[ Index ] WAROFGENERALS

PHP Cross Reference of WAROFGENERALS MODS SOURCES

title

Body

[close]

/Command and conquer Generals/Call to arms/Data/INI/Object/ -> CivilianBuilding.ini (source)

   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


Generated: Sat Mar 28 08:18:23 2009 Cross-referenced by PHPXref 0.7