506 16507 Behavior = FlammableUpdate ModuleTag_04 16508 FlameDamageLimit = 20 ;Catch fire if I take this much fire damage... 16509 FlameDamageExpiration = 2000 ;in a span of this long 16510 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 16511 AflameDamageAmount = 25 ; taking this much damage... 16512 AflameDamageDelay = 500 ; this often. 16513 End 16514 16515 ; Note that structures with "RUBBLE" states should not use DestroyDie; such buildings are 16516 ; never truly destroyed, even when reduced to zero health. Also note that garrisonable 16517 ; buildings automatically stick around because GarrisonContain has it's own DieModule 16518 Behavior = KeepObjectDie ModuleTag_IWantRubble 16519 End 16520 16521 Geometry = BOX 16522 GeometryMajorRadius = 20.0 16523 GeometryMinorRadius = 20.0 16524 GeometryHeight = 4.0 16525 GeometryIsSmall = No 16526 Shadow = SHADOW_VOLUME 16527 16528 End 16529 16530 ;------------------------------------------------------------------------------ 16531 Object MogadishuHighrise02 16532 16533 ; *** ART Parameters *** 16534 Draw = W3DModelDraw ModuleTag_01 16535 OkToChangeModelColor = Yes 16536 ; day 16537 ConditionState = NONE 16538 Model = CBMogdis06 16539 End 16540 ConditionState = DAMAGED 16541 Model = CBMogdis06_D 16542 End 16543 ConditionState = REALLYDAMAGED 16544 Model = CBMogdis06_E 16545 End 16546 ConditionState = RUBBLE 16547 Model = CBMogdis06_R 16548 End 16549 16550 ; day garrisoned 16551 ConditionState = GARRISONED 16552 Model = CBMogdis06_G 16553 Animation = CBMogdis06_G.CBMogdis06_G 16554 AnimationMode = LOOP 16555 End 16556 ConditionState = DAMAGED GARRISONED 16557 Model = CBMogdis06_DG 16558 Animation = CBMogdis06_DG.CBMogdis06_DG 16559 AnimationMode = LOOP 16560 End 16561 16562 ; night 16563 ConditionState = NIGHT 16564 Model = CBMogdis06_N 16565 End 16566 ConditionState = DAMAGED NIGHT 16567 Model = CBMogdis06_DN 16568 End 16569 ConditionState = REALLYDAMAGED NIGHT 16570 Model = CBMogdis06_EN 16571 End 16572 ConditionState = RUBBLE NIGHT 16573 Model = CBMogdis06_RN 16574 End 16575 16576 ; night garrisoned 16577 ConditionState = NIGHT GARRISONED 16578 Model = CBMogdis06_NG 16579 Animation = CBMogdis06_NG.CBMogdis06_NG 16580 AnimationMode = LOOP 16581 End 16582 ConditionState = DAMAGED NIGHT GARRISONED 16583 Model = CBMogdis06_DNG 16584 Animation = CBMogdis06_DNG.CBMogdis06_DNG 16585 AnimationMode = LOOP 16586 End 16587 16588 16589 16590 ; Snow 16591 ConditionState = SNOW 16592 Model = CBMogdis06_S 16593 End 16594 ConditionState = DAMAGED SNOW 16595 Model = CBMogdis06_DS 16596 End 16597 ConditionState = REALLYDAMAGED SNOW 16598 Model = CBMogdis06_ES 16599 End 16600 ConditionState = RUBBLE SNOW 16601 Model = CBMogdis06_RS 16602 End 16603 16604 16605 ; snow garrisoned 16606 ConditionState = SNOW GARRISONED 16607 Model = CBMogdis06_SG 16608 Animation = CBMogdis06_SG.CBMogdis06_SG 16609 AnimationMode = LOOP 16610 End 16611 ConditionState = DAMAGED SNOW GARRISONED 16612 Model = CBMogdis06_DSG 16613 Animation = CBMogdis06_DSG.CBMogdis06_DSG 16614 AnimationMode = LOOP 16615 End 16616 16617 ; night snow 16618 ConditionState = SNOW NIGHT 16619 Model = CBMogdis06_SN 16620 End 16621 ConditionState = DAMAGED SNOW NIGHT 16622 Model = CBMogdis06_DSN 16623 End 16624 ConditionState = REALLYDAMAGED SNOW NIGHT 16625 Model = CBMogdis06_ESN 16626 End 16627 ConditionState = RUBBLE SNOW NIGHT 16628 Model = CBMogdis06_RSN 16629 End 16630 16631 ; night snow garrisoned 16632 ConditionState = SNOW NIGHT GARRISONED 16633 Model = CBMogdis06_SNG 16634 Animation = CBMogdis06_SNG.CBMogdis06_SNG 16635 AnimationMode = LOOP 16636 End 16637 ConditionState = DAMAGED SNOW NIGHT GARRISONED 16638 Model = CBMogdis06_DSNG 16639 Animation = CBMogdis06_DSNG.CBMogdis06_DSNG 16640 AnimationMode = LOOP 16641 End 16642 End 16643 16644 ; *** AUDIO Parameters *** 16645 SoundDie = BuildingDie 16646 SoundOnDamaged = BuildingDamagedStateLight 16647 SoundOnReallyDamaged = BuildingDestroy 16648 16649 16650 ; ***DESIGN parameters *** 16651 DisplayName = OBJECT:Structure 16652 EditorSorting = STRUCTURE 16653 ArmorSet 16654 Conditions = None 16655 Armor = StructureArmor 16656 DamageFX = StructureDamageFXNoShake 16657 End 16658 16659 ; *** ENGINEERING Parameters *** 16660 KindOf = STRUCTURE SELECTABLE IMMOBILE 16661 Body = StructureBody ModuleTag_02 16662 MaxHealth = 2000.0 16663 InitialHealth = 2000.0 16664 End 16665 Behavior = GarrisonContain ModuleTag_03 16666 ContainMax = 10 16667 EnterSound = GarrisonEnter 16668 ExitSound = GarrisonExit 16669 End 16670 16671 Behavior = FlammableUpdate ModuleTag_05 16672 FlameDamageLimit = 20 ;Catch fire if I take this much fire damage... 16673 FlameDamageExpiration = 2000 ;in a span of this long 16674 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 16675 AflameDamageAmount = 25 ; taking this much damage... 16676 AflameDamageDelay = 500 ; this often. 16677 End 16678 16679 Behavior = TransitionDamageFX ModuleTag_06 16680 ;-------------DESIGNED FOR MEDIUM SIZED CIVILIAN BUILDING TRANSITIONS------------------- 16681 DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke 16682 ;--------------------------------------------------------------------------------------- 16683 ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke 16684 ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionMediumExplosion 16685 ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionMediumShockwave 16686 ;-------------------------------------------------------------------------------------- 16687 RubbleParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke 16688 RubbleParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionMediumExplosion 16689 RubbleParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionMediumShockwave 16690 RubbleParticleSystem4 = Bone:None RandomBone:No PSys:StructureTransitionMediumFlare 16691 16692 End 16693 16694 Geometry = BOX 16695 GeometryMajorRadius = 20.0 16696 GeometryMinorRadius = 32.0 16697 GeometryHeight = 69.0 16698 GeometryIsSmall = No 16699 Shadow = SHADOW_VOLUME 16700 16701 End 16702 16703 ;------------------------------------------------------------------------------ 16704 Object MogadishuHighrise03 16705 16706 ; *** ART Parameters *** 16707 Draw = W3DModelDraw ModuleTag_01 16708 OkToChangeModelColor = Yes 16709 16710 ; day 16711 ConditionState = NONE 16712 Model = CBMogdis07 16713 End 16714 ConditionState = DAMAGED 16715 Model = CBMogdis07_D 16716 End 16717 ConditionState = REALLYDAMAGED 16718 Model = CBMogdis07_E 16719 End 16720 ConditionState = RUBBLE 16721 Model = CBMogdis07_R 16722 End 16723 16724 ; day garrisoned 16725 ConditionState = GARRISONED 16726 Model = CBMogdis07_G 16727 Animation = CBMogdis07_G.CBMogdis07_G 16728 AnimationMode = LOOP 16729 End 16730 ConditionState = DAMAGED GARRISONED 16731 Model = CBMogdis07_DG 16732 Animation = CBMogdis07_DG.CBMogdis07_DG 16733 AnimationMode = LOOP 16734 End 16735 16736 ; night 16737 ConditionState = NIGHT 16738 Model = CBMogdis07_N 16739 End 16740 ConditionState = DAMAGED NIGHT 16741 Model = CBMogdis07_DN 16742 End 16743 ConditionState = REALLYDAMAGED NIGHT 16744 Model = CBMogdis07_EN 16745 End 16746 ConditionState = RUBBLE NIGHT 16747 Model = CBMogdis07_RN 16748 End 16749 16750 ; night garrisoned 16751 ConditionState = NIGHT GARRISONED 16752 Model = CBMogdis07_NG 16753 Animation = CBMogdis07_NG.CBMogdis07_NG 16754 AnimationMode = LOOP 16755 End 16756 ConditionState = DAMAGED NIGHT GARRISONED 16757 Model = CBMogdis07_DNG 16758 Animation = CBMogdis07_DNG.CBMogdis07_DNG 16759 AnimationMode = LOOP 16760 End 16761 16762 16763 16764 ; Snow 16765 ConditionState = SNOW 16766 Model = CBMogdis07_S 16767 End 16768 ConditionState = DAMAGED SNOW 16769 Model = CBMogdis07_DS 16770 End 16771 ConditionState = REALLYDAMAGED SNOW 16772 Model = CBMogdis07_ES 16773 End 16774 ConditionState = RUBBLE SNOW 16775 Model = CBMogdis07_RS 16776 End 16777 16778 16779 ; snow garrisoned 16780 ConditionState = SNOW GARRISONED 16781 Model = CBMogdis07_SG 16782 Animation = CBMogdis07_SG.CBMogdis07_SG 16783 AnimationMode = LOOP 16784 End 16785 ConditionState = DAMAGED SNOW GARRISONED 16786 Model = CBMogdis07_DSG 16787 Animation = CBMogdis07_DSG.CBMogdis07_DSG 16788 AnimationMode = LOOP 16789 End 16790 16791 ; night snow 16792 ConditionState = SNOW NIGHT 16793 Model = CBMogdis07_SN 16794 End 16795 ConditionState = DAMAGED SNOW NIGHT 16796 Model = CBMogdis07_DSN 16797 End 16798 ConditionState = REALLYDAMAGED SNOW NIGHT 16799 Model = CBMogdis07_ESN 16800 End 16801 ConditionState = RUBBLE SNOW NIGHT 16802 Model = CBMogdis07_RSN 16803 End 16804 16805 ; night snow garrisoned 16806 ConditionState = SNOW NIGHT GARRISONED 16807 Model = CBMogdis07_SNG 16808 Animation = CBMogdis07_SNG.CBMogdis07_SNG 16809 AnimationMode = LOOP 16810 End 16811 ConditionState = DAMAGED SNOW NIGHT GARRISONED 16812 Model = CBMogdis07_DSNG 16813 Animation = CBMogdis07_DSNG.CBMogdis07_DSNG 16814 AnimationMode = LOOP 16815 End 16816 End 16817 16818 ; *** AUDIO Parameters *** 16819 SoundDie = BuildingDie 16820 SoundOnDamaged = BuildingDamagedStateLight 16821 SoundOnReallyDamaged = BuildingDestroy 16822 16823 16824 ; ***DESIGN parameters *** 16825 DisplayName = OBJECT:Structure 16826 EditorSorting = STRUCTURE 16827 ArmorSet 16828 Conditions = None 16829 Armor = StructureArmor 16830 DamageFX = StructureDamageFXNoShake 16831 End 16832 16833 ; *** ENGINEERING Parameters *** 16834 KindOf = STRUCTURE SELECTABLE IMMOBILE 16835 Body = StructureBody ModuleTag_02 16836 MaxHealth = 2000.0 16837 InitialHealth = 2000.0 16838 End 16839 Behavior = GarrisonContain ModuleTag_03 16840 ContainMax = 10 16841 EnterSound = GarrisonEnter 16842 ExitSound = GarrisonExit 16843 End 16844 16845 Behavior = FlammableUpdate ModuleTag_05 16846 FlameDamageLimit = 20 ;Catch fire if I take this much fire damage... 16847 FlameDamageExpiration = 2000 ;in a span of this long 16848 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 16849 AflameDamageAmount = 25 ; taking this much damage... 16850 AflameDamageDelay = 500 ; this often. 16851 End 16852 16853 Behavior = TransitionDamageFX ModuleTag_06 16854 ;-------------DESIGNED FOR MEDIUM SIZED CIVILIAN BUILDING TRANSITIONS------------------- 16855 DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke 16856 ;--------------------------------------------------------------------------------------- 16857 ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke 16858 ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionMediumExplosion 16859 ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionMediumShockwave 16860 ;-------------------------------------------------------------------------------------- 16861 RubbleParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke 16862 RubbleParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionMediumExplosion 16863 RubbleParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionMediumShockwave 16864 RubbleParticleSystem4 = Bone:None RandomBone:No PSys:StructureTransitionMediumFlare 16865 16866 End 16867 16868 Geometry = BOX 16869 GeometryMajorRadius = 20.0 16870 GeometryMinorRadius = 32.0 16871 GeometryHeight = 69.0 16872 GeometryIsSmall = No 16873 Shadow = SHADOW_VOLUME 16874 16875 End 16876 16877 ;------------------------------------------------------------------------------ 16878 Object FarmHouse 16879 16880 ; *** ART Parameters *** 16881 Draw = W3DModelDraw ModuleTag_01 16882 OkToChangeModelColor = Yes 16883 16884 ; day 16885 ConditionState = NONE 16886 Model = CBNFarmHse 16887 End 16888 ConditionState = DAMAGED 16889 Model = CBNFarmHse_D 16890 End 16891 ConditionState = REALLYDAMAGED 16892 Model = CBNFarmHse_E 16893 End 16894 ConditionState = RUBBLE 16895 Model = CBNFarmHse_R 16896 End 16897 16898 ; day garrisoned 16899 ConditionState = GARRISONED 16900 Model = CBNFarmHse_G 16901 Animation = CBNFarmHse_G.CBNFarmHse_G 16902 AnimationMode = LOOP 16903 End 16904 ConditionState = DAMAGED GARRISONED 16905 Model = CBNFarmHse_DG 16906 Animation = CBNFarmHse_DG.CBNFarmHse_DG 16907 AnimationMode = LOOP 16908 End 16909 16910 ; night 16911 ConditionState = NIGHT 16912 Model = CBNFarmHse_N 16913 End 16914 ConditionState = DAMAGED NIGHT 16915 Model = CBNFarmHse_DN 16916 End 16917 ConditionState = REALLYDAMAGED NIGHT 16918 Model = CBNFarmHse_EN 16919 End 16920 ConditionState = RUBBLE NIGHT 16921 Model = CBNFarmHse_RN 16922 End 16923 16924 ; night garrisoned 16925 ConditionState = NIGHT GARRISONED 16926 Model = CBNFarmHse_NG 16927 Animation = CBNFarmHse_NG.CBNFarmHse_NG 16928 AnimationMode = LOOP 16929 End 16930 ConditionState = DAMAGED NIGHT GARRISONED 16931 Model = CBNFarmHse_DNG 16932 Animation = CBNFarmHse_DNG.CBNFarmHse_DNG 16933 AnimationMode = LOOP 16934 End 16935 16936 16937 16938 ; Snow 16939 ConditionState = SNOW 16940 Model = CBNFarmHse_S 16941 End 16942 ConditionState = DAMAGED SNOW 16943 Model = CBNFarmHse_DS 16944 End 16945 ConditionState = REALLYDAMAGED SNOW 16946 Model = CBNFarmHse_ES 16947 End 16948 ConditionState = RUBBLE SNOW 16949 Model = CBNFarmHse_RS 16950 End 16951 16952 16953 ; snow garrisoned 16954 ConditionState = SNOW GARRISONED 16955 Model = CBNFarmHse_SG 16956 Animation = CBNFarmHse_SG.CBNFarmHse_SG 16957 AnimationMode = LOOP 16958 End 16959 ConditionState = DAMAGED SNOW GARRISONED 16960 Model = CBNFarmHse_DSG 16961 Animation = CBNFarmHse_DSG.CBNFarmHse_DSG 16962 AnimationMode = LOOP 16963 End 16964 16965 ; night snow 16966 ConditionState = SNOW NIGHT 16967 Model = CBNFarmHse_SN 16968 End 16969 ConditionState = DAMAGED SNOW NIGHT 16970 Model = CBNFarmHse_DSN 16971 End 16972 ConditionState = REALLYDAMAGED SNOW NIGHT 16973 Model = CBNFarmHse_ESN 16974 End 16975 ConditionState = RUBBLE SNOW NIGHT 16976 Model = CBNFarmHse_RSN 16977 End 16978 16979 ; night snow garrisoned 16980 ConditionState = SNOW NIGHT GARRISONED 16981 Model = CBNFarmHse_SNG 16982 Animation = CBNFarmHse_SNG.CBNFarmHse_SNG 16983 AnimationMode = LOOP 16984 End 16985 ConditionState = DAMAGED SNOW NIGHT GARRISONED 16986 Model = CBNFarmHse_DSNG 16987 Animation = CBNFarmHse_DSNG.CBNFarmHse_DSNG 16988 AnimationMode = LOOP 16989 End 16990 End 16991 16992 ; *** AUDIO Parameters *** 16993 SoundDie = BuildingDie 16994 SoundOnDamaged = BuildingDamagedStateLight 16995 SoundOnReallyDamaged = BuildingDestroy 16996 16997 16998 ; ***DESIGN parameters *** 16999 DisplayName = OBJECT:Structure 17000 EditorSorting = STRUCTURE 17001 ArmorSet 17002 Conditions = None 17003 Armor = StructureArmor 17004 DamageFX = StructureDamageFXNoShake 17005 End 17006 17007 ; *** ENGINEERING Parameters *** 17008 KindOf = STRUCTURE SELECTABLE IMMOBILE 17009 Body = StructureBody ModuleTag_02 17010 MaxHealth = 2000.0 17011 InitialHealth = 2000.0 17012 End 17013 Behavior = GarrisonContain ModuleTag_03 17014 ContainMax = 10 17015 EnterSound = GarrisonEnter 17016 ExitSound = GarrisonExit 17017 End 17018 17019 Behavior = FlammableUpdate ModuleTag_05 17020 FlameDamageLimit = 20 ;Catch fire if I take this much fire damage... 17021 FlameDamageExpiration = 2000 ;in a span of this long 17022 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 17023 AflameDamageAmount = 25 ; taking this much damage... 17024 AflameDamageDelay = 500 ; this often. 17025 End 17026 17027 Behavior = TransitionDamageFX ModuleTag_06 17028 ;-------------DESIGNED FOR SMALL SIZED CIVILIAN BUILDING TRANSITIONS------------------- 17029 DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke 17030 ;--------------------------------------------------------------------------------------- 17031 ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke 17032 ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion 17033 ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave 17034 ;--------------------------------------------------------------------------------------- 17035 RubbleParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke 17036 RubbleParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion 17037 RubbleParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave 17038 RubbleParticleSystem4 = Bone:None RandomBone:No PSys:StructureTransitionSmallFlare 17039 17040 End 17041 17042 Geometry = BOX 17043 GeometryMajorRadius = 25.0 17044 GeometryMinorRadius = 16.0 17045 GeometryHeight = 50.0 17046 GeometryIsSmall = No 17047 Shadow = SHADOW_VOLUME 17048 17049 End 17050 17051 ;------------------------------------------------------------------------------ 17052 Object EuroHighrise 17053 17054 ; *** ART Parameters *** 17055 Draw = W3DModelDraw ModuleTag_01 17056 OkToChangeModelColor = Yes 17057 17058 ; day 17059 ConditionState = NONE 17060 Model = CBEuroCnd 17061 End 17062 ConditionState = DAMAGED 17063 Model = CBEuroCnd_D 17064 End 17065 ConditionState = REALLYDAMAGED 17066 Model = CBEuroCnd_E 17067 End 17068 ConditionState = RUBBLE 17069 Model = CBEuroCnd_E 17070 End 17071 ConditionState = POST_COLLAPSE 17072 Model = CBEuroCnd_R 17073 End 17074 17075 ; day garrisoned 17076 ConditionState = GARRISONED 17077 Model = CBEuroCnd_G 17078 Animation = CBEuroCnd_G.CBEuroCnd_G 17079 AnimationMode = LOOP 17080 End 17081 ConditionState = DAMAGED GARRISONED 17082 Model = CBEuroCnd_DG 17083 Animation = CBEuroCnd_DG.CBEuroCnd_DG 17084 AnimationMode = LOOP 17085 End 17086 17087 ; night 17088 ConditionState = NIGHT 17089 Model = CBEuroCnd_N 17090 End 17091 ConditionState = DAMAGED NIGHT 17092 Model = CBEuroCnd_DN 17093 End 17094 ConditionState = REALLYDAMAGED NIGHT 17095 Model = CBEuroCnd_EN 17096 End 17097 ConditionState = RUBBLE NIGHT 17098 Model = CBEuroCnd_EN 17099 End 17100 ConditionState = POST_COLLAPSE NIGHT 17101 Model = CBEuroCnd_RN 17102 End 17103 17104 ; night garrisoned 17105 ConditionState = NIGHT GARRISONED 17106 Model = CBEuroCnd_NG 17107 Animation = CBEuroCnd_NG.CBEuroCnd_NG 17108 AnimationMode = LOOP 17109 End 17110 ConditionState = DAMAGED NIGHT GARRISONED 17111 Model = CBEuroCnd_DNG 17112 Animation = CBEuroCnd_DNG.CBEuroCnd_DNG 17113 AnimationMode = LOOP 17114 End 17115 17116 ; Snow 17117 ConditionState = SNOW 17118 Model = CBEuroCnd_S 17119 End 17120 ConditionState = DAMAGED SNOW 17121 Model = CBEuroCnd_DS 17122 End 17123 ConditionState = REALLYDAMAGED SNOW 17124 Model = CBEuroCnd_ES 17125 End 17126 ConditionState = RUBBLE SNOW 17127 Model = CBEuroCnd_ES 17128 End 17129 ConditionState = POST_COLLAPSE SNOW 17130 Model = CBEuroCnd_RS 17131 End 17132 17133 ; snow garrisoned 17134 ConditionState = GARRISONED SNOW 17135 Model = CBEuroCnd_SG 17136 Animation = CBEuroCnd_SG.CBEuroCnd_SG 17137 AnimationMode = LOOP 17138 End 17139 ConditionState = DAMAGED GARRISONED SNOW 17140 Model = CBEuroCnd_DSG 17141 Animation = CBEuroCnd_DSG.CBEuroCnd_DSG 17142 AnimationMode = LOOP 17143 End 17144 17145 ; night snow 17146 ConditionState = NIGHT SNOW 17147 Model = CBEuroCnd_SN 17148 End 17149 ConditionState = DAMAGED NIGHT SNOW 17150 Model = CBEuroCnd_DSN 17151 End 17152 ConditionState = REALLYDAMAGED NIGHT SNOW 17153 Model = CBEuroCnd_ESN 17154 End 17155 ConditionState = RUBBLE NIGHT SNOW 17156 Model = CBEuroCnd_ESN 17157 End 17158 ConditionState = POST_COLLAPSE SNOW NIGHT 17159 Model = CBEuroCnd_RSN 17160 End 17161 17162 ; night garrisoned snow 17163 ConditionState = NIGHT GARRISONED SNOW 17164 Model = CBEuroCnd_SNG 17165 Animation = CBEuroCnd_SNG.CBEuroCnd_SNG 17166 AnimationMode = LOOP 17167 End 17168 ConditionState = DAMAGED NIGHT GARRISONED SNOW 17169 Model = CBEuroCnd_DSNG 17170 Animation = CBEuroCnd_DSNG.CBEuroCnd_DSNG 17171 AnimationMode = LOOP 17172 End 17173 End 17174 17175 ; ***DESIGN parameters *** 17176 DisplayName = OBJECT:Structure 17177 EditorSorting = STRUCTURE 17178 ArmorSet 17179 Conditions = None 17180 Armor = StructureArmor 17181 DamageFX = StructureDamageFXNoShake 17182 End 17183 17184 ; *** AUDIO parameters *** 17185 SoundDie = BuildingDestroy 17186 SoundOnDamaged = BuildingDestroy 17187 SoundOnReallyDamaged = BuildingDestroy 17188 17189 ; *** ENGINEERING Parameters *** 17190 KindOf = STRUCTURE SELECTABLE IMMOBILE AIRCRAFT_PATH_AROUND 17191 Body = StructureBody ModuleTag_02 17192 MaxHealth = 2000.0 17193 InitialHealth = 2000.0 17194 End 17195 Behavior = GarrisonContain ModuleTag_03 17196 ContainMax = 10 17197 EnterSound = GarrisonEnter 17198 ExitSound = GarrisonExit 17199 End 17200 17201 Behavior = StructureCollapseUpdate ModuleTag_04 17202 MinCollapseDelay = 500 17203 MaxCollapseDelay = 1000 17204 CollapseDamping = 0.0 17205 MaxShudder = 0.6 17206 MinBurstDelay = 250 17207 MaxBurstDelay = 800 17208 BigBurstFrequency = 4 17209 OCL = INITIAL OCL_StructureCollapseInitial 17210 OCL = DELAY OCL_StructureCollapseDelay 17211 OCL = FINAL OCL_StructureCollapseFinal 17212 FXList = INITIAL FX_StructureCollapseInitial 17213 FXList = DELAY FX_StructureCollapseDelay 17214 FXList = BURST FX_StructureCollapseBurst 17215 FXList = FINAL FX_StructureCollapseFinal 17216 End 17217 17218 Behavior = FlammableUpdate ModuleTag_06 17219 FlameDamageLimit = 20 ;Catch fire if I take this much fire damage... 17220 FlameDamageExpiration = 2000 ;in a span of this long 17221 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 17222 AflameDamageAmount = 25 ; taking this much damage... 17223 AflameDamageDelay = 500 ; this often. 17224 End 17225 17226 Behavior = TransitionDamageFX ModuleTag_07 17227 ;-------------DESIGNED FOR LARGE SIZED CIVILIAN BUILDING TRANSITIONS------------------- 17228 DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionLargeSmoke 17229 ;--------------------------------------------------------------------------------------- 17230 ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionLargeSmoke 17231 ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionLargeExplosion 17232 ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionLargeShockwave 17233 ;--------------------------------------------------------------------------------------- 17234 RubbleParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionLargeSmoke 17235 RubbleParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionLargeExplosion 17236 RubbleParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionLargeShockwave 17237 RubbleParticleSystem4 = Bone:None RandomBone:No PSys:StructureTransitionLargeFlare 17238 End 17239 17240 Geometry = BOX 17241 GeometryMajorRadius = 43.0 17242 GeometryMinorRadius = 36.0 17243 GeometryHeight = 100.0 17244 GeometryIsSmall = No 17245 Shadow = SHADOW_VOLUME 17246 17247 End 17248 17249 ;------------------------------------------------------------------------------ 17250 Object EuroHighrise2 17251 17252 ; *** ART Parameters *** 17253 Draw = W3DModelDraw ModuleTag_01 17254 OkToChangeModelColor = Yes 17255 17256 ; day 17257 ConditionState = NONE 17258 Model = CBEuroCnd2 17259 End 17260 ConditionState = DAMAGED 17261 Model = CBEuroCnd2_D 17262 End 17263 ConditionState = REALLYDAMAGED 17264 Model = CBEuroCnd2_E 17265 End 17266 ConditionState = RUBBLE 17267 Model = CBEuroCnd2_R 17268 End 17269 17270 ; day garrisoned 17271 ConditionState = GARRISONED 17272 Model = CBEuroCnd2_G 17273 Animation = CBEuroCnd2_G.CBEuroCnd2_G 17274 AnimationMode = LOOP 17275 End 17276 ConditionState = DAMAGED GARRISONED 17277 Model = CBEuroCnd2_DG 17278 Animation = CBEuroCnd2_DG.CBEuroCnd2_DG 17279 AnimationMode = LOOP 17280 End 17281 17282 ; night 17283 ConditionState = NIGHT 17284 Model = CBEuroCnd2_N 17285 End 17286 ConditionState = DAMAGED NIGHT 17287 Model = CBEuroCnd2_DN 17288 End 17289 ConditionState = REALLYDAMAGED NIGHT 17290 Model = CBEuroCnd2_EN 17291 17292 End 17293 ConditionState = RUBBLE NIGHT 17294 Model = CBEuroCnd2_RN 17295 End 17296 17297 ; night garrisoned 17298 ConditionState = NIGHT GARRISONED 17299 Model = CBEuroCnd2_NG 17300 Animation = CBEuroCnd2_NG.CBEuroCnd2_NG 17301 AnimationMode = LOOP 17302 End 17303 ConditionState = DAMAGED NIGHT GARRISONED 17304 Model = CBEuroCnd2_DNG 17305 Animation = CBEuroCnd2_DNG.CBEuroCnd2_DNG 17306 AnimationMode = LOOP 17307 End 17308 17309 17310 17311 ; Snow 17312 ConditionState = SNOW 17313 Model = CBEuroCnd2_S 17314 End 17315 ConditionState = DAMAGED SNOW 17316 Model = CBEuroCnd2_DS 17317 End 17318 ConditionState = REALLYDAMAGED SNOW 17319 Model = CBEuroCnd2_ES 17320 End 17321 ConditionState = RUBBLE SNOW 17322 Model = CBEuroCnd2_RS 17323 End 17324 17325 17326 ; snow garrisoned 17327 ConditionState = SNOW GARRISONED 17328 Model = CBEuroCnd2_SG 17329 Animation = CBEuroCnd2_SG.CBEuroCnd2_SG 17330 AnimationMode = LOOP 17331 End 17332 ConditionState = DAMAGED SNOW GARRISONED 17333 Model = CBEuroCnd2_DSG 17334 Animation = CBEuroCnd2_DSG.CBEuroCnd2_DSG 17335 AnimationMode = LOOP 17336 End 17337 17338 ; night snow 17339 ConditionState = SNOW NIGHT 17340 Model = CBEuroCnd2_SN 17341 End 17342 ConditionState = DAMAGED SNOW NIGHT 17343 Model = CBEuroCnd2_DSN 17344 End 17345 ConditionState = REALLYDAMAGED SNOW NIGHT 17346 Model = CBEuroCnd2_ESN 17347 End 17348 ConditionState = RUBBLE SNOW NIGHT 17349 Model = CBEuroCnd2_RSN 17350 End 17351 17352 ; night snow garrisoned 17353 ConditionState = SNOW NIGHT GARRISONED 17354 Model = CBEuroCnd2_SNG 17355 Animation = CBEuroCnd2_SNG.CBEuroCnd2_SNG 17356 AnimationMode = LOOP 17357 End 17358 ConditionState = DAMAGED SNOW NIGHT GARRISONED 17359 Model = CBEuroCnd2_DSNG 17360 Animation = CBEuroCnd2_DSNG.CBEuroCnd2_DSNG 17361 AnimationMode = LOOP 17362 End 17363 End 17364 17365 ; *** AUDIO Parameters *** 17366 SoundDie = BuildingDie 17367 SoundOnDamaged = BuildingDamagedStateLight 17368 SoundOnReallyDamaged = BuildingDestroy 17369 17370 17371 ; ***DESIGN parameters *** 17372 DisplayName = OBJECT:Structure 17373 EditorSorting = STRUCTURE 17374 ArmorSet 17375 Conditions = None 17376 Armor = StructureArmor 17377 DamageFX = StructureDamageFXNoShake 17378 End 17379 17380 ; *** ENGINEERING Parameters *** 17381 KindOf = STRUCTURE SELECTABLE IMMOBILE 17382 Body = StructureBody ModuleTag_02 17383 MaxHealth = 2000.0 17384 InitialHealth = 2000.0 17385 End 17386 Behavior = GarrisonContain ModuleTag_03 17387 ContainMax = 10 17388 EnterSound = GarrisonEnter 17389 ExitSound = GarrisonExit 17390 End 17391 17392 Behavior = FlammableUpdate ModuleTag_05 17393 FlameDamageLimit = 20 ;Catch fire if I take this much fire damage... 17394 FlameDamageExpiration = 2000 ;in a span of this long 17395 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 17396 AflameDamageAmount = 25 ; taking this much damage... 17397 AflameDamageDelay = 500 ; this often. 17398 End 17399 17400 Behavior = TransitionDamageFX ModuleTag_07 17401 ;-------------DESIGNED FOR SMALL SIZED CIVILIAN BUILDING TRANSITIONS------------------- 17402 DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke 17403 ;--------------------------------------------------------------------------------------- 17404 ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke 17405 ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion 17406 ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave 17407 ;--------------------------------------------------------------------------------------- 17408 RubbleParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke 17409 RubbleParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion 17410 RubbleParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave 17411 RubbleParticleSystem4 = Bone:None RandomBone:No PSys:StructureTransitionSmallFlare 17412 17413 End 17414 17415 Geometry = BOX 17416 GeometryMajorRadius = 15.0 17417 GeometryMinorRadius = 21.0 17418 GeometryHeight = 50.0 17419 GeometryIsSmall = No 17420 Shadow = SHADOW_VOLUME 17421 17422 End 17423 17424 ;------------------------------------------------------------------------------ 17425 Object MidEastCathedral02 17426 17427 ; *** ART Parameters *** 17428 Draw = W3DModelDraw ModuleTag_01 17429 OkToChangeModelColor = Yes 17430 17431 ; day 17432 ConditionState = NONE 17433 Model = cbmectdrl2 17434 End 17435 ConditionState = DAMAGED 17436 Model = cbmectdrl2_D 17437 End 17438 ConditionState = REALLYDAMAGED 17439 Model = cbmectdrl2_E 17440 End 17441 ConditionState = RUBBLE 17442 Model = cbmectdrl2_R 17443 End 17444 17445 ; day garrisoned 17446 ConditionState = GARRISONED 17447 Model = cbmectdrl2_G 17448 Animation = cbmectdrl2_G.cbmectdrl2_G 17449 AnimationMode = LOOP 17450 End 17451 ConditionState = DAMAGED GARRISONED 17452 Model = cbmectdrl2_DG 17453 Animation = cbmectdrl2_DG.cbmectdrl2_DG 17454 AnimationMode = LOOP 17455 End 17456 17457 ; night 17458 ConditionState = NIGHT 17459 Model = cbmectdrl2_N 17460 End 17461 ConditionState = DAMAGED NIGHT 17462 Model = cbmectdrl2_DN 17463 End 17464 ConditionState = REALLYDAMAGED NIGHT 17465 Model = cbmectdrl2_EN 17466 End 17467 ConditionState = RUBBLE NIGHT 17468 Model = cbmectdrl2_RN 17469 End 17470 17471 ; night garrisoned 17472 ConditionState = NIGHT GARRISONED 17473 Model = cbmectdrl2_NG 17474 Animation = cbmectdrl2_NG.cbmectdrl2_NG 17475 AnimationMode = LOOP 17476 End 17477 ConditionState = DAMAGED NIGHT GARRISONED 17478 Model = cbmectdrl2_DNG 17479 Animation = cbmectdrl2_DNG.cbmectdrl2_DNG 17480 AnimationMode = LOOP 17481 End 17482 17483 17484 17485 ; Snow 17486 ConditionState = SNOW 17487 Model = cbmectdrl2_S 17488 End 17489 ConditionState = DAMAGED SNOW 17490 Model = cbmectdrl2_DS 17491 End 17492 ConditionState = REALLYDAMAGED SNOW 17493 Model = cbmectdrl2_ES 17494 End 17495 ConditionState = RUBBLE SNOW 17496 Model = cbmectdrl2_RS 17497 End 17498 17499 17500 ; snow garrisoned 17501 ConditionState = SNOW GARRISONED 17502 Model = cbmectdrl2_SG 17503 Animation = cbmectdrl2_SG.cbmectdrl2_SG 17504 AnimationMode = LOOP 17505 End 17506 ConditionState = DAMAGED SNOW GARRISONED 17507 Model = cbmectdrl2_DSG 17508 Animation = cbmectdrl2_DSG.cbmectdrl2_DSG 17509 AnimationMode = LOOP 17510 End 17511 17512 ; night snow 17513 ConditionState = SNOW NIGHT 17514 Model = cbmectdrl2_SN 17515 End 17516 ConditionState = DAMAGED SNOW NIGHT 17517 Model = cbmectdrl2_DSN 17518 End 17519 ConditionState = REALLYDAMAGED SNOW NIGHT 17520 Model = cbmectdrl2_ESN 17521 End 17522 ConditionState = RUBBLE SNOW NIGHT 17523 Model = cbmectdrl2_RSN 17524 End 17525 17526 ; night snow garrisoned 17527 ConditionState = SNOW NIGHT GARRISONED 17528 Model = cbmectdrl2_SNG 17529 Animation = cbmectdrl2_SNG.cbmectdrl2_SNG 17530 AnimationMode = LOOP 17531 End 17532 ConditionState = DAMAGED SNOW NIGHT GARRISONED 17533 Model = cbmectdrl2_DSNG 17534 Animation = cbmectdrl2_DSNG.cbmectdrl2_DSNG 17535 AnimationMode = LOOP 17536 End 17537 End 17538 17539 ; *** AUDIO Parameters *** 17540 SoundDie = BuildingDie 17541 SoundOnDamaged = BuildingDamagedStateLight 17542 SoundOnReallyDamaged = BuildingDestroy 17543 17544 17545 ; ***DESIGN parameters *** 17546 DisplayName = OBJECT:Structure 17547 EditorSorting = STRUCTURE 17548 ArmorSet 17549 Conditions = None 17550 Armor = StructureArmor 17551 DamageFX = StructureDamageFXNoShake 17552 End 17553 17554 ; *** ENGINEERING Parameters *** 17555 KindOf = STRUCTURE SELECTABLE IMMOBILE 17556 Body = StructureBody ModuleTag_02 17557 MaxHealth = 2000.0 17558 InitialHealth = 2000.0 17559 End 17560 Behavior = GarrisonContain ModuleTag_03 17561 ContainMax = 10 17562 EnterSound = GarrisonEnter 17563 ExitSound = GarrisonExit 17564 End 17565 17566 Behavior = FlammableUpdate ModuleTag_05 17567 FlameDamageLimit = 20 ;Catch fire if I take this much fire damage... 17568 FlameDamageExpiration = 2000 ;in a span of this long 17569 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 17570 AflameDamageAmount = 25 ; taking this much damage... 17571 AflameDamageDelay = 500 ; this often. 17572 End 17573 17574 Behavior = TransitionDamageFX ModuleTag_06 17575 ;-------------DESIGNED FOR LARGE SIZED CIVILIAN BUILDING TRANSITIONS------------------- 17576 DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionLargeSmoke 17577 ;--------------------------------------------------------------------------------------- 17578 ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionLargeSmoke 17579 ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionLargeExplosion 17580 ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionLargeShockwave 17581 ;--------------------------------------------------------------------------------------- 17582 RubbleParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionLargeSmoke 17583 RubbleParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionLargeExplosion 17584 RubbleParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionLargeShockwave 17585 RubbleParticleSystem4 = Bone:None RandomBone:No PSys:StructureTransitionLargeFlare 17586 17587 End 17588 17589 Geometry = BOX 17590 GeometryMajorRadius = 45.0 17591 GeometryMinorRadius = 65.0 17592 GeometryHeight = 52.0 17593 GeometryIsSmall = No 17594 Shadow = SHADOW_VOLUME 17595 17596 End 17597 17598 ;------------------------------------------------------------------------------ 17599 Object MogadishuHouse02 17600 17601 ; *** ART Parameters *** 17602 Draw = W3DModelDraw ModuleTag_01 17603 OkToChangeModelColor = Yes 17604 17605 ; day 17606 ConditionState = NONE 17607 Model = CBTHouse01 17608 End 17609 ConditionState = DAMAGED 17610 Model = CBTHouse01_D 17611 End 17612 ConditionState = REALLYDAMAGED 17613 Model = CBTHouse01_E 17614 End 17615 ConditionState = RUBBLE 17616 Model = CBTHouse01_R 17617 End 17618 17619 ; day garrisoned 17620 ConditionState = GARRISONED 17621 Model = CBTHouse01_G 17622 Animation = CBTHouse01_G.CBTHouse01_G 17623 AnimationMode = LOOP 17624 End 17625 ConditionState = DAMAGED GARRISONED 17626 Model = CBTHouse01_DG 17627 Animation = CBTHouse01_DG.CBTHouse01_DG 17628 AnimationMode = LOOP 17629 End 17630 17631 ; night 17632 ConditionState = NIGHT 17633 Model = CBTHouse01_N 17634 End 17635 ConditionState = DAMAGED NIGHT 17636 Model = CBTHouse01_DN 17637 End 17638 ConditionState = REALLYDAMAGED NIGHT 17639 Model = CBTHouse01_EN 17640 End 17641 ConditionState = RUBBLE NIGHT 17642 Model = CBTHouse01_RN 17643 End 17644 17645 ; night garrisoned 17646 ConditionState = NIGHT GARRISONED 17647 Model = CBTHouse01_NG 17648 Animation = CBTHouse01_NG.CBTHouse01_NG 17649 AnimationMode = LOOP 17650 End 17651 ConditionState = DAMAGED NIGHT GARRISONED 17652 Model = CBTHouse01_DNG 17653 Animation = CBTHouse01_DNG.CBTHouse01_DNG 17654 AnimationMode = LOOP 17655 End 17656 17657 17658 17659 ; Snow 17660 ConditionState = SNOW 17661 Model = CBTHouse01_S 17662 End 17663 ConditionState = DAMAGED SNOW 17664 Model = CBTHouse01_DS 17665 End 17666 ConditionState = REALLYDAMAGED SNOW 17667 Model = CBTHouse01_ES 17668 End 17669 ConditionState = RUBBLE SNOW 17670 Model = CBTHouse01_RS 17671 End 17672 17673 17674 ; snow garrisoned 17675 ConditionState = SNOW GARRISONED 17676 Model = CBTHouse01_SG 17677 Animation = CBTHouse01_SG.CBTHouse01_SG 17678 AnimationMode = LOOP 17679 End 17680 ConditionState = DAMAGED SNOW GARRISONED 17681 Model = CBTHouse01_DSG 17682 Animation = CBTHouse01_DSG.CBTHouse01_DSG 17683 AnimationMode = LOOP 17684 End 17685 17686 ; night snow 17687 ConditionState = SNOW NIGHT 17688 Model = CBTHouse01_SN 17689 End 17690 ConditionState = DAMAGED SNOW NIGHT 17691 Model = CBTHouse01_DSN 17692 End 17693 ConditionState = REALLYDAMAGED SNOW NIGHT 17694 Model = CBTHouse01_ESN 17695 End 17696 ConditionState = RUBBLE SNOW NIGHT 17697 Model = CBTHouse01_RSN 17698 End 17699 17700 ; night snow garrisoned 17701 ConditionState = SNOW NIGHT GARRISONED 17702 Model = CBTHouse01_SNG 17703 Animation = CBTHouse01_SNG.CBTHouse01_SNG 17704 AnimationMode = LOOP 17705 End 17706 ConditionState = DAMAGED SNOW NIGHT GARRISONED 17707 Model = CBTHouse01_DSNG 17708 Animation = CBTHouse01_DSNG.CBTHouse01_DSNG 17709 AnimationMode = LOOP 17710 End 17711 End 17712 17713 ; *** AUDIO Parameters *** 17714 SoundDie = BuildingDie 17715 SoundOnDamaged = BuildingDamagedStateLight 17716 SoundOnReallyDamaged = BuildingDestroy 17717 17718 17719 ; ***DESIGN parameters *** 17720 DisplayName = OBJECT:Structure 17721 EditorSorting = STRUCTURE 17722 17723 ; *** ENGINEERING Parameters *** 17724 KindOf = STRUCTURE SELECTABLE IMMOBILE 17725 Body = ActiveBody ModuleTag_02 17726 MaxHealth = 2000.0 17727 InitialHealth = 2000.0 17728 End 17729 ArmorSet 17730 Conditions = None 17731 Armor = StructureArmor 17732 DamageFX = StructureDamageFXNoShake 17733 End 17734 17735 Behavior = GarrisonContain ModuleTag_03 17736 ContainMax = 10 17737 EnterSound = GarrisonEnter 17738 ExitSound = GarrisonExit 17739 End 17740 17741 Behavior = FlammableUpdate ModuleTag_05 17742 FlameDamageLimit = 20 ;Catch fire if I take this much fire damage... 17743 FlameDamageExpiration = 2000 ;in a span of this long 17744 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 17745 AflameDamageAmount = 25 ; taking this much damage... 17746 AflameDamageDelay = 500 ; this often. 17747 End 17748 17749 Behavior = TransitionDamageFX ModuleTag_06 17750 ;-------------DESIGNED FOR SMALL SIZED CIVILIAN BUILDING TRANSITIONS------------------- 17751 DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke 17752 ;--------------------------------------------------------------------------------------- 17753 ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke 17754 ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion 17755 ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave 17756 ;--------------------------------------------------------------------------------------- 17757 RubbleParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke 17758 RubbleParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion 17759 RubbleParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave 17760 RubbleParticleSystem4 = Bone:None RandomBone:No PSys:StructureTransitionSmallFlare 17761 End 17762 17763 Geometry = BOX 17764 GeometryMajorRadius = 23.0 17765 GeometryMinorRadius = 32.0 17766 GeometryHeight = 50.0 17767 GeometryIsSmall = No 17768 Shadow = SHADOW_VOLUME 17769 17770 End 17771 17772 ;------------------------------------------------------------------------------ 17773 Object TallTower02 17774 17775 ; *** ART Parameters *** 17776 Draw = W3DModelDraw ModuleTag_01 17777 OkToChangeModelColor = Yes 17778 17779 ConditionState = NONE 17780 Model = CBTower02 17781 End 17782 ConditionState = DAMAGED 17783 Model = CBTower02_D 17784 ParticleSysBone = Smoke01 SteamVent 17785 ParticleSysBone = Smoke02 GLAPowerPlantSmoke 17786 End 17787 ConditionState = REALLYDAMAGED 17788 Model = CBTower02_E 17789 ParticleSysBone = Smoke01 SteamVent 17790 ParticleSysBone = Smoke02 GLAPowerPlantSmoke 17791 ParticleSysBone = Smoke03 SteamVent 17792 ParticleSysBone = Fire01 GLAPowerPlantFlame 17793 ParticleSysBone = Fire02 GLAPowerPlantFlame 17794 ParticleSysBone = Fire03 GLAPowerPlantFlame 17795 End 17796 17797 ConditionState = RUBBLE 17798 Model = CBTower02_E 17799 ParticleSysBone = Smoke01 SteamVent 17800 ParticleSysBone = Smoke02 GLAPowerPlantSmoke 17801 ParticleSysBone = Smoke03 SteamVent 17802 ParticleSysBone = Fire01 GLAPowerPlantFlame 17803 ParticleSysBone = Fire02 GLAPowerPlantFlame 17804 ParticleSysBone = Fire03 GLAPowerPlantFlame 17805 End 17806 17807 ConditionState = POST_COLLAPSE 17808 Model = CBTower02_R 17809 ParticleSysBone = Smoke01 SteamVent 17810 ParticleSysBone = Smoke02 GLAPowerPlantSmoke 17811 ParticleSysBone = Smoke03 SteamVent 17812 ParticleSysBone = Smoke04 GLAPowerPlantSmoke 17813 ParticleSysBone = Fire01 GLAPowerPlantFlame 17814 ParticleSysBone = Fire02 GLAPowerPlantFlame 17815 ParticleSysBone = Fire03 GLAPowerPlantFlame 17816 End 17817 17818 ; day garrisoned 17819 ConditionState = GARRISONED 17820 Model = CBTower02_G 17821 Animation = CBTower02_G.CBTower02_G 17822 AnimationMode = LOOP 17823 End 17824 ConditionState = DAMAGED GARRISONED 17825 Model = CBTower02_GD 17826 Animation = CBTower02_GD.CBTower02_GD 17827 AnimationMode = LOOP 17828 ParticleSysBone = Smoke01 SteamVent 17829 ParticleSysBone = Smoke02 GLAPowerPlantSmoke 17830 End 17831 17832 17833 ; night 17834 ConditionState = NIGHT 17835 Model = CBTower02_N 17836 End 17837 ConditionState = DAMAGED NIGHT 17838 Model = CBTower02_DN 17839 ParticleSysBone = Smoke01 SteamVent 17840 ParticleSysBone = Smoke02 GLAPowerPlantSmoke 17841 End 17842 ConditionState = REALLYDAMAGED NIGHT 17843 Model = CBTower02_E 17844 ParticleSysBone = Smoke01 SteamVent 17845 ParticleSysBone = Smoke02 GLAPowerPlantSmoke 17846 ParticleSysBone = Smoke03 SteamVent 17847 ParticleSysBone = Fire01 GLAPowerPlantFlame 17848 ParticleSysBone = Fire02 GLAPowerPlantFlame 17849 ParticleSysBone = Fire03 GLAPowerPlantFlame 17850 End 17851 ConditionState = RUBBLE NIGHT 17852 Model = CBTower02_E 17853 ParticleSysBone = Smoke01 SteamVent 17854 ParticleSysBone = Smoke02 GLAPowerPlantSmoke 17855 ParticleSysBone = Smoke03 SteamVent 17856 ParticleSysBone = Fire01 GLAPowerPlantFlame 17857 ParticleSysBone = Fire02 GLAPowerPlantFlame 17858 ParticleSysBone = Fire03 GLAPowerPlantFlame 17859 End 17860 ConditionState = POST_COLLAPSE NIGHT 17861 Model = CBTower02_R 17862 ParticleSysBone = Smoke01 SteamVent 17863 ParticleSysBone = Smoke02 GLAPowerPlantSmoke 17864 ParticleSysBone = Smoke03 SteamVent 17865 ParticleSysBone = Smoke04 GLAPowerPlantSmoke 17866 ParticleSysBone = Fire01 GLAPowerPlantFlame 17867 ParticleSysBone = Fire02 GLAPowerPlantFlame 17868 ParticleSysBone = Fire03 GLAPowerPlantFlame 17869 End 17870 17871 ; night garrisoned 17872 ConditionState = NIGHT GARRISONED 17873 Model = CBTower02_GN 17874 Animation = CBTower02_GN.CBTower02_GN 17875 AnimationMode = LOOP 17876 End 17877 ConditionState = DAMAGED NIGHT GARRISONED 17878 Model = CBTower02_GDN 17879 Animation = CBTower02_GDN.CBTower02_GDN 17880 AnimationMode = LOOP 17881 ParticleSysBone = Smoke01 SteamVent 17882 ParticleSysBone = Smoke02 GLAPowerPlantSmoke 17883 End 17884 17885 ; snow 17886 ConditionState = SNOW 17887 Model = CBTower02_S 17888 End 17889 ConditionState = DAMAGED SNOW 17890 Model = CBTower02_DS 17891 ParticleSysBone = Smoke01 SteamVent 17892 ParticleSysBone = Smoke02 GLAPowerPlantSmoke 17893 End 17894 ConditionState = REALLYDAMAGED SNOW 17895 Model = CBTower02_ES 17896 ParticleSysBone = Smoke01 SteamVent 17897 ParticleSysBone = Smoke02 GLAPowerPlantSmoke 17898 ParticleSysBone = Smoke03 SteamVent 17899 ParticleSysBone = Fire01 GLAPowerPlantFlame 17900 ParticleSysBone = Fire02 GLAPowerPlantFlame 17901 ParticleSysBone = Fire03 GLAPowerPlantFlame 17902 End 17903 17904 ConditionState = RUBBLE SNOW 17905 Model = CBTower02_ES 17906 ParticleSysBone = Smoke01 SteamVent 17907 ParticleSysBone = Smoke02 GLAPowerPlantSmoke 17908 ParticleSysBone = Smoke03 SteamVent 17909 ParticleSysBone = Fire01 GLAPowerPlantFlame 17910 ParticleSysBone = Fire02 GLAPowerPlantFlame 17911 ParticleSysBone = Fire03 GLAPowerPlantFlame 17912 End 17913 17914 ConditionState = POST_COLLAPSE SNOW 17915 Model = CBTower02_RS 17916 ParticleSysBone = Smoke01 SteamVent 17917 ParticleSysBone = Smoke02 GLAPowerPlantSmoke 17918 ParticleSysBone = Smoke03 SteamVent 17919 ParticleSysBone = Smoke04 GLAPowerPlantSmoke 17920 ParticleSysBone = Fire01 GLAPowerPlantFlame 17921 ParticleSysBone = Fire02 GLAPowerPlantFlame 17922 ParticleSysBone = Fire03 GLAPowerPlantFlame 17923 End 17924 17925 ; day garrisoned 17926 ConditionState = GARRISONED SNOW 17927 Model = CBTower02_GS 17928 Animation = CBTower02_GS.CBTower02_GS 17929 AnimationMode = LOOP 17930 End 17931 ConditionState = DAMAGED GARRISONED SNOW 17932 Model = CBTower02_GDS 17933 Animation = CBTower02_GDS.CBTower02_GDS 17934 AnimationMode = LOOP 17935 ParticleSysBone = Smoke01 SteamVent 17936 ParticleSysBone = Smoke02 GLAPowerPlantSmoke 17937 End 17938 17939 17940 ; night snow 17941 ConditionState = NIGHT SNOW 17942 Model = CBTower02_NS 17943 End 17944 ConditionState = DAMAGED NIGHT SNOW 17945 Model = CBTower02_DNS 17946 ParticleSysBone = Smoke01 SteamVent 17947 ParticleSysBone = Smoke02 GLAPowerPlantSmoke 17948 End 17949 ConditionState = REALLYDAMAGED NIGHT SNOW 17950 Model = CBTower02_ES 17951 ParticleSysBone = Smoke01 SteamVent 17952 ParticleSysBone = Smoke02 GLAPowerPlantSmoke 17953 ParticleSysBone = Smoke03 SteamVent 17954 ParticleSysBone = Fire01 GLAPowerPlantFlame 17955 ParticleSysBone = Fire02 GLAPowerPlantFlame 17956 ParticleSysBone = Fire03 GLAPowerPlantFlame 17957 End 17958 ConditionState = RUBBLE NIGHT SNOW 17959 Model = CBTower02_ES 17960 ParticleSysBone = Smoke01 SteamVent 17961 ParticleSysBone = Smoke02 GLAPowerPlantSmoke 17962 ParticleSysBone = Smoke03 SteamVent 17963 ParticleSysBone = Fire01 GLAPowerPlantFlame 17964 ParticleSysBone = Fire02 GLAPowerPlantFlame 17965 ParticleSysBone = Fire03 GLAPowerPlantFlame 17966 End 17967 ConditionState = POST_COLLAPSE NIGHT SNOW 17968 Model = CBTower02_RS 17969 ParticleSysBone = Smoke01 SteamVent 17970 ParticleSysBone = Smoke02 GLAPowerPlantSmoke 17971 ParticleSysBone = Smoke03 SteamVent 17972 ParticleSysBone = Smoke04 GLAPowerPlantSmoke 17973 ParticleSysBone = Fire01 GLAPowerPlantFlame 17974 ParticleSysBone = Fire02 GLAPowerPlantFlame 17975 ParticleSysBone = Fire03 GLAPowerPlantFlame 17976 End 17977 17978 ; night garrisoned 17979 ConditionState = NIGHT GARRISONED SNOW 17980 Model = CBTower02_GNS 17981 Animation = CBTower02_GNS.CBTower02_GNS 17982 AnimationMode = LOOP 17983 End 17984 ConditionState = DAMAGED NIGHT GARRISONED SNOW 17985 Model = CBTower02_GDNS 17986 Animation = CBTower02_GDNS.CBTower02_GDNS 17987 AnimationMode = LOOP 17988 ParticleSysBone = Smoke01 SteamVent 17989 ParticleSysBone = Smoke02 GLAPowerPlantSmoke 17990 End 17991 17992 End 17993 17994 ; *** AUDIO Parameters *** 17995 SoundDie = BuildingDie 17996 SoundOnDamaged = BuildingDamagedStateLight 17997 SoundOnReallyDamaged = BuildingDestroy 17998 17999 18000 ; ***DESIGN parameters *** 18001 DisplayName = OBJECT:Structure 18002 EditorSorting = STRUCTURE 18003 18004 ; *** ENGINEERING Parameters *** 18005 KindOf = STRUCTURE SELECTABLE IMMOBILE 18006 Body = StructureBody ModuleTag_02 18007 MaxHealth = 500.0 18008 InitialHealth = 500.0 18009 End 18010 ArmorSet 18011 Conditions = None 18012 Armor = StructureArmor 18013 DamageFX = StructureDamageFXNoShake 18014 End 18015 18016 Behavior = GarrisonContain ModuleTag_03 18017 ContainMax = 8 18018 EnterSound = GarrisonEnter 18019 ExitSound = GarrisonExit 18020 End 18021 18022 ; ***ENGINEERING parameters *** 18023 Behavior = StructureToppleUpdate ModuleTag_04 18024 MinToppleDelay = 250 18025 MaxToppleDelay = 500 18026 MinToppleBurstDelay = 1500 18027 MaxToppleBurstDelay = 2500 18028 StructuralIntegrity = 0.75 18029 StructuralDecay = 1.0 18030 DamageFXTypes = ALL -WATER 18031 ToppleStartFX = FX_DefaultStructureToppleStart 18032 ToppleDelayFX = FX_DefaultStructureToppleDelay 18033 CrushingFX = FX_SmallTowerCrushing 18034 AngleFX = 20.0 FX_StructureToppleAngle20 18035 ToppleDoneFX = FX_DefaultStructureToppleDone 18036 CrushingWeaponName = ToppledStructureWeapon 18037 End 18038 18039 Behavior = FlammableUpdate ModuleTag_06 18040 FlameDamageLimit = 20 ;Catch fire if I take this much fire damage... 18041 FlameDamageExpiration = 2000 ;in a span of this long 18042 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 18043 AflameDamageAmount = 25 ; taking this much damage... 18044 AflameDamageDelay = 500 ; this often. 18045 End 18046 18047 Behavior = TransitionDamageFX ModuleTag_07 18048 ;-------------DESIGNED FOR SMALL SIZED CIVILIAN BUILDING TRANSITIONS------------------- 18049 DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke 18050 ;--------------------------------------------------------------------------------------- 18051 ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke 18052 ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion 18053 ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave 18054 ;--------------------------------------------------------------------------------------- 18055 RubbleParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke 18056 RubbleParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion 18057 RubbleParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave 18058 RubbleParticleSystem4 = Bone:None RandomBone:No PSys:StructureTransitionSmallFlare 18059 18060 End 18061 18062 Geometry = BOX 18063 GeometryMajorRadius = 6.0 18064 GeometryMinorRadius = 5.0 18065 GeometryHeight = 92.0 18066 GeometryIsSmall = No 18067 Shadow = SHADOW_VOLUME 18068 18069 End 18070 18071 ;------------------------------------------------------------------------------ 18072 Object CivilianHighrise01 18073 18074 ; *** ART Parameters *** 18075 Draw = W3DModelDraw ModuleTag_01 18076 OkToChangeModelColor = Yes 18077 18078 ; day 18079 ConditionState = NONE 18080 Model = CBHigh01 18081 End 18082 ConditionState = DAMAGED 18083 Model = CBHigh01_D 18084 End 18085 ConditionState = REALLYDAMAGED 18086 Model = CBHigh01_E 18087 End 18088 ConditionState = RUBBLE 18089 Model = CBHigh01_E 18090 End 18091 ConditionState = POST_COLLAPSE 18092 Model = CBHigh01_R 18093 End 18094 18095 ; day garrisoned 18096 ConditionState = GARRISONED 18097 Model = CBHigh01_G 18098 Animation = CBHigh01_G.CBHigh01_G 18099 AnimationMode = LOOP 18100 End 18101 ConditionState = DAMAGED GARRISONED 18102 Model = CBHigh01_DG 18103 Animation = CBHigh01_DG.CBHigh01_DG 18104 AnimationMode = LOOP 18105 End 18106 18107 ; night 18108 ConditionState = NIGHT 18109 Model = CBHigh01_N 18110 End 18111 ConditionState = DAMAGED NIGHT 18112 Model = CBHigh01_DN 18113 End 18114 ConditionState = REALLYDAMAGED NIGHT 18115 Model = CBHigh01_EN 18116 End 18117 ConditionState = RUBBLE NIGHT 18118 Model = CBHigh01_EN 18119 End 18120 ConditionState = POST_COLLAPSE NIGHT 18121 Model = CBHigh01_RN 18122 End 18123 18124 ; night garrisoned 18125 ConditionState = NIGHT GARRISONED 18126 Model = CBHigh01_NG 18127 Animation = CBHigh01_NG.CBHigh01_NG 18128 AnimationMode = LOOP 18129 End 18130 ConditionState = DAMAGED NIGHT GARRISONED 18131 Model = CBHigh01_DNG 18132 Animation = CBHigh01_DNG.CBHigh01_DNG 18133 AnimationMode = LOOP 18134 End 18135 18136 ; Snow 18137 ConditionState = SNOW 18138 Model = CBHigh01_S 18139 End 18140 ConditionState = DAMAGED SNOW 18141 Model = CBHigh01_DS 18142 End 18143 ConditionState = REALLYDAMAGED SNOW 18144 Model = CBHigh01_ES 18145 End 18146 ConditionState = RUBBLE SNOW 18147 Model = CBHigh01_ES 18148 End 18149 ConditionState = POST_COLLAPSE SNOW 18150 Model = CBHigh01_RS 18151 End 18152 18153 ; snow garrisoned 18154 ConditionState = GARRISONED SNOW 18155 Model = CBHigh01_SG 18156 Animation = CBHigh01_SG.CBHigh01_SG 18157 AnimationMode = LOOP 18158 End 18159 ConditionState = DAMAGED GARRISONED SNOW 18160 Model = CBHigh01_DSG 18161 Animation = CBHigh01_DSG.CBHigh01_DSG 18162 AnimationMode = LOOP 18163 End 18164 18165 ; night snow 18166 ConditionState = NIGHT SNOW 18167 Model = CBHigh01_SN 18168 End 18169 ConditionState = DAMAGED NIGHT SNOW 18170 Model = CBHigh01_DSN 18171 End 18172 ConditionState = REALLYDAMAGED NIGHT SNOW 18173 Model = CBHigh01_ESN 18174 End 18175 ConditionState = RUBBLE NIGHT SNOW 18176 Model = CBHigh01_ESN 18177 End 18178 ConditionState = POST_COLLAPSE SNOW NIGHT 18179 Model = CBHigh01_RSN 18180 End 18181 18182 ; night garrisoned snow 18183 ConditionState = NIGHT GARRISONED SNOW 18184 Model = CBHigh01_SNG 18185 Animation = CBHigh01_SNG.CBHigh01_SNG 18186 AnimationMode = LOOP 18187 End 18188 ConditionState = DAMAGED NIGHT GARRISONED SNOW 18189 Model = CBHigh01_DSNG 18190 Animation = CBHigh01_DSNG.CBHigh01_DSNG 18191 AnimationMode = LOOP 18192 End 18193 End 18194 18195 ; *** AUDIO Parameters *** 18196 SoundDie = BuildingDie 18197 SoundOnDamaged = BuildingDamagedStateLight 18198 SoundOnReallyDamaged = BuildingDestroy 18199 18200 18201 ; ***DESIGN parameters *** 18202 DisplayName = OBJECT:Structure 18203 EditorSorting = STRUCTURE 18204 18205 ; *** ENGINEERING Parameters *** 18206 KindOf = STRUCTURE SELECTABLE IMMOBILE 18207 Body = ActiveBody ModuleTag_02 18208 MaxHealth = 2000.0 18209 InitialHealth = 2000.0 18210 End 18211 ArmorSet 18212 Conditions = None 18213 Armor = StructureArmor 18214 DamageFX = StructureDamageFXNoShake 18215 End 18216 18217 Behavior = GarrisonContain ModuleTag_03 18218 ContainMax = 10 18219 EnterSound = GarrisonEnter 18220 ExitSound = GarrisonExit 18221 End 18222 18223 Behavior = FlammableUpdate ModuleTag_05 18224 FlameDamageLimit = 20 ;Catch fire if I take this much fire damage... 18225 FlameDamageExpiration = 2000 ;in a span of this long 18226 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 18227 AflameDamageAmount = 25 ; taking this much damage... 18228 AflameDamageDelay = 500 ; this often. 18229 End 18230 18231 Behavior = StructureCollapseUpdate ModuleTag_06 18232 MinCollapseDelay = 500 18233 MaxCollapseDelay = 1000 18234 CollapseDamping = 0.0 18235 MaxShudder = 0.6 18236 MinBurstDelay = 250 18237 MaxBurstDelay = 800 18238 BigBurstFrequency = 4 18239 OCL = INITIAL OCL_StructureCollapseInitial 18240 OCL = DELAY OCL_StructureCollapseDelay 18241 OCL = FINAL OCL_StructureCollapseFinal 18242 FXList = INITIAL FX_StructureCollapseInitial 18243 FXList = DELAY FX_StructureCollapseDelay 18244 FXList = BURST FX_StructureCollapseBurst 18245 FXList = FINAL FX_StructureCollapseFinal 18246 End 18247 18248 Behavior = TransitionDamageFX ModuleTag_07 18249 ;-------------DESIGNED FOR MEDIUM SIZED CIVILIAN BUILDING TRANSITIONS------------------- 18250 DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke 18251 ;--------------------------------------------------------------------------------------- 18252 ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke 18253 ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionMediumExplosion 18254 ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionMediumShockwave 18255 ;-------------------------------------------------------------------------------------- 18256 RubbleParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke 18257 RubbleParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionMediumExplosion 18258 RubbleParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionMediumShockwave 18259 RubbleParticleSystem4 = Bone:None RandomBone:No PSys:StructureTransitionMediumFlare 18260 End 18261 18262 Geometry = BOX 18263 GeometryMajorRadius = 29.0 18264 GeometryMinorRadius = 18.0 18265 GeometryHeight = 81.0 18266 GeometryIsSmall = No 18267 Shadow = SHADOW_VOLUME 18268 18269 End 18270 18271 ;------------------------------------------------------------------------------ 18272 Object CivilianHighrise02 18273 18274 ; *** ART Parameters *** 18275 Draw = W3DModelDraw ModuleTag_01 18276 OkToChangeModelColor = Yes 18277 18278 ; day 18279 ConditionState = NONE 18280 Model = CBHigh02 18281 End 18282 ConditionState = DAMAGED 18283 Model = CBHigh02_D 18284 End 18285 ConditionState = REALLYDAMAGED 18286 Model = CBHigh02_E 18287 End 18288 ConditionState = RUBBLE 18289 Model = CBHigh02_E 18290 End 18291 ConditionState = POST_COLLAPSE 18292 Model = CBHigh02_R 18293 End 18294 18295 ; day garrisoned 18296 ConditionState = GARRISONED 18297 Model = CBHigh02_G 18298 Animation = CBHigh02_G.CBHigh02_G 18299 AnimationMode = LOOP 18300 End 18301 ConditionState = DAMAGED GARRISONED 18302 Model = CBHigh02_DG 18303 Animation = CBHigh02_DG.CBHigh02_DG 18304 AnimationMode = LOOP 18305 End 18306 18307 ; night 18308 ConditionState = NIGHT 18309 Model = CBHigh02_N 18310 End 18311 ConditionState = DAMAGED NIGHT 18312 Model = CBHigh02_DN 18313 End 18314 ConditionState = REALLYDAMAGED NIGHT 18315 Model = CBHigh02_EN 18316 End 18317 ConditionState = RUBBLE NIGHT 18318 Model = CBHigh02_EN 18319 End 18320 ConditionState = POST_COLLAPSE NIGHT 18321 Model = CBHigh02_RN 18322 End 18323 18324 ; night garrisoned 18325 ConditionState = NIGHT GARRISONED 18326 Model = CBHigh02_NG 18327 Animation = CBHigh02_NG.CBHigh02_NG 18328 AnimationMode = LOOP 18329 End 18330 ConditionState = DAMAGED NIGHT GARRISONED 18331 Model = CBHigh02_DNG 18332 Animation = CBHigh02_DNG.CBHigh02_DNG 18333 AnimationMode = LOOP 18334 End 18335 18336 ; Snow 18337 ConditionState = SNOW 18338 Model = CBHigh02_S 18339 End 18340 ConditionState = DAMAGED SNOW 18341 Model = CBHigh02_DS 18342 End 18343 ConditionState = REALLYDAMAGED SNOW 18344 Model = CBHigh02_ES 18345 End 18346 ConditionState = RUBBLE SNOW 18347 Model = CBHigh02_ES 18348 End 18349 ConditionState = POST_COLLAPSE SNOW 18350 Model = CBHigh02_RS 18351 End 18352 18353 ; snow garrisoned 18354 ConditionState = GARRISONED SNOW 18355 Model = CBHigh02_SG 18356 Animation = CBHigh02_SG.CBHigh02_SG 18357 AnimationMode = LOOP 18358 End 18359 ConditionState = DAMAGED GARRISONED SNOW 18360 Model = CBHigh02_DSG 18361 Animation = CBHigh02_DSG.CBHigh02_DSG 18362 AnimationMode = LOOP 18363 End 18364 18365 ; night snow 18366 ConditionState = NIGHT SNOW 18367 Model = CBHigh02_SN 18368 End 18369 ConditionState = DAMAGED NIGHT SNOW 18370 Model = CBHigh02_DSN 18371 End 18372 ConditionState = REALLYDAMAGED NIGHT SNOW 18373 Model = CBHigh02_ESN 18374 End 18375 ConditionState = RUBBLE NIGHT SNOW 18376 Model = CBHigh02_ESN 18377 End 18378 ConditionState = POST_COLLAPSE SNOW NIGHT 18379 Model = CBHigh02_RSN 18380 End 18381 18382 ; night garrisoned snow 18383 ConditionState = NIGHT GARRISONED SNOW 18384 Model = CBHigh02_SNG 18385 Animation = CBHigh02_SNG.CBHigh02_SNG 18386 AnimationMode = LOOP 18387 End 18388 ConditionState = DAMAGED NIGHT GARRISONED SNOW 18389 Model = CBHigh02_DSNG 18390 Animation = CBHigh02_DSNG.CBHigh02_DSNG 18391 AnimationMode = LOOP 18392 End 18393 End 18394 18395 ; *** AUDIO Parameters *** 18396 SoundDie = BuildingDie 18397 SoundOnDamaged = BuildingDamagedStateLight 18398 SoundOnReallyDamaged = BuildingDestroy 18399 18400 ; ***DESIGN parameters *** 18401 DisplayName = OBJECT:Structure 18402 EditorSorting = STRUCTURE 18403 18404 ; *** ENGINEERING Parameters *** 18405 KindOf = STRUCTURE SELECTABLE IMMOBILE 18406 Body = ActiveBody ModuleTag_02 18407 MaxHealth = 2000.0 18408 InitialHealth = 2000.0 18409 End 18410 ArmorSet 18411 Conditions = None 18412 Armor = StructureArmor 18413 DamageFX = StructureDamageFXNoShake 18414 End 18415 18416 Behavior = GarrisonContain ModuleTag_03 18417 ContainMax = 10 18418 EnterSound = GarrisonEnter 18419 ExitSound = GarrisonExit 18420 End 18421 18422 Behavior = FlammableUpdate ModuleTag_05 18423 FlameDamageLimit = 20 ;Catch fire if I take this much fire damage... 18424 FlameDamageExpiration = 2000 ;in a span of this long 18425 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 18426 AflameDamageAmount = 25 ; taking this much damage... 18427 AflameDamageDelay = 500 ; this often. 18428 End 18429 18430 Behavior = StructureCollapseUpdate ModuleTag_06 18431 MinCollapseDelay = 500 18432 MaxCollapseDelay = 1000 18433 CollapseDamping = 0.0 18434 MaxShudder = 0.6 18435 MinBurstDelay = 250 18436 MaxBurstDelay = 800 18437 BigBurstFrequency = 4 18438 OCL = INITIAL OCL_StructureCollapseInitial 18439 OCL = DELAY OCL_StructureCollapseDelay 18440 OCL = FINAL OCL_StructureCollapseFinal 18441 FXList = INITIAL FX_StructureCollapseInitial 18442 FXList = DELAY FX_StructureCollapseDelay 18443 FXList = BURST FX_StructureCollapseBurst 18444 FXList = FINAL FX_StructureCollapseFinal 18445 End 18446 18447 Behavior = TransitionDamageFX ModuleTag_07 18448 ;-------------DESIGNED FOR MEDIUM SIZED CIVILIAN BUILDING TRANSITIONS------------------- 18449 DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke 18450 ;--------------------------------------------------------------------------------------- 18451 ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke 18452 ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionMediumExplosion 18453 ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionMediumShockwave 18454 ;-------------------------------------------------------------------------------------- 18455 RubbleParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke 18456 RubbleParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionMediumExplosion 18457 RubbleParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionMediumShockwave 18458 RubbleParticleSystem4 = Bone:None RandomBone:No PSys:StructureTransitionMediumFlare 18459 End 18460 18461 Geometry = BOX 18462 GeometryMajorRadius = 31.0 18463 GeometryMinorRadius = 29.0 18464 GeometryHeight = 90.0 18465 GeometryIsSmall = No 18466 Shadow = SHADOW_VOLUME 18467 18468 End 18469 18470 ;------------------------------------------------------------------------------ 18471 Object Dam 18472 18473 ; *** ART Parameters *** 18474 Draw = W3DModelDraw ModuleTag_01 18475 ConditionState = NONE 18476 Model = CBDam 18477 ParticleSysBone = Spray01 DamOverflow 18478 ParticleSysBone = Spray03 DamOverflow 18479 ParticleSysBone = Spray05 DamOverflow 18480 ParticleSysBone = Spray06 DamWavesOutward 18481 End 18482 ConditionState = DAMAGED 18483 Model = CBDam_D 18484 ParticleSysBone = Spray04 DamOverflow 18485 ParticleSysBone = Spray07 DamOverflow 18486 ParticleSysBone = Spray08 DamOverflow 18487 ParticleSysBone = WaterSpray01 WaterSpraySplash 18488 ParticleSysBone = WaterSpray02 WaterSpraySplash 18489 ParticleSysBone = WaterSpray03 WaterSpraySplash 18490 ParticleSysBone = Spray08 DamWavesOutward 18491 End 18492 ConditionState = REALLYDAMAGED 18493 Model = CBDam_E 18494 Animation = CBDam_E.CBDam_E 18495 AnimationMode = ONCE 18496 Flags = START_FRAME_FIRST 18497 ParticleSysBone = WaterSpray01 WaterSpraySplash 18498 ParticleSysBone = WaterSpray02 WaterSpraySplash 18499 ParticleSysBone = WaterSpray04 WaterSpraySplash 18500 ParticleSysBone = Spray03 DamWavesOutward 18501 ParticleSysBone = WaterSprayBig01 WaterSpray 18502 End 18503 ConditionState = RUBBLE 18504 Model = CBDam_R 18505 Animation = CBDam_R.CBDam_R 18506 AnimationMode = ONCE 18507 Flags = START_FRAME_FIRST 18508 ParticleSysBone = WaterSpray01 WaterSpray 18509 ParticleSysBone = WaterSpray02 WaterSpray 18510 ParticleSysBone = WaterSpray03 WaterSpray 18511 ParticleSysBone = WaterSpray01 DamMist 18512 End 18513 End 18514 18515 ; ***DESIGN parameters *** 18516 DisplayName = OBJECT:Dam 18517 EditorSorting = STRUCTURE 18518 18519 ; *** ENGINEERING Parameters *** 18520 KindOf = STRUCTURE SELECTABLE IMMOBILE 18521 Body = ActiveBody ModuleTag_02 18522 MaxHealth = 3000.0 18523 InitialHealth = 3000.0 18524 End 18525 ArmorSet 18526 Conditions = None 18527 Armor = StructureArmor 18528 DamageFX = StructureDamageFXNoShake 18529 End 18530 18531 ; *** AUDIO Parameters *** 18532 SoundAmbient = DamAmbientLoop 18533 SoundAmbientDamaged = DamDamageLoop1 18534 SoundAmbientReallyDamaged = DamDamageLoop2 18535 SoundAmbientRubble = DamDamageLoop3 18536 18537 ;Don't comment out the sounds! 