; FILE: CivilianBuilding.ini ////////////////////////////////////////////////// ; This file contains only buildings that are not part of any specific ; game faction. Here is where you will find "neutral" buildings and ; any related objects to those buildings (such as debris or bibs) ;////////////////////////////////////////////////////////////////////////////// ;------------------------------------------------------------------------------ ; this is just a handy placeholder to allow units to have a target ; that can't get hurt, to test repeated firing Object IndestructibleThing ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 DefaultConditionState Model = TempBldgLg End End ; ***DESIGN parameters *** EditorSorting = STRUCTURE Side = Civilian ArmorSet Conditions = None Armor = InvulnerableArmor DamageFX = EmptyDamageFX ; just to avoid an assert End ; *** ENGINEERING Parameters *** RadarPriority = STRUCTURE KindOf = STRUCTURE SELECTABLE IMMOBILE Body = ActiveBody ModuleTag_02 MaxHealth = 99999.0 InitialHealth = 99999.0 End Geometry = BOX GeometryMajorRadius = 35.0 GeometryMinorRadius = 35.0 GeometryHeight = 70.0 GeometryIsSmall = No End ;------------------------------------------------------------------------------ ; Bridge towers appear at the 4 corners of a bridge area ;------------------------------------------------------------------------------ Object GenericBridgeTower ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 DefaultConditionState Model = TempBldgSm End End ; ***DESIGN parameters *** DisplayName = OBJECT:BridgeTower EditorSorting = SYSTEM ; not available in the editor. ArmorSet Conditions = None Armor = StructureArmor DamageFX = StructureDamageFXNoShake End ; *** ENGINEERING Parameters *** RadarPriority = NOT_ON_RADAR KindOf = UNATTACKABLE STRUCTURE IMMOBILE BRIDGE_TOWER NO_HEAL_ICON Body = ImmortalBody ModuleTag_02 MaxHealth = 1.0 InitialHealth = 1.0 End Behavior = BridgeTowerBehavior ModuleTag_03 ;No Data End Geometry = BOX GeometryMajorRadius = 5.0 GeometryMinorRadius = 5.0 GeometryHeight = 30.0 GeometryIsSmall = No Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ ObjectReskin BridgeTowerConcreteLeft01 GenericBridgeTower Draw = W3DModelDraw ModuleTag_01 ConditionState = NONE Model = CBBStpL01 End ConditionState = DAMAGED REALLYDAMAGED Model = CBBStpL01_d End ConditionState = RUBBLE Model = CBBStpL01_e End ConditionState = SNOW Model = CBBStpL01_s End End End ;------------------------------------------------------------------------------ ObjectReskin BridgeTowerConcreteLeft02 GenericBridgeTower Draw = W3DModelDraw ModuleTag_01 ConditionState = NONE Model = CBBStpL01 End ConditionState = DAMAGED REALLYDAMAGED Model = CBBStpL01_d End ConditionState = RUBBLE Model = CBBStpL01_e End ConditionState = SNOW Model = CBBStpL01_s End End End ;------------------------------------------------------------------------------ ObjectReskin BridgeTowerConcreteRight01 GenericBridgeTower Draw = W3DModelDraw ModuleTag_01 ConditionState = NONE Model = CBBStpL01 End ConditionState = DAMAGED REALLYDAMAGED Model = CBBStpL01_d End ConditionState = RUBBLE Model = CBBStpL01_e End ConditionState = SNOW Model = CBBStpL01_s End End End ;------------------------------------------------------------------------------ ObjectReskin BridgeTowerConcreteRight02 GenericBridgeTower Draw = W3DModelDraw ModuleTag_01 ConditionState = NONE Model = CBBStpL01 End ConditionState = DAMAGED REALLYDAMAGED Model = CBBStpL01_d End ConditionState = RUBBLE Model = CBBStpL01_e End ConditionState = SNOW Model = CBBStpL01_s End End End ;------------------------------------------------------------------------------ ObjectReskin IndustrialBridgeTower01 GenericBridgeTower Draw = W3DModelDraw ModuleTag_01 ConditionState = NONE Model = CBBIn01 End ConditionState = DAMAGED REALLYDAMAGED Model = CBBIn01_d End ConditionState = RUBBLE Model = CBBIn01_e End ConditionState = SNOW Model = CBBIn01_s End End End ;------------------------------------------------------------------------------ ObjectReskin EuropeanTowerBridge01 GenericBridgeTower Draw = W3DModelDraw ModuleTag_01 ConditionState = NONE Model = CBBArcp01 End ConditionState = DAMAGED REALLYDAMAGED Model = CBBArcp01_d End ConditionState = RUBBLE Model = CBBArcp01_e End ConditionState = SNOW Model = CBBArcp01_s End End End ;------------------------------------------------------------------- Object BaghdadVictoryMemorial01 ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes ; day ConditionState = NONE Model = CMBaghdadV End ConditionState = DAMAGED Model = CMBaghdadV_D End ConditionState = REALLYDAMAGED Model = CMBaghdadV_E End ConditionState = RUBBLE Model = CMBaghdadV_R End End ; ***DESIGN parameters *** DisplayName = OBJECT:Monument EditorSorting = STRUCTURE ArmorSet Conditions = None Armor = StructureArmor DamageFX = StructureDamageFXNoShake End ; *** ENGINEERING Parameters *** KindOf = STRUCTURE SELECTABLE IMMOBILE AIRCRAFT_PATH_AROUND Body = ActiveBody ModuleTag_02 MaxHealth = 2000.0 InitialHealth = 2000.0 End ; Note that structures with "RUBBLE" states should not use DestroyDie; such buildings are ; never truly destroyed, even when reduced to zero health. Also note that garrisonable ; buildings automatically stick around because GarrisonContain has it's own DieModule Behavior = KeepObjectDie ModuleTag_IWantRubble End Geometry = BOX GeometryMajorRadius = 10.0 GeometryMinorRadius = 10.0 GeometryHeight = 20.0 GeometryIsSmall = No Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------- ; for backwards compatibility (srj) ObjectReskin BaghdadVictoryMemorial BaghdadVictoryMemorial01 End ;------------------------------------------------------------------------------ Object BaghdadVictoryMemorial02 ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes ; day ConditionState = NONE Model = CMBaghdadV2 End ConditionState = DAMAGED Model = CMBaghdadV2_D End ConditionState = REALLYDAMAGED Model = CMBaghdadV2_E End ConditionState = RUBBLE Model = CMBaghdadV2_R End End ; ***DESIGN parameters *** DisplayName = OBJECT:Monument EditorSorting = STRUCTURE ArmorSet Conditions = None Armor = StructureArmor DamageFX = StructureDamageFXNoShake End ; *** ENGINEERING Parameters *** KindOf = STRUCTURE SELECTABLE IMMOBILE AIRCRAFT_PATH_AROUND Body = ActiveBody ModuleTag_02 MaxHealth = 2000.0 InitialHealth = 2000.0 End ; Note that structures with "RUBBLE" states should not use DestroyDie; such buildings are ; never truly destroyed, even when reduced to zero health. Also note that garrisonable ; buildings automatically stick around because GarrisonContain has it's own DieModule Behavior = KeepObjectDie ModuleTag_IWantRubble End Geometry = BOX GeometryMajorRadius = 10.0 GeometryMinorRadius = 10.0 GeometryHeight = 20.0 GeometryIsSmall = No Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object SupplyWarehouse ; *** ART Parameters *** ; day Draw = W3DModelDraw ModuleTag_01 ; Handles the building but not the pile of stuff ConditionState = NONE Model = ZBSupplyWH End ; damaged ConditionState = DAMAGED Model = ZBSupplyWH_D ParticleSysBone = Smoke01 SmolderingSmoke ParticleSysBone = Smoke02 SmolderingSmoke ParticleSysBone = Smoke03 SmolderingSmoke ParticleSysBone = Smoke04 SmolderingSmoke ParticleSysBone = Smoke05 SmolderingSmoke End ; reallydamaged ConditionState = REALLYDAMAGED Model = ZBSupplyWH_E ParticleSysBone = Smoke01 SmolderingSmoke ParticleSysBone = Smoke02 SmolderingSmoke ParticleSysBone = Smoke03 SmolderingSmoke ParticleSysBone = Smoke04 SmolderingSmoke ParticleSysBone = Smoke05 SmolderingSmoke ParticleSysBone = Fire01 SmolderingFire ParticleSysBone = Fire02 SmolderingFire ParticleSysBone = Fire03 SmolderingFire ParticleSysBone = Fire04 SmolderingFire ParticleSysBone = Fire05 SmolderingFire End ; night ConditionState = NIGHT Model = ZBSupplyWH_N ;@TODO -- MISSING ANIMATION FILE End ; damaged ConditionState = DAMAGED NIGHT Model = ZBSupplyWH_DN ;@TODO -- MISSING ANIMATION FILE ParticleSysBone = Smoke01 SmolderingSmoke ParticleSysBone = Smoke02 SmolderingSmoke ParticleSysBone = Smoke03 SmolderingSmoke ParticleSysBone = Smoke04 SmolderingSmoke ParticleSysBone = Smoke05 SmolderingSmoke End ; reallydamaged ConditionState = REALLYDAMAGED NIGHT Model = ZBSupplyWH_EN ;@TODO -- MISSING ANIMATION FILE ParticleSysBone = Smoke01 SmolderingSmoke ParticleSysBone = Smoke02 SmolderingSmoke ParticleSysBone = Smoke03 SmolderingSmoke ParticleSysBone = Smoke04 SmolderingSmoke ParticleSysBone = Smoke05 SmolderingSmoke ParticleSysBone = Fire01 SmolderingFire ParticleSysBone = Fire02 SmolderingFire ParticleSysBone = Fire03 SmolderingFire ParticleSysBone = Fire04 SmolderingFire ParticleSysBone = Fire05 SmolderingFire End End Draw = W3DSupplyDraw ModuleTag_02 ; Dedicated draw module that talks with SupplyWarehouseDockUpdate to show/hide % of bones ExtraPublicBone = SUP ConditionState = NONE Model = ZBSupplyWH_B End SupplyBonePrefix = SUP ; Show n of these based on SupplyWarehouseDockUpdate End ; ***DESIGN parameters *** DisplayName = OBJECT:SupplyWarehouse EditorSorting = STRUCTURE ; *** ENGINEERING Parameters *** ; Note - kindof is nocollide because they are immortalbody, and this allows units that end up inside to be shot. jba. KindOf = STRUCTURE IMMOBILE SELECTABLE SUPPLY_SOURCE_ON_PREVIEW NO_COLLIDE SUPPLY_SOURCE RadarPriority = STRUCTURE Body = ImmortalBody ModuleTag_03 MaxHealth = 1000.0 InitialHealth = 1000.0 End ArmorSet Conditions = None Armor = StructureArmor DamageFX = StructureDamageFXNoShake End Behavior = SupplyWarehouseCripplingBehavior ModuleTag_04 SelfHealSupression = 3000 ; Time since last damage until I can start to heal SelfHealDelay = 500 ; Once I am okay to heal, how often to do so SelfHealAmount = 5 ; And how much ; The Crippling part is tied to ReallyDamaged, or 30% health. End Behavior = SupplyWarehouseCreate ModuleTag_05 ;nothing End Behavior = SupplyWarehouseDockUpdate ModuleTag_06 NumberApproachPositions = 9 ; There are 9 approach bones in the art StartingBoxes = 400 ; Even if you use a script to set the cash value, this will determine graphically what "full" is. End Behavior = FlammableUpdate ModuleTag_08 FlameDamageLimit = 20 ;Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ;in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Geometry = BOX GeometryMajorRadius = 43.0 GeometryMinorRadius = 51.0 GeometryHeight = 37.0 GeometryIsSmall = No Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object SupplyDock ; *** ART Parameters *** ; day Draw = W3DModelDraw ModuleTag_01 ; Handles the building but not the pile of stuff ConditionState = NONE Model = ZBSupplyDK End ; damaged ConditionState = DAMAGED Model = ZBSupplyDK_D End ; reallydamaged ConditionState = REALLYDAMAGED Model = ZBSupplyDK_E End ; night ConditionState = NIGHT Model = ZBSupplyDK_N End ; damaged ConditionState = DAMAGED NIGHT Model = ZBSupplyDK_DN End ; reallydamaged ConditionState = REALLYDAMAGED NIGHT Model = ZBSupplyDK_EN End End Draw = W3DSupplyDraw ModuleTag_02 ; Dedicated draw module that talks with SupplyWarehouseDockUpdate to show/hide % of bones ExtraPublicBone = SUP ConditionState = NONE Model = ZBSupplyDK_B End ;ConditionState = DAMAGED ; Model = ZBSupplyDK_B ;End ;ConditionState = REALLYDAMAGED ; Model = None ;End SupplyBonePrefix = SUP ; Show n of these based on SupplyWarehouseDockUpdate End ; ------------ New Animations fence ----------------- Draw = W3DModelDraw ModuleTag_NewAnimations AnimationsRequirePower = No DefaultConditionState Model = ZBSupplyDK_A1 Animation = ZBSupplyDK_A1.ZBSupplyDK_A1 AnimationMode = LOOP End End ; ***DESIGN parameters *** DisplayName = OBJECT:SupplyDock EditorSorting = STRUCTURE ArmorSet Conditions = None Armor = StructureArmorTough DamageFX = StructureDamageFXNoShake End ; *** ENGINEERING Parameters *** RadarPriority = STRUCTURE Body = HighlanderBody ModuleTag_03 ;ImmortalBody ModuleTag_03 MaxHealth = 3000.0 ;1.0 InitialHealth = 3000.0 ;1.0 End Behavior = SupplyWarehouseCripplingBehavior ModuleTag_04 SelfHealSupression = 3000 ; Time since last damage until I can start to heal SelfHealDelay = 500 ; Once I am okay to heal, how often to do so SelfHealAmount = 10 ; And how much End Behavior = SupplyWarehouseCreate ModuleTag_05 ;nothing End Behavior = SupplyWarehouseDockUpdate ModuleTag_06 AllowsPassthrough = No ;You can't drive through this guy while docking. Use this when the dock points are all outside NumberApproachPositions = -1 ; This is a Boneless dock, so this means infinite can approach StartingBoxes = 400 ; Even if you use a script to set the cash value, this will determine graphically what "full" is. End ; Note - kindof is nocollide because they are immortalbody, and this allows units that end up inside to be shot. jba. KindOf = STRUCTURE IMMOBILE SELECTABLE SUPPLY_SOURCE_ON_PREVIEW NO_COLLIDE SUPPLY_SOURCE IGNORED_IN_GUI Geometry = BOX GeometryMajorRadius = 50.0 GeometryMinorRadius = 61.0 GeometryHeight = 13.0 GeometryIsSmall = No Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object SupplyPile ; *** ART Parameters *** ; There is no art except for the pile here. Draw = W3DSupplyDraw ModuleTag_01 ; Dedicated draw module that talks with SupplyWarehouseDockUpdate to show/hide % of bones ExtraPublicBone = SUP ConditionState = NONE Model = ZBPile End SupplyBonePrefix = SUP ; Show n of these based on SupplyWarehouseDockUpdate End ; ***DESIGN parameters *** DisplayName = OBJECT:SupplyPile EditorSorting = STRUCTURE ; *** ENGINEERING Parameters *** RadarPriority = STRUCTURE Body = ImmortalBody ModuleTag_02 MaxHealth = 1.0 InitialHealth = 1.0 End ArmorSet Conditions = None Armor = StructureArmor DamageFX = StructureDamageFXNoShake End Behavior = SupplyWarehouseCreate ModuleTag_03 ;nothing End Behavior = SupplyWarehouseDockUpdate ModuleTag_04 NumberApproachPositions = 5 ; There are 5 approach bones in the art StartingBoxes = 150 ; Even if you use a script to set the cash value, this will determine graphically what "full" is. DeleteWhenEmpty = Yes End ; Note - kindof is nocollide because they are immortalbody, and this allows units that end up inside to be shot. jba. KindOf = STRUCTURE IMMOBILE SELECTABLE SUPPLY_SOURCE_ON_PREVIEW NO_COLLIDE SUPPLY_SOURCE IGNORED_IN_GUI Geometry = BOX GeometryMajorRadius = 30.0 GeometryMinorRadius = 32.0 GeometryHeight = 16.0 GeometryIsSmall = No Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object SupplyPileSmall ; *** ART Parameters *** Draw = W3DSupplyDraw ModuleTag_01 ; Dedicated draw module that talks with SupplyWarehouseDockUpdate to show/hide % of bones ExtraPublicBone = SUP ConditionState = NONE Model = ZBSmalPile End SupplyBonePrefix = SUP ; Show n of these based on SupplyWarehouseDockUpdate End ; ***DESIGN parameters *** DisplayName = OBJECT:SupplyPile EditorSorting = STRUCTURE ; *** ENGINEERING Parameters *** RadarPriority = STRUCTURE Body = ImmortalBody ModuleTag_02 MaxHealth = 1.0 InitialHealth = 1.0 End ArmorSet Conditions = None Armor = StructureArmor DamageFX = StructureDamageFXNoShake End ; Note - kindof is nocollide because they are immortalbody, and this allows units that end up inside to be shot. jba. KindOf = STRUCTURE IMMOBILE SELECTABLE SUPPLY_SOURCE_ON_PREVIEW NO_COLLIDE SUPPLY_SOURCE IGNORED_IN_GUI Behavior = SupplyWarehouseCreate ModuleTag_03 ;nothing End Behavior = SupplyWarehouseDockUpdate ModuleTag_04 AllowsPassthrough = No ;You can't drive through this guy while docking. Use this when the dock points are all outside NumberApproachPositions = -1 ; This is a Boneless dock, so this means infinite can approach StartingBoxes = 50 ; Even if you use a script to set the cash value, this will determine graphically what "full" is. DeleteWhenEmpty = Yes End Geometry = CYLINDER GeometryMajorRadius = 16.0 GeometryHeight = 5.0 GeometryIsSmall = No Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ ; here, tank means container and not vehicle that destroys things Object GLAToxinTank ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 ConditionState = NONE Model = PMToxicTnk End ConditionState = DAMAGED Model = PMToxicTnk_d ParticleSysBone = Slime01 ToxicSlime ParticleSysBone = Slime01 ToxicSmoke ParticleSysBone = OilTank ToxinTankPuddle End ConditionState = REALLYDAMAGED Model = PMToxicTnk_e ParticleSysBone = Smoke01 ToxicSmoke ParticleSysBone = Fire01 FireToxicMedium ParticleSysBone = Fire02 FireToxicSmall ParticleSysBone = Slime01 ToxicSlime ParticleSysBone = Slime02 ToxicSlime ParticleSysBone = OilTank ToxinTankPuddle End ConditionState = RUBBLE Model = PMToxicTnk_r ParticleSysBone = RootTransform ToxicTankSmoke ParticleSysBone = Fire01 FireToxicMedium ParticleSysBone = Fire02 FireToxicSmall End OkToChangeModelColor = Yes End ; ***DESIGN parameters *** DisplayName = OBJECT:ToxinTank Side = GLA EditorSorting = STRUCTURE TransportSlotCount = 1 VisionRange = 300 ; *** ENGINEERING Parameters *** RadarPriority = STRUCTURE KindOf = PRELOAD SELECTABLE CAN_CAST_REFLECTIONS STRUCTURE IMMOBILE Body = ActiveBody ModuleTag_02 MaxHealth = 1000 InitialHealth = 1000 End ArmorSet Conditions = None Armor = StructureArmor DamageFX = StructureDamageFXNoShake End Behavior = FXListDie ModuleTag_04 DeathTypes = ALL -BURNED DeathFX = WeaponFX_BombTruckBioBombDetonation End Behavior = CreateObjectDie ModuleTag_05 CreationList = OCL_PoisonFieldSmall End Behavior = TransitionDamageFX ModuleTag_06 DamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_ToxicTankDamageTransition ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_ToxicTankDamageTransition End Behavior = FlammableUpdate ModuleTag_09 FlameDamageLimit = 20 ;Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ;in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Geometry = BOX GeometryMajorRadius = 15.0 GeometryMinorRadius = 10.0 GeometryHeight = 10.0 GeometryIsSmall = Yes Shadow = SHADOW_VOLUME ShadowSizeX = 45 ; minimum elevation angle above horizon. Used to limit shadow length End ;------------------------------------------------------------------------------ Object CivilianAirport ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes ; day ConditionState = NONE Model = CBAirport End ConditionState = DAMAGED Model = CBAirport_D End ConditionState = REALLYDAMAGED Model = CBAirport_E End ConditionState = RUBBLE Model = CBAirport_R End ; day garrisoned ConditionState = GARRISONED Model = CBAirport_G Animation = CBAirport_G.CBAirport_G AnimationMode = LOOP End ConditionState = DAMAGED GARRISONED Model = CBAirport_DG Animation = CBAirport_DG.CBAirport_DG AnimationMode = LOOP End ; night ConditionState = NIGHT Model = CBAirport_N End ConditionState = DAMAGED NIGHT Model = CBAirport_DN End ConditionState = REALLYDAMAGED NIGHT Model = CBAirport_EN End ConditionState = RUBBLE NIGHT Model = CBAirport_RN End ; night garrisoned ConditionState = NIGHT GARRISONED Model = CBAirport_NG Animation = CBAirport_NG.CBAirport_NG AnimationMode = LOOP End ConditionState = DAMAGED NIGHT GARRISONED Model = CBAirport_DNG Animation = CBAirport_DNG.CBAirport_DNG AnimationMode = LOOP End ; Snow ConditionState = SNOW Model = CBAirport_S End ConditionState = DAMAGED SNOW Model = CBAirport_DS End ConditionState = REALLYDAMAGED SNOW Model = CBAirport_ES End ConditionState = RUBBLE SNOW Model = CBAirport_RS End ; snow garrisoned ConditionState = SNOW GARRISONED Model = CBAirport_SG Animation = CBAirport_SG.CBAirport_SG AnimationMode = LOOP End ConditionState = DAMAGED SNOW GARRISONED Model = CBAirport_DSG Animation = CBAirport_DSG.CBAirport_DSG AnimationMode = LOOP End ; night snow ConditionState = SNOW NIGHT Model = CBAirport_SN End ConditionState = DAMAGED SNOW NIGHT Model = CBAirport_DSN End ConditionState = REALLYDAMAGED SNOW NIGHT Model = CBAirport_ESN End ConditionState = RUBBLE SNOW NIGHT Model = CBAirport_RSN End ; night snow garrisoned ConditionState = SNOW NIGHT GARRISONED Model = CBAirport_SNG Animation = CBAirport_SNG.CBAirport_SNG AnimationMode = LOOP End ConditionState = DAMAGED SNOW NIGHT GARRISONED Model = CBAirport_DSNG Animation = CBAirport_DSNG.CBAirport_DSNG AnimationMode = LOOP End End ; ***DESIGN parameters *** DisplayName = OBJECT:Airport EditorSorting = STRUCTURE ; ***AUDIO parameters *** SoundAmbient = CivAirportAmbience SoundDie = BuildingDie SoundOnDamaged = BuildingDamagedStateLight SoundOnReallyDamaged = BuildingDestroy ; *** ENGINEERING Parameters *** KindOf = STRUCTURE SELECTABLE IMMOBILE Body = ActiveBody ModuleTag_02 MaxHealth = 2000.0 InitialHealth = 2000.0 End ArmorSet Conditions = None Armor = StructureArmor DamageFX = StructureDamageFXNoShake End Behavior = FlammableUpdate ModuleTag_04 FlameDamageLimit = 20 ;Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ;in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Behavior = GarrisonContain ModuleTag_05 ContainMax = 10 EnterSound = GarrisonEnter ExitSound = GarrisonExit End Behavior = TransitionDamageFX ModuleTag_06 ;-------------DESIGNED FOR LARGE SIZED CIVILIAN BUILDING TRANSITIONS------------------- DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionLargeSmoke ;--------------------------------------------------------------------------------------- ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionLargeSmoke ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionLargeExplosion ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionLargeShockwave ;--------------------------------------------------------------------------------------- RubbleParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionLargeSmoke RubbleParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionLargeExplosion RubbleParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionLargeShockwave RubbleParticleSystem4 = Bone:None RandomBone:No PSys:StructureTransitionLargeFlare End Geometry = BOX GeometryMajorRadius = 45.0 GeometryMinorRadius = 106.0 GeometryHeight = 28.0 GeometryIsSmall = No Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object CivilianHangar ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes ; day ConditionState = NONE Model = CBHangr02 End ConditionState = DAMAGED Model = CBHangr02_D End ConditionState = REALLYDAMAGED Model = CBHangr02_E End ConditionState = RUBBLE Model = CBHangr02_R End ; day garrisoned ConditionState = GARRISONED Model = CBHangr02_G Animation = CBHangr02_G.CBHangr02_G AnimationMode = LOOP End ConditionState = DAMAGED GARRISONED Model = CBHangr02_DG Animation = CBHangr02_DG.CBHangr02_DG AnimationMode = LOOP End ; night ConditionState = NIGHT Model = CBHangr02_N End ConditionState = DAMAGED NIGHT Model = CBHangr02_DN End ConditionState = REALLYDAMAGED NIGHT Model = CBHangr02_EN End ConditionState = RUBBLE NIGHT Model = CBHangr02_RN End ; night garrisoned ConditionState = NIGHT GARRISONED Model = CBHangr02_NG Animation = CBHangr02_NG.CBHangr02_NG AnimationMode = LOOP End ConditionState = DAMAGED NIGHT GARRISONED Model = CBHangr02_DNG Animation = CBHangr02_DNG.CBHangr02_DNG AnimationMode = LOOP End ; Snow ConditionState = SNOW Model = CBHangr02_S End ConditionState = DAMAGED SNOW Model = CBHangr02_DS End ConditionState = REALLYDAMAGED SNOW Model = CBHangr02_ES End ConditionState = RUBBLE SNOW Model = CBHangr02_RS End ; snow garrisoned ConditionState = SNOW GARRISONED Model = CBHangr02_SG Animation = CBHangr02_SG.CBHangr02_SG AnimationMode = LOOP End ConditionState = DAMAGED SNOW GARRISONED Model = CBHangr02_DSG Animation = CBHangr02_DSG.CBHangr02_DSG AnimationMode = LOOP End ; night snow ConditionState = SNOW NIGHT Model = CBHangr02_SN End ConditionState = DAMAGED SNOW NIGHT Model = CBHangr02_DSN End ConditionState = REALLYDAMAGED SNOW NIGHT Model = CBHangr02_ESN End ConditionState = RUBBLE SNOW NIGHT Model = CBHangr02_RSN End ; night snow garrisoned ConditionState = SNOW NIGHT GARRISONED Model = CBHangr02_SNG Animation = CBHangr02_SNG.CBHangr02_SNG AnimationMode = LOOP End ConditionState = DAMAGED SNOW NIGHT GARRISONED Model = CBHangr02_DSNG Animation = CBHangr02_DSNG.CBHangr02_DSNG AnimationMode = LOOP End End ; *** AUDIO Parameters *** SoundDie = BuildingDie SoundOnDamaged = BuildingDamagedStateLight SoundOnReallyDamaged = BuildingDestroy ; ***DESIGN parameters *** DisplayName = OBJECT:Structure EditorSorting = STRUCTURE ; *** ENGINEERING Parameters *** KindOf = STRUCTURE SELECTABLE IMMOBILE Body = ActiveBody ModuleTag_02 MaxHealth = 2000.0 InitialHealth = 2000.0 End ArmorSet Conditions = None Armor = StructureArmor DamageFX = StructureDamageFXNoShake End Behavior = FlammableUpdate ModuleTag_04 FlameDamageLimit = 20 ;Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ;in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Behavior = GarrisonContain ModuleTag_05 ContainMax = 10 EnterSound = GarrisonEnter ExitSound = GarrisonExit End Behavior = TransitionDamageFX ModuleTag_06 ;-------------DESIGNED FOR MEDIUM SIZED CIVILIAN BUILDING TRANSITIONS------------------- DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke ;--------------------------------------------------------------------------------------- ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionMediumExplosion ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionMediumShockwave ;-------------------------------------------------------------------------------------- RubbleParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke RubbleParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionMediumExplosion RubbleParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionMediumShockwave RubbleParticleSystem4 = Bone:None RandomBone:No PSys:StructureTransitionMediumFlare End Geometry = BOX GeometryMajorRadius = 25.0 GeometryMinorRadius = 16.0 GeometryHeight = 50.0 GeometryIsSmall = No Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object GermanTownHouse1 ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes ; day ConditionState = NONE Model = CBTownHs01 End ConditionState = DAMAGED Model = CBTownHs01_D End ConditionState = REALLYDAMAGED Model = CBTownHs01_E End ConditionState = RUBBLE Model = CBTownHs01_R End ; day garrisoned ConditionState = GARRISONED Model = CBTownHs01_G Animation = CBTownHs01_G.CBTownHs01_G AnimationMode = LOOP End ConditionState = DAMAGED GARRISONED Model = CBTownHs01_DG Animation = CBTownHs01_DG.CBTownHs01_DG AnimationMode = LOOP End ; night ConditionState = NIGHT Model = CBTownHs01_N End ConditionState = DAMAGED NIGHT Model = CBTownHs01_DN End ConditionState = REALLYDAMAGED NIGHT Model = CBTownHs01_EN End ConditionState = RUBBLE NIGHT Model = CBTownHs01_RN End ; night garrisoned ConditionState = NIGHT GARRISONED Model = CBTownHs01_NG Animation = CBTownHs01_NG.CBTownHs01_NG AnimationMode = LOOP End ConditionState = DAMAGED NIGHT GARRISONED Model = CBTownHs01_DNG Animation = CBTownHs01_DNG.CBTownHs01_DNG AnimationMode = LOOP End ; Snow ConditionState = SNOW Model = CBTownHs01_S End ConditionState = DAMAGED SNOW Model = CBTownHs01_DS End ConditionState = REALLYDAMAGED SNOW Model = CBTownHs01_ES End ConditionState = RUBBLE SNOW Model = CBTownHs01_RS End ; snow garrisoned ConditionState = SNOW GARRISONED Model = CBTownHs01_SG Animation = CBTownHs01_SG.CBTownHs01_SG AnimationMode = LOOP End ConditionState = DAMAGED SNOW GARRISONED Model = CBTownHs01_DSG Animation = CBTownHs01_DSG.CBTownHs01_DSG AnimationMode = LOOP End ; night snow ConditionState = SNOW NIGHT Model = CBTownHs01_SN End ConditionState = DAMAGED SNOW NIGHT Model = CBTownHs01_DSN End ConditionState = REALLYDAMAGED SNOW NIGHT Model = CBTownHs01_ESN End ConditionState = RUBBLE SNOW NIGHT Model = CBTownHs01_RSN End ; night snow garrisoned ConditionState = SNOW NIGHT GARRISONED Model = CBTownHs01_SNG Animation = CBTownHs01_SNG.CBTownHs01_SNG AnimationMode = LOOP End ConditionState = DAMAGED SNOW NIGHT GARRISONED Model = CBTownHs01_DSNG Animation = CBTownHs01_DSNG.CBTownHs01_DSNG AnimationMode = LOOP End End ; *** AUDIO Parameters *** SoundDie = BuildingDie SoundOnDamaged = BuildingDamagedStateLight SoundOnReallyDamaged = BuildingDestroy ; ***DESIGN parameters *** DisplayName = OBJECT:Structure EditorSorting = STRUCTURE ; *** ENGINEERING Parameters *** KindOf = STRUCTURE SELECTABLE IMMOBILE Body = ActiveBody ModuleTag_02 MaxHealth = 2000.0 InitialHealth = 2000.0 End ArmorSet Conditions = None Armor = StructureArmor DamageFX = StructureDamageFXNoShake End Behavior = FlammableUpdate ModuleTag_04 FlameDamageLimit = 20 ;Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ;in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Behavior = GarrisonContain ModuleTag_05 ContainMax = 10 EnterSound = GarrisonEnter ExitSound = GarrisonExit End Behavior = TransitionDamageFX ModuleTag_06 ;-------------DESIGNED FOR MEDIUM SIZED CIVILIAN BUILDING TRANSITIONS------------------- DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke ;--------------------------------------------------------------------------------------- ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionMediumExplosion ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionMediumShockwave ;-------------------------------------------------------------------------------------- RubbleParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke RubbleParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionMediumExplosion RubbleParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionMediumShockwave RubbleParticleSystem4 = Bone:None RandomBone:No PSys:StructureTransitionMediumFlare End Geometry = BOX GeometryMajorRadius = 25.0 GeometryMinorRadius = 16.0 GeometryHeight = 50.0 GeometryIsSmall = No Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object GermanTownHall ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes ; day ConditionState = NONE Model = CBChurch01 End ConditionState = DAMAGED Model = CBChurch01_D End ConditionState = REALLYDAMAGED Model = CBChurch01_E End ConditionState = RUBBLE Model = CBChurch01_R End ; day garrisoned ConditionState = GARRISONED Model = CBChurch01_G Animation = CBChurch01_G.CBChurch01_G AnimationMode = LOOP End ConditionState = DAMAGED GARRISONED Model = CBChurch01_DG Animation = CBChurch01_DG.CBChurch01_DG AnimationMode = LOOP End ; night ConditionState = NIGHT Model = CBChurch01_N End ConditionState = DAMAGED NIGHT Model = CBChurch01_DN End ConditionState = REALLYDAMAGED NIGHT Model = CBChurch01_EN End ConditionState = RUBBLE NIGHT Model = CBChurch01_RN End ; night garrisoned ConditionState = NIGHT GARRISONED Model = CBChurch01_NG Animation = CBChurch01_NG.CBChurch01_NG AnimationMode = LOOP End ConditionState = DAMAGED NIGHT GARRISONED Model = CBChurch01_DNG Animation = CBChurch01_DNG.CBChurch01_DNG AnimationMode = LOOP End ; Snow ConditionState = SNOW Model = CBChurch01_S End ConditionState = DAMAGED SNOW Model = CBChurch01_DS End ConditionState = REALLYDAMAGED SNOW Model = CBChurch01_ES End ConditionState = RUBBLE SNOW Model = CBChurch01_RS End ; snow garrisoned ConditionState = SNOW GARRISONED Model = CBChurch01_SG ; @todo animation missing ; Animation = CBChurch01_SG.CBChurch01_SG ; AnimationMode = LOOP End ConditionState = DAMAGED SNOW GARRISONED Model = CBChurch01_DSG ; @todo animation missing ; Animation = CBChurch01_DSG.CBChurch01_DSG ; AnimationMode = LOOP End ; night snow ConditionState = SNOW NIGHT Model = CBChurch01_SN End ConditionState = DAMAGED SNOW NIGHT Model = CBChurch01_DSN End ConditionState = REALLYDAMAGED SNOW NIGHT Model = CBChurch01_ESN End ConditionState = RUBBLE SNOW NIGHT Model = CBChurch01_RSN End ; night snow garrisoned ConditionState = SNOW NIGHT GARRISONED Model = CBChurch01_SNG ; @todo animation missing ; Animation = CBChurch01_SNG.CBChurch01_SNG ; AnimationMode = LOOP End ConditionState = DAMAGED SNOW NIGHT GARRISONED Model = CBChurch01_DSNG ; @todo animation missing ; Animation = CBChurch01_DSNG.CBChurch01_DSNG ; AnimationMode = LOOP End End ; *** AUDIO Parameters *** SoundDie = BuildingDie SoundOnDamaged = BuildingDamagedStateLight SoundOnReallyDamaged = BuildingDestroy ; ***DESIGN parameters *** DisplayName = OBJECT:Structure EditorSorting = STRUCTURE ; *** ENGINEERING Parameters *** KindOf = STRUCTURE SELECTABLE IMMOBILE Body = ActiveBody ModuleTag_02 MaxHealth = 2000.0 InitialHealth = 2000.0 End ArmorSet Conditions = None Armor = StructureArmor DamageFX = StructureDamageFXNoShake End Behavior = GarrisonContain ModuleTag_03 ContainMax = 10 EnterSound = GarrisonEnter ExitSound = GarrisonExit End Behavior = FlammableUpdate ModuleTag_05 FlameDamageLimit = 20 ;Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ;in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Behavior = TransitionDamageFX ModuleTag_06 ;-------------DESIGNED FOR LARGE SIZED CIVILIAN BUILDING TRANSITIONS------------------- DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionLargeSmoke ;--------------------------------------------------------------------------------------- ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionLargeSmoke ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionLargeExplosion ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionLargeShockwave ;--------------------------------------------------------------------------------------- RubbleParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionLargeSmoke RubbleParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionLargeExplosion RubbleParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionLargeShockwave RubbleParticleSystem4 = Bone:None RandomBone:No PSys:StructureTransitionLargeFlare End Geometry = BOX GeometryMajorRadius = 35.0 GeometryMinorRadius = 49.0 GeometryHeight = 52.0 GeometryIsSmall = No Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object EuropeanMuseum ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes ; day ConditionState = NONE Model = CBCthdrl End ConditionState = DAMAGED Model = CBCthdrl_D End ConditionState = REALLYDAMAGED Model = CBCthdrl_E End ConditionState = RUBBLE Model = CBCthdrl_R End ; day garrisoned ConditionState = GARRISONED Model = CBCthdrl_G Animation = CBCthdrl_G.CBCthdrl_G AnimationMode = LOOP End ConditionState = DAMAGED GARRISONED Model = CBCthdrl_DG Animation = CBCthdrl_DG.CBCthdrl_DG AnimationMode = LOOP End ; night ConditionState = NIGHT Model = CBCthdrl_N End ConditionState = DAMAGED NIGHT Model = CBCthdrl_DN End ConditionState = REALLYDAMAGED NIGHT Model = CBCthdrl_EN End ConditionState = RUBBLE NIGHT Model = CBCthdrl_RN End ; night garrisoned ConditionState = NIGHT GARRISONED Model = CBCthdrl_NG Animation = CBCthdrl_NG.CBCthdrl_NG AnimationMode = LOOP End ConditionState = DAMAGED NIGHT GARRISONED Model = CBCthdrl_DNG Animation = CBCthdrl_DNG.CBCthdrl_DNG AnimationMode = LOOP End ; Snow ConditionState = SNOW Model = CBCthdrl_S End ConditionState = DAMAGED SNOW Model = CBCthdrl_DS End ConditionState = REALLYDAMAGED SNOW Model = CBCthdrl_ES End ConditionState = RUBBLE SNOW Model = CBCthdrl_RS End ; snow garrisoned ConditionState = SNOW GARRISONED Model = CBCthdrl_SG Animation = CBCthdrl_SG.CBCthdrl_SG AnimationMode = LOOP End ConditionState = DAMAGED SNOW GARRISONED Model = CBCthdrl_DSG Animation = CBCthdrl_DSG.CBCthdrl_DSG AnimationMode = LOOP End ; night snow ConditionState = SNOW NIGHT Model = CBCthdrl_SN End ConditionState = DAMAGED SNOW NIGHT Model = CBCthdrl_DSN End ConditionState = REALLYDAMAGED SNOW NIGHT Model = CBCthdrl_ESN End ConditionState = RUBBLE SNOW NIGHT Model = CBCthdrl_RSN End ; night snow garrisoned ConditionState = SNOW NIGHT GARRISONED Model = CBCthdrl_SNG Animation = CBCthdrl_SNG.CBCthdrl_SNG AnimationMode = LOOP End ConditionState = DAMAGED SNOW NIGHT GARRISONED Model = CBCthdrl_DSNG Animation = CBCthdrl_DSNG.CBCthdrl_DSNG AnimationMode = LOOP End End ; *** AUDIO Parameters *** SoundDie = BuildingDie SoundOnDamaged = BuildingDamagedStateLight SoundOnReallyDamaged = BuildingDestroy ; ***DESIGN parameters *** DisplayName = OBJECT:Structure EditorSorting = STRUCTURE ; *** ENGINEERING Parameters *** KindOf = STRUCTURE SELECTABLE IMMOBILE AIRCRAFT_PATH_AROUND Body = ActiveBody ModuleTag_02 MaxHealth = 2000.0 InitialHealth = 2000.0 End ArmorSet Conditions = None Armor = StructureArmor DamageFX = StructureDamageFXNoShake End Behavior = GarrisonContain ModuleTag_03 ContainMax = 10 EnterSound = GarrisonEnter ExitSound = GarrisonExit End Behavior = FlammableUpdate ModuleTag_05 FlameDamageLimit = 20 ;Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ;in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Behavior = TransitionDamageFX ModuleTag_06 ;-------------DESIGNED FOR LARGE SIZED CIVILIAN BUILDING TRANSITIONS------------------- DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionLargeSmoke ;--------------------------------------------------------------------------------------- ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionLargeSmoke ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionLargeExplosion ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionLargeShockwave ;--------------------------------------------------------------------------------------- RubbleParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionLargeSmoke RubbleParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionLargeExplosion RubbleParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionLargeShockwave RubbleParticleSystem4 = Bone:None RandomBone:No PSys:StructureTransitionLargeFlare End Geometry = BOX GeometryMajorRadius = 65.0 GeometryMinorRadius = 101.0 GeometryHeight = 62.0 GeometryIsSmall = No Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object GermanCotage01 ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes ; day ConditionState = NONE Model = CBGCtage01 End ConditionState = DAMAGED Model = CBGCtage01_D End ConditionState = REALLYDAMAGED Model = CBGCtage01_E End ConditionState = RUBBLE Model = CBGCtage01_R End ; day garrisoned ConditionState = GARRISONED Model = CBGCtage01_G Animation = CBGCtage01_G.CBGCtage01_G AnimationMode = LOOP End ConditionState = DAMAGED GARRISONED Model = CBGCtage01_DG Animation = CBGCtage01_DG.CBGCtage01_DG AnimationMode = LOOP End ; night ConditionState = NIGHT Model = CBGCtage01_N End ConditionState = DAMAGED NIGHT Model = CBGCtage01_DN End ConditionState = REALLYDAMAGED NIGHT Model = CBGCtage01_EN End ConditionState = RUBBLE NIGHT Model = CBGCtage01_RN End ; night garrisoned ConditionState = NIGHT GARRISONED Model = CBGCtage01_NG Animation = CBGCtage01_NG.CBGCtage01_NG AnimationMode = LOOP End ConditionState = DAMAGED NIGHT GARRISONED Model = CBGCtage01_DNG Animation = CBGCtage01_DNG.CBGCtage01_DNG AnimationMode = LOOP End ; Snow ConditionState = SNOW Model = CBGCtage01_S End ConditionState = DAMAGED SNOW Model = CBGCtage01_DS End ConditionState = REALLYDAMAGED SNOW Model = CBGCtage01_ES End ConditionState = RUBBLE SNOW Model = CBGCtage01_RS End ; snow garrisoned ConditionState = SNOW GARRISONED Model = CBGCtage01_SG Animation = CBGCtage01_SG.CBGCtage01_SG AnimationMode = LOOP End ConditionState = DAMAGED SNOW GARRISONED Model = CBGCtage01_DSG Animation = CBGCtage01_DSG.CBGCtage01_DSG AnimationMode = LOOP End ; night snow ConditionState = SNOW NIGHT Model = CBGCtage01_SN End ConditionState = DAMAGED SNOW NIGHT Model = CBGCtage01_DSN End ConditionState = REALLYDAMAGED SNOW NIGHT Model = CBGCtage01_ESN End ConditionState = RUBBLE SNOW NIGHT Model = CBGCtage01_RSN End ; night snow garrisoned ConditionState = SNOW NIGHT GARRISONED Model = CBGCtage01_SNG Animation = CBGCtage01_SNG.CBGCtage01_SNG AnimationMode = LOOP End ConditionState = DAMAGED SNOW NIGHT GARRISONED Model = CBGCtage01_DSNG Animation = CBGCtage01_DSNG.CBGCtage01_DSNG AnimationMode = LOOP End End ; *** AUDIO Parameters *** SoundDie = BuildingDie SoundOnDamaged = BuildingDamagedStateLight SoundOnReallyDamaged = BuildingDestroy ; ***DESIGN parameters *** DisplayName = OBJECT:Structure EditorSorting = STRUCTURE ; *** ENGINEERING Parameters *** KindOf = STRUCTURE SELECTABLE IMMOBILE Body = ActiveBody ModuleTag_02 MaxHealth = 2000.0 InitialHealth = 2000.0 End ArmorSet Conditions = None Armor = StructureArmor DamageFX = StructureDamageFXNoShake End Behavior = GarrisonContain ModuleTag_03 ContainMax = 10 EnterSound = GarrisonEnter ExitSound = GarrisonExit End Behavior = FlammableUpdate ModuleTag_05 FlameDamageLimit = 20 ;Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ;in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Behavior = TransitionDamageFX ModuleTag_06 ;-------------DESIGNED FOR MEDIUM SIZED CIVILIAN BUILDING TRANSITIONS------------------- DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke ;--------------------------------------------------------------------------------------- ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionMediumExplosion ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionMediumShockwave ;-------------------------------------------------------------------------------------- RubbleParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke RubbleParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionMediumExplosion RubbleParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionMediumShockwave RubbleParticleSystem4 = Bone:None RandomBone:No PSys:StructureTransitionMediumFlare End Geometry = BOX GeometryMajorRadius = 39.0 GeometryMinorRadius = 37.0 GeometryHeight = 46.0 GeometryIsSmall = No Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object GermanPub01 ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes ; day ConditionState = NONE Model = CBGShop End ConditionState = DAMAGED Model = CBGShop_D End ConditionState = REALLYDAMAGED Model = CBGShop_E End ConditionState = RUBBLE Model = CBGShop_R End ; day garrisoned ConditionState = GARRISONED Model = CBGShop_G Animation = CBGShop_G.CBGShop_G AnimationMode = LOOP End ConditionState = DAMAGED GARRISONED Model = CBGShop_DG Animation = CBGShop_DG.CBGShop_DG AnimationMode = LOOP End ; night ConditionState = NIGHT Model = CBGShop_N End ConditionState = DAMAGED NIGHT Model = CBGShop_DN End ConditionState = REALLYDAMAGED NIGHT Model = CBGShop_EN End ConditionState = RUBBLE NIGHT Model = CBGShop_RN End ; night garrisoned ConditionState = NIGHT GARRISONED Model = CBGShop_NG Animation = CBGShop_NG.CBGShop_NG AnimationMode = LOOP End ConditionState = DAMAGED NIGHT GARRISONED Model = CBGShop_DNG Animation = CBGShop_DNG.CBGShop_DNG AnimationMode = LOOP End ; Snow ConditionState = SNOW Model = CBGShop_S End ConditionState = DAMAGED SNOW Model = CBGShop_DS End ConditionState = REALLYDAMAGED SNOW Model = CBGShop_ES End ConditionState = RUBBLE SNOW Model = CBGShop_RS End ; snow garrisoned ConditionState = SNOW GARRISONED Model = CBGShop_SG Animation = CBGShop_SG.CBGShop_SG AnimationMode = LOOP End ConditionState = DAMAGED SNOW GARRISONED Model = CBGShop_DSG Animation = CBGShop_DSG.CBGShop_DSG AnimationMode = LOOP End ; night snow ConditionState = SNOW NIGHT Model = CBGShop_SN End ConditionState = DAMAGED SNOW NIGHT Model = CBGShop_DSN End ConditionState = REALLYDAMAGED SNOW NIGHT Model = CBGShop_ESN End ConditionState = RUBBLE SNOW NIGHT Model = CBGShop_RSN End ; night snow garrisoned ConditionState = SNOW NIGHT GARRISONED Model = CBGShop_SNG Animation = CBGShop_SNG.CBGShop_SNG AnimationMode = LOOP End ConditionState = DAMAGED SNOW NIGHT GARRISONED Model = CBGShop_DSNG Animation = CBGShop_DSNG.CBGShop_DSNG AnimationMode = LOOP End End ; *** AUDIO Parameters *** SoundDie = BuildingDie SoundOnDamaged = BuildingDamagedStateLight SoundOnReallyDamaged = BuildingDestroy ; ***DESIGN parameters *** DisplayName = OBJECT:Structure EditorSorting = STRUCTURE ; *** ENGINEERING Parameters *** KindOf = STRUCTURE SELECTABLE IMMOBILE Body = ActiveBody ModuleTag_02 MaxHealth = 2000.0 InitialHealth = 2000.0 End ArmorSet Conditions = None Armor = StructureArmor DamageFX = StructureDamageFXNoShake End Behavior = GarrisonContain ModuleTag_03 ContainMax = 10 EnterSound = GarrisonEnter ExitSound = GarrisonExit End Behavior = FlammableUpdate ModuleTag_05 FlameDamageLimit = 20 ;Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ;in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Behavior = TransitionDamageFX ModuleTag_06 ;-------------DESIGNED FOR SMALL SIZED CIVILIAN BUILDING TRANSITIONS------------------- DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke ;--------------------------------------------------------------------------------------- ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave ;--------------------------------------------------------------------------------------- RubbleParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke RubbleParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion RubbleParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave RubbleParticleSystem4 = Bone:None RandomBone:No PSys:StructureTransitionSmallFlare End Geometry = BOX GeometryMajorRadius = 16.0 GeometryMinorRadius = 19.0 GeometryHeight = 43.0 GeometryIsSmall = No Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object GermanPub02 ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes ; day ConditionState = NONE Model = CBGPub02 End ConditionState = DAMAGED Model = CBGPub02_D End ConditionState = REALLYDAMAGED Model = CBGPub02_E End ConditionState = RUBBLE Model = CBGPub02_R End ; day garrisoned ConditionState = GARRISONED Model = CBGPub02_G Animation = CBGPub02_G.CBGPub02_G AnimationMode = LOOP End ConditionState = DAMAGED GARRISONED Model = CBGPub02_DG Animation = CBGPub02_DG.CBGPub02_DG AnimationMode = LOOP End ; night ConditionState = NIGHT Model = CBGPub02_N End ConditionState = DAMAGED NIGHT Model = CBGPub02_DN End ConditionState = REALLYDAMAGED NIGHT Model = CBGPub02_EN End ConditionState = RUBBLE NIGHT Model = CBGPub02_RN End ; night garrisoned ConditionState = NIGHT GARRISONED Model = CBGPub02_NG Animation = CBGPub02_NG.CBGPub02_NG AnimationMode = LOOP End ConditionState = DAMAGED NIGHT GARRISONED Model = CBGPub02_DNG Animation = CBGPub02_DNG.CBGPub02_DNG AnimationMode = LOOP End ; Snow ConditionState = SNOW Model = CBGPub02_S End ConditionState = DAMAGED SNOW Model = CBGPub02_DS End ConditionState = REALLYDAMAGED SNOW Model = CBGPub02_ES End ConditionState = RUBBLE SNOW Model = CBGPub02_RS End ; snow garrisoned ConditionState = SNOW GARRISONED Model = CBGPub02_SG Animation = CBGPub02_SG.CBGPub02_SG AnimationMode = LOOP End ConditionState = DAMAGED SNOW GARRISONED Model = CBGPub02_DSG Animation = CBGPub02_DSG.CBGPub02_DSG AnimationMode = LOOP End ; night snow ConditionState = SNOW NIGHT Model = CBGPub02_SN End ConditionState = DAMAGED SNOW NIGHT Model = CBGPub02_DSN End ConditionState = REALLYDAMAGED SNOW NIGHT Model = CBGPub02_ESN End ConditionState = RUBBLE SNOW NIGHT Model = CBGPub02_RSN End ; night snow garrisoned ConditionState = SNOW NIGHT GARRISONED Model = CBGPub02_SNG Animation = CBGPub02_SNG.CBGPub02_SNG AnimationMode = LOOP End ConditionState = DAMAGED SNOW NIGHT GARRISONED Model = CBGPub02_DSNG Animation = CBGPub02_DSNG.CBGPub02_DSNG AnimationMode = LOOP End End ; *** AUDIO Parameters *** SoundDie = BuildingDie SoundOnDamaged = BuildingDamagedStateLight SoundOnReallyDamaged = BuildingDestroy ; ***DESIGN parameters *** DisplayName = OBJECT:Structure EditorSorting = STRUCTURE ; *** ENGINEERING Parameters *** KindOf = STRUCTURE SELECTABLE IMMOBILE Body = ActiveBody ModuleTag_02 MaxHealth = 2000.0 InitialHealth = 2000.0 End ArmorSet Conditions = None Armor = StructureArmor DamageFX = StructureDamageFXNoShake End Behavior = GarrisonContain ModuleTag_03 ContainMax = 10 EnterSound = GarrisonEnter ExitSound = GarrisonExit End Behavior = FlammableUpdate ModuleTag_05 FlameDamageLimit = 20 ;Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ;in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Behavior = TransitionDamageFX ModuleTag_06 ;-------------DESIGNED FOR SMALL SIZED CIVILIAN BUILDING TRANSITIONS------------------- DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke ;--------------------------------------------------------------------------------------- ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave ;--------------------------------------------------------------------------------------- RubbleParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke RubbleParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion RubbleParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave RubbleParticleSystem4 = Bone:None RandomBone:No PSys:StructureTransitionSmallFlare End Geometry = BOX GeometryMajorRadius = 29.0 GeometryMinorRadius = 19.0 GeometryHeight = 38.0 GeometryIsSmall = No Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object GermanWindMill01 ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes ; day ConditionState = NONE Model = CBGWMill1 Animation = CBGWMill1.CBGWMill1 AnimationMode = LOOP End ConditionState = DAMAGED Model = CBGWMill1_D Animation = CBGWMill1_D.CBGWMill1_D AnimationMode = LOOP End ConditionState = REALLYDAMAGED Model = CBGWMill1_E Animation = CBGWMill1_E.CBGWMill1_E AnimationMode = LOOP End ConditionState = RUBBLE Model = CBGWMill1_R End ; day garrisoned ConditionState = GARRISONED Model = CBGWMill1_G Animation = CBGWMill1_G.CBGWMill1_G AnimationMode = LOOP End ConditionState = DAMAGED GARRISONED Model = CBGWMill1_DG Animation = CBGWMill1_DG.CBGWMill1_DG AnimationMode = LOOP End ; night ConditionState = NIGHT Model = CBGWMill1_N End ConditionState = DAMAGED NIGHT Model = CBGWMill1_DN End ConditionState = REALLYDAMAGED NIGHT Model = CBGWMill1_EN End ConditionState = RUBBLE NIGHT Model = CBGWMill1_RN End ; night garrisoned ConditionState = NIGHT GARRISONED Model = CBGWMill1_NG Animation = CBGWMill1_NG.CBGWMill1_NG AnimationMode = LOOP End ConditionState = DAMAGED NIGHT GARRISONED Model = CBGWMill1_DNG Animation = CBGWMill1_DNG.CBGWMill1_DNG AnimationMode = LOOP End ; Snow ConditionState = SNOW Model = CBGWMill1_S End ConditionState = DAMAGED SNOW Model = CBGWMill1_DS End ConditionState = REALLYDAMAGED SNOW Model = CBGWMill1_ES End ConditionState = RUBBLE SNOW Model = CBGWMill1_RS End ; snow garrisoned ConditionState = SNOW GARRISONED Model = CBGWMill1_SG Animation = CBGWMill1_SG.CBGWMill1_SG AnimationMode = LOOP End ConditionState = DAMAGED SNOW GARRISONED Model = CBGWMill1_DSG Animation = CBGWMill1_DSG.CBGWMill1_DSG AnimationMode = LOOP End ; night snow ConditionState = SNOW NIGHT Model = CBGWMill1_SN End ConditionState = DAMAGED SNOW NIGHT Model = CBGWMill1_DSN End ConditionState = REALLYDAMAGED SNOW NIGHT Model = CBGWMill1_ESN End ConditionState = RUBBLE SNOW NIGHT Model = CBGWMill1_RSN End ; night snow garrisoned ConditionState = SNOW NIGHT GARRISONED Model = CBGWMill1_SNG Animation = CBGWMill1_SNG.CBGWMill1_SNG AnimationMode = LOOP End ConditionState = DAMAGED SNOW NIGHT GARRISONED Model = CBGWMill1_DSNG Animation = CBGWMill1_DSNG.CBGWMill1_DSNG AnimationMode = LOOP End End ; *** AUDIO Parameters *** SoundDie = BuildingDie SoundOnDamaged = BuildingDamagedStateLight SoundOnReallyDamaged = BuildingDestroy ; ***DESIGN parameters *** DisplayName = OBJECT:Structure EditorSorting = STRUCTURE ; *** ENGINEERING Parameters *** KindOf = STRUCTURE SELECTABLE IMMOBILE Body = ActiveBody ModuleTag_02 MaxHealth = 2000.0 InitialHealth = 2000.0 End ArmorSet Conditions = None Armor = StructureArmor DamageFX = StructureDamageFXNoShake End Behavior = GarrisonContain ModuleTag_03 ContainMax = 10 EnterSound = GarrisonEnter ExitSound = GarrisonExit End Behavior = FlammableUpdate ModuleTag_05 FlameDamageLimit = 20 ;Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ;in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Behavior = TransitionDamageFX ModuleTag_06 ;-------------DESIGNED FOR SMALL SIZED CIVILIAN BUILDING TRANSITIONS------------------- DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke ;--------------------------------------------------------------------------------------- ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave ;--------------------------------------------------------------------------------------- RubbleParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke RubbleParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion RubbleParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave RubbleParticleSystem4 = Bone:None RandomBone:No PSys:StructureTransitionSmallFlare End Geometry = BOX GeometryMajorRadius = 15.0 GeometryMinorRadius = 29.0 GeometryHeight = 20.0 GeometryIsSmall = No Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object BarnShed ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes ; day ConditionState = NONE Model = CBBrnShed End ConditionState = DAMAGED Model = CBBrnShed_D End ConditionState = REALLYDAMAGED Model = CBBrnShed_E End ConditionState = RUBBLE Model = CBBrnShed_R End ; day garrisoned ConditionState = GARRISONED Model = CBBrnShed_G Animation = CBBrnShed_G.CBBrnShed_G AnimationMode = LOOP End ConditionState = DAMAGED GARRISONED Model = CBBrnShed_DG Animation = CBBrnShed_DG.CBBrnShed_DG AnimationMode = LOOP End ; night ConditionState = NIGHT Model = CBBrnShed_N End ConditionState = DAMAGED NIGHT Model = CBBrnShed_DN End ConditionState = REALLYDAMAGED NIGHT Model = CBBrnShed_EN End ConditionState = RUBBLE NIGHT Model = CBBrnShed_RN End ; night garrisoned ConditionState = NIGHT GARRISONED Model = CBBrnShed_NG Animation = CBBrnShed_NG.CBBrnShed_NG AnimationMode = LOOP End ConditionState = DAMAGED NIGHT GARRISONED Model = CBBrnShed_DNG Animation = CBBrnShed_DNG.CBBrnShed_DNG AnimationMode = LOOP End ; Snow ConditionState = SNOW Model = CBBrnShed_S End ConditionState = DAMAGED SNOW Model = CBBrnShed_DS End ConditionState = REALLYDAMAGED SNOW Model = CBBrnShed_ES End ConditionState = RUBBLE SNOW Model = CBBrnShed_RS End ; snow garrisoned ConditionState = SNOW GARRISONED Model = CBBrnShed_SG Animation = CBBrnShed_SG.CBBrnShed_SG AnimationMode = LOOP End ConditionState = DAMAGED SNOW GARRISONED Model = CBBrnShed_DSG Animation = CBBrnShed_DSG.CBBrnShed_DSG AnimationMode = LOOP End ; night snow ConditionState = SNOW NIGHT Model = CBBrnShed_SN End ConditionState = DAMAGED SNOW NIGHT Model = CBBrnShed_DSN End ConditionState = REALLYDAMAGED SNOW NIGHT Model = CBBrnShed_ESN End ConditionState = RUBBLE SNOW NIGHT Model = CBBrnShed_RSN End ; night snow garrisoned ConditionState = SNOW NIGHT GARRISONED Model = CBBrnShed_SNG Animation = CBBrnShed_SNG.CBBrnShed_SNG AnimationMode = LOOP End ConditionState = DAMAGED SNOW NIGHT GARRISONED Model = CBBrnShed_DSNG Animation = CBBrnShed_DSNG.CBBrnShed_DSNG AnimationMode = LOOP End End ; *** AUDIO Parameters *** SoundDie = BuildingDie SoundOnDamaged = BuildingDamagedStateLight SoundOnReallyDamaged = BuildingDestroy ; ***DESIGN parameters *** DisplayName = OBJECT:Structure EditorSorting = STRUCTURE ; *** ENGINEERING Parameters *** KindOf = STRUCTURE SELECTABLE IMMOBILE Body = ActiveBody ModuleTag_02 MaxHealth = 2000.0 InitialHealth = 2000.0 End ArmorSet Conditions = None Armor = StructureArmor DamageFX = StructureDamageFXNoShake End Behavior = GarrisonContain ModuleTag_03 ContainMax = 10 EnterSound = GarrisonEnter ExitSound = GarrisonExit End Behavior = FlammableUpdate ModuleTag_05 FlameDamageLimit = 20 ;Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ;in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Behavior = TransitionDamageFX ModuleTag_06 ;-------------DESIGNED FOR SMALL SIZED CIVILIAN BUILDING TRANSITIONS------------------- DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke ;--------------------------------------------------------------------------------------- ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave ;--------------------------------------------------------------------------------------- RubbleParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke RubbleParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion RubbleParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave RubbleParticleSystem4 = Bone:None RandomBone:No PSys:StructureTransitionSmallFlare End Geometry = BOX GeometryMajorRadius = 22.0 GeometryMinorRadius = 26.0 GeometryHeight = 28.0 GeometryIsSmall = No Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object Chalet ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes ; day ConditionState = NONE Model = CBChalet End ConditionState = DAMAGED Model = CBChalet_D End ConditionState = REALLYDAMAGED Model = CBChalet_E End ConditionState = RUBBLE Model = CBChalet_R End ; day garrisoned ConditionState = GARRISONED Model = CBChalet_G Animation = CBChalet_G.CBChalet_G AnimationMode = LOOP End ConditionState = DAMAGED GARRISONED Model = CBChalet_DG Animation = CBChalet_DG.CBChalet_DG AnimationMode = LOOP End ; night ConditionState = NIGHT Model = CBChalet_N End ConditionState = DAMAGED NIGHT Model = CBChalet_DN End ConditionState = REALLYDAMAGED NIGHT Model = CBChalet_EN End ConditionState = RUBBLE NIGHT Model = CBChalet_RN End ; night garrisoned ConditionState = NIGHT GARRISONED Model = CBChalet_NG Animation = CBChalet_NG.CBChalet_NG AnimationMode = LOOP End ConditionState = DAMAGED NIGHT GARRISONED Model = CBChalet_DNG Animation = CBChalet_DNG.CBChalet_DNG AnimationMode = LOOP End ; Snow ConditionState = SNOW Model = CBChalet_S End ConditionState = DAMAGED SNOW Model = CBChalet_DS End ConditionState = REALLYDAMAGED SNOW Model = CBChalet_ES End ConditionState = RUBBLE SNOW Model = CBChalet_RS End ; snow garrisoned ConditionState = SNOW GARRISONED Model = CBChalet_SG Animation = CBChalet_SG.CBChalet_SG AnimationMode = LOOP End ConditionState = DAMAGED SNOW GARRISONED Model = CBChalet_DSG Animation = CBChalet_DSG.CBChalet_DSG AnimationMode = LOOP End ; night snow ConditionState = SNOW NIGHT Model = CBChalet_SN End ConditionState = DAMAGED SNOW NIGHT Model = CBChalet_DSN End ConditionState = REALLYDAMAGED SNOW NIGHT Model = CBChalet_ESN End ConditionState = RUBBLE SNOW NIGHT Model = CBChalet_RSN End ; night snow garrisoned ConditionState = SNOW NIGHT GARRISONED Model = CBChalet_SNG Animation = CBChalet_SNG.CBChalet_SNG AnimationMode = LOOP End ConditionState = DAMAGED SNOW NIGHT GARRISONED Model = CBChalet_DSNG Animation = CBChalet_DSNG.CBChalet_DSNG AnimationMode = LOOP End End ; *** AUDIO Parameters *** SoundDie = BuildingDie SoundOnDamaged = BuildingDamagedStateLight SoundOnReallyDamaged = BuildingDestroy ; ***DESIGN parameters *** DisplayName = OBJECT:Structure EditorSorting = STRUCTURE ; *** ENGINEERING Parameters *** KindOf = STRUCTURE SELECTABLE IMMOBILE Body = ActiveBody ModuleTag_02 MaxHealth = 2000.0 InitialHealth = 2000.0 End ArmorSet Conditions = None Armor = StructureArmor DamageFX = StructureDamageFXNoShake End Behavior = GarrisonContain ModuleTag_03 ContainMax = 10 EnterSound = GarrisonEnter ExitSound = GarrisonExit End Behavior = FlammableUpdate ModuleTag_05 FlameDamageLimit = 20 ;Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ;in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Behavior = TransitionDamageFX ModuleTag_06 ;-------------DESIGNED FOR MEDIUM SIZED CIVILIAN BUILDING TRANSITIONS------------------- DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke ;--------------------------------------------------------------------------------------- ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionMediumExplosion ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionMediumShockwave ;-------------------------------------------------------------------------------------- RubbleParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke RubbleParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionMediumExplosion RubbleParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionMediumShockwave RubbleParticleSystem4 = Bone:None RandomBone:No PSys:StructureTransitionMediumFlare End Geometry = BOX GeometryMajorRadius = 25.0 GeometryMinorRadius = 55.0 GeometryHeight = 50.0 GeometryIsSmall = No Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object StanApartment01 ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes ; day ConditionState = NONE Model = CBTAprtmn1 End ConditionState = DAMAGED Model = CBTAprtmn1_D End ConditionState = REALLYDAMAGED Model = CBTAprtmn1_E End ConditionState = RUBBLE Model = CBTAprtmn1_R End ; day garrisoned ConditionState = GARRISONED Model = CBTAprtmn1_G Animation = CBTAprtmn1_G.CBTAprtmn1_G AnimationMode = LOOP End ConditionState = DAMAGED GARRISONED Model = CBTAprtmn1_DG Animation = CBTAprtmn1_DG.CBTAprtmn1_DG AnimationMode = LOOP End ; night ConditionState = NIGHT Model = CBTAprtmn1_N End ConditionState = DAMAGED NIGHT Model = CBTAprtmn1_DN End ConditionState = REALLYDAMAGED NIGHT Model = CBTAprtmn1_EN End ConditionState = RUBBLE NIGHT Model = CBTAprtmn1_RN End ; night garrisoned ConditionState = NIGHT GARRISONED Model = CBTAprtmn1_NG Animation = CBTAprtmn1_NG.CBTAprtmn1_NG AnimationMode = LOOP End ConditionState = DAMAGED NIGHT GARRISONED Model = CBTAprtmn1_DNG Animation = CBTAprtmn1_DNG.CBTAprtmn1_DNG AnimationMode = LOOP End ; Snow ConditionState = SNOW Model = CBTAprtmn1_S End ConditionState = DAMAGED SNOW Model = CBTAprtmn1_DS End ConditionState = REALLYDAMAGED SNOW Model = CBTAprtmn1_ES End ConditionState = RUBBLE SNOW Model = CBTAprtmn1_RS End ; snow garrisoned ConditionState = SNOW GARRISONED Model = CBTAprtmn1_SG Animation = CBTAprtmn1_SG.CBTAprtmn1_SG AnimationMode = LOOP End ConditionState = DAMAGED SNOW GARRISONED Model = CBTAprtmn1_DSG Animation = CBTAprtmn1_DSG.CBTAprtmn1_DSG AnimationMode = LOOP End ; night snow ConditionState = SNOW NIGHT Model = CBTAprtmn1_SN End ConditionState = DAMAGED SNOW NIGHT Model = CBTAprtmn1_DSN End ConditionState = REALLYDAMAGED SNOW NIGHT Model = CBTAprtmn1_ESN End ConditionState = RUBBLE SNOW NIGHT Model = CBTAprtmn1_RSN End ; night snow garrisoned ConditionState = SNOW NIGHT GARRISONED Model = CBTAprtmn1_SNG Animation = CBTAprtmn1_SNG.CBTAprtmn1_SNG AnimationMode = LOOP End ConditionState = DAMAGED SNOW NIGHT GARRISONED Model = CBTAprtmn1_DSNG Animation = CBTAprtmn1_DSNG.CBTAprtmn1_DSNG AnimationMode = LOOP End End ; *** AUDIO Parameters *** SoundDie = BuildingDie SoundOnDamaged = BuildingDamagedStateLight SoundOnReallyDamaged = BuildingDestroy ; ***DESIGN parameters *** DisplayName = OBJECT:Structure EditorSorting = STRUCTURE ; *** ENGINEERING Parameters *** KindOf = STRUCTURE SELECTABLE IMMOBILE Body = ActiveBody ModuleTag_02 MaxHealth = 2000.0 InitialHealth = 2000.0 End ArmorSet Conditions = None Armor = StructureArmor DamageFX = StructureDamageFXNoShake End Behavior = GarrisonContain ModuleTag_03 ContainMax = 10 EnterSound = GarrisonEnter ExitSound = GarrisonExit End Behavior = FlammableUpdate ModuleTag_05 FlameDamageLimit = 20 ;Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ;in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Behavior = TransitionDamageFX ModuleTag_06 ;-------------DESIGNED FOR MEDIUM SIZED CIVILIAN BUILDING TRANSITIONS------------------- DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke ;--------------------------------------------------------------------------------------- ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionMediumExplosion ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionMediumShockwave ;-------------------------------------------------------------------------------------- RubbleParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke RubbleParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionMediumExplosion RubbleParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionMediumShockwave RubbleParticleSystem4 = Bone:None RandomBone:No PSys:StructureTransitionMediumFlare End Geometry = BOX GeometryMajorRadius = 50.0 GeometryMinorRadius = 25.0 GeometryHeight = 50.0 GeometryIsSmall = No Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object StanApartment02 ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes ; day ConditionState = NONE Model = CBTAprtmn2 End ConditionState = DAMAGED Model = CBTAprtmn2_D End ConditionState = REALLYDAMAGED Model = CBTAprtmn2_E End ConditionState = RUBBLE Model = CBTAprtmn2_R End ; day garrisoned ConditionState = GARRISONED Model = CBTAprtmn2_G Animation = CBTAprtmn2_G.CBTAprtmn2_G AnimationMode = LOOP End ConditionState = DAMAGED GARRISONED Model = CBTAprtmn2_DG Animation = CBTAprtmn2_DG.CBTAprtmn2_DG AnimationMode = LOOP End ; night ConditionState = NIGHT Model = CBTAprtmn2_N End ConditionState = DAMAGED NIGHT Model = CBTAprtmn2_DN End ConditionState = REALLYDAMAGED NIGHT Model = CBTAprtmn2_EN End ConditionState = RUBBLE NIGHT Model = CBTAprtmn2_RN End ; night garrisoned ConditionState = NIGHT GARRISONED Model = CBTAprtmn2_NG Animation = CBTAprtmn2_NG.CBTAprtmn2_NG AnimationMode = LOOP End ConditionState = DAMAGED NIGHT GARRISONED Model = CBTAprtmn2_DNG Animation = CBTAprtmn2_DNG.CBTAprtmn2_DNG AnimationMode = LOOP End ; Snow ConditionState = SNOW Model = CBTAprtmn2_S End ConditionState = DAMAGED SNOW Model = CBTAprtmn2_DS End ConditionState = REALLYDAMAGED SNOW Model = CBTAprtmn2_ES End ConditionState = RUBBLE SNOW Model = CBTAprtmn2_RS End ; snow garrisoned ConditionState = SNOW GARRISONED Model = CBTAprtmn2_SG Animation = CBTAprtmn2_SG.CBTAprtmn2_SG AnimationMode = LOOP End ConditionState = DAMAGED SNOW GARRISONED Model = CBTAprtmn2_DSG Animation = CBTAprtmn2_DSG.CBTAprtmn2_DSG AnimationMode = LOOP End ; night snow ConditionState = SNOW NIGHT Model = CBTAprtmn2_SN End ConditionState = DAMAGED SNOW NIGHT Model = CBTAprtmn2_DSN End ConditionState = REALLYDAMAGED SNOW NIGHT Model = CBTAprtmn2_ESN End ConditionState = RUBBLE SNOW NIGHT Model = CBTAprtmn2_RSN End ; night snow garrisoned ConditionState = SNOW NIGHT GARRISONED Model = CBTAprtmn2_SNG Animation = CBTAprtmn2_SNG.CBTAprtmn2_SNG AnimationMode = LOOP End ConditionState = DAMAGED SNOW NIGHT GARRISONED Model = CBTAprtmn2_DSNG Animation = CBTAprtmn2_DSNG.CBTAprtmn2_DSNG AnimationMode = LOOP End End ; *** AUDIO Parameters *** SoundDie = BuildingDie SoundOnDamaged = BuildingDamagedStateLight SoundOnReallyDamaged = BuildingDestroy ; ***DESIGN parameters *** DisplayName = OBJECT:Structure EditorSorting = STRUCTURE ; *** ENGINEERING Parameters *** KindOf = STRUCTURE SELECTABLE IMMOBILE Body = ActiveBody ModuleTag_02 MaxHealth = 2000.0 InitialHealth = 2000.0 End ArmorSet Conditions = None Armor = StructureArmor DamageFX = StructureDamageFXNoShake End Behavior = GarrisonContain ModuleTag_03 ContainMax = 10 EnterSound = GarrisonEnter ExitSound = GarrisonExit End Behavior = FlammableUpdate ModuleTag_05 FlameDamageLimit = 20 ;Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ;in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Behavior = TransitionDamageFX ModuleTag_06 ;-------------DESIGNED FOR SMALL SIZED CIVILIAN BUILDING TRANSITIONS------------------- DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke ;--------------------------------------------------------------------------------------- ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave ;--------------------------------------------------------------------------------------- RubbleParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke RubbleParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion RubbleParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave RubbleParticleSystem4 = Bone:None RandomBone:No PSys:StructureTransitionSmallFlare End Geometry = BOX GeometryMajorRadius = 26.0 GeometryMinorRadius = 22.0 GeometryHeight = 45.0 GeometryIsSmall = No Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object StanConvenienceStore01 ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes ; day ConditionState = NONE Model = CBTConvSt1 End ConditionState = DAMAGED Model = CBTConvSt1_D End ConditionState = REALLYDAMAGED Model = CBTConvSt1_E End ConditionState = RUBBLE Model = CBTConvSt1_R End ; day garrisoned ConditionState = GARRISONED Model = CBTConvSt1_G Animation = CBTConvSt1_G.CBTConvSt1_G AnimationMode = LOOP End ConditionState = DAMAGED GARRISONED Model = CBTConvSt1_DG Animation = CBTConvSt1_DG.CBTConvSt1_DG AnimationMode = LOOP End ; night ConditionState = NIGHT Model = CBTConvSt1_N End ConditionState = DAMAGED NIGHT Model = CBTConvSt1_DN End ConditionState = REALLYDAMAGED NIGHT Model = CBTConvSt1_EN End ConditionState = RUBBLE NIGHT Model = CBTConvSt1_RN End ; night garrisoned ConditionState = NIGHT GARRISONED Model = CBTConvSt1_NG Animation = CBTConvSt1_NG.CBTConvSt1_NG AnimationMode = LOOP End ConditionState = DAMAGED NIGHT GARRISONED Model = CBTConvSt1_DNG Animation = CBTConvSt1_DNG.CBTConvSt1_DNG AnimationMode = LOOP End ; Snow ConditionState = SNOW Model = CBTConvSt1_S End ConditionState = DAMAGED SNOW Model = CBTConvSt1_DS End ConditionState = REALLYDAMAGED SNOW Model = CBTConvSt1_ES End ConditionState = RUBBLE SNOW Model = CBTConvSt1_RS End ; snow garrisoned ConditionState = SNOW GARRISONED Model = CBTConvSt1_SG Animation = CBTConvSt1_SG.CBTConvSt1_SG AnimationMode = LOOP End ConditionState = DAMAGED SNOW GARRISONED Model = CBTConvSt1_DSG Animation = CBTConvSt1_DSG.CBTConvSt1_DSG AnimationMode = LOOP End ; night snow ConditionState = SNOW NIGHT Model = CBTConvSt1_SN End ConditionState = DAMAGED SNOW NIGHT Model = CBTConvSt1_DSN End ConditionState = REALLYDAMAGED SNOW NIGHT Model = CBTConvSt1_ESN End ConditionState = RUBBLE SNOW NIGHT Model = CBTConvSt1_RSN End ; night snow garrisoned ConditionState = SNOW NIGHT GARRISONED Model = CBTConvSt1_SNG Animation = CBTConvSt1_SNG.CBTConvSt1_SNG AnimationMode = LOOP End ConditionState = DAMAGED SNOW NIGHT GARRISONED Model = CBTConvSt1_DSNG Animation = CBTConvSt1_DSNG.CBTConvSt1_DSNG AnimationMode = LOOP End End ; *** AUDIO Parameters *** SoundDie = BuildingDie SoundOnDamaged = BuildingDamagedStateLight SoundOnReallyDamaged = BuildingDestroy ; ***DESIGN parameters *** DisplayName = OBJECT:Structure EditorSorting = STRUCTURE ; *** ENGINEERING Parameters *** KindOf = STRUCTURE SELECTABLE IMMOBILE Body = ActiveBody ModuleTag_02 MaxHealth = 2000.0 InitialHealth = 2000.0 End ArmorSet Conditions = None Armor = StructureArmor