18538 Behavior = TransitionDamageFX ModuleTag_03 18539 ; DamagedParticleSystem1 = Bone:WaterSpray01 RandomBone:No PSys:WaterSpraySplash 18540 ; DamagedParticleSystem2 = Bone:WaterSpray02 RandomBone:No PSys:WaterSpraySplash2 18541 ; DamagedParticleSystem3 = Bone:WaterSpray03 RandomBone:No PSys:WaterSpraySplash 18542 ; DamagedParticleSystem4 = Bone:Spray04 RandomBone:No PSys:DamOverflow 18543 ; DamagedParticleSystem5 = Bone:Spray05 RandomBone:No PSys:DamOverflow 18544 ; DamagedParticleSystem6 = Bone:Spray06 RandomBone:No PSys:DamOverflow 18545 ; DamagedParticleSystem7 = Bone:Spray07 RandomBone:No PSys:DamOverflow 18546 ; DamagedParticleSystem8 = Bone:Spray08 RandomBone:No PSys:DamOverflow 18547 ; DamagedParticleSystem9 = Bone:Spray08 RandomBone:No PSys:DamMistSmall 18548 18549 DamagedFXList1 = Loc:X:0 Y:0 Z:0 FXList:FX_DamDamaged 18550 18551 ; ReallyDamagedParticleSystem1 = Bone:WaterSprayBig01 RandomBone:No PSys:WaterSpray 18552 ; ReallyDamagedParticleSystem2 = Bone:WaterSprayBig01 RandomBone:No PSys:WaterSprayLargeSpray 18553 ; ReallyDamagedParticleSystem3 = Bone:WaterSpray01 RandomBone:No PSys:WaterSpraySplash 18554 ; ReallyDamagedParticleSystem4 = Bone:WaterSpray02 RandomBone:No PSys:WaterSpraySplash 18555 ; ReallyDamagedParticleSystem5 = Bone:WaterSpray03 RandomBone:No PSys:WaterSpraySplash 18556 ; ReallyDamagedParticleSystem6 = Bone:Spray06 RandomBone:No PSys:DamMistSmall 18557 18558 ReallyDamagedFXList1 = Loc:X:0 Y:0 Z:0 FXList:FX_DamReallyDamaged 18559 18560 ; RubbleParticleSystem1 = Bone:WaterSpray01 RandomBone:No PSys:WaterSpray 18561 ; RubbleParticleSystem2 = Bone:WaterSpray01 RandomBone:No PSys:WaterSprayLargeSpray 18562 ; RubbleParticleSystem3 = Bone:WaterSpray02 RandomBone:No PSys:WaterSpray 18563 ; RubbleParticleSystem4 = Bone:WaterSpray02 RandomBone:No PSys:WaterSprayLargeSpray 18564 ; RubbleParticleSystem5 = Bone:WaterSpray03 RandomBone:No PSys:WaterSpray 18565 ; RubbleParticleSystem6 = Bone:WaterSpray03 RandomBone:No PSys:WaterSprayLargeSpray 18566 ; RubbleParticleSystem7 = Bone:WaterSpray04 RandomBone:No PSys:DamMistSmall 18567 ; RubbleParticleSystem8 = Bone:WaterSpray01 RandomBone:No PSys:DamMist 18568 18569 RubbleFXList1 = Loc:X:0 Y:0 Z:0 FXList:FX_DamRubble 18570 18571 End 18572 18573 18574 18575 Behavior = CreateObjectDie ModuleTag_04 18576 CreationList = OCL_DamDie 18577 End 18578 Behavior = DamDie ModuleTag_05 18579 ;nothing 18580 End ;Note, must be after create object die 18581 18582 Geometry = BOX 18583 GeometryMajorRadius = 150 ; 25.0 18584 GeometryMinorRadius = 25 ; 16.0 18585 GeometryHeight = 200 ; 50.0 18586 GeometryIsSmall = No 18587 Shadow = SHADOW_VOLUME 18588 18589 End 18590 18591 ;------------------------------------------------------------------------------ 18592 Object ParticleTestObject 18593 18594 ; *** ART Parameters *** 18595 Draw = W3DModelDraw ModuleTag_01 18596 ConditionState = NONE 18597 Model = EXTestObject 18598 ParticleSysBone = Fire01 SmolderingFire 18599 ParticleSysBone = Fire01 SmolderingFlameCore 18600 ParticleSysBone = Smoke01 SmolderingSmoke 18601 End 18602 18603 ; day garrisoned 18604 ConditionState = GARRISONED 18605 Model = EXTestObject 18606 ParticleSysBone = Fire01 SmolderingFire 18607 ParticleSysBone = Fire01 SmolderingFlameCore 18608 ParticleSysBone = Smoke01 SmolderingSmoke 18609 End 18610 ConditionState = DAMAGED GARRISONED 18611 Model = EXTestObject 18612 ParticleSysBone = Fire01 SmolderingFire 18613 ParticleSysBone = Fire01 SmolderingFlameCore 18614 ParticleSysBone = Smoke01 SmolderingSmoke 18615 End 18616 ConditionState = REALLYDAMAGED GARRISONED 18617 Model = EXTestObject 18618 ParticleSysBone = Fire01 SmolderingFire 18619 ParticleSysBone = Fire01 SmolderingFlameCore 18620 ParticleSysBone = Smoke01 SmolderingSmoke 18621 End 18622 ;ConditionState = RUBBLE GARRISONED 18623 ; Model = EXTestObject 18624 ; ParticleSysBone = Fire01 SmolderingFire 18625 ; ParticleSysBone = Fire01 SmolderingFlameCore 18626 ; ParticleSysBone = Smoke01 SmolderingSmoke 18627 ;End 18628 18629 ; night garrisoned 18630 ConditionState = NIGHT GARRISONED 18631 Model = EXTestObject 18632 ParticleSysBone = Fire01 SmolderingFire 18633 ParticleSysBone = Fire01 SmolderingFlameCore 18634 ParticleSysBone = Smoke01 SmolderingSmoke 18635 End 18636 ConditionState = DAMAGED NIGHT GARRISONED 18637 Model = EXTestObject 18638 ParticleSysBone = Fire01 SmolderingFire 18639 ParticleSysBone = Fire01 SmolderingFlameCore 18640 ParticleSysBone = Smoke01 SmolderingSmoke 18641 End 18642 ConditionState = REALLYDAMAGED NIGHT GARRISONED 18643 Model = EXTestObject 18644 ParticleSysBone = Fire01 SmolderingFire 18645 ParticleSysBone = Fire01 SmolderingFlameCore 18646 ParticleSysBone = Smoke01 SmolderingSmoke 18647 End 18648 ;ConditionState = RUBBLE NIGHT GARRISONED 18649 ; Model = EXTestObject 18650 ; ParticleSysBone = Fire01 SmolderingFire 18651 ; ParticleSysBone = Fire01 SmolderingFlameCore 18652 ; ParticleSysBone = Smoke01 SmolderingSmoke 18653 ;End 18654 End 18655 18656 18657 ; ***DESIGN parameters *** 18658 DisplayName = OBJECT:Structure 18659 EditorSorting = STRUCTURE 18660 18661 ; *** ENGINEERING Parameters *** 18662 KindOf = STRUCTURE SELECTABLE IMMOBILE 18663 Body = ActiveBody ModuleTag_02 18664 MaxHealth = 2000.0 18665 InitialHealth = 2000.0 18666 End 18667 ArmorSet 18668 Conditions = None 18669 Armor = StructureArmor 18670 DamageFX = StructureDamageFXNoShake 18671 End 18672 18673 Behavior = GarrisonContain ModuleTag_03 18674 ContainMax = 10 18675 EnterSound = GarrisonEnter 18676 ExitSound = GarrisonExit 18677 End 18678 18679 18680 18681 Geometry = BOX 18682 GeometryMajorRadius = 1.0 18683 GeometryMinorRadius = 1.0 18684 GeometryHeight = 1.0 18685 GeometryIsSmall = Yes 18686 Shadow = SHADOW_VOLUME 18687 18688 End 18689 18690 ;------------------------------------------------------------------------------ 18691 Object WatchTower03 18692 18693 ; *** ART Parameters *** 18694 Draw = W3DModelDraw ModuleTag_01 18695 OkToChangeModelColor = Yes 18696 18697 ConditionState = NONE 18698 Model = CBTower03 18699 End 18700 ConditionState = DAMAGED 18701 Model = CBTower03_D 18702 End 18703 ConditionState = REALLYDAMAGED 18704 Model = CBTower03_E 18705 End 18706 ConditionState = RUBBLE 18707 Model = CBTower03_R 18708 End 18709 18710 ; day garrisoned 18711 ConditionState = GARRISONED 18712 Model = CBTower03_G 18713 Animation = CBTower03_G.CBTower03_G 18714 AnimationMode = LOOP 18715 End 18716 ConditionState = DAMAGED GARRISONED 18717 Model = CBTower03_DG 18718 Animation = CBTower03_DG.CBTower03_DG 18719 AnimationMode = LOOP 18720 End 18721 AliasConditionState = REALLYDAMAGED GARRISONED 18722 18723 18724 ; night 18725 ConditionState = NIGHT 18726 Model = CBTower03_N 18727 End 18728 ConditionState = DAMAGED NIGHT 18729 Model = CBTower03_DN 18730 End 18731 ConditionState = REALLYDAMAGED NIGHT 18732 Model = CBTower03_E 18733 End 18734 ConditionState = RUBBLE NIGHT 18735 Model = CBTower03_R 18736 End 18737 18738 ; night garrisoned 18739 ConditionState = NIGHT GARRISONED 18740 Model = CBTower03_NG 18741 Animation = CBTower03_NG.CBTower03_NG 18742 AnimationMode = LOOP 18743 End 18744 ConditionState = DAMAGED NIGHT GARRISONED 18745 Model = CBTower03_DNG 18746 Animation = CBTower03_DNG.CBTower03_DNG 18747 AnimationMode = LOOP 18748 End 18749 AliasConditionState = REALLYDAMAGED NIGHT GARRISONED 18750 18751 End 18752 18753 ; *** AUDIO Parameters *** 18754 SoundDie = BuildingDie 18755 SoundOnDamaged = BuildingDamagedStateLight 18756 SoundOnReallyDamaged = BuildingDestroy 18757 18758 18759 18760 ; ***DESIGN parameters *** 18761 DisplayName = OBJECT:Structure 18762 EditorSorting = STRUCTURE 18763 18764 ; *** ENGINEERING Parameters *** 18765 KindOf = STRUCTURE SELECTABLE IMMOBILE 18766 Body = ActiveBody ModuleTag_02 18767 MaxHealth = 500.0 18768 InitialHealth = 500.0 18769 End 18770 ArmorSet 18771 Conditions = None 18772 Armor = StructureArmor 18773 DamageFX = StructureDamageFXNoShake 18774 End 18775 18776 Behavior = GarrisonContain ModuleTag_03 18777 ContainMax = 10 18778 EnterSound = GarrisonEnter 18779 ExitSound = GarrisonExit 18780 End 18781 18782 Behavior = FlammableUpdate ModuleTag_05 18783 FlameDamageLimit = 20 ;Catch fire if I take this much fire damage... 18784 FlameDamageExpiration = 2000 ;in a span of this long 18785 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 18786 AflameDamageAmount = 25 ; taking this much damage... 18787 AflameDamageDelay = 500 ; this often. 18788 End 18789 18790 Behavior = TransitionDamageFX ModuleTag_06 18791 ;-------------DESIGNED FOR SMALL SIZED CIVILIAN BUILDING TRANSITIONS------------------- 18792 DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke 18793 ;--------------------------------------------------------------------------------------- 18794 ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke 18795 ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion 18796 ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave 18797 ;--------------------------------------------------------------------------------------- 18798 RubbleParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke 18799 RubbleParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion 18800 RubbleParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave 18801 RubbleParticleSystem4 = Bone:None RandomBone:No PSys:StructureTransitionSmallFlare 18802 End 18803 18804 Geometry = BOX 18805 GeometryMajorRadius = 10.0 18806 GeometryMinorRadius = 10.0 18807 GeometryHeight = 75.0 18808 GeometryIsSmall = No 18809 Shadow = SHADOW_VOLUME 18810 18811 End 18812 18813 ;------------------------------------------------------------------------------ 18814 Object MogadishuHouse03 18815 18816 ; *** ART Parameters *** 18817 Draw = W3DModelDraw ModuleTag_01 18818 OkToChangeModelColor = Yes 18819 18820 ; day 18821 ConditionState = NONE 18822 Model = CBTHouse03 18823 End 18824 ConditionState = DAMAGED 18825 Model = CBTHouse03_D 18826 End 18827 ConditionState = REALLYDAMAGED 18828 Model = CBTHouse03_E 18829 End 18830 ConditionState = RUBBLE 18831 Model = CBTHouse03_R 18832 End 18833 18834 ; day garrisoned 18835 ConditionState = GARRISONED 18836 Model = CBTHouse03_G 18837 Animation = CBTHouse03_G.CBTHouse03_G 18838 AnimationMode = LOOP 18839 End 18840 ConditionState = DAMAGED GARRISONED 18841 Model = CBTHouse03_DG 18842 Animation = CBTHouse03_DG.CBTHouse03_DG 18843 AnimationMode = LOOP 18844 End 18845 18846 ; night 18847 ConditionState = NIGHT 18848 Model = CBTHouse03_N 18849 End 18850 ConditionState = DAMAGED NIGHT 18851 Model = CBTHouse03_DN 18852 End 18853 ConditionState = REALLYDAMAGED NIGHT 18854 Model = CBTHouse03_EN 18855 End 18856 ConditionState = RUBBLE NIGHT 18857 Model = CBTHouse03_RN 18858 End 18859 18860 ; night garrisoned 18861 ConditionState = NIGHT GARRISONED 18862 Model = CBTHouse03_NG 18863 Animation = CBTHouse03_NG.CBTHouse03_NG 18864 AnimationMode = LOOP 18865 End 18866 ConditionState = DAMAGED NIGHT GARRISONED 18867 Model = CBTHouse03_DNG 18868 Animation = CBTHouse03_DNG.CBTHouse03_DNG 18869 AnimationMode = LOOP 18870 End 18871 18872 18873 18874 ; Snow 18875 ConditionState = SNOW 18876 Model = CBTHouse03_S 18877 End 18878 ConditionState = DAMAGED SNOW 18879 Model = CBTHouse03_DS 18880 End 18881 ConditionState = REALLYDAMAGED SNOW 18882 Model = CBTHouse03_ES 18883 End 18884 ConditionState = RUBBLE SNOW 18885 Model = CBTHouse03_RS 18886 End 18887 18888 18889 ; snow garrisoned 18890 ConditionState = SNOW GARRISONED 18891 Model = CBTHouse03_SG 18892 Animation = CBTHouse03_SG.CBTHouse03_SG 18893 AnimationMode = LOOP 18894 End 18895 ConditionState = DAMAGED SNOW GARRISONED 18896 Model = CBTHouse03_DSG 18897 Animation = CBTHouse03_DSG.CBTHouse03_DSG 18898 AnimationMode = LOOP 18899 End 18900 18901 ; night snow 18902 ConditionState = SNOW NIGHT 18903 Model = CBTHouse03_SN 18904 End 18905 ConditionState = DAMAGED SNOW NIGHT 18906 Model = CBTHouse03_DSN 18907 End 18908 ConditionState = REALLYDAMAGED SNOW NIGHT 18909 Model = CBTHouse03_ESN 18910 End 18911 ConditionState = RUBBLE SNOW NIGHT 18912 Model = CBTHouse03_RSN 18913 End 18914 18915 ; night snow garrisoned 18916 ConditionState = SNOW NIGHT GARRISONED 18917 Model = CBTHouse03_SNG 18918 Animation = CBTHouse03_SNG.CBTHouse03_SNG 18919 AnimationMode = LOOP 18920 End 18921 ConditionState = DAMAGED SNOW NIGHT GARRISONED 18922 Model = CBTHouse03_DSNG 18923 Animation = CBTHouse03_DSNG.CBTHouse03_DSNG 18924 AnimationMode = LOOP 18925 End 18926 End 18927 18928 ; *** AUDIO Parameters *** 18929 SoundDie = BuildingDie 18930 SoundOnDamaged = BuildingDamagedStateLight 18931 SoundOnReallyDamaged = BuildingDestroy 18932 18933 18934 18935 ; ***DESIGN parameters *** 18936 DisplayName = OBJECT:Structure 18937 EditorSorting = STRUCTURE 18938 18939 ; *** ENGINEERING Parameters *** 18940 KindOf = STRUCTURE SELECTABLE IMMOBILE 18941 Body = ActiveBody ModuleTag_02 18942 MaxHealth = 2000.0 18943 InitialHealth = 2000.0 18944 End 18945 ArmorSet 18946 Conditions = None 18947 Armor = StructureArmor 18948 DamageFX = StructureDamageFXNoShake 18949 End 18950 18951 Behavior = GarrisonContain ModuleTag_03 18952 ContainMax = 10 18953 EnterSound = GarrisonEnter 18954 ExitSound = GarrisonExit 18955 End 18956 18957 Behavior = FlammableUpdate ModuleTag_05 18958 FlameDamageLimit = 20 ;Catch fire if I take this much fire damage... 18959 FlameDamageExpiration = 2000 ;in a span of this long 18960 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 18961 AflameDamageAmount = 25 ; taking this much damage... 18962 AflameDamageDelay = 500 ; this often. 18963 End 18964 18965 Behavior = TransitionDamageFX ModuleTag_06 18966 ;-------------DESIGNED FOR MEDIUM SIZED CIVILIAN BUILDING TRANSITIONS------------------- 18967 DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke 18968 ;--------------------------------------------------------------------------------------- 18969 ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke 18970 ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionMediumExplosion 18971 ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionMediumShockwave 18972 ;-------------------------------------------------------------------------------------- 18973 RubbleParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke 18974 RubbleParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionMediumExplosion 18975 RubbleParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionMediumShockwave 18976 RubbleParticleSystem4 = Bone:None RandomBone:No PSys:StructureTransitionMediumFlare 18977 End 18978 18979 Geometry = BOX 18980 GeometryMajorRadius = 56.0 18981 GeometryMinorRadius = 45.0 18982 GeometryHeight = 33.0 18983 GeometryIsSmall = No 18984 Shadow = SHADOW_VOLUME 18985 18986 End 18987 18988 ;------------------------------------------------------------------------------ 18989 Object MogadishuHouse04 18990 18991 ; *** ART Parameters *** 18992 Draw = W3DModelDraw ModuleTag_01 18993 OkToChangeModelColor = Yes 18994 18995 18996 ; day 18997 ConditionState = NONE 18998 Model = CBTHouse04 18999 End 19000 ConditionState = DAMAGED 19001 Model = CBTHouse04_D 19002 End 19003 ConditionState = REALLYDAMAGED 19004 Model = CBTHouse04_E 19005 End 19006 ConditionState = RUBBLE 19007 Model = CBTHouse04_R 19008 End 19009 19010 ; day garrisoned 19011 ConditionState = GARRISONED 19012 Model = CBTHouse04_G 19013 Animation = CBTHouse04_G.CBTHouse04_G 19014 AnimationMode = LOOP 19015 End 19016 ConditionState = DAMAGED GARRISONED 19017 Model = CBTHouse04_DG 19018 Animation = CBTHouse04_DG.CBTHouse04_DG 19019 AnimationMode = LOOP 19020 End 19021 19022 ; night 19023 ConditionState = NIGHT 19024 Model = CBTHouse04_N 19025 End 19026 ConditionState = DAMAGED NIGHT 19027 Model = CBTHouse04_DN 19028 End 19029 ConditionState = REALLYDAMAGED NIGHT 19030 Model = CBTHouse04_EN 19031 End 19032 ConditionState = RUBBLE NIGHT 19033 Model = CBTHouse04_RN 19034 End 19035 19036 ; night garrisoned 19037 ConditionState = NIGHT GARRISONED 19038 Model = CBTHouse04_NG 19039 Animation = CBTHouse04_NG.CBTHouse04_NG 19040 AnimationMode = LOOP 19041 End 19042 ConditionState = DAMAGED NIGHT GARRISONED 19043 Model = CBTHouse04_DNG 19044 Animation = CBTHouse04_DNG.CBTHouse04_DNG 19045 AnimationMode = LOOP 19046 End 19047 19048 19049 19050 ; Snow 19051 ConditionState = SNOW 19052 Model = CBTHouse04_S 19053 End 19054 ConditionState = DAMAGED SNOW 19055 Model = CBTHouse04_DS 19056 End 19057 ConditionState = REALLYDAMAGED SNOW 19058 Model = CBTHouse04_ES 19059 End 19060 ConditionState = RUBBLE SNOW 19061 Model = CBTHouse04_RS 19062 End 19063 19064 19065 ; snow garrisoned 19066 ConditionState = SNOW GARRISONED 19067 Model = CBTHouse04_SG 19068 Animation = CBTHouse04_SG.CBTHouse04_SG 19069 AnimationMode = LOOP 19070 End 19071 ConditionState = DAMAGED SNOW GARRISONED 19072 Model = CBTHouse04_DSG 19073 Animation = CBTHouse04_DSG.CBTHouse04_DSG 19074 AnimationMode = LOOP 19075 End 19076 19077 ; night snow 19078 ConditionState = SNOW NIGHT 19079 Model = CBTHouse04_SN 19080 End 19081 ConditionState = DAMAGED SNOW NIGHT 19082 Model = CBTHouse04_DSN 19083 End 19084 ConditionState = REALLYDAMAGED SNOW NIGHT 19085 Model = CBTHouse04_ESN 19086 End 19087 ConditionState = RUBBLE SNOW NIGHT 19088 Model = CBTHouse04_RSN 19089 End 19090 19091 ; night snow garrisoned 19092 ConditionState = SNOW NIGHT GARRISONED 19093 Model = CBTHouse04_SNG 19094 Animation = CBTHouse04_SNG.CBTHouse04_SNG 19095 AnimationMode = LOOP 19096 End 19097 ConditionState = DAMAGED SNOW NIGHT GARRISONED 19098 Model = CBTHouse04_DSNG 19099 Animation = CBTHouse04_DSNG.CBTHouse04_DSNG 19100 AnimationMode = LOOP 19101 End 19102 End 19103 19104 ; *** AUDIO Parameters *** 19105 SoundDie = BuildingDie 19106 SoundOnDamaged = BuildingDamagedStateLight 19107 SoundOnReallyDamaged = BuildingDestroy 19108 19109 19110 19111 ; ***DESIGN parameters *** 19112 DisplayName = OBJECT:Structure 19113 EditorSorting = STRUCTURE 19114 19115 ; *** ENGINEERING Parameters *** 19116 KindOf = STRUCTURE SELECTABLE IMMOBILE 19117 Body = ActiveBody ModuleTag_02 19118 MaxHealth = 2000.0 19119 InitialHealth = 2000.0 19120 End 19121 ArmorSet 19122 Conditions = None 19123 Armor = StructureArmor 19124 DamageFX = StructureDamageFXNoShake 19125 End 19126 19127 Behavior = GarrisonContain ModuleTag_03 19128 ContainMax = 10 19129 EnterSound = GarrisonEnter 19130 ExitSound = GarrisonExit 19131 End 19132 19133 Behavior = FlammableUpdate ModuleTag_05 19134 FlameDamageLimit = 20 ;Catch fire if I take this much fire damage... 19135 FlameDamageExpiration = 2000 ;in a span of this long 19136 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 19137 AflameDamageAmount = 25 ; taking this much damage... 19138 AflameDamageDelay = 500 ; this often. 19139 End 19140 19141 Behavior = TransitionDamageFX ModuleTag_06 19142 ;-------------DESIGNED FOR SMALL SIZED CIVILIAN BUILDING TRANSITIONS------------------- 19143 DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke 19144 ;--------------------------------------------------------------------------------------- 19145 ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke 19146 ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion 19147 ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave 19148 ;--------------------------------------------------------------------------------------- 19149 RubbleParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke 19150 RubbleParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion 19151 RubbleParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave 19152 RubbleParticleSystem4 = Bone:None RandomBone:No PSys:StructureTransitionSmallFlare 19153 End 19154 19155 Geometry = BOX 19156 GeometryMajorRadius = 38.0 19157 GeometryMinorRadius = 24.0 19158 GeometryHeight = 32.0 19159 GeometryIsSmall = No 19160 Shadow = SHADOW_VOLUME 19161 19162 End 19163 19164 ;------------------------------------------------------------------------------ 19165 Object MogadishuHouse05 19166 19167 ; *** ART Parameters *** 19168 Draw = W3DModelDraw ModuleTag_01 19169 OkToChangeModelColor = Yes 19170 19171 19172 ; day 19173 ConditionState = NONE 19174 Model = CBTHouse05 19175 End 19176 ConditionState = DAMAGED 19177 Model = CBTHouse05_D 19178 End 19179 ConditionState = REALLYDAMAGED 19180 Model = CBTHouse05_E 19181 End 19182 ConditionState = RUBBLE 19183 Model = CBTHouse05_R 19184 End 19185 19186 ; day garrisoned 19187 ConditionState = GARRISONED 19188 Model = CBTHouse05_G 19189 Animation = CBTHouse05_G.CBTHouse05_G 19190 AnimationMode = LOOP 19191 End 19192 ConditionState = DAMAGED GARRISONED 19193 Model = CBTHouse05_DG 19194 Animation = CBTHouse05_DG.CBTHouse05_DG 19195 AnimationMode = LOOP 19196 End 19197 19198 ; night 19199 ConditionState = NIGHT 19200 Model = CBTHouse05_N 19201 End 19202 ConditionState = DAMAGED NIGHT 19203 Model = CBTHouse05_DN 19204 End 19205 ConditionState = REALLYDAMAGED NIGHT 19206 Model = CBTHouse05_EN 19207 End 19208 ConditionState = RUBBLE NIGHT 19209 Model = CBTHouse05_RN 19210 End 19211 19212 ; night garrisoned 19213 ConditionState = NIGHT GARRISONED 19214 Model = CBTHouse05_NG 19215 Animation = CBTHouse05_NG.CBTHouse05_NG 19216 AnimationMode = LOOP 19217 End 19218 ConditionState = DAMAGED NIGHT GARRISONED 19219 Model = CBTHouse05_DNG 19220 Animation = CBTHouse05_DNG.CBTHouse05_DNG 19221 AnimationMode = LOOP 19222 End 19223 19224 19225 19226 ; Snow 19227 ConditionState = SNOW 19228 Model = CBTHouse05_S 19229 End 19230 ConditionState = DAMAGED SNOW 19231 Model = CBTHouse05_DS 19232 End 19233 ConditionState = REALLYDAMAGED SNOW 19234 Model = CBTHouse05_ES 19235 End 19236 ConditionState = RUBBLE SNOW 19237 Model = CBTHouse05_RS 19238 End 19239 19240 19241 ; snow garrisoned 19242 ConditionState = SNOW GARRISONED 19243 Model = CBTHouse05_SG 19244 Animation = CBTHouse05_SG.CBTHouse05_SG 19245 AnimationMode = LOOP 19246 End 19247 ConditionState = DAMAGED SNOW GARRISONED 19248 Model = CBTHouse05_DSG 19249 Animation = CBTHouse05_DSG.CBTHouse05_DSG 19250 AnimationMode = LOOP 19251 End 19252 19253 ; night snow 19254 ConditionState = SNOW NIGHT 19255 Model = CBTHouse05_SN 19256 End 19257 ConditionState = DAMAGED SNOW NIGHT 19258 Model = CBTHouse05_DSN 19259 End 19260 ConditionState = REALLYDAMAGED SNOW NIGHT 19261 Model = CBTHouse05_ESN 19262 End 19263 ConditionState = RUBBLE SNOW NIGHT 19264 Model = CBTHouse05_RSN 19265 End 19266 19267 ; night snow garrisoned 19268 ConditionState = SNOW NIGHT GARRISONED 19269 Model = CBTHouse05_SNG 19270 Animation = CBTHouse05_SNG.CBTHouse05_SNG 19271 AnimationMode = LOOP 19272 End 19273 ConditionState = DAMAGED SNOW NIGHT GARRISONED 19274 Model = CBTHouse05_DSNG 19275 Animation = CBTHouse05_DSNG.CBTHouse05_DSNG 19276 AnimationMode = LOOP 19277 End 19278 End 19279 19280 ; *** AUDIO Parameters *** 19281 SoundDie = BuildingDie 19282 SoundOnDamaged = BuildingDamagedStateLight 19283 SoundOnReallyDamaged = BuildingDestroy 19284 19285 ; ***DESIGN parameters *** 19286 DisplayName = OBJECT:Structure 19287 EditorSorting = STRUCTURE 19288 19289 ; *** ENGINEERING Parameters *** 19290 KindOf = STRUCTURE SELECTABLE IMMOBILE 19291 Body = ActiveBody ModuleTag_02 19292 MaxHealth = 2000.0 19293 InitialHealth = 2000.0 19294 End 19295 ArmorSet 19296 Conditions = None 19297 Armor = StructureArmor 19298 DamageFX = StructureDamageFXNoShake 19299 End 19300 19301 Behavior = GarrisonContain ModuleTag_03 19302 ContainMax = 10 19303 EnterSound = GarrisonEnter 19304 ExitSound = GarrisonExit 19305 End 19306 19307 Behavior = FlammableUpdate ModuleTag_05 19308 FlameDamageLimit = 20 ;Catch fire if I take this much fire damage... 19309 FlameDamageExpiration = 2000 ;in a span of this long 19310 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 19311 AflameDamageAmount = 25 ; taking this much damage... 19312 AflameDamageDelay = 500 ; this often. 19313 End 19314 19315 Behavior = TransitionDamageFX ModuleTag_06 19316 ;-------------DESIGNED FOR SMALL SIZED CIVILIAN BUILDING TRANSITIONS------------------- 19317 DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke 19318 ;--------------------------------------------------------------------------------------- 19319 ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke 19320 ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion 19321 ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave 19322 ;--------------------------------------------------------------------------------------- 19323 RubbleParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke 19324 RubbleParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion 19325 RubbleParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave 19326 RubbleParticleSystem4 = Bone:None RandomBone:No PSys:StructureTransitionSmallFlare 19327 End 19328 19329 Geometry = BOX 19330 GeometryMajorRadius = 25.0 19331 GeometryMinorRadius = 28.0 19332 GeometryHeight = 40.0 19333 GeometryIsSmall = No 19334 Shadow = SHADOW_VOLUME 19335 19336 End 19337 19338 ;------------------------------------------------------------------------------ 19339 Object MogadishuHouse06 19340 19341 ; *** ART Parameters *** 19342 Draw = W3DModelDraw ModuleTag_01 19343 OkToChangeModelColor = Yes 19344 19345 19346 ; day 19347 ConditionState = NONE 19348 Model = CBTHouse06 19349 End 19350 19351 ConditionState = DAMAGED 19352 Model = CBTHouse06_D 19353 End 19354 ConditionState = REALLYDAMAGED 19355 Model = CBTHouse06_E 19356 End 19357 ConditionState = RUBBLE 19358 Model = CBTHouse06_R 19359 End 19360 19361 ; day garrisoned 19362 ConditionState = GARRISONED 19363 Model = CBTHouse06_G 19364 Animation = CBTHouse06_G.CBTHouse06_G 19365 AnimationMode = LOOP 19366 End 19367 ConditionState = DAMAGED GARRISONED 19368 Model = CBTHouse06_DG 19369 Animation = CBTHouse06_DG.CBTHouse06_DG 19370 AnimationMode = LOOP 19371 End 19372 19373 ; night 19374 ConditionState = NIGHT 19375 Model = CBTHouse06_N 19376 End 19377 ConditionState = DAMAGED NIGHT 19378 Model = CBTHouse06_DN 19379 End 19380 ConditionState = REALLYDAMAGED NIGHT 19381 Model = CBTHouse06_EN 19382 End 19383 ConditionState = RUBBLE NIGHT 19384 Model = CBTHouse06_RN 19385 End 19386 19387 ; night garrisoned 19388 ConditionState = NIGHT GARRISONED 19389 Model = CBTHouse06_NG 19390 Animation = CBTHouse06_NG.CBTHouse06_NG 19391 AnimationMode = LOOP 19392 End 19393 ConditionState = DAMAGED NIGHT GARRISONED 19394 Model = CBTHouse06_DNG 19395 Animation = CBTHouse06_DNG.CBTHouse06_DNG 19396 AnimationMode = LOOP 19397 End 19398 19399 19400 19401 ; Snow 19402 ConditionState = SNOW 19403 Model = CBTHouse06_S 19404 End 19405 ConditionState = DAMAGED SNOW 19406 Model = CBTHouse06_DS 19407 End 19408 ConditionState = REALLYDAMAGED SNOW 19409 Model = CBTHouse06_ES 19410 End 19411 ConditionState = RUBBLE SNOW 19412 Model = CBTHouse06_RS 19413 End 19414 19415 19416 ; snow garrisoned 19417 ConditionState = SNOW GARRISONED 19418 Model = CBTHouse06_SG 19419 Animation = CBTHouse06_SG.CBTHouse06_SG 19420 AnimationMode = LOOP 19421 End 19422 ConditionState = DAMAGED SNOW GARRISONED 19423 Model = CBTHouse06_DSG 19424 Animation = CBTHouse06_DSG.CBTHouse06_DSG 19425 AnimationMode = LOOP 19426 End 19427 19428 ; night snow 19429 ConditionState = SNOW NIGHT 19430 Model = CBTHouse06_SN 19431 End 19432 ConditionState = DAMAGED SNOW NIGHT 19433 Model = CBTHouse06_DSN 19434 End 19435 ConditionState = REALLYDAMAGED SNOW NIGHT 19436 Model = CBTHouse06_ESN 19437 End 19438 ConditionState = RUBBLE SNOW NIGHT 19439 Model = CBTHouse06_RSN 19440 End 19441 19442 ; night snow garrisoned 19443 ConditionState = SNOW NIGHT GARRISONED 19444 Model = CBTHouse06_SNG 19445 Animation = CBTHouse06_SNG.CBTHouse06_SNG 19446 AnimationMode = LOOP 19447 End 19448 ConditionState = DAMAGED SNOW NIGHT GARRISONED 19449 Model = CBTHouse06_DSNG 19450 Animation = CBTHouse06_DSNG.CBTHouse06_DSNG 19451 AnimationMode = LOOP 19452 End 19453 End 19454 19455 ; *** AUDIO Parameters *** 19456 SoundDie = BuildingDie 19457 SoundOnDamaged = BuildingDamagedStateLight 19458 SoundOnReallyDamaged = BuildingDestroy 19459 19460 19461 19462 ; ***DESIGN parameters *** 19463 DisplayName = OBJECT:Structure 19464 EditorSorting = STRUCTURE 19465 19466 ; *** ENGINEERING Parameters *** 19467 KindOf = STRUCTURE SELECTABLE IMMOBILE 19468 Body = ActiveBody ModuleTag_02 19469 MaxHealth = 2000.0 19470 InitialHealth = 2000.0 19471 End 19472 ArmorSet 19473 Conditions = None 19474 Armor = StructureArmor 19475 DamageFX = StructureDamageFXNoShake 19476 End 19477 19478 Behavior = GarrisonContain ModuleTag_03 19479 ContainMax = 10 19480 EnterSound = GarrisonEnter 19481 ExitSound = GarrisonExit 19482 End 19483 19484 Behavior = FlammableUpdate ModuleTag_05 19485 FlameDamageLimit = 20 ;Catch fire if I take this much fire damage... 19486 FlameDamageExpiration = 2000 ;in a span of this long 19487 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 19488 AflameDamageAmount = 25 ; taking this much damage... 19489 AflameDamageDelay = 500 ; this often. 19490 End 19491 19492 Behavior = TransitionDamageFX ModuleTag_06 19493 ;-------------DESIGNED FOR SMALL SIZED CIVILIAN BUILDING TRANSITIONS------------------- 19494 DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke 19495 ;--------------------------------------------------------------------------------------- 19496 ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke 19497 ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion 19498 ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave 19499 ;--------------------------------------------------------------------------------------- 19500 RubbleParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke 19501 RubbleParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion 19502 RubbleParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave 19503 RubbleParticleSystem4 = Bone:None RandomBone:No PSys:StructureTransitionSmallFlare 19504 End 19505 19506 Geometry = BOX 19507 GeometryMajorRadius = 30.0 19508 GeometryMinorRadius = 21.0 19509 GeometryHeight = 24.0 19510 GeometryIsSmall = No 19511 Shadow = SHADOW_VOLUME 19512 19513 End 19514 19515 ;------------------------------------------------------------------------------ 19516 Object MogadishuHouse07 19517 19518 ; *** ART Parameters *** 19519 Draw = W3DModelDraw ModuleTag_01 19520 OkToChangeModelColor = Yes 19521 19522 19523 ; day 19524 ConditionState = NONE 19525 Model = CBTHouse07 19526 End 19527 ConditionState = DAMAGED 19528 Model = CBTHouse07_D 19529 End 19530 ConditionState = REALLYDAMAGED 19531 Model = CBTHouse07_E 19532 End 19533 ConditionState = RUBBLE 19534 Model = CBTHouse07_R 19535 End 19536 19537 ; day garrisoned 19538 ConditionState = GARRISONED 19539 Model = CBTHouse07_G 19540 Animation = CBTHouse07_G.CBTHouse07_G 19541 AnimationMode = LOOP 19542 End 19543 ConditionState = DAMAGED GARRISONED 19544 Model = CBTHouse07_DG 19545 Animation = CBTHouse07_DG.CBTHouse07_DG 19546 AnimationMode = LOOP 19547 End 19548 19549 ; night 19550 ConditionState = NIGHT 19551 Model = CBTHouse07_N 19552 End 19553 ConditionState = DAMAGED NIGHT 19554 Model = CBTHouse07_DN 19555 End 19556 ConditionState = REALLYDAMAGED NIGHT 19557 Model = CBTHouse07_EN 19558 End 19559 ConditionState = RUBBLE NIGHT 19560 Model = CBTHouse07_RN 19561 End 19562 19563 ; night garrisoned 19564 ConditionState = NIGHT GARRISONED 19565 Model = CBTHouse07_NG 19566 Animation = CBTHouse07_NG.CBTHouse07_NG 19567 AnimationMode = LOOP 19568 End 19569 ConditionState = DAMAGED NIGHT GARRISONED 19570 Model = CBTHouse07_DNG 19571 Animation = CBTHouse07_DNG.CBTHouse07_DNG 19572 AnimationMode = LOOP 19573 End 19574 19575 19576 19577 ; Snow 19578 ConditionState = SNOW 19579 Model = CBTHouse07_S 19580 End 19581 ConditionState = DAMAGED SNOW 19582 Model = CBTHouse07_DS 19583 End 19584 ConditionState = REALLYDAMAGED SNOW 19585 Model = CBTHouse07_ES 19586 End 19587 ConditionState = RUBBLE SNOW 19588 Model = CBTHouse07_RS 19589 End 19590 19591 19592 ; snow garrisoned 19593 ConditionState = SNOW GARRISONED 19594 Model = CBTHouse07_SG 19595 Animation = CBTHouse07_SG.CBTHouse07_SG 19596 AnimationMode = LOOP 19597 End 19598 ConditionState = DAMAGED SNOW GARRISONED 19599 Model = CBTHouse07_DSG 19600 Animation = CBTHouse07_DSG.CBTHouse07_DSG 19601 AnimationMode = LOOP 19602 End 19603 19604 ; night snow 19605 ConditionState = SNOW NIGHT 19606 Model = CBTHouse07_SN 19607 End 19608 ConditionState = DAMAGED SNOW NIGHT 19609 Model = CBTHouse07_DSN 19610 End 19611 ConditionState = REALLYDAMAGED SNOW NIGHT 19612 Model = CBTHouse07_ESN 19613 End 19614 ConditionState = RUBBLE SNOW NIGHT 19615 Model = CBTHouse07_RSN 19616 End 19617 19618 ; night snow garrisoned 19619 ConditionState = SNOW NIGHT GARRISONED 19620 Model = CBTHouse07_SNG 19621 Animation = CBTHouse07_SNG.CBTHouse07_SNG 19622 AnimationMode = LOOP 19623 End 19624 ConditionState = DAMAGED SNOW NIGHT GARRISONED 19625 Model = CBTHouse07_DSNG 19626 Animation = CBTHouse07_DSNG.CBTHouse07_DSNG 19627 AnimationMode = LOOP 19628 End 19629 End 19630 19631 ; *** AUDIO Parameters *** 19632 SoundDie = BuildingDie 19633 SoundOnDamaged = BuildingDamagedStateLight 19634 SoundOnReallyDamaged = BuildingDestroy 19635 19636 ; ***DESIGN parameters *** 19637 DisplayName = OBJECT:Structure 19638 EditorSorting = STRUCTURE 19639 19640 ; *** ENGINEERING Parameters *** 19641 KindOf = STRUCTURE SELECTABLE IMMOBILE 19642 Body = ActiveBody ModuleTag_02 19643 MaxHealth = 2000.0 19644 InitialHealth = 2000.0 19645 End 19646 ArmorSet 19647 Conditions = None 19648 Armor = StructureArmor 19649 DamageFX = StructureDamageFXNoShake 19650 End 19651 19652 Behavior = GarrisonContain ModuleTag_03 19653 ContainMax = 10 19654 EnterSound = GarrisonEnter 19655 ExitSound = GarrisonExit 19656 End 19657 19658 Behavior = FlammableUpdate ModuleTag_05 19659 FlameDamageLimit = 20 ;Catch fire if I take this much fire damage... 19660 FlameDamageExpiration = 2000 ;in a span of this long 19661 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 19662 AflameDamageAmount = 25 ; taking this much damage... 19663 AflameDamageDelay = 500 ; this often. 19664 End 19665 19666 Behavior = TransitionDamageFX ModuleTag_06 19667 ;-------------DESIGNED FOR SMALL SIZED CIVILIAN BUILDING TRANSITIONS------------------- 19668 DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke 19669 ;--------------------------------------------------------------------------------------- 19670 ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke 19671 ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion 19672 ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave 19673 ;--------------------------------------------------------------------------------------- 19674 RubbleParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke 19675 RubbleParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion 19676 RubbleParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave 19677 RubbleParticleSystem4 = Bone:None RandomBone:No PSys:StructureTransitionSmallFlare 19678 End 19679 19680 Geometry = BOX 19681 GeometryMajorRadius = 54.0 19682 GeometryMinorRadius = 27.0 19683 GeometryHeight = 40.0 19684 GeometryIsSmall = No 19685 Shadow = SHADOW_VOLUME 19686 19687 End 19688 19689 ;------------------------------------------------------------------------------ 19690 Object MogadishuHouse08 19691 19692 ; *** ART Parameters *** 19693 Draw = W3DModelDraw ModuleTag_01 19694 OkToChangeModelColor = Yes 19695 19696 19697 ; day 19698 ConditionState = NONE 19699 Model = CBTHouse08 19700 End 19701 ConditionState = DAMAGED 19702 Model = CBTHouse08_D 19703 End 19704 ConditionState = REALLYDAMAGED 19705 Model = CBTHouse08_E 19706 End 19707 ConditionState = RUBBLE 19708 Model = CBTHouse08_R 19709 End 19710 19711 ; day garrisoned 19712 ConditionState = GARRISONED 19713 Model = CBTHouse08_G 19714 Animation = CBTHouse08_G.CBTHouse08_G 19715 AnimationMode = LOOP 19716 End 19717 ConditionState = DAMAGED GARRISONED 19718 Model = CBTHouse08_DG 19719 Animation = CBTHouse08_DG.CBTHouse08_DG 19720 AnimationMode = LOOP 19721 End 19722 19723 ; night 19724 ConditionState = NIGHT 19725 Model = CBTHouse08_N 19726 End 19727 ConditionState = DAMAGED NIGHT 19728 Model = CBTHouse08_DN 19729 End 19730 ConditionState = REALLYDAMAGED NIGHT 19731 Model = CBTHouse08_EN 19732 End 19733 ConditionState = RUBBLE NIGHT 19734 Model = CBTHouse08_RN 19735 End 19736 19737 ; night garrisoned 19738 ConditionState = NIGHT GARRISONED 19739 Model = CBTHouse08_NG 19740 Animation = CBTHouse08_NG.CBTHouse08_NG 19741 AnimationMode = LOOP 19742 End 19743 ConditionState = DAMAGED NIGHT GARRISONED 19744 Model = CBTHouse08_DNG 19745 Animation = CBTHouse08_DNG.CBTHouse08_DNG 19746 AnimationMode = LOOP 19747 End 19748 19749 19750 19751 ; Snow 19752 ConditionState = SNOW 19753 Model = CBTHouse08_S 19754 End 19755 ConditionState = DAMAGED SNOW 19756 Model = CBTHouse08_DS 19757 End 19758 ConditionState = REALLYDAMAGED SNOW 19759 Model = CBTHouse08_ES 19760 End 19761 ConditionState = RUBBLE SNOW 19762 Model = CBTHouse08_RS 19763 End 19764 19765 19766 ; snow garrisoned 19767 ConditionState = SNOW GARRISONED 19768 Model = CBTHouse08_SG 19769 Animation = CBTHouse08_SG.CBTHouse08_SG 19770 AnimationMode = LOOP 19771 End 19772 ConditionState = DAMAGED SNOW GARRISONED 19773 Model = CBTHouse08_DSG 19774 Animation = CBTHouse08_DSG.CBTHouse08_DSG 19775 AnimationMode = LOOP 19776 End 19777 19778 ; night snow 19779 ConditionState = SNOW NIGHT 19780 Model = CBTHouse08_SN 19781 End 19782 ConditionState = DAMAGED SNOW NIGHT 19783 Model = CBTHouse08_DSN 19784 End 19785 ConditionState = REALLYDAMAGED SNOW NIGHT 19786 Model = CBTHouse08_ESN 19787 End 19788 ConditionState = RUBBLE SNOW NIGHT 19789 Model = CBTHouse08_RSN 19790 End 19791 19792 ; night snow garrisoned 19793 ConditionState = SNOW NIGHT GARRISONED 19794 Model = CBTHouse08_SNG 19795 Animation = CBTHouse08_SNG.CBTHouse08_SNG 19796 AnimationMode = LOOP 19797 End 19798 19799 ConditionState = DAMAGED SNOW NIGHT GARRISONED 19800 Model = CBTHouse08_DSNG 19801 Animation = CBTHouse08_DSNG.CBTHouse08_DSNG 19802 AnimationMode = LOOP 19803 End 19804 End 19805 19806 ; *** AUDIO Parameters *** 19807 SoundDie = BuildingDie 19808 SoundOnDamaged = BuildingDamagedStateLight 19809 SoundOnReallyDamaged = BuildingDestroy 19810 19811 19812 19813 ; ***DESIGN parameters *** 19814 DisplayName = OBJECT:Structure 19815 EditorSorting = STRUCTURE 19816 19817 ; *** ENGINEERING Parameters *** 19818 KindOf = STRUCTURE SELECTABLE IMMOBILE 19819 Body = ActiveBody ModuleTag_02 19820 MaxHealth = 2000.0 19821 InitialHealth = 2000.0 19822 End 19823 ArmorSet 19824 Conditions = None 19825 Armor = StructureArmor 19826 DamageFX = StructureDamageFXNoShake 19827 End 19828 19829 Behavior = GarrisonContain ModuleTag_03 19830 ContainMax = 10 19831 EnterSound = GarrisonEnter 19832 ExitSound = GarrisonExit 19833 End 19834 19835 Behavior = FlammableUpdate ModuleTag_05 19836 FlameDamageLimit = 20 ;Catch fire if I take this much fire damage... 19837 FlameDamageExpiration = 2000 ;in a span of this long 19838 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 19839 AflameDamageAmount = 25 ; taking this much damage... 19840 AflameDamageDelay = 500 ; this often. 19841 End 19842 19843 Behavior = TransitionDamageFX ModuleTag_06 19844 ;-------------DESIGNED FOR MEDIUM SIZED CIVILIAN BUILDING TRANSITIONS------------------- 19845 DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke 19846 ;--------------------------------------------------------------------------------------- 19847 ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke 19848 ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionMediumExplosion 19849 ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionMediumShockwave 19850 ;-------------------------------------------------------------------------------------- 19851 RubbleParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke 19852 RubbleParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionMediumExplosion 19853 RubbleParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionMediumShockwave 19854 RubbleParticleSystem4 = Bone:None RandomBone:No PSys:StructureTransitionMediumFlare 19855 End 19856 19857 Geometry = BOX 19858 GeometryMajorRadius = 56.0 19859 GeometryMinorRadius = 45.0 19860 GeometryHeight = 33.0 19861 GeometryIsSmall = No 19862 Shadow = SHADOW_VOLUME 19863 19864 End 19865 19866 ;------------------------------------------------------------------------------ 19867 Object MogadishuHouse09 19868 19869 ; *** ART Parameters *** 19870 Draw = W3DModelDraw ModuleTag_01 19871 OkToChangeModelColor = Yes 19872 19873 ; day 19874 ConditionState = NONE 19875 Model = CBTHouse09 19876 End 19877 ConditionState = DAMAGED 19878 Model = CBTHouse09_D 19879 End 19880 ConditionState = REALLYDAMAGED 19881 Model = CBTHouse09_E 19882 End 19883 ConditionState = RUBBLE 19884 Model = CBTHouse09_R 19885 End 19886 19887 ; day garrisoned 19888 ConditionState = GARRISONED 19889 Model = CBTHouse09_G 19890 Animation = CBTHouse09_G.CBTHouse09_G 19891 AnimationMode = LOOP 19892 End 19893 ConditionState = DAMAGED GARRISONED 19894 Model = CBTHouse09_DG 19895 Animation = CBTHouse09_DG.CBTHouse09_DG 19896 AnimationMode = LOOP 19897 End 19898 19899 ; night 19900 ConditionState = NIGHT 19901 Model = CBTHouse09_N 19902 End 19903 ConditionState = DAMAGED NIGHT 19904 Model = CBTHouse09_DN 19905 End 19906 ConditionState = REALLYDAMAGED NIGHT 19907 Model = CBTHouse09_EN 19908 End 19909 ConditionState = RUBBLE NIGHT 19910 Model = CBTHouse09_RN 19911 End 19912 19913 ; night garrisoned 19914 ConditionState = NIGHT GARRISONED 19915 Model = CBTHouse09_NG 19916 Animation = CBTHouse09_NG.CBTHouse09_NG 19917 AnimationMode = LOOP 19918 End 19919 ConditionState = DAMAGED NIGHT GARRISONED 19920 Model = CBTHouse09_DNG 19921 Animation = CBTHouse09_DNG.CBTHouse09_DNG 19922 AnimationMode = LOOP 19923 End 19924 19925 19926 19927 ; Snow 19928 ConditionState = SNOW 19929 Model = CBTHouse09_S 19930 End 19931 ConditionState = DAMAGED SNOW 19932 Model = CBTHouse09_DS 19933 End 19934 ConditionState = REALLYDAMAGED SNOW 19935 Model = CBTHouse09_ES 19936 End 19937 ConditionState = RUBBLE SNOW 19938 Model = CBTHouse09_RS 19939 End 19940 19941 19942 ; snow garrisoned 19943 ConditionState = SNOW GARRISONED 19944 Model = CBTHouse09_SG 19945 Animation = CBTHouse09_SG.CBTHouse09_SG 19946 AnimationMode = LOOP 19947 End 19948 ConditionState = DAMAGED SNOW GARRISONED 19949 Model = CBTHouse09_DSG 19950 Animation = CBTHouse09_DSG.CBTHouse09_DSG 19951 AnimationMode = LOOP 19952 End 19953 19954 ; night snow 19955 ConditionState = SNOW NIGHT 19956 Model = CBTHouse09_SN 19957 End 19958 ConditionState = DAMAGED SNOW NIGHT 19959 Model = CBTHouse09_DSN 19960 End 19961 ConditionState = REALLYDAMAGED SNOW NIGHT 19962 Model = CBTHouse09_ESN 19963 End 19964 ConditionState = RUBBLE SNOW NIGHT 19965 Model = CBTHouse09_RSN 19966 End 19967 19968 ; night snow garrisoned 19969 ConditionState = SNOW NIGHT GARRISONED 19970 Model = CBTHouse09_SNG 19971 Animation = CBTHouse09_SNG.CBTHouse09_SNG 19972 AnimationMode = LOOP 19973 End 19974 ConditionState = DAMAGED SNOW NIGHT GARRISONED 19975 Model = CBTHouse09_DSNG 19976 Animation = CBTHouse09_DSNG.CBTHouse09_DSNG 19977 AnimationMode = LOOP 19978 End 19979 End 19980 19981 ; *** AUDIO Parameters *** 19982 SoundDie = BuildingDie 19983 SoundOnDamaged = BuildingDamagedStateLight 19984 SoundOnReallyDamaged = BuildingDestroy 19985 19986 19987 19988 ; ***DESIGN parameters *** 19989 DisplayName = OBJECT:Structure 19990 EditorSorting = STRUCTURE 19991 19992 ; *** ENGINEERING Parameters *** 19993 KindOf = STRUCTURE SELECTABLE IMMOBILE 19994 Body = ActiveBody ModuleTag_02 19995 MaxHealth = 2000.0 19996 InitialHealth = 2000.0 19997 End 19998 ArmorSet 19999 Conditions = None 20000 Armor = StructureArmor 20001 DamageFX = StructureDamageFXNoShake 20002 End 20003 20004 Behavior = GarrisonContain ModuleTag_03 20005 ContainMax = 10 20006 EnterSound = GarrisonEnter 20007 ExitSound = GarrisonExit 20008 End 20009 20010 Behavior = FlammableUpdate ModuleTag_05 20011 FlameDamageLimit = 20 ;Catch fire if I take this much fire damage... 20012 FlameDamageExpiration = 2000 ;in a span of this long 20013 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 20014 AflameDamageAmount = 25 ; taking this much damage... 20015 AflameDamageDelay = 500 ; this often. 20016 End 20017 20018 Behavior = TransitionDamageFX ModuleTag_06 20019 ;-------------DESIGNED FOR SMALL SIZED CIVILIAN BUILDING TRANSITIONS------------------- 20020 DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke 20021 ;--------------------------------------------------------------------------------------- 20022 ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke 20023 ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion 20024 ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave 20025 ;--------------------------------------------------------------------------------------- 20026 RubbleParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke 20027 RubbleParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion 20028 RubbleParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave 20029 RubbleParticleSystem4 = Bone:None RandomBone:No PSys:StructureTransitionSmallFlare 20030 End 20031 20032 Geometry = BOX 20033 GeometryMajorRadius = 38.0 20034 GeometryMinorRadius = 24.0 20035 GeometryHeight = 32.0 20036 GeometryIsSmall = No 20037 Shadow = SHADOW_VOLUME 20038 20039 End 20040 20041 ;------------------------------------------------------------------------------ 20042 Object MogadishuHouse10 20043 20044 ; *** ART Parameters *** 20045 Draw = W3DModelDraw ModuleTag_01 20046 OkToChangeModelColor = Yes 20047 20048 20049 ; day 20050 ConditionState = NONE 20051 Model = CBTHouse10 20052 End 20053 ConditionState = DAMAGED 20054 Model = CBTHouse10_D 20055 End 20056 ConditionState = REALLYDAMAGED 20057 Model = CBTHouse10_E 20058 End 20059 ConditionState = RUBBLE 20060 Model = CBTHouse10_R 20061 End 20062 20063 ; day garrisoned 20064 ConditionState = GARRISONED 20065 Model = CBTHouse10_G 20066 Animation = CBTHouse10_G.CBTHouse10_G 20067 AnimationMode = LOOP 20068 End 20069 ConditionState = DAMAGED GARRISONED 20070 Model = CBTHouse10_DG 20071 Animation = CBTHouse10_DG.CBTHouse10_DG 20072 AnimationMode = LOOP 20073 End 20074 20075 ; night 20076 ConditionState = NIGHT 20077 Model = CBTHouse10_N 20078 End 20079 ConditionState = DAMAGED NIGHT 20080 Model = CBTHouse10_DN 20081 End 20082 ConditionState = REALLYDAMAGED NIGHT 20083 Model = CBTHouse10_EN 20084 End 20085 ConditionState = RUBBLE NIGHT 20086 Model = CBTHouse10_RN 20087 End 20088 20089 ; night garrisoned 20090 ConditionState = NIGHT GARRISONED 20091 Model = CBTHouse10_NG 20092 Animation = CBTHouse10_NG.CBTHouse10_NG 20093 AnimationMode = LOOP 20094 End 20095 ConditionState = DAMAGED NIGHT GARRISONED 20096 Model = CBTHouse10_DNG 20097 Animation = CBTHouse10_DNG.CBTHouse10_DNG 20098 AnimationMode = LOOP 20099 End 20100 20101 20102 20103 20104 ; Snow 20105 ConditionState = SNOW 20106 Model = CBTHouse10_S 20107 End 20108 ConditionState = DAMAGED SNOW 20109 Model = CBTHouse10_DS 20110 End 20111 ConditionState = REALLYDAMAGED SNOW 20112 20113 Model = CBTHouse10_ES 20114 End 20115 ConditionState = RUBBLE SNOW 20116 Model = CBTHouse10_RS 20117 End 20118 20119 20120 ; snow garrisoned 20121 ConditionState = SNOW GARRISONED 20122 Model = CBTHouse10_SG 20123 Animation = CBTHouse10_SG.CBTHouse10_SG 20124 AnimationMode = LOOP 20125 End 20126 ConditionState = DAMAGED SNOW GARRISONED 20127 Model = CBTHouse10_DSG 20128 Animation = CBTHouse10_DSG.CBTHouse10_DSG 20129 AnimationMode = LOOP 20130 End 20131 20132 ; night snow 20133 ConditionState = SNOW NIGHT 20134 Model = CBTHouse10_SN 20135 End 20136 ConditionState = DAMAGED SNOW NIGHT 20137 Model = CBTHouse10_DSN 20138 End 20139 ConditionState = REALLYDAMAGED SNOW NIGHT 20140 Model = CBTHouse10_ESN 20141 End 20142 ConditionState = RUBBLE SNOW NIGHT 20143 Model = CBTHouse10_RSN 20144 End 20145 20146 ; night snow garrisoned 20147 ConditionState = SNOW NIGHT GARRISONED 20148 Model = CBTHouse10_SNG 20149 Animation = CBTHouse10_SNG.CBTHouse10_SNG 20150 AnimationMode = LOOP 20151 End 20152 ConditionState = DAMAGED SNOW NIGHT GARRISONED 20153 Model = CBTHouse10_DSNG 20154 Animation = CBTHouse10_DSNG.CBTHouse10_DSNG 20155 AnimationMode = LOOP 20156 End 20157 End 20158 20159 ; *** AUDIO Parameters *** 20160 SoundDie = BuildingDie 20161 SoundOnDamaged = BuildingDamagedStateLight 20162 SoundOnReallyDamaged = BuildingDestroy 20163 20164 20165 20166 ; ***DESIGN parameters *** 20167 DisplayName = OBJECT:Structure 20168 EditorSorting = STRUCTURE 20169 20170 ; *** ENGINEERING Parameters *** 20171 KindOf = STRUCTURE SELECTABLE IMMOBILE 20172 Body = ActiveBody ModuleTag_02 20173 MaxHealth = 2000.0 20174 InitialHealth = 2000.0 20175 End 20176 ArmorSet 20177 Conditions = None 20178 Armor = StructureArmor 20179 DamageFX = StructureDamageFXNoShake 20180 End 20181 20182 Behavior = GarrisonContain ModuleTag_03 20183 ContainMax = 10 20184 EnterSound = GarrisonEnter 20185 ExitSound = GarrisonExit 20186 End 20187 20188 Behavior = FlammableUpdate ModuleTag_05 20189 FlameDamageLimit = 20 ;Catch fire if I take this much fire damage... 20190 FlameDamageExpiration = 2000 ;in a span of this long 20191 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 20192 AflameDamageAmount = 25 ; taking this much damage... 20193 AflameDamageDelay = 500 ; this often. 20194 End 20195 20196 Behavior = TransitionDamageFX ModuleTag_06 20197 ;-------------DESIGNED FOR SMALL SIZED CIVILIAN BUILDING TRANSITIONS------------------- 20198 DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke 20199 ;--------------------------------------------------------------------------------------- 20200 ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke 20201 ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion 20202 ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave 20203 ;--------------------------------------------------------------------------------------- 20204 RubbleParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke 20205 RubbleParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion 20206 RubbleParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave 20207 RubbleParticleSystem4 = Bone:None RandomBone:No PSys:StructureTransitionSmallFlare 20208 End 20209 20210 Geometry = BOX 20211 GeometryMajorRadius = 25.0 20212 GeometryMinorRadius = 28.0 20213 GeometryHeight = 40v.0 20214 GeometryIsSmall = No 20215 Shadow = SHADOW_VOLUME 20216 20217 End 20218 20219 ;------------------------------------------------------------------------------ 20220 Object MogadishuHouse11 20221 20222 ; *** ART Parameters *** 20223 Draw = W3DModelDraw ModuleTag_01 20224 OkToChangeModelColor = Yes 20225 20226 ; day 20227 ConditionState = NONE 20228 Model = CBTHouse11 20229 End 20230 ConditionState = DAMAGED 20231 Model = CBTHouse11_D 20232 End 20233 ConditionState = REALLYDAMAGED 20234 Model = CBTHouse11_E 20235 End 20236 ConditionState = RUBBLE 20237 Model = CBTHouse11_R 20238 End 20239 20240 ; day garrisoned 20241 ConditionState = GARRISONED 20242 Model = CBTHouse11_G 20243 Animation = CBTHouse11_G.CBTHouse11_G 20244 AnimationMode = LOOP 20245 End 20246 ConditionState = DAMAGED GARRISONED 20247 Model = CBTHouse11_DG 20248 Animation = CBTHouse11_DG.CBTHouse11_DG 20249 AnimationMode = LOOP 20250 End 20251 20252 ; night 20253 ConditionState = NIGHT 20254 Model = CBTHouse11_N 20255 End 20256 ConditionState = DAMAGED NIGHT 20257 Model = CBTHouse11_DN 20258 End 20259 ConditionState = REALLYDAMAGED NIGHT 20260 Model = CBTHouse11_EN 20261 End 20262 ConditionState = RUBBLE NIGHT 20263 Model = CBTHouse11_RN 20264 End 20265 20266 ; night garrisoned 20267 ConditionState = NIGHT GARRISONED 20268 Model = CBTHouse11_NG 20269 Animation = CBTHouse11_NG.CBTHouse11_NG 20270 AnimationMode = LOOP 20271 End 20272 ConditionState = DAMAGED NIGHT GARRISONED 20273 Model = CBTHouse11_DNG 20274 Animation = CBTHouse11_DNG.CBTHouse11_DNG 20275 AnimationMode = LOOP 20276 End 20277 20278 20279 20280 ; Snow 20281 ConditionState = SNOW 20282 Model = CBTHouse11_S 20283 End 20284 ConditionState = DAMAGED SNOW 20285 Model = CBTHouse11_DS 20286 End 20287 ConditionState = REALLYDAMAGED SNOW 20288 Model = CBTHouse11_ES 20289 End 20290 ConditionState = RUBBLE SNOW 20291 Model = CBTHouse11_RS 20292 End 20293 20294 20295 ; snow garrisoned 20296 ConditionState = SNOW GARRISONED 20297 Model = CBTHouse11_SG 20298 Animation = CBTHouse11_SG.CBTHouse11_SG 20299 AnimationMode = LOOP 20300 End 20301 ConditionState = DAMAGED SNOW GARRISONED 20302 Model = CBTHouse11_DSG 20303 Animation = CBTHouse11_DSG.CBTHouse11_DSG 20304 AnimationMode = LOOP 20305 End 20306 20307 ; night snow 20308 ConditionState = SNOW NIGHT 20309 Model = CBTHouse11_SN 20310 End 20311 ConditionState = DAMAGED SNOW NIGHT 20312 Model = CBTHouse11_DSN 20313 End 20314 ConditionState = REALLYDAMAGED SNOW NIGHT 20315 Model = CBTHouse11_ESN 20316 End 20317 ConditionState = RUBBLE SNOW NIGHT 20318 Model = CBTHouse11_RSN 20319 End 20320 20321 ; night snow garrisoned 20322 ConditionState = SNOW NIGHT GARRISONED 20323 Model = CBTHouse11_SNG 20324 Animation = CBTHouse11_SNG.CBTHouse11_SNG 20325 AnimationMode = LOOP 20326 End 20327 ConditionState = DAMAGED SNOW NIGHT GARRISONED 20328 Model = CBTHouse11_DSNG 20329 Animation = CBTHouse11_DSNG.CBTHouse11_DSNG 20330 AnimationMode = LOOP 20331 End 20332 End 20333 20334 ; *** AUDIO Parameters *** 20335 SoundDie = BuildingDie 20336 SoundOnDamaged = BuildingDamagedStateLight 20337 SoundOnReallyDamaged = BuildingDestroy 20338 20339 20340 ; ***DESIGN parameters *** 20341 DisplayName = OBJECT:Structure 20342 EditorSorting = STRUCTURE 20343 20344 ; *** ENGINEERING Parameters *** 20345 KindOf = STRUCTURE SELECTABLE IMMOBILE 20346 Body = ActiveBody ModuleTag_02 20347 MaxHealth = 2000.0 20348 InitialHealth = 2000.0 20349 End 20350 ArmorSet 20351 Conditions = None 20352 Armor = StructureArmor 20353 DamageFX = StructureDamageFXNoShake 20354 End 20355 20356 Behavior = GarrisonContain ModuleTag_03 20357 ContainMax = 10 20358 EnterSound = GarrisonEnter 20359 ExitSound = GarrisonExit 20360 End 20361 20362 Behavior = FlammableUpdate ModuleTag_05 20363 FlameDamageLimit = 20 ;Catch fire if I take this much fire damage... 20364 FlameDamageExpiration = 2000 ;in a span of this long 20365 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 20366 AflameDamageAmount = 25 ; taking this much damage... 20367 AflameDamageDelay = 500 ; this often. 20368 End 20369 20370 Behavior = TransitionDamageFX ModuleTag_06 20371 ;-------------DESIGNED FOR SMALL SIZED CIVILIAN BUILDING TRANSITIONS------------------- 20372 DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke 20373 ;--------------------------------------------------------------------------------------- 20374 ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke 20375 ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion 20376 ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave 20377 ;--------------------------------------------------------------------------------------- 20378 RubbleParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke 20379 RubbleParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion 20380 RubbleParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave 20381 RubbleParticleSystem4 = Bone:None RandomBone:No PSys:StructureTransitionSmallFlare 20382 End 20383 20384 Geometry = BOX 20385 GeometryMajorRadius = 30.0 20386 GeometryMinorRadius = 21.0 20387 GeometryHeight = 24.0 20388 GeometryIsSmall = No 20389 Shadow = SHADOW_VOLUME 20390 20391 End 20392 20393 ;------------------------------------------------------------------------------ 20394 Object MogadishuHouse12 20395 20396 ; *** ART Parameters *** 20397 Draw = W3DModelDraw ModuleTag_01 20398 OkToChangeModelColor = Yes 20399 20400 20401 ; day 20402 ConditionState = NONE 20403 Model = CBTHouse12 20404 End 20405 ConditionState = DAMAGED 20406 Model = CBTHouse12_D 20407 End 20408 ConditionState = REALLYDAMAGED 20409 Model = CBTHouse12_E 20410 End 20411 ConditionState = RUBBLE 20412 Model = CBTHouse12_R 20413 20414 End 20415 20416 ; day garrisoned 20417 ConditionState = GARRISONED 20418 Model = CBTHouse12_G 20419 Animation = CBTHouse12_G.CBTHouse12_G 20420 AnimationMode = LOOP 20421 End 20422 ConditionState = DAMAGED GARRISONED 20423 Model = CBTHouse12_DG 20424 Animation = CBTHouse12_DG.CBTHouse12_DG 20425 AnimationMode = LOOP 20426 End 20427 20428 ; night 20429 ConditionState = NIGHT 20430 Model = CBTHouse12_N 20431 End 20432 ConditionState = DAMAGED NIGHT 20433 Model = CBTHouse12_DN 20434 End 20435 ConditionState = REALLYDAMAGED NIGHT 20436 Model = CBTHouse12_EN 20437 End 20438 ConditionState = RUBBLE NIGHT 20439 Model = CBTHouse12_RN 20440 End 20441 20442 ; night garrisoned 20443 ConditionState = NIGHT GARRISONED 20444 Model = CBTHouse12_NG 20445 Animation = CBTHouse12_NG.CBTHouse12_NG 20446 AnimationMode = LOOP 20447 End 20448 ConditionState = DAMAGED NIGHT GARRISONED 20449 Model = CBTHouse12_DNG 20450 Animation = CBTHouse12_DNG.CBTHouse12_DNG 20451 AnimationMode = LOOP 20452 End 20453 20454 20455 20456 ; Snow 20457 ConditionState = SNOW 20458 Model = CBTHouse12_S 20459 End 20460 ConditionState = DAMAGED SNOW 20461 Model = CBTHouse12_DS 20462 End 20463 ConditionState = REALLYDAMAGED SNOW 20464 Model = CBTHouse12_ES 20465 End 20466 ConditionState = RUBBLE SNOW 20467 Model = CBTHouse12_RS 20468 End 20469 20470 20471 ; snow garrisoned 20472 ConditionState = SNOW GARRISONED 20473 Model = CBTHouse12_SG 20474 Animation = CBTHouse12_SG.CBTHouse12_SG 20475 AnimationMode = LOOP 20476 End 20477 ConditionState = DAMAGED SNOW GARRISONED 20478 Model = CBTHouse12_DSG 20479 Animation = CBTHouse12_DSG.CBTHouse12_DSG 20480 AnimationMode = LOOP 20481 End 20482 20483 ; night snow 20484 ConditionState = SNOW NIGHT 20485 Model = CBTHouse12_SN 20486 End 20487 ConditionState = DAMAGED SNOW NIGHT 20488 Model = CBTHouse12_DSN 20489 End 20490 ConditionState = REALLYDAMAGED SNOW NIGHT 20491 Model = CBTHouse12_ESN 20492 End 20493 ConditionState = RUBBLE SNOW NIGHT 20494 Model = CBTHouse12_RSN 20495 End 20496 20497 ; night snow garrisoned 20498 ConditionState = SNOW NIGHT GARRISONED 20499 Model = CBTHouse12_SNG 20500 Animation = CBTHouse12_SNG.CBTHouse12_SNG 20501 AnimationMode = LOOP 20502 End 20503 ConditionState = DAMAGED SNOW NIGHT GARRISONED 20504 Model = CBTHouse12_DSNG 20505 Animation = CBTHouse12_DSNG.CBTHouse12_DSNG 20506 AnimationMode = LOOP 20507 End 20508 End 20509 20510 ; *** AUDIO Parameters *** 20511 SoundDie = BuildingDie 20512 SoundOnDamaged = BuildingDamagedStateLight 20513 SoundOnReallyDamaged = BuildingDestroy 20514 20515 ; ***DESIGN parameters *** 20516 DisplayName = OBJECT:Structure 20517 EditorSorting = STRUCTURE 20518 20519 ; *** ENGINEERING Parameters *** 20520 KindOf = STRUCTURE SELECTABLE IMMOBILE 20521 Body = ActiveBody ModuleTag_02 20522 MaxHealth = 2000.0 20523 InitialHealth = 2000.0 20524 End 20525 ArmorSet 20526 Conditions = None 20527 Armor = StructureArmor 20528 DamageFX = StructureDamageFXNoShake 20529 End 20530 20531 Behavior = GarrisonContain ModuleTag_03 20532 ContainMax = 10 20533 EnterSound = GarrisonEnter 20534 ExitSound = GarrisonExit 20535 End 20536 20537 Behavior = FlammableUpdate ModuleTag_05 20538 FlameDamageLimit = 20 ;Catch fire if I take this much fire damage... 20539 FlameDamageExpiration = 2000 ;in a span of this long 20540 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 20541 AflameDamageAmount = 25 ; taking this much damage... 20542 AflameDamageDelay = 500 ; this often. 20543 End 20544 20545 Behavior = TransitionDamageFX ModuleTag_06 20546 ;-------------DESIGNED FOR SMALL SIZED CIVILIAN BUILDING TRANSITIONS------------------- 20547 DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke 20548 ;--------------------------------------------------------------------------------------- 20549 ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke 20550 ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion 20551 ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave 20552 ;--------------------------------------------------------------------------------------- 20553 RubbleParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke 20554 RubbleParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion 20555 RubbleParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave 20556 RubbleParticleSystem4 = Bone:None RandomBone:No PSys:StructureTransitionSmallFlare 20557 End 20558 20559 Geometry = BOX 20560 GeometryMajorRadius = 54.0 20561 GeometryMinorRadius = 27.0 20562 GeometryHeight = 40.0 20563 GeometryIsSmall = No 20564 Shadow = SHADOW_VOLUME 20565 20566 End 20567 20568 20569 ;------------------------------------------------------------------------------ 20570 Object MogadishuHouse13 20571 20572 ; *** ART Parameters *** 20573 Draw = W3DModelDraw ModuleTag_01 20574 OkToChangeModelColor = Yes 20575 20576 ; day 20577 ConditionState = NONE 20578 Model = CBTHouse13 20579 End 20580 ConditionState = DAMAGED 20581 Model = CBTHouse13_D 20582 End 20583 ConditionState = REALLYDAMAGED 20584 Model = CBTHouse13_E 20585 End 20586 ConditionState = RUBBLE 20587 Model = CBTHouse13_R 20588 End 20589 20590 ; day garrisoned 20591 ConditionState = GARRISONED 20592 Model = CBTHouse13_G 20593 Animation = CBTHouse13_G.CBTHouse13_G 20594 AnimationMode = LOOP 20595 End 20596 ConditionState = DAMAGED GARRISONED 20597 Model = CBTHouse13_DG 20598 Animation = CBTHouse13_DG.CBTHouse13_DG 20599 AnimationMode = LOOP 20600 End 20601 20602 ; night 20603 ConditionState = NIGHT 20604 Model = CBTHouse13_N 20605 End 20606 ConditionState = DAMAGED NIGHT 20607 Model = CBTHouse13_DN 20608 End 20609 ConditionState = REALLYDAMAGED NIGHT 20610 Model = CBTHouse13_EN 20611 End 20612 ConditionState = RUBBLE NIGHT 20613 Model = CBTHouse13_R 20614 End 20615 20616 ; night garrisoned 20617 ConditionState = NIGHT GARRISONED 20618 Model = CBTHouse13_NG 20619 Animation = CBTHouse13_NG.CBTHouse13_NG 20620 AnimationMode = LOOP 20621 End 20622 ConditionState = DAMAGED NIGHT GARRISONED 20623 Model = CBTHouse13_DNG 20624 Animation = CBTHouse13_DNG.CBTHouse13_DNG 20625 AnimationMode = LOOP 20626 End 20627 End 20628 20629 20630 ; ***DESIGN parameters *** 20631 DisplayName = OBJECT:Structure 20632 EditorSorting = STRUCTURE 20633 20634 ; *** ENGINEERING Parameters *** 20635 KindOf = STRUCTURE SELECTABLE IMMOBILE 20636 Body = ActiveBody ModuleTag_02 20637 MaxHealth = 2000.0 20638 InitialHealth = 2000.0 20639 End 20640 ArmorSet 20641 Conditions = None 20642 Armor = StructureArmor 20643 DamageFX = StructureDamageFXNoShake 20644 End 20645 20646 Behavior = GarrisonContain ModuleTag_03 20647 ContainMax = 10 20648 EnterSound = GarrisonEnter 20649 ExitSound = GarrisonExit 20650 End 20651 20652 Behavior = FlammableUpdate ModuleTag_05 20653 FlameDamageLimit = 20 ;Catch fire if I take this much fire damage... 20654 FlameDamageExpiration = 2000 ;in a span of this long 20655 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 20656 AflameDamageAmount = 25 ; taking this much damage... 20657 AflameDamageDelay = 500 ; this often. 20658 End 20659 20660 ; *** AUDIO Parameters *** 20661 SoundDie = BuildingDie 20662 SoundOnDamaged = BuildingDamagedStateLight 20663 SoundOnReallyDamaged = BuildingDestroy 20664 20665 20666 Behavior = TransitionDamageFX ModuleTag_06 20667 ;-------------DESIGNED FOR SMALL SIZED CIVILIAN BUILDING TRANSITIONS------------------- 20668 DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke 20669 ;--------------------------------------------------------------------------------------- 20670 ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke 20671 ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion 20672 ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave 20673 ;--------------------------------------------------------------------------------------- 20674 RubbleParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke 20675 RubbleParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion 20676 RubbleParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave 20677 RubbleParticleSystem4 = Bone:None RandomBone:No PSys:StructureTransitionSmallFlare 20678 End 20679 20680 Geometry = BOX 20681 GeometryMajorRadius = 56.0 20682 GeometryMinorRadius = 45.0 20683 GeometryHeight = 33.0 20684 GeometryIsSmall = No 20685 Shadow = SHADOW_VOLUME 20686 20687 End 20688 ;------------------------------------------------------------------------------ 20689 Object MogadishuSmallApartment 20690 20691 ; *** ART Parameters *** 20692 Draw = W3DModelDraw ModuleTag_01 20693 OkToChangeModelColor = Yes 20694 20695 20696 ; day 20697 ConditionState = NONE 20698 Model = CBTSmlApt 20699 End 20700 ConditionState = DAMAGED 20701 Model = CBTSmlApt_D 20702 End 20703 ConditionState = REALLYDAMAGED 20704 Model = CBTSmlApt_E 20705 End 20706 ConditionState = RUBBLE 20707 Model = CBTSmlApt_R 20708 End 20709 20710 ; day garrisoned 20711 ConditionState = GARRISONED 20712 Model = CBTSmlApt_G 20713 Animation = CBTSmlApt_G.CBTSmlApt_G 20714 AnimationMode = LOOP 20715 End 20716 ConditionState = DAMAGED GARRISONED 20717 Model = CBTSmlApt_GD 20718 Animation = CBTSmlApt_GD.CBTSmlApt_GD 20719 AnimationMode = LOOP 20720 End 20721 20722 ; night 20723 ConditionState = NIGHT 20724 Model = CBTSmlApt_N 20725 End 20726 ConditionState = DAMAGED NIGHT 20727 Model = CBTSmlApt_DN 20728 End 20729 ConditionState = REALLYDAMAGED NIGHT 20730 Model = CBTSmlApt_EN 20731 End 20732 20733 ; night garrisoned 20734 ConditionState = NIGHT GARRISONED 20735 Model = CBTSmlApt_GN 20736 Animation = CBTSmlApt_GN.CBTSmlApt_GN 20737 AnimationMode = LOOP 20738 End 20739 ConditionState = DAMAGED NIGHT GARRISONED 20740 Model = CBTSmlApt_GDN 20741 Animation = CBTSmlApt_GDN.CBTSmlApt_GDN 20742 AnimationMode = LOOP 20743 End 20744 End 20745 20746 ; *** AUDIO Parameters *** 20747 SoundDie = BuildingDie 20748 SoundOnDamaged = BuildingDamagedStateLight 20749 SoundOnReallyDamaged = BuildingDestroy 20750 20751 20752 20753 ; ***DESIGN parameters *** 20754 DisplayName = OBJECT:Structure 20755 EditorSorting = STRUCTURE 20756 20757 ; *** ENGINEERING Parameters *** 20758 KindOf = STRUCTURE SELECTABLE IMMOBILE 20759 Body = ActiveBody ModuleTag_02 20760 MaxHealth = 2000.0 20761 InitialHealth = 2000.0 20762 End 20763 ArmorSet 20764 Conditions = None 20765 Armor = StructureArmor 20766 DamageFX = StructureDamageFXNoShake 20767 End 20768 20769 Behavior = GarrisonContain ModuleTag_03 20770 ContainMax = 10 20771 EnterSound = GarrisonEnter 20772 ExitSound = GarrisonExit 20773 End 20774 20775 Behavior = FlammableUpdate ModuleTag_05 20776 FlameDamageLimit = 20 ;Catch fire if I take this much fire damage... 20777 FlameDamageExpiration = 2000 ;in a span of this long 20778 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 20779 AflameDamageAmount = 25 ; taking this much damage... 20780 AflameDamageDelay = 500 ; this often. 20781 End 20782 20783 Behavior = TransitionDamageFX ModuleTag_06 20784 ;-------------DESIGNED FOR SMALL SIZED CIVILIAN BUILDING TRANSITIONS------------------- 20785 DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke 20786 ;--------------------------------------------------------------------------------------- 20787 ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke 20788 ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion 20789 ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave 20790 ;--------------------------------------------------------------------------------------- 20791 RubbleParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke 20792 RubbleParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion 20793 RubbleParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave 20794 RubbleParticleSystem4 = Bone:None RandomBone:No PSys:StructureTransitionSmallFlare 20795 End 20796 20797 Geometry = BOX 20798 GeometryMajorRadius = 20.0 20799 GeometryMinorRadius = 20.0 20800 GeometryHeight = 20.0 20801 GeometryIsSmall = No 20802 Shadow = SHADOW_VOLUME 20803 20804 End 20805 ;------------------------------------------------------------------------------ 20806 Object MogadishuArchedHouse 20807 ; *** ART Parameters *** 20808 Draw = W3DModelDraw ModuleTag_01 20809 OkToChangeModelColor = Yes 20810 20811 ; day 20812 ConditionState = NONE 20813 Model = CBTArcHse 20814 End 20815 ConditionState = DAMAGED 20816 Model = CBTArcHse_D 20817 ParticleSysBone = Smoke01 SmolderingSmoke 20818 ParticleSysBone = Smoke02 SmolderingSmoke 20819 ParticleSysBone = Smoke03 SmolderingSmoke 20820 End 20821 ConditionState = REALLYDAMAGED 20822 Model = CBTArcHse_E 20823 ParticleSysBone = Smoke01 SmolderingSmoke 20824 ParticleSysBone = Smoke02 SmolderingSmoke 20825 ParticleSysBone = Smoke03 SmolderingSmoke 20826 ParticleSysBone = Smoke04 SmolderingSmoke 20827 ParticleSysBone = Smoke01 SmolderingFire 20828 ParticleSysBone = Smoke02 SmolderingFire 20829 End 20830 ConditionState = RUBBLE 20831 Model = CBTArcHse_R 20832 ParticleSysBone = Smoke01 SmolderingSmoke 20833 ParticleSysBone = Smoke02 SmolderingSmoke 20834 ParticleSysBone = Smoke03 SmolderingSmoke 20835 ParticleSysBone = Smoke01 SmolderingFire 20836 ParticleSysBone = Smoke02 SmolderingFire 20837 ParticleSysBone = Smoke03 SmolderingFire 20838 End 20839 20840 ; day garrisoned 20841 ConditionState = GARRISONED 20842 Model = CBTArcHse_G 20843 Animation = CBTArcHse_G.CBTArcHse_G 20844 AnimationMode = LOOP 20845 End 20846 ConditionState = DAMAGED GARRISONED 20847 Model = CBTArcHse_GD 20848 Animation = CBTArcHse_GD.CBTArcHse_GD 20849 AnimationMode = LOOP 20850 End 20851 20852 20853 ; night 20854 ConditionState = NIGHT 20855 Model = CBTArcHse_N 20856 End 20857 ConditionState = DAMAGED NIGHT 20858 Model = CBTArcHse_DN 20859 ParticleSysBone = Smoke01 SmolderingSmoke 20860 ParticleSysBone = Smoke02 SmolderingSmoke 20861 ParticleSysBone = Smoke03 SmolderingSmoke 20862 End 20863 ConditionState = REALLYDAMAGED NIGHT 20864 Model = CBTArcHse_E 20865 ParticleSysBone = Smoke01 SmolderingSmoke 20866 ParticleSysBone = Smoke02 SmolderingSmoke 20867 ParticleSysBone = Smoke03 SmolderingSmoke 20868 ParticleSysBone = Smoke04 SmolderingSmoke 20869 ParticleSysBone = Smoke01 SmolderingFire 20870 ParticleSysBone = Smoke02 SmolderingFire 20871 End 20872 ConditionState = RUBBLE NIGHT 20873 Model = CBTArcHse_R 20874 ParticleSysBone = Smoke01 SmolderingSmoke 20875 ParticleSysBone = Smoke02 SmolderingSmoke 20876 ParticleSysBone = Smoke03 SmolderingSmoke 20877 ParticleSysBone = Smoke01 SmolderingFire 20878 ParticleSysBone = Smoke02 SmolderingFire 20879 ParticleSysBone = Smoke03 SmolderingFire 20880 End 20881 20882 ; night garrisoned 20883 ConditionState = NIGHT GARRISONED 20884 Model = CBTArcHse_NG 20885 Animation = CBTArcHse_NG.CBTArcHse_NG 20886 AnimationMode = LOOP 20887 End 20888 ConditionState = DAMAGED NIGHT GARRISONED 20889 Model = CBTArcHse_GDN 20890 Animation = CBTArcHse_GDN.CBTArcHse_GDN 20891 AnimationMode = LOOP 20892 End 20893 20894 End 20895 20896 ; *** AUDIO Parameters *** 20897 SoundDie = BuildingDie 20898 SoundOnDamaged = BuildingDamagedStateLight 20899 SoundOnReallyDamaged = BuildingDestroy 20900 20901 20902 ; ***DESIGN parameters *** 20903 DisplayName = OBJECT:Structure 20904 EditorSorting = STRUCTURE 20905 20906 ; *** ENGINEERING Parameters *** 20907 KindOf = STRUCTURE SELECTABLE IMMOBILE 20908 Body = ActiveBody ModuleTag_02 20909 MaxHealth = 2000.0 20910 InitialHealth = 2000.0 20911 End 20912 ArmorSet 20913 Conditions = None 20914 Armor = StructureArmor 20915 DamageFX = StructureDamageFXNoShake 20916 End 20917 20918 Behavior = GarrisonContain ModuleTag_03 20919 ContainMax = 10 20920 EnterSound = GarrisonEnter 20921 ExitSound = GarrisonExit 20922 End 20923 20924 Behavior = FlammableUpdate ModuleTag_05 20925 FlameDamageLimit = 20 ;Catch fire if I take this much fire damage... 20926 FlameDamageExpiration = 2000 ;in a span of this long 20927 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 20928 AflameDamageAmount = 25 ; taking this much damage... 20929 AflameDamageDelay = 500 ; this often. 20930 End 20931 20932 Behavior = TransitionDamageFX ModuleTag_06 20933 ;-------------DESIGNED FOR SMALL SIZED CIVILIAN BUILDING TRANSITIONS------------------- 20934 DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke 20935 ;--------------------------------------------------------------------------------------- 20936 ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke 20937 ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion 20938 ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave 20939 ;--------------------------------------------------------------------------------------- 20940 RubbleParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke 20941 RubbleParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion 20942 RubbleParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave 20943 RubbleParticleSystem4 = Bone:None RandomBone:No PSys:StructureTransitionSmallFlare 20944 End 20945 20946 Geometry = BOX 20947 GeometryMajorRadius = 20.0 20948 GeometryMinorRadius = 16.0 20949 GeometryHeight = 27.0 20950 GeometryIsSmall = No 20951 Shadow = SHADOW_VOLUME 20952 20953 End 20954 ;------------------------------------------------------------------------------ 20955 Object MogadishuDome 20956 ; *** ART Parameters *** 20957 Draw = W3DModelDraw ModuleTag_01 20958 OkToChangeModelColor = Yes 20959 ; day 20960 ConditionState = NONE 20961 Model = CBTDome 20962 End 20963 ConditionState = DAMAGED 20964 Model = CBTDome_D 20965 ParticleSysBone = Smoke01 SmolderingSmoke 20966 ParticleSysBone = Smoke02 SmolderingSmoke 20967 ParticleSysBone = Smoke03 SmolderingSmoke 20968 End 20969 ConditionState = REALLYDAMAGED 20970 Model = CBTDome_E 20971 ParticleSysBone = Smoke01 SmolderingSmoke 20972 ParticleSysBone = Smoke02 SmolderingSmoke 20973 ParticleSysBone = Smoke03 SmolderingSmoke 20974 ParticleSysBone = Smoke04 SmolderingSmoke 20975 ParticleSysBone = Smoke01 SmolderingFire 20976 ParticleSysBone = Smoke02 SmolderingFire 20977 End 20978 ConditionState = RUBBLE 20979 Model = CBTDome_R 20980 ParticleSysBone = Smoke01 SmolderingSmoke 20981 ParticleSysBone = Smoke02 SmolderingSmoke 20982 ParticleSysBone = Smoke03 SmolderingSmoke 20983 ParticleSysBone = Smoke01 SmolderingFire 20984 ParticleSysBone = Smoke02 SmolderingFire 20985 ParticleSysBone = Smoke03 SmolderingFire 20986 End 20987 20988 ; day garrisoned 20989 ConditionState = GARRISONED 20990 Model = CBTDome_G 20991 Animation = CBTDome_G.CBTDome_G 20992 AnimationMode = LOOP 20993 End 20994 ConditionState = DAMAGED GARRISONED 20995 Model = CBTDome_GD 20996 Animation = CBTDome_GD.CBTDome_GD 20997 AnimationMode = LOOP 20998 End 20999 21000 21001 21002 ; night 21003 ConditionState = NIGHT 21004 Model = CBTDome_N 21005 End 21006 ConditionState = DAMAGED NIGHT 21007 Model = CBTDome_DN 21008 ParticleSysBone = Smoke01 SmolderingSmoke 21009 ParticleSysBone = Smoke02 SmolderingSmoke 21010 ParticleSysBone = Smoke03 SmolderingSmoke 21011 End 21012 ConditionState = REALLYDAMAGED NIGHT 21013 Model = CBTDome_E 21014 ParticleSysBone = Smoke01 SmolderingSmoke 21015 ParticleSysBone = Smoke02 SmolderingSmoke 21016 ParticleSysBone = Smoke03 SmolderingSmoke 21017 ParticleSysBone = Smoke04 SmolderingSmoke 21018 ParticleSysBone = Smoke01 SmolderingFire 21019 ParticleSysBone = Smoke02 SmolderingFire 21020 End 21021 ConditionState = RUBBLE NIGHT 21022 Model = CBTDome_R 21023 ParticleSysBone = Smoke01 SmolderingSmoke 21024 ParticleSysBone = Smoke02 SmolderingSmoke 21025 ParticleSysBone = Smoke03 SmolderingSmoke 21026 ParticleSysBone = Smoke01 SmolderingFire 21027 ParticleSysBone = Smoke02 SmolderingFire 21028 ParticleSysBone = Smoke03 SmolderingFire 21029 End 21030 21031 ; night garrisoned 21032 ConditionState = NIGHT GARRISONED 21033 Model = CBTDome_GN 21034 Animation = CBTDome_GN.CBTDome_GN 21035 AnimationMode = LOOP 21036 End 21037 ConditionState = DAMAGED NIGHT GARRISONED 21038 Model = CBTDome_GDN 21039 Animation = CBTDome_GDN.CBTDome_GDN 21040 AnimationMode = LOOP 21041 End 21042 End 21043 21044 ; *** AUDIO Parameters *** 21045 SoundDie = BuildingDie 21046 SoundOnDamaged = BuildingDamagedStateLight 21047 SoundOnReallyDamaged = BuildingDestroy 21048 21049 21050 ; ***DESIGN parameters *** 21051 DisplayName = OBJECT:Structure 21052 EditorSorting = STRUCTURE 21053 21054 ; *** ENGINEERING Parameters *** 21055 KindOf = STRUCTURE SELECTABLE IMMOBILE 21056 Body = ActiveBody ModuleTag_02 21057 MaxHealth = 2000.0 21058 InitialHealth = 2000.0 21059 End 21060 ArmorSet 21061 Conditions = None 21062 Armor = StructureArmor 21063 DamageFX = StructureDamageFXNoShake 21064 End 21065 21066 Behavior = GarrisonContain ModuleTag_03 21067 ContainMax = 10 21068 EnterSound = GarrisonEnter 21069 ExitSound = GarrisonExit 21070 End 21071 21072 Behavior = FlammableUpdate ModuleTag_05 21073 FlameDamageLimit = 20 ;Catch fire if I take this much fire damage... 21074 FlameDamageExpiration = 2000 ;in a span of this long 21075 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 21076 AflameDamageAmount = 25 ; taking this much damage... 21077 AflameDamageDelay = 500 ; this often. 21078 End 21079 21080 Behavior = TransitionDamageFX ModuleTag_06 21081 ;-------------DESIGNED FOR SMALL SIZED CIVILIAN BUILDING TRANSITIONS------------------- 21082 DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke 21083 ;--------------------------------------------------------------------------------------- 21084 ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke 21085 ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion 21086 ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave 21087 ;--------------------------------------------------------------------------------------- 21088 RubbleParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke 21089 RubbleParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion 21090 RubbleParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave 21091 RubbleParticleSystem4 = Bone:None RandomBone:No PSys:StructureTransitionSmallFlare 21092 21093 End 21094 21095 Geometry = BOX 21096 GeometryMajorRadius = 16.0 21097 GeometryMinorRadius = 16.0 21098 GeometryHeight = 20.0 21099 GeometryIsSmall = No 21100 Shadow = SHADOW_VOLUME 21101 21102 End 21103 ;------------------------------------------------------------------------------ 21104 Object MogadishuTower04 21105 ; *** ART Parameters *** 21106 Draw = W3DModelDraw ModuleTag_01 21107 OkToChangeModelColor = Yes 21108 21109 ; day 21110 ConditionState = NONE 21111 Model = CBTower04 21112 End 21113 ConditionState = DAMAGED 21114 Model = CBTower04_D 21115 ParticleSysBone = Smoke01 SmolderingSmoke 21116 ParticleSysBone = Smoke02 SmolderingSmoke 21117 ParticleSysBone = Smoke03 SmolderingSmoke 21118 End 21119 ConditionState = REALLYDAMAGED 21120 Model = CBTower04_E 21121 ParticleSysBone = Smoke01 SmolderingSmoke 21122 ParticleSysBone = Smoke02 SmolderingSmoke 21123 ParticleSysBone = Smoke03 SmolderingSmoke 21124 ParticleSysBone = Smoke04 SmolderingSmoke 21125 ParticleSysBone = Smoke01 SmolderingFire 21126 ParticleSysBone = Smoke02 SmolderingFire 21127 End 21128 ConditionState = RUBBLE 21129 Model = CBTower04_E 21130 ParticleSysBone = Smoke01 SmolderingSmoke 21131 ParticleSysBone = Smoke02 SmolderingSmoke 21132 ParticleSysBone = Smoke03 SmolderingSmoke 21133 ParticleSysBone = Smoke01 SmolderingFire 21134 ParticleSysBone = Smoke02 SmolderingFire 21135 ParticleSysBone = Smoke03 SmolderingFire 21136 End 21137 ConditionState = POST_COLLAPSE 21138 Model = CBTower04_R 21139 End 21140 21141 ; day garrisoned 21142 ConditionState = GARRISONED 21143 Model = CBTower04_G 21144 Animation = CBTower04_G.CBTower04_G 21145 AnimationMode = LOOP 21146 End 21147 ConditionState = DAMAGED GARRISONED 21148 Model = CBTower04_GD 21149 Animation = CBTower04_GD.CBTower04_GD 21150 AnimationMode = LOOP 21151 End 21152 21153 21154 ; night 21155 ConditionState = NIGHT 21156 Model = CBTower04_N 21157 End 21158 ConditionState = DAMAGED NIGHT 21159 Model = CBTower04_DN 21160 ParticleSysBone = Smoke01 SmolderingSmoke 21161 ParticleSysBone = Smoke02 SmolderingSmoke 21162 ParticleSysBone = Smoke03 SmolderingSmoke 21163 End 21164 ConditionState = REALLYDAMAGED NIGHT 21165 Model = CBTower04_E 21166 ParticleSysBone = Smoke01 SmolderingSmoke 21167 ParticleSysBone = Smoke02 SmolderingSmoke 21168 ParticleSysBone = Smoke03 SmolderingSmoke 21169 ParticleSysBone = Smoke04 SmolderingSmoke 21170 ParticleSysBone = Smoke01 SmolderingFire 21171 ParticleSysBone = Smoke02 SmolderingFire 21172 End 21173 ConditionState = RUBBLE NIGHT 21174 Model = CBTower04_E 21175 ParticleSysBone = Smoke01 SmolderingSmoke 21176 ParticleSysBone = Smoke02 SmolderingSmoke 21177 ParticleSysBone = Smoke03 SmolderingSmoke 21178 ParticleSysBone = Smoke01 SmolderingFire 21179 ParticleSysBone = Smoke02 SmolderingFire 21180 ParticleSysBone = Smoke03 SmolderingFire 21181 End 21182 ConditionState = POST_COLLAPSE NIGHT 21183 Model = CBTower04_R 21184 End 21185 21186 ; night garrisoned 21187 ConditionState = NIGHT GARRISONED 21188 Model = CBTower04_GN 21189 Animation = CBTower04_GN.CBTower04_GN 21190 AnimationMode = LOOP 21191 End 21192 ConditionState = DAMAGED NIGHT GARRISONED 21193 Model = CBTower04_GDN 21194 Animation = CBTower04_GDN.CBTower04_GDN 21195 AnimationMode = LOOP 21196 End 21197 21198 End 21199 21200 ; *** AUDIO Parameters *** 21201 SoundDie = BuildingDie 21202 SoundOnDamaged = BuildingDamagedStateLight 21203 SoundOnReallyDamaged = BuildingDestroy 21204 21205 21206 ; ***DESIGN parameters *** 21207 DisplayName = OBJECT:Structure 21208 EditorSorting = STRUCTURE 21209 21210 ; *** ENGINEERING Parameters *** 21211 KindOf = STRUCTURE SELECTABLE IMMOBILE 21212 Body = ActiveBody ModuleTag_02 21213 MaxHealth = 2000.0 21214 InitialHealth = 2000.0 21215 End 21216 ArmorSet 21217 Conditions = None 21218 Armor = StructureArmor 21219 DamageFX = StructureDamageFXNoShake 21220 End 21221 21222 Behavior = GarrisonContain ModuleTag_03 21223 ContainMax = 10 21224 EnterSound = GarrisonEnter 21225 ExitSound = GarrisonExit 21226 End 21227 21228 Behavior = StructureToppleUpdate ModuleTag_04 21229 MinToppleDelay = 250 21230 MaxToppleDelay = 500 21231 MinToppleBurstDelay = 1500 21232 MaxToppleBurstDelay = 2500 21233 StructuralIntegrity = 0.75 21234 StructuralDecay = 1.0 21235 DamageFXTypes = ALL -WATER 21236 ToppleStartFX = FX_DefaultStructureToppleStart 21237 ToppleDelayFX = FX_DefaultStructureToppleDelay 21238 CrushingFX = FX_DefaultStructureCrushing 21239 AngleFX = 20.0 FX_StructureToppleAngle20 21240 ToppleDoneFX = FX_DefaultStructureToppleDone 21241 CrushingWeaponName = ToppledStructureWeapon 21242 End 21243 21244 Behavior = BoneFXUpdate ModuleTag_05 21245 DamageFXTypes = ALL -WATER 21246 RubbleFXList1 = bone:Smoke02 OnlyOnce:Yes 3000 3000 FXList:FX_DefaultStructureSecondary 21247 DamageParticleTypes = ALL -WATER 21248 RubbleParticleSystem1 = bone:Fire02 OnlyOnce:Yes 3000 3000 PSys:StructureToppleSmokeTrail 21249 End 21250 21251 Behavior = BoneFXDamage ModuleTag_06 21252 ;nothing 21253 End 21254 21255 Behavior = TransitionDamageFX ModuleTag_07 21256 DamageFXTypes = ALL -WATER 21257 RubbleParticleSystem1 = Bone:Fire02 RandomBone:No PSys:StructureToppleStartTopExplosion 21258 DamageParticleTypes = ALL -WATER 21259 ReallyDamagedParticleSystem1 = Bone:Fire02 RandomBone:No PSys:StructureToppleStartTopExplosion 21260 End 21261 21262 Behavior = FlammableUpdate ModuleTag_09 21263 FlameDamageLimit = 20 ;Catch fire if I take this much fire damage... 21264 FlameDamageExpiration = 2000 ;in a span of this long 21265 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 21266 AflameDamageAmount = 25 ; taking this much damage... 21267 AflameDamageDelay = 500 ; this often. 21268 End 21269 21270 Behavior = TransitionDamageFX ModuleTag_10 21271 ;-------------DESIGNED FOR SMALL SIZED CIVILIAN BUILDING TRANSITIONS------------------- 21272 DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke 21273 ;--------------------------------------------------------------------------------------- 21274 ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke 21275 ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion 21276 ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave 21277 ;--------------------------------------------------------------------------------------- 21278 RubbleParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke 21279 RubbleParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion 21280 RubbleParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave 21281 RubbleParticleSystem4 = Bone:None RandomBone:No PSys:StructureTransitionSmallFlare 21282 End 21283 21284 Geometry = BOX 21285 GeometryMajorRadius = 10.0 21286 GeometryMinorRadius = 10.0 21287 GeometryHeight = 30.0 21288 GeometryIsSmall = No 21289 Shadow = SHADOW_VOLUME 21290 21291 End 21292 ;------------------------------------------------------------------------------ 21293 Object MogadishuTower05 21294 ; *** ART Parameters *** 21295 Draw = W3DModelDraw ModuleTag_01 21296 OkToChangeModelColor = Yes 21297 ; day 21298 ConditionState = NONE 21299 Model = CBTower05 21300 End 21301 ConditionState = DAMAGED 21302 Model = CBTower05_D 21303 ParticleSysBone = Smoke01 SmolderingSmoke 21304 ParticleSysBone = Smoke02 SmolderingSmoke 21305 End 21306 ConditionState = REALLYDAMAGED 21307 Model = CBTower05_E 21308 ParticleSysBone = Smoke01 SmolderingSmoke 21309 ParticleSysBone = Smoke02 SmolderingSmoke 21310 ParticleSysBone = Smoke01 SmolderingFire 21311 ParticleSysBone = Smoke02 SmolderingFire 21312 End 21313 ConditionState = RUBBLE 21314 Model = CBTower05_E 21315 ParticleSysBone = Smoke01 SmolderingSmoke 21316 ParticleSysBone = Smoke02 SmolderingSmoke 21317 ParticleSysBone = Smoke03 SmolderingSmoke 21318 ParticleSysBone = Smoke01 SmolderingFire 21319 ParticleSysBone = Smoke02 SmolderingFire 21320 ParticleSysBone = Smoke03 SmolderingFire 21321 End 21322 ConditionState = POST_COLLAPSE 21323 Model = CBTower05_R 21324 End 21325 21326 ; day garrisoned 21327 ConditionState = GARRISONED 21328 Model = CBTower05_G 21329 Animation = CBTower05_G.CBTower05_G 21330 AnimationMode = LOOP 21331 End 21332 ConditionState = DAMAGED GARRISONED 21333 Model = CBTower05_GD 21334 Animation = CBTower05_GD.CBTower05_GD 21335 AnimationMode = LOOP 21336 ParticleSysBone = Smoke01 SmolderingSmoke 21337 End 21338 21339 ; night 21340 ConditionState = NIGHT 21341 Model = CBTower05_N 21342 End 21343 ConditionState = DAMAGED NIGHT 21344 Model = CBTower05_DN 21345 ParticleSysBone = Smoke01 SmolderingSmoke 21346 ParticleSysBone = Smoke02 SmolderingSmoke 21347 End 21348 ConditionState = REALLYDAMAGED NIGHT 21349 Model = CBTower05_E 21350 ParticleSysBone = Smoke01 SmolderingSmoke 21351 ParticleSysBone = Smoke02 SmolderingSmoke 21352 ParticleSysBone = Smoke01 SmolderingFire 21353 ParticleSysBone = Smoke02 SmolderingFire 21354 End 21355 ConditionState = RUBBLE NIGHT 21356 Model = CBTower05_E 21357 ParticleSysBone = Smoke01 SmolderingSmoke 21358 ParticleSysBone = Smoke02 SmolderingSmoke 21359 ParticleSysBone = Smoke03 SmolderingSmoke 21360 ParticleSysBone = Smoke01 SmolderingFire 21361 ParticleSysBone = Smoke02 SmolderingFire 21362 ParticleSysBone = Smoke03 SmolderingFire 21363 End 21364 ConditionState = POST_COLLAPSE NIGHT 21365 Model = CBTower05_R 21366 End 21367 21368 21369 ; night garrisoned 21370 ConditionState = NIGHT GARRISONED 21371 Model = CBTower05_GN 21372 Animation = CBTower05_GN.CBTower05_GN 21373 AnimationMode = LOOP 21374 End 21375 ConditionState = DAMAGED NIGHT GARRISONED 21376 Model = CBTower05_GDN 21377 Animation = CBTower05_GDN.CBTower05_GDN 21378 AnimationMode = LOOP 21379 ParticleSysBone = Smoke01 SmolderingSmoke 21380 ParticleSysBone = Smoke01 SmolderingFire 21381 End 21382 21383 End 21384 21385 ; *** AUDIO Parameters *** 21386 SoundDie = BuildingDie 21387 SoundOnDamaged = BuildingDamagedStateLight 21388 SoundOnReallyDamaged = BuildingDestroy 21389 21390 21391 ; ***DESIGN parameters *** 21392 DisplayName = OBJECT:Structure 21393 EditorSorting = STRUCTURE 21394 21395 ; *** ENGINEERING Parameters *** 21396 KindOf = STRUCTURE SELECTABLE IMMOBILE 21397 Body = ActiveBody ModuleTag_02 21398 MaxHealth = 2000.0 21399 InitialHealth = 2000.0 21400 End 21401 ArmorSet 21402 Conditions = None 21403 Armor = StructureArmor 21404 DamageFX = StructureDamageFXNoShake 21405 End 21406 21407 21408 Behavior = GarrisonContain ModuleTag_03 21409 ContainMax = 10 21410 EnterSound = GarrisonEnter 21411 ExitSound = GarrisonExit 21412 End 21413 21414 Behavior = StructureToppleUpdate ModuleTag_04 21415 MinToppleDelay = 250 21416 21417 MaxToppleDelay = 500 21418 MinToppleBurstDelay = 1500 21419 MaxToppleBurstDelay = 2500 21420 StructuralIntegrity = 0.75 21421 StructuralDecay = 1.0 21422 DamageFXTypes = ALL -WATER 21423 ToppleStartFX = FX_DefaultStructureToppleStart 21424 ToppleDelayFX = FX_DefaultStructureToppleDelay 21425 CrushingFX = FX_DefaultStructureCrushing 21426 AngleFX = 20.0 FX_StructureToppleAngle20 21427 ToppleDoneFX = FX_DefaultStructureToppleDone 21428 CrushingWeaponName = ToppledStructureWeapon 21429 End 21430 21431 Behavior = BoneFXUpdate ModuleTag_05 21432 DamageFXTypes = ALL -WATER 21433 RubbleFXList1 = bone:Smoke02 OnlyOnce:Yes 3000 3000 FXList:FX_DefaultStructureSecondary 21434 DamageParticleTypes = ALL -WATER 21435 RubbleParticleSystem1 = bone:Fire02 OnlyOnce:Yes 3000 3000 PSys:StructureToppleSmokeTrail 21436 End 21437 21438 Behavior = BoneFXDamage ModuleTag_06 21439 ;nothing 21440 End 21441 21442 Behavior = TransitionDamageFX ModuleTag_07 21443 DamageFXTypes = ALL -WATER 21444 RubbleParticleSystem1 = Bone:Fire02 RandomBone:No PSys:StructureToppleStartTopExplosion 21445 DamageParticleTypes = ALL -WATER 21446 ReallyDamagedParticleSystem1 = Bone:Fire02 RandomBone:No PSys:StructureToppleStartTopExplosion 21447 End 21448 21449 Behavior = FlammableUpdate ModuleTag_09 21450 FlameDamageLimit = 20 ;Catch fire if I take this much fire damage... 21451 FlameDamageExpiration = 2000 ;in a span of this long 21452 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 21453 AflameDamageAmount = 25 ; taking this much damage... 21454 AflameDamageDelay = 500 ; this often. 21455 End 21456 21457 Behavior = TransitionDamageFX ModuleTag_10 21458 ;-------------DESIGNED FOR SMALL SIZED CIVILIAN BUILDING TRANSITIONS------------------- 21459 DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke 21460 ;--------------------------------------------------------------------------------------- 21461 ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke 21462 ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion 21463 ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave 21464 ;--------------------------------------------------------------------------------------- 21465 RubbleParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke 21466 RubbleParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion 21467 RubbleParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave 21468 RubbleParticleSystem4 = Bone:None RandomBone:No PSys:StructureTransitionSmallFlare 21469 End 21470 21471 Geometry = BOX 21472 GeometryMajorRadius = 10.0 21473 GeometryMinorRadius = 10.0 21474 GeometryHeight = 30.0 21475 GeometryIsSmall = No 21476 Shadow = SHADOW_VOLUME 21477 21478 End 21479 ;------------------------------------------------------------------------------ 21480 Object Outhouse01 21481 21482 ; *** ART Parameters *** 21483 Draw = W3DModelDraw ModuleTag_01 21484 OkToChangeModelColor = Yes 21485 21486 ConditionState = NONE 21487 Model = PMOuthouse01 21488 End 21489 ConditionState = DAMAGED 21490 Model = PMOuthouse01_D 21491 End 21492 ConditionState = REALLYDAMAGED 21493 Model = PMOuthouse01_E 21494 End 21495 ConditionState = RUBBLE 21496 Model = PMOuthouse01_E 21497 End 21498 21499 ; day garrisoned 21500 ConditionState = GARRISONED 21501 Model = PMOuthouse01_G 21502 Animation = PMOuthouse01_G.PMOuthouse01_G 21503 AnimationMode = LOOP 21504 End 21505 ConditionState = DAMAGED GARRISONED 21506 Model = PMOuthouse01_D 21507 End 21508 End 21509 21510 ; ***DESIGN parameters *** 21511 DisplayName = OBJECT:TheLoo 21512 EditorSorting = STRUCTURE 21513 21514 ; *** ENGINEERING Parameters *** 21515 KindOf = STRUCTURE SELECTABLE IMMOBILE 21516 Body = ActiveBody ModuleTag_02 21517 MaxHealth = 40.0 21518 InitialHealth = 40.0 21519 End 21520 ArmorSet 21521 Conditions = None 21522 Armor = StructureArmor 21523 DamageFX = StructureDamageFXNoShake 21524 End 21525 21526 Behavior = GarrisonContain ModuleTag_03 21527 ContainMax = 1 21528 EnterSound = GarrisonEnter 21529 ExitSound = GarrisonExit 21530 End 21531 21532 Behavior = FlammableUpdate ModuleTag_05 21533 FlameDamageLimit = 20 ;Catch fire if I take this much fire damage... 21534 FlameDamageExpiration = 2000 ;in a span of this long 21535 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 21536 AflameDamageAmount = 25 ; taking this much damage... 21537 AflameDamageDelay = 500 ; this often. 21538 End 21539 21540 Geometry = BOX 21541 GeometryMajorRadius = 4.0 21542 GeometryMinorRadius = 3.0 21543 GeometryHeight = 15.0 21544 GeometryIsSmall = No 21545 Shadow = SHADOW_VOLUME 21546 21547 End 21548 21549 ;------------------------------------------------------------------------------ 21550 Object Outhouse02 21551 21552 ; *** ART Parameters *** 21553 Draw = W3DModelDraw ModuleTag_01 21554 OkToChangeModelColor = Yes 21555 21556 ConditionState = NONE 21557 Model = PMOuthouse02 21558 End 21559 ConditionState = DAMAGED 21560 Model = PMOuthouse02_D 21561 End 21562 ConditionState = REALLYDAMAGED 21563 Model = PMOuthouse02_E 21564 End 21565 ConditionState = RUBBLE 21566 Model = PMOuthouse02_E 21567 End 21568 21569 ; day garrisoned 21570 ConditionState = GARRISONED 21571 Model = PMOuthouse02 21572 Animation = PMOuthouse02_G.PMOuthouse02_G 21573 AnimationMode = LOOP 21574 End 21575 ConditionState = DAMAGED GARRISONED 21576 Model = PMOuthouse02_D 21577 End 21578 21579 End 21580 21581 ; ***DESIGN parameters *** 21582 DisplayName = OBJECT:TheLoo 21583 EditorSorting = STRUCTURE 21584 21585 ; *** ENGINEERING Parameters *** 21586 KindOf = STRUCTURE SELECTABLE IMMOBILE 21587 Body = ActiveBody ModuleTag_02 21588 MaxHealth = 40.0 21589 InitialHealth = 40.0 21590 End 21591 ArmorSet 21592 Conditions = None 21593 Armor = StructureArmor 21594 DamageFX = StructureDamageFXNoShake 21595 End 21596 21597 Behavior = GarrisonContain ModuleTag_03 21598 ContainMax = 1 21599 EnterSound = GarrisonEnter 21600 ExitSound = GarrisonExit 21601 End 21602 21603 Behavior = FlammableUpdate ModuleTag_05 21604 FlameDamageLimit = 20 ;Catch fire if I take this much fire damage... 21605 FlameDamageExpiration = 2000 ;in a span of this long 21606 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 21607 AflameDamageAmount = 25 ; taking this much damage... 21608 AflameDamageDelay = 500 ; this often. 21609 End 21610 21611 Geometry = BOX 21612 GeometryMajorRadius = 4.0 21613 GeometryMinorRadius = 5.0 21614 GeometryHeight = 18.0 21615 GeometryIsSmall = No 21616 Shadow = SHADOW_VOLUME 21617 21618 End 21619 ;------------------------------------------------------------------------------ 21620 Object MogadishuHouse15 21621 21622 ; *** ART Parameters *** 21623 Draw = W3DModelDraw ModuleTag_01 21624 OkToChangeModelColor = Yes 21625 21626 ConditionState = NONE 21627 Model = CBTHouse15 21628 End 21629 ConditionState = DAMAGED 21630 Model = CBTHouse15_D 21631 End 21632 ConditionState = REALLYDAMAGED 21633 Model = CBTHouse15_E 21634 ParticleSysBone = Smoke01 SteamVent 21635 ParticleSysBone = Smoke02 SteamVent 21636 ParticleSysBone = Fire01 GLAPowerPlantFlame 21637 21638 End 21639 ConditionState = RUBBLE 21640 Model = CBTHouse15_R 21641 ParticleSysBone = Smoke01 SteamVent 21642 ParticleSysBone = Smoke02 SteamVent 21643 ParticleSysBone = Fire01 GLAPowerPlantFlame 21644 End 21645 21646 ; day garrisoned 21647 ConditionState = GARRISONED 21648 Model = CBTHouse15_G 21649 Animation = CBTHouse15_G.CBTHouse15_G 21650 AnimationMode = LOOP 21651 End 21652 ConditionState = DAMAGED GARRISONED 21653 Model = CBTHouse15_DG 21654 Animation = CBTHouse15_DG.CBTHouse15_DG 21655 AnimationMode = LOOP 21656 End 21657 21658 21659 ; night 21660 ConditionState = NIGHT 21661 Model = CBTHouse15_N 21662 End 21663 ConditionState = DAMAGED NIGHT 21664 Model = CBTHouse15_DN 21665 End 21666 ConditionState = REALLYDAMAGED NIGHT 21667 Model = CBTHouse15_E 21668 ParticleSysBone = Smoke01 SteamVent 21669 ParticleSysBone = Smoke02 SteamVent 21670 ParticleSysBone = Fire01 GLAPowerPlantFlame 21671 End 21672 ConditionState = RUBBLE NIGHT 21673 Model = CBTHouse15_R 21674 ParticleSysBone = Smoke01 SteamVent 21675 ParticleSysBone = Smoke02 SteamVent 21676 ParticleSysBone = Fire01 GLAPowerPlantFlame 21677 End 21678 21679 ; night garrisoned 21680 ConditionState = NIGHT GARRISONED 21681 Model = CBTHouse15_G 21682 Animation = CBTHouse15_G.CBTHouse15_G 21683 AnimationMode = LOOP 21684 End 21685 ConditionState = DAMAGED NIGHT GARRISONED 21686 Model = CBTHouse15_DG 21687 Animation = CBTHouse15_DG.CBTHouse15_DG 21688 AnimationMode = LOOP 21689 End 21690 End 21691 21692 ; *** AUDIO Parameters *** 21693 SoundDie = BuildingDie 21694 SoundOnDamaged = BuildingDamagedStateLight 21695 SoundOnReallyDamaged = BuildingDestroy 21696 21697 ; ***DESIGN parameters *** 21698 DisplayName = OBJECT:Structure 21699 EditorSorting = STRUCTURE 21700 21701 ; *** ENGINEERING Parameters *** 21702 KindOf = STRUCTURE SELECTABLE IMMOBILE 21703 Body = ActiveBody ModuleTag_02 21704 MaxHealth = 2000.0 21705 InitialHealth = 2000.0 21706 End 21707 ArmorSet 21708 Conditions = None 21709 Armor = StructureArmor 21710 DamageFX = StructureDamageFXNoShake 21711 End 21712 21713 Behavior = GarrisonContain ModuleTag_03 21714 ContainMax = 10 21715 EnterSound = GarrisonEnter 21716 ExitSound = GarrisonExit 21717 End 21718 21719 Behavior = FlammableUpdate ModuleTag_05 21720 FlameDamageLimit = 20 ;Catch fire if I take this much fire damage... 21721 FlameDamageExpiration = 2000 ;in a span of this long 21722 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 21723 AflameDamageAmount = 25 ; taking this much damage... 21724 AflameDamageDelay = 500 ; this often. 21725 End 21726 21727 Behavior = TransitionDamageFX ModuleTag_06 21728 ;-------------DESIGNED FOR SMALL SIZED CIVILIAN BUILDING TRANSITIONS------------------- 21729 DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke 21730 ;--------------------------------------------------------------------------------------- 21731 ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke 21732 ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion 21733 ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave 21734 ;--------------------------------------------------------------------------------------- 21735 RubbleParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke 21736 RubbleParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion 21737 RubbleParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave 21738 RubbleParticleSystem4 = Bone:None RandomBone:No PSys:StructureTransitionSmallFlare 21739 End 21740 21741 Geometry = BOX 21742 GeometryMajorRadius = 38.0 21743 GeometryMinorRadius = 24.0 21744 GeometryHeight = 32.0 21745 GeometryIsSmall = No 21746 Shadow = SHADOW_VOLUME 21747 21748 End 21749 21750 ;------------------------------------------------------------------------------ 21751 Object MogadishuHouse16 21752 21753 ; *** ART Parameters *** 21754 Draw = W3DModelDraw ModuleTag_01 21755 OkToChangeModelColor = Yes 21756 21757 ConditionState = NONE 21758 Model = CBTHouse16 21759 End 21760 ConditionState = DAMAGED 21761 Model = CBTHouse16_D 21762 End 21763 ConditionState = REALLYDAMAGED 21764 Model = CBTHouse16_E 21765 ParticleSysBone = Smoke01 SteamVent 21766 ParticleSysBone = Smoke02 SteamVent 21767 ParticleSysBone = Fire01 GLAPowerPlantFlame 21768 End 21769 ConditionState = RUBBLE 21770 Model = CBTHouse16_R 21771 ParticleSysBone = Smoke01 SteamVent 21772 ParticleSysBone = Smoke02 SteamVent 21773 ParticleSysBone = Fire01 GLAPowerPlantFlame 21774 End 21775 21776 ; day garrisoned 21777 ConditionState = GARRISONED 21778 Model = CBTHouse16_G 21779 Animation = CBTHouse16_G.CBTHouse16_G 21780 AnimationMode = LOOP 21781 End 21782 ConditionState = DAMAGED GARRISONED 21783 Model = CBTHouse16_DG 21784 Animation = CBTHouse16_DG.CBTHouse16_DG 21785 AnimationMode = LOOP 21786 End 21787 21788 21789 ; night 21790 ConditionState = NIGHT 21791 Model = CBTHouse16_N 21792 End 21793 ConditionState = DAMAGED NIGHT 21794 Model = CBTHouse16_DN 21795 End 21796 ConditionState = REALLYDAMAGED NIGHT 21797 Model = CBTHouse16_E 21798 ParticleSysBone = Smoke01 SteamVent 21799 ParticleSysBone = Smoke02 SteamVent 21800 ParticleSysBone = Fire01 GLAPowerPlantFlame 21801 End 21802 ConditionState = RUBBLE NIGHT 21803 Model = CBTHouse16_R 21804 ParticleSysBone = Smoke01 SteamVent 21805 ParticleSysBone = Smoke02 SteamVent 21806 ParticleSysBone = Fire01 GLAPowerPlantFlame 21807 End 21808 21809 ; night garrisoned 21810 ConditionState = NIGHT GARRISONED 21811 Model = CBTHouse16_NG 21812 Animation = CBTHouse16_NG.CBTHouse16_NG 21813 AnimationMode = LOOP 21814 End 21815 ConditionState = DAMAGED NIGHT GARRISONED 21816 Model = CBTHouse16_DNG 21817 Animation = CBTHouse16_DNG.CBTHouse16_DNG 21818 AnimationMode = LOOP 21819 End 21820 End 21821 21822 ; *** AUDIO Parameters *** 21823 SoundDie = BuildingDie 21824 SoundOnDamaged = BuildingDamagedStateLight 21825 SoundOnReallyDamaged = BuildingDestroy 21826 21827 ; ***DESIGN parameters *** 21828 DisplayName = OBJECT:Structure 21829 EditorSorting = STRUCTURE 21830 21831 ; *** ENGINEERING Parameters *** 21832 KindOf = STRUCTURE SELECTABLE IMMOBILE 21833 Body = ActiveBody ModuleTag_02 21834 MaxHealth = 2000.0 21835 InitialHealth = 2000.0 21836 End 21837 ArmorSet 21838 Conditions = None 21839 Armor = StructureArmor 21840 DamageFX = StructureDamageFXNoShake 21841 End 21842 21843 Behavior = GarrisonContain ModuleTag_03 21844 ContainMax = 10 21845 EnterSound = GarrisonEnter 21846 ExitSound = GarrisonExit 21847 End 21848 21849 Behavior = FlammableUpdate ModuleTag_05 21850 FlameDamageLimit = 20 ;Catch fire if I take this much fire damage... 21851 FlameDamageExpiration = 2000 ;in a span of this long 21852 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 21853 AflameDamageAmount = 25 ; taking this much damage... 21854 AflameDamageDelay = 500 ; this often. 21855 End 21856 21857 Behavior = TransitionDamageFX ModuleTag_06 21858 ;-------------DESIGNED FOR SMALL SIZED CIVILIAN BUILDING TRANSITIONS------------------- 21859 DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke 21860 ;--------------------------------------------------------------------------------------- 21861 ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke 21862 ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion 21863 ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave 21864 ;--------------------------------------------------------------------------------------- 21865 RubbleParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke 21866 RubbleParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion 21867 RubbleParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave 21868 RubbleParticleSystem4 = Bone:None RandomBone:No PSys:StructureTransitionSmallFlare 21869 End 21870 21871 Geometry = BOX 21872 GeometryMajorRadius = 38.0 21873 GeometryMinorRadius = 24.0 21874 GeometryHeight = 32.0 21875 GeometryIsSmall = No 21876 Shadow = SHADOW_VOLUME 21877 21878 End 21879 21880 ;------------------------------------------------------------------------------ 21881 Object MogadishuHouse17 21882 21883 ; *** ART Parameters *** 21884 Draw = W3DModelDraw ModuleTag_01 21885 OkToChangeModelColor = Yes 21886 21887 ConditionState = NONE 21888 Model = CBTHouse17 21889 End 21890 ConditionState = DAMAGED 21891 Model = CBTHouse17_D 21892 End 21893 ConditionState = REALLYDAMAGED 21894 Model = CBTHouse17_E 21895 ParticleSysBone = Smoke01 SteamVent 21896 ParticleSysBone = Smoke02 SteamVent 21897 End 21898 ConditionState = RUBBLE 21899 Model = CBTHouse17_R 21900 ParticleSysBone = Smoke01 SteamVent 21901 ParticleSysBone = Smoke02 SteamVent 21902 End 21903 21904 ; day garrisoned 21905 ConditionState = GARRISONED 21906 Model = CBTHouse17_G 21907 Animation = CBTHouse17_G.CBTHouse17_G 21908 AnimationMode = LOOP 21909 End 21910 ConditionState = DAMAGED GARRISONED 21911 Model = CBTHouse17_DG 21912 Animation = CBTHouse17_DG.CBTHouse17_DG 21913 AnimationMode = LOOP 21914 End 21915 21916 21917 ; night 21918 ConditionState = NIGHT 21919 Model = CBTHouse17_N 21920 End 21921 ConditionState = DAMAGED NIGHT 21922 Model = CBTHouse17_DN 21923 End 21924 ConditionState = REALLYDAMAGED NIGHT 21925 Model = CBTHouse17_E 21926 ParticleSysBone = Smoke01 SteamVent 21927 ParticleSysBone = Smoke02 SteamVent 21928 End 21929 ConditionState = RUBBLE NIGHT 21930 Model = CBTHouse17_R 21931 ParticleSysBone = Smoke01 SteamVent 21932 ParticleSysBone = Smoke02 SteamVent 21933 End 21934 21935 21936 ; night garrisoned 21937 ConditionState = NIGHT GARRISONED 21938 Model = CBTHouse17_G 21939 Animation = CBTHouse17_G.CBTHouse17_G 21940 AnimationMode = LOOP 21941 End 21942 ConditionState = DAMAGED NIGHT GARRISONED 21943 Model = CBTHouse17_DG 21944 Animation = CBTHouse17_DG.CBTHouse17_DG 21945 AnimationMode = LOOP 21946 End 21947 21948 End 21949 21950 ; *** AUDIO Parameters *** 21951 SoundDie = BuildingDie 21952 SoundOnDamaged = BuildingDamagedStateLight 21953 SoundOnReallyDamaged = BuildingDestroy 21954 21955 ; ***DESIGN parameters *** 21956 DisplayName = OBJECT:Structure 21957 EditorSorting = STRUCTURE 21958 21959 ; *** ENGINEERING Parameters *** 21960 KindOf = STRUCTURE SELECTABLE IMMOBILE 21961 Body = ActiveBody ModuleTag_02 21962 MaxHealth = 2000.0 21963 InitialHealth = 2000.0 21964 End 21965 ArmorSet 21966 Conditions = None 21967 Armor = StructureArmor 21968 DamageFX = StructureDamageFXNoShake 21969 End 21970 21971 Behavior = GarrisonContain ModuleTag_03 21972 ContainMax = 10 21973 EnterSound = GarrisonEnter 21974 ExitSound = GarrisonExit 21975 End 21976 21977 Behavior = FlammableUpdate ModuleTag_05 21978 FlameDamageLimit = 20 ;Catch fire if I take this much fire damage... 21979 FlameDamageExpiration = 2000 ;in a span of this long 21980 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 21981 AflameDamageAmount = 25 ; taking this much damage... 21982 AflameDamageDelay = 500 ; this often. 21983 End 21984 21985 Behavior = TransitionDamageFX ModuleTag_06 21986 ;-------------DESIGNED FOR SMALL SIZED CIVILIAN BUILDING TRANSITIONS------------------- 21987 DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke 21988 ;--------------------------------------------------------------------------------------- 21989 ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke 21990 ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion 21991 ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave 21992 ;--------------------------------------------------------------------------------------- 21993 RubbleParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke 21994 RubbleParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion 21995 RubbleParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave 21996 RubbleParticleSystem4 = Bone:None RandomBone:No PSys:StructureTransitionSmallFlare 21997 End 21998 21999 Geometry = BOX 22000 GeometryMajorRadius = 38.0 22001 GeometryMinorRadius = 24.0 22002 GeometryHeight = 32.0 22003 GeometryIsSmall = No 22004 Shadow = SHADOW_VOLUME 22005 22006 End 22007 22008 ;------------------------------------------------------------------------------ 22009 Object Subway01 22010 22011 ; *** ART Parameters *** 22012 Draw = W3DModelDraw ModuleTag_01 22013 OkToChangeModelColor = Yes 22014 22015 ; day 22016 ConditionState = NONE 22017 Model = CBNSubSt 22018 End 22019 ConditionState = DAMAGED 22020 Model = CBNSubSt_D 22021 End 22022 ConditionState = REALLYDAMAGED 22023 Model = CBNSubSt_E 22024 End 22025 ConditionState = RUBBLE 22026 Model = CBNSubSt_R 22027 End 22028 22029 ; day garrisoned 22030 ConditionState = GARRISONED 22031 Model = CBNSubSt_G 22032 Animation = CBNSubSt_G.CBNSubSt_G 22033 AnimationMode = LOOP 22034 End 22035 ConditionState = DAMAGED GARRISONED 22036 Model = CBNSubSt_DG 22037 Animation = CBNSubSt_DG.CBNSubSt_DG 22038 AnimationMode = LOOP 22039 End 22040 22041 ; night 22042 ConditionState = NIGHT 22043 Model = CBNSubSt_N 22044 End 22045 ConditionState = DAMAGED NIGHT 22046 Model = CBNSubSt_DN 22047 End 22048 ConditionState = REALLYDAMAGED NIGHT 22049 22050 Model = CBNSubSt_EN 22051 End 22052 ConditionState = RUBBLE NIGHT 22053 Model = CBNSubSt_RN 22054 End 22055 22056 ; night garrisoned 22057 ConditionState = NIGHT GARRISONED 22058 Model = CBNSubSt_NG 22059 Animation = CBNSubSt_NG.CBNSubSt_NG 22060 AnimationMode = LOOP 22061 End 22062 ConditionState = DAMAGED NIGHT GARRISONED 22063 Model = CBNSubSt_DNG 22064 Animation = CBNSubSt_DNG.CBNSubSt_DNG 22065 AnimationMode = LOOP 22066 End 22067 22068 22069 22070 ; Snow 22071 ConditionState = SNOW 22072 Model = CBNSubSt_S 22073 End 22074 ConditionState = DAMAGED SNOW 22075 Model = CBNSubSt_DS 22076 End 22077 ConditionState = REALLYDAMAGED SNOW 22078 Model = CBNSubSt_ES 22079 End 22080 ConditionState = RUBBLE SNOW 22081 Model = CBNSubSt_RS 22082 End 22083 22084 22085 ; snow garrisoned 22086 ConditionState = SNOW GARRISONED 22087 Model = CBNSubSt_SG 22088 Animation = CBNSubSt_SG.CBNSubSt_SG 22089 AnimationMode = LOOP 22090 End 22091 ConditionState = DAMAGED SNOW GARRISONED 22092 Model = CBNSubSt_DSG 22093 Animation = CBNSubSt_DSG.CBNSubSt_DSG 22094 AnimationMode = LOOP 22095 End 22096 22097 ; night snow 22098 ConditionState = SNOW NIGHT 22099 Model = CBNSubSt_SN 22100 End 22101 ConditionState = DAMAGED SNOW NIGHT 22102 Model = CBNSubSt_DSN 22103 End 22104 ConditionState = REALLYDAMAGED SNOW NIGHT 22105 Model = CBNSubSt_ESN 22106 End 22107 ConditionState = RUBBLE SNOW NIGHT 22108 Model = CBNSubSt_RSN 22109 End 22110 22111 ; night snow garrisoned 22112 ConditionState = SNOW NIGHT GARRISONED 22113 Model = CBNSubSt_SNG 22114 Animation = CBNSubSt_SNG.CBNSubSt_SNG 22115 AnimationMode = LOOP 22116 End 22117 ConditionState = DAMAGED SNOW NIGHT GARRISONED 22118 Model = CBNSubSt_DSNG 22119 Animation = CBNSubSt_DSNG.CBNSubSt_DSNG 22120 AnimationMode = LOOP 22121 End 22122 End 22123 22124 ; *** AUDIO Parameters *** 22125 SoundDie = BuildingDie 22126 SoundOnDamaged = BuildingDamagedStateLight 22127 SoundOnReallyDamaged = BuildingDestroy 22128 22129 22130 ; ***DESIGN parameters *** 22131 DisplayName = OBJECT:Structure 22132 EditorSorting = STRUCTURE 22133 22134 ; *** ENGINEERING Parameters *** 22135 KindOf = STRUCTURE SELECTABLE IMMOBILE 22136 Body = ActiveBody ModuleTag_02 22137 MaxHealth = 2000.0 22138 InitialHealth = 2000.0 22139 End 22140 ArmorSet 22141 Conditions = None 22142 Armor = StructureArmor 22143 DamageFX = StructureDamageFXNoShake 22144 End 22145 22146 Behavior = GarrisonContain ModuleTag_03 22147 ContainMax = 10 22148 EnterSound = GarrisonEnter 22149 ExitSound = GarrisonExit 22150 End 22151 22152 Behavior = FlammableUpdate ModuleTag_05 22153 FlameDamageLimit = 20 ;Catch fire if I take this much fire damage... 22154 FlameDamageExpiration = 2000 ;in a span of this long 22155 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 22156 AflameDamageAmount = 25 ; taking this much damage... 22157 AflameDamageDelay = 500 ; this often. 22158 End 22159 22160 Behavior = TransitionDamageFX ModuleTag_06 22161 ;-------------DESIGNED FOR SMALL SIZED CIVILIAN BUILDING TRANSITIONS------------------- 22162 DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke 22163 ;--------------------------------------------------------------------------------------- 22164 ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke 22165 ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion 22166 ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave 22167 ;--------------------------------------------------------------------------------------- 22168 RubbleParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke 22169 RubbleParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion 22170 RubbleParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave 22171 RubbleParticleSystem4 = Bone:None RandomBone:No PSys:StructureTransitionSmallFlare 22172 End 22173 22174 Geometry = BOX 22175 GeometryMajorRadius = 12.0 22176 GeometryMinorRadius = 50.0 22177 GeometryHeight = 16.0 22178 GeometryIsSmall = No 22179 Shadow = SHADOW_VOLUME 22180 22181 End 22182 22183 ;------------------------------------------------------------------------------ 22184 Object AsiaTownHall01 22185 22186 ; *** ART Parameters *** 22187 Draw = W3DModelDraw ModuleTag_01 22188 OkToChangeModelColor = Yes 22189 22190 ConditionState = NONE 22191 Model = CBNTBuil 22192 End 22193 ConditionState = DAMAGED 22194 Model = CBNTBuil_D 22195 End 22196 ConditionState = REALLYDAMAGED 22197 Model = CBNTBuil_E 22198 End 22199 ConditionState = RUBBLE 22200 Model = CBNTBuil_R 22201 End 22202 22203 ; day garrisoned 22204 ConditionState = GARRISONED 22205 Model = CBNTBuil_G 22206 Animation = CBNTBuil_G.CBNTBuil_G 22207 AnimationMode = LOOP 22208 End 22209 ConditionState = DAMAGED GARRISONED 22210 Model = CBNTBuil_DG 22211 Animation = CBNTBuil_DG.CBNTBuil_DG 22212 AnimationMode = LOOP 22213 End 22214 22215 22216 ; night garrisoned 22217 ConditionState = NIGHT GARRISONED 22218 Model = CBNTBuil 22219 End 22220 ConditionState = DAMAGED NIGHT GARRISONED 22221 Model = CBNTBuil_D 22222 End 22223 End 22224 22225 ; *** AUDIO Parameters *** 22226 SoundDie = BuildingDie 22227 SoundOnDamaged = BuildingDamagedStateLight 22228 SoundOnReallyDamaged = BuildingDestroy 22229 22230 22231 ; ***DESIGN parameters *** 22232 DisplayName = OBJECT:Structure 22233 EditorSorting = STRUCTURE 22234 22235 22236 ; *** ENGINEERING Parameters *** 22237 KindOf = STRUCTURE SELECTABLE IMMOBILE 22238 Body = ActiveBody ModuleTag_02 22239 MaxHealth = 2000.0 22240 InitialHealth = 2000.0 22241 End 22242 ArmorSet 22243 Conditions = None 22244 Armor = StructureArmor 22245 DamageFX = StructureDamageFXNoShake 22246 End 22247 22248 Behavior = GarrisonContain ModuleTag_03 22249 ContainMax = 10 22250 EnterSound = GarrisonEnter 22251 ExitSound = GarrisonExit 22252 End 22253 22254 Behavior = FlammableUpdate ModuleTag_05 22255 FlameDamageLimit = 20 ;Catch fire if I take this much fire damage... 22256 FlameDamageExpiration = 2000 ;in a span of this long 22257 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 22258 AflameDamageAmount = 25 ; taking this much damage... 22259 AflameDamageDelay = 500 ; this often. 22260 End 22261 22262 Behavior = TransitionDamageFX ModuleTag_06 22263 ;-------------DESIGNED FOR SMALL SIZED CIVILIAN BUILDING TRANSITIONS------------------- 22264 DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke 22265 ;--------------------------------------------------------------------------------------- 22266 ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke 22267 ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion 22268 ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave 22269 ;--------------------------------------------------------------------------------------- 22270 RubbleParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke 22271 RubbleParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion 22272 RubbleParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave 22273 RubbleParticleSystem4 = Bone:None RandomBone:No PSys:StructureTransitionSmallFlare 22274 End 22275 22276 Geometry = BOX 22277 GeometryMajorRadius = 26.0 22278 GeometryMinorRadius = 24.0 22279 GeometryHeight = 19.0 22280 GeometryIsSmall = No 22281 Shadow = SHADOW_VOLUME 22282 22283 End 22284 22285 ;------------------------------------------------------------------------------ 22286 Object AsianApartmentComplex 22287 22288 ; *** ART Parameters *** 22289 Draw = W3DModelDraw ModuleTag_01 22290 OkToChangeModelColor = Yes 22291 22292 ; day 22293 ConditionState = NONE 22294 Model = CBNAptCom 22295 End 22296 ConditionState = DAMAGED 22297 Model = CBNAptCom_D 22298 End 22299 ConditionState = REALLYDAMAGED 22300 Model = CBNAptCom_E 22301 End 22302 ConditionState = RUBBLE 22303 Model = CBNAptCom_R 22304 End 22305 22306 ; day garrisoned 22307 ConditionState = GARRISONED 22308 Model = CBNAptCom_G 22309 Animation = CBNAptCom_G.CBNAptCom_G 22310 AnimationMode = LOOP 22311 End 22312 ConditionState = DAMAGED GARRISONED 22313 Model = CBNAptCom_DG 22314 Animation = CBNAptCom_DG.CBNAptCom_DG 22315 AnimationMode = LOOP 22316 End 22317 22318 ; night 22319 ConditionState = NIGHT 22320 Model = CBNAptCom_N 22321 End 22322 ConditionState = DAMAGED NIGHT 22323 Model = CBNAptCom_DN 22324 End 22325 ConditionState = REALLYDAMAGED NIGHT 22326 Model = CBNAptCom_EN 22327 End 22328 ConditionState = RUBBLE NIGHT 22329 Model = CBNAptCom_RN 22330 End 22331 22332 ; night garrisoned 22333 ConditionState = NIGHT GARRISONED 22334 Model = CBNAptCom_NG 22335 Animation = CBNAptCom_NG.CBNAptCom_NG 22336 AnimationMode = LOOP 22337 End 22338 ConditionState = DAMAGED NIGHT GARRISONED 22339 Model = CBNAptCom_DNG 22340 Animation = CBNAptCom_DNG.CBNAptCom_DNG 22341 AnimationMode = LOOP 22342 End 22343 22344 22345 22346 ; Snow 22347 ConditionState = SNOW 22348 Model = CBNAptCom_S 22349 End 22350 ConditionState = DAMAGED SNOW 22351 Model = CBNAptCom_DS 22352 End 22353 ConditionState = REALLYDAMAGED SNOW 22354 Model = CBNAptCom_ES 22355 End 22356 ConditionState = RUBBLE SNOW 22357 Model = CBNAptCom_RS 22358 End 22359 22360 22361 ; snow garrisoned 22362 ConditionState = SNOW GARRISONED 22363 Model = CBNAptCom_SG 22364 Animation = CBNAptCom_SG.CBNAptCom_SG 22365 AnimationMode = LOOP 22366 End 22367 ConditionState = DAMAGED SNOW GARRISONED 22368 Model = CBNAptCom_DSG 22369 Animation = CBNAptCom_DSG.CBNAptCom_DSG 22370 AnimationMode = LOOP 22371 End 22372 22373 ; night snow 22374 ConditionState = SNOW NIGHT 22375 Model = CBNAptCom_SN 22376 End 22377 ConditionState = DAMAGED SNOW NIGHT 22378 Model = CBNAptCom_DSN 22379 End 22380 ConditionState = REALLYDAMAGED SNOW NIGHT 22381 Model = CBNAptCom_ESN 22382 End 22383 ConditionState = RUBBLE SNOW NIGHT 22384 Model = CBNAptCom_RSN 22385 End 22386 22387 ; night snow garrisoned 22388 ConditionState = SNOW NIGHT GARRISONED 22389 Model = CBNAptCom_SNG 22390 Animation = CBNAptCom_SNG.CBNAptCom_SNG 22391 AnimationMode = LOOP 22392 End 22393 ConditionState = DAMAGED SNOW NIGHT GARRISONED 22394 Model = CBNAptCom_DSNG 22395 Animation = CBNAptCom_DSNG.CBNAptCom_DSNG 22396 AnimationMode = LOOP 22397 End 22398 End 22399 22400 ; *** AUDIO Parameters *** 22401 SoundDie = BuildingDie 22402 SoundOnDamaged = BuildingDamagedStateLight 22403 SoundOnReallyDamaged = BuildingDestroy 22404 22405 ; ***DESIGN parameters *** 22406 DisplayName = OBJECT:Structure 22407 EditorSorting = STRUCTURE 22408 22409 ; *** ENGINEERING Parameters *** 22410 KindOf = STRUCTURE SELECTABLE IMMOBILE 22411 Body = ActiveBody ModuleTag_02 22412 MaxHealth = 2000.0 22413 InitialHealth = 2000.0 22414 End 22415 ArmorSet 22416 Conditions = None 22417 Armor = StructureArmor 22418 DamageFX = StructureDamageFXNoShake 22419 End 22420 22421 Behavior = GarrisonContain ModuleTag_03 22422 ContainMax = 10 22423 EnterSound = GarrisonEnter 22424 ExitSound = GarrisonExit 22425 End 22426 22427 Behavior = FlammableUpdate ModuleTag_05 22428 FlameDamageLimit = 20 ;Catch fire if I take this much fire damage... 