DamageFX = StructureDamageFXNoShake End Behavior = GarrisonContain ModuleTag_03 ContainMax = 10 EnterSound = GarrisonEnter ExitSound = GarrisonExit End Behavior = FlammableUpdate ModuleTag_05 FlameDamageLimit = 20 ;Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ;in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Behavior = TransitionDamageFX ModuleTag_06 ;-------------DESIGNED FOR SMALL SIZED CIVILIAN BUILDING TRANSITIONS------------------- DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke ;--------------------------------------------------------------------------------------- ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave ;--------------------------------------------------------------------------------------- RubbleParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke RubbleParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion RubbleParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave RubbleParticleSystem4 = Bone:None RandomBone:No PSys:StructureTransitionSmallFlare End Geometry = BOX GeometryMajorRadius = 15.0 GeometryMinorRadius = 15.0 GeometryHeight = 30.0 GeometryIsSmall = No Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object StanConvenienceStore02 ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes ; day ConditionState = NONE Model = CBTConvSt2 End ConditionState = DAMAGED Model = CBTConvSt2_D End ConditionState = REALLYDAMAGED Model = CBTConvSt2_E End ConditionState = RUBBLE Model = CBTConvSt2_R End ; day garrisoned ConditionState = GARRISONED Model = CBTConvSt2_G Animation = CBTConvSt2_G.CBTConvSt2_G AnimationMode = LOOP End ConditionState = DAMAGED GARRISONED Model = CBTConvSt2_DG Animation = CBTConvSt2_DG.CBTConvSt2_DG AnimationMode = LOOP End ; night ConditionState = NIGHT Model = CBTConvSt2_N End ConditionState = DAMAGED NIGHT Model = CBTConvSt2_DN End ConditionState = REALLYDAMAGED NIGHT Model = CBTConvSt2_EN End ConditionState = RUBBLE NIGHT Model = CBTConvSt2_RN End ; night garrisoned ConditionState = NIGHT GARRISONED Model = CBTConvSt2_NG Animation = CBTConvSt2_NG.CBTConvSt2_NG AnimationMode = LOOP End ConditionState = DAMAGED NIGHT GARRISONED Model = CBTConvSt2_DNG Animation = CBTConvSt2_DNG.CBTConvSt2_DNG AnimationMode = LOOP End ; Snow ConditionState = SNOW Model = CBTConvSt2_S End ConditionState = DAMAGED SNOW Model = CBTConvSt2_DS End ConditionState = REALLYDAMAGED SNOW Model = CBTConvSt2_ES End ConditionState = RUBBLE SNOW Model = CBTConvSt2_RS End ; snow garrisoned ConditionState = SNOW GARRISONED Model = CBTConvSt2_SG Animation = CBTConvSt2_SG.CBTConvSt2_SG AnimationMode = LOOP End ConditionState = DAMAGED SNOW GARRISONED Model = CBTConvSt2_DSG Animation = CBTConvSt2_DSG.CBTConvSt2_DSG AnimationMode = LOOP End ; night snow ConditionState = SNOW NIGHT Model = CBTConvSt2_SN End ConditionState = DAMAGED SNOW NIGHT Model = CBTConvSt2_DSN End ConditionState = REALLYDAMAGED SNOW NIGHT Model = CBTConvSt2_ESN End ConditionState = RUBBLE SNOW NIGHT Model = CBTConvSt2_RSN End ; night snow garrisoned ConditionState = SNOW NIGHT GARRISONED Model = CBTConvSt2_SNG Animation = CBTConvSt2_SNG.CBTConvSt2_SNG AnimationMode = LOOP End ConditionState = DAMAGED SNOW NIGHT GARRISONED Model = CBTConvSt2_DSNG Animation = CBTConvSt2_DSNG.CBTConvSt2_DSNG AnimationMode = LOOP End End ; *** AUDIO Parameters *** SoundDie = BuildingDie SoundOnDamaged = BuildingDamagedStateLight SoundOnReallyDamaged = BuildingDestroy ; ***DESIGN parameters *** DisplayName = OBJECT:Structure EditorSorting = STRUCTURE ; *** ENGINEERING Parameters *** KindOf = STRUCTURE SELECTABLE IMMOBILE Body = ActiveBody ModuleTag_02 MaxHealth = 2000.0 InitialHealth = 2000.0 End ArmorSet Conditions = None Armor = StructureArmor DamageFX = StructureDamageFXNoShake End Behavior = GarrisonContain ModuleTag_03 ContainMax = 10 EnterSound = GarrisonEnter ExitSound = GarrisonExit End Behavior = FlammableUpdate ModuleTag_05 FlameDamageLimit = 20 ;Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ;in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Behavior = TransitionDamageFX ModuleTag_06 ;-------------DESIGNED FOR SMALL SIZED CIVILIAN BUILDING TRANSITIONS------------------- DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke ;--------------------------------------------------------------------------------------- ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave ;--------------------------------------------------------------------------------------- RubbleParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke RubbleParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion RubbleParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave RubbleParticleSystem4 = Bone:None RandomBone:No PSys:StructureTransitionSmallFlare End Geometry = BOX GeometryMajorRadius = 20.0 GeometryMinorRadius = 20.0 GeometryHeight = 35.0 GeometryIsSmall = No Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object StanGasStation ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes ; day ConditionState = NONE Model = CBTGasStn End ConditionState = DAMAGED Model = CBTGasStn_D End ConditionState = REALLYDAMAGED Model = CBTGasStn_E End ConditionState = RUBBLE Model = CBTGasStn_R End ; day garrisoned ConditionState = GARRISONED Model = CBTGasStn_G Animation = CBTGasStn_G.CBTGasStn_G AnimationMode = LOOP End ConditionState = DAMAGED GARRISONED Model = CBTGasStn_DG Animation = CBTGasStn_DG.CBTGasStn_DG AnimationMode = LOOP End ; night ConditionState = NIGHT Model = CBTGasStn_N End ConditionState = DAMAGED NIGHT Model = CBTGasStn_DN End ConditionState = REALLYDAMAGED NIGHT Model = CBTGasStn_EN End ConditionState = RUBBLE NIGHT Model = CBTGasStn_RN End ; night garrisoned ConditionState = NIGHT GARRISONED Model = CBTGasStn_NG Animation = CBTGasStn_NG.CBTGasStn_NG AnimationMode = LOOP End ConditionState = DAMAGED NIGHT GARRISONED Model = CBTGasStn_DNG Animation = CBTGasStn_DNG.CBTGasStn_DNG AnimationMode = LOOP End ; Snow ConditionState = SNOW Model = CBTGasStn_S End ConditionState = DAMAGED SNOW Model = CBTGasStn_DS End ConditionState = REALLYDAMAGED SNOW Model = CBTGasStn_ES End ConditionState = RUBBLE SNOW Model = CBTGasStn_RS End ; snow garrisoned ConditionState = SNOW GARRISONED Model = CBTGasStn_SG Animation = CBTGasStn_SG.CBTGasStn_SG AnimationMode = LOOP End ConditionState = DAMAGED SNOW GARRISONED Model = CBTGasStn_DSG Animation = CBTGasStn_DSG.CBTGasStn_DSG AnimationMode = LOOP End ; night snow ConditionState = SNOW NIGHT Model = CBTGasStn_SN End ConditionState = DAMAGED SNOW NIGHT Model = CBTGasStn_DSN End ConditionState = REALLYDAMAGED SNOW NIGHT Model = CBTGasStn_ESN End ConditionState = RUBBLE SNOW NIGHT Model = CBTGasStn_RSN End ; night snow garrisoned ConditionState = SNOW NIGHT GARRISONED Model = CBTGasStn_SNG Animation = CBTGasStn_SNG.CBTGasStn_SNG AnimationMode = LOOP End ConditionState = DAMAGED SNOW NIGHT GARRISONED Model = CBTGasStn_DSNG Animation = CBTGasStn_DSNG.CBTGasStn_DSNG AnimationMode = LOOP End End ; *** AUDIO Parameters *** SoundDie = BuildingDie SoundOnDamaged = BuildingDamagedStateLight SoundOnReallyDamaged = BuildingDestroy ; ***DESIGN parameters *** DisplayName = OBJECT:Structure EditorSorting = STRUCTURE ; *** ENGINEERING Parameters *** KindOf = STRUCTURE SELECTABLE IMMOBILE Body = ActiveBody ModuleTag_02 MaxHealth = 2000.0 InitialHealth = 2000.0 End ArmorSet Conditions = None Armor = StructureArmor DamageFX = StructureDamageFXNoShake End Behavior = GarrisonContain ModuleTag_03 ContainMax = 10 EnterSound = GarrisonEnter ExitSound = GarrisonExit End Behavior = FlammableUpdate ModuleTag_05 FlameDamageLimit = 20 ;Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ;in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Behavior = TransitionDamageFX ModuleTag_06 ;-------------DESIGNED FOR SMALL SIZED CIVILIAN BUILDING TRANSITIONS------------------- DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke ;--------------------------------------------------------------------------------------- ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave ;--------------------------------------------------------------------------------------- RubbleParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke RubbleParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion RubbleParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave RubbleParticleSystem4 = Bone:None RandomBone:No PSys:StructureTransitionSmallFlare End Geometry = BOX GeometryMajorRadius = 42.0 GeometryMinorRadius = 42.0 GeometryHeight = 22.0 GeometryIsSmall = No Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object StanGasStation02 ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes ; day ConditionState = NONE Model = CBGasSttn End ConditionState = DAMAGED Model = CBGasSttn_D End ConditionState = REALLYDAMAGED Model = CBGasSttn_E End ConditionState = RUBBLE Model = CBGasSttn_R End ; day garrisoned ConditionState = GARRISONED Model = CBGasSttn_G Animation = CBGasSttn_G.CBGasSttn_G AnimationMode = LOOP End ConditionState = DAMAGED GARRISONED Model = CBGasSttn_DG Animation = CBGasSttn_DG.CBGasSttn_DG AnimationMode = LOOP End ; night ConditionState = NIGHT Model = CBGasSttn_N End ConditionState = DAMAGED NIGHT Model = CBGasSttn_DN End ConditionState = REALLYDAMAGED NIGHT Model = CBGasSttn_EN End ConditionState = RUBBLE NIGHT Model = CBGasSttn_RN End ; night garrisoned ConditionState = NIGHT GARRISONED Model = CBGasSttn_NG Animation = CBGasSttn_NG.CBGasSttn_NG AnimationMode = LOOP End ConditionState = DAMAGED NIGHT GARRISONED Model = CBGasSttn_DNG Animation = CBGasSttn_DNG.CBGasSttn_DNG AnimationMode = LOOP End ; Snow ConditionState = SNOW Model = CBGasSttn_S End ConditionState = DAMAGED SNOW Model = CBGasSttn_DS End ConditionState = REALLYDAMAGED SNOW Model = CBGasSttn_ES End ConditionState = RUBBLE SNOW Model = CBGasSttn_RS End ; snow garrisoned ConditionState = SNOW GARRISONED Model = CBGasSttn_SG Animation = CBGasSttn_SG.CBGasSttn_SG AnimationMode = LOOP End ConditionState = DAMAGED SNOW GARRISONED Model = CBGasSttn_DSG Animation = CBGasSttn_DSG.CBGasSttn_DSG AnimationMode = LOOP End ; night snow ConditionState = SNOW NIGHT Model = CBGasSttn_SN End ConditionState = DAMAGED SNOW NIGHT Model = CBGasSttn_DSN End ConditionState = REALLYDAMAGED SNOW NIGHT Model = CBGasSttn_ESN End ConditionState = RUBBLE SNOW NIGHT Model = CBGasSttn_RSN End ; night snow garrisoned ConditionState = SNOW NIGHT GARRISONED Model = CBGasSttn_SNG Animation = CBGasSttn_SNG.CBGasSttn_SNG AnimationMode = LOOP End ConditionState = DAMAGED SNOW NIGHT GARRISONED Model = CBGasSttn_DSNG Animation = CBGasSttn_DSNG.CBGasSttn_DSNG AnimationMode = LOOP End End ; *** AUDIO Parameters *** SoundDie = BuildingDie SoundOnDamaged = BuildingDamagedStateLight SoundOnReallyDamaged = BuildingDestroy ; ***DESIGN parameters *** DisplayName = OBJECT:Structure EditorSorting = STRUCTURE ; *** ENGINEERING Parameters *** KindOf = STRUCTURE SELECTABLE IMMOBILE Body = ActiveBody ModuleTag_02 MaxHealth = 2000.0 InitialHealth = 2000.0 End ArmorSet Conditions = None Armor = StructureArmor DamageFX = StructureDamageFXNoShake End Behavior = GarrisonContain ModuleTag_03 ContainMax = 10 EnterSound = GarrisonEnter ExitSound = GarrisonExit End Behavior = KeepObjectDie ModuleTag_NoGarrisonWithRubble End Behavior = FlammableUpdate ModuleTag_05 FlameDamageLimit = 20 ;Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ;in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Behavior = TransitionDamageFX ModuleTag_06 ;-------------DESIGNED FOR SMALL SIZED CIVILIAN BUILDING TRANSITIONS------------------- DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke ;--------------------------------------------------------------------------------------- ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave ;--------------------------------------------------------------------------------------- RubbleParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke RubbleParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion RubbleParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave RubbleParticleSystem4 = Bone:None RandomBone:No PSys:StructureTransitionSmallFlare End Geometry = BOX GeometryMajorRadius = 35.0 GeometryMinorRadius = 33.0 GeometryHeight = 20.0 GeometryIsSmall = No Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object StanHotel01 ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes ; day ConditionState = NONE Model = CBTHotel01 End ConditionState = DAMAGED Model = CBTHotel01_D End ConditionState = REALLYDAMAGED Model = CBTHotel01_E End ConditionState = RUBBLE Model = CBTHotel01_R End ; day garrisoned ConditionState = GARRISONED Model = CBTHotel01_G Animation = CBTHotel01_G.CBTHotel01_G AnimationMode = LOOP End ConditionState = DAMAGED GARRISONED Model = CBTHotel01_DG Animation = CBTHotel01_DG.CBTHotel01_DG AnimationMode = LOOP End ; night ConditionState = NIGHT Model = CBTHotel01_N End ConditionState = DAMAGED NIGHT Model = CBTHotel01_DN End ConditionState = REALLYDAMAGED NIGHT Model = CBTHotel01_EN End ConditionState = RUBBLE NIGHT Model = CBTHotel01_RN End ; night garrisoned ConditionState = NIGHT GARRISONED Model = CBTHotel01_NG Animation = CBTHotel01_NG.CBTHotel01_NG AnimationMode = LOOP End ConditionState = DAMAGED NIGHT GARRISONED Model = CBTHotel01_DNG Animation = CBTHotel01_DNG.CBTHotel01_DNG AnimationMode = LOOP End ; Snow ConditionState = SNOW Model = CBTHotel01_S End ConditionState = DAMAGED SNOW Model = CBTHotel01_DS End ConditionState = REALLYDAMAGED SNOW Model = CBTHotel01_ES End ConditionState = RUBBLE SNOW Model = CBTHotel01_RS End ; snow garrisoned ConditionState = SNOW GARRISONED Model = CBTHotel01_SG Animation = CBTHotel01_SG.CBTHotel01_SG AnimationMode = LOOP End ConditionState = DAMAGED SNOW GARRISONED Model = CBTHotel01_DSG Animation = CBTHotel01_DSG.CBTHotel01_DSG AnimationMode = LOOP End ; night snow ConditionState = SNOW NIGHT Model = CBTHotel01_SN End ConditionState = DAMAGED SNOW NIGHT Model = CBTHotel01_DSN End ConditionState = REALLYDAMAGED SNOW NIGHT Model = CBTHotel01_ESN End ConditionState = RUBBLE SNOW NIGHT Model = CBTHotel01_RSN End ; night snow garrisoned ConditionState = SNOW NIGHT GARRISONED Model = CBTHotel01_SNG Animation = CBTHotel01_SNG.CBTHotel01_SNG AnimationMode = LOOP End ConditionState = DAMAGED SNOW NIGHT GARRISONED Model = CBTHotel01_DSNG Animation = CBTHotel01_DSNG.CBTHotel01_DSNG AnimationMode = LOOP End End ; *** AUDIO Parameters *** SoundDie = BuildingDie SoundOnDamaged = BuildingDamagedStateLight SoundOnReallyDamaged = BuildingDestroy ; ***DESIGN parameters *** DisplayName = OBJECT:Structure EditorSorting = STRUCTURE ; *** ENGINEERING Parameters *** KindOf = STRUCTURE SELECTABLE IMMOBILE Body = ActiveBody ModuleTag_02 MaxHealth = 2000.0 InitialHealth = 2000.0 End ArmorSet Conditions = None Armor = StructureArmor DamageFX = StructureDamageFXNoShake End Behavior = GarrisonContain ModuleTag_03 ContainMax = 10 EnterSound = GarrisonEnter ExitSound = GarrisonExit End Behavior = FlammableUpdate ModuleTag_05 FlameDamageLimit = 20 ;Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ;in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Behavior = TransitionDamageFX ModuleTag_06 ;-------------DESIGNED FOR SMALL SIZED CIVILIAN BUILDING TRANSITIONS------------------- DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke ;--------------------------------------------------------------------------------------- ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave ;--------------------------------------------------------------------------------------- RubbleParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke RubbleParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion RubbleParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave RubbleParticleSystem4 = Bone:None RandomBone:No PSys:StructureTransitionSmallFlare End Geometry = BOX GeometryMajorRadius = 37.0 GeometryMinorRadius = 29.0 GeometryHeight = 47.0 GeometryIsSmall = No Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object StanHotel02 ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes ; day ConditionState = NONE Model = CBTHotel02 End ConditionState = DAMAGED Model = CBTHotel02_D End ConditionState = REALLYDAMAGED Model = CBTHotel02_E End ConditionState = RUBBLE Model = CBTHotel02_R End ; day garrisoned ConditionState = GARRISONED Model = CBTHotel02_G Animation = CBTHotel02_G.CBTHotel02_G AnimationMode = LOOP End ConditionState = DAMAGED GARRISONED Model = CBTHotel02_DG Animation = CBTHotel02_DG.CBTHotel02_DG AnimationMode = LOOP End ; night ConditionState = NIGHT Model = CBTHotel02_N End ConditionState = DAMAGED NIGHT Model = CBTHotel02_DN End ConditionState = REALLYDAMAGED NIGHT Model = CBTHotel02_EN End ConditionState = RUBBLE NIGHT Model = CBTHotel02_RN End ; night garrisoned ConditionState = NIGHT GARRISONED Model = CBTHotel02_NG Animation = CBTHotel02_NG.CBTHotel02_NG AnimationMode = LOOP End ConditionState = DAMAGED NIGHT GARRISONED Model = CBTHotel02_DNG Animation = CBTHotel02_DNG.CBTHotel02_DNG AnimationMode = LOOP End ; Snow ConditionState = SNOW Model = CBTHotel02_S End ConditionState = DAMAGED SNOW Model = CBTHotel02_DS End ConditionState = REALLYDAMAGED SNOW Model = CBTHotel02_ES End ConditionState = RUBBLE SNOW Model = CBTHotel02_RS End ; snow garrisoned ConditionState = SNOW GARRISONED Model = CBTHotel02_SG Animation = CBTHotel02_SG.CBTHotel02_SG AnimationMode = LOOP