22429 FlameDamageExpiration = 2000 ;in a span of this long 22430 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 22431 AflameDamageAmount = 25 ; taking this much damage... 22432 AflameDamageDelay = 500 ; this often. 22433 End 22434 22435 Behavior = TransitionDamageFX ModuleTag_06 22436 ;-------------DESIGNED FOR LARGE SIZED CIVILIAN BUILDING TRANSITIONS------------------- 22437 DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionLargeSmoke 22438 ;--------------------------------------------------------------------------------------- 22439 ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionLargeSmoke 22440 ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionLargeExplosion 22441 ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionLargeShockwave 22442 ;--------------------------------------------------------------------------------------- 22443 RubbleParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionLargeSmoke 22444 RubbleParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionLargeExplosion 22445 RubbleParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionLargeShockwave 22446 RubbleParticleSystem4 = Bone:None RandomBone:No PSys:StructureTransitionLargeFlare 22447 End 22448 22449 Geometry = BOX 22450 GeometryMajorRadius = 105.0 22451 GeometryMinorRadius = 30.0 22452 GeometryHeight = 56.0 22453 GeometryIsSmall = No 22454 Shadow = SHADOW_VOLUME 22455 22456 End 22457 ;------------------------------------------------------------------------------ 22458 Object AsianApartmentUnit 22459 22460 ; *** ART Parameters *** 22461 Draw = W3DModelDraw ModuleTag_01 22462 OkToChangeModelColor = Yes 22463 22464 ; day 22465 ConditionState = NONE 22466 Model = CBNAptUnit 22467 End 22468 ConditionState = DAMAGED 22469 Model = CBNAptUnit_D 22470 End 22471 ConditionState = REALLYDAMAGED 22472 Model = CBNAptUnit_E 22473 End 22474 ConditionState = RUBBLE 22475 Model = CBNAptUnit_R 22476 End 22477 22478 ; day garrisoned 22479 ConditionState = GARRISONED 22480 Model = CBNAptUnit_G 22481 Animation = CBNAptUnit_G.CBNAptUnit_G 22482 AnimationMode = LOOP 22483 End 22484 ConditionState = DAMAGED GARRISONED 22485 Model = CBNAptUnit_DG 22486 Animation = CBNAptUnit_DG.CBNAptUnit_DG 22487 AnimationMode = LOOP 22488 End 22489 22490 ; night 22491 ConditionState = NIGHT 22492 Model = CBNAptUnit_N 22493 End 22494 ConditionState = DAMAGED NIGHT 22495 Model = CBNAptUnit_DN 22496 End 22497 ConditionState = REALLYDAMAGED NIGHT 22498 Model = CBNAptUnit_EN 22499 End 22500 ConditionState = RUBBLE NIGHT 22501 Model = CBNAptUnit_RN 22502 End 22503 22504 ; night garrisoned 22505 ConditionState = NIGHT GARRISONED 22506 Model = CBNAptUnit_NG 22507 Animation = CBNAptUnit_NG.CBNAptUnit_NG 22508 AnimationMode = LOOP 22509 End 22510 ConditionState = DAMAGED NIGHT GARRISONED 22511 Model = CBNAptUnit_DNG 22512 Animation = CBNAptUnit_DNG.CBNAptUnit_DNG 22513 AnimationMode = LOOP 22514 End 22515 22516 22517 22518 ; Snow 22519 ConditionState = SNOW 22520 Model = CBNAptUnit_S 22521 End 22522 ConditionState = DAMAGED SNOW 22523 Model = CBNAptUnit_DS 22524 End 22525 ConditionState = REALLYDAMAGED SNOW 22526 Model = CBNAptUnit_ES 22527 End 22528 ConditionState = RUBBLE SNOW 22529 Model = CBNAptUnit_RS 22530 End 22531 22532 22533 ; snow garrisoned 22534 ConditionState = SNOW GARRISONED 22535 Model = CBNAptUnit_SG 22536 Animation = CBNAptUnit_SG.CBNAptUnit_SG 22537 AnimationMode = LOOP 22538 End 22539 ConditionState = DAMAGED SNOW GARRISONED 22540 Model = CBNAptUnit_DSG 22541 Animation = CBNAptUnit_DSG.CBNAptUnit_DSG 22542 AnimationMode = LOOP 22543 End 22544 22545 ; night snow 22546 ConditionState = SNOW NIGHT 22547 Model = CBNAptUnit_SN 22548 End 22549 ConditionState = DAMAGED SNOW NIGHT 22550 Model = CBNAptUnit_DSN 22551 End 22552 ConditionState = REALLYDAMAGED SNOW NIGHT 22553 Model = CBNAptUnit_ESN 22554 End 22555 ConditionState = RUBBLE SNOW NIGHT 22556 Model = CBNAptUnit_RSN 22557 End 22558 22559 ; night snow garrisoned 22560 ConditionState = SNOW NIGHT GARRISONED 22561 Model = CBNAptUnit_SNG 22562 Animation = CBNAptUnit_SNG.CBNAptUnit_SNG 22563 AnimationMode = LOOP 22564 End 22565 ConditionState = DAMAGED SNOW NIGHT GARRISONED 22566 Model = CBNAptUnit_DSNG 22567 Animation = CBNAptUnit_DSNG.CBNAptUnit_DSNG 22568 AnimationMode = LOOP 22569 End 22570 End 22571 22572 ; *** AUDIO Parameters *** 22573 SoundDie = BuildingDie 22574 SoundOnDamaged = BuildingDamagedStateLight 22575 SoundOnReallyDamaged = BuildingDestroy 22576 22577 22578 ; ***DESIGN parameters *** 22579 DisplayName = OBJECT:Structure 22580 EditorSorting = STRUCTURE 22581 22582 ; *** ENGINEERING Parameters *** 22583 KindOf = STRUCTURE SELECTABLE IMMOBILE 22584 Body = ActiveBody ModuleTag_02 22585 MaxHealth = 2000.0 22586 InitialHealth = 2000.0 22587 End 22588 ArmorSet 22589 Conditions = None 22590 Armor = StructureArmor 22591 DamageFX = StructureDamageFXNoShake 22592 End 22593 22594 Behavior = GarrisonContain ModuleTag_03 22595 ContainMax = 10 22596 EnterSound = GarrisonEnter 22597 ExitSound = GarrisonExit 22598 End 22599 22600 Behavior = FlammableUpdate ModuleTag_05 22601 FlameDamageLimit = 20 ;Catch fire if I take this much fire damage... 22602 FlameDamageExpiration = 2000 ;in a span of this long 22603 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 22604 AflameDamageAmount = 25 ; taking this much damage... 22605 AflameDamageDelay = 500 ; this often. 22606 End 22607 22608 Behavior = TransitionDamageFX ModuleTag_06 22609 ;-------------DESIGNED FOR MEDIUM SIZED CIVILIAN BUILDING TRANSITIONS------------------- 22610 DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke 22611 ;--------------------------------------------------------------------------------------- 22612 ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke 22613 ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionMediumExplosion 22614 ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionMediumShockwave 22615 ;-------------------------------------------------------------------------------------- 22616 RubbleParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke 22617 RubbleParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionMediumExplosion 22618 RubbleParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionMediumShockwave 22619 RubbleParticleSystem4 = Bone:None RandomBone:No PSys:StructureTransitionMediumFlare 22620 End 22621 22622 Geometry = BOX 22623 GeometryMajorRadius = 21.0 22624 GeometryMinorRadius = 13.0 22625 GeometryHeight = 34.0 22626 GeometryIsSmall = No 22627 Shadow = SHADOW_VOLUME 22628 22629 End 22630 22631 ;------------------------------------------------------------------------------ 22632 ;------------------------------------------------------------------------------ 22633 Object ChemicalFactory 22634 22635 ; *** ART Parameters *** 22636 Draw = W3DModelDraw ModuleTag_01 22637 OkToChangeModelColor = Yes 22638 22639 ; day 22640 ConditionState = NONE 22641 Model = CBChemFact 22642 End 22643 ConditionState = DAMAGED 22644 Model = CBChemFact_D 22645 End 22646 ConditionState = REALLYDAMAGED 22647 Model = CBChemFact_E 22648 End 22649 ConditionState = RUBBLE 22650 Model = CBChemFact_R 22651 End 22652 22653 ; day garrisoned 22654 ConditionState = GARRISONED 22655 Model = CBChemFact_G 22656 Animation = CBChemFact_G.CBChemFact_G 22657 AnimationMode = LOOP 22658 End 22659 ConditionState = DAMAGED GARRISONED 22660 Model = CBChemFact_DG 22661 Animation = CBChemFact_DG.CBChemFact_DG 22662 AnimationMode = LOOP 22663 End 22664 22665 ; night 22666 ConditionState = NIGHT 22667 Model = CBChemFact_N 22668 End 22669 ConditionState = DAMAGED NIGHT 22670 Model = CBChemFact_DN 22671 End 22672 ConditionState = REALLYDAMAGED NIGHT 22673 Model = CBChemFact_EN 22674 End 22675 ConditionState = RUBBLE NIGHT 22676 Model = CBChemFact_RN 22677 End 22678 22679 ; night garrisoned 22680 ConditionState = NIGHT GARRISONED 22681 Model = CBChemFact_NG 22682 Animation = CBChemFact_NG.CBChemFact_NG 22683 AnimationMode = LOOP 22684 End 22685 ConditionState = DAMAGED NIGHT GARRISONED 22686 Model = CBChemFact_DNG 22687 Animation = CBChemFact_DNG.CBChemFact_DNG 22688 AnimationMode = LOOP 22689 End 22690 22691 ; Snow 22692 ConditionState = SNOW 22693 Model = CBChemFact_S 22694 End 22695 ConditionState = DAMAGED SNOW 22696 Model = CBChemFact_DS 22697 End 22698 ConditionState = REALLYDAMAGED SNOW 22699 Model = CBChemFact_ES 22700 End 22701 ConditionState = RUBBLE SNOW 22702 Model = CBChemFact_RS 22703 End 22704 22705 ; snow garrisoned 22706 ConditionState = SNOW GARRISONED 22707 Model = CBChemFact_SG 22708 Animation = CBChemFact_SG.CBChemFact_SG 22709 AnimationMode = LOOP 22710 End 22711 ConditionState = DAMAGED SNOW GARRISONED 22712 Model = CBChemFact_DSG 22713 Animation = CBChemFact_DSG.CBChemFact_DSG 22714 AnimationMode = LOOP 22715 End 22716 22717 ; night snow 22718 ConditionState = SNOW NIGHT 22719 Model = CBChemFact_SN 22720 End 22721 ConditionState = DAMAGED SNOW NIGHT 22722 Model = CBChemFact_DSN 22723 End 22724 ConditionState = REALLYDAMAGED SNOW NIGHT 22725 Model = CBChemFact_ESN 22726 End 22727 ConditionState = RUBBLE SNOW NIGHT 22728 Model = CBChemFact_RSN 22729 End 22730 22731 ; night snow garrisoned 22732 ConditionState = SNOW NIGHT GARRISONED 22733 Model = CBChemFact_SNG 22734 Animation = CBChemFact_SNG.CBChemFact_SNG 22735 AnimationMode = LOOP 22736 End 22737 ConditionState = DAMAGED SNOW NIGHT GARRISONED 22738 Model = CBChemFact_DSNG 22739 Animation = CBChemFact_DSNG.CBChemFact_DSNG 22740 AnimationMode = LOOP 22741 End 22742 End 22743 22744 ; ***DESIGN parameters *** 22745 DisplayName = OBJECT:ChemicalFactory 22746 EditorSorting = STRUCTURE 22747 22748 22749 ; *** ENGINEERING Parameters *** 22750 KindOf = STRUCTURE SELECTABLE IMMOBILE IMMUNE_TO_CAPTURE 22751 Body = ActiveBody ModuleTag_02 22752 MaxHealth = 2000.0 22753 InitialHealth = 2000.0 22754 End 22755 ArmorSet 22756 Conditions = None 22757 Armor = StructureArmor 22758 DamageFX = StructureDamageFXNoShake 22759 End 22760 22761 Behavior = FireWeaponWhenDeadBehavior ModuleTag_04 22762 DeathWeapon = AnthraxBombWeapon 22763 StartsActive = Yes 22764 End 22765 22766 Behavior = FireWeaponWhenDamagedBehavior ModuleTag_05 22767 StartsActive = Yes 22768 ContinuousWeaponDamaged = SmallPoisonFieldWeaponUpgraded 22769 ContinuousWeaponReallyDamaged = MediumPoisonFieldWeaponUpgraded 22770 DamageTypes = ALL 22771 DamageAmount = 1 ; if damage is >= this value, fire the weapon 22772 End 22773 22774 Behavior = FXListDie ModuleTag_06 22775 DeathFX = WeaponFX_BombTruckHighExplosiveBioBombDetonation 22776 OrientToObject = No 22777 End 22778 22779 Behavior = TransitionDamageFX ModuleTag_07 22780 DamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_ToxicBunkerDamageTransition 22781 ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_ToxicBunkerDamageTransition 22782 End 22783 22784 Behavior = FlammableUpdate ModuleTag_08 22785 FlameDamageLimit = 20 ;Catch fire if I take this much fire damage... 22786 FlameDamageExpiration = 2000 ;in a span of this long 22787 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 22788 AflameDamageAmount = 25 ; taking this much damage... 22789 AflameDamageDelay = 500 ; this often. 22790 End 22791 22792 Geometry = BOX 22793 GeometryMajorRadius = 36.0 22794 GeometryMinorRadius = 61.0 22795 GeometryHeight = 73.0 22796 GeometryIsSmall = No 22797 Shadow = SHADOW_VOLUME 22798 22799 End 22800 ;------------------------------------------------------------------------------ 22801 Object PharmaceuticalFactory 22802 22803 ; *** ART Parameters *** 22804 Draw = W3DModelDraw ModuleTag_01 22805 OkToChangeModelColor = Yes 22806 22807 ; day 22808 ConditionState = NONE 22809 Model = CBChemFact 22810 End 22811 ConditionState = DAMAGED 22812 Model = CBChemFact_D 22813 End 22814 ConditionState = REALLYDAMAGED 22815 Model = CBChemFact_E 22816 End 22817 ConditionState = RUBBLE 22818 Model = CBChemFact_R 22819 End 22820 22821 ; day garrisoned 22822 ConditionState = GARRISONED 22823 Model = CBChemFact_G 22824 Animation = CBChemFact_G.CBChemFact_G 22825 AnimationMode = LOOP 22826 End 22827 ConditionState = DAMAGED GARRISONED 22828 Model = CBChemFact_DG 22829 Animation = CBChemFact_DG.CBChemFact_DG 22830 AnimationMode = LOOP 22831 End 22832 22833 ; night 22834 ConditionState = NIGHT 22835 Model = CBChemFact_N 22836 End 22837 ConditionState = DAMAGED NIGHT 22838 Model = CBChemFact_DN 22839 End 22840 ConditionState = REALLYDAMAGED NIGHT 22841 Model = CBChemFact_EN 22842 End 22843 ConditionState = RUBBLE NIGHT 22844 Model = CBChemFact_RN 22845 End 22846 22847 ; night garrisoned 22848 ConditionState = NIGHT GARRISONED 22849 Model = CBChemFact_NG 22850 Animation = CBChemFact_NG.CBChemFact_NG 22851 AnimationMode = LOOP 22852 End 22853 ConditionState = DAMAGED NIGHT GARRISONED 22854 Model = CBChemFact_DNG 22855 Animation = CBChemFact_DNG.CBChemFact_DNG 22856 AnimationMode = LOOP 22857 End 22858 22859 ; Snow 22860 ConditionState = SNOW 22861 Model = CBChemFact_S 22862 End 22863 ConditionState = DAMAGED SNOW 22864 Model = CBChemFact_DS 22865 End 22866 ConditionState = REALLYDAMAGED SNOW 22867 Model = CBChemFact_ES 22868 End 22869 ConditionState = RUBBLE SNOW 22870 Model = CBChemFact_RS 22871 End 22872 22873 ; snow garrisoned 22874 ConditionState = SNOW GARRISONED 22875 Model = CBChemFact_SG 22876 Animation = CBChemFact_SG.CBChemFact_SG 22877 AnimationMode = LOOP 22878 End 22879 ConditionState = DAMAGED SNOW GARRISONED 22880 Model = CBChemFact_DSG 22881 Animation = CBChemFact_DSG.CBChemFact_DSG 22882 AnimationMode = LOOP 22883 End 22884 22885 ; night snow 22886 ConditionState = SNOW NIGHT 22887 Model = CBChemFact_SN 22888 End 22889 ConditionState = DAMAGED SNOW NIGHT 22890 Model = CBChemFact_DSN 22891 End 22892 ConditionState = REALLYDAMAGED SNOW NIGHT 22893 Model = CBChemFact_ESN 22894 End 22895 ConditionState = RUBBLE SNOW NIGHT 22896 Model = CBChemFact_RSN 22897 End 22898 22899 ; night snow garrisoned 22900 ConditionState = SNOW NIGHT GARRISONED 22901 Model = CBChemFact_SNG 22902 Animation = CBChemFact_SNG.CBChemFact_SNG 22903 AnimationMode = LOOP 22904 End 22905 ConditionState = DAMAGED SNOW NIGHT GARRISONED 22906 Model = CBChemFact_DSNG 22907 Animation = CBChemFact_DSNG.CBChemFact_DSNG 22908 AnimationMode = LOOP 22909 End 22910 End 22911 22912 ; ***DESIGN parameters *** 22913 DisplayName = OBJECT:PharmaceuticalFactory 22914 EditorSorting = STRUCTURE 22915 22916 22917 ; *** ENGINEERING Parameters *** 22918 KindOf = STRUCTURE SELECTABLE IMMOBILE IMMUNE_TO_CAPTURE 22919 Body = ActiveBody ModuleTag_02 22920 MaxHealth = 2000.0 22921 InitialHealth = 2000.0 22922 End 22923 ArmorSet 22924 Conditions = None 22925 Armor = StructureArmor 22926 DamageFX = StructureDamageFXNoShake 22927 End 22928 22929 Behavior = FireWeaponWhenDeadBehavior ModuleTag_04 22930 DeathWeapon = AnthraxBombWeapon 22931 StartsActive = Yes 22932 End 22933 22934 Behavior = FireWeaponWhenDamagedBehavior ModuleTag_05 22935 StartsActive = Yes 22936 ContinuousWeaponDamaged = SmallPoisonFieldWeaponUpgraded 22937 ContinuousWeaponReallyDamaged = MediumPoisonFieldWeaponUpgraded 22938 DamageTypes = ALL 22939 DamageAmount = 1 ; if damage is >= this value, fire the weapon 22940 End 22941 22942 Behavior = FXListDie ModuleTag_06 22943 DeathFX = WeaponFX_BombTruckHighExplosiveBioBombDetonation 22944 OrientToObject = No 22945 End 22946 22947 Behavior = TransitionDamageFX ModuleTag_07 22948 DamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_ToxicBunkerDamageTransition 22949 ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_ToxicBunkerDamageTransition 22950 End 22951 22952 Behavior = FlammableUpdate ModuleTag_08 22953 FlameDamageLimit = 20 ;Catch fire if I take this much fire damage... 22954 FlameDamageExpiration = 2000 ;in a span of this long 22955 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 22956 AflameDamageAmount = 25 ; taking this much damage... 22957 AflameDamageDelay = 500 ; this often. 22958 End 22959 22960 Geometry = BOX 22961 GeometryMajorRadius = 36.0 22962 GeometryMinorRadius = 61.0 22963 GeometryHeight = 73.0 22964 GeometryIsSmall = No 22965 Shadow = SHADOW_VOLUME 22966 22967 End 22968 22969 ;------------------------------------------------------------------------------ 22970 Object ChemicalBunker 22971 22972 ; *** ART Parameters *** 22973 SelectPortrait = SSChemBunk_L 22974 Draw = W3DModelDraw ModuleTag_01 22975 OkToChangeModelColor = Yes 22976 22977 ; day 22978 ConditionState = NONE 22979 Model = CBChemBunk 22980 End 22981 ConditionState = DAMAGED 22982 Model = CBChemBunk_D 22983 End 22984 ConditionState = REALLYDAMAGED 22985 Model = CBChemBunk_E 22986 End 22987 ConditionState = RUBBLE 22988 Model = CBChemBunk_R 22989 End 22990 22991 22992 ; night 22993 ConditionState = NIGHT 22994 Model = CBChemBunk_N 22995 End 22996 ConditionState = DAMAGED NIGHT 22997 Model = CBChemBunk_DN 22998 End 22999 ConditionState = REALLYDAMAGED NIGHT 23000 Model = CBChemBunk_EN 23001 End 23002 ConditionState = RUBBLE NIGHT 23003 Model = CBChemBunk_RN 23004 End 23005 23006 23007 ; Snow 23008 ConditionState = SNOW 23009 Model = CBChemBunk_S 23010 End 23011 ConditionState = DAMAGED SNOW 23012 Model = CBChemBunk_DS 23013 End 23014 ConditionState = REALLYDAMAGED SNOW 23015 Model = CBChemBunk_ES 23016 End 23017 ConditionState = RUBBLE SNOW 23018 Model = CBChemBunk_RS 23019 End 23020 23021 23022 23023 ; night snow 23024 ConditionState = SNOW NIGHT 23025 Model = CBChemBunk_SN 23026 End 23027 ConditionState = DAMAGED SNOW NIGHT 23028 Model = CBChemBunk_DSN 23029 End 23030 ConditionState = REALLYDAMAGED SNOW NIGHT 23031 Model = CBChemBunk_ESN 23032 End 23033 ConditionState = RUBBLE SNOW NIGHT 23034 Model = CBChemBunk_RSN 23035 End 23036 23037 End 23038 23039 ; ***DESIGN parameters *** 23040 DisplayName = OBJECT:Bunker 23041 EditorSorting = STRUCTURE 23042 ShroudClearingRange = 100 23043 23044 ; ***AUDIO parameters *** 23045 SoundAmbientDamaged = ChemBunkerDamagedAmbientLoop 23046 SoundAmbientReallyDamaged = ChemBunkerDamagedAmbientLoop 23047 23048 ; *** ENGINEERING Parameters *** 23049 KindOf = STRUCTURE SELECTABLE IMMOBILE CAPTURABLE 23050 Body = ActiveBody ModuleTag_02 23051 MaxHealth = 2000.0 23052 InitialHealth = 2000.0 23053 End 23054 ArmorSet 23055 Conditions = None 23056 Armor = StructureArmor 23057 DamageFX = StructureDamageFXNoShake 23058 End 23059 23060 23061 Behavior = FireWeaponWhenDeadBehavior ModuleTag_ChangeDeathWeapon 23062 DeathWeapon = AnthraxBombWeapon 23063 StartsActive = Yes 23064 End 23065 23066 Behavior = FireWeaponWhenDamagedBehavior ModuleTag_SoloMissionChange 23067 StartsActive = Yes 23068 ContinuousWeaponDamaged = SmallPoisonFieldWeaponUpgraded 23069 ContinuousWeaponReallyDamaged = MediumPoisonFieldWeaponUpgraded 23070 DamageTypes = ALL 23071 DamageAmount = 1 ; if damage is >= this value, fire the weapon 23072 End 23073 23074 Behavior = FXListDie ModuleTag_05 23075 DeathFX = WeaponFX_BombTruckHighExplosiveAnthraxBombDetonation 23076 OrientToObject = No 23077 End 23078 23079 Behavior = TransitionDamageFX ModuleTag_06 23080 DamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_ToxicBunkerDamageTransition 23081 ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_ToxicBunkerDamageTransition 23082 End 23083 23084 Behavior = FlammableUpdate ModuleTag_07 23085 FlameDamageLimit = 20 ;Catch fire if I take this much fire damage... 23086 FlameDamageExpiration = 2000 ;in a span of this long 23087 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 23088 AflameDamageAmount = 25 ; taking this much damage... 23089 AflameDamageDelay = 500 ; this often. 23090 End 23091 23092 Geometry = BOX 23093 GeometryMajorRadius = 28.0 23094 GeometryMinorRadius = 36.0 23095 GeometryHeight = 22.0 23096 GeometryIsSmall = No 23097 Shadow = SHADOW_VOLUME 23098 23099 End 23100 23101 ;------------------------------------------------------------------------------ 23102 Object GasStation03 23103 23104 ; *** ART Parameters *** 23105 Draw = W3DModelDraw ModuleTag_01 23106 OkToChangeModelColor = Yes 23107 ; day 23108 ConditionState = NONE 23109 Model = CBNGasSt 23110 End 23111 ConditionState = DAMAGED 23112 Model = CBNGasSt_D 23113 End 23114 ConditionState = REALLYDAMAGED 23115 Model = CBNGasSt_E 23116 End 23117 ConditionState = RUBBLE 23118 Model = CBNGasSt_R 23119 End 23120 23121 ; day garrisoned 23122 ConditionState = GARRISONED 23123 Model = CBNGasSt_G 23124 Animation = CBNGasSt_G.CBNGasSt_G 23125 AnimationMode = LOOP 23126 End 23127 ConditionState = DAMAGED GARRISONED 23128 Model = CBNGasSt_DG 23129 Animation = CBNGasSt_DG.CBNGasSt_DG 23130 AnimationMode = LOOP 23131 End 23132 23133 ; night 23134 ConditionState = NIGHT 23135 Model = CBNGasSt_N 23136 End 23137 ConditionState = DAMAGED NIGHT 23138 Model = CBNGasSt_DN 23139 End 23140 ConditionState = REALLYDAMAGED NIGHT 23141 Model = CBNGasSt_EN 23142 End 23143 ConditionState = RUBBLE NIGHT 23144 Model = CBNGasSt_RN 23145 End 23146 23147 ; night garrisoned 23148 ConditionState = NIGHT GARRISONED 23149 Model = CBNGasSt_NG 23150 Animation = CBNGasSt_NG.CBNGasSt_NG 23151 AnimationMode = LOOP 23152 End 23153 ConditionState = DAMAGED NIGHT GARRISONED 23154 Model = CBNGasSt_DNG 23155 Animation = CBNGasSt_DNG.CBNGasSt_DNG 23156 AnimationMode = LOOP 23157 End 23158 23159 23160 23161 ; Snow 23162 ConditionState = SNOW 23163 Model = CBNGasSt_S 23164 End 23165 ConditionState = DAMAGED SNOW 23166 Model = CBNGasSt_DS 23167 End 23168 ConditionState = REALLYDAMAGED SNOW 23169 Model = CBNGasSt_ES 23170 End 23171 ConditionState = RUBBLE SNOW 23172 Model = CBNGasSt_RS 23173 End 23174 23175 23176 ; snow garrisoned 23177 ConditionState = SNOW GARRISONED 23178 Model = CBNGasSt_SG 23179 Animation = CBNGasSt_SG.CBNGasSt_SG 23180 AnimationMode = LOOP 23181 End 23182 ConditionState = DAMAGED SNOW GARRISONED 23183 Model = CBNGasSt_DSG 23184 Animation = CBNGasSt_DSG.CBNGasSt_DSG 23185 AnimationMode = LOOP 23186 End 23187 23188 ; night snow 23189 ConditionState = SNOW NIGHT 23190 Model = CBNGasSt_SN 23191 End 23192 ConditionState = DAMAGED SNOW NIGHT 23193 Model = CBNGasSt_DSN 23194 End 23195 ConditionState = REALLYDAMAGED SNOW NIGHT 23196 Model = CBNGasSt_ESN 23197 End 23198 ConditionState = RUBBLE SNOW NIGHT 23199 Model = CBNGasSt_RSN 23200 End 23201 23202 ; night snow garrisoned 23203 ConditionState = SNOW NIGHT GARRISONED 23204 Model = CBNGasSt_SNG 23205 Animation = CBNGasSt_SNG.CBNGasSt_SNG 23206 AnimationMode = LOOP 23207 End 23208 ConditionState = DAMAGED SNOW NIGHT GARRISONED 23209 Model = CBNGasSt_DSNG 23210 Animation = CBNGasSt_DSNG.CBNGasSt_DSNG 23211 AnimationMode = LOOP 23212 End 23213 End 23214 23215 ; *** AUDIO Parameters *** 23216 SoundDie = BuildingDie 23217 SoundOnDamaged = BuildingDamagedStateLight 23218 SoundOnReallyDamaged = BuildingDestroy 23219 23220 23221 ; ***DESIGN parameters *** 23222 DisplayName = OBJECT:Structure 23223 EditorSorting = STRUCTURE 23224 23225 ; *** ENGINEERING Parameters *** 23226 KindOf = STRUCTURE SELECTABLE IMMOBILE 23227 Body = ActiveBody ModuleTag_02 23228 MaxHealth = 2000.0 23229 InitialHealth = 2000.0 23230 End 23231 ArmorSet 23232 Conditions = None 23233 Armor = StructureArmor 23234 DamageFX = StructureDamageFXNoShake 23235 End 23236 23237 Behavior = GarrisonContain ModuleTag_03 23238 ContainMax = 10 23239 EnterSound = GarrisonEnter 23240 ExitSound = GarrisonExit 23241 End 23242 23243 Behavior = FlammableUpdate ModuleTag_05 23244 FlameDamageLimit = 20 ;Catch fire if I take this much fire damage... 23245 FlameDamageExpiration = 2000 ;in a span of this long 23246 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 23247 AflameDamageAmount = 25 ; taking this much damage... 23248 AflameDamageDelay = 500 ; this often. 23249 End 23250 23251 Behavior = TransitionDamageFX ModuleTag_06 23252 ;-------------DESIGNED FOR MEDIUM SIZED CIVILIAN BUILDING TRANSITIONS------------------- 23253 DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke 23254 ;--------------------------------------------------------------------------------------- 23255 ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke 23256 ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionMediumExplosion 23257 ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionMediumShockwave 23258 ;-------------------------------------------------------------------------------------- 23259 RubbleParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke 23260 RubbleParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionMediumExplosion 23261 RubbleParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionMediumShockwave 23262 RubbleParticleSystem4 = Bone:None RandomBone:No PSys:StructureTransitionMediumFlare 23263 End 23264 23265 Geometry = BOX 23266 GeometryMajorRadius = 16.0 23267 GeometryMinorRadius = 34.0 23268 GeometryHeight = 23.0 23269 GeometryIsSmall = No 23270 Shadow = SHADOW_VOLUME 23271 23272 End 23273 23274 ;------------------------------------------------------------------------------ 23275 Object AsiaGovernmentBuilding 23276 23277 ; *** ART Parameters *** 23278 Draw = W3DModelDraw ModuleTag_01 23279 OkToChangeModelColor = Yes 23280 23281 ; day 23282 ConditionState = NONE 23283 Model = CBNGovBuil 23284 End 23285 ConditionState = DAMAGED 23286 Model = CBNGovBuil_D 23287 End 23288 ConditionState = REALLYDAMAGED 23289 Model = CBNGovBuil_E 23290 End 23291 ConditionState = RUBBLE 23292 Model = CBNGovBuil_R 23293 End 23294 23295 ; day garrisoned 23296 ConditionState = GARRISONED 23297 Model = CBNGovBuil_G 23298 Animation = CBNGovBuil_G.CBNGovBuil_G 23299 AnimationMode = LOOP 23300 End 23301 ConditionState = DAMAGED GARRISONED 23302 Model = CBNGovBuil_DG 23303 Animation = CBNGovBuil_DG.CBNGovBuil_DG 23304 AnimationMode = LOOP 23305 End 23306 23307 ; night 23308 ConditionState = NIGHT 23309 Model = CBNGovBuil_N 23310 End 23311 ConditionState = DAMAGED NIGHT 23312 Model = CBNGovBuil_DN 23313 End 23314 ConditionState = REALLYDAMAGED NIGHT 23315 Model = CBNGovBuil_EN 23316 End 23317 ConditionState = RUBBLE NIGHT 23318 Model = CBNGovBuil_RN 23319 End 23320 23321 ; night garrisoned 23322 ConditionState = NIGHT GARRISONED 23323 Model = CBNGovBuil_NG 23324 Animation = CBNGovBuil_NG.CBNGovBuil_NG 23325 AnimationMode = LOOP 23326 End 23327 ConditionState = DAMAGED NIGHT GARRISONED 23328 Model = CBNGovBuil_DNG 23329 Animation = CBNGovBuil_DNG.CBNGovBuil_DNG 23330 AnimationMode = LOOP 23331 End 23332 23333 23334 23335 ; Snow 23336 ConditionState = SNOW 23337 Model = CBNGovBuil_S 23338 End 23339 ConditionState = DAMAGED SNOW 23340 Model = CBNGovBuil_DS 23341 End 23342 ConditionState = REALLYDAMAGED SNOW 23343 Model = CBNGovBuil_ES 23344 End 23345 ConditionState = RUBBLE SNOW 23346 Model = CBNGovBuil_RS 23347 End 23348 23349 23350 ; snow garrisoned 23351 ConditionState = SNOW GARRISONED 23352 Model = CBNGovBuil_SG 23353 Animation = CBNGovBuil_SG.CBNGovBuil_SG 23354 AnimationMode = LOOP 23355 End 23356 ConditionState = DAMAGED SNOW GARRISONED 23357 Model = CBNGovBuil_DSG 23358 Animation = CBNGovBuil_DSG.CBNGovBuil_DSG 23359 AnimationMode = LOOP 23360 End 23361 23362 ; night snow 23363 ConditionState = SNOW NIGHT 23364 Model = CBNGovBuil_SN 23365 End 23366 ConditionState = DAMAGED SNOW NIGHT 23367 Model = CBNGovBuil_DSN 23368 End 23369 ConditionState = REALLYDAMAGED SNOW NIGHT 23370 Model = CBNGovBuil_ESN 23371 End 23372 ConditionState = RUBBLE SNOW NIGHT 23373 Model = CBNGovBuil_RSN 23374 End 23375 23376 ; night snow garrisoned 23377 ConditionState = SNOW NIGHT GARRISONED 23378 Model = CBNGovBuil_SNG 23379 Animation = CBNGovBuil_SNG.CBNGovBuil_SNG 23380 AnimationMode = LOOP 23381 End 23382 ConditionState = DAMAGED SNOW NIGHT GARRISONED 23383 Model = CBNGovBuil_DSNG 23384 Animation = CBNGovBuil_DSNG.CBNGovBuil_DSNG 23385 AnimationMode = LOOP 23386 End 23387 End 23388 23389 ; *** AUDIO Parameters *** 23390 SoundDie = BuildingDie 23391 SoundOnDamaged = BuildingDamagedStateLight 23392 SoundOnReallyDamaged = BuildingDestroy 23393 23394 23395 ; ***DESIGN parameters *** 23396 DisplayName = OBJECT:Structure 23397 EditorSorting = STRUCTURE 23398 23399 ; *** ENGINEERING Parameters *** 23400 KindOf = STRUCTURE SELECTABLE IMMOBILE 23401 Body = ActiveBody ModuleTag_02 23402 MaxHealth = 2000.0 23403 InitialHealth = 2000.0 23404 End 23405 ArmorSet 23406 Conditions = None 23407 Armor = StructureArmor 23408 DamageFX = StructureDamageFXNoShake 23409 End 23410 23411 Behavior = GarrisonContain ModuleTag_03 23412 ContainMax = 10 23413 EnterSound = GarrisonEnter 23414 ExitSound = GarrisonExit 23415 End 23416 23417 Behavior = FlammableUpdate ModuleTag_05 23418 FlameDamageLimit = 20 ;Catch fire if I take this much fire damage... 23419 FlameDamageExpiration = 2000 ;in a span of this long 23420 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 23421 AflameDamageAmount = 25 ; taking this much damage... 23422 AflameDamageDelay = 500 ; this often. 23423 End 23424 23425 Behavior = TransitionDamageFX ModuleTag_06 23426 ;-------------DESIGNED FOR MEDIUM SIZED CIVILIAN BUILDING TRANSITIONS------------------- 23427 DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke 23428 ;--------------------------------------------------------------------------------------- 23429 ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke 23430 ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionMediumExplosion 23431 ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionMediumShockwave 23432 ;-------------------------------------------------------------------------------------- 23433 RubbleParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke 23434 RubbleParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionMediumExplosion 23435 RubbleParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionMediumShockwave 23436 RubbleParticleSystem4 = Bone:None RandomBone:No PSys:StructureTransitionMediumFlare 23437 End 23438 23439 Geometry = BOX 23440 GeometryMajorRadius = 47.0 23441 GeometryMinorRadius = 28.0 23442 GeometryHeight = 58.0 23443 GeometryIsSmall = No 23444 Shadow = SHADOW_VOLUME 23445 23446 End 23447 23448 ;------------------------------------------------------------------------------ 23449 Object AsianTrainStation 23450 23451 ; *** ART Parameters *** 23452 Draw = W3DModelDraw ModuleTag_01 23453 OkToChangeModelColor = Yes 23454 23455 ; day 23456 ConditionState = NONE 23457 Model = CBNTraist 23458 End 23459 ConditionState = DAMAGED 23460 Model = CBNTraist_D 23461 End 23462 ConditionState = REALLYDAMAGED 23463 Model = CBNTraist_E 23464 End 23465 ConditionState = RUBBLE 23466 Model = CBNTraist_R 23467 End 23468 23469 ; day garrisoned 23470 ConditionState = GARRISONED 23471 Model = CBNTraist_G 23472 Animation = CBNTraist_G.CBNTraist_G 23473 AnimationMode = LOOP 23474 End 23475 ConditionState = DAMAGED GARRISONED 23476 Model = CBNTraist_DG 23477 Animation = CBNTraist_DG.CBNTraist_DG 23478 AnimationMode = LOOP 23479 End 23480 23481 ; night 23482 ConditionState = NIGHT 23483 Model = CBNTraist_N 23484 End 23485 ConditionState = DAMAGED NIGHT 23486 Model = CBNTraist_DN 23487 End 23488 ConditionState = REALLYDAMAGED NIGHT 23489 Model = CBNTraist_EN 23490 End 23491 ConditionState = RUBBLE NIGHT 23492 Model = CBNTraist_RN 23493 End 23494 23495 ; night garrisoned 23496 ConditionState = NIGHT GARRISONED 23497 Model = CBNTraist_NG 23498 Animation = CBNTraist_NG.CBNTraist_NG 23499 AnimationMode = LOOP 23500 End 23501 ConditionState = DAMAGED NIGHT GARRISONED 23502 Model = CBNTraist_DNG 23503 Animation = CBNTraist_DNG.CBNTraist_DNG 23504 AnimationMode = LOOP 23505 End 23506 23507 23508 23509 ; Snow 23510 ConditionState = SNOW 23511 Model = CBNTraist_S 23512 End 23513 ConditionState = DAMAGED SNOW 23514 Model = CBNTraist_DS 23515 End 23516 ConditionState = REALLYDAMAGED SNOW 23517 Model = CBNTraist_ES 23518 End 23519 ConditionState = RUBBLE SNOW 23520 Model = CBNTraist_RS 23521 End 23522 23523 23524 ; snow garrisoned 23525 ConditionState = SNOW GARRISONED 23526 Model = CBNTraist_SG 23527 Animation = CBNTraist_SG.CBNTraist_SG 23528 AnimationMode = LOOP 23529 End 23530 ConditionState = DAMAGED SNOW GARRISONED 23531 Model = CBNTraist_DSG 23532 Animation = CBNTraist_DSG.CBNTraist_DSG 23533 AnimationMode = LOOP 23534 End 23535 23536 ; night snow 23537 ConditionState = SNOW NIGHT 23538 Model = CBNTraist_SN 23539 End 23540 ConditionState = DAMAGED SNOW NIGHT 23541 Model = CBNTraist_DSN 23542 End 23543 ConditionState = REALLYDAMAGED SNOW NIGHT 23544 Model = CBNTraist_ESN 23545 End 23546 ConditionState = RUBBLE SNOW NIGHT 23547 Model = CBNTraist_RSN 23548 End 23549 23550 ; night snow garrisoned 23551 ConditionState = SNOW NIGHT GARRISONED 23552 Model = CBNTraist_SNG 23553 Animation = CBNTraist_SNG.CBNTraist_SNG 23554 AnimationMode = LOOP 23555 End 23556 ConditionState = DAMAGED SNOW NIGHT GARRISONED 23557 Model = CBNTraist_DSNG 23558 Animation = CBNTraist_DSNG.CBNTraist_DSNG 23559 AnimationMode = LOOP 23560 End 23561 End 23562 23563 ; *** AUDIO Parameters *** 23564 SoundDie = BuildingDie 23565 SoundOnDamaged = BuildingDamagedStateLight 23566 SoundOnReallyDamaged = BuildingDestroy 23567 23568 23569 ; ***DESIGN parameters *** 23570 DisplayName = OBJECT:Structure 23571 EditorSorting = STRUCTURE 23572 23573 ; *** ENGINEERING Parameters *** 23574 KindOf = STRUCTURE SELECTABLE IMMOBILE 23575 Body = ActiveBody ModuleTag_02 23576 MaxHealth = 2000.0 23577 InitialHealth = 2000.0 23578 End 23579 ArmorSet 23580 Conditions = None 23581 Armor = StructureArmor 23582 DamageFX = StructureDamageFXNoShake 23583 End 23584 23585 Behavior = GarrisonContain ModuleTag_03 23586 ContainMax = 10 23587 EnterSound = GarrisonEnter 23588 ExitSound = GarrisonExit 23589 End 23590 23591 Behavior = FlammableUpdate ModuleTag_05 23592 FlameDamageLimit = 20 ;Catch fire if I take this much fire damage... 23593 FlameDamageExpiration = 2000 ;in a span of this long 23594 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 23595 AflameDamageAmount = 25 ; taking this much damage... 23596 AflameDamageDelay = 500 ; this often. 23597 End 23598 23599 Behavior = TransitionDamageFX ModuleTag_06 23600 ;-------------DESIGNED FOR SMALL SIZED CIVILIAN BUILDING TRANSITIONS------------------- 23601 DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke 23602 ;--------------------------------------------------------------------------------------- 23603 ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke 23604 ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion 23605 ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave 23606 ;--------------------------------------------------------------------------------------- 23607 RubbleParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke 23608 RubbleParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion 23609 RubbleParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave 23610 RubbleParticleSystem4 = Bone:None RandomBone:No PSys:StructureTransitionSmallFlare 23611 End 23612 23613 Geometry = BOX 23614 GeometryMajorRadius = 47.0 23615 GeometryMinorRadius = 21.0 23616 GeometryHeight = 14.0 23617 GeometryIsSmall = No 23618 Shadow = SHADOW_VOLUME 23619 23620 End 23621 23622 ;------------------------------------------------------------------------------ 23623 Object AsianTrainStation02 23624 23625 ; *** ART Parameters *** 23626 Draw = W3DModelDraw ModuleTag_01 23627 OkToChangeModelColor = Yes 23628 23629 ; day 23630 ConditionState = NONE 23631 Model = CBNBTraist 23632 End 23633 ConditionState = DAMAGED 23634 Model = CBNBTraist_D 23635 End 23636 ConditionState = REALLYDAMAGED 23637 Model = CBNBTraist_E 23638 End 23639 ConditionState = RUBBLE 23640 Model = CBNBTraist_R 23641 End 23642 23643 ; day garrisoned 23644 ConditionState = GARRISONED 23645 Model = CBNBTraist_G 23646 Animation = CBNBTraist_G.CBNBTraist_G 23647 AnimationMode = LOOP 23648 End 23649 ConditionState = DAMAGED GARRISONED 23650 Model = CBNBTraist_DG 23651 Animation = CBNBTraist_DG.CBNBTraist_DG 23652 AnimationMode = LOOP 23653 End 23654 23655 ; night 23656 ConditionState = NIGHT 23657 Model = CBNBTraist_N 23658 End 23659 ConditionState = DAMAGED NIGHT 23660 Model = CBNBTraist_DN 23661 End 23662 ConditionState = REALLYDAMAGED NIGHT 23663 Model = CBNBTraist_EN 23664 End 23665 ConditionState = RUBBLE NIGHT 23666 Model = CBNBTraist_RN 23667 End 23668 23669 ; night garrisoned 23670 ConditionState = NIGHT GARRISONED 23671 Model = CBNBTraist_NG 23672 Animation = CBNBTraist_NG.CBNBTraist_NG 23673 AnimationMode = LOOP 23674 End 23675 ConditionState = DAMAGED NIGHT GARRISONED 23676 Model = CBNBTraist_DNG 23677 Animation = CBNBTraist_DNG.CBNBTraist_DNG 23678 AnimationMode = LOOP 23679 End 23680 23681 23682 23683 ; Snow 23684 ConditionState = SNOW 23685 Model = CBNBTraist_S 23686 End 23687 ConditionState = DAMAGED SNOW 23688 23689 Model = CBNBTraist_DS 23690 End 23691 ConditionState = REALLYDAMAGED SNOW 23692 Model = CBNBTraist_ES 23693 End 23694 ConditionState = RUBBLE SNOW 23695 Model = CBNBTraist_RS 23696 End 23697 23698 23699 ; snow garrisoned 23700 ConditionState = SNOW GARRISONED 23701 Model = CBNBTraist_SG 23702 Animation = CBNBTraist_SG.CBNBTraist_SG 23703 AnimationMode = LOOP 23704 End 23705 ConditionState = DAMAGED SNOW GARRISONED 23706 Model = CBNBTraist_DSG 23707 Animation = CBNBTraist_DSG.CBNBTraist_DSG 23708 AnimationMode = LOOP 23709 End 23710 23711 ; night snow 23712 ConditionState = SNOW NIGHT 23713 Model = CBNBTraist_SN 23714 End 23715 ConditionState = DAMAGED SNOW NIGHT 23716 Model = CBNBTraist_DSN 23717 End 23718 ConditionState = REALLYDAMAGED SNOW NIGHT 23719 Model = CBNBTraist_ESN 23720 End 23721 ConditionState = RUBBLE SNOW NIGHT 23722 Model = CBNBTraist_RSN 23723 End 23724 23725 ; night snow garrisoned 23726 ConditionState = SNOW NIGHT GARRISONED 23727 Model = CBNBTraist_SNG 23728 Animation = CBNBTraist_SNG.CBNBTraist_SNG 23729 AnimationMode = LOOP 23730 End 23731 ConditionState = DAMAGED SNOW NIGHT GARRISONED 23732 Model = CBNBTraist_DSNG 23733 Animation = CBNBTraist_DSNG.CBNBTraist_DSNG 23734 AnimationMode = LOOP 23735 End 23736 23737 End 23738 23739 ; *** AUDIO Parameters *** 23740 SoundDie = BuildingDie 23741 SoundOnDamaged = BuildingDamagedStateLight 23742 SoundOnReallyDamaged = BuildingDestroy 23743 23744 23745 ; ***DESIGN parameters *** 23746 DisplayName = OBJECT:Structure 23747 EditorSorting = STRUCTURE 23748 23749 ; *** ENGINEERING Parameters *** 23750 KindOf = STRUCTURE SELECTABLE IMMOBILE 23751 Body = ActiveBody ModuleTag_02 23752 MaxHealth = 2000.0 23753 InitialHealth = 2000.0 23754 End 23755 ArmorSet 23756 Conditions = None 23757 Armor = StructureArmor 23758 DamageFX = StructureDamageFXNoShake 23759 End 23760 23761 Behavior = GarrisonContain ModuleTag_03 23762 ContainMax = 10 23763 EnterSound = GarrisonEnter 23764 ExitSound = GarrisonExit 23765 End 23766 23767 Behavior = FlammableUpdate ModuleTag_05 23768 FlameDamageLimit = 20 ;Catch fire if I take this much fire damage... 23769 FlameDamageExpiration = 2000 ;in a span of this long 23770 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 23771 AflameDamageAmount = 25 ; taking this much damage... 23772 AflameDamageDelay = 500 ; this often. 23773 End 23774 23775 Behavior = TransitionDamageFX ModuleTag_06 23776 ;-------------DESIGNED FOR SMALL SIZED CIVILIAN BUILDING TRANSITIONS------------------- 23777 DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke 23778 ;--------------------------------------------------------------------------------------- 23779 ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke 23780 ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion 23781 ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave 23782 ;--------------------------------------------------------------------------------------- 23783 RubbleParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke 23784 RubbleParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion 23785 RubbleParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave 23786 RubbleParticleSystem4 = Bone:None RandomBone:No PSys:StructureTransitionSmallFlare 23787 End 23788 23789 Geometry = BOX 23790 GeometryMajorRadius = 35.0 23791 GeometryMinorRadius = 40.0 23792 GeometryHeight = 31.0 23793 GeometryIsSmall = No 23794 Shadow = SHADOW_VOLUME 23795 23796 End 23797 23798 ;------------------------------------------------------------------------------ 23799 Object TechHospital 23800 23801 ; *** ART Parameters *** 23802 SelectPortrait = SSTechHospital_L 23803 Draw = W3DModelDraw ModuleTag_01 23804 OkToChangeModelColor = Yes 23805 23806 ; DAY ************************************ 23807 ConditionState = NONE 23808 Model = ZBHospital 23809 Animation = ZBHospital.ZBHospital 23810 AnimationMode = LOOP 23811 End 23812 23813 ; DAMAGED ********************************* 23814 ConditionState = DAMAGED 23815 Model = ZBHospital_D 23816 Animation = ZBHospital_D.ZBHospital_D 23817 AnimationMode = LOOP 23818 ParticleSysBone = Smoke01 SmolderingSmoke 23819 ParticleSysBone = Smoke02 SmolderingSmoke 23820 ParticleSysBone = Smoke03 SmolderingSmoke 23821 ParticleSysBone = Smoke04 SmolderingSmoke 23822 ParticleSysBone = Smoke05 SmolderingSmoke 23823 ParticleSysBone = Smoke06 SmolderingSmoke 23824 ParticleSysBone = Smoke07 SmolderingSmoke 23825 ParticleSysBone = Smoke08 SmolderingSmoke 23826 ParticleSysBone = Smoke09 SmolderingSmoke 23827 ParticleSysBone = Fire01 SmolderingFire 23828 ParticleSysBone = Fire02 SmolderingFire 23829 ParticleSysBone = Fire03 SmolderingFire 23830 ParticleSysBone = Fire04 SmolderingFire 23831 ParticleSysBone = Fire05 SmolderingFire 23832 ParticleSysBone = Fire06 SmolderingFire 23833 ParticleSysBone = Fire07 SmolderingFire 23834 ParticleSysBone = Fire08 SmolderingFire 23835 ParticleSysBone = Fire09 SmolderingFire 23836 End 23837 23838 ; REALLYDAMAGED ******************************* 23839 ConditionState = REALLYDAMAGED 23840 Model = ZBHospital_E 23841 Animation = ZBHospital_E.ZBHospital_E 23842 AnimationMode = LOOP 23843 ParticleSysBone = Smoke01 SmokeFactionLarge 23844 ParticleSysBone = Smoke02 SmokeFactionLarge 23845 ParticleSysBone = Smoke03 SmokeFactionLarge 23846 ParticleSysBone = Smoke04 SmokeFactionLarge 23847 ParticleSysBone = Smoke05 SmokeFactionLarge 23848 ParticleSysBone = Smoke06 SmokeFactionLarge 23849 ParticleSysBone = Smoke07 SmokeFactionLarge 23850 ParticleSysBone = Smoke08 SmokeFactionLarge 23851 ParticleSysBone = Smoke09 SmokeFactionLarge 23852 ParticleSysBone = Smoke10 SmokeFactionLarge 23853 ParticleSysBone = Smoke11 SmokeFactionLarge 23854 ParticleSysBone = Fire01 FireFactionLarge 23855 ParticleSysBone = Fire02 FireFactionLarge 23856 ParticleSysBone = Fire03 FireFactionLarge 23857 ParticleSysBone = Fire04 FireFactionLarge 23858 ParticleSysBone = Fire05 FireFactionLarge 23859 ParticleSysBone = Fire06 FireFactionLarge 23860 ParticleSysBone = Fire07 FireFactionLarge 23861 ParticleSysBone = Fire08 FireFactionLarge 23862 ParticleSysBone = Fire09 FireFactionLarge 23863 ParticleSysBone = Fire10 FireFactionLarge 23864 ParticleSysBone = Fire11 FireFactionLarge 23865 End 23866 23867 ; RUBBLE ***************************************** 23868 ConditionState = RUBBLE 23869 Model = ZBHospital_R 23870 End 23871 23872 ; NIGHT ************************************ 23873 ConditionState = NIGHT 23874 Model = ZBHospital_N 23875 Animation = ZBHospital_N.ZBHospital_N 23876 AnimationMode = LOOP 23877 End 23878 23879 ; NIGHT DAMAGED ********************************* 23880 ConditionState = NIGHT DAMAGED 23881 Model = ZBHospital_DN 23882 Animation = ZBHospital_DN.ZBHospital_DN 23883 AnimationMode = LOOP 23884 ParticleSysBone = Smoke01 SmolderingSmoke 23885 ParticleSysBone = Smoke02 SmolderingSmoke 23886 ParticleSysBone = Smoke03 SmolderingSmoke 23887 ParticleSysBone = Smoke04 SmolderingSmoke 23888 ParticleSysBone = Smoke05 SmolderingSmoke 23889 ParticleSysBone = Smoke06 SmolderingSmoke 23890 ParticleSysBone = Smoke07 SmolderingSmoke 23891 ParticleSysBone = Smoke08 SmolderingSmoke 23892 ParticleSysBone = Smoke09 SmolderingSmoke 23893 ParticleSysBone = Fire01 SmolderingFire 23894 ParticleSysBone = Fire02 SmolderingFire 23895 ParticleSysBone = Fire03 SmolderingFire 23896 ParticleSysBone = Fire04 SmolderingFire 23897 ParticleSysBone = Fire05 SmolderingFire 23898 ParticleSysBone = Fire06 SmolderingFire 23899 ParticleSysBone = Fire07 SmolderingFire 23900 ParticleSysBone = Fire08 SmolderingFire 23901 ParticleSysBone = Fire09 SmolderingFire 23902 End 23903 23904 ; NIGHT REALLYDAMAGED ***************************** 23905 ConditionState = NIGHT REALLYDAMAGED 23906 Model = ZBHospital_EN 23907 Animation = ZBHospital_EN.ZBHospital_EN 23908 AnimationMode = LOOP 23909 ParticleSysBone = Smoke01 SmokeFactionLarge 23910 ParticleSysBone = Smoke02 SmokeFactionLarge 23911 ParticleSysBone = Smoke03 SmokeFactionLarge 23912 ParticleSysBone = Smoke04 SmokeFactionLarge 23913 ParticleSysBone = Smoke05 SmokeFactionLarge 23914 ParticleSysBone = Smoke06 SmokeFactionLarge 23915 ParticleSysBone = Smoke07 SmokeFactionLarge 23916 ParticleSysBone = Smoke08 SmokeFactionLarge 23917 ParticleSysBone = Smoke09 SmokeFactionLarge 23918 ParticleSysBone = Smoke10 SmokeFactionLarge 23919 ParticleSysBone = Smoke11 SmokeFactionLarge 23920 ParticleSysBone = Fire01 FireFactionLarge 23921 ParticleSysBone = Fire02 FireFactionLarge 23922 ParticleSysBone = Fire03 FireFactionLarge 23923 ParticleSysBone = Fire04 FireFactionLarge 23924 ParticleSysBone = Fire05 FireFactionLarge 23925 ParticleSysBone = Fire06 FireFactionLarge 23926 ParticleSysBone = Fire07 FireFactionLarge 23927 ParticleSysBone = Fire08 FireFactionLarge 23928 ParticleSysBone = Fire09 FireFactionLarge 23929 ParticleSysBone = Fire10 FireFactionLarge 23930 ParticleSysBone = Fire11 FireFactionLarge 23931 End 23932 23933 ; NIGHT RUBBLE ******************************** 23934 ConditionState = RUBBLE NIGHT 23935 Model = ZBHospital_R 23936 End 23937 23938 ; SNOW ************************************ 23939 ConditionState = SNOW 23940 Model = ZBHospital_S 23941 Animation = ZBHospital_S.ZBHospital_S 23942 AnimationMode = LOOP 23943 End 23944 23945 ; SNOW DAMAGED ********************************* 23946 ConditionState = SNOW DAMAGED 23947 Model = ZBHospital_DS 23948 Animation = ZBHospital_DS.ZBHospital_DS 23949 AnimationMode = LOOP 23950 ParticleSysBone = Smoke01 SmolderingSmoke 23951 ParticleSysBone = Smoke02 SmolderingSmoke 23952 ParticleSysBone = Smoke03 SmolderingSmoke 23953 ParticleSysBone = Smoke04 SmolderingSmoke 23954 ParticleSysBone = Smoke05 SmolderingSmoke 23955 ParticleSysBone = Smoke06 SmolderingSmoke 23956 ParticleSysBone = Smoke07 SmolderingSmoke 23957 ParticleSysBone = Smoke08 SmolderingSmoke 23958 ParticleSysBone = Smoke09 SmolderingSmoke 23959 ParticleSysBone = Fire01 SmolderingFire 23960 ParticleSysBone = Fire02 SmolderingFire 23961 ParticleSysBone = Fire03 SmolderingFire 23962 ParticleSysBone = Fire04 SmolderingFire 23963 ParticleSysBone = Fire05 SmolderingFire 23964 ParticleSysBone = Fire06 SmolderingFire 23965 ParticleSysBone = Fire07 SmolderingFire 23966 ParticleSysBone = Fire08 SmolderingFire 23967 ParticleSysBone = Fire09 SmolderingFire 23968 End 23969 23970 ; SNOW REALLYDAMAGED ************************** 23971 ConditionState = SNOW REALLYDAMAGED 23972 Model = ZBHospital_ES 23973 Animation = ZBHospital_ES.ZBHospital_ES 23974 AnimationMode = LOOP 23975 ParticleSysBone = Smoke01 SmokeFactionLarge 23976 ParticleSysBone = Smoke02 SmokeFactionLarge 23977 ParticleSysBone = Smoke03 SmokeFactionLarge 23978 ParticleSysBone = Smoke04 SmokeFactionLarge 23979 ParticleSysBone = Smoke05 SmokeFactionLarge 23980 ParticleSysBone = Smoke06 SmokeFactionLarge 23981 ParticleSysBone = Smoke07 SmokeFactionLarge 23982 ParticleSysBone = Smoke08 SmokeFactionLarge 23983 ParticleSysBone = Smoke09 SmokeFactionLarge 23984 ParticleSysBone = Smoke10 SmokeFactionLarge 23985 ParticleSysBone = Smoke11 SmokeFactionLarge 23986 ParticleSysBone = Fire01 FireFactionLarge 23987 ParticleSysBone = Fire02 FireFactionLarge 23988 ParticleSysBone = Fire03 FireFactionLarge 23989 ParticleSysBone = Fire04 FireFactionLarge 23990 ParticleSysBone = Fire05 FireFactionLarge 23991 ParticleSysBone = Fire06 FireFactionLarge 23992 ParticleSysBone = Fire07 FireFactionLarge 23993 ParticleSysBone = Fire08 FireFactionLarge 23994 ParticleSysBone = Fire09 FireFactionLarge 23995 ParticleSysBone = Fire10 FireFactionLarge 23996 ParticleSysBone = Fire11 FireFactionLarge 23997 End 23998 23999 ; SNOW RUBBLE ************************************* 24000 ConditionState = SNOW RUBBLE 24001 Model = ZBHospital_RS 24002 End 24003 24004 ; NIGHT SNOW ************************************ 24005 ConditionState = NIGHT SNOW 24006 Model = ZBHospital_NS 24007 Animation = ZBHospital_NS.ZBHospital_NS 24008 AnimationMode = LOOP 24009 End 24010 24011 ; NIGHT SNOW DAMAGED ********************************* 24012 ConditionState = NIGHT SNOW DAMAGED 24013 Model = ZBHospital_DNS 24014 Animation = ZBHospital_DNS.ZBHospital_DNS 24015 AnimationMode = LOOP 24016 ParticleSysBone = Smoke01 SmolderingSmoke 24017 ParticleSysBone = Smoke02 SmolderingSmoke 24018 ParticleSysBone = Smoke03 SmolderingSmoke 24019 ParticleSysBone = Smoke04 SmolderingSmoke 24020 ParticleSysBone = Smoke05 SmolderingSmoke 24021 ParticleSysBone = Smoke06 SmolderingSmoke 24022 ParticleSysBone = Smoke07 SmolderingSmoke 24023 ParticleSysBone = Smoke08 SmolderingSmoke 24024 ParticleSysBone = Smoke09 SmolderingSmoke 24025 ParticleSysBone = Fire01 SmolderingFire 24026 ParticleSysBone = Fire02 SmolderingFire 24027 ParticleSysBone = Fire03 SmolderingFire 24028 ParticleSysBone = Fire04 SmolderingFire 24029 ParticleSysBone = Fire05 SmolderingFire 24030 ParticleSysBone = Fire06 SmolderingFire 24031 ParticleSysBone = Fire07 SmolderingFire 24032 ParticleSysBone = Fire08 SmolderingFire 24033 ParticleSysBone = Fire09 SmolderingFire 24034 End 24035 24036 ; NIGHT SNOW REALLYDAMAGED ************************ 24037 ConditionState = NIGHT SNOW REALLYDAMAGED 24038 Model = ZBHospital_ENS 24039 Animation = ZBHospital_ENS.ZBHospital_ENS 24040 AnimationMode = LOOP 24041 ParticleSysBone = Smoke01 SmokeFactionLarge 24042 ParticleSysBone = Smoke02 SmokeFactionLarge 24043 ParticleSysBone = Smoke03 SmokeFactionLarge 24044 ParticleSysBone = Smoke04 SmokeFactionLarge 24045 ParticleSysBone = Smoke05 SmokeFactionLarge 24046 ParticleSysBone = Smoke06 SmokeFactionLarge 24047 ParticleSysBone = Smoke07 SmokeFactionLarge 24048 ParticleSysBone = Smoke08 SmokeFactionLarge 24049 ParticleSysBone = Smoke09 SmokeFactionLarge 24050 ParticleSysBone = Smoke10 SmokeFactionLarge 24051 ParticleSysBone = Smoke11 SmokeFactionLarge 24052 ParticleSysBone = Fire01 FireFactionLarge 24053 ParticleSysBone = Fire02 FireFactionLarge 24054 ParticleSysBone = Fire03 FireFactionLarge 24055 ParticleSysBone = Fire04 FireFactionLarge 24056 ParticleSysBone = Fire05 FireFactionLarge 24057 ParticleSysBone = Fire06 FireFactionLarge 24058 ParticleSysBone = Fire07 FireFactionLarge 24059 ParticleSysBone = Fire08 FireFactionLarge 24060 ParticleSysBone = Fire09 FireFactionLarge 24061 ParticleSysBone = Fire10 FireFactionLarge 24062 ParticleSysBone = Fire11 FireFactionLarge 24063 End 24064 24065 ; NIGHT SNOW RUBBLE **************************** 24066 ConditionState = NIGHT SNOW RUBBLE 24067 Model = ZBHospital_R 24068 End 24069 24070 End 24071 24072 ; ========================= Flag Model =============================== 24073 Draw = W3DModelDraw ModuleTag_02 24074 OkToChangeModelColor = Yes 24075 24076 ; DEFAULT & DAMAGED ************************************************ 24077 ConditionState = NONE 24078 Model = ZBHospital_F 24079 Animation = ZBHospital_F.ZBHospital_F 24080 AnimationMode = LOOP 24081 End 24082 AliasConditionState = DAMAGED 24083 24084 ; REALLYDAMAGED **************************************************** 24085 ConditionState = REALLYDAMAGED 24086 Model = ZBHospital_FE 24087 Animation = ZBHospital_FE.ZBHospital_FE 24088 AnimationMode = LOOP 24089 End 24090 24091 ; RUBBLE *********************************************************** 24092 ConditionState = RUBBLE 24093 Model = None 24094 End 24095 24096 End 24097 24098 ; ------------ New Animations fence ----------------- 24099 Draw = W3DModelDraw ModuleTag_LightingAnimations 24100 AnimationsRequirePower = No 24101 24102 DefaultConditionState 24103 Model = ZBHospital_A1 24104 Animation = ZBHospital_A1.ZBHospital_A1 24105 AnimationMode = LOOP 24106 End 24107 24108 ConditionState = DAMAGED 24109 Model = ZBHospital_A1D 24110 Animation = ZBHospital_A1D.ZBHospital_A1D 24111 AnimationMode = LOOP 24112 End 24113 24114 ConditionState = REALLYDAMAGED 24115 Model = ZBHospital_A1E 24116 Animation = ZBHospital_A1E.ZBHospital_A1E 24117 AnimationMode = LOOP 24118 End 24119 24120 ConditionState = RUBBLE 24121 Model = NONE 24122 End 24123 24124 End 24125 24126 ; *** AUDIO Parameters *** 24127 SoundDie = BuildingDie 24128 SoundOnDamaged = BuildingDamagedStateLight 24129 SoundOnReallyDamaged = BuildingDestroy 24130 24131 24132 ; ***DESIGN parameters *** 24133 DisplayName = OBJECT:TechHospital 24134 EditorSorting = STRUCTURE 24135 ShroudClearingRange = 100 24136 ArmorSet 24137 Conditions = None 24138 Armor = StructureArmor 24139 DamageFX = StructureDamageFXNoShake 24140 End 24141 24142 ; *** ENGINEERING Parameters *** 24143 KindOf = STRUCTURE SELECTABLE IMMOBILE CAPTURABLE TECH_BUILDING 24144 Body = ActiveBody ModuleTag_03 24145 MaxHealth = 2000.0 24146 InitialHealth = 2000.0 24147 End 24148 24149 Behavior = FlammableUpdate ModuleTag_05 24150 FlameDamageLimit = 20 ; Catch fire if I take this much fire damage... 24151 FlameDamageExpiration = 2000 ; in a span of this long 24152 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 24153 AflameDamageAmount = 25 ; taking this much damage... 24154 AflameDamageDelay = 500 ; this often. 24155 End 24156 24157 Behavior = FXListDie ModuleTag_06 24158 DeathFX = FX_StructureMediumDeath 24159 End 24160 24161 Behavior = TransitionDamageFX ModuleTag_07 24162 ;-------------DESIGNED FOR MEDIUM SIZED FACTION BUILDING TRANSITIONS------------------- 24163 DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke 24164 ;--------------------------------------------------------------------------------------- 24165 ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke 24166 ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionMediumExplosion 24167 ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionMediumShockwave 24168 End 24169 24170 Behavior = TechBuildingBehavior ModuleTag_08 24171 ;<NO DATA> 24172 End 24173 24174 Behavior = AutoHealBehavior ModuleTag_09 24175 HealingAmount = 2 24176 HealingDelay = 1000 ; msec 24177 AffectsWholePlayer = Yes 24178 StartsActive = Yes 24179 KindOf = INFANTRY 24180 End 24181 24182 Geometry = BOX 24183 GeometryMajorRadius = 35.0 24184 GeometryMinorRadius = 58.0 24185 GeometryHeight = 69.0 24186 GeometryIsSmall = No 24187 Shadow = SHADOW_VOLUME 24188 24189 End 24190 24191 ;------------------------------------------------------------------------------ 24192 Object TechOilDerrick 24193 24194 ; *** ART Parameters *** 24195 SelectPortrait = SSTechOilDerrick_L 24196 24197 ; ========================= Main Model =============================== 24198 Draw = W3DModelDraw ModuleTag_01 24199 OkToChangeModelColor = Yes 24200 24201 ; DAY ************************************************************** 24202 ConditionState = NONE 24203 Model = ZBODerrick 24204 End 24205 ConditionState = CAPTURED 24206 Model = ZBODerrick 24207 Animation = ZBODerrick.ZBODerrick 24208 AnimationMode = LOOP 24209 End 24210 24211 ; DAMAGED ********************************************************** 24212 ConditionState = DAMAGED 24213 Model = ZBODerrick_D 24214 End 24215 ConditionState = DAMAGED CAPTURED 24216 Model = ZBODerrick_D 24217 Animation = ZBODerrick_D.ZBODerrick_D 24218 AnimationMode = LOOP 24219 End 24220 24221 ; REALLYDAMAGED **************************************************** 24222 ConditionState = REALLYDAMAGED 24223 Model = ZBODerrick_E 24224 End 24225 ConditionState = REALLYDAMAGED CAPTURED 24226 Model = ZBODerrick_E 24227 Animation = ZBODerrick_E.ZBODerrick_E 24228 AnimationMode = LOOP 24229 End 24230 24231 ; RUBBLE *********************************************************** 24232 ConditionState = RUBBLE 24233 Model = ZBODerrick_R 24234 End 24235 24236 ; NIGHT ************************************************************ 24237 ConditionState = NIGHT 24238 Model = ZBODerrick_N 24239 End 24240 ConditionState = NIGHT CAPTURED 24241 Model = ZBODerrick_N 24242 Animation = ZBODerrick_N.ZBODerrick_N 24243 AnimationMode = LOOP 24244 End 24245 24246 ; NIGHT DAMAGED **************************************************** 24247 ConditionState = DAMAGED NIGHT 24248 Model = ZBODerrick_DN 24249 End 24250 ConditionState = DAMAGED NIGHT CAPTURED 24251 Model = ZBODerrick_DN 24252 Animation = ZBODerrick_DN.ZBODerrick_DN 24253 AnimationMode = LOOP 24254 End 24255 24256 ; NIGHT REALLYDAMAGED ********************************************** 24257 ConditionState = REALLYDAMAGED NIGHT 24258 Model = ZBODerrick_EN 24259 End 24260 ConditionState = REALLYDAMAGED NIGHT CAPTURED 24261 Model = ZBODerrick_EN 24262 Animation = ZBODerrick_EN.ZBODerrick_EN 24263 AnimationMode = LOOP 24264 End 24265 24266 ; NIGHT RUBBLE ***************************************************** 24267 ConditionState = NIGHT RUBBLE 24268 Model = ZBODerrick_R 24269 End 24270 24271 ; SNOW ************************************************************* 24272 ConditionState = SNOW 24273 Model = ZBODerrick_S 24274 End 24275 ConditionState = SNOW CAPTURED 24276 Model = ZBODerrick_S 24277 Animation = ZBODerrick_S.ZBODerrick_S 24278 AnimationMode = LOOP 24279 End 24280 24281 ; SNOW DAMAGED ***************************************************** 24282 ConditionState = DAMAGED SNOW 24283 Model = ZBODerrick_DS 24284 End 24285 ConditionState = DAMAGED SNOW CAPTURED 24286 Model = ZBODerrick_DS 24287 Animation = ZBODerrick_DS.ZBODerrick_DS 24288 AnimationMode = LOOP 24289 End 24290 24291 ; SNOW REALLYDAMAGED *********************************************** 24292 ConditionState = REALLYDAMAGED SNOW 24293 Model = ZBODerrick_ES 24294 End 24295 ConditionState = REALLYDAMAGED SNOW CAPTURED 24296 Model = ZBODerrick_ES 24297 Animation = ZBODerrick_ES.ZBODerrick_ES 24298 AnimationMode = LOOP 24299 End 24300 24301 ; SNOW RUBBLE ****************************************************** 24302 ConditionState = SNOW RUBBLE 24303 Model = ZBODerrick_RS 24304 End 24305 24306 ; SNOW NIGHT ******************************************************* 24307 ConditionState = SNOW NIGHT 24308 Model = ZBODerrick_NS 24309 End 24310 ConditionState = SNOW NIGHT CAPTURED 24311 Model = ZBODerrick_NS 24312 Animation = ZBODerrick_NS.ZBODerrick_NS 24313 AnimationMode = LOOP 24314 End 24315 24316 ; SNOW NIGHT DAMAGED *********************************************** 24317 ConditionState = SNOW NIGHT DAMAGED 24318 Model = ZBODerrick_DNS 24319 End 24320 ConditionState = SNOW NIGHT DAMAGED CAPTURED 24321 Model = ZBODerrick_DNS 24322 Animation = ZBODerrick_DNS.ZBODerrick_DNS 24323 AnimationMode = LOOP 24324 End 24325 24326 ; SNOW NIGHT REALLYDAMAGED ***************************************** 24327 ConditionState = SNOW NIGHT REALLYDAMAGED 24328 Model = ZBODerrick_ENS 24329 End 24330 ConditionState = SNOW NIGHT REALLYDAMAGED CAPTURED 24331 Model = ZBODerrick_ENS 24332 Animation = ZBODerrick_EN.ZBODerrick_ENS 24333 AnimationMode = LOOP 24334 End 24335 24336 ; SNOW NIGHT RUBBLE ************************************************ 24337 ConditionState = SNOW NIGHT RUBBLE 24338 Model = ZBODerrick_RS 24339 End 24340 24341 End 24342 24343 ; ========================= Flag Model =============================== 24344 Draw = W3DModelDraw ModuleTag_02 24345 OkToChangeModelColor = Yes 24346 24347 ; DEFAULT & DAMAGED ************************************************ 24348 ConditionState = NONE 24349 Model = ZBODerrick_F 24350 Animation = ZBODerrick_F.ZBODerrick_F 24351 AnimationMode = LOOP 24352 End 24353 AliasConditionState = DAMAGED 24354 24355 ; REALLYDAMAGED***************************************************** 24356 ConditionState = REALLYDAMAGED 24357 Model = ZBODerrick_FE 24358 Animation = ZBODerrick_FE.ZBODerrick_FE 24359 AnimationMode = LOOP 24360 End 24361 24362 ; RUBBLE *********************************************************** 24363 ConditionState = RUBBLE 24364 Model = None 24365 End 24366 End 24367 ; ------------ New Animations fence ----------------- 24368 Draw = W3DModelDraw ModuleTag_LightingAnimations 24369 AnimationsRequirePower = No 24370 24371 DefaultConditionState 24372 Model = ZBODerrick_A1 24373 Animation = ZBODerrick_A1.ZBODerrick_A1 24374 AnimationMode = LOOP 24375 End 24376 24377 ConditionState = DAMAGED 24378 Model = ZBODerrick_A1D 24379 Animation = ZBODerrick_A1D.ZBODerrick_A1D 24380 AnimationMode = LOOP 24381 End 24382 24383 ConditionState = REALLYDAMAGED 24384 Model = ZBODerrick_A1E 24385 Animation = ZBODerrick_A1E.ZBODerrick_A1E 24386 AnimationMode = LOOP 24387 End 24388 24389 ConditionState = RUBBLE 24390 Model = NONE 24391 End 24392 24393 End 24394 24395 ; *** AUDIO Parameters *** 24396 SoundDie = BuildingDie 24397 SoundOnDamaged = BuildingDamagedStateLight 24398 SoundOnReallyDamaged = BuildingDestroy 24399 24400 24401 ; ***DESIGN parameters *** 24402 DisplayName = OBJECT:TechOilDerrick 24403 EditorSorting = STRUCTURE 24404 ShroudClearingRange = 100 24405 24406 ; *** ENGINEERING Parameters *** 24407 KindOf = STRUCTURE SELECTABLE IMMOBILE CAPTURABLE TECH_BUILDING 24408 Body = ActiveBody ModuleTag_03 24409 MaxHealth = 2000.0 24410 InitialHealth = 2000.0 24411 End 24412 ArmorSet 24413 Conditions = None 24414 Armor = StructureArmor 24415 DamageFX = StructureDamageFXNoShake 24416 End 24417 24418 Behavior = AutoDepositUpdate ModuleTag_04 24419 DepositTiming = 12000 ; in milliseconds 24420 DepositAmount = 200 ; cash amount to deposit every Deposit Timings 24421 InitialCaptureBonus = 1000 ;capture bonus only happens once 24422 End 24423 24424 Behavior = FlammableUpdate ModuleTag_05 24425 FlameDamageLimit = 20 ; Catch fire if I take this much fire damage... 24426 FlameDamageExpiration = 2000 ; in a span of this long 24427 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 24428 AflameDamageAmount = 25 ; taking this much damage... 24429 AflameDamageDelay = 500 ; this often. 24430 End 24431 24432 Behavior = FXListDie ModuleTag_07 24433 DeathFX = WeaponFX_BombTruckDefaultBombDetonation 24434 End 24435 24436 Behavior = TransitionDamageFX ModuleTag_08 24437 ;-------------DESIGNED FOR MEDIUM SIZED FACTION BUILDING TRANSITIONS------------------- 24438 DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke 24439 ;--------------------------------------------------------------------------------------- 24440 ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke 24441 ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion 24442 ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave 24443 End 24444 24445 Behavior = TechBuildingBehavior ModuleTag_09 24446 ;<NO DATA> 24447 End 24448 24449 ; Note that structures with "RUBBLE" states should not use DestroyDie; such buildings are 24450 ; never truly destroyed, even when reduced to zero health. Also note that garrisonable 24451 ; buildings automatically stick around because GarrisonContain has it's own DieModule 24452 Behavior = KeepObjectDie ModuleTag_IWantRubble 24453 End 24454 24455 Geometry = BOX 24456 GeometryMajorRadius = 23.0 24457 GeometryMinorRadius = 21.0 24458 GeometryHeight = 30.0 24459 GeometryIsSmall = No 24460 Shadow = SHADOW_VOLUME 24461 24462 24463 End 24464 24465 ;------------------------------------------------------------------------------ 24466 Object TechOilRefinery 24467 24468 ; *** ART Parameters *** 24469 SelectPortrait = SSTechOilRefinery_L 24470 Draw = W3DModelDraw ModuleTag_01 24471 OkToChangeModelColor = Yes 24472 ; DAY ******************************************** 24473 ConditionState = NONE 24474 Model = ZBRefinery 24475 Animation = ZBRefinery.ZBRefinery 24476 AnimationMode = LOOP 24477 ParticleSysBone = Smoke01 SteamVent 24478 ParticleSysBone = Smoke02 SteamVent 24479 ParticleSysBone = Fire01 FireBurningBarricade01 24480 End 24481 ; DAMAGED ******************************************** 24482 ConditionState = DAMAGED 24483 Model = ZBRefinery_D 24484 Animation = ZBRefinery_D.ZBRefinery_D 24485 AnimationMode = LOOP 24486 ParticleSysBone = Smoke01 SteamVent 24487 ParticleSysBone = Smoke02 SteamVent 24488 ParticleSysBone = Smoke03 SmolderingSmoke 24489 ParticleSysBone = Smoke04 SmolderingSmoke 24490 ParticleSysBone = Smoke05 SmolderingSmoke 24491 ParticleSysBone = Fire01 FireBurningBarricade01 24492 End 24493 ; REALLYDAMAGED **************************************** 24494 ConditionState = REALLYDAMAGED 24495 Model = ZBRefinery_E 24496 ParticleSysBone = Smoke01 SteamVent 24497 ParticleSysBone = Smoke02 SteamVent 24498 ParticleSysBone = Smoke03 SmolderingSmoke 24499 ParticleSysBone = Smoke04 SmokeFactionLarge 24500 ParticleSysBone = Smoke05 SmokeFactionLarge 24501 ParticleSysBone = Smoke06 SmokeFactionLarge 24502 ParticleSysBone = Fire01 FireBurningBarricade01 24503 ParticleSysBone = Fire02 SmolderingFire 24504 ParticleSysBone = Fire03 FireFactionLarge 24505 ParticleSysBone = Fire04 FireFactionLarge 24506 ParticleSysBone = Fire05 FireFactionLarge 24507 End 24508 ; RUBBLE ********************************************* 24509 ConditionState = RUBBLE 24510 Model = ZBRefinery_R 24511 End 24512 24513 ; NIGHT ******************************************** 24514 ConditionState = NIGHT 24515 Model = ZBRefinery_N 24516 ParticleSysBone = Smoke01 SteamVent 24517 ParticleSysBone = Smoke02 SteamVent 24518 ParticleSysBone = Fire01 FireBurningBarricade01 24519 End 24520 ; NIGHT DAMAGED ******************************************** 24521 ConditionState = NIGHT DAMAGED 24522 Model = ZBRefinery_DN 24523 Animation = ZBRefinery_DN.ZBRefinery_DN 24524 AnimationMode = LOOP 24525 ParticleSysBone = Smoke01 SteamVent 24526 ParticleSysBone = Smoke02 SteamVent 24527 ParticleSysBone = Smoke03 SmolderingSmoke 24528 ParticleSysBone = Smoke04 SmolderingSmoke 24529 ParticleSysBone = Smoke05 SmolderingSmoke 24530 ParticleSysBone = Fire01 FireBurningBarricade01 24531 End 24532 ; NIGHT REALLYDAMAGED ******************************************** 24533 ConditionState = NIGHT REALLYDAMAGED 24534 Model = ZBRefinery_EN 24535 Animation = ZBRefinery_EN.ZBRefinery_EN 24536 AnimationMode = LOOP 24537 ParticleSysBone = Smoke01 SteamVent 24538 ParticleSysBone = Smoke02 SteamVent 24539 ParticleSysBone = Smoke03 SmolderingSmoke 24540 ParticleSysBone = Smoke04 SmokeFactionLarge 24541 ParticleSysBone = Smoke05 SmokeFactionLarge 24542 ParticleSysBone = Smoke06 SmokeFactionLarge 24543 ParticleSysBone = Fire01 FireBurningBarricade01 24544 ParticleSysBone = Fire02 SmolderingFire 24545 ParticleSysBone = Fire03 FireFactionLarge 24546 ParticleSysBone = Fire04 FireFactionLarge 24547 ParticleSysBone = Fire05 FireFactionLarge 24548 End 24549 ; NIGHT RUBBLE **************************************** 24550 ConditionState = NIGHT RUBBLE 24551 Model = ZBRefinery_R 24552 End 24553 24554 ; SNOW ******************************************** 24555 ConditionState = SNOW 24556 Model = ZBRefinery_S 24557 ParticleSysBone = Smoke01 SteamVent 24558 ParticleSysBone = Smoke02 SteamVent 24559 ParticleSysBone = Fire01 FireBurningBarricade01 24560 End 24561 ; SNOW DAMAGED ******************************************** 24562 ConditionState = SNOW DAMAGED 24563 Model = ZBRefinery_DS 24564 Animation = ZBRefinery_DS.ZBRefinery_DS 24565 AnimationMode = LOOP 24566 ParticleSysBone = Smoke01 SteamVent 24567 ParticleSysBone = Smoke02 SteamVent 24568 ParticleSysBone = Smoke03 SmolderingSmoke 24569 ParticleSysBone = Smoke04 SmolderingSmoke 24570 ParticleSysBone = Smoke05 SmolderingSmoke 24571 ParticleSysBone = Fire01 FireBurningBarricade01 24572 End 24573 ; SNOW REALLYDAMAGED ******************************************** 24574 ConditionState = SNOW REALLYDAMAGED 24575 Model = ZBRefinery_ES 24576 Animation = ZBRefinery_ES.ZBRefinery_ES 24577 AnimationMode = LOOP 24578 ParticleSysBone = Smoke01 SteamVent 24579 ParticleSysBone = Smoke02 SteamVent 24580 ParticleSysBone = Smoke03 SmolderingSmoke 24581 ParticleSysBone = Smoke04 SmokeFactionLarge 24582 ParticleSysBone = Smoke05 SmokeFactionLarge 24583 ParticleSysBone = Smoke06 SmokeFactionLarge 24584 ParticleSysBone = Fire01 FireBurningBarricade01 24585 ParticleSysBone = Fire02 SmolderingFire 24586 ParticleSysBone = Fire03 FireFactionLarge 24587 ParticleSysBone = Fire04 FireFactionLarge 24588 ParticleSysBone = Fire05 FireFactionLarge 24589 End 24590 ; SNOW RUBBLE **************************************** 24591 ConditionState = SNOW RUBBLE 24592 Model = ZBRefinery_RS 24593 End 24594 24595 ; NIGHT SNOW ******************************************** 24596 ConditionState = NIGHT SNOW 24597 Model = ZBRefinery_NS 24598 ParticleSysBone = Smoke01 SteamVent 24599 ParticleSysBone = Smoke02 SteamVent 24600 ParticleSysBone = Fire01 FireBurningBarricade01 24601 End 24602 ; NIGHT SNOW DAMAGED ******************************************** 24603 ConditionState = NIGHT SNOW DAMAGED 24604 Model = ZBRefinery_DNS 24605 Animation = ZBRefinery_DNS.ZBRefinery_DNS 24606 AnimationMode = LOOP 24607 ParticleSysBone = Smoke01 SteamVent 24608 ParticleSysBone = Smoke02 SteamVent 24609 ParticleSysBone = Smoke03 SmolderingSmoke 24610 ParticleSysBone = Smoke04 SmolderingSmoke 24611 ParticleSysBone = Smoke05 SmolderingSmoke 24612 ParticleSysBone = Fire01 FireBurningBarricade01 24613 End 24614 ; NIGHT SNOW REALLYDAMAGED ******************************************** 24615 ConditionState = NIGHT SNOW REALLYDAMAGED 24616 Model = ZBRefinery_ENS 24617 Animation = ZBRefinery_ENS.ZBRefinery_ENS 24618 AnimationMode = LOOP 24619 ParticleSysBone = Smoke01 SteamVent 24620 ParticleSysBone = Smoke02 SteamVent 24621 ParticleSysBone = Smoke03 SmolderingSmoke 24622 ParticleSysBone = Smoke04 SmokeFactionLarge 24623 ParticleSysBone = Smoke05 SmokeFactionLarge 24624 ParticleSysBone = Smoke06 SmokeFactionLarge 24625 ParticleSysBone = Fire01 FireBurningBarricade01 24626 ParticleSysBone = Fire02 SmolderingFire 24627 ParticleSysBone = Fire03 FireFactionLarge 24628 ParticleSysBone = Fire04 FireFactionLarge 24629 ParticleSysBone = Fire05 FireFactionLarge 24630 End 24631 ; NIGHT SNOW RUBBLE **************************************** 24632 ConditionState = NIGHT SNOW RUBBLE 24633 Model = ZBRefinery_RS 24634 End 24635 24636 End 24637 24638 ; ========================= Flag Model =============================== 24639 Draw = W3DModelDraw ModuleTag_02 24640 OkToChangeModelColor = Yes 24641 24642 ; DEFAULT & DAMAGED ************************************************ 24643 ConditionState = NONE 24644 Model = ZBRefinery_F 24645 Animation = ZBRefinery_F.ZBRefinery_F 24646 AnimationMode = LOOP 24647 End 24648 AliasConditionState = DAMAGED 24649 24650 ; REALLYDAMAGED ***************************************************** 24651 ConditionState = REALLYDAMAGED 24652 Model = ZBRefinery_FE 24653 Animation = ZBRefinery_FE.ZBRefinery_FE 24654 AnimationMode = LOOP 24655 End 24656 24657 ; RUBBLE *********************************************************** 24658 ConditionState = RUBBLE 24659 Model = None 24660 End 24661 24662 End 24663 ; ------------ New Animations fence ----------------- 24664 Draw = W3DModelDraw ModuleTag_LightingAnimations 24665 AnimationsRequirePower = No 24666 24667 DefaultConditionState 24668 Model = ZBRefinery_A1 24669 Animation = ZBRefinery_A1.ZBRefinery_A1 24670 AnimationMode = LOOP 24671 End 24672 24673 ConditionState = DAMAGED 24674 Model = ZBRefinery_A1D 24675 Animation = ZBRefinery_A1D.ZBRefinery_A1D 24676 AnimationMode = LOOP 24677 End 24678 24679 ConditionState = REALLYDAMAGED 24680 Model = ZBRefinery_A1E 24681 Animation = ZBRefinery_A1E.ZBRefinery_A1E 24682 AnimationMode = LOOP 24683 End 24684 24685 ConditionState = RUBBLE 24686 Model = NONE 24687 End 24688 24689 End 24690 ; *** AUDIO Parameters *** 24691 SoundDie = BuildingDie 24692 SoundOnDamaged = BuildingDamagedStateLight 24693 SoundOnReallyDamaged = BuildingDestroy 24694 24695 24696 ; ***DESIGN parameters *** 24697 DisplayName = OBJECT:TechOilRefinery 24698 EditorSorting = STRUCTURE 24699 ShroudClearingRange = 100 24700 24701 ; *** ENGINEERING Parameters *** 24702 KindOf = STRUCTURE SELECTABLE IMMOBILE CAPTURABLE TECH_BUILDING 24703 Body = ActiveBody ModuleTag_03 24704 MaxHealth = 2000.0 24705 InitialHealth = 2000.0 24706 End 24707 ArmorSet 24708 Conditions = None 24709 Armor = StructureArmor 24710 DamageFX = StructureDamageFXNoShake 24711 End 24712 24713 Behavior = GrantUpgradeCreate ModuleTag_04 24714 UpgradeToGrant = Upgrade_CostReduction 24715 End 24716 Behavior = CostModifierUpgrade ModuleTag_05 24717 TriggeredBy = Upgrade_CostReduction 24718 EffectKindOf = VEHICLE 24719 Percentage = -10% 24720 End 24721 24722 Behavior = FlammableUpdate ModuleTag_07 24723 FlameDamageLimit = 20 ; Catch fire if I take this much fire damage... 24724 FlameDamageExpiration = 2000 ; in a span of this long 24725 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 24726 AflameDamageAmount = 25 ; taking this much damage... 24727 AflameDamageDelay = 500 ; this often. 24728 End 24729 24730 Behavior = FXListDie ModuleTag_08 24731 DeathFX = WeaponFX_BombTruckHighExplosiveBombDetonation 24732 End 24733 24734 Behavior = TransitionDamageFX ModuleTag_09 24735 ;-------------DESIGNED FOR MEDIUM SIZED FACTION BUILDING TRANSITIONS------------------- 24736 DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke 24737 ;--------------------------------------------------------------------------------------- 24738 ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke 24739 ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionMediumExplosion 24740 ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionMediumShockwave 24741 End 24742 24743 ; Note that structures with "RUBBLE" states should not use DestroyDie; such buildings are 24744 ; never truly destroyed, even when reduced to zero health. Also note that garrisonable 24745 ; buildings automatically stick around because GarrisonContain has it's own DieModule 24746 Behavior = KeepObjectDie ModuleTag_IWantRubble 24747 End 24748 24749 Behavior = TechBuildingBehavior ModuleTag_10 24750 ;<NO DATA> 24751 End 24752 24753 Geometry = BOX 24754 GeometryMajorRadius = 37.0 24755 GeometryMinorRadius = 40.0 24756 GeometryHeight = 60.0 24757 GeometryIsSmall = No 24758 Shadow = SHADOW_VOLUME 24759 24760 End 24761 24762 ; ----------------------------------------------------------------------------- 24763 Object CaveOpening 24764 24765 ; *** ART Parameters *** 24766 SelectPortrait = SSTechCave_L 24767 Draw = W3DModelDraw ModuleTag_01 24768 OkToChangeModelColor = Yes 24769 ConditionState = NONE 24770 Model = ZBCave 24771 End 24772 ConditionState = DAMAGED 24773 Model = ZBCave_D 24774 ParticleSysBone = Smoke01 SmolderingSmoke 24775 End 24776 ConditionState = REALLYDAMAGED 24777 Model = ZBCave_E 24778 ParticleSysBone = Smoke01 SmolderingSmoke 24779 ParticleSysBone = Fire01 SmolderingFire 24780 End 24781 ConditionState = RUBBLE 24782 Model = ZBCave_R 24783 End 24784 End 24785 PlacementViewAngle = -135 24786 24787 ; ***DESIGN parameters *** 24788 DisplayName = OBJECT:Cave 24789 EditorSorting = STRUCTURE 24790 CommandSet = CaveCommandSet 24791 VisionRange = 200.0 ; Shroud clearing distance 24792 ArmorSet 24793 Conditions = None 24794 Armor = StructureArmor 24795 DamageFX = StructureDamageFXNoShake 24796 End 24797 24798 ; *** AUDIO Parameters *** 24799 VoiceSelect = TunnelNetworkSelect 24800 24801 ; *** ENGINEERING Parameters *** 24802 RadarPriority = STRUCTURE 24803 KindOf = PRELOAD STRUCTURE SELECTABLE IMMOBILE 24804 Body = StructureBody ModuleTag_02 24805 MaxHealth = 5000.0 24806 InitialHealth = 5000.0 24807 End 24808 24809 Behavior = CaveContain ModuleTag_03 24810 24811 ; This is an index where all caves with this number are connected. You can change 24812 ; it with a script, or you can instance a second object and set it to 1. Please use sequential integers 24813 ; to keep it fast. 24814 CaveIndex = 0 24815 24816 AllowInsideKindOf = INFANTRY VEHICLE 24817 24818 End 24819 24820 Behavior = DefaultProductionExitUpdate ModuleTag_04 24821 UnitCreatePoint = X: 5.0 Y: 0.0 Z:0.0 24822 NaturalRallyPoint = X: 35.0 Y: 0.0 Z:0.0 24823 End 24824 24825 ;Behavior = DestroyDie ModuleTag_05 24826 ; ;nothing 24827 ;End 24828 Behavior = KeepObjectDie ModuleTag_IWantRubble 24829 End 24830 24831 Behavior = CreateObjectDie ModuleTag_06 24832 CreationList = OCL_ABTunnelNetworkDebris 24833 End 24834 Behavior = FXListDie ModuleTag_07 24835 DeathFX = FX_ABTunnelNetworkExplode 24836 End 24837 24838 Geometry = CYLINDER 24839 GeometryMajorRadius = 25.0 24840 GeometryHeight = 5.0 24841 GeometryIsSmall = No 24842 Shadow = SHADOW_VOLUME 24843 BuildCompletion = PLACED_BY_PLAYER 24844 24845 End 24846 24847 ; ----------------------------------------------------------------------------- 24848 Object CaveOpening1 24849 24850 ; *** ART Parameters *** 24851 SelectPortrait = SSTechCave_L 24852 Draw = W3DModelDraw ModuleTag_01 24853 OkToChangeModelColor = Yes 24854 ConditionState = NONE 24855 Model = ZBCave 24856 End 24857 ConditionState = DAMAGED 24858 Model = ZBCave_D 24859 ParticleSysBone = Smoke01 SmolderingSmoke 24860 End 24861 ConditionState = REALLYDAMAGED 24862 Model = ZBCave_E 24863 ParticleSysBone = Smoke01 SmolderingSmoke 24864 ParticleSysBone = Fire01 SmolderingFire 24865 End 24866 ConditionState = RUBBLE 24867 Model = ZBCave_R 24868 End 24869 End 24870 PlacementViewAngle = -135 24871 24872 ; ***DESIGN parameters *** 24873 DisplayName = OBJECT:Cave 24874 EditorSorting = STRUCTURE 24875 CommandSet = CaveCommandSet 24876 VisionRange = 200.0 ; Shroud clearing distance 24877 ArmorSet 24878 Conditions = None 24879 Armor = StructureArmor 24880 DamageFX = StructureDamageFXNoShake 24881 End 24882 24883 ; *** AUDIO Parameters *** 24884 VoiceSelect = TunnelNetworkSelect 24885 24886 ; *** ENGINEERING Parameters *** 24887 RadarPriority = STRUCTURE 24888 KindOf = PRELOAD STRUCTURE SELECTABLE IMMOBILE 24889 Body = StructureBody ModuleTag_02 24890 MaxHealth = 5000.0 24891 InitialHealth = 5000.0 24892 End 24893 24894 Behavior = CaveContain ModuleTag_03 24895 24896 ; This is an index where all caves with this number are connected. You can change 24897 ; it with a script, or you can instance a second object and set it to 1. Please use sequential integers 24898 ; to keep it fast. 24899 CaveIndex = 1 24900 24901 AllowInsideKindOf = INFANTRY VEHICLE 24902 24903 End 24904 24905 Behavior = DefaultProductionExitUpdate ModuleTag_04 24906 UnitCreatePoint = X: 5.0 Y: 0.0 Z:0.0 24907 NaturalRallyPoint = X: 35.0 Y: 0.0 Z:0.0 24908 End 24909 24910 ;Behavior = DestroyDie ModuleTag_05 24911 ; ;nothing 24912 ;End 24913 Behavior = KeepObjectDie ModuleTag_IWantRubble 24914 End 24915 24916 Behavior = CreateObjectDie ModuleTag_06 24917 CreationList = OCL_ABTunnelNetworkDebris 24918 End 24919 Behavior = FXListDie ModuleTag_07 24920 DeathFX = FX_ABTunnelNetworkExplode 24921 End 24922 24923 Geometry = CYLINDER 24924 GeometryMajorRadius = 25.0 24925 GeometryHeight = 5.0 24926 GeometryIsSmall = No 24927 Shadow = SHADOW_VOLUME 24928 BuildCompletion = PLACED_BY_PLAYER 24929 24930 End 24931 24932 ; ----------------------------------------------------------------------------- 24933 Object CaveOpening2 24934 24935 ; *** ART Parameters *** 24936 SelectPortrait = SSTechCave_L 24937 Draw = W3DModelDraw ModuleTag_01 24938 OkToChangeModelColor = Yes 24939 ConditionState = NONE 24940 Model = ZBCave 24941 End 24942 ConditionState = DAMAGED 24943 Model = ZBCave_D 24944 ParticleSysBone = Smoke01 SmolderingSmoke 24945 End 24946 ConditionState = REALLYDAMAGED 24947 Model = ZBCave_E 24948 ParticleSysBone = Smoke01 SmolderingSmoke 24949 ParticleSysBone = Fire01 SmolderingFire 24950 End 24951 ConditionState = RUBBLE 24952 Model = ZBCave_R 24953 End 24954 End 24955 PlacementViewAngle = -135 24956 24957 ; ***DESIGN parameters *** 24958 DisplayName = OBJECT:Cave 24959 EditorSorting = STRUCTURE 24960 CommandSet = CaveCommandSet 24961 VisionRange = 200.0 ; Shroud clearing distance 24962 ArmorSet 24963 Conditions = None 24964 Armor = StructureArmor 24965 DamageFX = StructureDamageFXNoShake 24966 End 24967 24968 ; *** AUDIO Parameters *** 24969 VoiceSelect = TunnelNetworkSelect 24970 24971 ; *** ENGINEERING Parameters *** 24972 RadarPriority = STRUCTURE 24973 KindOf = PRELOAD STRUCTURE SELECTABLE IMMOBILE 24974 Body = StructureBody ModuleTag_02 24975 MaxHealth = 5000.0 24976 InitialHealth = 5000.0 24977 End 24978 24979 Behavior = CaveContain ModuleTag_03 24980 24981 ; This is an index where all caves with this number are connected. You can change 24982 ; it with a script, or you can instance a second object and set it to 1. Please use sequential integers 24983 ; to keep it fast. 24984 CaveIndex = 2 24985 24986 AllowInsideKindOf = INFANTRY VEHICLE 24987 24988 End 24989 24990 Behavior = DefaultProductionExitUpdate ModuleTag_04 24991 UnitCreatePoint = X: 5.0 Y: 0.0 Z:0.0 24992 NaturalRallyPoint = X: 35.0 Y: 0.0 Z:0.0 24993 End 24994 24995 ;Behavior = DestroyDie ModuleTag_05 24996 ; ;nothing 24997 ;End 24998 Behavior = KeepObjectDie ModuleTag_IWantRubble 24999 End 25000 25001 Behavior = CreateObjectDie ModuleTag_06 25002 CreationList = OCL_ABTunnelNetworkDebris 25003 End 25004 Behavior = FXListDie ModuleTag_07 25005 DeathFX = FX_ABTunnelNetworkExplode 25006 End 25007 25008 Geometry = CYLINDER 25009 GeometryMajorRadius = 25.0 25010 GeometryHeight = 5.0 25011 GeometryIsSmall = No 25012 Shadow = SHADOW_VOLUME 25013 BuildCompletion = PLACED_BY_PLAYER 25014 25015 End 25016 25017 ;------------------------------------------------------------------------------ 25018 Object TechRadioStation 25019 25020 ; *** ART Parameters *** 25021 SelectPortrait = SSTechRadioStation_L 25022 Draw = W3DModelDraw ModuleTag_01 25023 OkToChangeModelColor = Yes 25024 25025 ; DAY ******************************************** 25026 ConditionState = NONE 25027 Model = ZBRadioStn 25028 End 25029 ; DAMAGED ******************************************** 25030 ConditionState = DAMAGED 25031 Model = ZBRadioStn_D 25032 ParticleSysBone = Smoke01 SmolderingSmoke 25033 ParticleSysBone = Smoke02 SmolderingSmoke 25034 ParticleSysBone = Smoke03 SmolderingSmoke 25035 End 25036 ; REALLYDAMAGED **************************************** 25037 ConditionState = REALLYDAMAGED 25038 Model = ZBRadioStn_E 25039 ParticleSysBone = Smoke01 SmolderingSmoke 25040 ParticleSysBone = Smoke02 SmokeFactionLarge 25041 ParticleSysBone = Smoke03 SmokeFactionLarge 25042 ParticleSysBone = Smoke04 SmokeFactionLarge 25043 ParticleSysBone = Fire02 SmolderingFire 25044 ParticleSysBone = Fire03 FireFactionLarge 25045 ParticleSysBone = Fire04 FireFactionLarge 25046 ParticleSysBone = Fire05 FireFactionLarge 25047 End 25048 ; RUBBLE ********************************************* 25049 ConditionState = RUBBLE 25050 Model = none 25051 End 25052 AliasConditionState = SNOW 25053 AliasConditionState = SNOW DAMAGED 25054 AliasConditionState = SNOW REALLYDAMAGED 25055 AliasConditionState = SNOW RUBBLE 25056 25057 25058 ; NIGHT ******************************************** 25059 ConditionState = NIGHT 25060 Model = ZBRadioStn_N 25061 End 25062 ; NIGHT DAMAGED ******************************************** 25063 ConditionState = NIGHT DAMAGED 25064 Model = ZBRadioStn_DN 25065 ParticleSysBone = Smoke03 SmolderingSmoke 25066 ParticleSysBone = Smoke04 SmolderingSmoke 25067 ParticleSysBone = Smoke05 SmolderingSmoke 25068 End 25069 ; NIGHT REALLYDAMAGED ******************************************** 25070 ConditionState = NIGHT REALLYDAMAGED 25071 Model = ZBRadioStn_EN 25072 ParticleSysBone = Smoke03 SmolderingSmoke 25073 ParticleSysBone = Smoke04 SmokeFactionLarge 25074 ParticleSysBone = Smoke05 SmokeFactionLarge 25075 ParticleSysBone = Smoke06 SmokeFactionLarge 25076 ParticleSysBone = Fire02 SmolderingFire 25077 ParticleSysBone = Fire03 FireFactionLarge 25078 ParticleSysBone = Fire04 FireFactionLarge 25079 ParticleSysBone = Fire05 FireFactionLarge 25080 End 25081 ; NIGHT RUBBLE **************************************** 25082 ConditionState = NIGHT RUBBLE 25083 Model = none 25084 End 25085 AliasConditionState = NIGHT SNOW 25086 AliasConditionState = NIGHT SNOW DAMAGED 25087 AliasConditionState = NIGHT SNOW REALLYDAMAGED 25088 AliasConditionState = NIGHT SNOW RUBBLE 25089 25090 ;------ Missing Snow and Night Snow models ------ 25091 ;; SNOW ******************************************** 25092 ;ConditionState = SNOW 25093 ; Model = none 25094 ;End 25095 ;; SNOW DAMAGED ******************************************** 25096 ;ConditionState = SNOW DAMAGED 25097 ; Model = none 25098 ;End 25099 ;; SNOW REALLYDAMAGED ******************************************** 25100 ;ConditionState = SNOW REALLYDAMAGED 25101 ; Model = none 25102 ;End 25103 ;; SNOW RUBBLE **************************************** 25104 ;ConditionState = SNOW RUBBLE 25105 ; Model = none 25106 ;End 25107 25108 ;; NIGHT SNOW ******************************************** 25109 ;ConditionState = NIGHT SNOW 25110 ; Model = none 25111 ;End 25112 ;; NIGHT SNOW DAMAGED ******************************************** 25113 ;ConditionState = NIGHT SNOW DAMAGED 25114 ; Model = none 25115 ;End 25116 ;; NIGHT SNOW REALLYDAMAGED ******************************************** 25117 ;ConditionState = NIGHT SNOW REALLYDAMAGED 25118 ; Model = none 25119 ;End 25120 ;; NIGHT SNOW RUBBLE **************************************** 25121 ;ConditionState = NIGHT SNOW RUBBLE 25122 ; Model = none 25123 ;End 25124 25125 End 25126 25127 ; ========================= Flag Model =============================== 25128 Draw = W3DModelDraw ModuleTag_02 25129 OkToChangeModelColor = Yes 25130 25131 ; DEFAULT & DAMAGED ************************************************ 25132 ConditionState = NONE 25133 Model = ZBRadioStn_F 25134 Animation = ZBRadioStn_F.ZBRadioStn_F 25135 AnimationMode = LOOP 25136 End 25137 AliasConditionState = DAMAGED 25138 25139 ; REALLYDAMAGED ***************************************************** 25140 ConditionState = REALLYDAMAGED 25141 Model = ZBRadioStn_FE 25142 Animation = ZBRadioStn_FE.ZBRadioStn_FE 25143 AnimationMode = LOOP 25144 End 25145 25146 ; RUBBLE *********************************************************** 25147 ConditionState = RUBBLE 25148 Model = None 25149 End 25150 End 25151 25152 ; *** AUDIO Parameters *** 25153 SoundDie = BuildingDie 25154 SoundOnDamaged = BuildingDamagedStateLight 25155 SoundOnReallyDamaged = BuildingDestroy 25156 VoiceSelect = RadioStationSelect 25157 25158 ; ***DESIGN parameters *** 25159 DisplayName = OBJECT:TechRadioStation 25160 EditorSorting = STRUCTURE 25161 CommandSet = TechBuildingRadioStationCommandSet 25162 ShroudClearingRange = 100 25163 25164 ; *** ENGINEERING Parameters *** 25165 KindOf = STRUCTURE SELECTABLE IMMOBILE CAPTURABLE TECH_BUILDING 25166 Body = ActiveBody ModuleTag_03 25167 MaxHealth = 2000.0 25168 InitialHealth = 2000.0 25169 End 25170 ArmorSet 25171 Conditions = None 25172 Armor = StructureArmor 25173 DamageFX = StructureDamageFXNoShake 25174 End 25175 25176 Behavior = GrantUpgradeCreate ModuleTag_04 25177 UpgradeToGrant = Upgrade_AmericaRadar 25178 End 25179 25180 Behavior = RadarUpgrade ModuleTag_05 25181 TriggeredBy = Upgrade_AmericaRadar 25182 End 25183 25184 Behavior = DefectorSpecialPower ModuleTag_06 25185 SpecialPowerTemplate = SpecialPowerDefector 25186 End 25187 25188 ;Behavior = TechRadioStationRadioJam ModuleTag_06 25189 ; SpecialPowerTemplate = SpecialWeaponRadioJam 25190 ; StunDistance = 200.0 ; distance to stun from center of click 25191 ; HeldTime = 15000 25192 ;End 25193 25194 Behavior = FlammableUpdate ModuleTag_07 25195 FlameDamageLimit = 20 ; Catch fire if I take this much fire damage... 25196 FlameDamageExpiration = 2000 ; in a span of this long 25197 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 25198 AflameDamageAmount = 25 ; taking this much damage... 25199 AflameDamageDelay = 500 ; this often. 25200 End 25201 25202 Behavior = FXListDie ModuleTag_08 25203 DeathFX = FX_StructureMediumDeath 25204 End 25205 25206 Behavior = TransitionDamageFX ModuleTag_09 25207 ;-------------DESIGNED FOR MEDIUM SIZED FACTION BUILDING TRANSITIONS------------------- 25208 DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke 25209 ;--------------------------------------------------------------------------------------- 25210 ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke 25211 ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionMediumExplosion 25212 ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionMediumShockwave 25213 End 25214 25215 Behavior = TechBuildingBehavior ModuleTag_10 25216 PulseFX = FX_TechRadioStationOwnedPulse 25217 PulseFXRate = 2000 25218 End 25219 25220 Geometry = BOX 25221 GeometryMajorRadius = 31.0 25222 GeometryMinorRadius = 33.0 25223 GeometryHeight = 23.0 25224 GeometryIsSmall = No 25225 Shadow = SHADOW_VOLUME 25226 25227 End 25228 25229 ;------------------------------------------------------------------------------ 25230 Object AsiaApartment02 25231 25232 ; *** ART Parameters *** 25233 Draw = W3DModelDraw ModuleTag_01 25234 OkToChangeModelColor = Yes 25235 25236 ; day 25237 ConditionState = NONE 25238 Model = CBApt01 25239 End 25240 ConditionState = DAMAGED 25241 Model = CBApt01_D 25242 End 25243 ConditionState = REALLYDAMAGED 25244 Model = CBApt01_E 25245 End 25246 ConditionState = RUBBLE 25247 Model = CBApt01_R 25248 End 25249 25250 ; day garrisoned 25251 ConditionState = GARRISONED 25252 Model = CBApt01_G 25253 Animation = CBApt01_G.CBApt01_G 25254 AnimationMode = LOOP 25255 End 25256 ConditionState = DAMAGED GARRISONED 25257 Model = CBApt01_DG 25258 Animation = CBApt01_DG.CBApt01_DG 25259 AnimationMode = LOOP 25260 End 25261 25262 ; night 25263 ConditionState = NIGHT 25264 Model = CBApt01_N 25265 End 25266 ConditionState = DAMAGED NIGHT 25267 Model = CBApt01_DN 25268 End 25269 ConditionState = REALLYDAMAGED NIGHT 25270 Model = CBApt01_EN 25271 End 25272 ConditionState = RUBBLE NIGHT 25273 Model = CBApt01_RN 25274 End 25275 25276 ; night garrisoned 25277 ConditionState = NIGHT GARRISONED 25278 Model = CBApt01_NG 25279 Animation = CBApt01_NG.CBApt01_NG 25280 AnimationMode = LOOP 25281 End 25282 ConditionState = DAMAGED NIGHT GARRISONED 25283 Model = CBApt01_DNG 25284 Animation = CBApt01_DNG.CBApt01_DNG 25285 AnimationMode = LOOP 25286 End 25287 25288 25289 25290 ; Snow 25291 ConditionState = SNOW 25292 Model = CBApt01_S 25293 End 25294 ConditionState = DAMAGED SNOW 25295 Model = CBApt01_DS 25296 End 25297 ConditionState = REALLYDAMAGED SNOW 25298 Model = CBApt01_ES 25299 End 25300 ConditionState = RUBBLE SNOW 25301 Model = CBApt01_RS 25302 End 25303 25304 25305 ; snow garrisoned 25306 ConditionState = SNOW GARRISONED 25307 Model = CBApt01_SG 25308 Animation = CBApt01_SG.CBApt01_SG 25309 AnimationMode = LOOP 25310 End 25311 ConditionState = DAMAGED SNOW GARRISONED 25312 Model = CBApt01_DSG 25313 Animation = CBApt01_DSG.CBApt01_DSG 25314 AnimationMode = LOOP 25315 End 25316 25317 ; night snow 25318 ConditionState = SNOW NIGHT 25319 Model = CBApt01_SN 25320 End 25321 ConditionState = DAMAGED SNOW NIGHT 25322 Model = CBApt01_DSN 25323 End 25324 ConditionState = REALLYDAMAGED SNOW NIGHT 25325 Model = CBApt01_ESN 25326 End 25327 ConditionState = RUBBLE SNOW NIGHT 25328 Model = CBApt01_RSN 25329 End 25330 25331 ; night snow garrisoned 25332 ConditionState = SNOW NIGHT GARRISONED 25333 Model = CBApt01_SNG 25334 Animation = CBApt01_SNG.CBApt01_SNG 25335 AnimationMode = LOOP 25336 End 25337 ConditionState = DAMAGED SNOW NIGHT GARRISONED 25338 Model = CBApt01_DSNG 25339 Animation = CBApt01_DSNG.CBApt01_DSNG 25340 AnimationMode = LOOP 25341 End 25342 End 25343 25344 ; *** AUDIO Parameters *** 25345 SoundDie = BuildingDie 25346 SoundOnDamaged = BuildingDamagedStateLight 25347 SoundOnReallyDamaged = BuildingDestroy 25348 25349 25350 ; ***DESIGN parameters *** 25351 DisplayName = OBJECT:Structure 25352 EditorSorting = STRUCTURE 25353 25354 ; *** ENGINEERING Parameters *** 25355 KindOf = STRUCTURE SELECTABLE IMMOBILE 25356 Body = ActiveBody ModuleTag_02 25357 MaxHealth = 2000.0 25358 InitialHealth = 2000.0 25359 End 25360 ArmorSet 25361 Conditions = None 25362 Armor = StructureArmor 25363 DamageFX = StructureDamageFXNoShake 25364 End 25365 25366 Behavior = GarrisonContain ModuleTag_03 25367 ContainMax = 10 25368 EnterSound = GarrisonEnter 25369 ExitSound = GarrisonExit 25370 End 25371 25372 Behavior = FlammableUpdate ModuleTag_05 25373 FlameDamageLimit = 20 ;Catch fire if I take this much fire damage... 25374 FlameDamageExpiration = 2000 ;in a span of this long 25375 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 25376 AflameDamageAmount = 25 ; taking this much damage... 25377 AflameDamageDelay = 500 ; this often. 25378 End 25379 25380 Behavior = TransitionDamageFX ModuleTag_06 25381 ;-------------DESIGNED FOR SMALL SIZED CIVILIAN BUILDING TRANSITIONS------------------- 25382 DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke 25383 ;--------------------------------------------------------------------------------------- 25384 ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke 25385 ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion 25386 ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave 25387 ;--------------------------------------------------------------------------------------- 25388 RubbleParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke 25389 RubbleParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion 25390 RubbleParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave 25391 RubbleParticleSystem4 = Bone:None RandomBone:No PSys:StructureTransitionSmallFlare 25392 End 25393 25394 Geometry = BOX 25395 GeometryMajorRadius = 27.0 25396 GeometryMinorRadius = 27.0 25397 GeometryHeight = 46.0 25398 GeometryIsSmall = No 25399 Shadow = SHADOW_VOLUME 25400 25401 End 25402 25403 ;------------------------------------------------------------------------------ 25404 Object AsianApartment01 25405 25406 ; *** ART Parameters *** 25407 Draw = W3DModelDraw ModuleTag_01 25408 OkToChangeModelColor = Yes 25409 25410 ; day 25411 ConditionState = NONE 25412 Model = CBNApart01 25413 End 25414 ConditionState = DAMAGED 25415 Model = CBNApart01_D 25416 End 25417 ConditionState = REALLYDAMAGED 25418 Model = CBNApart01_E 25419 End 25420 ConditionState = RUBBLE 25421 Model = CBNApart01_R 25422 End 25423 25424 ; day garrisoned 25425 ConditionState = GARRISONED 25426 Model = CBNApart01_G 25427 Animation = CBNApart01_G.CBNApart01_G 25428 AnimationMode = LOOP 25429 End 25430 ConditionState = DAMAGED GARRISONED 25431 Model = CBNApart01_DG 25432 Animation = CBNApart01_DG.CBNApart01_DG 25433 AnimationMode = LOOP 25434 End 25435 25436 ; night 25437 ConditionState = NIGHT 25438 Model = CBNApart01_N 25439 End 25440 ConditionState = DAMAGED NIGHT 25441 Model = CBNApart01_DN 25442 End 25443 ConditionState = REALLYDAMAGED NIGHT 25444 Model = CBNApart01_EN 25445 End 25446 ConditionState = RUBBLE NIGHT 25447 Model = CBNApart01_RN 25448 End 25449 25450 ; night garrisoned 25451 ConditionState = NIGHT GARRISONED 25452 Model = CBNApart01_NG 25453 Animation = CBNApart01_NG.CBNApart01_NG 25454 AnimationMode = LOOP 25455 End 25456 ConditionState = DAMAGED NIGHT GARRISONED 25457 Model = CBNApart01_DNG 25458 25459 Animation = CBNApart01_DNG.CBNApart01_DNG 25460 AnimationMode = LOOP 25461 End 25462 25463 25464 25465 ; Snow 25466 ConditionState = SNOW 25467 Model = CBNApart01_S 25468 End 25469 ConditionState = DAMAGED SNOW 25470 Model = CBNApart01_DS 25471 End 25472 ConditionState = REALLYDAMAGED SNOW 25473 Model = CBNApart01_ES 25474 End 25475 ConditionState = RUBBLE SNOW 25476 Model = CBNApart01_RS 25477 End 25478 25479 25480 ; snow garrisoned 25481 ConditionState = SNOW GARRISONED 25482 Model = CBNApart01_SG 25483 Animation = CBNApart01_SG.CBNApart01_SG 25484 AnimationMode = LOOP 25485 End 25486 ConditionState = DAMAGED SNOW GARRISONED 25487 Model = CBNApart01_DSG 25488 Animation = CBNApart01_DSG.CBNApart01_DSG 25489 AnimationMode = LOOP 25490 End 25491 25492 ; night snow 25493 ConditionState = SNOW NIGHT 25494 Model = CBNApart01_SN 25495 End 25496 ConditionState = DAMAGED SNOW NIGHT 25497 Model = CBNApart01_DSN 25498 End 25499 ConditionState = REALLYDAMAGED SNOW NIGHT 25500 Model = CBNApart01_ESN 25501 End 25502 ConditionState = RUBBLE SNOW NIGHT 25503 Model = CBNApart01_RSN 25504 End 25505 25506 ; night snow garrisoned 25507 ConditionState = SNOW NIGHT GARRISONED 25508 Model = CBNApart01_SNG 25509 Animation = CBNApart01_SNG.CBNApart01_SNG 25510 AnimationMode = LOOP 25511 End 25512 ConditionState = DAMAGED SNOW NIGHT GARRISONED 25513 Model = CBNApart01_DSNG 25514 Animation = CBNApart01_DSNG.CBNApart01_DSNG 25515 AnimationMode = LOOP 25516 End 25517 End 25518 25519 ; *** AUDIO Parameters *** 25520 SoundDie = BuildingDie 25521 SoundOnDamaged = BuildingDamagedStateLight 25522 SoundOnReallyDamaged = BuildingDestroy 25523 25524 25525 ; ***DESIGN parameters *** 25526 DisplayName = OBJECT:Structure 25527 EditorSorting = STRUCTURE 25528 25529 ; *** ENGINEERING Parameters *** 25530 KindOf = STRUCTURE SELECTABLE IMMOBILE 25531 Body = ActiveBody ModuleTag_02 25532 MaxHealth = 2000.0 25533 InitialHealth = 2000.0 25534 End 25535 ArmorSet 25536 Conditions = None 25537 Armor = StructureArmor 25538 DamageFX = StructureDamageFXNoShake 25539 End 25540 25541 Behavior = GarrisonContain ModuleTag_03 25542 ContainMax = 10 25543 EnterSound = GarrisonEnter 25544 ExitSound = GarrisonExit 25545 End 25546 25547 Behavior = FlammableUpdate ModuleTag_05 25548 FlameDamageLimit = 20 ;Catch fire if I take this much fire damage... 25549 FlameDamageExpiration = 2000 ;in a span of this long 25550 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 25551 AflameDamageAmount = 25 ; taking this much damage... 25552 AflameDamageDelay = 500 ; this often. 25553 End 25554 25555 Behavior = TransitionDamageFX ModuleTag_06 25556 ;-------------DESIGNED FOR SMALL SIZED CIVILIAN BUILDING TRANSITIONS------------------- 25557 DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke 25558 ;--------------------------------------------------------------------------------------- 25559 ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke 25560 ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion 25561 ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave 25562 ;--------------------------------------------------------------------------------------- 25563 RubbleParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke 25564 RubbleParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion 25565 RubbleParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave 25566 RubbleParticleSystem4 = Bone:None RandomBone:No PSys:StructureTransitionSmallFlare 25567 End 25568 25569 Geometry = BOX 25570 GeometryMajorRadius = 21.0 25571 GeometryMinorRadius = 18.0 25572 GeometryHeight = 68.0 25573 GeometryIsSmall = No 25574 Shadow = SHADOW_VOLUME 25575 25576 End 25577 25578 ;------------------------------------------------------------------------------ 25579 Object ChineeseSpyPost 25580 25581 ; *** ART Parameters *** 25582 Draw = W3DModelDraw ModuleTag_01 25583 OkToChangeModelColor = Yes 25584 25585 ; day 25586 ConditionState = NONE 25587 Model = CBNSpypost 25588 End 25589 ; damaged 25590 ConditionState = DAMAGED 25591 Model = CBNSpypost_D 25592 End 25593 ; reallydamaged 25594 ConditionState = REALLYDAMAGED 25595 Model = CBNSpypost_E 25596 End 25597 ; rubble 25598 ConditionState = RUBBLE 25599 Model = CBNSpypost_R 25600 End 25601 End 25602 25603 ; *** AUDIO Parameters *** 25604 SoundDie = BuildingDie 25605 SoundOnDamaged = BuildingDamagedStateLight 25606 SoundOnReallyDamaged = BuildingDestroy 25607 25608 25609 ; ***DESIGN parameters *** 25610 DisplayName = OBJECT:Structure 25611 EditorSorting = STRUCTURE 25612 ArmorSet 25613 Conditions = None 25614 Armor = StructureArmor 25615 DamageFX = StructureDamageFXNoShake 25616 End 25617 25618 ; *** ENGINEERING Parameters *** 25619 RadarPriority = STRUCTURE 25620 KindOf = STRUCTURE SELECTABLE IMMOBILE 25621 Body = StructureBody ModuleTag_02 25622 MaxHealth = 2000.0 25623 InitialHealth = 2000.0 25624 End 25625 25626 Behavior = GarrisonContain ModuleTag_03 25627 ContainMax = 8 25628 EnterSound = GarrisonEnter 25629 ExitSound = GarrisonExit 25630 End 25631 25632 Behavior = FlammableUpdate ModuleTag_05 25633 FlameDamageLimit = 20 ;Catch fire if I take this much fire damage... 25634 FlameDamageExpiration = 2000 ;in a span of this long 25635 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 25636 AflameDamageAmount = 25 ; taking this much damage... 25637 AflameDamageDelay = 500 ; this often. 25638 End 25639 25640 Behavior = TransitionDamageFX ModuleTag_06 25641 ;-------------DESIGNED FOR SMALL SIZED CIVILIAN BUILDING TRANSITIONS------------------- 25642 DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke 25643 ;--------------------------------------------------------------------------------------- 25644 ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke 25645 ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion 25646 ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave 25647 ;--------------------------------------------------------------------------------------- 25648 RubbleParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke 25649 RubbleParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion 25650 RubbleParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave 25651 RubbleParticleSystem4 = Bone:None RandomBone:No PSys:StructureTransitionSmallFlare 25652 End 25653 25654 Geometry = BOX 25655 GeometryMajorRadius = 22.0 25656 GeometryMinorRadius = 19.0 25657 GeometryHeight = 53.0 25658 GeometryIsSmall = No 25659 Shadow = SHADOW_VOLUME 25660 25661 End 25662 25663 ;------------------------------------------------------------------------------ 25664 25665 25666 ;------------------------------------------------------------------------------ 25667 ;This is an example of a landmark bridge. The model has to be correctly centered 25668 ; as with normal game objects, and the Geometry must be box, and the extents correct 25669 ; as that specifies where the "bridgeness" will occur for pathfinding. jba. 25670 25671 Object EuropeanLandmarkBridge 25672 25673 ; note that the landmark bridge has to have a bridge entry in Roads.ini with the same 25674 ; name as the object, in order to specify the corner towers. jba 25675 25676 ; *** ART Parameters *** 25677 Draw = W3DModelDraw ModuleTag_01 25678 OkToChangeModelColor = No 25679 25680 ; day 25681 ConditionState = NONE 25682 Model = CMFldBrdg 25683 End 25684 ConditionState = DAMAGED 25685 Model = CBBridgeArc_d 25686 End 25687 ConditionState = REALLYDAMAGED 25688 Model = CBBridgeArc_e 25689 End 25690 ConditionState = RUBBLE 25691 Model = CBBridgeArc_r 25692 End 25693 End 25694 25695 ; ***DESIGN parameters *** 25696 DisplayName = ThingTemplate:EuropeanTowerBridge01 25697 EditorSorting = STRUCTURE 25698 ArmorSet 25699 Conditions = None 25700 Armor = StructureArmor 25701 DamageFX = StructureDamageFXNoShake 25702 End 25703 25704 25705 ; *** ENGINEERING Parameters *** 25706 IsBridge = Yes 25707 RadarPriority = STRUCTURE 25708 KindOf = STRUCTURE IMMOBILE BRIDGE LANDMARK_BRIDGE 25709 Body = StructureBody ModuleTag_BodyOverride 25710 MaxHealth = 2000.0 25711 InitialHealth = 2000.0 25712 End 25713 25714 Behavior = BridgeBehavior ModuleTag_03 25715 LateralScaffoldSpeed = 100.0 25716 VerticalScaffoldSpeed = 70.0 25717 End 25718 25719 Geometry = BOX 25720 GeometryMajorRadius = 105.0 25721 GeometryMinorRadius = 40.0 25722 GeometryHeight = 5.0 25723 GeometryIsSmall = No 25724 25725 End 25726 25727 ;------------------------------------------------------------------------------ 25728 ;This is an example of a landmark bridge. The model has to be correctly centered 25729 ; as with normal game objects, and the Geometry must be box, and the extents correct 25730 ; as that specifies where the "bridgeness" will occur for pathfinding. jba. 25731 Object TsingMaLandmarkBridge 25732 25733 ; note that the landmark bridge has to have a bridge entry in Roads.ini with the same 25734 ; name as the object, in order to specify the corner towers. jba 25735 25736 ; *** ART Parameters *** 25737 Draw = W3DModelDraw ModuleTag_01 25738 OkToChangeModelColor = No 25739 25740 ExtraPublicBone Explosion01 25741 ExtraPublicBone Explosion02 25742 ExtraPublicBone Explosion03 25743 ExtraPublicBone Explosion04 25744 ExtraPublicBone Explosion05 25745 ExtraPublicBone Explosion06 25746 ExtraPublicBone Explosion07 25747 ExtraPublicBone Splash01 25748 ExtraPublicBone Splash02 25749 ExtraPublicBone Splash03 25750 ExtraPublicBone Splash04 25751 ExtraPublicBone Splash05 25752 ExtraPublicBone Splash06 25753 25754 ; day 25755 ConditionState = NONE 25756 Model = CMTsingMa 25757 End 25758 25759 ConditionState = RUBBLE 25760 Model = CMTsingMa_a 25761 Animation = CMTsingMa_a.CMTsingMa_a 25762 AnimationMode = ONCE 25763 Flags = START_FRAME_FIRST 25764 End 25765 25766 End 25767 25768 ; ***DESIGN parameters *** 25769 DisplayName = ThingTemplate:EuropeanTowerBridge01 25770 EditorSorting = STRUCTURE 25771 ArmorSet 25772 Conditions = None 25773 Armor = StructureArmor 25774 DamageFX = StructureDamageFXNoShake 25775 End 25776 25777 ; *** ENGINEERING Parameters *** 25778 IsBridge = Yes 25779 RadarPriority = STRUCTURE 25780 KindOf = STRUCTURE IMMOBILE BRIDGE LANDMARK_BRIDGE 25781 Body = StructureBody ModuleTag_02 25782 MaxHealth = 2000.0 25783 InitialHealth = 2000.0 25784 End 25785 Behavior = BridgeBehavior ModuleTag_03 25786 LateralScaffoldSpeed = 100.0 25787 VerticalScaffoldSpeed = 70.0 25788 BridgeDieOCL = OCL:OCL_TsingMaTankColumn Delay: 0 Bone:ParentObject 25789 BridgeDieOCL = OCL:OCL_TsingMaInfantryColumn Delay: 0 Bone:ParentObject 25790 BridgeDieFX = FX:FX_TsingMaExplosion Delay: 45000 Bone:Explosion01 25791 BridgeDieOCL = OCL:OCL_TsingMaExplosion Delay: 45000 Bone:Explosion01 25792 BridgeDieFX = FX:FX_TsingMaExplosion Delay: 46000 Bone:Explosion02 25793 BridgeDieOCL = OCL:OCL_TsingMaExplosion Delay: 46000 Bone:Explosion02 25794 BridgeDieFX = FX:FX_TsingMaExplosion Delay: 46500 Bone:Explosion03 25795 BridgeDieOCL = OCL:OCL_TsingMaExplosion Delay: 46500 Bone:Explosion03 25796 BridgeDieFX = FX:FX_TsingMaExplosion Delay: 47500 Bone:Explosion04 25797 BridgeDieOCL = OCL:OCL_TsingMaExplosion Delay: 47500 Bone:Explosion04 25798 BridgeDieFX = FX:FX_TsingMaExplosion Delay: 48250 Bone:Explosion05 25799 BridgeDieOCL = OCL:OCL_TsingMaExplosion Delay: 48250 Bone:Explosion05 25800 BridgeDieFX = FX:FX_TsingMaExplosion Delay: 49500 Bone:Explosion06 25801 BridgeDieOCL = OCL:OCL_TsingMaExplosion Delay: 49500 Bone:Explosion06 25802 BridgeDieFX = FX:FX_TsingMaExplosion Delay: 50000 Bone:Explosion07 25803 BridgeDieOCL = OCL:OCL_TsingMaExplosion Delay: 50000 Bone:Explosion07 25804 25805 BridgeDieFX = FX:FX_TsingMaSplash Delay: 45000 Bone:Splash01 25806 BridgeDieFX = FX:FX_TsingMaSplash Delay: 46000 Bone:Splash02 25807 BridgeDieFX = FX:FX_TsingMaSplash Delay: 46500 Bone:Splash03 25808 BridgeDieFX = FX:FX_TsingMaSplash Delay: 47500 Bone:Splash04 25809 BridgeDieFX = FX:FX_TsingMaSplash Delay: 48250 Bone:Splash05 25810 BridgeDieFX = FX:FX_TsingMaSplash Delay: 49400 Bone:Splash06 25811 End 25812 25813 Geometry = BOX 25814 GeometryMajorRadius = 1117.0 25815 GeometryMinorRadius = 25.0 25816 GeometryHeight = 3.0 25817 GeometryIsSmall = No 25818 Shadow = SHADOW_VOLUME 25819 25820 End 25821 25822 ;--------------------------------------------------------------------------- 25823 Object TsingMaTankColumn 25824 25825 ; *** ART Parameters *** 25826 Draw = W3DModelDraw ModuleTag_01 25827 ConditionState = NONE 25828 Model = CMTsingMaTanks 25829 Animation = CMTsingMaTanks.CMTsingMaTanks 25830 AnimationMode = ONCE 25831 Flags = START_FRAME_FIRST 25832 End 25833 End 25834 25835 ; ***DESIGN parameters *** 25836 EditorSorting = DEBRIS 25837 25838 ; *** ENGINEERING Parameters *** 25839 KindOf = NO_COLLIDE 25840 25841 ; Behavior = PhysicsBehavior ModuleTag_03 25842 ; Mass = 100.0 25843 ; AllowBouncing = Yes 25844 ; KillWhenRestingOnGround = Yes 25845 ; End 25846 Behavior = LifetimeUpdate ModuleTag_04 25847 MinLifetime = 100000 ; min lifetime in msec 25848 MaxLifetime = 100000 ; max lifetime in msec 25849 End 25850 25851 ; Behavior = SlowDeathBehavior ModuleTag_05 25852 ; SinkDelay = 1500 25853 ; SinkRate = 2 ; in Dist/Sec 25854 ; DestructionDelay = 8000 25855 ; End 25856 25857 Shadow = SHADOW_VOLUME 25858 25859 End 25860 25861 ;--------------------------------------------------------------------------- 25862 Object TsingMaInfantryColumn 25863 25864 ; *** ART Parameters *** 25865 Draw = W3DModelDraw ModuleTag_01 25866 ConditionState = NONE 25867 Model = INF4BRG_SKN 25868 Animation = INF4BRG_SKL.INF4BRG_ANM3 25869 AnimationMode = ONCE 25870 Flags = START_FRAME_FIRST 25871 End 25872 End 25873 25874 ; ***DESIGN parameters *** 25875 EditorSorting = DEBRIS 25876 25877 ; *** ENGINEERING Parameters *** 25878 KindOf = NO_COLLIDE 25879 25880 ; Behavior = PhysicsBehavior ModuleTag_03 25881 ; Mass = 100.0 25882 ; AllowBouncing = Yes 25883 ; KillWhenRestingOnGround = Yes 25884 ; End 25885 Behavior = LifetimeUpdate ModuleTag_04 25886 MinLifetime = 100000 ; min lifetime in msec 25887 MaxLifetime = 100000 ; max lifetime in msec 25888 End 25889 25890 ; Behavior = SlowDeathBehavior ModuleTag_05 25891 ; SinkDelay = 1500 25892 ; SinkRate = 2 ; in Dist/Sec 25893 ; DestructionDelay = 8000 25894 ; End 25895 25896 ; Shadow = SHADOW_VOLUME 25897 25898 End 25899 25900 ;------------------------------------------------------------------------------ 25901 ;This is an example of a landmark bridge. The model has to be correctly centered 25902 ; as with normal game objects, and the Geometry must be box, and the extents correct 25903 ; as that specifies where the "bridgeness" will occur for pathfinding. jba. 25904 25905 Object MonumentTrainBridge 25906 25907 ; note that the landmark bridge has to have a bridge entry in Roads.ini with the same 25908 ; name as the object, in order to specify the corner towers. jba 25909 25910 ; *** ART Parameters *** 25911 Draw = W3DModelDraw ModuleTag_01 25912 OkToChangeModelColor = No 25913 25914 ; day 25915 ConditionState = NONE 25916 Model = CMTBridge_A1 25917 25918 End 25919 25920 ConditionState = RUBBLE 25921 Model = CMTBridge_A1 25922 Animation = CMTBridge_A1.CMTBridge_A1 25923 AnimationMode = ONCE 25924 AnimationSpeedFactorRange = 0.5 0.5 25925 25926 Flags = START_FRAME_FIRST 25927 25928 ParticleSysBone = SPARK01 FireBurningBarricade01 ;left standing 25929 ParticleSysBone = SPARK02 FireBurningBarricade01 ;left standing 25930 ParticleSysBone = SPARK03 FireBurningBarricade01 ;left standing 25931 ParticleSysBone = SPARK04 FireBurningBarricade01 ;left standing 25932 ParticleSysBone = EXPLOSION03 CarpetBombExplosion ;left standing 25933 ParticleSysBone = EXPLOSION04 CarpetBombExplosion ;left standing 25934 ParticleSysBone = EXPLOSION05 CarpetBombExplosion ;left standing 25935 ParticleSysBone = EXPLOSION06 CarpetBombExplosion ;left standing 25936 ParticleSysBone = EXPLOSION11 CarpetBombExplosion ;left standing 25937 25938 ParticleSysBone = EXPLOSION01 HumveeExplosionDebris ;falls down 25939 ParticleSysBone = EXPLOSION02 CarCrushDebris ;falls down 25940 ParticleSysBone = EXPLOSION07 DragonTankExplosionDebris ;falls down 25941 ParticleSysBone = EXPLOSION08 OverlordTankExplosionDebris;falls down 25942 ParticleSysBone = EXPLOSION09 JetDebris ;falls down 25943 ParticleSysBone = EXPLOSION10 BuggyExplosionDebris ;falls down 25944 ParticleSysBone = EXPLOSION12 StructureExplosionDebris ;falls down 25945 25946 ParticleSysBone = EXPLOSION01 CarpetBombExplosion ;falls down 25947 ParticleSysBone = EXPLOSION02 CarpetBombExplosion ;falls down 25948 ParticleSysBone = EXPLOSION07 CarpetBombExplosion ;falls down 25949 ParticleSysBone = EXPLOSION08 CarpetBombExplosion ;falls down 25950 ParticleSysBone = EXPLOSION09 CarpetBombExplosion ;falls down 25951 ParticleSysBone = EXPLOSION10 CarpetBombExplosion ;falls down 25952 ParticleSysBone = EXPLOSION12 CarpetBombExplosion ;falls down 25953 25954 ParticleSysBone = EXPLOSION01 BurningBridgeBeam ;falls down 25955 ParticleSysBone = EXPLOSION02 BurningBridgeBeam ;falls down 25956 ParticleSysBone = EXPLOSION07 BurningBridgeBeam ;falls down 25957 ParticleSysBone = EXPLOSION08 BurningBridgeBeam ;falls down 25958 ParticleSysBone = EXPLOSION09 BurningBridgeBeam ;falls down 25959 ParticleSysBone = EXPLOSION10 BurningBridgeBeam ;falls down 25960 ParticleSysBone = EXPLOSION12 BurningBridgeBeam ;falls down 25961 25962 End 25963 25964 End 25965 25966 ; ***DESIGN parameters *** 25967 DisplayName = OBJECT:RailroadBridge 25968 EditorSorting = STRUCTURE 25969 ArmorSet 25970 Conditions = None 25971 Armor = StructureArmor 25972 DamageFX = StructureDamageFXNoShake 25973 End 25974 25975 ; *** ENGINEERING Parameters *** 25976 IsBridge = Yes 25977 RadarPriority = STRUCTURE 25978 KindOf = STRUCTURE IMMOBILE BRIDGE LANDMARK_BRIDGE UNATTACKABLE 25979 Body = ActiveBody ModuleTag_02 25980 MaxHealth = 2000.0 25981 InitialHealth = 2000.0 25982 End 25983 25984 Behavior = BridgeBehavior ModuleTag_03 25985 LateralScaffoldSpeed = 100.0 25986 VerticalScaffoldSpeed = 70.0 25987 End 25988 25989 ClientUpdate = AnimatedParticleSysBoneClientUpdate ModuleTag_04 25990 End 25991 25992 Behavior = FXListDie ModuleTag_05 25993 DeathFX = FX_RailroadBridgeCollapse 25994 End 25995 25996 Behavior = CreateObjectDie ModuleTag_06 25997 CreationList = OCL_StructureCollapseFinal 25998 End 25999 26000 ;Lorenzen commented out for Sean K 26001 ;Behavior = CreateObjectDie ModuleTag_07 26002 ; CreationList = OCL_TrainWreck 26003 ;End 26004 26005 26006 Geometry = BOX 26007 GeometryMajorRadius = 200.0 26008 GeometryMinorRadius = 18.0 26009 GeometryHeight = 2.0 26010 GeometryIsSmall = No 26011 Shadow = NONE ; doesn't actually have a model... 26012 26013 End 26014 ;------------------------------------------------------------------------------ 26015 Object AsianFloodBridge 26016 26017 ; note that the landmark bridge has to have a bridge entry in Roads.ini with the same 26018 ; name as the object, in order to specify the corner towers. jba 26019 26020 ; *** ART Parameters *** 26021 Draw = W3DModelDraw ModuleTag_01 26022 OkToChangeModelColor = No 26023 26024 ; day 26025 ConditionState = NONE 26026 Model = CMFldBrdg 26027 End 26028 26029 ConditionState = RUBBLE 26030 Model = CMFldBrdg 26031 Animation = CMFldBrdg.CMFldBrdg 26032 AnimationMode = ONCE 26033 Flags = START_FRAME_FIRST 26034 End 26035 26036 End 26037 26038 ; ***DESIGN parameters *** 26039 DisplayName = OBJECT:RailroadBridge 26040 EditorSorting = STRUCTURE 26041 ArmorSet 26042 Conditions = None 26043 Armor = StructureArmor 26044 DamageFX = StructureDamageFXNoShake 26045 End 26046 26047 ; *** ENGINEERING Parameters *** 26048 IsBridge = Yes 26049 RadarPriority = STRUCTURE 26050 KindOf = STRUCTURE IMMOBILE BRIDGE LANDMARK_BRIDGE 26051 Body = StructureBody ModuleTag_02 26052 MaxHealth = 2000.0 26053 InitialHealth = 2000.0 26054 End 26055 26056 Behavior = BridgeBehavior ModuleTag_03 26057 LateralScaffoldSpeed = 100.0 26058 VerticalScaffoldSpeed = 70.0 26059 End 26060 26061 Geometry = BOX 26062 GeometryMajorRadius = 1117.0 26063 GeometryMinorRadius = 25.0 26064 GeometryHeight = 3.0 26065 GeometryIsSmall = No 26066 26067 End 26068 ;------------------------------------------------------------------------------ 26069 Object Crane 26070 26071 ; *** ART Parameters *** 26072 Draw = W3DModelDraw ModuleTag_01 26073 OkToChangeModelColor = Yes 26074 26075 ConditionState = NONE 26076 Model = CVCSTCRN 26077 End 26078 26079 ConditionState = DAMAGED 26080 Model = CVCSTCRN 26081 End 26082 26083 ConditionState = REALLYDAMAGED 26084 Model = CVCSTCRN_D 26085 End 26086 26087 ConditionState = RUBBLE 26088 Model = CVCSTCRN_D1 26089 End 26090 End 26091 26092 ; ***DESIGN parameters *** 26093 DisplayName = OBJECT:Crane 26094 EditorSorting = STRUCTURE 26095 ArmorSet 26096 Conditions = None 26097 Armor = StructureArmor 26098 DamageFX = StructureDamageFXNoShake 26099 End 26100 26101 ; ***AUDIO parameters *** 26102 SoundAmbient = CraneAmbience 26103 26104 26105 ; *** ENGINEERING Parameters *** 26106 KindOf = STRUCTURE SELECTABLE IMMOBILE 26107 Body = ActiveBody ModuleTag_02 26108 MaxHealth = 2000.0 26109 InitialHealth = 2000.0 26110 End 26111 26112 ;Behavior = DestroyDie ModuleTag_03 26113 ; ;nothing 26114 ;End 26115 ; Note that structures with "RUBBLE" states should not use DestroyDie; such buildings are 26116 ; never truly destroyed, even when reduced to zero health. Also note that garrisonable 26117 ; buildings automatically stick around because GarrisonContain has it's own DieModule 26118 Behavior = KeepObjectDie ModuleTag_IWantRubble 26119 End 26120 26121 Behavior = FlammableUpdate ModuleTag_05 26122 FlameDamageLimit = 20 ;Catch fire if I take this much fire damage... 26123 FlameDamageExpiration = 2000 ;in a span of this long 26124 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 26125 AflameDamageAmount = 25 ; taking this much damage... 26126 AflameDamageDelay = 500 ; this often. 26127 End 26128 26129 Geometry = BOX 26130 GeometryMajorRadius = 25.0 26131 GeometryMinorRadius = 16.0 26132 GeometryHeight = 50.0 26133 GeometryIsSmall = No 26134 Shadow = SHADOW_VOLUME 26135 26136 End 26137 26138 ;------------------------------------------------------------------------------ 26139 Object BaikonurHanger 26140 26141 ; *** ART Parameters *** 26142 Draw = W3DModelDraw ModuleTag_01 26143 OkToChangeModelColor = Yes 26144 26145 ConditionState = NONE 26146 Model = CBBaikHang 26147 End 26148 26149 ConditionState = DAMAGED 26150 Model = CBBaikHang_D 26151 End 26152 26153 ConditionState = REALLYDAMAGED 26154 Model = CBBaikHang_E 26155 End 26156 26157 ConditionState = RUBBLE 26158 Model = CBBaikHang_R 26159 End 26160 26161 ConditionState = GARRISONED 26162 Model = CBBaikHang_G 26163 Animation = CBBaikHang_G.CBBaikHang_G 26164 AnimationMode = LOOP 26165 End 26166 End 26167 26168 ; ***DESIGN parameters *** 26169 DisplayName = OBJECT:Structure 26170 EditorSorting = STRUCTURE 26171 ArmorSet 26172 Conditions = None 26173 Armor = StructureArmor 26174 DamageFX = StructureDamageFXNoShake 26175 End 26176 26177 ; *** ENGINEERING Parameters *** 26178 KindOf = STRUCTURE SELECTABLE IMMOBILE 26179 Body = ActiveBody ModuleTag_02 26180 MaxHealth = 2000.0 26181 InitialHealth = 2000.0 26182 End 26183 26184 ;Behavior = DestroyDie ModuleTag_03 26185 ; ;nothing 26186 ;End 26187 ; Note that structures with "RUBBLE" states should not use DestroyDie; such buildings are 26188 ; never truly destroyed, even when reduced to zero health. Also note that garrisonable 26189 ; buildings automatically stick around because GarrisonContain has it's own DieModule 26190 Behavior = KeepObjectDie ModuleTag_IWantRubble 26191 End 26192 26193 Behavior = FlammableUpdate ModuleTag_05 26194 FlameDamageLimit = 20 ;Catch fire if I take this much fire damage... 26195 FlameDamageExpiration = 2000 ;in a span of this long 26196 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 26197 AflameDamageAmount = 25 ; taking this much damage... 26198 AflameDamageDelay = 500 ; this often. 