End ConditionState = DAMAGED SNOW GARRISONED Model = CBTHotel02_DSG Animation = CBTHotel02_DSG.CBTHotel02_DSG AnimationMode = LOOP End ; night snow ConditionState = SNOW NIGHT Model = CBTHotel02_SN End ConditionState = DAMAGED SNOW NIGHT Model = CBTHotel02_DSN End ConditionState = REALLYDAMAGED SNOW NIGHT Model = CBTHotel02_ESN End ConditionState = RUBBLE SNOW NIGHT Model = CBTHotel02_RSN End ; night snow garrisoned ConditionState = SNOW NIGHT GARRISONED Model = CBTHotel02_SNG Animation = CBTHotel02_SNG.CBTHotel02_SNG AnimationMode = LOOP End ConditionState = DAMAGED SNOW NIGHT GARRISONED Model = CBTHotel02_DSNG Animation = CBTHotel02_DSNG.CBTHotel02_DSNG AnimationMode = LOOP End End ; *** AUDIO Parameters *** SoundDie = BuildingDie SoundOnDamaged = BuildingDamagedStateLight SoundOnReallyDamaged = BuildingDestroy ; ***DESIGN parameters *** DisplayName = OBJECT:Structure EditorSorting = STRUCTURE ; *** ENGINEERING Parameters *** KindOf = STRUCTURE SELECTABLE IMMOBILE Body = ActiveBody ModuleTag_02 MaxHealth = 2000.0 InitialHealth = 2000.0 End ArmorSet Conditions = None Armor = StructureArmor DamageFX = StructureDamageFXNoShake End Behavior = GarrisonContain ModuleTag_03 ContainMax = 10 EnterSound = GarrisonEnter ExitSound = GarrisonExit End Behavior = FlammableUpdate ModuleTag_05 FlameDamageLimit = 20 ;Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ;in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Behavior = TransitionDamageFX ModuleTag_06 ;-------------DESIGNED FOR LARGE SIZED CIVILIAN BUILDING TRANSITIONS------------------- DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionLargeSmoke ;--------------------------------------------------------------------------------------- ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionLargeSmoke ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionLargeExplosion ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionLargeShockwave ;--------------------------------------------------------------------------------------- RubbleParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionLargeSmoke RubbleParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionLargeExplosion RubbleParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionLargeShockwave RubbleParticleSystem4 = Bone:None RandomBone:No PSys:StructureTransitionLargeFlare End Geometry = BOX GeometryMajorRadius = 90.0 GeometryMinorRadius = 85.0 GeometryHeight = 40.0 GeometryIsSmall = No Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object StanRestaurant01 ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes ; day ConditionState = NONE Model = CBTRestrn1 End ConditionState = DAMAGED Model = CBTRestrn1_D End ConditionState = REALLYDAMAGED Model = CBTRestrn1_E End ConditionState = RUBBLE Model = CBTRestrn1_R End ; day garrisoned ConditionState = GARRISONED Model = CBTRestrn1_G Animation = CBTRestrn1_G.CBTRestrn1_G AnimationMode = LOOP End ConditionState = DAMAGED GARRISONED Model = CBTRestrn1_DG Animation = CBTRestrn1_DG.CBTRestrn1_DG AnimationMode = LOOP End ; night ConditionState = NIGHT Model = CBTRestrn1_N End ConditionState = DAMAGED NIGHT Model = CBTRestrn1_DN End ConditionState = REALLYDAMAGED NIGHT Model = CBTRestrn1_EN End ConditionState = RUBBLE NIGHT Model = CBTRestrn1_RN End ; night garrisoned ConditionState = NIGHT GARRISONED Model = CBTRestrn1_NG Animation = CBTRestrn1_NG.CBTRestrn1_NG AnimationMode = LOOP End ConditionState = DAMAGED NIGHT GARRISONED Model = CBTRestrn1_DNG Animation = CBTRestrn1_DNG.CBTRestrn1_DNG AnimationMode = LOOP End ; Snow ConditionState = SNOW Model = CBTRestrn1_S End ConditionState = DAMAGED SNOW Model = CBTRestrn1_DS End ConditionState = REALLYDAMAGED SNOW Model = CBTRestrn1_ES End ConditionState = RUBBLE SNOW Model = CBTRestrn1_RS End ; snow garrisoned ConditionState = SNOW GARRISONED Model = CBTRestrn1_SG Animation = CBTRestrn1_SG.CBTRestrn1_SG AnimationMode = LOOP End ConditionState = DAMAGED SNOW GARRISONED Model = CBTRestrn1_DSG Animation = CBTRestrn1_DSG.CBTRestrn1_DSG AnimationMode = LOOP End ; night snow ConditionState = SNOW NIGHT Model = CBTRestrn1_SN End ConditionState = DAMAGED SNOW NIGHT Model = CBTRestrn1_DSN End ConditionState = REALLYDAMAGED SNOW NIGHT Model = CBTRestrn1_ESN End ConditionState = RUBBLE SNOW NIGHT Model = CBTRestrn1_RSN End ; night snow garrisoned ConditionState = SNOW NIGHT GARRISONED Model = CBTRestrn1_SNG Animation = CBTRestrn1_SNG.CBTRestrn1_SNG AnimationMode = LOOP End ConditionState = DAMAGED SNOW NIGHT GARRISONED Model = CBTRestrn1_DSNG Animation = CBTRestrn1_DSNG.CBTRestrn1_DSNG AnimationMode = LOOP End End ; *** AUDIO Parameters *** SoundDie = BuildingDie SoundOnDamaged = BuildingDamagedStateLight SoundOnReallyDamaged = BuildingDestroy ; ***DESIGN parameters *** DisplayName = OBJECT:Structure EditorSorting = STRUCTURE ; *** ENGINEERING Parameters *** KindOf = STRUCTURE SELECTABLE IMMOBILE Body = ActiveBody ModuleTag_02 MaxHealth = 2000.0 InitialHealth = 2000.0 End ArmorSet Conditions = None Armor = StructureArmor DamageFX = StructureDamageFXNoShake End Behavior = GarrisonContain ModuleTag_03 ContainMax = 10 EnterSound = GarrisonEnter ExitSound = GarrisonExit End Behavior = FlammableUpdate ModuleTag_05 FlameDamageLimit = 20 ;Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ;in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Behavior = TransitionDamageFX ModuleTag_06 ;-------------DESIGNED FOR SMALL SIZED CIVILIAN BUILDING TRANSITIONS------------------- DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke ;--------------------------------------------------------------------------------------- ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave ;--------------------------------------------------------------------------------------- RubbleParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke RubbleParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion RubbleParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave RubbleParticleSystem4 = Bone:None RandomBone:No PSys:StructureTransitionSmallFlare End Geometry = BOX GeometryMajorRadius = 20.0 GeometryMinorRadius = 25.0 GeometryHeight = 55.0 GeometryIsSmall = No Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object StanRestaurant02 ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes ; day ConditionState = NONE Model = CBTRestrn2 End ConditionState = DAMAGED Model = CBTRestrn2_D End ConditionState = REALLYDAMAGED Model = CBTRestrn2_E End ConditionState = RUBBLE Model = CBTRestrn2_R End ; day garrisoned ConditionState = GARRISONED Model = CBTRestrn2_G Animation = CBTRestrn2_G.CBTRestrn2_G AnimationMode = LOOP End ConditionState = DAMAGED GARRISONED Model = CBTRestrn2_DG Animation = CBTRestrn2_DG.CBTRestrn2_DG AnimationMode = LOOP End ; night ConditionState = NIGHT Model = CBTRestrn2_N End ConditionState = DAMAGED NIGHT Model = CBTRestrn2_DN End ConditionState = REALLYDAMAGED NIGHT Model = CBTRestrn2_EN End ConditionState = RUBBLE NIGHT Model = CBTRestrn2_RN End ; night garrisoned ConditionState = NIGHT GARRISONED Model = CBTRestrn2_NG Animation = CBTRestrn2_NG.CBTRestrn2_NG AnimationMode = LOOP End ConditionState = DAMAGED NIGHT GARRISONED Model = CBTRestrn2_DNG Animation = CBTRestrn2_DNG.CBTRestrn2_DNG AnimationMode = LOOP End ; Snow ConditionState = SNOW Model = CBTRestrn2_S End ConditionState = DAMAGED SNOW Model = CBTRestrn2_DS End ConditionState = REALLYDAMAGED SNOW Model = CBTRestrn2_ES End ConditionState = RUBBLE SNOW Model = CBTRestrn2_RS End ; snow garrisoned ConditionState = SNOW GARRISONED Model = CBTRestrn2_SG Animation = CBTRestrn2_SG.CBTRestrn2_SG AnimationMode = LOOP End ConditionState = DAMAGED SNOW GARRISONED Model = CBTRestrn2_DSG Animation = CBTRestrn2_DSG.CBTRestrn2_DSG AnimationMode = LOOP End ; night snow ConditionState = SNOW NIGHT Model = CBTRestrn2_SN End ConditionState = DAMAGED SNOW NIGHT Model = CBTRestrn2_DSN End ConditionState = REALLYDAMAGED SNOW NIGHT Model = CBTRestrn2_ESN End ConditionState = RUBBLE SNOW NIGHT Model = CBTRestrn2_RSN End ; night snow garrisoned ConditionState = SNOW NIGHT GARRISONED Model = CBTRestrn2_SNG Animation = CBTRestrn2_SNG.CBTRestrn2_SNG AnimationMode = LOOP End ConditionState = DAMAGED SNOW NIGHT GARRISONED Model = CBTRestrn2_DSNG Animation = CBTRestrn2_DSNG.CBTRestrn2_DSNG AnimationMode = LOOP End End ; *** AUDIO Parameters *** SoundDie = BuildingDie SoundOnDamaged = BuildingDamagedStateLight SoundOnReallyDamaged = BuildingDestroy ; ***DESIGN parameters *** DisplayName = OBJECT:Structure EditorSorting = STRUCTURE ; *** ENGINEERING Parameters *** KindOf = STRUCTURE SELECTABLE IMMOBILE Body = ActiveBody ModuleTag_02 MaxHealth = 2000.0 InitialHealth = 2000.0 End ArmorSet Conditions = None Armor = StructureArmor DamageFX = StructureDamageFXNoShake End Behavior = GarrisonContain ModuleTag_03 ContainMax = 10 EnterSound = GarrisonEnter ExitSound = GarrisonExit End Behavior = FlammableUpdate ModuleTag_05 FlameDamageLimit = 20 ;Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ;in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Behavior = TransitionDamageFX ModuleTag_06 ;-------------DESIGNED FOR SMALL SIZED CIVILIAN BUILDING TRANSITIONS------------------- DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke ;--------------------------------------------------------------------------------------- ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave ;--------------------------------------------------------------------------------------- RubbleParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke RubbleParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion RubbleParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave RubbleParticleSystem4 = Bone:None RandomBone:No PSys:StructureTransitionSmallFlare End Geometry = BOX GeometryMajorRadius = 20.0 GeometryMinorRadius = 20.0 GeometryHeight = 50.0 GeometryIsSmall = No Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object StanSchoolhouse02 ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes ; day ConditionState = NONE Model = CBTSchlhs End ConditionState = DAMAGED Model = CBTSchlhs_D End ConditionState = REALLYDAMAGED Model = CBTSchlhs_E End ConditionState = RUBBLE Model = CBTSchlhs_R End ; day garrisoned ConditionState = GARRISONED Model = CBTSchlhs_G Animation = CBTSchlhs_G.CBTSchlhs_G AnimationMode = LOOP End ConditionState = DAMAGED GARRISONED Model = CBTSchlhs_DG Animation = CBTSchlhs_DG.CBTSchlhs_DG AnimationMode = LOOP End ; night ConditionState = NIGHT Model = CBTSchlhs_N End ConditionState = DAMAGED NIGHT Model = CBTSchlhs_DN End ConditionState = REALLYDAMAGED NIGHT Model = CBTSchlhs_EN End ConditionState = RUBBLE NIGHT Model = CBTSchlhs_RN End ; night garrisoned ConditionState = NIGHT GARRISONED Model = CBTSchlhs_NG Animation = CBTSchlhs_NG.CBTSchlhs_NG AnimationMode = LOOP End ConditionState = DAMAGED NIGHT GARRISONED Model = CBTSchlhs_DNG Animation = CBTSchlhs_DNG.CBTSchlhs_DNG AnimationMode = LOOP End ; Snow ConditionState = SNOW Model = CBTSchlhs_S End ConditionState = DAMAGED SNOW Model = CBTSchlhs_DS End ConditionState = REALLYDAMAGED SNOW Model = CBTSchlhs_ES End ConditionState = RUBBLE SNOW Model = CBTSchlhs_RS End ; snow garrisoned ConditionState = SNOW GARRISONED Model = CBTSchlhs_SG Animation = CBTSchlhs_SG.CBTSchlhs_SG AnimationMode = LOOP End ConditionState = DAMAGED SNOW GARRISONED Model = CBTSchlhs_DSG Animation = CBTSchlhs_DSG.CBTSchlhs_DSG AnimationMode = LOOP End ; night snow ConditionState = SNOW NIGHT Model = CBTSchlhs_SN End ConditionState = DAMAGED SNOW NIGHT Model = CBTSchlhs_DSN End ConditionState = REALLYDAMAGED SNOW NIGHT Model = CBTSchlhs_ESN End ConditionState = RUBBLE SNOW NIGHT Model = CBTSchlhs_RSN End ; night snow garrisoned ConditionState = SNOW NIGHT GARRISONED Model = CBTSchlhs_SNG Animation = CBTSchlhs_SNG.CBTSchlhs_SNG AnimationMode = LOOP End ConditionState = DAMAGED SNOW NIGHT GARRISONED Model = CBTSchlhs_DSNG Animation = CBTSchlhs_DSNG.CBTSchlhs_DSNG AnimationMode = LOOP End End ; *** AUDIO Parameters *** SoundDie = BuildingDie SoundOnDamaged = BuildingDamagedStateLight SoundOnReallyDamaged = BuildingDestroy ; ***DESIGN parameters *** DisplayName = OBJECT:Structure EditorSorting = STRUCTURE ; *** ENGINEERING Parameters *** KindOf = STRUCTURE SELECTABLE IMMOBILE Body = ActiveBody ModuleTag_02 MaxHealth = 2000.0 InitialHealth = 2000.0 End ArmorSet Conditions = None Armor = StructureArmor DamageFX = StructureDamageFXNoShake End Behavior = GarrisonContain ModuleTag_03 ContainMax = 10 EnterSound = GarrisonEnter ExitSound = GarrisonExit End Behavior = FlammableUpdate ModuleTag_05 FlameDamageLimit = 20 ;Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ;in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Behavior = TransitionDamageFX ModuleTag_06 ;-------------DESIGNED FOR SMALL SIZED CIVILIAN BUILDING TRANSITIONS------------------- DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke ;--------------------------------------------------------------------------------------- ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave ;--------------------------------------------------------------------------------------- RubbleParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke RubbleParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion RubbleParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave RubbleParticleSystem4 = Bone:None RandomBone:No PSys:StructureTransitionSmallFlare End Geometry = BOX GeometryMajorRadius = 16.0 GeometryMinorRadius = 16.0 GeometryHeight = 22.0 GeometryIsSmall = No Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object StanSmallRetail01 ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes ; day ConditionState = NONE Model = cbtsmlrtl1 End ConditionState = DAMAGED Model = cbtsmlrtl1_D End ConditionState = REALLYDAMAGED Model = cbtsmlrtl1_E End ConditionState = RUBBLE Model = cbtsmlrtl1_R End ; day garrisoned ConditionState = GARRISONED Model = cbtsmlrtl1_G Animation = cbtsmlrtl1_G.cbtsmlrtl1_G AnimationMode = LOOP End ConditionState = DAMAGED GARRISONED Model = cbtsmlrtl1_DG Animation = cbtsmlrtl1_DG.cbtsmlrtl1_DG AnimationMode = LOOP End ; night ConditionState = NIGHT Model = cbtsmlrtl1_N End ConditionState = DAMAGED NIGHT Model = cbtsmlrtl1_DN End ConditionState = REALLYDAMAGED NIGHT Model = cbtsmlrtl1_EN End ConditionState = RUBBLE NIGHT Model = cbtsmlrtl1_RN End ; night garrisoned ConditionState = NIGHT GARRISONED Model = cbtsmlrtl1_NG Animation = cbtsmlrtl1_NG.cbtsmlrtl1_NG AnimationMode = LOOP End ConditionState = DAMAGED NIGHT GARRISONED Model = cbtsmlrtl1_DNG Animation = cbtsmlrtl1_DNG.cbtsmlrtl1_DNG AnimationMode = LOOP End ; Snow ConditionState = SNOW Model = cbtsmlrtl1_S End ConditionState = DAMAGED SNOW Model = cbtsmlrtl1_DS End ConditionState = REALLYDAMAGED SNOW Model = cbtsmlrtl1_ES End ConditionState = RUBBLE SNOW Model = cbtsmlrtl1_RS End ; snow garrisoned ConditionState = SNOW GARRISONED Model = cbtsmlrtl1_SG Animation = cbtsmlrtl1_SG.cbtsmlrtl1_SG AnimationMode = LOOP End ConditionState = DAMAGED SNOW GARRISONED Model = cbtsmlrtl1_DSG Animation = cbtsmlrtl1_DSG.cbtsmlrtl1_DSG AnimationMode = LOOP End ; night snow ConditionState = SNOW NIGHT Model = cbtsmlrtl1_SN End ConditionState = DAMAGED SNOW NIGHT Model = cbtsmlrtl1_DSN End ConditionState = REALLYDAMAGED SNOW NIGHT Model = cbtsmlrtl1_ESN End ConditionState = RUBBLE SNOW NIGHT Model = cbtsmlrtl1_RSN End ; night snow garrisoned ConditionState = SNOW NIGHT GARRISONED Model = cbtsmlrtl1_SNG Animation = cbtsmlrtl1_SNG.cbtsmlrtl1_SNG AnimationMode = LOOP End ConditionState = DAMAGED SNOW NIGHT GARRISONED Model = cbtsmlrtl1_DSNG Animation = cbtsmlrtl1_DSNG.cbtsmlrtl1_DSNG AnimationMode = LOOP End End ; *** AUDIO Parameters *** SoundDie = BuildingDie SoundOnDamaged = BuildingDamagedStateLight SoundOnReallyDamaged = BuildingDestroy ; ***DESIGN parameters *** DisplayName = OBJECT:Structure EditorSorting = STRUCTURE ; *** ENGINEERING Parameters *** KindOf = STRUCTURE SELECTABLE IMMOBILE Body = ActiveBody ModuleTag_02 MaxHealth = 2000.0 InitialHealth = 2000.0 End ArmorSet Conditions = None Armor = StructureArmor DamageFX = StructureDamageFXNoShake End Behavior = GarrisonContain ModuleTag_03 ContainMax = 10 EnterSound = GarrisonEnter ExitSound = GarrisonExit End Behavior = FlammableUpdate ModuleTag_05 FlameDamageLimit = 20 ;Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ;in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Behavior = TransitionDamageFX ModuleTag_06 ;-------------DESIGNED FOR SMALL SIZED CIVILIAN BUILDING TRANSITIONS------------------- DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke ;--------------------------------------------------------------------------------------- ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave ;--------------------------------------------------------------------------------------- RubbleParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke RubbleParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion RubbleParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave RubbleParticleSystem4 = Bone:None RandomBone:No PSys:StructureTransitionSmallFlare End Geometry = BOX GeometryMajorRadius = 18.0 GeometryMinorRadius = 20.0 GeometryHeight = 46.0 GeometryIsSmall = No Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object StanSmallRetail02 ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes ; day ConditionState = NONE