26199 End 26200 26201 Behavior = TransitionDamageFX ModuleTag_06 26202 ;-------------DESIGNED FOR LARGE SIZED CIVILIAN BUILDING TRANSITIONS------------------- 26203 DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionLargeSmoke 26204 ;--------------------------------------------------------------------------------------- 26205 ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionLargeSmoke 26206 ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionLargeExplosion 26207 ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionLargeShockwave 26208 ;--------------------------------------------------------------------------------------- 26209 RubbleParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionLargeSmoke 26210 RubbleParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionLargeExplosion 26211 RubbleParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionLargeShockwave 26212 RubbleParticleSystem4 = Bone:None RandomBone:No PSys:StructureTransitionLargeFlare 26213 End 26214 26215 Geometry = BOX 26216 GeometryMajorRadius = 97.0 26217 GeometryMinorRadius = 116.0 26218 GeometryHeight = 60.0 26219 GeometryIsSmall = No 26220 Shadow = SHADOW_VOLUME 26221 End 26222 26223 26224 26225 ;------------------------------------------------------------------------------ 26226 Object BaikonurGroundControlCenter 26227 26228 ; *** ART Parameters *** 26229 Draw = W3DModelDraw ModuleTag_01 26230 OkToChangeModelColor = Yes 26231 26232 ConditionState = NONE 26233 Model = CBBaikGrnd 26234 End 26235 26236 ConditionState = DAMAGED 26237 Model = CBBaikGrnd_D 26238 End 26239 26240 ConditionState = REALLYDAMAGED 26241 Model = CBBaikGrnd_E 26242 End 26243 26244 ConditionState = RUBBLE 26245 Model = CBBaikGrnd_R 26246 End 26247 End 26248 26249 ; ***DESIGN parameters *** 26250 DisplayName = OBJECT:Structure 26251 EditorSorting = STRUCTURE 26252 ArmorSet 26253 Conditions = None 26254 Armor = StructureArmor 26255 DamageFX = StructureDamageFXNoShake 26256 End 26257 26258 ; *** ENGINEERING Parameters *** 26259 KindOf = STRUCTURE SELECTABLE IMMOBILE CAPTURABLE 26260 Body = ActiveBody ModuleTag_02 26261 MaxHealth = 2000.0 26262 InitialHealth = 2000.0 26263 End 26264 26265 Behavior = TransitionDamageFX ModuleTag_06 26266 ;-------------DESIGNED FOR SMALL SIZED CIVILIAN BUILDING TRANSITIONS------------------- 26267 DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke 26268 ;--------------------------------------------------------------------------------------- 26269 ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke 26270 ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion 26271 ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave 26272 ;--------------------------------------------------------------------------------------- 26273 RubbleParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke 26274 RubbleParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion 26275 RubbleParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave 26276 RubbleParticleSystem4 = Bone:None RandomBone:No PSys:StructureTransitionSmallFlare 26277 End 26278 26279 ;Behavior = DestroyDie ModuleTag_03 26280 ; ;nothing 26281 ;End 26282 ; Note that structures with "RUBBLE" states should not use DestroyDie; such buildings are 26283 ; never truly destroyed, even when reduced to zero health. Also note that garrisonable 26284 ; buildings automatically stick around because GarrisonContain has it's own DieModule 26285 Behavior = KeepObjectDie ModuleTag_IWantRubble 26286 End 26287 26288 Behavior = FlammableUpdate ModuleTag_05 26289 FlameDamageLimit = 20 ;Catch fire if I take this much fire damage... 26290 FlameDamageExpiration = 2000 ;in a span of this long 26291 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 26292 AflameDamageAmount = 25 ; taking this much damage... 26293 AflameDamageDelay = 500 ; this often. 26294 End 26295 26296 Geometry = BOX 26297 GeometryMajorRadius = 40.0 26298 GeometryMinorRadius = 66.0 26299 GeometryHeight = 43.0 26300 GeometryIsSmall = No 26301 Shadow = SHADOW_VOLUME 26302 End 26303 26304 26305 26306 ;------------------------------------------------------------------------------ 26307 Object BaikonurRocketPad 26308 26309 ; *** ART Parameters *** 26310 Draw = W3DModelDraw ModuleTag_01 26311 OkToChangeModelColor = Yes 26312 26313 ConditionState = NONE 26314 Model = CBBaikRock_A1 26315 Animation = CBBaikRock_A1.CBBaikRock_A1 26316 AnimationMode = ONCE_BACKWARDS 26317 Flags = START_FRAME_FIRST 26318 ParticleSysBone = Smoke01 SteamRocketFuselage 26319 ParticleSysBone = Smoke02 SteamRocketFuselage 26320 ParticleSysBone = Smoke03 SteamRocketFuselage 26321 ParticleSysBone = Smoke04 SteamRocketFuselage 26322 ; ParticleSysBone = ESmoke01 SteamRocketFuselage 26323 End 26324 26325 ConditionState = DOOR_1_OPENING 26326 Model = CBBaikRock_A1 26327 Animation = CBBaikRock_A1.CBBaikRock_A1 26328 AnimationMode = ONCE 26329 ParticleSysBone = Engine01 BaikonurRocketFlare 26330 ParticleSysBone = Engine02 BaikonurRocketFlare 26331 ParticleSysBone = Engine03 BaikonurRocketFlare 26332 ParticleSysBone = Engine04 BaikonurRocketFlare 26333 ParticleSysBone = Engine05 BaikonurRocketFlare 26334 ParticleSysBone = Engine06 BaikonurRocketFlare 26335 ParticleSysBone = ESmoke01 BaikonurRocketTrail 26336 ParticleSysBone = RootTransform BaikonurRocketDust 26337 End 26338 26339 ConditionState = DAMAGED 26340 Model = CBBaikRock_A1 26341 Animation = CBBaikRock_A1.CBBaikRock_A1 26342 AnimationMode = ONCE_BACKWARDS 26343 Flags = START_FRAME_FIRST 26344 ParticleSysBone = Smoke01 SteamRocketFuselage 26345 ParticleSysBone = Smoke02 SteamRocketFuselage 26346 ParticleSysBone = Smoke03 SteamRocketFuselage 26347 ParticleSysBone = Smoke04 SteamRocketFuselage 26348 ; ParticleSysBone = ESmoke01 SteamRocketFuselage 26349 End 26350 26351 ConditionState = REALLYDAMAGED 26352 Model = CBBaikRock_A1 26353 Animation = CBBaikRock_A1.CBBaikRock_A1 26354 AnimationMode = ONCE_BACKWARDS 26355 Flags = START_FRAME_FIRST 26356 ParticleSysBone = Smoke01 SteamRocketFuselage 26357 ParticleSysBone = Smoke02 SteamRocketFuselage 26358 ParticleSysBone = Smoke03 SteamRocketFuselage 26359 ParticleSysBone = Smoke04 SteamRocketFuselage 26360 ; ParticleSysBone = ESmoke01 SteamRocketFuselage 26361 End 26362 26363 ConditionState = RUBBLE 26364 Model = CBBaikRock_CR 26365 End 26366 26367 End 26368 26369 ; ***DESIGN parameters *** 26370 DisplayName = OBJECT:Structure 26371 EditorSorting = STRUCTURE 26372 ArmorSet 26373 Conditions = None 26374 Armor = StructureArmor 26375 DamageFX = StructureDamageFXNoShake 26376 End 26377 CommandSet = BaikonurLaunchTowerCommandSet 26378 26379 ;***AUDIO parameters *** 26380 ; SoundAmbient = Cin_BaikonurRocketAmbientLoop 26381 SoundAmbient = BuildingNeutronMissileHiss 26382 26383 ; *** ENGINEERING Parameters *** 26384 KindOf = STRUCTURE SELECTABLE IMMOBILE AIRCRAFT_PATH_AROUND CAPTURABLE 26385 Body = ActiveBody ModuleTag_02 26386 MaxHealth = 2000.0 26387 InitialHealth = 2000.0 26388 End 26389 26390 ;Behavior = DestroyDie ModuleTag_03 26391 ; ;nothing 26392 ;End 26393 ; Note that structures with "RUBBLE" states should not use DestroyDie; such buildings are 26394 ; never truly destroyed, even when reduced to zero health. Also note that garrisonable 26395 ; buildings automatically stick around because GarrisonContain has it's own DieModule 26396 Behavior = KeepObjectDie ModuleTag_IWantRubble 26397 End 26398 26399 ClientUpdate = AnimatedParticleSysBoneClientUpdate ModuleTag_04 26400 End 26401 26402 Behavior = FlammableUpdate ModuleTag_05 26403 FlameDamageLimit = 20 ;Catch fire if I take this much fire damage... 26404 FlameDamageExpiration = 2000 ;in a span of this long 26405 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 26406 AflameDamageAmount = 25 ; taking this much damage... 26407 AflameDamageDelay = 500 ; this often. 26408 End 26409 26410 Behavior = BaikonurLaunchPower ModuleTag_06 26411 SpecialPowerTemplate = SuperweaponLaunchBaikonurRocket 26412 DetonationObject = BaikonurRocketDetonation 26413 End 26414 26415 Behavior = CreateObjectDie ModuleTag_07 26416 CreationList = OCL_PoisonFieldLarge 26417 End 26418 26419 Behavior = FXListDie ModuleTag_08 26420 DeathFX = FX_NukeGLA 26421 End 26422 26423 Behavior = TransitionDamageFX ModuleTag_09 26424 ;-------------DESIGNED FOR MEDIUM SIZED FACTION BUILDING TRANSITIONS------------------- 26425 DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke 26426 ;--------------------------------------------------------------------------------------- 26427 ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke 26428 ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionMediumExplosion 26429 ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionMediumShockwave 26430 End 26431 26432 Geometry = BOX 26433 GeometryMajorRadius = 45.0 26434 GeometryMinorRadius = 46.0 26435 GeometryHeight = 160.0 26436 GeometryIsSmall = No 26437 Shadow = SHADOW_VOLUME 26438 End 26439 26440 26441 26442 ;------------------------------------------------------------------------------ 26443 Object BaikonurRocketPad_C 26444 26445 ; *** ART Parameters *** 26446 Draw = W3DModelDraw ModuleTag_01 26447 OkToChangeModelColor = Yes 26448 26449 ConditionState = NONE 26450 Model = CBBaikRock_C 26451 End 26452 26453 ConditionState = DAMAGED 26454 Model = CBBaikRock_CD 26455 End 26456 26457 ConditionState = REALLYDAMAGED 26458 Model = CBBaikRock_CE 26459 End 26460 26461 ConditionState = RUBBLE 26462 Model = CBBaikRock_CR 26463 End 26464 26465 End 26466 26467 ; ***DESIGN parameters *** 26468 DisplayName = OBJECT:Structure 26469 EditorSorting = STRUCTURE 26470 ArmorSet 26471 Conditions = None 26472 Armor = StructureArmor 26473 DamageFX = StructureDamageFXNoShake 26474 End 26475 26476 ; *** ENGINEERING Parameters *** 26477 KindOf = STRUCTURE SELECTABLE IMMOBILE AIRCRAFT_PATH_AROUND 26478 Body = ActiveBody ModuleTag_02 26479 MaxHealth = 2000.0 26480 InitialHealth = 2000.0 26481 End 26482 26483 ;Behavior = DestroyDie ModuleTag_03 26484 ; ;nothing 26485 ;End 26486 ; Note that structures with "RUBBLE" states should not use DestroyDie; such buildings are 26487 ; never truly destroyed, even when reduced to zero health. Also note that garrisonable 26488 ; buildings automatically stick around because GarrisonContain has it's own DieModule 26489 Behavior = KeepObjectDie ModuleTag_IWantRubble 26490 End 26491 26492 Behavior = FlammableUpdate ModuleTag_05 26493 FlameDamageLimit = 20 ;Catch fire if I take this much fire damage... 26494 FlameDamageExpiration = 2000 ;in a span of this long 26495 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 26496 AflameDamageAmount = 25 ; taking this much damage... 26497 AflameDamageDelay = 500 ; this often. 26498 End 26499 26500 Geometry = BOX 26501 GeometryMajorRadius = 37.0 26502 GeometryMinorRadius = 46.0 26503 GeometryHeight = 130.0 26504 GeometryIsSmall = No 26505 Shadow = SHADOW_VOLUME 26506 End 26507 26508 26509 26510 ;------------------------------------------------------------------------------ 26511 Object OceanConventionCenter 26512 26513 ; *** ART Parameters *** 26514 Draw = W3DModelDraw ModuleTag_01 26515 OkToChangeModelColor = Yes 26516 26517 ; day 26518 ConditionState = NONE 26519 Model = CMOceanCen 26520 End 26521 ConditionState = DAMAGED 26522 Model = CMOceanCen_D 26523 End 26524 ConditionState = REALLYDAMAGED 26525 Model = CMOceanCen_E 26526 End 26527 ConditionState = RUBBLE 26528 Model = CMOceanCen_R 26529 End 26530 26531 26532 ConditionState = GARRISONED 26533 Model = CMOCEANCEN_G 26534 Animation = CMOCEANCEN_G.CMOCEANCEN_G 26535 AnimationMode = LOOP 26536 End 26537 26538 ConditionState = GARRISONED DAMAGED 26539 Model = CMOCEANCEN_GD 26540 Animation = CMOCEANCEN_GD.CMOCEANCEN_GD 26541 AnimationMode = LOOP 26542 End 26543 End 26544 26545 ; *** AUDIO Parameters *** 26546 SoundDie = BuildingDie 26547 SoundOnDamaged = BuildingDamagedStateLight 26548 SoundOnReallyDamaged = BuildingDestroy 26549 26550 26551 ; ***DESIGN parameters *** 26552 DisplayName = OBJECT:OceanCenter 26553 EditorSorting = STRUCTURE 26554 ArmorSet 26555 Conditions = None 26556 Armor = StructureArmor 26557 DamageFX = StructureDamageFXNoShake 26558 End 26559 26560 ; *** ENGINEERING Parameters *** 26561 KindOf = STRUCTURE SELECTABLE IMMOBILE AIRCRAFT_PATH_AROUND 26562 Body = ActiveBody ModuleTag_02 26563 MaxHealth = 2000.0 26564 InitialHealth = 2000.0 26565 End 26566 26567 26568 Behavior = GarrisonContain ModuleTag_03 26569 ContainMax = 10 26570 EnterSound = GarrisonEnter 26571 ExitSound = GarrisonExit 26572 End 26573 26574 26575 26576 ;This effect wasnt working for the building so I removed it. - GB 26577 ; Behavior = StructureCollapseUpdate ModuleTag_04 26578 ; MinCollapseDelay = 500 26579 ; MaxCollapseDelay = 1000 26580 ; CollapseDamping = 0.5 26581 ; MaxShudder = 0.6 26582 ; MinBurstDelay = 250 26583 ; MaxBurstDelay = 800 26584 ; BigBurstFrequency = 4 26585 ; OCL = INITIAL OCL_StructureCollapseInitial 26586 ; OCL = DELAY OCL_StructureCollapseDelay 26587 ; OCL = FINAL OCL_StructureCollapseFinal 26588 ; FXList = INITIAL FX_StructureCollapseInitial 26589 ; FXList = DELAY FX_StructureCollapseDelay 26590 ; FXList = BURST FX_StructureCollapseBurst 26591 ; FXList = FINAL FX_StructureCollapseFinal 26592 ; End 26593 26594 Behavior = FlammableUpdate ModuleTag_06 26595 FlameDamageLimit = 20 ;Catch fire if I take this much fire damage... 26596 FlameDamageExpiration = 2000 ;in a span of this long 26597 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 26598 AflameDamageAmount = 25 ; taking this much damage... 26599 AflameDamageDelay = 500 ; this often. 26600 End 26601 26602 Behavior = TransitionDamageFX ModuleTag_07 26603 ;-------------DESIGNED FOR LARGE SIZED CIVILIAN BUILDING TRANSITIONS------------------- 26604 DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionLargeSmoke 26605 ;--------------------------------------------------------------------------------------- 26606 ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionLargeSmoke 26607 ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionLargeExplosion 26608 ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionLargeShockwave 26609 ;--------------------------------------------------------------------------------------- 26610 RubbleParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionLargeSmoke 26611 RubbleParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionLargeExplosion 26612 RubbleParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionLargeShockwave 26613 RubbleParticleSystem4 = Bone:None RandomBone:No PSys:StructureTransitionLargeFlare 26614 26615 End 26616 26617 Geometry = BOX 26618 GeometryMajorRadius = 115.0 26619 GeometryMinorRadius = 166.0 26620 GeometryHeight = 110.0 26621 GeometryIsSmall = No 26622 Shadow = SHADOW_VOLUME 26623 End 26624 26625 26626 ;Bleacher ends 26627 ;------------------------------------------------------------------------------ 26628 Object SoccerStadiumBleacherEnd 26629 26630 ; *** ART Parameters *** 26631 Draw = W3DModelDraw ModuleTag_01 26632 OkToChangeModelColor = Yes 26633 26634 ConditionState = NONE 26635 Model = CBStadEnd 26636 End 26637 26638 ConditionState = DAMAGED 26639 Model = CBStadEnd_D 26640 End 26641 26642 ConditionState = REALLYDAMAGED 26643 Model = CBStadEnd_E 26644 End 26645 26646 ConditionState = RUBBLE 26647 Model = CBStadEnd_R 26648 End 26649 End 26650 26651 ; *** AUDIO Parameters *** 26652 SoundDie = BuildingDie 26653 SoundOnDamaged = BuildingDamagedStateLight 26654 SoundOnReallyDamaged = BuildingDestroy 26655 26656 26657 ; ***DESIGN parameters *** 26658 DisplayName = OBJECT:SoccerStadium 26659 EditorSorting = STRUCTURE 26660 ArmorSet 26661 Conditions = None 26662 Armor = StructureArmor 26663 DamageFX = StructureDamageFXNoShake 26664 End 26665 26666 ; *** ENGINEERING Parameters *** 26667 KindOf = STRUCTURE SELECTABLE IMMOBILE 26668 Body = ActiveBody ModuleTag_02 26669 MaxHealth = 2000.0 26670 InitialHealth = 2000.0 26671 End 26672 26673 Behavior = FlammableUpdate ModuleTag_05 26674 FlameDamageLimit = 20 ;Catch fire if I take this much fire damage... 26675 FlameDamageExpiration = 2000 ;in a span of this long 26676 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 26677 AflameDamageAmount = 25 ; taking this much damage... 26678 AflameDamageDelay = 500 ; this often. 26679 End 26680 26681 ; Note that structures with "RUBBLE" states should not use DestroyDie; such buildings are 26682 ; never truly destroyed, even when reduced to zero health. Also note that garrisonable 26683 ; buildings automatically stick around because GarrisonContain has it's own DieModule 26684 Behavior = KeepObjectDie ModuleTag_IWantRubble 26685 End 26686 26687 Behavior = TransitionDamageFX ModuleTag_07 26688 ;-------------DESIGNED FOR SMALL SIZED CIVILIAN BUILDING TRANSITIONS------------------- 26689 DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke 26690 ;--------------------------------------------------------------------------------------- 26691 ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke 26692 ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion 26693 ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave 26694 ;--------------------------------------------------------------------------------------- 26695 RubbleParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke 26696 RubbleParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion 26697 RubbleParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave 26698 RubbleParticleSystem4 = Bone:None RandomBone:No PSys:StructureTransitionSmallFlare 26699 End 26700 26701 Geometry = BOX 26702 GeometryMajorRadius = 25.0 26703 GeometryMinorRadius = 16.0 26704 GeometryHeight = 50.0 26705 GeometryIsSmall = No 26706 Shadow = SHADOW_VOLUME 26707 End 26708 26709 26710 ;The soccer field 26711 ;------------------------------------------------------------------------------ 26712 Object SoccerStadiumField 26713 26714 ; *** ART Parameters *** 26715 Draw = W3DModelDraw ModuleTag_01 26716 OkToChangeModelColor = Yes 26717 26718 ConditionState = NONE 26719 Model = CBStadField 26720 End 26721 26722 ConditionState = DAMAGED 26723 Model = CBStadField_D 26724 End 26725 26726 ConditionState = REALLYDAMAGED 26727 Model = CBStadField_E 26728 End 26729 26730 ConditionState = RUBBLE 26731 Model = CBStadField_R 26732 End 26733 End 26734 26735 ; ***DESIGN parameters *** 26736 DisplayName = OBJECT:Field 26737 EditorSorting = STRUCTURE 26738 ArmorSet 26739 Conditions = None 26740 Armor = StructureArmor 26741 DamageFX = StructureDamageFXNoShake 26742 End 26743 26744 ; *** ENGINEERING Parameters *** 26745 KindOf = STRUCTURE SELECTABLE IMMOBILE 26746 Body = ActiveBody ModuleTag_02 26747 MaxHealth = 2000.0 26748 InitialHealth = 2000.0 26749 End 26750 26751 ; Note that structures with "RUBBLE" states should not use DestroyDie; such buildings are 26752 ; never truly destroyed, even when reduced to zero health. Also note that garrisonable 26753 ; buildings automatically stick around because GarrisonContain has it's own DieModule 26754 Behavior = KeepObjectDie ModuleTag_IWantRubble 26755 End 26756 26757 Geometry = BOX 26758 GeometryMajorRadius = 0.0 26759 GeometryMinorRadius = 0.0 26760 GeometryHeight = 0.0 26761 GeometryIsSmall = Yes 26762 Shadow = SHADOW_VOLUME 26763 End 26764 26765 26766 ;The entrance way for tanks 26767 ;------------------------------------------------------------------------------ 26768 Object SoccerStadiumEntrance 26769 26770 ; *** ART Parameters *** 26771 Draw = W3DModelDraw ModuleTag_01 26772 OkToChangeModelColor = Yes 26773 26774 ConditionState = NONE 26775 Model = CBStadGate 26776 End 26777 26778 ConditionState = DAMAGED 26779 Model = CBStadGate_D 26780 End 26781 26782 ConditionState = REALLYDAMAGED 26783 Model = CBStadGate_E 26784 End 26785 26786 ConditionState = RUBBLE 26787 Model = CBStadGate_R 26788 End 26789 End 26790 26791 ; *** AUDIO Parameters *** 26792 SoundDie = BuildingDie 26793 SoundOnDamaged = BuildingDamagedStateLight 26794 SoundOnReallyDamaged = BuildingDestroy 26795 26796 26797 ; ***DESIGN parameters *** 26798 DisplayName = OBJECT:SoccerStadium 26799 EditorSorting = STRUCTURE 26800 ArmorSet 26801 Conditions = None 26802 Armor = StructureArmor 26803 DamageFX = StructureDamageFXNoShake 26804 End 26805 26806 ; *** ENGINEERING Parameters *** 26807 KindOf = STRUCTURE SELECTABLE IMMOBILE 26808 Body = ActiveBody ModuleTag_02 26809 MaxHealth = 2000.0 26810 InitialHealth = 2000.0 26811 End 26812 26813 Behavior = FlammableUpdate ModuleTag_05 26814 FlameDamageLimit = 20 ;Catch fire if I take this much fire damage... 26815 FlameDamageExpiration = 2000 ;in a span of this long 26816 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 26817 AflameDamageAmount = 25 ; taking this much damage... 26818 AflameDamageDelay = 500 ; this often. 26819 End 26820 26821 ; Note that structures with "RUBBLE" states should not use DestroyDie; such buildings are 26822 ; never truly destroyed, even when reduced to zero health. Also note that garrisonable 26823 ; buildings automatically stick around because GarrisonContain has it's own DieModule 26824 Behavior = KeepObjectDie ModuleTag_IWantRubble 26825 End 26826 26827 Geometry = BOX 26828 GeometryMajorRadius = 6.0 26829 GeometryMinorRadius = 17.0 26830 GeometryHeight = 17.0 26831 GeometryIsSmall = No 26832 Shadow = SHADOW_VOLUME 26833 End 26834 26835 26836 ;the soccer goal 26837 ;------------------------------------------------------------------------------ 26838 Object SoccerStadiumGoal 26839 26840 ; *** ART Parameters *** 26841 Draw = W3DModelDraw ModuleTag_01 26842 OkToChangeModelColor = Yes 26843 26844 ConditionState = NONE 26845 Model = CBStadGoal 26846 End 26847 26848 ConditionState = DAMAGED 26849 Model = CBStadGoal_D 26850 End 26851 26852 ConditionState = REALLYDAMAGED 26853 Model = CBStadGoal_E 26854 End 26855 26856 ConditionState = RUBBLE 26857 Model = CBStadGoal_E 26858 End 26859 End 26860 26861 26862 ; ***DESIGN parameters *** 26863 DisplayName = OBJECT:SoccerStadiumGoal 26864 EditorSorting = STRUCTURE 26865 ArmorSet 26866 Conditions = None 26867 Armor = StructureArmor 26868 DamageFX = StructureDamageFXNoShake 26869 End 26870 26871 ; *** ENGINEERING Parameters *** 26872 KindOf = STRUCTURE SELECTABLE IMMOBILE 26873 Body = ActiveBody ModuleTag_02 26874 MaxHealth = 2000.0 26875 InitialHealth = 2000.0 26876 End 26877 26878 ; Note that structures with "RUBBLE" states should not use DestroyDie; such buildings are 26879 ; never truly destroyed, even when reduced to zero health. Also note that garrisonable 26880 ; buildings automatically stick around because GarrisonContain has it's own DieModule 26881 Behavior = KeepObjectDie ModuleTag_IWantRubble 26882 End 26883 26884 Geometry = BOX 26885 GeometryMajorRadius = 6.0 26886 GeometryMinorRadius = 16.0 26887 GeometryHeight = 17.0 26888 GeometryIsSmall = No 26889 Shadow = SHADOW_VOLUME 26890 End 26891 26892 26893 ;the side bleacher sections. 26894 ;------------------------------------------------------------------------------ 26895 Object SoccerStadiumSideBleachers 26896 26897 ; *** ART Parameters *** 26898 Draw = W3DModelDraw ModuleTag_01 26899 OkToChangeModelColor = Yes 26900 26901 ConditionState = NONE 26902 Model = CBStadSide 26903 End 26904 26905 ConditionState = DAMAGED 26906 Model = CBStadSide_D 26907 End 26908 26909 ConditionState = REALLYDAMAGED 26910 Model = CBStadSide_E 26911 End 26912 26913 ConditionState = RUBBLE 26914 Model = CBStadSide_R 26915 End 26916 End 26917 26918 ; *** AUDIO Parameters *** 26919 SoundDie = BuildingDie 26920 SoundOnDamaged = BuildingDamagedStateLight 26921 SoundOnReallyDamaged = BuildingDestroy 26922 26923 26924 ; ***DESIGN parameters *** 26925 DisplayName = OBJECT:SoccerStadium 26926 EditorSorting = STRUCTURE 26927 ArmorSet 26928 Conditions = None 26929 Armor = StructureArmor 26930 DamageFX = StructureDamageFXNoShake 26931 End 26932 26933 ; *** ENGINEERING Parameters *** 26934 KindOf = STRUCTURE SELECTABLE IMMOBILE 26935 Body = ActiveBody ModuleTag_02 26936 MaxHealth = 2000.0 26937 InitialHealth = 2000.0 26938 End 26939 26940 Behavior = FlammableUpdate ModuleTag_05 26941 FlameDamageLimit = 20 ;Catch fire if I take this much fire damage... 26942 FlameDamageExpiration = 2000 ;in a span of this long 26943 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 26944 AflameDamageAmount = 25 ; taking this much damage... 26945 AflameDamageDelay = 500 ; this often. 26946 End 26947 26948 ; Note that structures with "RUBBLE" states should not use DestroyDie; such buildings are 26949 ; never truly destroyed, even when reduced to zero health. Also note that garrisonable 26950 ; buildings automatically stick around because GarrisonContain has it's own DieModule 26951 Behavior = KeepObjectDie ModuleTag_IWantRubble 26952 End 26953 26954 Behavior = TransitionDamageFX ModuleTag_07 26955 ;-------------DESIGNED FOR SMALL SIZED CIVILIAN BUILDING TRANSITIONS------------------- 26956 DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke 26957 ;--------------------------------------------------------------------------------------- 26958 ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke 26959 ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion 26960 ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave 26961 ;--------------------------------------------------------------------------------------- 26962 RubbleParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke 26963 RubbleParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion 26964 RubbleParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave 26965 RubbleParticleSystem4 = Bone:None RandomBone:No PSys:StructureTransitionSmallFlare 26966 End 26967 26968 Geometry = BOX 26969 GeometryMajorRadius = 22.0 26970 GeometryMinorRadius = 33.0 26971 GeometryHeight = 39.0 26972 GeometryIsSmall = No 26973 Shadow = SHADOW_VOLUME 26974 End 26975 26976 ;the side bleacher sections. 26977 ;------------------------------------------------------------------------------ 26978 Object SoccerStadiumLight 26979 26980 ; *** ART Parameters *** 26981 Draw = W3DModelDraw ModuleTag_01 26982 26983 ConditionState = NONE 26984 Model = CBStadLight 26985 End 26986 End 26987 26988 ; ***DESIGN parameters *** 26989 DisplayName = OBJECT:BigLightpost 26990 EditorSorting = STRUCTURE 26991 26992 ; *** ENGINEERING Parameters *** 26993 KindOf = IMMOBILE 26994 Body = ActiveBody ModuleTag_02 26995 MaxHealth = 1.0 26996 InitialHealth = 1.0 26997 End 26998 26999 ;Behavior = FlammableUpdate ModuleTag_05 27000 ; FlameDamageLimit = 20 ;Catch fire if I take this much fire damage... 27001 ; FlameDamageExpiration = 2000 ;in a span of this long 27002 ; AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 27003 ; AflameDamageAmount = 25 ; taking this much damage... 27004 ; AflameDamageDelay = 500 ; this often. 27005 ;End 27006 27007 ; Note that structures with "RUBBLE" states should not use DestroyDie; such buildings are 27008 ; never truly destroyed, even when reduced to zero health. Also note that garrisonable 27009 ; buildings automatically stick around because GarrisonContain has it's own DieModule 27010 Behavior = KeepObjectDie ModuleTag_IWantRubble 27011 End 27012 27013 Behavior = ToppleUpdate ModuleTag_06 27014 ToppleFX = FX_ToppleLampPost 27015 BounceFX = FX_LampPostBounce 27016 End 27017 Behavior = SlowDeathBehavior ModuleTag_07 27018 DeathTypes = NONE +TOPPLED 27019 SinkRate = 2 ; in Dist/Sec 27020 SinkDelay = 14000 27021 DestructionDelay = 20000 27022 End 27023 27024 27025 Shadow = SHADOW_VOLUME 27026 End 27027 ;------------------------------------------------------------------------------ 27028 Object AsianSkyScraper01 27029 27030 ; *** ART Parameters *** 27031 Draw = W3DModelDraw ModuleTag_01 27032 OkToChangeModelColor = Yes 27033 27034 27035 ; day 27036 ConditionState = NONE 27037 Model = CBNHongK01 27038 End 27039 ConditionState = DAMAGED 27040 Model = CBNHongK01_D 27041 End 27042 ConditionState = REALLYDAMAGED 27043 Model = CBNHongK01_E 27044 End 27045 ConditionState = RUBBLE 27046 Model = CBNHongK01_E 27047 End 27048 ConditionState = POST_COLLAPSE 27049 Model = CBNHongK01_R 27050 End 27051 27052 ; day garrisoned 27053 ConditionState = GARRISONED 27054 Model = CBNHongK01_G 27055 Animation = CBNHongK01_G.CBNHongK01_G 27056 AnimationMode = LOOP 27057 End 27058 ConditionState = GARRISONED DAMAGED 27059 Model = CBNHongK01_GD 27060 Animation = CBNHongK01_GD.CBNHongK01_GD 27061 AnimationMode = LOOP 27062 End 27063 27064 End 27065 27066 ; *** AUDIO Parameters *** 27067 SoundDie = BuildingDie 27068 SoundOnDamaged = BuildingDamagedStateLight 27069 SoundOnReallyDamaged = BuildingDestroy 27070 27071 ; ***DESIGN parameters *** 27072 DisplayName = OBJECT:Structure 27073 EditorSorting = STRUCTURE 27074 ArmorSet 27075 Conditions = None 27076 Armor = StructureArmor 27077 DamageFX = StructureDamageFXNoShake 27078 End 27079 27080 ; *** ENGINEERING Parameters *** 27081 KindOf = STRUCTURE SELECTABLE IMMOBILE AIRCRAFT_PATH_AROUND 27082 Body = ActiveBody ModuleTag_02 27083 MaxHealth = 2000.0 27084 InitialHealth = 2000.0 27085 End 27086 27087 Behavior = GarrisonContain ModuleTag_03 27088 ContainMax = 10 27089 EnterSound = GarrisonEnter 27090 ExitSound = GarrisonExit 27091 End 27092 27093 Behavior = FlammableUpdate ModuleTag_05 27094 FlameDamageLimit = 20 ;Catch fire if I take this much fire damage... 27095 FlameDamageExpiration = 2000 ;in a span of this long 27096 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 27097 AflameDamageAmount = 25 ; taking this much damage... 27098 AflameDamageDelay = 500 ; this often. 27099 End 27100 27101 Behavior = StructureCollapseUpdate ModuleTag_06 27102 MinCollapseDelay = 500 27103 MaxCollapseDelay = 1000 27104 CollapseDamping = 0.0 27105 MaxShudder = 0.6 27106 MinBurstDelay = 250 27107 MaxBurstDelay = 800 27108 BigBurstFrequency = 4 27109 OCL = INITIAL OCL_StructureCollapseInitial 27110 OCL = DELAY OCL_StructureCollapseDelay 27111 OCL = FINAL OCL_StructureCollapseFinal 27112 FXList = INITIAL FX_StructureCollapseInitial 27113 FXList = DELAY FX_StructureCollapseDelay 27114 FXList = BURST FX_StructureCollapseBurst 27115 FXList = FINAL FX_StructureCollapseFinal 27116 End 27117 27118 Behavior = TransitionDamageFX ModuleTag_07 27119 ;-------------DESIGNED FOR LARGE SIZED CIVILIAN BUILDING TRANSITIONS------------------- 27120 DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionLargeSmoke 27121 ;--------------------------------------------------------------------------------------- 27122 ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionLargeSmoke 27123 ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionLargeExplosion 27124 ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionLargeShockwave 27125 ;--------------------------------------------------------------------------------------- 27126 RubbleParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionLargeSmoke 27127 RubbleParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionLargeExplosion 27128 RubbleParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionLargeShockwave 27129 RubbleParticleSystem4 = Bone:None RandomBone:No PSys:StructureTransitionLargeFlare 27130 End 27131 27132 Geometry = BOX 27133 GeometryMajorRadius = 43.0 27134 GeometryMinorRadius = 43.0 27135 GeometryHeight = 170.0 27136 GeometryIsSmall = No 27137 Shadow = SHADOW_VOLUME 27138 End 27139 ;------------------------------------------------------------------------------ 27140 Object AsianMegaHotel01 27141 27142 ; *** ART Parameters *** 27143 Draw = W3DModelDraw ModuleTag_01 27144 OkToChangeModelColor = Yes 27145 27146 ConditionState = NONE 27147 Model = CBNHongK02 27148 End 27149 ConditionState = DAMAGED 27150 Model = CBNHongK02_D 27151 End 27152 ConditionState = REALLYDAMAGED 27153 Model = CBNHongK02_E 27154 End 27155 ConditionState = RUBBLE 27156 Model = CBNHongK02_R 27157 End 27158 27159 ; day garrisoned 27160 ConditionState = GARRISONED 27161 Model = CBNHongK02_G 27162 Animation = CBNHongK02_G.CBNHongK02_G 27163 AnimationMode = LOOP 27164 End 27165 ConditionState = GARRISONED DAMAGED 27166 Model = CBNHongK02_GD 27167 Animation = CBNHongK02_GD.CBNHongK02_GD 27168 AnimationMode = LOOP 27169 End 27170 27171 End 27172 27173 ; *** AUDIO Parameters *** 27174 SoundDie = BuildingDie 27175 SoundOnDamaged = BuildingDamagedStateLight 27176 SoundOnReallyDamaged = BuildingDestroy 27177 27178 27179 ; ***DESIGN parameters *** 27180 DisplayName = OBJECT:Structure 27181 EditorSorting = STRUCTURE 27182 ArmorSet 27183 Conditions = None 27184 Armor = StructureArmor 27185 DamageFX = StructureDamageFXNoShake 27186 End 27187 ; ***AUDIO parameters *** 27188 SoundAmbient = HotelAmbientDiver 27189 SoundAmbient = HotelAmbientTennisLoop 27190 SoundAmbient = HotelAmbientSwimmerLoop 27191 27192 27193 ; *** ENGINEERING Parameters *** 27194 KindOf = STRUCTURE SELECTABLE IMMOBILE AIRCRAFT_PATH_AROUND 27195 Body = ActiveBody ModuleTag_02 27196 MaxHealth = 2000.0 27197 InitialHealth = 2000.0 27198 End 27199 27200 Behavior = GarrisonContain ModuleTag_03 27201 ContainMax = 10 27202 EnterSound = GarrisonEnter 27203 ExitSound = GarrisonExit 27204 End 27205 27206 Behavior = FlammableUpdate ModuleTag_05 27207 FlameDamageLimit = 20 ;Catch fire if I take this much fire damage... 27208 FlameDamageExpiration = 2000 ;in a span of this long 27209 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 27210 AflameDamageAmount = 25 ; taking this much damage... 27211 AflameDamageDelay = 500 ; this often. 27212 End 27213 27214 Behavior = TransitionDamageFX ModuleTag_07 27215 ;-------------DESIGNED FOR LARGE SIZED CIVILIAN BUILDING TRANSITIONS------------------- 27216 DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionLargeSmoke 27217 ;--------------------------------------------------------------------------------------- 27218 ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionLargeSmoke 27219 ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionLargeExplosion 27220 ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionLargeShockwave 27221 ;--------------------------------------------------------------------------------------- 27222 RubbleParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionLargeSmoke 27223 RubbleParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionLargeExplosion 27224 RubbleParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionLargeShockwave 27225 RubbleParticleSystem4 = Bone:None RandomBone:No PSys:StructureTransitionLargeFlare 27226 End 27227 27228 Geometry = BOX 27229 GeometryMajorRadius = 195.0 27230 GeometryMinorRadius = 126.0 27231 GeometryHeight = 150.0 27232 GeometryIsSmall = No 27233 Shadow = SHADOW_VOLUME 27234 End 27235 ;------------------------------------------------------------------------------ 27236 Object AsianOffice02 27237 27238 ; *** ART Parameters *** 27239 Draw = W3DModelDraw ModuleTag_01 27240 OkToChangeModelColor = Yes 27241 27242 ConditionState = NONE 27243 Model = CBNHongK03 27244 End 27245 ConditionState = DAMAGED 27246 Model = CBNHongK03_D 27247 End 27248 ConditionState = REALLYDAMAGED 27249 Model = CBNHongK03_E 27250 End 27251 ConditionState = RUBBLE 27252 Model = CBNHongK03_E 27253 End 27254 ConditionState = POST_COLLAPSE 27255 Model = CBNHongK03_R 27256 End 27257 27258 ; day garrisoned 27259 ConditionState = GARRISONED 27260 Model = CBNHongK03_G 27261 Animation = CBNHongK03_G.CBNHongK03_G 27262 AnimationMode = LOOP 27263 End 27264 ConditionState = GARRISONED DAMAGED 27265 Model = CBNHongK03_GD 27266 Animation = CBNHongK03_GD.CBNHongK03_GD 27267 AnimationMode = LOOP 27268 End 27269 End 27270 27271 ; *** AUDIO Parameters *** 27272 SoundDie = BuildingDie 27273 SoundOnDamaged = BuildingDamagedStateLight 27274 SoundOnReallyDamaged = BuildingDestroy 27275 27276 27277 ; ***DESIGN parameters *** 27278 DisplayName = OBJECT:Structure 27279 EditorSorting = STRUCTURE 27280 ArmorSet 27281 Conditions = None 27282 Armor = StructureArmor 27283 DamageFX = StructureDamageFXNoShake 27284 End 27285 27286 ; *** ENGINEERING Parameters *** 27287 KindOf = STRUCTURE SELECTABLE IMMOBILE AIRCRAFT_PATH_AROUND 27288 Body = ActiveBody ModuleTag_02 27289 MaxHealth = 2000.0 27290 InitialHealth = 2000.0 27291 End 27292 27293 27294 Behavior = GarrisonContain ModuleTag_03 27295 ContainMax = 10 27296 EnterSound = GarrisonEnter 27297 ExitSound = GarrisonExit 27298 End 27299 27300 Behavior = FlammableUpdate ModuleTag_05 27301 FlameDamageLimit = 20 ;Catch fire if I take this much fire damage... 27302 FlameDamageExpiration = 2000 ;in a span of this long 27303 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 27304 AflameDamageAmount = 25 ; taking this much damage... 27305 AflameDamageDelay = 500 ; this often. 27306 End 27307 27308 Behavior = StructureCollapseUpdate ModuleTag_06 27309 MinCollapseDelay = 500 27310 MaxCollapseDelay = 1000 27311 CollapseDamping = 0.0 27312 MaxShudder = 0.6 27313 MinBurstDelay = 250 27314 MaxBurstDelay = 800 27315 BigBurstFrequency = 4 27316 OCL = INITIAL OCL_StructureCollapseInitial 27317 OCL = DELAY OCL_StructureCollapseDelay 27318 OCL = FINAL OCL_StructureCollapseFinal 27319 FXList = INITIAL FX_StructureCollapseInitial 27320 FXList = DELAY FX_StructureCollapseDelay 27321 FXList = BURST FX_StructureCollapseBurst 27322 FXList = FINAL FX_StructureCollapseFinal 27323 End 27324 27325 Behavior = TransitionDamageFX ModuleTag_07 27326 ;-------------DESIGNED FOR LARGE SIZED CIVILIAN BUILDING TRANSITIONS------------------- 27327 DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionLargeSmoke 27328 ;--------------------------------------------------------------------------------------- 27329 ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionLargeSmoke 27330 ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionLargeExplosion 27331 ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionLargeShockwave 27332 ;--------------------------------------------------------------------------------------- 27333 RubbleParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionLargeSmoke 27334 RubbleParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionLargeExplosion 27335 RubbleParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionLargeShockwave 27336 RubbleParticleSystem4 = Bone:None RandomBone:No PSys:StructureTransitionLargeFlare 27337 End 27338 27339 Geometry = BOX 27340 GeometryMajorRadius = 42.0 27341 GeometryMinorRadius = 42.0 27342 GeometryHeight = 110.0 27343 GeometryIsSmall = No 27344 Shadow = SHADOW_VOLUME 27345 End 27346 27347 ;------------------------------------------------------------------------------ 27348 Object InternationalHotel01 27349 27350 ; *** ART Parameters *** 27351 Draw = W3DModelDraw ModuleTag_01 27352 OkToChangeModelColor = Yes 27353 27354 ConditionState = NONE 27355 Model = CBTHotel03 27356 End 27357 ConditionState = DAMAGED 27358 Model = CBTHotel03_D 27359 End 27360 ConditionState = REALLYDAMAGED 27361 Model = CBTHotel03_E 27362 End 27363 ConditionState = RUBBLE 27364 Model = CBTHotel03_E 27365 End 27366 ConditionState = POST_COLLAPSE 27367 Model = CBTHotel03_R 27368 End 27369 27370 ; day garrisoned 27371 ConditionState = GARRISONED 27372 Model = CBTHotel03_G 27373 Animation = CBTHotel03_G.CBTHotel03_G 27374 AnimationMode = LOOP 27375 End 27376 ConditionState = GARRISONED DAMAGED 27377 Model = CBTHotel03_GD 27378 Animation = CBTHotel03_GD.CBTHotel03_GD 27379 AnimationMode = LOOP 27380 End 27381 End 27382 27383 ; *** AUDIO Parameters *** 27384 SoundDie = BuildingDie 27385 SoundOnDamaged = BuildingDamagedStateLight 27386 SoundOnReallyDamaged = BuildingDestroy 27387 27388 27389 ; ***DESIGN parameters *** 27390 DisplayName = OBJECT:Structure 27391 EditorSorting = STRUCTURE 27392 ArmorSet 27393 Conditions = None 27394 Armor = StructureArmor 27395 DamageFX = StructureDamageFXNoShake 27396 End 27397 27398 ; *** ENGINEERING Parameters *** 27399 KindOf = STRUCTURE SELECTABLE IMMOBILE AIRCRAFT_PATH_AROUND 27400 Body = ActiveBody ModuleTag_02 27401 MaxHealth = 2000.0 27402 InitialHealth = 2000.0 27403 End 27404 27405 27406 27407 Behavior = GarrisonContain ModuleTag_03 27408 ContainMax = 10 27409 EnterSound = GarrisonEnter 27410 ExitSound = GarrisonExit 27411 End 27412 27413 Behavior = FlammableUpdate ModuleTag_05 27414 FlameDamageLimit = 20 ;Catch fire if I take this much fire damage... 27415 FlameDamageExpiration = 2000 ;in a span of this long 27416 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 27417 AflameDamageAmount = 25 ; taking this much damage... 27418 AflameDamageDelay = 500 ; this often. 27419 End 27420 27421 Behavior = StructureCollapseUpdate ModuleTag_06 27422 MinCollapseDelay = 500 27423 MaxCollapseDelay = 1000 27424 CollapseDamping = 0.0 27425 MaxShudder = 0.6 27426 MinBurstDelay = 250 27427 MaxBurstDelay = 800 27428 BigBurstFrequency = 4 27429 OCL = INITIAL OCL_StructureCollapseInitial 27430 OCL = DELAY OCL_StructureCollapseDelay 27431 OCL = FINAL OCL_StructureCollapseFinal 27432 FXList = INITIAL FX_StructureCollapseInitial 27433 FXList = DELAY FX_StructureCollapseDelay 27434 FXList = BURST FX_StructureCollapseBurst 27435 FXList = FINAL FX_StructureCollapseFinal 27436 End 27437 27438 Behavior = TransitionDamageFX ModuleTag_07 27439 ;-------------DESIGNED FOR LARGE SIZED CIVILIAN BUILDING TRANSITIONS------------------- 27440 DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionLargeSmoke 27441 ;--------------------------------------------------------------------------------------- 27442 ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionLargeSmoke 27443 ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionLargeExplosion 27444 ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionLargeShockwave 27445 ;--------------------------------------------------------------------------------------- 27446 RubbleParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionLargeSmoke 27447 RubbleParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionLargeExplosion 27448 RubbleParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionLargeShockwave 27449 RubbleParticleSystem4 = Bone:None RandomBone:No PSys:StructureTransitionLargeFlare 27450 27451 End 27452 27453 Geometry = BOX 27454 GeometryMajorRadius = 82.0 27455 GeometryMinorRadius = 72.0 27456 GeometryHeight = 150.0 27457 GeometryIsSmall = No 27458 Shadow = SHADOW_VOLUME 27459 End 27460 27461 ;------------------------------------------------------------------------------ 27462 Object TiananmenGate 27463 27464 ; *** ART Parameters *** 27465 Draw = W3DModelDraw ModuleTag_01 27466 OkToChangeModelColor = Yes 27467 27468 ConditionState = NONE 27469 Model = CMTianGate 27470 End 27471 ConditionState = DAMAGED 27472 Model = CMTianGate_D 27473 End 27474 ConditionState = REALLYDAMAGED 27475 Model = CMTianGate_E 27476 End 27477 ConditionState = RUBBLE 27478 Model = CMTianGate_R 27479 End 27480 End 27481 27482 ; *** AUDIO Parameters *** 27483 SoundDie = BuildingDie 27484 SoundOnDamaged = BuildingDamagedStateLight 27485 SoundOnReallyDamaged = BuildingDestroy 27486 27487 27488 ; ***DESIGN parameters *** 27489 DisplayName = OBJECT:BigGate 27490 EditorSorting = STRUCTURE 27491 ArmorSet 27492 Conditions = None 27493 Armor = StructureArmor 27494 DamageFX = StructureDamageFXNoShake 27495 End 27496 27497 ; *** ENGINEERING Parameters *** 27498 KindOf = STRUCTURE SELECTABLE IMMOBILE 27499 Body = ActiveBody ModuleTag_02 27500 MaxHealth = 2000.0 27501 InitialHealth = 2000.0 27502 End 27503 27504 Behavior = FlammableUpdate ModuleTag_05 27505 FlameDamageLimit = 20 ;Catch fire if I take this much fire damage... 27506 FlameDamageExpiration = 2000 ;in a span of this long 27507 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 27508 AflameDamageAmount = 25 ; taking this much damage... 27509 AflameDamageDelay = 500 ; this often. 27510 End 27511 27512 Behavior = GarrisonContain ModuleTag_06 27513 ContainMax = 10 27514 EnterSound = GarrisonEnter 27515 ExitSound = GarrisonExit 27516 End 27517 27518 Behavior = TransitionDamageFX ModuleTag_07 27519 ;-------------DESIGNED FOR SMALL SIZED CIVILIAN BUILDING TRANSITIONS------------------- 27520 DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke 27521 ;--------------------------------------------------------------------------------------- 27522 ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke 27523 ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion 27524 ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave 27525 ;--------------------------------------------------------------------------------------- 27526 RubbleParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke 27527 RubbleParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion 27528 RubbleParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave 27529 RubbleParticleSystem4 = Bone:None RandomBone:No PSys:StructureTransitionSmallFlare 27530 27531 End 27532 27533 Geometry = BOX 27534 GeometryMajorRadius = 68.0 27535 GeometryMinorRadius = 112.0 27536 GeometryHeight = 90.0 27537 GeometryIsSmall = No 27538 Shadow = SHADOW_VOLUME 27539 End 27540 27541 ;------------------------------------------------------------------------------ 27542 Object ForbiddenCityGates 27543 27544 ; *** ART Parameters *** 27545 Draw = W3DModelDraw ModuleTag_01 27546 OkToChangeModelColor = Yes 27547 27548 ConditionState = NONE 27549 Model = CBNFCitySH 27550 End 27551 ConditionState = DAMAGED 27552 Model = CBNFCitySH_D 27553 End 27554 ConditionState = REALLYDAMAGED 27555 Model = CBNFCitySH_E 27556 End 27557 ConditionState = RUBBLE 27558 Model = CBNFCitySH_R 27559 End 27560 27561 ConditionState = GARRISONED 27562 Model = CBNFCitySH_G 27563 Animation = CBNFCitySH_G.CBNFCitySH_G 27564 AnimationMode = LOOP 27565 End 27566 27567 ConditionState = DAMAGED GARRISONED 27568 Model = CBNFCitySH_DG 27569 Animation = CBNFCitySH_DG.CBNFCitySH_DG 27570 AnimationMode = LOOP 27571 End 27572 End 27573 27574 ; *** AUDIO Parameters *** 27575 SoundDie = BuildingDie 27576 SoundOnDamaged = BuildingDamagedStateLight 27577 SoundOnReallyDamaged = BuildingDestroy 27578 27579 27580 ; ***DESIGN parameters *** 27581 DisplayName = OBJECT:BigGate 27582 EditorSorting = STRUCTURE 27583 ArmorSet 27584 Conditions = None 27585 Armor = StructureArmor 27586 DamageFX = StructureDamageFXNoShake 27587 End 27588 27589 ; *** ENGINEERING Parameters *** 27590 KindOf = STRUCTURE SELECTABLE IMMOBILE 27591 Body = ActiveBody ModuleTag_02 27592 MaxHealth = 2000.0 27593 InitialHealth = 2000.0 27594 End 27595 27596 Behavior = FlammableUpdate ModuleTag_05 27597 FlameDamageLimit = 20 ;Catch fire if I take this much fire damage... 27598 FlameDamageExpiration = 2000 ;in a span of this long 27599 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 27600 AflameDamageAmount = 25 ; taking this much damage... 27601 AflameDamageDelay = 500 ; this often. 27602 End 27603 27604 Behavior = GarrisonContain ModuleTag_06 27605 ContainMax = 10 27606 EnterSound = GarrisonEnter 27607 ExitSound = GarrisonExit 27608 End 27609 27610 Behavior = TransitionDamageFX ModuleTag_07 27611 ;-------------DESIGNED FOR SMALL SIZED CIVILIAN BUILDING TRANSITIONS------------------- 27612 DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke 27613 ;--------------------------------------------------------------------------------------- 27614 ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke 27615 ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion 27616 ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave 27617 ;--------------------------------------------------------------------------------------- 27618 RubbleParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke 27619 RubbleParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion 27620 RubbleParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave 27621 RubbleParticleSystem4 = Bone:None RandomBone:No PSys:StructureTransitionSmallFlare 27622 27623 End 27624 27625 Geometry = BOX 27626 GeometryMajorRadius = 58.0 27627 GeometryMinorRadius = 85.0 27628 GeometryHeight = 70.0 27629 GeometryIsSmall = No 27630 Shadow = SHADOW_VOLUME 27631 End 27632 27633 ;------------------------------------------------------------------------------ 27634 Object ForbiddenCityWall 27635 27636 ; *** ART Parameters *** 27637 Draw = W3DModelDraw ModuleTag_01 27638 OkToChangeModelColor = Yes 27639 27640 ConditionState = NONE 27641 Model = CBNFCityWH 27642 End 27643 ConditionState = DAMAGED 27644 Model = CBNFCityWH_D 27645 End 27646 ConditionState = REALLYDAMAGED 27647 Model = CBNFCityWH_E 27648 End 27649 ConditionState = RUBBLE 27650 Model = CBNFCityWH_R 27651 End 27652 27653 ConditionState = GARRISONED 27654 Model = CBNFCityWH_G 27655 Animation = CBNFCityWH_G.CBNFCityWH_G 27656 AnimationMode = LOOP 27657 End 27658 27659 ConditionState = DAMAGED GARRISONED 27660 Model = CBNFCityWH_DG 27661 Animation = CBNFCityWH_DG.CBNFCityWH_DG 27662 AnimationMode = LOOP 27663 End 27664 End 27665 27666 ; ***DESIGN parameters *** 27667 DisplayName = OBJECT:BigGate 27668 EditorSorting = STRUCTURE 27669 ArmorSet 27670 Conditions = None 27671 Armor = StructureArmor 27672 DamageFX = StructureDamageFXNoShake 27673 End 27674 27675 ; *** ENGINEERING Parameters *** 27676 KindOf = STRUCTURE SELECTABLE IMMOBILE 27677 Body = ActiveBody ModuleTag_02 27678 MaxHealth = 2000.0 27679 InitialHealth = 2000.0 27680 End 27681 27682 Behavior = FlammableUpdate ModuleTag_05 27683 FlameDamageLimit = 20 ;Catch fire if I take this much fire damage... 27684 FlameDamageExpiration = 2000 ;in a span of this long 27685 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 27686 AflameDamageAmount = 25 ; taking this much damage... 27687 AflameDamageDelay = 500 ; this often. 27688 End 27689 27690 Behavior = GarrisonContain ModuleTag_06 27691 ContainMax = 10 27692 EnterSound = GarrisonEnter 27693 ExitSound = GarrisonExit 27694 End 27695 27696 Geometry = BOX 27697 GeometryMajorRadius = 18.0 27698 GeometryMinorRadius = 72.0 27699 GeometryHeight = 30.0 27700 GeometryIsSmall = No 27701 Shadow = SHADOW_VOLUME 27702 End 27703 27704 ;------------------------------------------------------------------------------ 27705 Object ForbiddenCityTower 27706 27707 ; *** ART Parameters *** 27708 Draw = W3DModelDraw ModuleTag_01 27709 OkToChangeModelColor = Yes 27710 27711 ConditionState = NONE 27712 Model = CBNFCityCH 27713 End 27714 ConditionState = DAMAGED 27715 Model = CBNFCityCH_D 27716 End 27717 ConditionState = REALLYDAMAGED 27718 Model = CBNFCityCH_E 27719 End 27720 ConditionState = RUBBLE 27721 Model = CBNFCityCH_R 27722 End 27723 27724 ConditionState = GARRISONED 27725 Model = CBNFCityCH_G 27726 Animation = CBNFCityCH_G.CBNFCityCH_G 27727 AnimationMode = LOOP 27728 End 27729 27730 ConditionState = DAMAGED GARRISONED 27731 Model = CBNFCityCH_DG 27732 Animation = CBNFCityCH_DG.CBNFCityCH_DG 27733 AnimationMode = LOOP 27734 End 27735 End 27736 27737 ; *** AUDIO Parameters *** 27738 SoundDie = BuildingDie 27739 SoundOnDamaged = BuildingDamagedStateLight 27740 SoundOnReallyDamaged = BuildingDestroy 27741 27742 27743 ; ***DESIGN parameters *** 27744 DisplayName = OBJECT:BigGate 27745 EditorSorting = STRUCTURE 27746 ArmorSet 27747 Conditions = None 27748 Armor = StructureArmor 27749 DamageFX = StructureDamageFXNoShake 27750 End 27751 27752 ; *** ENGINEERING Parameters *** 27753 KindOf = STRUCTURE SELECTABLE IMMOBILE 27754 Body = ActiveBody ModuleTag_02 27755 MaxHealth = 2000.0 27756 InitialHealth = 2000.0 27757 End 27758 27759 Behavior = FlammableUpdate ModuleTag_05 27760 FlameDamageLimit = 20 ;Catch fire if I take this much fire damage... 27761 FlameDamageExpiration = 2000 ;in a span of this long 27762 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 27763 AflameDamageAmount = 25 ; taking this much damage... 27764 AflameDamageDelay = 500 ; this often. 27765 End 27766 27767 Behavior = GarrisonContain ModuleTag_06 27768 ContainMax = 10 27769 EnterSound = GarrisonEnter 27770 ExitSound = GarrisonExit 27771 End 27772 27773 Behavior = TransitionDamageFX ModuleTag_07 27774 ;-------------DESIGNED FOR SMALL SIZED CIVILIAN BUILDING TRANSITIONS------------------- 27775 DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke 27776 ;--------------------------------------------------------------------------------------- 27777 ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke 27778 ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion 27779 ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave 27780 ;--------------------------------------------------------------------------------------- 27781 RubbleParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke 27782 RubbleParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion 27783 RubbleParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave 27784 RubbleParticleSystem4 = Bone:None RandomBone:No PSys:StructureTransitionSmallFlare 27785 27786 End 27787 27788 Geometry = BOX 27789 GeometryMajorRadius = 25.0 27790 GeometryMinorRadius = 25.0 27791 GeometryHeight = 60.0 27792 GeometryIsSmall = No 27793 Shadow = SHADOW_VOLUME 27794 End 27795 27796 ;------------------------------------------------------------------------------ 27797 Object ChineeseFireworksFactory 27798 27799 ; *** ART Parameters *** 27800 Draw = W3DModelDraw ModuleTag_01 27801 OkToChangeModelColor = Yes 27802 27803 27804 ; day 27805 ConditionState = NONE 27806 Model = cbfwfctry 27807 End 27808 ConditionState = DAMAGED 27809 Model = cbfwfctry_D 27810 End 27811 ConditionState = REALLYDAMAGED 27812 Model = cbfwfctry_E 27813 End 27814 ConditionState = RUBBLE 27815 Model = cbfwfctry_R 27816 End 27817 27818 ; day garrisoned 27819 ConditionState = GARRISONED 27820 Model = cbfwfctry_G 27821 Animation = cbfwfctry_G.cbfwfctry_G 27822 AnimationMode = LOOP 27823 End 27824 ConditionState = DAMAGED GARRISONED 27825 Model = cbfwfctry_DG 27826 Animation = cbfwfctry_DG.cbfwfctry_DG 27827 AnimationMode = LOOP 27828 End 27829 27830 ; night 27831 ConditionState = NIGHT 27832 Model = cbfwfctry_N 27833 End 27834 ConditionState = DAMAGED NIGHT 27835 Model = cbfwfctry_DN 27836 End 27837 ConditionState = REALLYDAMAGED NIGHT 27838 Model = cbfwfctry_EN 27839 End 27840 ConditionState = RUBBLE NIGHT 27841 Model = cbfwfctry_RN 27842 End 27843 27844 ; night garrisoned 27845 ConditionState = NIGHT GARRISONED 27846 Model = cbfwfctry_NG 27847 Animation = cbfwfctry_NG.cbfwfctry_NG 27848 AnimationMode = LOOP 27849 End 27850 ConditionState = DAMAGED NIGHT GARRISONED 27851 Model = cbfwfctry_DNG 27852 Animation = cbfwfctry_DNG.cbfwfctry_DNG 27853 AnimationMode = LOOP 27854 End 27855 27856 27857 27858 ; Snow 27859 ConditionState = SNOW 27860 Model = cbfwfctry_S 27861 End 27862 ConditionState = DAMAGED SNOW 27863 Model = cbfwfctry_DS 27864 End 27865 ConditionState = REALLYDAMAGED SNOW 27866 Model = cbfwfctry_ES 27867 End 27868 ConditionState = RUBBLE SNOW 27869 Model = cbfwfctry_RS 27870 End 27871 27872 27873 ; snow garrisoned 27874 ConditionState = SNOW GARRISONED 27875 Model = cbfwfctry_SG 27876 Animation = cbfwfctry_SG.cbfwfctry_SG 27877 AnimationMode = LOOP 27878 End 27879 ConditionState = DAMAGED SNOW GARRISONED 27880 Model = cbfwfctry_DSG 27881 Animation = cbfwfctry_DSG.cbfwfctry_DSG 27882 AnimationMode = LOOP 27883 End 27884 27885 ; night snow 27886 ConditionState = SNOW NIGHT 27887 Model = cbfwfctry_SN 27888 End 27889 ConditionState = DAMAGED SNOW NIGHT 27890 Model = cbfwfctry_DSN 27891 End 27892 ConditionState = REALLYDAMAGED SNOW NIGHT 27893 Model = cbfwfctry_ESN 27894 End 27895 ConditionState = RUBBLE SNOW NIGHT 27896 Model = cbfwfctry_RSN 27897 End 27898 27899 ; night snow garrisoned 27900 ConditionState = SNOW NIGHT GARRISONED 27901 Model = cbfwfctry_SNG 27902 Animation = cbfwfctry_SNG.cbfwfctry_SNG 27903 AnimationMode = LOOP 27904 End 27905 ConditionState = DAMAGED SNOW NIGHT GARRISONED 27906 Model = cbfwfctry_DSNG 27907 Animation = cbfwfctry_DSNG.cbfwfctry_DSNG 27908 AnimationMode = LOOP 27909 End 27910 End 27911 27912 ; *** AUDIO Parameters *** 27913 SoundDie = BuildingDie 27914 SoundOnDamaged = BuildingDamagedStateLight 27915 SoundOnReallyDamaged = BuildingDestroy 27916 27917 27918 ; ***DESIGN parameters *** 27919 DisplayName = OBJECT:Outpost 27920 EditorSorting = STRUCTURE 27921 ArmorSet 27922 Conditions = None 27923 Armor = StructureArmor 27924 DamageFX = StructureDamageFXNoShake 27925 End 27926 27927 ; *** ENGINEERING Parameters *** 27928 RadarPriority = STRUCTURE 27929 KindOf = STRUCTURE SELECTABLE IMMOBILE 27930 Body = StructureBody ModuleTag_02 27931 MaxHealth = 2000.0 27932 InitialHealth = 2000.0 27933 End 27934 27935 Behavior = GarrisonContain ModuleTag_03 27936 ContainMax = 10 27937 EnterSound = GarrisonEnter 27938 ExitSound = GarrisonExit 27939 End 27940 27941 Behavior = FlammableUpdate ModuleTag_05 27942 FlameDamageLimit = 20 ;Catch fire if I take this much fire damage... 27943 FlameDamageExpiration = 2000 ;in a span of this long 27944 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 27945 AflameDamageAmount = 25 ; taking this much damage... 27946 AflameDamageDelay = 500 ; this often. 27947 End 27948 27949 Behavior = TransitionDamageFX ModuleTag_07 27950 ;-------------DESIGNED FOR SMALL SIZED CIVILIAN BUILDING TRANSITIONS------------------- 27951 DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke 27952 ;--------------------------------------------------------------------------------------- 27953 ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke 27954 ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion 27955 ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave 27956 ;--------------------------------------------------------------------------------------- 27957 RubbleParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke 27958 RubbleParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion 27959 RubbleParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave 27960 RubbleParticleSystem4 = Bone:None RandomBone:No PSys:StructureTransitionSmallFlare 27961 End 27962 27963 ; Note that structures with "RUBBLE" states should not use 27964 ; DestroyDie; such buildings are never truly 27965 ; destroyed, even when reduced to zero health. 27966 Geometry = BOX 27967 GeometryMajorRadius = 36.0 27968 GeometryMinorRadius = 17.0 27969 GeometryHeight = 30.0 27970 GeometryIsSmall = No 27971 Shadow = SHADOW_VOLUME 27972 27973 End 27974 27975 ;------------------------------------------------------------------------------ 27976 Object WaterfrontWherehouse01 27977 27978 ; *** ART Parameters *** 27979 Draw = W3DModelDraw ModuleTag_01 27980 OkToChangeModelColor = Yes 27981 27982 27983 ; day 27984 ConditionState = NONE 27985 Model = CBWrFWhrs1 27986 End 27987 ConditionState = DAMAGED 27988 Model = CBWrFWhrs1_D 27989 End 27990 ConditionState = REALLYDAMAGED 27991 Model = CBWrFWhrs1_E 27992 End 27993 ConditionState = RUBBLE 27994 Model = CBWrFWhrs1_R 27995 End 27996 27997 ; day garrisoned 27998 ConditionState = GARRISONED 27999 Model = CBWrFWhrs1_G 28000 Animation = CBWrFWhrs1_G.CBWrFWhrs1_G 28001 AnimationMode = LOOP 28002 End 28003 ConditionState = DAMAGED GARRISONED 28004 Model = CBWrFWhrs1_DG 28005 Animation = CBWrFWhrs1_DG.CBWrFWhrs1_DG 28006 AnimationMode = LOOP 28007 End 28008 28009 ; night 28010 ConditionState = NIGHT 28011 Model = CBWrFWhrs1_N 28012 End 28013 ConditionState = DAMAGED NIGHT 28014 Model = CBWrFWhrs1_DN 28015 End 28016 ConditionState = REALLYDAMAGED NIGHT 28017 Model = CBWrFWhrs1_EN 28018 End 28019 ConditionState = RUBBLE NIGHT 28020 Model = CBWrFWhrs1_RN 28021 End 28022 28023 ; night garrisoned 28024 ConditionState = NIGHT GARRISONED 28025 Model = CBWrFWhrs1_NG 28026 Animation = CBWrFWhrs1_NG.CBWrFWhrs1_NG 28027 AnimationMode = LOOP 28028 End 28029 ConditionState = DAMAGED NIGHT GARRISONED 28030 Model = CBWrFWhrs1_DNG 28031 Animation = CBWrFWhrs1_DNG.CBWrFWhrs1_DNG 28032 AnimationMode = LOOP 28033 End 28034 28035 28036 28037 ; Snow 28038 ConditionState = SNOW 28039 Model = CBWrFWhrs1_S 28040 End 28041 ConditionState = DAMAGED SNOW 28042 Model = CBWrFWhrs1_DS 28043 End 28044 ConditionState = REALLYDAMAGED SNOW 28045 Model = CBWrFWhrs1_ES 28046 End 28047 ConditionState = RUBBLE SNOW 28048 Model = CBWrFWhrs1_RS 28049 End 28050 28051 28052 ; snow garrisoned 28053 ConditionState = SNOW GARRISONED 28054 Model = CBWrFWhrs1_SG 28055 Animation = CBWrFWhrs1_SG.CBWrFWhrs1_SG 28056 AnimationMode = LOOP 28057 End 28058 ConditionState = DAMAGED SNOW GARRISONED 28059 Model = CBWrFWhrs1_DSG 28060 Animation = CBWrFWhrs1_DSG.CBWrFWhrs1_DSG 28061 AnimationMode = LOOP 28062 End 28063 28064 ; night snow 28065 ConditionState = SNOW NIGHT 28066 Model = CBWrFWhrs1_SN 28067 End 28068 ConditionState = DAMAGED SNOW NIGHT 28069 Model = CBWrFWhrs1_DSN 28070 End 28071 ConditionState = REALLYDAMAGED SNOW NIGHT 28072 Model = CBWrFWhrs1_ESN 28073 End 28074 ConditionState = RUBBLE SNOW NIGHT 28075 Model = CBWrFWhrs1_RSN 28076 End 28077 28078 ; night snow garrisoned 28079 ConditionState = SNOW NIGHT GARRISONED 28080 Model = CBWrFWhrs1_SNG 28081 Animation = CBWrFWhrs1_SNG.CBWrFWhrs1_SNG 28082 AnimationMode = LOOP 28083 End 28084 ConditionState = DAMAGED SNOW NIGHT GARRISONED 28085 Model = CBWrFWhrs1_DSNG 28086 Animation = CBWrFWhrs1_DSNG.CBWrFWhrs1_DSNG 28087 AnimationMode = LOOP 28088 End 28089 End 28090 28091 ; *** AUDIO Parameters *** 28092 SoundDie = BuildingDie 28093 SoundOnDamaged = BuildingDamagedStateLight 28094 SoundOnReallyDamaged = BuildingDestroy 28095 28096 28097 ; ***DESIGN parameters *** 28098 DisplayName = OBJECT:Structure 28099 EditorSorting = STRUCTURE 28100 ArmorSet 28101 Conditions = None 28102 Armor = StructureArmor 28103 DamageFX = StructureDamageFXNoShake 28104 End 28105 28106 ; *** ENGINEERING Parameters *** 28107 RadarPriority = STRUCTURE 28108 KindOf = STRUCTURE SELECTABLE IMMOBILE 28109 Body = StructureBody ModuleTag_02 28110 MaxHealth = 2000.0 28111 InitialHealth = 2000.0 28112 End 28113 28114 Behavior = GarrisonContain ModuleTag_03 28115 ContainMax = 10 28116 EnterSound = GarrisonEnter 28117 ExitSound = GarrisonExit 28118 End 28119 28120 Behavior = FlammableUpdate ModuleTag_05 28121 FlameDamageLimit = 20 ;Catch fire if I take this much fire damage... 28122 FlameDamageExpiration = 2000 ;in a span of this long 28123 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 28124 AflameDamageAmount = 25 ; taking this much damage... 28125 AflameDamageDelay = 500 ; this often. 28126 End 28127 28128 Behavior = TransitionDamageFX ModuleTag_07 28129 ;-------------DESIGNED FOR SMALL SIZED CIVILIAN BUILDING TRANSITIONS------------------- 28130 DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke 28131 ;--------------------------------------------------------------------------------------- 28132 ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke 28133 ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion 28134 ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave 28135 ;--------------------------------------------------------------------------------------- 28136 RubbleParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke 28137 RubbleParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion 28138 RubbleParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave 28139 RubbleParticleSystem4 = Bone:None RandomBone:No PSys:StructureTransitionSmallFlare 28140 End 28141 28142 ; Note that structures with "RUBBLE" states should not use 28143 ; DestroyDie; such buildings are never truly 28144 ; destroyed, even when reduced to zero health. 28145 Geometry = BOX 28146 GeometryMajorRadius = 40.0 28147 GeometryMinorRadius = 22.0 28148 GeometryHeight = 30.0 28149 GeometryIsSmall = No 28150 Shadow = SHADOW_VOLUME 28151 28152 End 28153 28154 ;------------------------------------------------------------------------------ 28155 Object WaterfrontWherehouse02 28156 28157 ; *** ART Parameters *** 28158 Draw = W3DModelDraw ModuleTag_01 28159 OkToChangeModelColor = Yes 28160 28161 28162 ; day 28163 ConditionState = NONE 28164 Model = cbwfrwhrs2 28165 End 28166 ConditionState = DAMAGED 28167 Model = cbwfrwhrs2_D 28168 End 28169 ConditionState = REALLYDAMAGED 28170 Model = cbwfrwhrs2_E 28171 End 28172 ConditionState = RUBBLE 28173 Model = cbwfrwhrs2_R 28174 End 28175 28176 ; day garrisoned 28177 ConditionState = GARRISONED 28178 Model = cbwfrwhrs2_G 28179 Animation = cbwfrwhrs2_G.cbwfrwhrs2_G 28180 AnimationMode = LOOP 28181 End 28182 ConditionState = DAMAGED GARRISONED 28183 Model = cbwfrwhrs2_DG 28184 Animation = cbwfrwhrs2_DG.cbwfrwhrs2_DG 28185 AnimationMode = LOOP 28186 End 28187 28188 ; night 28189 ConditionState = NIGHT 28190 Model = cbwfrwhrs2_N 28191 End 28192 ConditionState = DAMAGED NIGHT 28193 Model = cbwfrwhrs2_DN 28194 End 28195 ConditionState = REALLYDAMAGED NIGHT 28196 Model = cbwfrwhrs2_EN 28197 End 28198 ConditionState = RUBBLE NIGHT 28199 Model = cbwfrwhrs2_RN 28200 End 28201 28202 ; night garrisoned 28203 ConditionState = NIGHT GARRISONED 28204 Model = cbwfrwhrs2_NG 28205 Animation = cbwfrwhrs2_NG.cbwfrwhrs2_NG 28206 AnimationMode = LOOP 28207 End 28208 ConditionState = DAMAGED NIGHT GARRISONED 28209 Model = cbwfrwhrs2_DNG 28210 Animation = cbwfrwhrs2_DNG.cbwfrwhrs2_DNG 28211 AnimationMode = LOOP 28212 End 28213 28214 28215 28216 ; Snow 28217 ConditionState = SNOW 28218 Model = cbwfrwhrs2_S 28219 End 28220 ConditionState = DAMAGED SNOW 28221 Model = cbwfrwhrs2_DS 28222 End 28223 ConditionState = REALLYDAMAGED SNOW 28224 Model = cbwfrwhrs2_ES 28225 End 28226 ConditionState = RUBBLE SNOW 28227 Model = cbwfrwhrs2_RS 28228 End 28229 28230 28231 ; snow garrisoned 28232 ConditionState = SNOW GARRISONED 28233 Model = cbwfrwhrs2_SG 28234 Animation = cbwfrwhrs2_SG.cbwfrwhrs2_SG 28235 AnimationMode = LOOP 28236 End 28237 ConditionState = DAMAGED SNOW GARRISONED 28238 Model = cbwfrwhrs2_DSG 28239 Animation = cbwfrwhrs2_DSG.cbwfrwhrs2_DSG 28240 AnimationMode = LOOP 28241 End 28242 28243 ; night snow 28244 ConditionState = SNOW NIGHT 28245 Model = cbwfrwhrs2_SN 28246 End 28247 ConditionState = DAMAGED SNOW NIGHT 28248 Model = cbwfrwhrs2_DSN 28249 End 28250 ConditionState = REALLYDAMAGED SNOW NIGHT 28251 Model = cbwfrwhrs2_ESN 28252 End 28253 ConditionState = RUBBLE SNOW NIGHT 28254 Model = cbwfrwhrs2_RSN 28255 End 28256 28257 ; night snow garrisoned 28258 ConditionState = SNOW NIGHT GARRISONED 28259 Model = cbwfrwhrs2_SNG 28260 Animation = cbwfrwhrs2_SNG.cbwfrwhrs2_SNG 28261 AnimationMode = LOOP 28262 End 28263 ConditionState = DAMAGED SNOW NIGHT GARRISONED 28264 Model = cbwfrwhrs2_DSNG 28265 Animation = cbwfrwhrs2_DSNG.cbwfrwhrs2_DSNG 28266 AnimationMode = LOOP 28267 End 28268 End 28269 28270 ; *** AUDIO Parameters *** 28271 SoundDie = BuildingDie 28272 SoundOnDamaged = BuildingDamagedStateLight 28273 SoundOnReallyDamaged = BuildingDestroy 28274 28275 28276 ; ***DESIGN parameters *** 28277 DisplayName = OBJECT:Structure 28278 EditorSorting = STRUCTURE 28279 ArmorSet 28280 Conditions = None 28281 Armor = StructureArmor 28282 DamageFX = StructureDamageFXNoShake 28283 End 28284 28285 ; *** ENGINEERING Parameters *** 28286 RadarPriority = STRUCTURE 28287 KindOf = STRUCTURE SELECTABLE IMMOBILE 28288 Body = StructureBody ModuleTag_02 28289 MaxHealth = 2000.0 28290 InitialHealth = 2000.0 28291 End 28292 28293 Behavior = GarrisonContain ModuleTag_03 28294 ContainMax = 10 28295 EnterSound = GarrisonEnter 28296 ExitSound = GarrisonExit 28297 End 28298 28299 Behavior = FlammableUpdate ModuleTag_05 28300 FlameDamageLimit = 20 ;Catch fire if I take this much fire damage... 28301 FlameDamageExpiration = 2000 ;in a span of this long 28302 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 28303 AflameDamageAmount = 25 ; taking this much damage... 28304 AflameDamageDelay = 500 ; this often. 28305 End 28306 28307 Behavior = TransitionDamageFX ModuleTag_07 28308 ;-------------DESIGNED FOR SMALL SIZED CIVILIAN BUILDING TRANSITIONS------------------- 28309 DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke 28310 ;--------------------------------------------------------------------------------------- 28311 ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke 28312 ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion 28313 ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave 28314 ;--------------------------------------------------------------------------------------- 28315 RubbleParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke 28316 RubbleParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion 28317 RubbleParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave 28318 RubbleParticleSystem4 = Bone:None RandomBone:No PSys:StructureTransitionSmallFlare 28319 End 28320 28321 ; Note that structures with "RUBBLE" states should not use 28322 ; DestroyDie; such buildings are never truly 28323 ; destroyed, even when reduced to zero health. 28324 Geometry = BOX 28325 GeometryMajorRadius = 23.0 28326 GeometryMinorRadius = 29.0 28327 GeometryHeight = 24.0 28328 GeometryIsSmall = No 28329 Shadow = SHADOW_VOLUME 28330 28331 End 28332 28333 ;------------------------------------------------------------------------------ 28334 Object AirfieldHanger01 28335 28336 ; *** ART Parameters *** 28337 Draw = W3DModelDraw ModuleTag_01 28338 OkToChangeModelColor = Yes 28339 28340 28341 ; day 28342 ConditionState = NONE 28343 Model = cbhangar1 28344 End 28345 ConditionState = DAMAGED 28346 Model = cbhangar1_D 28347 End 28348 ConditionState = REALLYDAMAGED 28349 Model = cbhangar1_E 28350 End 28351 ConditionState = RUBBLE 28352 Model = cbhangar1_R 28353 End 28354 28355 ; day garrisoned 28356 ConditionState = GARRISONED 28357 Model = cbhangar1_G 28358 Animation = cbhangar1_G.cbhangar1_G 28359 AnimationMode = LOOP 28360 End 28361 ConditionState = DAMAGED GARRISONED 28362 Model = cbhangar1_DG 28363 Animation = cbhangar1_DG.cbhangar1_DG 28364 AnimationMode = LOOP 28365 End 28366 28367 ; night 28368 ConditionState = NIGHT 28369 Model = cbhangar1_N 28370 End 28371 ConditionState = DAMAGED NIGHT 28372 Model = cbhangar1_DN 28373 End 28374 ConditionState = REALLYDAMAGED NIGHT 28375 Model = cbhangar1_EN 28376 End 28377 ConditionState = RUBBLE NIGHT 28378 Model = cbhangar1_RN 28379 End 28380 28381 28382 ; night garrisoned 28383 ConditionState = NIGHT GARRISONED 28384 Model = cbhangar1_NG 28385 Animation = cbhangar1_NG.cbhangar1_NG 28386 AnimationMode = LOOP 28387 End 28388 ConditionState = DAMAGED NIGHT GARRISONED 28389 Model = cbhangar1_DNG 28390 Animation = cbhangar1_DNG.cbhangar1_DNG 28391 AnimationMode = LOOP 28392 End 28393 28394 28395 28396 ; Snow 28397 ConditionState = SNOW 28398 Model = cbhangar1_S 28399 End 28400 ConditionState = DAMAGED SNOW 28401 Model = cbhangar1_DS 28402 End 28403 ConditionState = REALLYDAMAGED SNOW 28404 Model = cbhangar1_ES 28405 End 28406 ConditionState = RUBBLE SNOW 28407 Model = cbhangar1_RS 28408 End 28409 28410 28411 ; snow garrisoned 28412 ConditionState = SNOW GARRISONED 28413 Model = cbhangar1_SG 28414 Animation = cbhangar1_SG.cbhangar1_SG 28415 AnimationMode = LOOP 28416 End 28417 ConditionState = DAMAGED SNOW GARRISONED 28418 Model = cbhangar1_DSG 28419 Animation = cbhangar1_DSG.cbhangar1_DSG 28420 AnimationMode = LOOP 28421 End 28422 28423 ; night snow 28424 ConditionState = SNOW NIGHT 28425 Model = cbhangar1_SN 28426 End 28427 ConditionState = DAMAGED SNOW NIGHT 28428 Model = cbhangar1_DSN 28429 End 28430 ConditionState = REALLYDAMAGED SNOW NIGHT 28431 Model = cbhangar1_ESN 28432 End 28433 ConditionState = RUBBLE SNOW NIGHT 28434 Model = cbhangar1_RSN 28435 End 28436 28437 ; night snow garrisoned 28438 ConditionState = SNOW NIGHT GARRISONED 28439 Model = cbhangar1_SNG 28440 Animation = cbhangar1_SNG.cbhangar1_SNG 28441 AnimationMode = LOOP 28442 End 28443 ConditionState = DAMAGED SNOW NIGHT GARRISONED 28444 Model = cbhangar1_DSNG 28445 Animation = cbhangar1_DSNG.cbhangar1_DSNG 28446 AnimationMode = LOOP 28447 End 28448 End 28449 28450 ; *** AUDIO Parameters *** 28451 SoundDie = BuildingDie 28452 SoundOnDamaged = BuildingDamagedStateLight 28453 SoundOnReallyDamaged = BuildingDestroy 28454 28455 28456 ; ***DESIGN parameters *** 28457 DisplayName = OBJECT:Structure 28458 EditorSorting = STRUCTURE 28459 ArmorSet 28460 Conditions = None 28461 Armor = StructureArmor 28462 DamageFX = StructureDamageFXNoShake 28463 End 28464 28465 ; *** ENGINEERING Parameters *** 28466 RadarPriority = STRUCTURE 28467 KindOf = STRUCTURE SELECTABLE IMMOBILE 28468 Body = StructureBody ModuleTag_02 28469 MaxHealth = 2000.0 28470 InitialHealth = 2000.0 28471 End 28472 28473 Behavior = GarrisonContain ModuleTag_03 28474 ContainMax = 10 28475 EnterSound = GarrisonEnter 28476 ExitSound = GarrisonExit 28477 End 28478 28479 Behavior = FlammableUpdate ModuleTag_05 28480 FlameDamageLimit = 20 ;Catch fire if I take this much fire damage... 28481 FlameDamageExpiration = 2000 ;in a span of this long 28482 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 28483 AflameDamageAmount = 25 ; taking this much damage... 28484 AflameDamageDelay = 500 ; this often. 28485 End 28486 28487 Behavior = TransitionDamageFX ModuleTag_06 28488 ;-------------DESIGNED FOR MEDIUM SIZED CIVILIAN BUILDING TRANSITIONS------------------- 28489 DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke 28490 ;--------------------------------------------------------------------------------------- 28491 ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke 28492 ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionMediumExplosion 28493 ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionMediumShockwave 28494 ;--------------------------------------------------------------------------------------- 28495 RubbleParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke 28496 RubbleParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionMediumExplosion 28497 RubbleParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionMediumShockwave 28498 RubbleParticleSystem4 = Bone:None RandomBone:No PSys:StructureTransitionMediumFlare 28499 End 28500 28501 ; Note that structures with "RUBBLE" states should not use 28502 ; DestroyDie; such buildings are never truly 28503 ; destroyed, even when reduced to zero health. 28504 Geometry = BOX 28505 GeometryMajorRadius = 53.0 28506 GeometryMinorRadius = 79.0 28507 GeometryHeight = 50.0 28508 GeometryIsSmall = No 28509 Shadow = SHADOW_VOLUME 28510 28511 End 28512 28513 ;------------------------------------------------------------------------------ 28514 Object AirfieldHanger02 28515 28516 ; *** ART Parameters *** 28517 Draw = W3DModelDraw ModuleTag_01 28518 OkToChangeModelColor = Yes 28519 28520 28521 ; day 28522 ConditionState = NONE 28523 Model = cbhangr02 28524 End 28525 ConditionState = DAMAGED 28526 Model = cbhangr02_D 28527 End 28528 ConditionState = REALLYDAMAGED 28529 Model = cbhangr02_E 28530 End 28531 ConditionState = RUBBLE 28532 Model = cbhangr02_R 28533 End 28534 28535 ; day garrisoned 28536 ConditionState = GARRISONED 28537 Model = cbhangr02_G 28538 Animation = cbhangr02_G.cbhangr02_G 28539 AnimationMode = LOOP 28540 End 28541 ConditionState = DAMAGED GARRISONED 28542 Model = cbhangr02_DG 28543 Animation = cbhangr02_DG.cbhangr02_DG 28544 AnimationMode = LOOP 28545 End 28546 28547 ; night 28548 ConditionState = NIGHT 28549 Model = cbhangr02_N 28550 End 28551 ConditionState = DAMAGED NIGHT 28552 Model = cbhangr02_DN 28553 End 28554 ConditionState = REALLYDAMAGED NIGHT 28555 Model = cbhangr02_EN 28556 End 28557 ConditionState = RUBBLE NIGHT 28558 Model = cbhangr02_RN 28559 End 28560 28561 ; night garrisoned 28562 ConditionState = NIGHT GARRISONED 28563 Model = cbhangr02_NG 28564 Animation = cbhangr02_NG.cbhangr02_NG 28565 AnimationMode = LOOP 28566 End 28567 ConditionState = DAMAGED NIGHT GARRISONED 28568 Model = cbhangr02_DNG 28569 Animation = cbhangr02_DNG.cbhangr02_DNG 28570 AnimationMode = LOOP 28571 End 28572 28573 28574 28575 ; Snow 28576 ConditionState = SNOW 28577 Model = cbhangr02_S 28578 End 28579 ConditionState = DAMAGED SNOW 28580 Model = cbhangr02_DS 28581 End 28582 ConditionState = REALLYDAMAGED SNOW 28583 Model = cbhangr02_ES 28584 End 28585 ConditionState = RUBBLE SNOW 28586 Model = cbhangr02_RS 28587 End 28588 28589 28590 ; snow garrisoned 28591 ConditionState = SNOW GARRISONED 28592 Model = cbhangr02_SG 28593 Animation = cbhangr02_SG.cbhangr02_SG 28594 AnimationMode = LOOP 28595 End 28596 ConditionState = DAMAGED SNOW GARRISONED 28597 Model = cbhangr02_DSG 28598 Animation = cbhangr02_DSG.cbhangr02_DSG 28599 AnimationMode = LOOP 28600 End 28601 28602 ; night snow 28603 ConditionState = SNOW NIGHT 28604 Model = cbhangr02_SN 28605 End 28606 ConditionState = DAMAGED SNOW NIGHT 28607 Model = cbhangr02_DSN 28608 End 28609 ConditionState = REALLYDAMAGED SNOW NIGHT 28610 Model = cbhangr02_ESN 28611 End 28612 ConditionState = RUBBLE SNOW NIGHT 28613 Model = cbhangr02_RSN 28614 End 28615 28616 ; night snow garrisoned 28617 ConditionState = SNOW NIGHT GARRISONED 28618 Model = cbhangr02_SNG 28619 Animation = cbhangr02_SNG.cbhangr02_SNG 28620 AnimationMode = LOOP 28621 End 28622 ConditionState = DAMAGED SNOW NIGHT GARRISONED 28623 Model = cbhangr02_DSNG 28624 Animation = cbhangr02_DSNG.cbhangr02_DSNG 28625 AnimationMode = LOOP 28626 End 28627 End 28628 28629 ; *** AUDIO Parameters *** 28630 SoundDie = BuildingDie 28631 SoundOnDamaged = BuildingDamagedStateLight 28632 SoundOnReallyDamaged = BuildingDestroy 28633 28634 28635 ; ***DESIGN parameters *** 28636 DisplayName = OBJECT:Structure 28637 EditorSorting = STRUCTURE 28638 ArmorSet 28639 Conditions = None 28640 Armor = StructureArmor 28641 DamageFX = StructureDamageFXNoShake 28642 End 28643 28644 ; *** ENGINEERING Parameters *** 28645 RadarPriority = STRUCTURE 28646 KindOf = STRUCTURE SELECTABLE IMMOBILE 28647 Body = StructureBody ModuleTag_02 28648 MaxHealth = 2000.0 28649 InitialHealth = 2000.0 28650 End 28651 28652 Behavior = GarrisonContain ModuleTag_03 28653 ContainMax = 10 28654 EnterSound = GarrisonEnter 28655 ExitSound = GarrisonExit 28656 End 28657 28658 Behavior = FlammableUpdate ModuleTag_05 28659 FlameDamageLimit = 20 ;Catch fire if I take this much fire damage... 28660 FlameDamageExpiration = 2000 ;in a span of this long 28661 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 28662 AflameDamageAmount = 25 ; taking this much damage... 28663 AflameDamageDelay = 500 ; this often. 28664 End 28665 28666 Behavior = TransitionDamageFX ModuleTag_06 28667 ;-------------DESIGNED FOR MEDIUM SIZED CIVILIAN BUILDING TRANSITIONS------------------- 28668 DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke 28669 ;--------------------------------------------------------------------------------------- 28670 ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke 28671 ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionMediumExplosion 28672 ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionMediumShockwave 28673 ;--------------------------------------------------------------------------------------- 28674 RubbleParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke 28675 RubbleParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionMediumExplosion 28676 RubbleParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionMediumShockwave 28677 RubbleParticleSystem4 = Bone:None RandomBone:No PSys:StructureTransitionMediumFlare 28678 End 28679 28680 ; Note that structures with "RUBBLE" states should not use 28681 ; DestroyDie; such buildings are never truly 28682 ; destroyed, even when reduced to zero health. 28683 Geometry = BOX 28684 GeometryMajorRadius = 76.0 28685 GeometryMinorRadius = 115.0 28686 GeometryHeight = 30.0 28687 GeometryIsSmall = No 28688 Shadow = SHADOW_VOLUME 28689 28690 End 28691 28692 ;------------------------------------------------------------------------------ 28693 Object GreatWallMiddle 28694 28695 ; *** ART Parameters *** 28696 Draw = W3DModelDraw ModuleTag_01 28697 OkToChangeModelColor = Yes 28698 28699 ConditionState = NONE 28700 Model = CMWalChna1 28701 End 28702 28703 ConditionState = REALLYDAMAGED 28704 Model = CMWalChna1_D 28705 End 28706 28707 ConditionState = RUBBLE 28708 Model = CMWalChna1_D 28709 End 28710 28711 End 28712 28713 ; ***DESIGN parameters *** 28714 DisplayName = OBJECT:BigGate 28715 EditorSorting = STRUCTURE 28716 ArmorSet 28717 Conditions = None 28718 Armor = StructureArmor 28719 DamageFX = StructureDamageFXNoShake 28720 End 28721 28722 ; *** ENGINEERING Parameters *** 28723 KindOf = STRUCTURE SELECTABLE IMMOBILE 28724 Body = ActiveBody ModuleTag_02 28725 MaxHealth = 2000.0 28726 InitialHealth = 2000.0 28727 End 28728 28729 Behavior = FlammableUpdate ModuleTag_05 28730 FlameDamageLimit = 20 ;Catch fire if I take this much fire damage... 28731 FlameDamageExpiration = 2000 ;in a span of this long 28732 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 28733 AflameDamageAmount = 25 ; taking this much damage... 28734 AflameDamageDelay = 500 ; this often. 28735 End 28736 28737 ; Note that structures with "RUBBLE" states should not use DestroyDie; such buildings are 28738 ; never truly destroyed, even when reduced to zero health. Also note that garrisonable 28739 ; buildings automatically stick around because GarrisonContain has it's own DieModule 28740 Behavior = KeepObjectDie ModuleTag_IWantRubble 28741 End 28742 28743 Geometry = BOX 28744 GeometryMajorRadius = 28.0 28745 GeometryMinorRadius = 54.0 28746 GeometryHeight = 30.0 28747 GeometryIsSmall = No 28748 Shadow = SHADOW_VOLUME 28749 End 28750 28751 ;------------------------------------------------------------------------------ 28752 Object GreatWallSmallArch 28753 28754 ; *** ART Parameters *** 28755 Draw = W3DModelDraw ModuleTag_01 28756 OkToChangeModelColor = Yes 28757 28758 ConditionState = NONE 28759 Model = CMWalChna2 28760 End 28761 28762 ConditionState = REALLYDAMAGED 28763 Model = CMWalChna2_D 28764 End 28765 28766 ConditionState = RUBBLE 28767 Model = CMWalAkml2_R 28768 End 28769 28770 End 28771 28772 ; ***DESIGN parameters *** 28773 DisplayName = OBJECT:BigGate 28774 EditorSorting = STRUCTURE 28775 ArmorSet 28776 Conditions = None 28777 Armor = StructureArmor 28778 DamageFX = StructureDamageFXNoShake 28779 End 28780 28781 ; *** ENGINEERING Parameters *** 28782 KindOf = STRUCTURE SELECTABLE IMMOBILE 28783 Body = ActiveBody ModuleTag_02 28784 MaxHealth = 2000.0 28785 InitialHealth = 2000.0 28786 End 28787 28788 Behavior = FlammableUpdate ModuleTag_05 28789 FlameDamageLimit = 20 ;Catch fire if I take this much fire damage... 28790 FlameDamageExpiration = 2000 ;in a span of this long 28791 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 28792 AflameDamageAmount = 25 ; taking this much damage... 28793 AflameDamageDelay = 500 ; this often. 28794 End 28795 28796 ; Note that structures with "RUBBLE" states should not use DestroyDie; such buildings are 28797 ; never truly destroyed, even when reduced to zero health. Also note that garrisonable 28798 ; buildings automatically stick around because GarrisonContain has it's own DieModule 28799 Behavior = KeepObjectDie ModuleTag_IWantRubble 28800 End 28801 28802 Geometry = BOX 28803 GeometryMajorRadius = 0.0 28804 GeometryMinorRadius = 0.0 28805 GeometryHeight = 0.0 28806 GeometryIsSmall = No 28807 Shadow = SHADOW_VOLUME 28808 End 28809 28810 ;------------------------------------------------------------------------------ 28811 Object GreatWallLargeArch 28812 28813 ; *** ART Parameters *** 28814 Draw = W3DModelDraw ModuleTag_01 28815 OkToChangeModelColor = Yes 28816 28817 ConditionState = NONE 28818 Model = CMWalChna3 28819 End 28820 28821 ConditionState = REALLYDAMAGED 28822 Model = CMWalChna3_D 28823 End 28824 28825 ConditionState = RUBBLE 28826 Model = CMWalAkml2_R 28827 End 28828 28829 End 28830 28831 ; ***DESIGN parameters *** 28832 DisplayName = OBJECT:BigGate 28833 EditorSorting = STRUCTURE 28834 ArmorSet 28835 Conditions = None 28836 Armor = StructureArmor 28837 DamageFX = StructureDamageFXNoShake 28838 End 28839 28840 ; *** ENGINEERING Parameters *** 28841 KindOf = STRUCTURE SELECTABLE IMMOBILE 28842 Body = ActiveBody ModuleTag_02 28843 MaxHealth = 2000.0 28844 InitialHealth = 2000.0 28845 End 28846 28847 Behavior = FlammableUpdate ModuleTag_05 28848 FlameDamageLimit = 20 ;Catch fire if I take this much fire damage... 28849 FlameDamageExpiration = 2000 ;in a span of this long 28850 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 28851 AflameDamageAmount = 25 ; taking this much damage... 28852 AflameDamageDelay = 500 ; this often. 28853 End 28854 28855 ; Note that structures with "RUBBLE" states should not use DestroyDie; such buildings are 28856 ; never truly destroyed, even when reduced to zero health. Also note that garrisonable 28857 ; buildings automatically stick around because GarrisonContain has it's own DieModule 28858 Behavior = KeepObjectDie ModuleTag_IWantRubble 28859 End 28860 28861 Geometry = BOX 28862 GeometryMajorRadius = 26.0 28863 GeometryMinorRadius = 50.0 28864 GeometryHeight = 1.0 28865 GeometryIsSmall = No 28866 Shadow = SHADOW_VOLUME 28867 End 28868 28869 ;------------------------------------------------------------------------------ 28870 Object GreatWallBuilding 28871 28872 ; *** ART Parameters *** 28873 Draw = W3DModelDraw ModuleTag_01 28874 OkToChangeModelColor = Yes 28875 28876 ConditionState = NONE 28877 Model = CMWalChna4 28878 Animation = CMWalChna4.CMWalChna4 28879 AnimationMode = LOOP 28880 End 28881 28882 ConditionState = REALLYDAMAGED 28883 Model = CMWalChna4_D 28884 Animation = CMWalChna4_D.CMWalChna4_D 28885 AnimationMode = LOOP 28886 End 28887 28888 ConditionState = RUBBLE 28889 Model = CMWalChna4_D 28890 Animation = CMWalChna4_D.CMWalChna4_D 28891 AnimationMode = LOOP 28892 End 28893 28894 End 28895 28896 ; ***DESIGN parameters *** 28897 DisplayName = OBJECT:BigGate 28898 EditorSorting = STRUCTURE 28899 ArmorSet 28900 Conditions = None 28901 Armor = StructureArmor 28902 DamageFX = StructureDamageFXNoShake 28903 End 28904 28905 ; *** ENGINEERING Parameters *** 28906 KindOf = STRUCTURE SELECTABLE IMMOBILE 28907 Body = ActiveBody ModuleTag_02 28908 MaxHealth = 2000.0 28909 InitialHealth = 2000.0 28910 End 28911 28912 Behavior = FlammableUpdate ModuleTag_05 28913 FlameDamageLimit = 20 ;Catch fire if I take this much fire damage... 28914 FlameDamageExpiration = 2000 ;in a span of this long 28915 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 28916 AflameDamageAmount = 25 ; taking this much damage... 28917 AflameDamageDelay = 500 ; this often. 28918 End 28919 28920 ; Note that structures with "RUBBLE" states should not use DestroyDie; such buildings are 28921 ; never truly destroyed, even when reduced to zero health. Also note that garrisonable 28922 ; buildings automatically stick around because GarrisonContain has it's own DieModule 28923 Behavior = KeepObjectDie ModuleTag_IWantRubble 28924 End 28925 28926 Geometry = BOX 28927 GeometryMajorRadius = 33.0 28928 GeometryMinorRadius = 26.0 28929 GeometryHeight = 33.0 28930 GeometryIsSmall = No 28931 Shadow = SHADOW_VOLUME 28932 End 28933 28934 ;------------------------------------------------------------------------------ 28935 Object GreatWallCorner 28936 28937 ; *** ART Parameters *** 28938 Draw = W3DModelDraw ModuleTag_01 28939 OkToChangeModelColor = Yes 28940 28941 ConditionState = NONE 28942 Model = CMWalChna5 28943 Animation = CMWalChna5.CMWalChna5 28944 AnimationMode = LOOP 28945 End 28946 28947 ConditionState = REALLYDAMAGED 28948 Model = CMWalChna5_D 28949 Animation = CMWalChna5_D.CMWalChna5_D 28950 AnimationMode = LOOP 28951 End 28952 28953 ConditionState = RUBBLE 28954 Model = CMWalChna5_D 28955 Animation = CMWalChna5_D.CMWalChna5_D 28956 AnimationMode = LOOP 28957 End 28958 28959 End 28960 28961 ; ***DESIGN parameters *** 28962 DisplayName = OBJECT:BigGate 28963 EditorSorting = STRUCTURE 28964 ArmorSet 28965 Conditions = None 28966 Armor = StructureArmor 28967 DamageFX = StructureDamageFXNoShake 28968 End 28969 28970 ; *** ENGINEERING Parameters *** 28971 KindOf = STRUCTURE SELECTABLE IMMOBILE 28972 Body = ActiveBody ModuleTag_02 28973 MaxHealth = 2000.0 28974 InitialHealth = 2000.0 28975 End 28976 28977 Behavior = FlammableUpdate ModuleTag_05 28978 FlameDamageLimit = 20 ;Catch fire if I take this much fire damage... 28979 FlameDamageExpiration = 2000 ;in a span of this long 28980 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 28981 AflameDamageAmount = 25 ; taking this much damage... 28982 AflameDamageDelay = 500 ; this often. 28983 End 28984 28985 ; Note that structures with "RUBBLE" states should not use DestroyDie; such buildings are 28986 ; never truly destroyed, even when reduced to zero health. Also note that garrisonable 28987 ; buildings automatically stick around because GarrisonContain has it's own DieModule 28988 Behavior = KeepObjectDie ModuleTag_IWantRubble 28989 End 28990 28991 Geometry = BOX 28992 GeometryMajorRadius = 28.0 28993 GeometryMinorRadius = 25.0 28994 GeometryHeight = 33.0 28995 GeometryIsSmall = No 28996 Shadow = SHADOW_VOLUME 28997 End 28998 28999 ;------------------------------------------------------------------------------ 29000 Object StanApartment01Bib 29001 29002 ; *** ART Parameters *** 29003 Draw = W3DModelDraw ModuleTag_01 29004 29005 29006 ConditionState = NONE 29007 Model = CBTAprtmn1_TR 29008 End 29009 ConditionState = DAMAGED 29010 Model = CBTAprtmn1_TRD 29011 End 29012 ConditionState = REALLYDAMAGED 29013 Model = CBTAprtmn1_TRD 29014 End 29015 ConditionState = RUBBLE 29016 Model = CBTAprtmn1_TRD 29017 End 29018 29019 End 29020 29021 ; ***DESIGN parameters *** 29022 EditorSorting = STRUCTURE 29023 29024 ; *** ENGINEERING Parameters *** 29025 Body = ActiveBody ModuleTag_02 29026 MaxHealth = 2000.0 29027 InitialHealth = 2000.0 29028 End 29029 ArmorSet 29030 Conditions = None 29031 Armor = StructureArmor 29032 DamageFX = StructureDamageFXNoShake 29033 End 29034 KindOf = STRUCTURE IMMOBILE 29035 Shadow = SHADOW_VOLUME 29036 29037 End 29038 29039 ;------------------------------------------------------------------------------ 29040 Object StanApartment02Bib 29041 29042 ; *** ART Parameters *** 29043 Draw = W3DModelDraw ModuleTag_01 29044 29045 29046 ConditionState = NONE 29047 Model = CBTAprtmn2_TR 29048 End 29049 ConditionState = DAMAGED 29050 Model = CBTAprtmn2_TRD 29051 End 29052 ConditionState = REALLYDAMAGED 29053 Model = CBTAprtmn2_TRD 29054 End 29055 ConditionState = RUBBLE 29056 Model = CBTAprtmn2_TRD 29057 End 29058 29059 End 29060 29061 ; ***DESIGN parameters *** 29062 EditorSorting = STRUCTURE 29063 29064 ; *** ENGINEERING Parameters *** 29065 Body = ActiveBody ModuleTag_02 29066 MaxHealth = 2000.0 29067 InitialHealth = 2000.0 29068 End 29069 ArmorSet 29070 Conditions = None 29071 Armor = StructureArmor 29072 DamageFX = StructureDamageFXNoShake 29073 End 29074 KindOf = STRUCTURE IMMOBILE 29075 Shadow = SHADOW_VOLUME 29076 29077 End 29078 29079 ;------------------------------------------------------ 29080 Object StanConvenienceStore01Bib 29081 29082 ; *** ART Parameters *** 29083 Draw = W3DModelDraw ModuleTag_01 29084 29085 29086 29087 ConditionState = NONE 29088 Model = CBTConvSt1_TR 29089 End 29090 ConditionState = DAMAGED 29091 Model = CBTConvSt1_TRD 29092 End 29093 ConditionState = REALLYDAMAGED 29094 Model = CBTConvSt1_TRD 29095 End 29096 ConditionState = RUBBLE 29097 Model = CBTConvSt1_TRD 29098 End 29099 29100 End 29101 29102 ; ***DESIGN parameters *** 29103 EditorSorting = STRUCTURE 29104 29105 ; *** ENGINEERING Parameters *** 29106 Body = ActiveBody ModuleTag_02 29107 MaxHealth = 2000.0 29108 InitialHealth = 2000.0 29109 End 29110 ArmorSet 29111 Conditions = None 29112 Armor = StructureArmor 29113 DamageFX = StructureDamageFXNoShake 29114 End 29115 KindOf = STRUCTURE IMMOBILE 29116 Shadow = SHADOW_VOLUME 29117 29118 End 29119 29120 ;------------------------------------------------------ 29121 Object StanConvenienceStore02Bib 29122 29123 ; *** ART Parameters *** 29124 Draw = W3DModelDraw ModuleTag_01 29125 29126 29127 ConditionState = NONE 29128 Model = CBTConvSt2_TR 29129 End 29130 ConditionState = DAMAGED 29131 Model = CBTConvSt2_TRD 29132 End 29133 ConditionState = REALLYDAMAGED 29134 Model = CBTConvSt2_TRD 29135 End 29136 ConditionState = RUBBLE 29137 Model = CBTConvSt2_TRD 29138 End 29139 29140 End 29141 29142 ; ***DESIGN parameters *** 29143 EditorSorting = STRUCTURE 29144 29145 ; *** ENGINEERING Parameters *** 29146 Body = ActiveBody ModuleTag_02 29147 MaxHealth = 2000.0 29148 InitialHealth = 2000.0 29149 End 29150 ArmorSet 29151 Conditions = None 29152 Armor = StructureArmor 29153 DamageFX = StructureDamageFXNoShake 29154 End 29155 KindOf = STRUCTURE IMMOBILE 29156 Shadow = SHADOW_VOLUME 29157 29158 End 29159 29160 ;------------------------------------------------------ 29161 Object StanHotel01Bib 29162 29163 ; *** ART Parameters *** 29164 Draw = W3DModelDraw ModuleTag_01 29165 29166 29167 ConditionState = NONE 29168 Model = CBTHotel01_TR 29169 End 29170 ConditionState = DAMAGED 29171 Model = CBTHotel01_TRD 29172 End 29173 ConditionState = REALLYDAMAGED 29174 Model = CBTHotel01_TRD 29175 End 29176 ConditionState = RUBBLE 29177 Model = CBTHotel01_TRD 29178 End 29179 29180 End 29181 29182 ; ***DESIGN parameters *** 29183 EditorSorting = STRUCTURE 29184 29185 ; *** ENGINEERING Parameters *** 29186 Body = ActiveBody ModuleTag_02 29187 MaxHealth = 2000.0 29188 InitialHealth = 2000.0 29189 End 29190 ArmorSet 29191 Conditions = None 29192 Armor = StructureArmor 29193 DamageFX = StructureDamageFXNoShake 29194 End 29195 KindOf = STRUCTURE IMMOBILE 29196 Shadow = SHADOW_VOLUME 29197 29198 End 29199 29200 ;------------------------------------------------------ 29201 Object StanSmallRetail03Bib 29202 29203 ; *** ART Parameters *** 29204 Draw = W3DModelDraw ModuleTag_01 29205 29206 29207 ConditionState = NONE 29208 Model = cbtsmlrtl03_TR 29209 End 29210 ConditionState = DAMAGED 29211 Model = cbtsmlrtl03_TRD 29212 End 29213 ConditionState = REALLYDAMAGED 29214 Model = cbtsmlrtl03_TRD 29215 End 29216 ConditionState = RUBBLE 29217 Model = cbtsmlrtl03_TRD 29218 End 29219 29220 End 29221 29222 ; ***DESIGN parameters *** 29223 EditorSorting = STRUCTURE 29224 29225 ; *** ENGINEERING Parameters *** 29226 Body = ActiveBody ModuleTag_02 29227 MaxHealth = 2000.0 29228 InitialHealth = 2000.0 29229 End 29230 ArmorSet 29231 Conditions = None 29232 Armor = StructureArmor 29233 DamageFX = StructureDamageFXNoShake 29234 End 29235 KindOf = STRUCTURE IMMOBILE 29236 Shadow = SHADOW_VOLUME 29237 29238 End 29239 29240 ;------------------------------------------------------ 29241 Object MogadishuHouse02Bib 29242 29243 ; *** ART Parameters *** 29244 Draw = W3DModelDraw ModuleTag_01 29245 29246 29247 ConditionState = NONE 29248 Model = cbthouse01_TR 29249 End 29250 ConditionState = DAMAGED 29251 Model = cbthouse01_TRD 29252 End 29253 ConditionState = REALLYDAMAGED 29254 Model = cbthouse01_TRD 29255 End 29256 ConditionState = RUBBLE 29257 Model = cbthouse01_TRD 29258 End 29259 29260 End 29261 29262 ; ***DESIGN parameters *** 29263 EditorSorting = STRUCTURE 29264 29265 ; *** ENGINEERING Parameters *** 29266 Body = ActiveBody ModuleTag_02 29267 MaxHealth = 2000.0 29268 InitialHealth = 2000.0 29269 End 29270 ArmorSet 29271 Conditions = None 29272 Armor = StructureArmor 29273 DamageFX = StructureDamageFXNoShake 29274 End 29275 KindOf = STRUCTURE IMMOBILE 29276 Shadow = SHADOW_VOLUME 29277 29278 End 29279 29280 ;------------------------------------------------------ 29281 Object MogadishuHouse03Bib 29282 29283 ; *** ART Parameters *** 29284 Draw = W3DModelDraw ModuleTag_01 29285 29286 29287 ConditionState = NONE 29288 Model = cbthouse03_TR 29289 End 29290 ConditionState = DAMAGED 29291 Model = cbthouse03_TRD 29292 End 29293 ConditionState = REALLYDAMAGED 29294 Model = cbthouse03_TRD 29295 End 29296 ConditionState = RUBBLE 29297 Model = cbthouse03_TRD 29298 End 29299 29300 End 29301 29302 ; ***DESIGN parameters *** 29303 EditorSorting = STRUCTURE 29304 29305 ; *** ENGINEERING Parameters *** 29306 Body = ActiveBody ModuleTag_02 29307 MaxHealth = 2000.0 29308 InitialHealth = 2000.0 29309 End 29310 ArmorSet 29311 Conditions = None 29312 Armor = StructureArmor 29313 DamageFX = StructureDamageFXNoShake 29314 End 29315 KindOf = STRUCTURE IMMOBILE 29316 Shadow = SHADOW_VOLUME 29317 29318 End 29319 29320 ;------------------------------------------------------ 29321 Object MogadishuHouse04Bib 29322 29323 ; *** ART Parameters *** 29324 Draw = W3DModelDraw ModuleTag_01 29325 29326 29327 ConditionState = NONE 29328 Model = cbthouse04_TR 29329 End 29330 ConditionState = DAMAGED 29331 Model = cbthouse04_TRD 29332 End 29333 ConditionState = REALLYDAMAGED 29334 Model = cbthouse04_TRD 29335 End 29336 ConditionState = RUBBLE 29337 Model = cbthouse04_TRD 29338 End 29339 29340 End 29341 29342 ; ***DESIGN parameters *** 29343 EditorSorting = STRUCTURE 29344 29345 ; *** ENGINEERING Parameters *** 29346 Body = ActiveBody ModuleTag_02 29347 MaxHealth = 2000.0 29348 InitialHealth = 2000.0 29349 End 29350 ArmorSet 29351 Conditions = None 29352 Armor = StructureArmor 29353 DamageFX = StructureDamageFXNoShake 29354 End 29355 KindOf = STRUCTURE IMMOBILE 29356 Shadow = SHADOW_VOLUME 29357 29358 End 29359 29360 ;------------------------------------------------------------------------------ 29361 Object MogadishuShop01Bib 29362 29363 ; *** ART Parameters *** 29364 Draw = W3DModelDraw ModuleTag_01 29365 29366 29367 ConditionState = NONE 29368 Model = CBModis03_TR 29369 End 29370 ConditionState = DAMAGED 29371 Model = CBModis03_TRD 29372 End 29373 ConditionState = REALLYDAMAGED 29374 Model = CBModis03_TRD 29375 End 29376 ConditionState = RUBBLE 29377 Model = CBModis03_TRD 29378 End 29379 29380 End 29381 29382 ; ***DESIGN parameters *** 29383 EditorSorting = STRUCTURE 29384 29385 ; *** ENGINEERING Parameters *** 29386 Body = ActiveBody ModuleTag_02 29387 MaxHealth = 2000.0 29388 InitialHealth = 2000.0 29389 End 29390 ArmorSet 29391 Conditions = None 29392 Armor = StructureArmor 29393 DamageFX = StructureDamageFXNoShake 29394 End 29395 KindOf = STRUCTURE IMMOBILE 29396 Shadow = SHADOW_VOLUME 29397 29398 End 29399 29400 ;------------------------------------------------------------------------------ 29401 Object MogadishuSmallApartmentBib 29402 29403 ; *** ART Parameters *** 29404 Draw = W3DModelDraw ModuleTag_01 29405 29406 29407 ConditionState = NONE 29408 Model = cbtsmlapt_TR 29409 End 29410 ConditionState = DAMAGED 29411 Model = cbtsmlapt_TRD 29412 End 29413 ConditionState = REALLYDAMAGED 29414 Model = cbtsmlapt_TRD 29415 End 29416 ConditionState = RUBBLE 29417 Model = cbtsmlapt_TRD 29418 End 29419 29420 End 29421 29422 ; ***DESIGN parameters *** 29423 EditorSorting = STRUCTURE 29424 29425 ; *** ENGINEERING Parameters *** 29426 Body = ActiveBody ModuleTag_02 29427 MaxHealth = 2000.0 29428 InitialHealth = 2000.0 29429 End 29430 ArmorSet 29431 Conditions = None 29432 Armor = StructureArmor 29433 DamageFX = StructureDamageFXNoShake 29434 End 29435 KindOf = STRUCTURE IMMOBILE 29436 Shadow = SHADOW_VOLUME 29437 29438 End 29439 29440 ;------------------------------------------------------------------------------ 29441 Object MogadishuTower04Bib 29442 29443 ; *** ART Parameters *** 29444 Draw = W3DModelDraw ModuleTag_01 29445 29446 29447 ConditionState = NONE 29448 Model = cbtower04_TR 29449 End 29450 ConditionState = DAMAGED 29451 Model = cbtower04_TRD 29452 End 29453 ConditionState = REALLYDAMAGED 29454 Model = cbtower04_TRD 29455 End 29456 ConditionState = RUBBLE 29457 Model = cbtower04_TRD 29458 End 29459 29460 End 29461 29462 ; ***DESIGN parameters *** 29463 EditorSorting = STRUCTURE 29464 29465 ; *** ENGINEERING Parameters *** 29466 Body = ActiveBody ModuleTag_02 29467 MaxHealth = 2000.0 29468 InitialHealth = 2000.0 29469 End 29470 ArmorSet 29471 Conditions = None 29472 Armor = StructureArmor 29473 DamageFX = StructureDamageFXNoShake 29474 End 29475 KindOf = STRUCTURE IMMOBILE 29476 Shadow = SHADOW_VOLUME 29477 29478 End 29479 29480 ;------------------------------------------------------------------------------ 29481 Object MogadishuTower05Bib 29482 29483 ; *** ART Parameters *** 29484 Draw = W3DModelDraw ModuleTag_01 29485 29486 29487 ConditionState = NONE 29488 Model = cbtower05_TR 29489 End 29490 ConditionState = DAMAGED 29491 Model = cbtower05_TRD 29492 End 29493 ConditionState = REALLYDAMAGED 29494 Model = cbtower05_TRD 29495 End 29496 ConditionState = RUBBLE 29497 Model = cbtower05_TRD 29498 End 29499 29500 End 29501 29502 ; ***DESIGN parameters *** 29503 EditorSorting = STRUCTURE 29504 29505 ; *** ENGINEERING Parameters *** 29506 Body = ActiveBody ModuleTag_02 29507 MaxHealth = 2000.0 29508 InitialHealth = 2000.0 29509 End 29510 ArmorSet 29511 Conditions = None 29512 Armor = StructureArmor 29513 DamageFX = StructureDamageFXNoShake 29514 End 29515 KindOf = STRUCTURE IMMOBILE 29516 Shadow = SHADOW_VOLUME 29517 29518 End 29519 29520 ;------------------------------------------------------------------------------ 29521 Object StanTallTowerBib 29522 29523 ; *** ART Parameters *** 29524 Draw = W3DModelDraw ModuleTag_01 29525 29526 29527 ConditionState = NONE 29528 Model = CBTalTower_TR 29529 End 29530 ConditionState = DAMAGED 29531 Model = CBTalTower_TRD 29532 End 29533 ConditionState = REALLYDAMAGED 29534 Model = CBTalTower_TRD 29535 End 29536 ConditionState = RUBBLE 29537 Model = CBTalTower_TRD 29538 End 29539 29540 End 29541 29542 ; ***DESIGN parameters *** 29543 EditorSorting = STRUCTURE 29544 29545 ; *** ENGINEERING Parameters *** 29546 Body = ActiveBody ModuleTag_02 29547 MaxHealth = 2000.0 29548 InitialHealth = 2000.0 29549 End 29550 ArmorSet 29551 Conditions = None 29552 Armor = StructureArmor 29553 DamageFX = StructureDamageFXNoShake 29554 End 29555 KindOf = STRUCTURE IMMOBILE 29556 Shadow = SHADOW_VOLUME 29557 29558 End 29559 29560 ;------------------------------------------------------------------------------ 29561 Object StanWatchTowerTallBib 29562 29563 ; *** ART Parameters *** 29564 Draw = W3DModelDraw ModuleTag_01 29565 29566 29567 ConditionState = NONE 29568 Model = cbtower01_TR 29569 End 29570 ConditionState = DAMAGED 29571 Model = cbtower01_TRD 29572 End 29573 ConditionState = REALLYDAMAGED 29574 Model = cbtower01_TRD 29575 End 29576 ConditionState = RUBBLE 29577 Model = cbtower01_TRD 29578 End 29579 29580 End 29581 29582 ; ***DESIGN parameters *** 29583 EditorSorting = STRUCTURE 29584 29585 ; *** ENGINEERING Parameters *** 29586 Body = ActiveBody ModuleTag_02 29587 MaxHealth = 2000.0 29588 InitialHealth = 2000.0 29589 End 29590 ArmorSet 29591 Conditions = None 29592 Armor = StructureArmor 29593 DamageFX = StructureDamageFXNoShake 29594 End 29595 KindOf = STRUCTURE IMMOBILE 29596 Shadow = SHADOW_VOLUME 29597 29598 End 29599 29600 ;------------------------------------------------------------------------------ 29601 Object TallTower02Bib 29602 29603 ; *** ART Parameters *** 29604 Draw = W3DModelDraw ModuleTag_01 29605 29606 29607 ConditionState = NONE 29608 Model = CBTower02_TR 29609 End 29610 ConditionState = DAMAGED 29611 Model = CBTower02_TRD 29612 End 29613 ConditionState = REALLYDAMAGED 29614 Model = CBTower02_TRD 29615 End 29616 ConditionState = RUBBLE 29617 Model = CBTower02_TRD 29618 End 29619 29620 End 29621 29622 ; ***DESIGN parameters *** 29623 EditorSorting = STRUCTURE 29624 29625 ; *** ENGINEERING Parameters *** 29626 Body = ActiveBody ModuleTag_02 29627 MaxHealth = 2000.0 29628 InitialHealth = 2000.0 29629 End 29630 ArmorSet 29631 Conditions = None 29632 Armor = StructureArmor 29633 DamageFX = StructureDamageFXNoShake 29634 End 29635 KindOf = STRUCTURE IMMOBILE 29636 Shadow = SHADOW_VOLUME 29637 29638 End 29639 29640 ;------------------------------------------------------------------------------ 29641 Object StanTownHall02Bib 29642 29643 ; *** ART Parameters *** 29644 Draw = W3DModelDraw ModuleTag_01 29645 29646 29647 ConditionState = NONE 29648 Model = cbmectdrl02_TR 29649 End 29650 ConditionState = DAMAGED 29651 Model = cbmectdrl02_TRD 29652 End 29653 ConditionState = REALLYDAMAGED 29654 Model = cbmectdrl02_TRD 29655 End 29656 ConditionState = RUBBLE 29657 Model = cbmectdrl02_TRD 29658 End 29659 29660 End 29661 29662 ; ***DESIGN parameters *** 29663 EditorSorting = STRUCTURE 29664 29665 ; *** ENGINEERING Parameters *** 29666 Body = ActiveBody ModuleTag_02 29667 MaxHealth = 2000.0 29668 InitialHealth = 2000.0 29669 End 29670 ArmorSet 29671 Conditions = None 29672 Armor = StructureArmor 29673 DamageFX = StructureDamageFXNoShake 29674 End 29675 KindOf = STRUCTURE IMMOBILE 29676 Shadow = SHADOW_VOLUME 29677 29678 End 29679 29680 ;------------------------------------------------------------------------------ 29681 Object AsianApartmentComplexBib 29682 29683 ; *** ART Parameters *** 29684 Draw = W3DModelDraw ModuleTag_01 29685 29686 29687 ConditionState = NONE 29688 Model = CBNAptCom_TR 29689 End 29690 ConditionState = DAMAGED 29691 Model = CBNAptCom_TRD 29692 End 29693 ConditionState = REALLYDAMAGED 29694 Model = CBNAptCom_TRD 29695 End 29696 ConditionState = RUBBLE 29697 Model = CBNAptCom_TRD 29698 End 29699 29700 End 29701 29702 ; ***DESIGN parameters *** 29703 EditorSorting = STRUCTURE 29704 29705 ; *** ENGINEERING Parameters *** 29706 Body = ActiveBody ModuleTag_02 29707 MaxHealth = 2000.0 29708 InitialHealth = 2000.0 29709 End 29710 ArmorSet 29711 Conditions = None 29712 Armor = StructureArmor 29713 DamageFX = StructureDamageFXNoShake 29714 End 29715 KindOf = STRUCTURE IMMOBILE 29716 Shadow = SHADOW_VOLUME 29717 29718 End 29719 29720 ;------------------------------------------------------------------------------ 29721 Object SovietRadioBuildingBib 29722 29723 ; *** ART Parameters *** 29724 Draw = W3DModelDraw ModuleTag_01 29725 29726 29727 ConditionState = NONE 29728 Model = CBSovRdio_TR 29729 End 29730 ConditionState = DAMAGED 29731 Model = CBSovRdio_TRD 29732 End 29733 ConditionState = REALLYDAMAGED 29734 Model = CBSovRdio_TRD 29735 End 29736 ConditionState = RUBBLE 29737 Model = CBSovRdio_TRD 29738 End 29739 29740 End 29741 29742 ; ***DESIGN parameters *** 29743 EditorSorting = STRUCTURE 29744 29745 ; *** ENGINEERING Parameters *** 29746 Body = ActiveBody ModuleTag_02 29747 MaxHealth = 2000.0 29748 InitialHealth = 2000.0 29749 End 29750 ArmorSet 29751 Conditions = None 29752 Armor = StructureArmor 29753 DamageFX = StructureDamageFXNoShake 29754 End 29755 KindOf = STRUCTURE IMMOBILE 29756 Shadow = SHADOW_VOLUME 29757 29758 End 29759 29760 ;------------------------------------------------------------------------------ 29761 Object AsianMegaHotel01Bib 29762 29763 ; *** ART Parameters *** 29764 Draw = W3DModelDraw ModuleTag_01 29765 29766 29767 ConditionState = NONE 29768 Model = CBNHongK02_TR 29769 End 29770 ConditionState = DAMAGED 29771 Model = CBNHongK02_TRD 29772 End 29773 ConditionState = REALLYDAMAGED 29774 Model = CBNHongK02_TRD 29775 End 29776 ConditionState = RUBBLE 29777 Model = CBNHongK02_TRD 29778 End 29779 29780 End 29781 29782 ; ***DESIGN parameters *** 29783 EditorSorting = STRUCTURE 29784 29785 ; *** ENGINEERING Parameters *** 29786 Body = ActiveBody ModuleTag_02 29787 MaxHealth = 2000.0 29788 InitialHealth = 2000.0 29789 End 29790 ArmorSet 29791 Conditions = None 29792 Armor = StructureArmor 29793 DamageFX = StructureDamageFXNoShake 29794 End 29795 KindOf = STRUCTURE IMMOBILE 29796 Shadow = SHADOW_VOLUME 29797 29798 End 29799 29800 ;------------------------------------------------------------------------------ 29801 Object AsianMegaMall01Bib 29802 29803 ; *** ART Parameters *** 29804 Draw = W3DModelDraw ModuleTag_01 29805 29806 29807 ConditionState = NONE 29808 Model = CBNMegaMal_TR 29809 End 29810 ConditionState = DAMAGED 29811 Model = CBNMegaMal_TRD 29812 End 29813 ConditionState = REALLYDAMAGED 29814 Model = CBNMegaMal_TRD 29815 End 29816 ConditionState = RUBBLE 29817 Model = CBNMegaMal_TRD 29818 End 29819 29820 End 29821 29822 ; ***DESIGN parameters *** 29823 EditorSorting = STRUCTURE 29824 29825 ; *** ENGINEERING Parameters *** 29826 Body = ActiveBody ModuleTag_02 29827 MaxHealth = 2000.0 29828 InitialHealth = 2000.0 29829 End 29830 ArmorSet 29831 Conditions = None 29832 Armor = StructureArmor 29833 DamageFX = StructureDamageFXNoShake 29834 End 29835 KindOf = STRUCTURE IMMOBILE 29836 Shadow = SHADOW_VOLUME 29837 29838 End 29839 29840 ;------------------------------------------------------------------------------ 29841 Object AsianOffice01Bib 29842 29843 ; *** ART Parameters *** 29844 Draw = W3DModelDraw ModuleTag_01 29845 29846 29847 ConditionState = NONE 29848 Model = CBNOffice1_TR 29849 End 29850 ConditionState = DAMAGED 29851 Model = CBNOffice1_TRD 29852 End 29853 ConditionState = REALLYDAMAGED 29854 Model = CBNOffice1_TRD 29855 End 29856 ConditionState = RUBBLE 29857 Model = CBNOffice1_TRD 29858 End 29859 29860 End 29861 29862 ; ***DESIGN parameters *** 29863 EditorSorting = STRUCTURE 29864 29865 ; *** ENGINEERING Parameters *** 29866 Body = ActiveBody ModuleTag_02 29867 MaxHealth = 2000.0 29868 InitialHealth = 2000.0 29869 End 29870 ArmorSet 29871 Conditions = None 29872 Armor = StructureArmor 29873 DamageFX = StructureDamageFXNoShake 29874 End 29875 KindOf = STRUCTURE IMMOBILE 29876 Shadow = SHADOW_VOLUME 29877 29878 End 29879 29880 ;------------------------------------------------------------------------------ 29881 Object AsianApartment01Bib 29882 29883 ; *** ART Parameters *** 29884 Draw = W3DModelDraw ModuleTag_01 29885 29886 29887 ConditionState = NONE 29888 Model = CBNApart01_TR 29889 End 29890 ConditionState = DAMAGED 29891 Model = CBNApart01_TRD 29892 End 29893 ConditionState = REALLYDAMAGED 29894 Model = CBNApart01_TRD 29895 End 29896 ConditionState = RUBBLE 29897 Model = CBNApart01_TRD 29898 End 29899 29900 End 29901 29902 ; ***DESIGN parameters *** 29903 EditorSorting = STRUCTURE 29904 29905 ; *** ENGINEERING Parameters *** 29906 Body = ActiveBody ModuleTag_02 29907 MaxHealth = 2000.0 29908 InitialHealth = 2000.0 29909 End 29910 ArmorSet 29911 Conditions = None 29912 Armor = StructureArmor 29913 DamageFX = StructureDamageFXNoShake 29914 End 29915 KindOf = STRUCTURE IMMOBILE 29916 Shadow = SHADOW_VOLUME 29917 29918 End 29919 29920 ;------------------------------------------------------------------------------ 29921 Object AsianRetailStore01Bib 29922 29923 ; *** ART Parameters *** 29924 Draw = W3DModelDraw ModuleTag_01 29925 29926 29927 ConditionState = NONE 29928 Model = CBNRetal01_TR 29929 End 29930 ConditionState = DAMAGED 29931 Model = CBNRetal01_TRD 29932 End 29933 ConditionState = REALLYDAMAGED 29934 Model = CBNRetal01_TRD 29935 End 29936 ConditionState = RUBBLE 29937 Model = CBNRetal01_TRD 29938 End 29939 29940 End 29941 29942 ; ***DESIGN parameters *** 29943 EditorSorting = STRUCTURE 29944 29945 ; *** ENGINEERING Parameters *** 29946 Body = ActiveBody ModuleTag_02 29947 MaxHealth = 2000.0 29948 InitialHealth = 2000.0 29949 End 29950 ArmorSet 29951 Conditions = None 29952 Armor = StructureArmor 29953 DamageFX = StructureDamageFXNoShake 29954 End 29955 KindOf = STRUCTURE IMMOBILE 29956 Shadow = SHADOW_VOLUME 29957 29958 End 29959 29960 ;------------------------------------------------------------------------------ 29961 Object EuroHighriseBib 29962 29963 ; *** ART Parameters *** 29964 Draw = W3DModelDraw ModuleTag_01 29965 29966 29967 29968 ConditionState = NONE 29969 Model = CBEuroCnd_TR 29970 End 29971 ConditionState = DAMAGED 29972 Model = CBEuroCnd_TRD 29973 End 29974 ConditionState = REALLYDAMAGED 29975 Model = CBEuroCnd_TRD 29976 End 29977 ConditionState = RUBBLE 29978 Model = CBEuroCnd_TRD 29979 End 29980 29981 End 29982 29983 ; ***DESIGN parameters *** 29984 EditorSorting = STRUCTURE 29985 29986 ; *** ENGINEERING Parameters *** 29987 Body = ActiveBody ModuleTag_02 29988 MaxHealth = 2000.0 29989 InitialHealth = 2000.0 29990 End 29991 ArmorSet 29992 Conditions = None 29993 Armor = StructureArmor 29994 DamageFX = StructureDamageFXNoShake 29995 End 29996 KindOf = STRUCTURE IMMOBILE 29997 Shadow = SHADOW_VOLUME 29998 29999 End 30000 30001 ;------------------------------------------------------------------------------ 30002 Object CivilianHighrise01Bib 30003 30004 ; *** ART Parameters *** 30005 Draw = W3DModelDraw ModuleTag_01 30006 30007 30008 ConditionState = NONE 30009 Model = CBHigh01_TR 30010 End 30011 ConditionState = DAMAGED 30012 Model = CBHigh01_TRD 30013 End 30014 ConditionState = REALLYDAMAGED 30015 Model = CBHigh01_TRD 30016 End 30017 ConditionState = RUBBLE 30018 Model = CBHigh01_TRD 30019 End 30020 30021 End 30022 30023 ; ***DESIGN parameters *** 30024 EditorSorting = STRUCTURE 30025 30026 ; *** ENGINEERING Parameters *** 30027 Body = ActiveBody ModuleTag_02 30028 MaxHealth = 2000.0 30029 InitialHealth = 2000.0 30030 End 30031 ArmorSet 30032 Conditions = None 30033 Armor = StructureArmor 30034 DamageFX = StructureDamageFXNoShake 30035 End 30036 KindOf = STRUCTURE IMMOBILE 30037 Shadow = SHADOW_VOLUME 30038 30039 End 30040 30041 ;------------------------------------------------------------------------------ 30042 Object CivilianHighrise02Bib 30043 30044 ; *** ART Parameters *** 30045 Draw = W3DModelDraw ModuleTag_01 30046 30047 30048 ConditionState = NONE 30049 Model = CBHigh02_TR 30050 End 30051 ConditionState = DAMAGED 30052 Model = CBHigh02_TRD 30053 End 30054 ConditionState = REALLYDAMAGED 30055 Model = CBHigh02_TRD 30056 End 30057 ConditionState = RUBBLE 30058 Model = CBHigh02_TRD 30059 End 30060 30061 End 30062 30063 ; ***DESIGN parameters *** 30064 EditorSorting = STRUCTURE 30065 30066 ; *** ENGINEERING Parameters *** 30067 Body = ActiveBody ModuleTag_02 30068 MaxHealth = 2000.0 30069 InitialHealth = 2000.0 30070 End 30071 ArmorSet 30072 Conditions = None 30073 Armor = StructureArmor 30074 DamageFX = StructureDamageFXNoShake 30075 End 30076 KindOf = STRUCTURE IMMOBILE 30077 Shadow = SHADOW_VOLUME 30078 30079 End 30080 30081 ;------------------------------------------------------------------------------ 30082 Object SovietBuildingBib 30083 30084 ; *** ART Parameters *** 30085 Draw = W3DModelDraw ModuleTag_01 30086 30087 30088 ConditionState = NONE 30089 Model = cbsovbldg_TR 30090 End 30091 ConditionState = DAMAGED 30092 Model = cbsovbldg_TRD 30093 End 30094 ConditionState = REALLYDAMAGED 30095 Model = cbsovbldg_TRD 30096 End 30097 ConditionState = RUBBLE 30098 Model = cbsovbldg_TRD 30099 End 30100 30101 End 30102 30103 ; ***DESIGN parameters *** 30104 EditorSorting = STRUCTURE 30105 30106 ; *** ENGINEERING Parameters *** 30107 Body = ActiveBody ModuleTag_02 30108 MaxHealth = 2000.0 30109 InitialHealth = 2000.0 30110 End 30111 ArmorSet 30112 Conditions = None 30113 Armor = StructureArmor 30114 DamageFX = StructureDamageFXNoShake 30115 End 30116 KindOf = STRUCTURE IMMOBILE 30117 Shadow = SHADOW_VOLUME 30118 30119 End 30120 30121 ;------------------------------------------------------------------------------ 30122 Object AsianBankBib 30123 30124 ; *** ART Parameters *** 30125 Draw = W3DModelDraw ModuleTag_01 30126 30127 30128 ConditionState = NONE 30129 Model = CBNBank_TR 30130 End 30131 ConditionState = DAMAGED 30132 Model = CBNBank_TRD 30133 End 30134 ConditionState = REALLYDAMAGED 30135 Model = CBNBank_TRD 30136 End 30137 ConditionState = RUBBLE 30138 Model = CBNBank_TRD 30139 End 30140 30141 End 30142 30143 ; ***DESIGN parameters *** 30144 EditorSorting = STRUCTURE 30145 30146 ; *** ENGINEERING Parameters *** 30147 Body = ActiveBody ModuleTag_02 30148 MaxHealth = 2000.0 30149 InitialHealth = 2000.0 30150 End 30151 ArmorSet 30152 Conditions = None 30153 Armor = StructureArmor 30154 DamageFX = StructureDamageFXNoShake 30155 End 30156 KindOf = STRUCTURE IMMOBILE 30157 Shadow = SHADOW_VOLUME 30158 30159 End 30160 30161 ;------------------------------------------------------------------------------ 30162 Object MogodishuHighrise01Bib 30163 30164 ; *** ART Parameters *** 30165 Draw = W3DModelDraw ModuleTag_01 30166 30167 30168 ConditionState = NONE 30169 Model = CBMogdis01_TR 30170 End 30171 ConditionState = DAMAGED 30172 Model = CBMogdis01_TRD 30173 End 30174 ConditionState = REALLYDAMAGED 30175 Model = CBMogdis01_TRD 30176 End 30177 ConditionState = RUBBLE 30178 Model = CBMogdis01_TRD 30179 End 30180 30181 End 30182 30183 ; ***DESIGN parameters *** 30184 EditorSorting = STRUCTURE 30185 30186 ; *** ENGINEERING Parameters *** 30187 Body = ActiveBody ModuleTag_02 30188 MaxHealth = 2000.0 30189 InitialHealth = 2000.0 30190 End 30191 ArmorSet 30192 Conditions = None 30193 Armor = StructureArmor 30194 DamageFX = StructureDamageFXNoShake 30195 End 30196 KindOf = STRUCTURE IMMOBILE 30197 Shadow = SHADOW_VOLUME 30198 30199 End 30200 30201 ;------------------------------------------------------------------------------ 30202 Object IndustrialBuilding01Bib 30203 30204 ; *** ART Parameters *** 30205 Draw = W3DModelDraw ModuleTag_01 30206 30207 30208 ConditionState = NONE 30209 Model = CBIndWhs01_TR 30210 End 30211 ConditionState = DAMAGED 30212 Model = CBIndWhs01_TRD 30213 End 30214 ConditionState = REALLYDAMAGED 30215 Model = CBIndWhs01_TRD 30216 End 30217 ConditionState = RUBBLE 30218 Model = CBIndWhs01_TRD 30219 End 30220 30221 End 30222 30223 ; ***DESIGN parameters *** 30224 EditorSorting = STRUCTURE 30225 30226 ; *** ENGINEERING Parameters *** 30227 Body = ActiveBody ModuleTag_02 30228 MaxHealth = 2000.0 30229 InitialHealth = 2000.0 30230 End 30231 ArmorSet 30232 Conditions = None 30233 Armor = StructureArmor 30234 DamageFX = StructureDamageFXNoShake 30235 End 30236 KindOf = STRUCTURE IMMOBILE 30237 Shadow = SHADOW_VOLUME 30238 30239 End 30240 30241 ;------------------------------------------------------------------------------ 30242 Object IndustrialBuilding02Bib 30243 30244 ; *** ART Parameters *** 30245 Draw = W3DModelDraw ModuleTag_01 30246 30247 30248 ConditionState = NONE 30249 Model = CBIndWhs02_TR 30250 End 30251 ConditionState = DAMAGED 30252 Model = CBIndWhs02_TRD 30253 End 30254 ConditionState = REALLYDAMAGED 30255 Model = CBIndWhs02_TRD 30256 End 30257 ConditionState = RUBBLE 30258 Model = CBIndWhs02_TRD 30259 End 30260 30261 End 30262 30263 ; ***DESIGN parameters *** 30264 EditorSorting = STRUCTURE 30265 30266 ; *** ENGINEERING Parameters *** 30267 Body = ActiveBody ModuleTag_02 30268 MaxHealth = 2000.0 30269 InitialHealth = 2000.0 30270 End 30271 ArmorSet 30272 Conditions = None 30273 Armor = StructureArmor 30274 DamageFX = StructureDamageFXNoShake 30275 End 30276 KindOf = STRUCTURE IMMOBILE 30277 Shadow = SHADOW_VOLUME 30278 30279 End 30280 30281 ;------------------------------------------------------------------------------ 30282 Object AsianApartmentSingle01 30283 30284 ; *** ART Parameters *** 30285 Draw = W3DModelDraw ModuleTag_01 30286 OkToChangeModelColor = Yes 30287 30288 ConditionState = NONE 30289 Model = CBNAptSingle 30290 End 30291 ConditionState = DAMAGED 30292 Model = CBNAptSingle_D 30293 End 30294 ConditionState = REALLYDAMAGED 30295 Model = CBNAptSingle_E 30296 End 30297 ConditionState = RUBBLE 30298 Model = CBNAptSingle_R 30299 End 30300 30301 ConditionState = GARRISONED 30302 Model = CBNAptSingle_G 30303 Animation = CBNAptSingle_G.CBNAptSingle_G 30304 AnimationMode = LOOP 30305 End 30306 30307 ConditionState = GARRISONED DAMAGED 30308 Model = CBNAptSingle_DG 30309 Animation = CBNAptSingle_DG.CBNAptSingle_DG 30310 AnimationMode = LOOP 30311 End 30312 End 30313 30314 ; *** AUDIO Parameters *** 30315 SoundDie = BuildingDie 30316 SoundOnDamaged = BuildingDamagedStateLight 30317 SoundOnReallyDamaged = BuildingDestroy 30318 30319 30320 ; ***DESIGN parameters *** 30321 DisplayName = OBJECT:Structure 30322 EditorSorting = STRUCTURE 30323 ArmorSet 30324 Conditions = None 30325 Armor = StructureArmor 30326 DamageFX = StructureDamageFXNoShake 30327 End 30328 30329 ; *** ENGINEERING Parameters *** 30330 Body = ActiveBody ModuleTag_02 30331 MaxHealth = 2000.0 30332 InitialHealth = 2000.0 30333 End 30334 KindOf = STRUCTURE SELECTABLE IMMOBILE 30335 30336 Behavior = FlammableUpdate ModuleTag_05 30337 FlameDamageLimit = 20 ;Catch fire if I take this much fire damage... 30338 FlameDamageExpiration = 2000 ;in a span of this long 30339 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 30340 AflameDamageAmount = 25 ; taking this much damage... 30341 AflameDamageDelay = 500 ; this often. 