Model = cbtsmlrtl2 End ConditionState = DAMAGED Model = cbtsmlrtl2_D End ConditionState = REALLYDAMAGED Model = cbtsmlrtl2_E End ConditionState = RUBBLE Model = cbtsmlrtl2_R End ; day garrisoned ConditionState = GARRISONED Model = cbtsmlrtl2_G Animation = cbtsmlrtl2_G.cbtsmlrtl2_G AnimationMode = LOOP End ConditionState = DAMAGED GARRISONED Model = cbtsmlrtl2_DG Animation = cbtsmlrtl2_DG.cbtsmlrtl2_DG AnimationMode = LOOP End ; night ConditionState = NIGHT Model = cbtsmlrtl2_N End ConditionState = DAMAGED NIGHT Model = cbtsmlrtl2_DN End ConditionState = REALLYDAMAGED NIGHT Model = cbtsmlrtl2_EN End ConditionState = RUBBLE NIGHT Model = cbtsmlrtl2_RN End ; night garrisoned ConditionState = NIGHT GARRISONED Model = cbtsmlrtl2_NG Animation = cbtsmlrtl2_NG.cbtsmlrtl2_NG AnimationMode = LOOP End ConditionState = DAMAGED NIGHT GARRISONED Model = cbtsmlrtl2_DNG Animation = cbtsmlrtl2_DNG.cbtsmlrtl2_DNG AnimationMode = LOOP End ; Snow ConditionState = SNOW Model = cbtsmlrtl2_S End ConditionState = DAMAGED SNOW Model = cbtsmlrtl2_DS End ConditionState = REALLYDAMAGED SNOW Model = cbtsmlrtl2_ES End ConditionState = RUBBLE SNOW Model = cbtsmlrtl2_RS End ; snow garrisoned ConditionState = SNOW GARRISONED Model = cbtsmlrtl2_SG Animation = cbtsmlrtl2_SG.cbtsmlrtl2_SG AnimationMode = LOOP End ConditionState = DAMAGED SNOW GARRISONED Model = cbtsmlrtl2_DSG Animation = cbtsmlrtl2_DSG.cbtsmlrtl2_DSG AnimationMode = LOOP End ; night snow ConditionState = SNOW NIGHT Model = cbtsmlrtl2_SN End ConditionState = DAMAGED SNOW NIGHT Model = cbtsmlrtl2_DSN End ConditionState = REALLYDAMAGED SNOW NIGHT Model = cbtsmlrtl2_ESN End ConditionState = RUBBLE SNOW NIGHT Model = cbtsmlrtl2_RSN End ; night snow garrisoned ConditionState = SNOW NIGHT GARRISONED Model = cbtsmlrtl2_SNG Animation = cbtsmlrtl2_SNG.cbtsmlrtl2_SNG AnimationMode = LOOP End ConditionState = DAMAGED SNOW NIGHT GARRISONED Model = cbtsmlrtl2_DSNG Animation = cbtsmlrtl2_DSNG.cbtsmlrtl2_DSNG AnimationMode = LOOP End End ; *** AUDIO Parameters *** SoundDie = BuildingDie SoundOnDamaged = BuildingDamagedStateLight SoundOnReallyDamaged = BuildingDestroy ; ***DESIGN parameters *** DisplayName = OBJECT:Structure EditorSorting = STRUCTURE ; *** ENGINEERING Parameters *** KindOf = STRUCTURE SELECTABLE IMMOBILE Body = ActiveBody ModuleTag_02 MaxHealth = 2000.0 InitialHealth = 2000.0 End ArmorSet Conditions = None Armor = StructureArmor DamageFX = StructureDamageFXNoShake End Behavior = GarrisonContain ModuleTag_03 ContainMax = 10 EnterSound = GarrisonEnter ExitSound = GarrisonExit End Behavior = FlammableUpdate ModuleTag_05 FlameDamageLimit = 20 ;Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ;in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Behavior = TransitionDamageFX ModuleTag_06 ;-------------DESIGNED FOR SMALL SIZED CIVILIAN BUILDING TRANSITIONS------------------- DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke ;--------------------------------------------------------------------------------------- ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave ;--------------------------------------------------------------------------------------- RubbleParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke RubbleParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion RubbleParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave RubbleParticleSystem4 = Bone:None RandomBone:No PSys:StructureTransitionSmallFlare End Geometry = BOX GeometryMajorRadius = 24.0 GeometryMinorRadius = 20.0 GeometryHeight = 40.0 GeometryIsSmall = No Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object StanSmallRetail03 ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes ; day ConditionState = NONE Model = cbtsmlrtl03 End ConditionState = DAMAGED Model = cbtsmlrtl03_D End ConditionState = REALLYDAMAGED Model = cbtsmlrtl03_E End ConditionState = RUBBLE Model = cbtsmlrtl03_R End ; day garrisoned ConditionState = GARRISONED Model = cbtsmlrtl03_G Animation = cbtsmlrtl03_G.cbtsmlrtl03_G AnimationMode = LOOP End ConditionState = DAMAGED GARRISONED Model = cbtsmlrtl03_DG Animation = cbtsmlrtl03_DG.cbtsmlrtl03_DG AnimationMode = LOOP End End ; *** AUDIO Parameters *** SoundDie = BuildingDie SoundOnDamaged = BuildingDamagedStateLight SoundOnReallyDamaged = BuildingDestroy ; ***DESIGN parameters *** DisplayName = OBJECT:Structure EditorSorting = STRUCTURE ; *** ENGINEERING Parameters *** KindOf = STRUCTURE SELECTABLE IMMOBILE Body = ActiveBody ModuleTag_02 MaxHealth = 2000.0 InitialHealth = 2000.0 End ArmorSet Conditions = None Armor = StructureArmor DamageFX = StructureDamageFXNoShake End Behavior = GarrisonContain ModuleTag_03 ContainMax = 10 EnterSound = GarrisonEnter ExitSound = GarrisonExit End Behavior = FlammableUpdate ModuleTag_05 FlameDamageLimit = 20 ;Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ;in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Behavior = TransitionDamageFX ModuleTag_06 ;-------------DESIGNED FOR SMALL SIZED CIVILIAN BUILDING TRANSITIONS------------------- DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke ;--------------------------------------------------------------------------------------- ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave ;--------------------------------------------------------------------------------------- RubbleParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke RubbleParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion RubbleParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave RubbleParticleSystem4 = Bone:None RandomBone:No PSys:StructureTransitionSmallFlare End Geometry = BOX GeometryMajorRadius = 18.0 GeometryMinorRadius = 20.0 GeometryHeight = 40.0 GeometryIsSmall = No Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object StanSovietOffice01 ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes ; day ConditionState = NONE Model = cbtsvtofc1 End ConditionState = DAMAGED Model = cbtsvtofc1_D End ConditionState = REALLYDAMAGED Model = cbtsvtofc1_E End ConditionState = RUBBLE Model = cbtsvtofc1_R End ; day garrisoned ConditionState = GARRISONED Model = cbtsvtofc1_G Animation = cbtsvtofc1_G.cbtsvtofc1_G AnimationMode = LOOP End ConditionState = DAMAGED GARRISONED Model = cbtsvtofc1_DG Animation = cbtsvtofc1_DG.cbtsvtofc1_DG AnimationMode = LOOP End ; night ConditionState = NIGHT Model = cbtsvtofc1_N End ConditionState = DAMAGED NIGHT Model = cbtsvtofc1_DN End ConditionState = REALLYDAMAGED NIGHT Model = cbtsvtofc1_EN End ConditionState = RUBBLE NIGHT Model = cbtsvtofc1_RN End ; night garrisoned ConditionState = NIGHT GARRISONED Model = cbtsvtofc1_NG Animation = cbtsvtofc1_NG.cbtsvtofc1_NG AnimationMode = LOOP End ConditionState = DAMAGED NIGHT GARRISONED Model = cbtsvtofc1_DNG Animation = cbtsvtofc1_DNG.cbtsvtofc1_DNG AnimationMode = LOOP End ; Snow ConditionState = SNOW Model = cbtsvtofc1_S End ConditionState = DAMAGED SNOW Model = cbtsvtofc1_DS End ConditionState = REALLYDAMAGED SNOW Model = cbtsvtofc1_ES End ConditionState = RUBBLE SNOW Model = cbtsvtofc1_RS End ; snow garrisoned ConditionState = SNOW GARRISONED Model = cbtsvtofc1_SG Animation = cbtsvtofc1_SG.cbtsvtofc1_SG AnimationMode = LOOP End ConditionState = DAMAGED SNOW GARRISONED Model = cbtsvtofc1_DSG Animation = cbtsvtofc1_DSG.cbtsvtofc1_DSG AnimationMode = LOOP End ; night snow ConditionState = SNOW NIGHT Model = cbtsvtofc1_SN End ConditionState = DAMAGED SNOW NIGHT Model = cbtsvtofc1_DSN End ConditionState = REALLYDAMAGED SNOW NIGHT Model = cbtsvtofc1_ESN End ConditionState = RUBBLE SNOW NIGHT Model = cbtsvtofc1_RSN End ; night snow garrisoned ConditionState = SNOW NIGHT GARRISONED Model = cbtsvtofc1_SNG Animation = cbtsvtofc1_SNG.cbtsvtofc1_SNG AnimationMode = LOOP End ConditionState = DAMAGED SNOW NIGHT GARRISONED Model = cbtsvtofc1_DSNG Animation = cbtsvtofc1_DSNG.cbtsvtofc1_DSNG AnimationMode = LOOP End End ; *** AUDIO Parameters *** SoundDie = BuildingDie SoundOnDamaged = BuildingDamagedStateLight SoundOnReallyDamaged = BuildingDestroy ; ***DESIGN parameters *** DisplayName = OBJECT:Structure EditorSorting = STRUCTURE ; *** ENGINEERING Parameters *** KindOf = STRUCTURE SELECTABLE IMMOBILE Body = ActiveBody ModuleTag_02 MaxHealth = 2000.0 InitialHealth = 2000.0 End ArmorSet Conditions = None Armor = StructureArmor DamageFX = StructureDamageFXNoShake End Behavior = GarrisonContain ModuleTag_03 ContainMax = 10 EnterSound = GarrisonEnter ExitSound = GarrisonExit End Behavior = FlammableUpdate ModuleTag_05 FlameDamageLimit = 20 ;Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ;in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Behavior = TransitionDamageFX ModuleTag_06 ;-------------DESIGNED FOR LARGE SIZED CIVILIAN BUILDING TRANSITIONS------------------- DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionLargeSmoke ;--------------------------------------------------------------------------------------- ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionLargeSmoke ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionLargeExplosion ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionLargeShockwave ;--------------------------------------------------------------------------------------- RubbleParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionLargeSmoke RubbleParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionLargeExplosion RubbleParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionLargeShockwave RubbleParticleSystem4 = Bone:None RandomBone:No PSys:StructureTransitionLargeFlare End Geometry = BOX GeometryMajorRadius = 38.0 GeometryMinorRadius = 79.0 GeometryHeight = 50.0 GeometryIsSmall = No Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object StanSovietOffice02 ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes ; day ConditionState = NONE Model = CBTSvtOfc2 End ConditionState = DAMAGED Model = CBTSvtOfc2_D End ConditionState = REALLYDAMAGED Model = CBTSvtOfc2_E End ConditionState = RUBBLE Model = CBTSvtOfc2_R End ; day garrisoned ConditionState = GARRISONED Model = CBTSvtOfc2_G Animation = CBTSvtOfc2_G.CBTSvtOfc2_G AnimationMode = LOOP End ConditionState = DAMAGED GARRISONED Model = CBTSvtOfc2_DG Animation = CBTSvtOfc2_DG.CBTSvtOfc2_DG AnimationMode = LOOP End ; night ConditionState = NIGHT Model = CBTSvtOfc2_N End ConditionState = DAMAGED NIGHT Model = CBTSvtOfc2_DN End ConditionState = REALLYDAMAGED NIGHT Model = CBTSvtOfc2_EN End ConditionState = RUBBLE NIGHT Model = CBTSvtOfc2_RN End ; night garrisoned ConditionState = NIGHT GARRISONED Model = CBTSvtOfc2_NG Animation = CBTSvtOfc2_NG.CBTSvtOfc2_NG AnimationMode = LOOP End ConditionState = DAMAGED NIGHT GARRISONED Model = CBTSvtOfc2_DNG Animation = CBTSvtOfc2_DNG.CBTSvtOfc2_DNG AnimationMode = LOOP End ; Snow ConditionState = SNOW Model = CBTSvtOfc2_S End ConditionState = DAMAGED SNOW Model = CBTSvtOfc2_DS End ConditionState = REALLYDAMAGED SNOW Model = CBTSvtOfc2_ES End ConditionState = RUBBLE SNOW Model = CBTSvtOfc2_RS End ; snow garrisoned ConditionState = SNOW GARRISONED Model = CBTSvtOfc2_SG Animation = CBTSvtOfc2_SG.CBTSvtOfc2_SG AnimationMode = LOOP End ConditionState = DAMAGED SNOW GARRISONED Model = CBTSvtOfc2_DSG Animation = CBTSvtOfc2_DSG.CBTSvtOfc2_DSG AnimationMode = LOOP End ; night snow ConditionState = SNOW NIGHT Model = CBTSvtOfc2_SN End ConditionState = DAMAGED SNOW NIGHT Model = CBTSvtOfc2_DSN End ConditionState = REALLYDAMAGED SNOW NIGHT Model = CBTSvtOfc2_ESN End ConditionState = RUBBLE SNOW NIGHT Model = CBTSvtOfc2_RSN End ; night snow garrisoned ConditionState = SNOW NIGHT GARRISONED Model = CBTSvtOfc2_SNG Animation = CBTSvtOfc2_SNG.CBTSvtOfc2_SNG AnimationMode = LOOP End ConditionState = DAMAGED SNOW NIGHT GARRISONED Model = CBTSvtOfc2_DSNG Animation = CBTSvtOfc2_DSNG.CBTSvtOfc2_DSNG AnimationMode = LOOP End End ; *** AUDIO Parameters *** SoundDie = BuildingDie SoundOnDamaged = BuildingDamagedStateLight SoundOnReallyDamaged = BuildingDestroy ; ***DESIGN parameters *** DisplayName = OBJECT:Structure EditorSorting = STRUCTURE ; *** ENGINEERING Parameters *** KindOf = STRUCTURE SELECTABLE IMMOBILE Body = ActiveBody ModuleTag_02 MaxHealth = 2000.0 InitialHealth = 2000.0 End ArmorSet Conditions = None Armor = StructureArmor DamageFX = StructureDamageFXNoShake End Behavior = GarrisonContain ModuleTag_03 ContainMax = 10 EnterSound = GarrisonEnter ExitSound = GarrisonExit End Behavior = FlammableUpdate ModuleTag_05 FlameDamageLimit = 20 ;Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ;in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Behavior = TransitionDamageFX ModuleTag_06 ;-------------DESIGNED FOR LARGE SIZED CIVILIAN BUILDING TRANSITIONS------------------- DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionLargeSmoke ;--------------------------------------------------------------------------------------- ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionLargeSmoke ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionLargeExplosion ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionLargeShockwave ;--------------------------------------------------------------------------------------- RubbleParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionLargeSmoke RubbleParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionLargeExplosion RubbleParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionLargeShockwave RubbleParticleSystem4 = Bone:None RandomBone:No PSys:StructureTransitionLargeFlare End Geometry = BOX GeometryMajorRadius = 55.0 GeometryMinorRadius = 79.0 GeometryHeight = 50.0 GeometryIsSmall = No Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object CINE_StanSovietOffice02 ;Used in USA08 ending cinematic. ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes ; day ConditionState = NONE Model = CBUSABldng01 Animation = CBUSABldng01.CBUSABldng01 AnimationMode = LOOP End ConditionState = DAMAGED Model = CBTSvtOfc2_D End ConditionState = REALLYDAMAGED Model = CBTSvtOfc2_E End ConditionState = RUBBLE Model = CBTSvtOfc2_R End ; day garrisoned ConditionState = GARRISONED Model = CBTSvtOfc2_G Animation = CBTSvtOfc2_G.CBTSvtOfc2_G AnimationMode = LOOP End ConditionState = DAMAGED GARRISONED Model = CBTSvtOfc2_DG Animation = CBTSvtOfc2_DG.CBTSvtOfc2_DG AnimationMode = LOOP End ; night ConditionState = NIGHT Model = CBTSvtOfc2_N End ConditionState = DAMAGED NIGHT Model = CBTSvtOfc2_DN End ConditionState = REALLYDAMAGED NIGHT Model = CBTSvtOfc2_EN End ConditionState = RUBBLE NIGHT Model = CBTSvtOfc2_RN End ; night garrisoned ConditionState = NIGHT GARRISONED Model = CBTSvtOfc2_NG Animation = CBTSvtOfc2_NG.CBTSvtOfc2_NG AnimationMode = LOOP End ConditionState = DAMAGED NIGHT GARRISONED Model = CBTSvtOfc2_DNG Animation = CBTSvtOfc2_DNG.CBTSvtOfc2_DNG AnimationMode = LOOP End ; Snow ConditionState = SNOW Model = CBTSvtOfc2_S End ConditionState = DAMAGED SNOW Model = CBTSvtOfc2_DS End ConditionState = REALLYDAMAGED SNOW Model = CBTSvtOfc2_ES End ConditionState = RUBBLE SNOW Model = CBTSvtOfc2_RS End ; snow garrisoned ConditionState = SNOW GARRISONED Model = CBTSvtOfc2_SG Animation = CBTSvtOfc2_SG.CBTSvtOfc2_SG AnimationMode = LOOP End ConditionState = DAMAGED SNOW GARRISONED Model = CBTSvtOfc2_DSG Animation = CBTSvtOfc2_DSG.CBTSvtOfc2_DSG AnimationMode = LOOP End ; night snow ConditionState = SNOW NIGHT Model = CBTSvtOfc2_SN End ConditionState = DAMAGED SNOW NIGHT Model = CBTSvtOfc2_DSN End ConditionState = REALLYDAMAGED SNOW NIGHT Model = CBTSvtOfc2_ESN End ConditionState = RUBBLE SNOW NIGHT Model = CBTSvtOfc2_RSN End ; night snow garrisoned ConditionState = SNOW NIGHT GARRISONED Model = CBTSvtOfc2_SNG Animation = CBTSvtOfc2_SNG.CBTSvtOfc2_SNG AnimationMode = LOOP End ConditionState = DAMAGED SNOW NIGHT GARRISONED Model = CBTSvtOfc2_DSNG Animation = CBTSvtOfc2_DSNG.CBTSvtOfc2_DSNG AnimationMode = LOOP End End ; *** AUDIO Parameters *** SoundDie = BuildingDie SoundOnDamaged = BuildingDamagedStateLight SoundOnReallyDamaged = BuildingDestroy ; ***DESIGN parameters *** DisplayName = OBJECT:Structure EditorSorting = STRUCTURE ; *** ENGINEERING Parameters *** KindOf = STRUCTURE SELECTABLE IMMOBILE Body = ActiveBody ModuleTag_02 MaxHealth = 2000.0 InitialHealth = 2000.0 End ArmorSet Conditions = None Armor = StructureArmor DamageFX = StructureDamageFXNoShake End Behavior = GarrisonContain ModuleTag_03 ContainMax = 10 EnterSound = GarrisonEnter ExitSound = GarrisonExit End Behavior = FlammableUpdate ModuleTag_05 FlameDamageLimit = 20 ;Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ;in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Behavior = TransitionDamageFX ModuleTag_06 ;-------------DESIGNED FOR LARGE SIZED CIVILIAN BUILDING TRANSITIONS------------------- DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionLargeSmoke ;--------------------------------------------------------------------------------------- ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionLargeSmoke ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionLargeExplosion ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionLargeShockwave ;--------------------------------------------------------------------------------------- RubbleParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionLargeSmoke RubbleParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionLargeExplosion RubbleParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionLargeShockwave RubbleParticleSystem4 = Bone:None RandomBone:No