30342 End 30343 30344 Behavior = GarrisonContain ModuleTag_06 30345 ContainMax = 10 30346 EnterSound = GarrisonEnter 30347 ExitSound = GarrisonExit 30348 End 30349 30350 Behavior = TransitionDamageFX ModuleTag_07 30351 ;-------------DESIGNED FOR SMALL SIZED CIVILIAN BUILDING TRANSITIONS------------------- 30352 DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke 30353 ;--------------------------------------------------------------------------------------- 30354 ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke 30355 ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion 30356 ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave 30357 ;--------------------------------------------------------------------------------------- 30358 RubbleParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke 30359 RubbleParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion 30360 RubbleParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave 30361 RubbleParticleSystem4 = Bone:None RandomBone:No PSys:StructureTransitionSmallFlare 30362 End 30363 30364 Geometry = BOX 30365 GeometryMajorRadius = 50.0 30366 GeometryMinorRadius = 28.0 30367 GeometryHeight = 57.0 30368 GeometryIsSmall = No 30369 Shadow = SHADOW_VOLUME 30370 30371 End 30372 30373 ;------------------------------------------------------------------------------ 30374 Object StanApartmentSingle01 30375 30376 ; *** ART Parameters *** 30377 Draw = W3DModelDraw ModuleTag_01 30378 OkToChangeModelColor = Yes 30379 30380 ConditionState = NONE 30381 Model = CBNAptBuil 30382 End 30383 30384 ConditionState = DAMAGED 30385 Model = CBNAptBuil_D 30386 End 30387 30388 ConditionState = REALLYDAMAGED 30389 Model = CBNAptBuil_E 30390 End 30391 30392 ConditionState = RUBBLE 30393 Model = CBNAptBuil_R 30394 End 30395 30396 30397 30398 ConditionState = GARRISONED 30399 Model = CBNAptBuil_G 30400 Animation = CBNAptBuil_G.CBNAptBuil_G 30401 AnimationMode = LOOP 30402 End 30403 ConditionState = DAMAGED GARRISONED 30404 Model = CBNAptBuil_DG 30405 Animation = CBNAptBuil_DG.CBNAptBuil_DG 30406 AnimationMode = LOOP 30407 End 30408 30409 End 30410 30411 ; *** AUDIO Parameters *** 30412 SoundDie = BuildingDie 30413 SoundOnDamaged = BuildingDamagedStateLight 30414 SoundOnReallyDamaged = BuildingDestroy 30415 30416 30417 ; ***DESIGN parameters *** 30418 DisplayName = OBJECT:Structure 30419 EditorSorting = STRUCTURE 30420 ArmorSet 30421 Conditions = None 30422 Armor = StructureArmor 30423 DamageFX = StructureDamageFXNoShake 30424 End 30425 30426 ; *** ENGINEERING Parameters *** 30427 KindOf = STRUCTURE SELECTABLE IMMOBILE 30428 Body = ActiveBody ModuleTag_02 30429 MaxHealth = 2000.0 30430 InitialHealth = 2000.0 30431 End 30432 30433 Behavior = GarrisonContain ModuleTag_03 30434 ContainMax = 10 30435 EnterSound = GarrisonEnter 30436 ExitSound = GarrisonExit 30437 End 30438 30439 Behavior = FlammableUpdate ModuleTag_05 30440 FlameDamageLimit = 20 ;Catch fire if I take this much fire damage... 30441 FlameDamageExpiration = 2000 ;in a span of this long 30442 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 30443 AflameDamageAmount = 25 ; taking this much damage... 30444 AflameDamageDelay = 500 ; this often. 30445 End 30446 30447 Behavior = TransitionDamageFX ModuleTag_07 30448 ;-------------DESIGNED FOR SMALL SIZED CIVILIAN BUILDING TRANSITIONS------------------- 30449 DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke 30450 ;--------------------------------------------------------------------------------------- 30451 ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke 30452 ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion 30453 ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave 30454 ;--------------------------------------------------------------------------------------- 30455 RubbleParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke 30456 RubbleParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion 30457 RubbleParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave 30458 RubbleParticleSystem4 = Bone:None RandomBone:No PSys:StructureTransitionSmallFlare 30459 End 30460 30461 Geometry = BOX 30462 GeometryMajorRadius = 46.0 30463 GeometryMinorRadius = 24.0 30464 GeometryHeight = 47.0 30465 GeometryIsSmall = No 30466 Shadow = SHADOW_VOLUME 30467 30468 End 30469 30470 ;------------------------------------------------------------ 30471 Object TempleOfHeavenMonumentBib 30472 30473 ; *** ART Parameters *** 30474 Draw = W3DModelDraw ModuleTag_01 30475 30476 30477 ConditionState = NONE 30478 Model = CBNTmplHvn_TR 30479 End 30480 ConditionState = DAMAGED 30481 Model = CBNTmplHvn_TRD 30482 End 30483 ConditionState = REALLYDAMAGED 30484 Model = CBNTmplHvn_TRD 30485 End 30486 ConditionState = RUBBLE 30487 Model = CBNTmplHvn_TRD 30488 End 30489 End 30490 30491 ; ***DESIGN parameters *** 30492 EditorSorting = STRUCTURE 30493 ArmorSet 30494 Conditions = None 30495 Armor = StructureArmor 30496 DamageFX = StructureDamageFXNoShake 30497 End 30498 30499 ; *** ENGINEERING Parameters *** 30500 Body = ActiveBody ModuleTag_02 30501 MaxHealth = 2000.0 30502 InitialHealth = 2000.0 30503 End 30504 KindOf = STRUCTURE IMMOBILE SELECTABLE 30505 30506 Geometry = CYLINDER 30507 GeometryMajorRadius = 120.0 30508 GeometryMinorRadius = 120.0 30509 GeometryHeight = 20.0 30510 GeometryIsSmall = No 30511 Shadow = SHADOW_VOLUME 30512 30513 End 30514 30515 ;----------------------------------------------------------------------------- 30516 Object TempleOfHeavenMainTemple 30517 30518 ; *** ART Parameters *** 30519 Draw = W3DModelDraw ModuleTag_01 30520 OkToChangeModelColor = Yes 30521 30522 ; day 30523 ConditionState = NONE 30524 Model = CBNTmHvMN 30525 End 30526 30527 ConditionState = DAMAGED 30528 Model = CBNTmHvMN_D 30529 End 30530 30531 ConditionState = REALLYDAMAGED 30532 Model = CBNTmHvMN_E 30533 End 30534 30535 ConditionState = RUBBLE 30536 Model = CBNTmHvMN_R 30537 End 30538 30539 ConditionState = GARRISONED 30540 Model = CBNTmHvMN_G 30541 Animation = CBNTmHvMN_G.CBNTmHvMN_G 30542 AnimationMode = LOOP 30543 End 30544 ConditionState = DAMAGED GARRISONED 30545 Model = CBNTmHvMN_GD 30546 Animation = CBNTmHvMN_GD.CBNTmHvMN_GD 30547 AnimationMode = LOOP 30548 End 30549 30550 End 30551 30552 ; *** AUDIO Parameters *** 30553 SoundDie = BuildingDie 30554 SoundOnDamaged = BuildingDamagedStateLight 30555 SoundOnReallyDamaged = BuildingDestroy 30556 30557 30558 30559 ; ***DESIGN parameters *** 30560 DisplayName = OBJECT:Structure 30561 EditorSorting = STRUCTURE 30562 30563 ; *** ENGINEERING Parameters *** 30564 KindOf = STRUCTURE SELECTABLE IMMOBILE 30565 Body = ActiveBody ModuleTag_02 30566 MaxHealth = 2000.0 30567 InitialHealth = 2000.0 30568 End 30569 ArmorSet 30570 Conditions = None 30571 Armor = StructureArmor 30572 DamageFX = StructureDamageFXNoShake 30573 End 30574 30575 Behavior = GarrisonContain ModuleTag_03 30576 ContainMax = 10 30577 EnterSound = GarrisonEnter 30578 ExitSound = GarrisonExit 30579 End 30580 30581 Behavior = TransitionDamageFX ModuleTag_07 30582 ;-------------DESIGNED FOR SMALL SIZED CIVILIAN BUILDING TRANSITIONS------------------- 30583 DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke 30584 ;--------------------------------------------------------------------------------------- 30585 ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke 30586 ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion 30587 ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave 30588 ;--------------------------------------------------------------------------------------- 30589 RubbleParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke 30590 RubbleParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion 30591 RubbleParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave 30592 RubbleParticleSystem4 = Bone:None RandomBone:No PSys:StructureTransitionSmallFlare 30593 End 30594 30595 30596 30597 Geometry = CYLINDER 30598 GeometryMajorRadius = 31.0 30599 GeometryMinorRadius = 26.0 30600 GeometryHeight = 60.0 30601 GeometryIsSmall = No 30602 Shadow = SHADOW_VOLUME 30603 30604 End 30605 30606 ;------------------------------------------------------------------- 30607 Object TempleOfHeavenFrontHouse 30608 30609 ; *** ART Parameters *** 30610 Draw = W3DModelDraw ModuleTag_01 30611 OkToChangeModelColor = Yes 30612 30613 30614 ; day 30615 ConditionState = NONE 30616 Model = CBNTmHvFH 30617 End 30618 30619 ConditionState = DAMAGED 30620 Model = CBNTmHvFH_D 30621 End 30622 30623 ConditionState = REALLYDAMAGED 30624 Model = CBNTmHvFH_E 30625 End 30626 30627 ConditionState = RUBBLE 30628 Model = CBNTmHvFH_R 30629 End 30630 30631 ConditionState = GARRISONED 30632 Model = CBNTmHvFH_G 30633 Animation = CBNTmHvFH_G.CBNTmHvFH_G 30634 AnimationMode = LOOP 30635 End 30636 ConditionState = DAMAGED GARRISONED 30637 Model = CBNTmHvFH_GD 30638 Animation = CBNTmHvFH_GD.CBNTmHvFH_GD 30639 AnimationMode = LOOP 30640 End 30641 30642 End 30643 30644 ; *** AUDIO Parameters *** 30645 SoundDie = BuildingDie 30646 SoundOnDamaged = BuildingDamagedStateLight 30647 SoundOnReallyDamaged = BuildingDestroy 30648 30649 30650 30651 ; ***DESIGN parameters *** 30652 DisplayName = OBJECT:Structure 30653 EditorSorting = STRUCTURE 30654 30655 ; *** ENGINEERING Parameters *** 30656 KindOf = STRUCTURE SELECTABLE IMMOBILE 30657 Body = ActiveBody ModuleTag_02 30658 MaxHealth = 2000.0 30659 InitialHealth = 2000.0 30660 End 30661 ArmorSet 30662 Conditions = None 30663 Armor = StructureArmor 30664 DamageFX = StructureDamageFXNoShake 30665 End 30666 30667 Behavior = GarrisonContain ModuleTag_03 30668 ContainMax = 10 30669 EnterSound = GarrisonEnter 30670 ExitSound = GarrisonExit 30671 End 30672 30673 Behavior = FlammableUpdate ModuleTag_05 30674 FlameDamageLimit = 20 ;Catch fire if I take this much fire damage... 30675 FlameDamageExpiration = 2000 ;in a span of this long 30676 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 30677 AflameDamageAmount = 25 ; taking this much damage... 30678 AflameDamageDelay = 500 ; this often. 30679 End 30680 30681 Behavior = TransitionDamageFX ModuleTag_07 30682 ;-------------DESIGNED FOR SMALL SIZED CIVILIAN BUILDING TRANSITIONS------------------- 30683 DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke 30684 ;--------------------------------------------------------------------------------------- 30685 ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke 30686 ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion 30687 ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave 30688 ;--------------------------------------------------------------------------------------- 30689 RubbleParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke 30690 RubbleParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion 30691 RubbleParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave 30692 RubbleParticleSystem4 = Bone:None RandomBone:No PSys:StructureTransitionSmallFlare 30693 End 30694 30695 Geometry = BOX 30696 GeometryMajorRadius = 28.0 30697 GeometryMinorRadius = 44.0 30698 GeometryHeight = 25.0 30699 GeometryIsSmall = No 30700 Shadow = SHADOW_VOLUME 30701 30702 End 30703 30704 ;------------------------------------------------------------------- 30705 Object TempleOfHeavenSideHouse 30706 30707 ; *** ART Parameters *** 30708 Draw = W3DModelDraw ModuleTag_01 30709 OkToChangeModelColor = Yes 30710 30711 30712 ; day 30713 ConditionState = NONE 30714 Model = CBNTmHvSH 30715 End 30716 30717 ConditionState = DAMAGED 30718 Model = CBNTmHvSH_D 30719 End 30720 30721 ConditionState = REALLYDAMAGED 30722 Model = CBNTmHvSH_E 30723 End 30724 30725 ConditionState = RUBBLE 30726 Model = CBNTmHvSH_R 30727 End 30728 30729 30730 ConditionState = GARRISONED 30731 Model = CBNTmHvSH_G 30732 Animation = CBNTmHvSH_G.CBNTmHvSH_G 30733 AnimationMode = LOOP 30734 End 30735 ConditionState = DAMAGED GARRISONED 30736 Model = CBNTmHvSH_GD 30737 Animation = CBNTmHvSH_GD.CBNTmHvSH_GD 30738 AnimationMode = LOOP 30739 End 30740 End 30741 30742 ; *** AUDIO Parameters *** 30743 SoundDie = BuildingDie 30744 SoundOnDamaged = BuildingDamagedStateLight 30745 SoundOnReallyDamaged = BuildingDestroy 30746 30747 30748 30749 ; ***DESIGN parameters *** 30750 DisplayName = OBJECT:Structure 30751 EditorSorting = STRUCTURE 30752 30753 ; *** ENGINEERING Parameters *** 30754 KindOf = STRUCTURE SELECTABLE IMMOBILE 30755 Body = ActiveBody ModuleTag_02 30756 MaxHealth = 2000.0 30757 InitialHealth = 2000.0 30758 End 30759 ArmorSet 30760 Conditions = None 30761 Armor = StructureArmor 30762 DamageFX = StructureDamageFXNoShake 30763 End 30764 30765 Behavior = GarrisonContain ModuleTag_03 30766 ContainMax = 10 30767 EnterSound = GarrisonEnter 30768 ExitSound = GarrisonExit 30769 End 30770 30771 Behavior = FlammableUpdate ModuleTag_05 30772 FlameDamageLimit = 20 ;Catch fire if I take this much fire damage... 30773 FlameDamageExpiration = 2000 ;in a span of this long 30774 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 30775 AflameDamageAmount = 25 ; taking this much damage... 30776 AflameDamageDelay = 500 ; this often. 30777 End 30778 30779 Behavior = TransitionDamageFX ModuleTag_07 30780 ;-------------DESIGNED FOR SMALL SIZED CIVILIAN BUILDING TRANSITIONS------------------- 30781 DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke 30782 ;--------------------------------------------------------------------------------------- 30783 ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke 30784 ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion 30785 ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave 30786 ;--------------------------------------------------------------------------------------- 30787 RubbleParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke 30788 RubbleParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion 30789 RubbleParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave 30790 RubbleParticleSystem4 = Bone:None RandomBone:No PSys:StructureTransitionSmallFlare 30791 End 30792 30793 Geometry = BOX 30794 GeometryMajorRadius = 22.0 30795 GeometryMinorRadius = 67.0 30796 GeometryHeight = 32.0 30797 GeometryIsSmall = No 30798 Shadow = SHADOW_VOLUME 30799 30800 End 30801 30802 ;------------------------------------------------------------------- 30803 Object TempleOfHeavenGateHouse 30804 30805 ; *** ART Parameters *** 30806 Draw = W3DModelDraw ModuleTag_01 30807 OkToChangeModelColor = Yes 30808 30809 30810 ; day 30811 ConditionState = NONE 30812 Model = CBNTmHvGT 30813 End 30814 30815 ConditionState = DAMAGED 30816 Model = CBNTmHvGT_D 30817 End 30818 30819 ConditionState = REALLYDAMAGED 30820 Model = CBNTmHvGT_E 30821 End 30822 30823 ConditionState = RUBBLE 30824 Model = CBNTmHvGT_R 30825 End 30826 30827 ConditionState = GARRISONED 30828 Model = CBNTmHvGT_G 30829 Animation = CBNTmHvGT_G.CBNTmHvGT_G 30830 AnimationMode = LOOP 30831 End 30832 30833 ConditionState = DAMAGED GARRISONED 30834 Model = CBNTmHvGT_GD 30835 Animation = CBNTmHvGT_GD.CBNTmHvGT_GD 30836 AnimationMode = LOOP 30837 End 30838 30839 End 30840 30841 ; *** AUDIO Parameters *** 30842 SoundDie = BuildingDie 30843 SoundOnDamaged = BuildingDamagedStateLight 30844 SoundOnReallyDamaged = BuildingDestroy 30845 30846 30847 30848 ; ***DESIGN parameters *** 30849 DisplayName = OBJECT:Structure 30850 EditorSorting = STRUCTURE 30851 30852 ; *** ENGINEERING Parameters *** 30853 KindOf = STRUCTURE SELECTABLE IMMOBILE 30854 Body = ActiveBody ModuleTag_02 30855 MaxHealth = 2000.0 30856 InitialHealth = 2000.0 30857 End 30858 ArmorSet 30859 Conditions = None 30860 Armor = StructureArmor 30861 DamageFX = StructureDamageFXNoShake 30862 End 30863 30864 Behavior = GarrisonContain ModuleTag_03 30865 ContainMax = 10 30866 EnterSound = GarrisonEnter 30867 ExitSound = GarrisonExit 30868 End 30869 30870 Behavior = FlammableUpdate ModuleTag_05 30871 FlameDamageLimit = 20 ;Catch fire if I take this much fire damage... 30872 FlameDamageExpiration = 2000 ;in a span of this long 30873 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 30874 AflameDamageAmount = 25 ; taking this much damage... 30875 AflameDamageDelay = 500 ; this often. 30876 End 30877 30878 Behavior = TransitionDamageFX ModuleTag_07 30879 ;-------------DESIGNED FOR SMALL SIZED CIVILIAN BUILDING TRANSITIONS------------------- 30880 DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke 30881 ;--------------------------------------------------------------------------------------- 30882 ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke 30883 ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion 30884 ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave 30885 ;--------------------------------------------------------------------------------------- 30886 RubbleParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke 30887 RubbleParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion 30888 RubbleParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave 30889 RubbleParticleSystem4 = Bone:None RandomBone:No PSys:StructureTransitionSmallFlare 30890 End 30891 30892 Geometry = BOX 30893 GeometryMajorRadius = 15.0 30894 GeometryMinorRadius = 30.0 30895 GeometryHeight = 32.0 30896 GeometryIsSmall = No 30897 Shadow = SHADOW_VOLUME 30898 30899 End 30900 30901 ;------------------------------------------------------------------- 30902 Object StanTownHall03 30903 30904 ; *** ART Parameters *** 30905 Draw = W3DModelDraw ModuleTag_01 30906 OkToChangeModelColor = Yes 30907 30908 ; NIGHT 30909 ConditionState = NONE 30910 Model = CMTGovBuil_N 30911 End 30912 30913 ConditionState = DAMAGED 30914 Model = CMTGovBuil_DN 30915 End 30916 30917 ConditionState = REALLYDAMAGED 30918 Model = CMTGovBuil_EN 30919 End 30920 30921 ConditionState = RUBBLE 30922 Model = CMTGovBuil_RN 30923 End 30924 30925 ; garrison night 30926 ConditionState = GARRISONED 30927 Model = CMTGovBuil_NG 30928 Animation = cmtgovbuil_NG.cmtgovbuil_NG 30929 AnimationMode = LOOP 30930 End 30931 30932 ConditionState = GARRISONED DAMAGED 30933 Model = CMTGovBuil_DNG 30934 Animation = cmtgovbuil_DNG.cmtgovbuil_DNG 30935 AnimationMode = LOOP 30936 End 30937 30938 30939 ; NIGHT 30940 ConditionState = NIGHT 30941 Model = CMTGovBuil_N 30942 End 30943 30944 ConditionState = NIGHT DAMAGED 30945 Model = CMTGovBuil_DN 30946 End 30947 30948 ConditionState = NIGHT REALLYDAMAGED 30949 Model = CMTGovBuil_EN 30950 End 30951 30952 ConditionState = NIGHT RUBBLE 30953 Model = CMTGovBuil_RN 30954 End 30955 30956 ; garrison night 30957 ConditionState = NIGHT GARRISONED 30958 Model = CMTGovBuil_NG 30959 Animation = cmtgovbuil_NG.cmtgovbuil_NG 30960 AnimationMode = LOOP 30961 End 30962 30963 ConditionState = NIGHT GARRISONED DAMAGED 30964 Model = CMTGovBuil_DNG 30965 Animation = cmtgovbuil_DNG.cmtgovbuil_DNG 30966 AnimationMode = LOOP 30967 End 30968 End 30969 30970 ; ***DESIGN parameters *** 30971 DisplayName = OBJECT:Structure 30972 EditorSorting = STRUCTURE 30973 ArmorSet 30974 Conditions = None 30975 Armor = StructureArmor 30976 DamageFX = StructureDamageFXNoShake 30977 End 30978 30979 ; *** AUDIO parameters *** 30980 SoundDie = BuildingDestroy 30981 SoundOnDamaged = BuildingDestroy 30982 SoundOnReallyDamaged = BuildingDestroy 30983 30984 30985 ; *** ENGINEERING Parameters *** 30986 KindOf = STRUCTURE SELECTABLE IMMOBILE 30987 Body = StructureBody ModuleTag_02 30988 MaxHealth = 2000.0 30989 InitialHealth = 2000.0 30990 End 30991 Behavior = GarrisonContain ModuleTag_03 30992 ContainMax = 10 30993 EnterSound = GarrisonEnter 30994 ExitSound = GarrisonExit 30995 End 30996 30997 Behavior = FlammableUpdate ModuleTag_05 30998 FlameDamageLimit = 20 ;Catch fire if I take this much fire damage... 30999 FlameDamageExpiration = 2000 ;in a span of this long 31000 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 31001 AflameDamageAmount = 25 ; taking this much damage... 31002 AflameDamageDelay = 500 ; this often. 31003 End 31004 31005 Behavior = TransitionDamageFX ModuleTag_07 31006 ;-------------DESIGNED FOR MEDIUM SIZED CIVILIAN BUILDING TRANSITIONS------------------- 31007 DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke 31008 ;--------------------------------------------------------------------------------------- 31009 ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke 31010 ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionMediumExplosion 31011 ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionMediumShockwave 31012 ;-------------------------------------------------------------------------------------- 31013 RubbleParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke 31014 RubbleParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionMediumExplosion 31015 RubbleParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionMediumShockwave 31016 RubbleParticleSystem4 = Bone:None RandomBone:No PSys:StructureTransitionMediumFlare 31017 End 31018 31019 31020 Geometry = BOX 31021 GeometryMajorRadius = 60.0 31022 GeometryMinorRadius = 47.0 31023 GeometryHeight = 52.0 31024 GeometryIsSmall = No 31025 Shadow = SHADOW_VOLUME 31026 31027 End 31028 31029 ;------------------------------------------------------------------------------ 31030 Object ChinaRetail01 31031 31032 ; *** ART Parameters *** 31033 Draw = W3DModelDraw ModuleTag_01 31034 OkToChangeModelColor = Yes 31035 31036 ; day 31037 ConditionState = NONE 31038 Model = CBNRetal03 31039 End 31040 31041 ConditionState = DAMAGED 31042 Model = CBNRetal03_D 31043 End 31044 31045 ConditionState = REALLYDAMAGED 31046 Model = CBNRetal03_E 31047 End 31048 31049 ConditionState = RUBBLE 31050 Model = CBNRetal03_R 31051 End 31052 31053 ConditionState = GARRISONED 31054 Model = CBNRetal03_G 31055 Animation = CBNRetal03_G.CBNRetal03_G 31056 AnimationMode = LOOP 31057 End 31058 31059 ConditionState = GARRISONED DAMAGED 31060 Model = CBNRetal03_DG 31061 Animation = CBNRetal03_DG.CBNRetal03_DG 31062 AnimationMode = LOOP 31063 End 31064 End 31065 31066 ; *** AUDIO Parameters *** 31067 SoundDie = BuildingDie 31068 SoundOnDamaged = BuildingDamagedStateLight 31069 SoundOnReallyDamaged = BuildingDestroy 31070 31071 31072 ; ***DESIGN parameters *** 31073 DisplayName = OBJECT:Structure 31074 EditorSorting = STRUCTURE 31075 ArmorSet 31076 Conditions = None 31077 Armor = StructureArmor 31078 DamageFX = StructureDamageFXNoShake 31079 End 31080 31081 ; *** ENGINEERING Parameters *** 31082 KindOf = STRUCTURE SELECTABLE IMMOBILE 31083 Body = StructureBody ModuleTag_02 31084 MaxHealth = 2000.0 31085 InitialHealth = 2000.0 31086 End 31087 Behavior = GarrisonContain ModuleTag_03 31088 ContainMax = 10 31089 EnterSound = GarrisonEnter 31090 ExitSound = GarrisonExit 31091 End 31092 31093 Behavior = FlammableUpdate ModuleTag_05 31094 FlameDamageLimit = 20 ;Catch fire if I take this much fire damage... 31095 FlameDamageExpiration = 2000 ;in a span of this long 31096 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 31097 AflameDamageAmount = 25 ; taking this much damage... 31098 AflameDamageDelay = 500 ; this often. 31099 End 31100 31101 Behavior = TransitionDamageFX ModuleTag_07 31102 ;-------------DESIGNED FOR SMALL SIZED CIVILIAN BUILDING TRANSITIONS------------------- 31103 DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke 31104 ;--------------------------------------------------------------------------------------- 31105 ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke 31106 ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion 31107 ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave 31108 ;--------------------------------------------------------------------------------------- 31109 RubbleParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke 31110 RubbleParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion 31111 RubbleParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave 31112 RubbleParticleSystem4 = Bone:None RandomBone:No PSys:StructureTransitionSmallFlare 31113 End 31114 31115 31116 Geometry = BOX 31117 GeometryMajorRadius = 32.0 31118 GeometryMinorRadius = 20.0 31119 GeometryHeight = 47.0 31120 GeometryIsSmall = No 31121 Shadow = SHADOW_VOLUME 31122 31123 End 31124 31125 ;------------------------------------------------------------------------------ 31126 Object ChinaRetail02 31127 31128 ; *** ART Parameters *** 31129 Draw = W3DModelDraw ModuleTag_01 31130 OkToChangeModelColor = Yes 31131 31132 ConditionState = NONE 31133 Model = CBNRetal04 31134 End 31135 ConditionState = DAMAGED 31136 Model = CBNRetal04_D 31137 End 31138 ConditionState = REALLYDAMAGED 31139 Model = CBNRetal04_E 31140 End 31141 ConditionState = RUBBLE 31142 Model = CBNRetal04_R 31143 End 31144 31145 ConditionState = GARRISONED 31146 Model = CBNRetal04_G 31147 Animation = CBNRetal04_G.CBNRetal04_G 31148 AnimationMode = LOOP 31149 End 31150 31151 ConditionState = DAMAGED GARRISONED 31152 Model = CBNRetal04_DG 31153 Animation = CBNRetal04_DG.CBNRetal04_DG 31154 AnimationMode = LOOP 31155 End 31156 End 31157 31158 ; *** AUDIO Parameters *** 31159 SoundDie = BuildingDie 31160 SoundOnDamaged = BuildingDamagedStateLight 31161 SoundOnReallyDamaged = BuildingDestroy 31162 31163 31164 ; ***DESIGN parameters *** 31165 DisplayName = OBJECT:Structure 31166 EditorSorting = STRUCTURE 31167 ArmorSet 31168 Conditions = None 31169 Armor = StructureArmor 31170 DamageFX = StructureDamageFXNoShake 31171 End 31172 31173 ; *** ENGINEERING Parameters *** 31174 KindOf = STRUCTURE SELECTABLE IMMOBILE 31175 Body = StructureBody ModuleTag_02 31176 MaxHealth = 2000.0 31177 InitialHealth = 2000.0 31178 End 31179 Behavior = GarrisonContain ModuleTag_03 31180 ContainMax = 10 31181 EnterSound = GarrisonEnter 31182 ExitSound = GarrisonExit 31183 End 31184 31185 Behavior = FlammableUpdate ModuleTag_05 31186 FlameDamageLimit = 20 ;Catch fire if I take this much fire damage... 31187 FlameDamageExpiration = 2000 ;in a span of this long 31188 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 31189 AflameDamageAmount = 25 ; taking this much damage... 31190 AflameDamageDelay = 500 ; this often. 31191 End 31192 31193 Behavior = TransitionDamageFX ModuleTag_07 31194 ;-------------DESIGNED FOR SMALL SIZED CIVILIAN BUILDING TRANSITIONS------------------- 31195 DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke 31196 ;--------------------------------------------------------------------------------------- 31197 ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke 31198 ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion 31199 ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave 31200 ;--------------------------------------------------------------------------------------- 31201 RubbleParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke 31202 RubbleParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion 31203 RubbleParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave 31204 RubbleParticleSystem4 = Bone:None RandomBone:No PSys:StructureTransitionSmallFlare 31205 End 31206 31207 31208 Geometry = BOX 31209 GeometryMajorRadius = 25.0 31210 GeometryMinorRadius = 20.0 31211 GeometryHeight = 38.0 31212 GeometryIsSmall = No 31213 Shadow = SHADOW_VOLUME 31214 31215 End 31216 31217 ;------------------------------------------------------------------------------ 31218 Object ChinaRetail03 31219 31220 ; *** ART Parameters *** 31221 Draw = W3DModelDraw ModuleTag_01 31222 OkToChangeModelColor = Yes 31223 31224 ; day 31225 ConditionState = NONE 31226 Model = CBNRetal05 31227 End 31228 31229 ConditionState = DAMAGED 31230 Model = CBNRetal05_D 31231 End 31232 31233 ConditionState = REALLYDAMAGED 31234 Model = CBNRetal05_E 31235 End 31236 31237 ConditionState = RUBBLE 31238 Model = CBNRetal05_R 31239 End 31240 31241 ; garrisoned day 31242 31243 ConditionState = GARRISONED 31244 Model = CBNRetal05_G 31245 End 31246 31247 ConditionState = DAMAGED GARRISONED 31248 Model = CBNRetal05_DG 31249 End 31250 31251 End 31252 31253 ; *** AUDIO Parameters *** 31254 SoundDie = BuildingDie 31255 SoundOnDamaged = BuildingDamagedStateLight 31256 SoundOnReallyDamaged = BuildingDestroy 31257 31258 31259 ; ***DESIGN parameters *** 31260 DisplayName = OBJECT:Structure 31261 EditorSorting = STRUCTURE 31262 ArmorSet 31263 Conditions = None 31264 Armor = StructureArmor 31265 DamageFX = StructureDamageFXNoShake 31266 End 31267 31268 ; *** ENGINEERING Parameters *** 31269 KindOf = STRUCTURE SELECTABLE IMMOBILE 31270 Body = StructureBody ModuleTag_02 31271 MaxHealth = 2000.0 31272 InitialHealth = 2000.0 31273 End 31274 Behavior = GarrisonContain ModuleTag_03 31275 ContainMax = 10 31276 EnterSound = GarrisonEnter 31277 ExitSound = GarrisonExit 31278 End 31279 31280 Behavior = FlammableUpdate ModuleTag_05 31281 FlameDamageLimit = 20 ;Catch fire if I take this much fire damage... 31282 FlameDamageExpiration = 2000 ;in a span of this long 31283 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 31284 AflameDamageAmount = 25 ; taking this much damage... 31285 AflameDamageDelay = 500 ; this often. 31286 End 31287 31288 Behavior = TransitionDamageFX ModuleTag_07 31289 ;-------------DESIGNED FOR SMALL SIZED CIVILIAN BUILDING TRANSITIONS------------------- 31290 DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke 31291 ;--------------------------------------------------------------------------------------- 31292 ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke 31293 ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion 31294 ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave 31295 ;--------------------------------------------------------------------------------------- 31296 RubbleParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke 31297 RubbleParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion 31298 RubbleParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave 31299 RubbleParticleSystem4 = Bone:None RandomBone:No PSys:StructureTransitionSmallFlare 31300 31301 End 31302 31303 Geometry = BOX 31304 GeometryMajorRadius = 24.0 31305 GeometryMinorRadius = 22.0 31306 GeometryHeight = 62.0 31307 GeometryIsSmall = No 31308 Shadow = SHADOW_VOLUME 31309 31310 End 31311 31312 ;------------------------------------------------------------------------------ 31313 ;------------------------------------------------------------------------------ 31314 Object FortressWallMiddle 31315 31316 ; *** ART Parameters *** 31317 Draw = W3DModelDraw ModuleTag_01 31318 OkToChangeModelColor = Yes 31319 31320 ConditionState = NONE 31321 Model = CMWalAkml1 31322 End 31323 31324 ConditionState = DAMAGED 31325 Model = CMWalAkml1_D 31326 End 31327 31328 ConditionState = REALLYDAMAGED 31329 Model = CMWalAkml1_E 31330 End 31331 31332 ConditionState = RUBBLE 31333 Model = CMWalAkml1_R 31334 End 31335 31336 End 31337 31338 ; *** AUDIO Parameters *** 31339 SoundDie = BuildingDie 31340 SoundOnDamaged = BuildingDamagedStateLight 31341 SoundOnReallyDamaged = BuildingDestroy 31342 31343 31344 ; ***DESIGN parameters *** 31345 DisplayName = OBJECT:BigGate 31346 EditorSorting = STRUCTURE 31347 ArmorSet 31348 Conditions = None 31349 Armor = StructureArmor 31350 DamageFX = StructureDamageFXNoShake 31351 End 31352 31353 ; *** ENGINEERING Parameters *** 31354 KindOf = STRUCTURE SELECTABLE IMMOBILE WALK_ON_TOP_OF_WALL 31355 RadarPriority = STRUCTURE 31356 Body = ActiveBody ModuleTag_02 31357 MaxHealth = 2000.0 31358 InitialHealth = 2000.0 31359 End 31360 31361 Behavior = FlammableUpdate ModuleTag_05 31362 FlameDamageLimit = 20 ;Catch fire if I take this much fire damage... 31363 FlameDamageExpiration = 2000 ;in a span of this long 31364 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 31365 AflameDamageAmount = 25 ; taking this much damage... 31366 AflameDamageDelay = 500 ; this often. 31367 End 31368 31369 ; Note that structures with "RUBBLE" states should not use DestroyDie; such buildings are 31370 ; never truly destroyed, even when reduced to zero health. Also note that garrisonable 31371 ; buildings automatically stick around because GarrisonContain has it's own DieModule 31372 Behavior = KeepObjectDie ModuleTag_IWantRubble 31373 End 31374 31375 Behavior = TransitionDamageFX ModuleTag_07 31376 ;-------------DESIGNED FOR SMALL SIZED CIVILIAN BUILDING TRANSITIONS------------------- 31377 DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke 31378 ;--------------------------------------------------------------------------------------- 31379 ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke 31380 ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion 31381 ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave 31382 ;--------------------------------------------------------------------------------------- 31383 RubbleParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke 31384 RubbleParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion 31385 RubbleParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave 31386 RubbleParticleSystem4 = Bone:None RandomBone:No PSys:StructureTransitionSmallFlare 31387 31388 End 31389 31390 Geometry = BOX 31391 GeometryMajorRadius = 31.0 31392 GeometryMinorRadius = 58.0 31393 GeometryHeight = 34.0 31394 GeometryIsSmall = No 31395 Shadow = SHADOW_VOLUME 31396 End 31397 31398 ;------------------------------------------------------------------------------ 31399 Object FortressWallSmallArch 31400 31401 ; *** ART Parameters *** 31402 Draw = W3DModelDraw ModuleTag_01 31403 OkToChangeModelColor = Yes 31404 31405 ConditionState = NONE 31406 Model = CMWalAkml2 31407 End 31408 31409 ConditionState = DAMAGED 31410 Model = CMWalAkml2_D 31411 End 31412 31413 ConditionState = REALLYDAMAGED 31414 Model = CMWalAkml2_E 31415 End 31416 31417 ConditionState = RUBBLE 31418 Model = CMWalAkml2_R 31419 End 31420 31421 End 31422 31423 ; *** AUDIO Parameters *** 31424 SoundDie = BuildingDie 31425 SoundOnDamaged = BuildingDamagedStateLight 31426 SoundOnReallyDamaged = BuildingDestroy 31427 31428 31429 ; ***DESIGN parameters *** 31430 DisplayName = OBJECT:BigGate 31431 EditorSorting = STRUCTURE 31432 ArmorSet 31433 Conditions = None 31434 Armor = StructureArmor 31435 DamageFX = StructureDamageFXNoShake 31436 End 31437 31438 ; *** ENGINEERING Parameters *** 31439 KindOf = STRUCTURE SELECTABLE IMMOBILE WALK_ON_TOP_OF_WALL 31440 RadarPriority = STRUCTURE 31441 Body = ActiveBody ModuleTag_02 31442 MaxHealth = 2000.0 31443 InitialHealth = 2000.0 31444 End 31445 31446 Behavior = FlammableUpdate ModuleTag_05 31447 FlameDamageLimit = 20 ;Catch fire if I take this much fire damage... 31448 FlameDamageExpiration = 2000 ;in a span of this long 31449 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 31450 AflameDamageAmount = 25 ; taking this much damage... 31451 AflameDamageDelay = 500 ; this often. 31452 End 31453 31454 ; Note that structures with "RUBBLE" states should not use DestroyDie; such buildings are 31455 ; never truly destroyed, even when reduced to zero health. Also note that garrisonable 31456 ; buildings automatically stick around because GarrisonContain has it's own DieModule 31457 Behavior = KeepObjectDie ModuleTag_IWantRubble 31458 End 31459 31460 Behavior = TransitionDamageFX ModuleTag_07 31461 ;-------------DESIGNED FOR SMALL SIZED CIVILIAN BUILDING TRANSITIONS------------------- 31462 DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke 31463 ;--------------------------------------------------------------------------------------- 31464 ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke 31465 ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion 31466 ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave 31467 ;--------------------------------------------------------------------------------------- 31468 RubbleParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke 31469 RubbleParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion 31470 RubbleParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave 31471 RubbleParticleSystem4 = Bone:None RandomBone:No PSys:StructureTransitionSmallFlare 31472 End 31473 31474 Geometry = BOX 31475 GeometryMajorRadius = 26.0 31476 GeometryMinorRadius = 32.0 31477 GeometryHeight = 1.0 31478 GeometryIsSmall = No 31479 Shadow = SHADOW_VOLUME 31480 End 31481 31482 ;------------------------------------------------------------------------------ 31483 Object FortressWallLargeArch 31484 31485 ; *** ART Parameters *** 31486 Draw = W3DModelDraw ModuleTag_01 31487 OkToChangeModelColor = Yes 31488 31489 ConditionState = NONE 31490 Model = CMWalAkml3 31491 End 31492 31493 ConditionState = DAMAGED 31494 Model = CMWalAkml3_D 31495 End 31496 31497 ConditionState = REALLYDAMAGED 31498 Model = CMWalAkml3_E 31499 End 31500 31501 ConditionState = RUBBLE 31502 Model = CMWalAkml2_R 31503 End 31504 31505 End 31506 31507 ; *** AUDIO Parameters *** 31508 SoundDie = BuildingDie 31509 SoundOnDamaged = BuildingDamagedStateLight 31510 SoundOnReallyDamaged = BuildingDestroy 31511 31512 31513 ; ***DESIGN parameters *** 31514 DisplayName = OBJECT:BigGate 31515 EditorSorting = STRUCTURE 31516 ArmorSet 31517 Conditions = None 31518 Armor = StructureArmor 31519 DamageFX = StructureDamageFXNoShake 31520 End 31521 31522 ; *** ENGINEERING Parameters *** 31523 KindOf = STRUCTURE SELECTABLE IMMOBILE WALK_ON_TOP_OF_WALL 31524 RadarPriority = STRUCTURE 31525 Body = ActiveBody ModuleTag_02 31526 MaxHealth = 2000.0 31527 InitialHealth = 2000.0 31528 End 31529 31530 Behavior = FlammableUpdate ModuleTag_05 31531 FlameDamageLimit = 20 ;Catch fire if I take this much fire damage... 31532 FlameDamageExpiration = 2000 ;in a span of this long 31533 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 31534 AflameDamageAmount = 25 ; taking this much damage... 31535 AflameDamageDelay = 500 ; this often. 31536 End 31537 31538 ; Note that structures with "RUBBLE" states should not use DestroyDie; such buildings are 31539 ; never truly destroyed, even when reduced to zero health. Also note that garrisonable 31540 ; buildings automatically stick around because GarrisonContain has it's own DieModule 31541 Behavior = KeepObjectDie ModuleTag_IWantRubble 31542 End 31543 31544 Behavior = TransitionDamageFX ModuleTag_07 31545 ;-------------DESIGNED FOR SMALL SIZED CIVILIAN BUILDING TRANSITIONS------------------- 31546 DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke 31547 ;--------------------------------------------------------------------------------------- 31548 ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke 31549 ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion 31550 ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave 31551 ;--------------------------------------------------------------------------------------- 31552 RubbleParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke 31553 RubbleParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion 31554 RubbleParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave 31555 RubbleParticleSystem4 = Bone:None RandomBone:No PSys:StructureTransitionSmallFlare 31556 31557 End 31558 31559 Geometry = BOX 31560 GeometryMajorRadius = 33.0 31561 GeometryMinorRadius = 41.0 31562 GeometryHeight = 1.0 31563 GeometryIsSmall = NO 31564 Shadow = SHADOW_VOLUME 31565 End 31566 31567 ;------------------------------------------------------------------------------ 31568 Object FortressWallBuilding 31569 31570 ; *** ART Parameters *** 31571 Draw = W3DModelDraw ModuleTag_01 31572 OkToChangeModelColor = Yes 31573 31574 ConditionState = NONE 31575 Model = CMWalAkml4 31576 End 31577 31578 ConditionState = DAMAGED 31579 Model = CMWalAkml4_D 31580 End 31581 31582 ConditionState = REALLYDAMAGED 31583 Model = CMWalAkml4_E 31584 End 31585 31586 ConditionState = RUBBLE 31587 Model = CMWalAkml7_R 31588 End 31589 31590 ; day garrisoned 31591 ConditionState = GARRISONED 31592 Model = CMWalAkml4 31593 Animation = CMWalAkml4.CMWalAkml4 31594 AnimationMode = LOOP 31595 End 31596 ConditionState = DAMAGED GARRISONED 31597 Model = CMWalAkml4_D 31598 Animation = CMWalAkml4_D.CMWalAkml4_D 31599 AnimationMode = LOOP 31600 End 31601 31602 End 31603 31604 ; *** AUDIO Parameters *** 31605 SoundDie = BuildingDie 31606 SoundOnDamaged = BuildingDamagedStateLight 31607 SoundOnReallyDamaged = BuildingDestroy 31608 31609 31610 ; ***DESIGN parameters *** 31611 DisplayName = OBJECT:BigGate 31612 EditorSorting = STRUCTURE 31613 ArmorSet 31614 Conditions = None 31615 Armor = StructureArmor 31616 DamageFX = StructureDamageFXNoShake 31617 End 31618 31619 ; *** ENGINEERING Parameters *** 31620 KindOf = STRUCTURE SELECTABLE IMMOBILE WALK_ON_TOP_OF_WALL 31621 RadarPriority = STRUCTURE 31622 Body = ActiveBody ModuleTag_02 31623 MaxHealth = 2000.0 31624 InitialHealth = 2000.0 31625 End 31626 31627 Behavior = GarrisonContain ModuleTag_03 31628 ContainMax = 10 31629 EnterSound = GarrisonEnter 31630 ExitSound = GarrisonExit 31631 End 31632 31633 Behavior = FlammableUpdate ModuleTag_05 31634 FlameDamageLimit = 20 ;Catch fire if I take this much fire damage... 31635 FlameDamageExpiration = 2000 ;in a span of this long 31636 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 31637 AflameDamageAmount = 25 ; taking this much damage... 31638 AflameDamageDelay = 500 ; this often. 31639 End 31640 31641 Behavior = TransitionDamageFX ModuleTag_07 31642 ;-------------DESIGNED FOR SMALL SIZED CIVILIAN BUILDING TRANSITIONS------------------- 31643 DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke 31644 ;--------------------------------------------------------------------------------------- 31645 ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke 31646 ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion 31647 ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave 31648 ;--------------------------------------------------------------------------------------- 31649 RubbleParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke 31650 RubbleParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion 31651 RubbleParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave 31652 RubbleParticleSystem4 = Bone:None RandomBone:No PSys:StructureTransitionSmallFlare 31653 31654 End 31655 31656 31657 31658 Geometry = BOX 31659 GeometryMajorRadius = 33.0 31660 GeometryMinorRadius = 28.0 31661 GeometryHeight = 37.0 31662 GeometryIsSmall = No 31663 Shadow = SHADOW_VOLUME 31664 End 31665 31666 ;------------------------------------------------------------------------------ 31667 Object FortressWallCorner 31668 31669 ; *** ART Parameters *** 31670 Draw = W3DModelDraw ModuleTag_01 31671 OkToChangeModelColor = Yes 31672 31673 ConditionState = NONE 31674 Model = CMWalAkml5 31675 End 31676 31677 ConditionState = DAMAGED 31678 Model = CMWalAkml5_D 31679 End 31680 31681 ConditionState = REALLYDAMAGED 31682 Model = CMWalAkml5_E 31683 End 31684 31685 ConditionState = RUBBLE 31686 Model = CMWalAkml7_R 31687 End 31688 31689 End 31690 31691 ; *** AUDIO Parameters *** 31692 SoundDie = BuildingDie 31693 SoundOnDamaged = BuildingDamagedStateLight 31694 SoundOnReallyDamaged = BuildingDestroy 31695 31696 31697 ; ***DESIGN parameters *** 31698 DisplayName = OBJECT:BigGate 31699 EditorSorting = STRUCTURE 31700 ArmorSet 31701 Conditions = None 31702 Armor = StructureArmor 31703 DamageFX = StructureDamageFXNoShake 31704 End 31705 31706 ; *** ENGINEERING Parameters *** 31707 KindOf = STRUCTURE SELECTABLE IMMOBILE WALK_ON_TOP_OF_WALL 31708 RadarPriority = STRUCTURE 31709 Body = ActiveBody ModuleTag_02 31710 MaxHealth = 2000.0 31711 InitialHealth = 2000.0 31712 End 31713 31714 Behavior = GarrisonContain ModuleTag_03 31715 ContainMax = 10 31716 EnterSound = GarrisonEnter 31717 ExitSound = GarrisonExit 31718 End 31719 31720 Behavior = FlammableUpdate ModuleTag_05 31721 FlameDamageLimit = 20 ;Catch fire if I take this much fire damage... 31722 FlameDamageExpiration = 2000 ;in a span of this long 31723 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 31724 AflameDamageAmount = 25 ; taking this much damage... 31725 AflameDamageDelay = 500 ; this often. 31726 End 31727 31728 Behavior = TransitionDamageFX ModuleTag_07 31729 ;-------------DESIGNED FOR SMALL SIZED CIVILIAN BUILDING TRANSITIONS------------------- 31730 DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke 31731 ;--------------------------------------------------------------------------------------- 31732 ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke 31733 ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion 31734 ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave 31735 ;--------------------------------------------------------------------------------------- 31736 RubbleParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke 31737 RubbleParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion 31738 RubbleParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave 31739 RubbleParticleSystem4 = Bone:None RandomBone:No PSys:StructureTransitionSmallFlare 31740 31741 End 31742 31743 ; Note that structures with "RUBBLE" states should not use DestroyDie; such buildings are 31744 ; never truly destroyed, even when reduced to zero health. Also note that garrisonable 31745 ; buildings automatically stick around because GarrisonContain has it's own DieModule 31746 Behavior = KeepObjectDie ModuleTag_IWantRubble 31747 End 31748 31749 Geometry = BOX 31750 GeometryMajorRadius = 33.0 31751 GeometryMinorRadius = 37.0 31752 GeometryHeight = 31.0 31753 GeometryIsSmall = No 31754 Shadow = SHADOW_VOLUME 31755 End 31756 31757 ;------------------------------------------------------------------------------ 31758 Object FortressWall45Degree 31759 31760 ; *** ART Parameters *** 31761 Draw = W3DModelDraw ModuleTag_01 31762 OkToChangeModelColor = Yes 31763 31764 ConditionState = NONE 31765 Model = CMWalAkml6 31766 End 31767 31768 ConditionState = DAMAGED 31769 Model = CMWalAkml6_D 31770 End 31771 31772 ConditionState = REALLYDAMAGED 31773 Model = CMWalAkml6_E 31774 End 31775 31776 ConditionState = RUBBLE 31777 Model = CMWalAkml7_R 31778 End 31779 31780 End 31781 31782 ; *** AUDIO Parameters *** 31783 SoundDie = BuildingDie 31784 SoundOnDamaged = BuildingDamagedStateLight 31785 SoundOnReallyDamaged = BuildingDestroy 31786 31787 31788 ; ***DESIGN parameters *** 31789 DisplayName = OBJECT:BigGate 31790 EditorSorting = STRUCTURE 31791 ArmorSet 31792 Conditions = None 31793 Armor = StructureArmor 31794 DamageFX = StructureDamageFXNoShake 31795 End 31796 31797 ; *** ENGINEERING Parameters *** 31798 KindOf = STRUCTURE SELECTABLE IMMOBILE WALK_ON_TOP_OF_WALL 31799 Body = ActiveBody ModuleTag_02 31800 MaxHealth = 2000.0 31801 InitialHealth = 2000.0 31802 End 31803 31804 Behavior = FlammableUpdate ModuleTag_05 31805 FlameDamageLimit = 20 ;Catch fire if I take this much fire damage... 31806 FlameDamageExpiration = 2000 ;in a span of this long 31807 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 31808 AflameDamageAmount = 25 ; taking this much damage... 31809 AflameDamageDelay = 500 ; this often. 31810 End 31811 31812 Behavior = TransitionDamageFX ModuleTag_07 31813 ;-------------DESIGNED FOR SMALL SIZED CIVILIAN BUILDING TRANSITIONS------------------- 31814 DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke 31815 ;--------------------------------------------------------------------------------------- 31816 ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke 31817 ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion 31818 ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave 31819 ;--------------------------------------------------------------------------------------- 31820 RubbleParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke 31821 RubbleParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion 31822 RubbleParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave 31823 RubbleParticleSystem4 = Bone:None RandomBone:No PSys:StructureTransitionSmallFlare 31824 31825 End 31826 31827 ; Note that structures with "RUBBLE" states should not use DestroyDie; such buildings are 31828 ; never truly destroyed, even when reduced to zero health. Also note that garrisonable 31829 ; buildings automatically stick around because GarrisonContain has it's own DieModule 31830 Behavior = KeepObjectDie ModuleTag_IWantRubble 31831 End 31832 31833 Geometry = BOX 31834 GeometryMajorRadius = 29.0 31835 GeometryMinorRadius = 32.0 31836 GeometryHeight = 30.0 31837 GeometryIsSmall = No 31838 Shadow = SHADOW_VOLUME 31839 End 31840 31841 ;------------------------------------------------------------------------------ 31842 ;------------------------------------------------------------------------------ 31843 ; ******************* Cinematic-only unit *************************** 31844 Object CINE_EuroHighrise 31845 31846 ; *** ART Parameters *** 31847 Draw = W3DModelDraw ModuleTag_01 31848 OkToChangeModelColor = Yes 31849 31850 ; day 31851 ConditionState = NONE 31852 Model = CBEuroCnd 31853 End 31854 ConditionState = DAMAGED 31855 Model = CBEuroCnd_D 31856 End 31857 ConditionState = REALLYDAMAGED 31858 Model = CBEuroCnd_E 31859 End 31860 ConditionState = RUBBLE 31861 Model = CBEuroCnd_E 31862 End 31863 ConditionState = POST_COLLAPSE 31864 Model = CBEuroCnd_R 31865 End 31866 31867 ; day garrisoned 31868 ConditionState = GARRISONED 31869 Model = CBEuroCnd_G 31870 Animation = CBEuroCnd_G.CBEuroCnd_G 31871 AnimationMode = LOOP 31872 End 31873 ConditionState = DAMAGED GARRISONED 31874 Model = CBEuroCnd_DG 31875 Animation = CBEuroCnd_DG.CBEuroCnd_DG 31876 AnimationMode = LOOP 31877 End 31878 31879 ; night 31880 ConditionState = NIGHT 31881 Model = CBEuroCnd_N 31882 End 31883 ConditionState = DAMAGED NIGHT 31884 Model = CBEuroCnd_DN 31885 End 31886 ConditionState = REALLYDAMAGED NIGHT 31887 Model = CBEuroCnd_EN 31888 End 31889 ConditionState = RUBBLE NIGHT 31890 Model = CBEuroCnd_EN 31891 End 31892 ConditionState = POST_COLLAPSE NIGHT 31893 Model = CBEuroCnd_RN 31894 End 31895 31896 ; night garrisoned 31897 ConditionState = NIGHT GARRISONED 31898 Model = CBEuroCnd_NG 31899 Animation = CBEuroCnd_NG.CBEuroCnd_NG 31900 AnimationMode = LOOP 31901 End 31902 ConditionState = DAMAGED NIGHT GARRISONED 31903 Model = CBEuroCnd_DNG 31904 Animation = CBEuroCnd_DNG.CBEuroCnd_DNG 31905 AnimationMode = LOOP 31906 End 31907 31908 ; Snow 31909 ConditionState = SNOW 31910 Model = CBEuroCnd_S 31911 End 31912 ConditionState = DAMAGED SNOW 31913 Model = CBEuroCnd_DS 31914 End 31915 ConditionState = REALLYDAMAGED SNOW 31916 Model = CBEuroCnd_ES 31917 End 31918 ConditionState = RUBBLE SNOW 31919 Model = CBEuroCnd_ES 31920 End 31921 ConditionState = POST_COLLAPSE SNOW 31922 Model = CBEuroCnd_RS 31923 End 31924 31925 ; snow garrisoned 31926 ConditionState = GARRISONED SNOW 31927 Model = CBEuroCnd_SG 31928 Animation = CBEuroCnd_SG.CBEuroCnd_SG 31929 AnimationMode = LOOP 31930 End 31931 ConditionState = DAMAGED GARRISONED SNOW 31932 Model = CBEuroCnd_DSG 31933 Animation = CBEuroCnd_DSG.CBEuroCnd_DSG 31934 AnimationMode = LOOP 31935 End 31936 31937 ; night snow 31938 ConditionState = NIGHT SNOW 31939 Model = CBEuroCnd_SN 31940 End 31941 ConditionState = DAMAGED NIGHT SNOW 31942 Model = CBEuroCnd_DSN 31943 End 31944 ConditionState = REALLYDAMAGED NIGHT SNOW 31945 Model = CBEuroCnd_ESN 31946 End 31947 ConditionState = RUBBLE NIGHT SNOW 31948 Model = CBEuroCnd_ESN 31949 End 31950 ConditionState = POST_COLLAPSE SNOW NIGHT 31951 Model = CBEuroCnd_RSN 31952 End 31953 31954 ; night garrisoned snow 31955 ConditionState = NIGHT GARRISONED SNOW 31956 Model = CBEuroCnd_SNG 31957 Animation = CBEuroCnd_SNG.CBEuroCnd_SNG 31958 AnimationMode = LOOP 31959 End 31960 ConditionState = DAMAGED NIGHT GARRISONED SNOW 31961 Model = CBEuroCnd_DSNG 31962 Animation = CBEuroCnd_DSNG.CBEuroCnd_DSNG 31963 AnimationMode = LOOP 31964 End 31965 End 31966 31967 ; ***DESIGN parameters *** 31968 DisplayName = OBJECT:Structure 31969 EditorSorting = STRUCTURE 31970 ArmorSet 31971 Conditions = None 31972 Armor = StructureArmor 31973 DamageFX = StructureDamageFXNoShake 31974 End 31975 31976 ; *** AUDIO parameters *** 31977 SoundDie = BuildingDestroy 31978 SoundOnDamaged = BuildingDestroy 31979 SoundOnReallyDamaged = BuildingDestroy 31980 31981 ; *** ENGINEERING Parameters *** 31982 KindOf = STRUCTURE SELECTABLE IMMOBILE AIRCRAFT_PATH_AROUND 31983 Body = StructureBody ModuleTag_02 31984 MaxHealth = 2000.0 31985 InitialHealth = 2000.0 31986 End 31987 Behavior = GarrisonContain ModuleTag_03 31988 ContainMax = 10 31989 EnterSound = GarrisonEnter 31990 ExitSound = GarrisonExit 31991 End 31992 31993 Behavior = StructureCollapseUpdate ModuleTag_04 31994 MinCollapseDelay = 500 31995 MaxCollapseDelay = 1000 31996 CollapseDamping = 0.0 31997 MaxShudder = 0.6 31998 MinBurstDelay = 250 31999 MaxBurstDelay = 800 32000 BigBurstFrequency = 4 32001 OCL = INITIAL OCL_StructureCollapseInitial 32002 OCL = DELAY OCL_StructureCollapseDelay 32003 OCL = FINAL OCL_StructureCollapseFinal 32004 FXList = INITIAL FX_StructureCollapseInitial 32005 FXList = DELAY FX_StructureCollapseDelay 32006 FXList = BURST FX_StructureCollapseBurst 32007 FXList = FINAL FX_StructureCollapseFinal 32008 End 32009 32010 Behavior = FlammableUpdate ModuleTag_06 32011 FlameDamageLimit = 20 ;Catch fire if I take this much fire damage... 32012 FlameDamageExpiration = 2000 ;in a span of this long 32013 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 32014 AflameDamageAmount = 25 ; taking this much damage... 32015 AflameDamageDelay = 500 ; this often. 32016 End 32017 32018 Behavior = TransitionDamageFX ModuleTag_07 32019 DamagedParticleSystem1 = Bone:SmokeS RandomBone:Yes PSys:SubExplosionSmoke01 32020 ; ----- Line Removed 32021 ; ----- Line Removed 32022 DamagedParticleSystem4 = Bone:SmokeM RandomBone:Yes PSys:ForwardLightSmokePuffs 32023 DamagedParticleSystem5 = Bone:SmokeS RandomBone:Yes PSys:MammothTankSubExplosionSmoke 32024 DamagedParticleSystem6 = Bone:SmokeS RandomBone:Yes PSys:StructureExplosionSmoke 32025 ReallyDamagedParticleSystem1 = Bone:SmokeS RandomBone:Yes PSys:SubExplosionSmoke01 32026 ; ----- Line Removed 32027 ; ----- Line Removed 32028 ReallyDamagedParticleSystem4 = Bone:SmokeM RandomBone:Yes PSys:ForwardLightSmokePuffs 32029 ReallyDamagedParticleSystem5 = Bone:SmokeM RandomBone:Yes PSys:MammothTankSubExplosionSmoke 32030 ReallyDamagedParticleSystem6 = Bone:SmokeS RandomBone:Yes PSys:CarpetBombExplosionSmoke 32031 ReallyDamagedParticleSystem7 = Bone:SmokeS RandomBone:Yes PSys:ArmExplosionSmall01 32032 ReallyDamagedParticleSystem8 = Bone:SmokeS RandomBone:Yes PSys:JetSubExplosion 32033 RubbleParticleSystem1 = Bone:SmokeS RandomBone:Yes PSys:SubExplosionSmoke01 32034 RubbleParticleSystem2 = Bone:SmokeS RandomBone:Yes PSys:TankStruckSparks 32035 RubbleParticleSystem3 = Bone:SmokeS RandomBone:Yes PSys:SubExplosionSmoke01 32036 RubbleParticleSystem4 = Bone:SmokeS RandomBone:Yes PSys:ArmExplosionSmall01 32037 RubbleParticleSystem5 = Bone:SmokeM RandomBone:Yes PSys:ArmExplosionSmall01 32038 RubbleParticleSystem6 = Bone:SmokeM RandomBone:Yes PSys:ForwardLightSmokePuffs 32039 RubbleParticleSystem7 = Bone:SmokeM RandomBone:Yes PSys:ForwardLightSmokePuffs 32040 End 32041 32042 Geometry = BOX 32043 GeometryMajorRadius = 38.0 32044 GeometryMinorRadius = 36.0 32045 GeometryHeight = 100.0 32046 GeometryIsSmall = No 32047 Shadow = SHADOW_VOLUME 32048 32049 End 32050 32051 ;------------------------------------------------------------------------------ 32052 ;************************ Cinematic-only unit ********************************* 32053 Object CINE_MogadishuHighrise03 32054 32055 ; *** ART Parameters *** 32056 Draw = W3DModelDraw ModuleTag_01 32057 OkToChangeModelColor = Yes 32058 32059 ; day 32060 ConditionState = NONE 32061 Model = CBMogdis07 32062 End 32063 ConditionState = DAMAGED 32064 Model = CBMogdis07_D 32065 End 32066 ConditionState = REALLYDAMAGED 32067 Model = CBMogdis07_E 32068 End 32069 ConditionState = RUBBLE 32070 Model = CBMogdis07_R 32071 End 32072 32073 ; day garrisoned 32074 ConditionState = GARRISONED 32075 Model = CBMogdis07_G 32076 Animation = CBMogdis07_G.CBMogdis07_G 32077 AnimationMode = LOOP 32078 End 32079 ConditionState = DAMAGED GARRISONED 32080 Model = CBMogdis07_DG 32081 Animation = CBMogdis07_DG.CBMogdis07_DG 32082 AnimationMode = LOOP 32083 End 32084 32085 ; night 32086 ConditionState = NIGHT 32087 Model = CBMogdis07_N 32088 End 32089 ConditionState = DAMAGED NIGHT 32090 Model = CBMogdis07_DN 32091 End 32092 ConditionState = REALLYDAMAGED NIGHT 32093 Model = CBMogdis07_EN 32094 End 32095 ConditionState = RUBBLE NIGHT 32096 Model = CBMogdis07_RN 32097 End 32098 32099 ; night garrisoned 32100 ConditionState = NIGHT GARRISONED 32101 Model = CBMogdis07_NG 32102 Animation = CBMogdis07_NG.CBMogdis07_NG 32103 AnimationMode = LOOP 32104 End 32105 ConditionState = DAMAGED NIGHT GARRISONED 32106 Model = CBMogdis07_DNG 32107 Animation = CBMogdis07_DNG.CBMogdis07_DNG 32108 AnimationMode = LOOP 32109 End 32110 32111 32112 32113 ; Snow 32114 ConditionState = SNOW 32115 Model = CBMogdis07_S 32116 End 32117 ConditionState = DAMAGED SNOW 32118 Model = CBMogdis07_DS 32119 End 32120 ConditionState = REALLYDAMAGED SNOW 32121 Model = CBMogdis07_ES 32122 End 32123 ConditionState = RUBBLE SNOW 32124 Model = CBMogdis07_RS 32125 End 32126 32127 32128 ; snow garrisoned 32129 ConditionState = SNOW GARRISONED 32130 Model = CBMogdis07_SG 32131 Animation = CBMogdis07_SG.CBMogdis07_SG 32132 AnimationMode = LOOP 32133 End 32134 ConditionState = DAMAGED SNOW GARRISONED 32135 Model = CBMogdis07_DSG 32136 Animation = CBMogdis07_DSG.CBMogdis07_DSG 32137 AnimationMode = LOOP 32138 End 32139 32140 ; night snow 32141 ConditionState = SNOW NIGHT 32142 Model = CBMogdis07_SN 32143 End 32144 ConditionState = DAMAGED SNOW NIGHT 32145 Model = CBMogdis07_DSN 32146 End 32147 ConditionState = REALLYDAMAGED SNOW NIGHT 32148 Model = CBMogdis07_ESN 32149 End 32150 ConditionState = RUBBLE SNOW NIGHT 32151 Model = CBMogdis07_RSN 32152 End 32153 32154 ; night snow garrisoned 32155 ConditionState = SNOW NIGHT GARRISONED 32156 Model = CBMogdis07_SNG 32157 Animation = CBMogdis07_SNG.CBMogdis07_SNG 32158 AnimationMode = LOOP 32159 End 32160 ConditionState = DAMAGED SNOW NIGHT GARRISONED 32161 Model = CBMogdis07_DSNG 32162 Animation = CBMogdis07_DSNG.CBMogdis07_DSNG 32163 AnimationMode = LOOP 32164 End 32165 End 32166 32167 ; ***DESIGN parameters *** 32168 DisplayName = OBJECT:Structure 32169 EditorSorting = STRUCTURE 32170 ArmorSet 32171 Conditions = None 32172 Armor = StructureArmor 32173 DamageFX = StructureDamageFXNoShake 32174 End 32175 32176 ; *** ENGINEERING Parameters *** 32177 KindOf = STRUCTURE SELECTABLE IMMOBILE 32178 Body = StructureBody ModuleTag_02 32179 MaxHealth = 2000.0 32180 InitialHealth = 2000.0 32181 End 32182 Behavior = GarrisonContain ModuleTag_03 32183 ContainMax = 10 32184 EnterSound = GarrisonEnter 32185 ExitSound = GarrisonExit 32186 End 32187 32188 Behavior = FlammableUpdate ModuleTag_05 32189 FlameDamageLimit = 20 ;Catch fire if I take this much fire damage... 32190 FlameDamageExpiration = 2000 ;in a span of this long 32191 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 32192 AflameDamageAmount = 25 ; taking this much damage... 32193 AflameDamageDelay = 500 ; this often. 32194 End 32195 32196 Behavior = TransitionDamageFX ModuleTag_06 32197 DamagedParticleSystem1 = Bone:SmokeS RandomBone:Yes PSys:SubExplosionSmoke01 32198 ; ----- Line Removed 32199 ; ----- Line Removed 32200 DamagedParticleSystem4 = Bone:SmokeM RandomBone:Yes PSys:ForwardLightSmokePuffs 32201 DamagedParticleSystem5 = Bone:SmokeS RandomBone:Yes PSys:MammothTankSubExplosionSmoke 32202 DamagedParticleSystem6 = Bone:SmokeS RandomBone:Yes PSys:StructureExplosionSmoke 32203 ReallyDamagedParticleSystem1 = Bone:SmokeS RandomBone:Yes PSys:SubExplosionSmoke01 32204 ; ----- Line Removed 32205 ; ----- Line Removed 32206 ReallyDamagedParticleSystem4 = Bone:SmokeM RandomBone:Yes PSys:ForwardLightSmokePuffs 32207 ReallyDamagedParticleSystem5 = Bone:SmokeM RandomBone:Yes PSys:MammothTankSubExplosionSmoke 32208 ReallyDamagedParticleSystem6 = Bone:SmokeS RandomBone:Yes PSys:CarpetBombExplosionSmoke 32209 ReallyDamagedParticleSystem7 = Bone:SmokeS RandomBone:Yes PSys:ArmExplosionSmall01 32210 ReallyDamagedParticleSystem8 = Bone:SmokeS RandomBone:Yes PSys:JetSubExplosion 32211 RubbleParticleSystem1 = Bone:SmokeS RandomBone:Yes PSys:SubExplosionSmoke01 32212 RubbleParticleSystem2 = Bone:SmokeS RandomBone:Yes PSys:TankStruckSparks 32213 RubbleParticleSystem3 = Bone:SmokeS RandomBone:Yes PSys:SubExplosionSmoke01 32214 RubbleParticleSystem4 = Bone:SmokeS RandomBone:Yes PSys:ArmExplosionSmall01 32215 RubbleParticleSystem5 = Bone:SmokeM RandomBone:Yes PSys:ArmExplosionSmall01 32216 RubbleParticleSystem6 = Bone:SmokeM RandomBone:Yes PSys:ForwardLightSmokePuffs 32217 RubbleParticleSystem7 = Bone:SmokeM RandomBone:Yes PSys:ForwardLightSmokePuffs 32218 End 32219 32220 Geometry = BOX 32221 GeometryMajorRadius = 20.0 32222 GeometryMinorRadius = 32.0 32223 GeometryHeight = 69.0 32224 GeometryIsSmall = No 32225 Shadow = SHADOW_VOLUME 32226 32227 End
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