PSys:StructureTransitionLargeFlare End Geometry = BOX GeometryMajorRadius = 55.0 GeometryMinorRadius = 79.0 GeometryHeight = 50.0 GeometryIsSmall = No Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object GermanTownHouse2 ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes ConditionState = NONE Model = CBTownHs02 End ConditionState = DAMAGED Model = CBTownHs02_D End ConditionState = REALLYDAMAGED Model = CBTownHs02_E End ConditionState = RUBBLE Model = CBTownHs02_R End ; day garrisoned ConditionState = GARRISONED Model = CBTownHs02_G Animation = CBTownHs02_G.CBTownHs02_G AnimationMode = LOOP End ConditionState = DAMAGED GARRISONED Model = CBTownHs02_DG Animation = CBTownHs02_DG.CBTownHs02_DG AnimationMode = LOOP End ; night ConditionState = NIGHT Model = CBTownHs02_N End ConditionState = DAMAGED NIGHT Model = CBTownHs02_DN End ConditionState = REALLYDAMAGED NIGHT Model = CBTownHs02_E End ConditionState = RUBBLE NIGHT Model = CBTownHs02_R End ; night garrisoned ConditionState = NIGHT GARRISONED Model = CBTownHs02_NG Animation = CBTownHs02_NG.CBTownHs02_NG AnimationMode = LOOP End ConditionState = DAMAGED NIGHT GARRISONED Model = CBTownHs02_DNG Animation = CBTownHs02_DNG.CBTownHs02_DNG AnimationMode = LOOP End ; Snow ConditionState = SNOW Model = CBTownHs02_S End ConditionState = DAMAGED SNOW Model = CBTownHs02_DS End ConditionState = REALLYDAMAGED SNOW Model = CBTownHs02_ES End ConditionState = RUBBLE SNOW Model = CBTownHs02_RS End ; snow garrisoned ConditionState = SNOW GARRISONED Model = CBTownHs02_SG Animation = CBTownHs02_SG.CBTownHs02_SG AnimationMode = LOOP End ConditionState = DAMAGED SNOW GARRISONED Model = CBTownHs02_DSG Animation = CBTownHs02_DSG.CBTownHs02_DSG AnimationMode = LOOP End ; night snow ConditionState = SNOW NIGHT Model = CBTownHs02_SN End ConditionState = DAMAGED SNOW NIGHT Model = CBTownHs02_DSN End ConditionState = REALLYDAMAGED SNOW NIGHT Model = CBTownHs02_ESN End ConditionState = RUBBLE SNOW NIGHT Model = CBTownHs02_RSN End ; night snow garrisoned ConditionState = SNOW NIGHT GARRISONED Model = CBTownHs02_SNG Animation = CBTownHs02_SNG.CBTownHs02_SNG AnimationMode = LOOP End ConditionState = DAMAGED SNOW NIGHT GARRISONED Model = CBTownHs02_DSNG Animation = CBTownHs02_DSNG.CBTownHs02_DSNG AnimationMode = LOOP End End ; *** AUDIO Parameters *** SoundDie = BuildingDie SoundOnDamaged = BuildingDamagedStateLight SoundOnReallyDamaged = BuildingDestroy ; ***DESIGN parameters *** DisplayName = OBJECT:Structure EditorSorting = STRUCTURE ; *** ENGINEERING Parameters *** KindOf = STRUCTURE SELECTABLE IMMOBILE Body = ActiveBody ModuleTag_02 MaxHealth = 2000.0 InitialHealth = 2000.0 End ArmorSet Conditions = None Armor = StructureArmor DamageFX = StructureDamageFXNoShake End Behavior = GarrisonContain ModuleTag_03 ContainMax = 10 EnterSound = GarrisonEnter ExitSound = GarrisonExit End Behavior = FlammableUpdate ModuleTag_05 FlameDamageLimit = 20 ;Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ;in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Behavior = TransitionDamageFX ModuleTag_06 ;-------------DESIGNED FOR MEDIUM SIZED CIVILIAN BUILDING TRANSITIONS------------------- DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke ;--------------------------------------------------------------------------------------- ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionMediumExplosion ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionMediumShockwave ;-------------------------------------------------------------------------------------- RubbleParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke RubbleParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionMediumExplosion RubbleParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionMediumShockwave RubbleParticleSystem4 = Bone:None RandomBone:No PSys:StructureTransitionMediumFlare End Geometry = BOX GeometryMajorRadius = 27.0 GeometryMinorRadius = 16.0 GeometryHeight = 50.0 GeometryIsSmall = No Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object TechHospitalBib ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 ConditionState = NONE Model = ZBHospibib End ConditionState = DAMAGED Model = ZBHospibib_D End ConditionState = REALLYDAMAGED Model = ZBHospibib_E End ConditionState = SNOW Model = ZBHospibib_S End ConditionState = SNOW DAMAGED Model = ZBHospibib_DS End ConditionState = SNOW REALLYDAMAGED Model = ZBHospibib_ES End End ; ***DESIGN parameters *** EditorSorting = STRUCTURE ; *** ENGINEERING Parameters *** Body = ActiveBody ModuleTag_02 MaxHealth = 2000.0 InitialHealth = 2000.0 End ArmorSet Conditions = None Armor = StructureArmor DamageFX = StructureDamageFXNoShake End KindOf = STRUCTURE IMMOBILE Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object GermanCottageBib1 ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 ConditionState = NONE Model = CBGCtage01Bib End End ; ***DESIGN parameters *** EditorSorting = STRUCTURE ; *** ENGINEERING Parameters *** Body = ActiveBody ModuleTag_02 MaxHealth = 2000.0 InitialHealth = 2000.0 End ArmorSet Conditions = None Armor = StructureArmor DamageFX = StructureDamageFXNoShake End KindOf = STRUCTURE IMMOBILE Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object SecretLab ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes ; day ConditionState = NONE Model = CBSECRTLAB End ConditionState = DAMAGED Model = CBSECRTLAB_D End ConditionState = REALLYDAMAGED Model = CBSECRTLAB_E End ConditionState = RUBBLE Model = CBSECRTLAB_R End ; day garrisoned ConditionState = GARRISONED Model = CBSECRTLAB_G Animation = CBSECRTLAB_G.CBSECRTLAB_G AnimationMode = LOOP End ConditionState = DAMAGED GARRISONED Model = CBSECRTLAB_DG Animation = CBSECRTLAB_DG.CBSECRTLAB_DG AnimationMode = LOOP End ; night ConditionState = NIGHT Model = CBSECRTLAB_N End ConditionState = DAMAGED NIGHT Model = CBSECRTLAB_DN End ConditionState = REALLYDAMAGED NIGHT Model = CBSECRTLAB_EN End ConditionState = RUBBLE NIGHT Model = CBSECRTLAB_RN End ; night garrisoned ConditionState = NIGHT GARRISONED Model = CBSECRTLAB_NG Animation = CBSECRTLAB_NG.CBSECRTLAB_NG AnimationMode = LOOP End ConditionState = DAMAGED NIGHT GARRISONED Model = CBSECRTLAB_DNG Animation = CBSECRTLAB_DNG.CBSECRTLAB_DNG AnimationMode = LOOP End ; Snow ConditionState = SNOW Model = CBSECRTLAB_S End ConditionState = DAMAGED SNOW Model = CBSECRTLAB_DS End ConditionState = REALLYDAMAGED SNOW Model = CBSECRTLAB_ES End ConditionState = RUBBLE SNOW Model = CBSECRTLAB_RS End ; snow garrisoned ConditionState = SNOW GARRISONED Model = CBSECRTLAB_SG Animation = CBSECRTLAB_SG.CBSECRTLAB_SG AnimationMode = LOOP End ConditionState = DAMAGED SNOW GARRISONED Model = CBSECRTLAB_DSG Animation = CBSECRTLAB_DSG.CBSECRTLAB_DSG AnimationMode = LOOP End ; night snow ConditionState = SNOW NIGHT Model = CBSECRTLAB_SN End ConditionState = DAMAGED SNOW NIGHT Model = CBSECRTLAB_DSN End ConditionState = REALLYDAMAGED SNOW NIGHT Model = CBSECRTLAB_ESN End ConditionState = RUBBLE SNOW NIGHT Model = CBSECRTLAB_RSN End ; night snow garrisoned ConditionState = SNOW NIGHT GARRISONED Model = CBSECRTLAB_SNG Animation = CBSECRTLAB_SNG.CBSECRTLAB_SNG AnimationMode = LOOP End ConditionState = DAMAGED SNOW NIGHT GARRISONED Model = CBSECRTLAB_DSNG Animation = CBSECRTLAB_DSNG.CBSECRTLAB_DSNG AnimationMode = LOOP End End ; *** AUDIO Parameters *** SoundDie = BuildingDie SoundOnDamaged = BuildingDamagedStateLight SoundOnReallyDamaged = BuildingDestroy ; ***DESIGN parameters *** DisplayName = OBJECT:SecretLab EditorSorting = STRUCTURE ; *** ENGINEERING Parameters *** KindOf = STRUCTURE SELECTABLE IMMOBILE Body = ActiveBody ModuleTag_02 MaxHealth = 2000.0 InitialHealth = 2000.0 End ArmorSet Conditions = None Armor = StructureArmor DamageFX = StructureDamageFXNoShake End Behavior = GarrisonContain ModuleTag_03 ContainMax = 10 EnterSound = GarrisonEnter ExitSound = GarrisonExit End Behavior = FlammableUpdate ModuleTag_05 FlameDamageLimit = 20 ;Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ;in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Behavior = TransitionDamageFX ModuleTag_06 ;-------------DESIGNED FOR MEDIUM SIZED CIVILIAN BUILDING TRANSITIONS------------------- DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke ;--------------------------------------------------------------------------------------- ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionMediumExplosion ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionMediumShockwave ;-------------------------------------------------------------------------------------- RubbleParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke RubbleParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionMediumExplosion RubbleParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionMediumShockwave RubbleParticleSystem4 = Bone:None RandomBone:No PSys:StructureTransitionMediumFlare End Geometry = BOX GeometryMajorRadius = 41.0 GeometryMinorRadius = 44.0 GeometryHeight = 75.0 GeometryIsSmall = No Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object GermanTownHouseBib1 ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 ConditionState = NONE Model = CBTownHs01Bib End End ; ***DESIGN parameters *** EditorSorting = STRUCTURE ; *** ENGINEERING Parameters *** Body = ActiveBody ModuleTag_02 MaxHealth = 2000.0 InitialHealth = 2000.0 End ArmorSet Conditions = None Armor = StructureArmor DamageFX = StructureDamageFXNoShake End KindOf = STRUCTURE IMMOBILE Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object GermanTownHouseBib2 ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 ConditionState = NONE Model = CBTownHs02Bib End End ; ***DESIGN parameters *** EditorSorting = STRUCTURE ; *** ENGINEERING Parameters *** Body = ActiveBody ModuleTag_02 MaxHealth = 2000.0 InitialHealth = 2000.0 End ArmorSet Conditions = None Armor = StructureArmor DamageFX = StructureDamageFXNoShake End KindOf = STRUCTURE IMMOBILE Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object GermanPubBib2 ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 ConditionState = NONE Model = CBGPub02Bib End End ; ***DESIGN parameters *** EditorSorting = STRUCTURE ; *** ENGINEERING Parameters *** Body = ActiveBody ModuleTag_02 MaxHealth = 2000.0 InitialHealth = 2000.0 End ArmorSet Conditions = None Armor = StructureArmor DamageFX = StructureDamageFXNoShake End KindOf = STRUCTURE IMMOBILE Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object AsianMegaMall01 ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes ; day ConditionState = NONE Model = CBNMegaMal End ConditionState = DAMAGED Model = CBNMegaMal_D End ConditionState = REALLYDAMAGED Model = CBNMegaMal_E End ConditionState = RUBBLE Model = CBNMegaMal_R End ; day garrisoned ConditionState = GARRISONED Model = CBNMegaMal_G Animation = CBNMegaMal_G.CBNMegaMal_G AnimationMode = LOOP End ConditionState = DAMAGED GARRISONED Model = CBNMegaMal_DG Animation = CBNMegaMal_DG.CBNMegaMal_DG AnimationMode = LOOP End ; night ConditionState = NIGHT Model = CBNMegaMal_N End ConditionState = DAMAGED NIGHT Model = CBNMegaMal_DN End ConditionState = REALLYDAMAGED NIGHT Model = CBNMegaMal_EN End ConditionState = RUBBLE NIGHT Model = CBNMegaMal_RN End ; night garrisoned ConditionState = NIGHT GARRISONED Model = CBNMegaMal_NG Animation = CBNMegaMal_NG.CBNMegaMal_NG AnimationMode = LOOP End ConditionState = DAMAGED NIGHT GARRISONED Model = CBNMegaMal_DNG Animation = CBNMegaMal_DNG.CBNMegaMal_DNG AnimationMode = LOOP End ; Snow ConditionState = SNOW Model = CBNMegaMal_S End ConditionState = DAMAGED SNOW Model = CBNMegaMal_DS End ConditionState = REALLYDAMAGED SNOW Model = CBNMegaMal_ES End ConditionState = RUBBLE SNOW Model = CBNMegaMal_RS End ; snow garrisoned ConditionState = SNOW GARRISONED Model = CBNMegaMal_SG Animation = CBNMegaMal_SG.CBNMegaMal_SG AnimationMode = LOOP End ConditionState = DAMAGED SNOW GARRISONED Model = CBNMegaMal_DSG Animation = CBNMegaMal_DSG.CBNMegaMal_DSG AnimationMode = LOOP End ; night snow ConditionState = SNOW NIGHT Model = CBNMegaMal_SN End ConditionState = DAMAGED SNOW NIGHT Model = CBNMegaMal_DSN End ConditionState = REALLYDAMAGED SNOW NIGHT Model = CBNMegaMal_ESN End ConditionState = RUBBLE SNOW NIGHT Model = CBNMegaMal_RSN End ; night snow garrisoned ConditionState = SNOW NIGHT GARRISONED Model = CBNMegaMal_SNG Animation = CBNMegaMal_SNG.CBNMegaMal_SNG AnimationMode = LOOP End ConditionState = DAMAGED SNOW NIGHT GARRISONED Model = CBNMegaMal_DSNG Animation = CBNMegaMal_DSNG.CBNMegaMal_DSNG AnimationMode = LOOP End End ; *** AUDIO Parameters *** SoundDie = BuildingDie SoundOnDamaged = BuildingDamagedStateLight SoundOnReallyDamaged = BuildingDestroy ; ***DESIGN parameters *** DisplayName = OBJECT:Structure EditorSorting = STRUCTURE ArmorSet Conditions = None Armor = StructureArmor DamageFX = StructureDamageFXNoShake End ; *** ENGINEERING Parameters *** RadarPriority = STRUCTURE KindOf = STRUCTURE SELECTABLE IMMOBILE Body = StructureBody ModuleTag_02 MaxHealth = 2000.0 InitialHealth = 2000.0 End Behavior = GarrisonContain ModuleTag_03 ContainMax = 10 EnterSound = GarrisonEnter ExitSound = GarrisonExit End Behavior = FlammableUpdate ModuleTag_05 FlameDamageLimit = 20 ;Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ;in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Behavior = TransitionDamageFX ModuleTag_06 ;-------------DESIGNED FOR LARGE SIZED CIVILIAN BUILDING TRANSITIONS------------------- DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionLargeSmoke ;--------------------------------------------------------------------------------------- ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionLargeSmoke ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionLargeExplosion ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionLargeShockwave ;--------------------------------------------------------------------------------------- RubbleParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionLargeSmoke RubbleParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionLargeExplosion RubbleParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionLargeShockwave RubbleParticleSystem4 = Bone:None RandomBone:No PSys:StructureTransitionLargeFlare End ; Note that structures with "RUBBLE" states should not use ; DestroyDie; such buildings are never truly ; destroyed, even when reduced to zero health. Geometry = BOX GeometryMajorRadius = 42.0 GeometryMinorRadius = 66.0 GeometryHeight = 66.0 GeometryIsSmall = No Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object AsianElectricRetail ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes ; day ConditionState = NONE Model = CBNElecRtl End ConditionState = DAMAGED Model = CBNElecRtl_D End ConditionState = REALLYDAMAGED Model = CBNElecRtl_E End ConditionState = RUBBLE Model = CBNElecRtl_R End ; day garrisoned ConditionState = GARRISONED Model = CBNElecRtl_G Animation = CBNElecRtl_G.CBNElecRtl_G AnimationMode = LOOP End ConditionState = DAMAGED GARRISONED Model = CBNElecRtl_DG Animation = CBNElecRtl_DG.CBNElecRtl_DG AnimationMode = LOOP End ; night ConditionState = NIGHT Model = CBNElecRtl_N End ConditionState = DAMAGED NIGHT Model = CBNElecRtl_DN End ConditionState = REALLYDAMAGED NIGHT Model = CBNElecRtl_EN End ConditionState = RUBBLE NIGHT Model = CBNElecRtl_RN End ; night garrisoned ConditionState = NIGHT GARRISONED Model = CBNElecRtl_NG Animation = CBNElecRtl_NG.CBNElecRtl_NG AnimationMode = LOOP End ConditionState = DAMAGED NIGHT GARRISONED Model = CBNElecRtl_DNG Animation = CBNElecRtl_DNG.CBNElecRtl_DNG AnimationMode = LOOP End ; Snow ConditionState = SNOW Model = CBNElecRtl_S End ConditionState = DAMAGED SNOW Model = CBNElecRtl_DS End ConditionState = REALLYDAMAGED SNOW Model = CBNElecRtl_ES End ConditionState = RUBBLE SNOW Model = CBNElecRtl_RS End ; snow garrisoned ConditionState = SNOW GARRISONED Model = CBNElecRtl_SG Animation = CBNElecRtl_SG.CBNElecRtl_SG AnimationMode = LOOP End ConditionState = DAMAGED SNOW GARRISONED Model = CBNElecRtl_DSG Animation = CBNElecRtl_DSG.CBNElecRtl_DSG AnimationMode = LOOP End ; night snow ConditionState = SNOW NIGHT Model = CBNElecRtl_SN End ConditionState = DAMAGED SNOW NIGHT Model = CBNElecRtl_DSN End ConditionState = REALLYDAMAGED SNOW NIGHT Model = CBNElecRtl_ESN End ConditionState = RUBBLE SNOW NIGHT Model = CBNElecRtl_RSN End ; night snow garrisoned ConditionState = SNOW NIGHT GARRISONED Model = CBNElecRtl_SNG Animation = CBNElecRtl_SNG.CBNElecRtl_SNG AnimationMode = LOOP End ConditionState = DAMAGED SNOW NIGHT GARRISONED Model = CBNElecRtl_DSNG Animation = CBNElecRtl_DSNG.CBNElecRtl_DSNG AnimationMode = LOOP End End ; *** AUDIO Parameters *** SoundDie = BuildingDie SoundOnDamaged = BuildingDamagedStateLight SoundOnReallyDamaged = BuildingDestroy ; ***DESIGN parameters *** DisplayName = OBJECT:Structure EditorSorting = STRUCTURE ArmorSet Conditions = None Armor = StructureArmor DamageFX = StructureDamageFXNoShake End ; *** ENGINEERING Parameters *** RadarPriority = STRUCTURE KindOf = STRUCTURE SELECTABLE IMMOBILE Body = StructureBody ModuleTag_02 MaxHealth = 2000.0 InitialHealth = 2000.0 End Behavior = GarrisonContain ModuleTag_03 ContainMax = 10 EnterSound = GarrisonEnter ExitSound = GarrisonExit End Behavior = FlammableUpdate ModuleTag_05 FlameDamageLimit = 20 ;Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ;in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Behavior = TransitionDamageFX ModuleTag_06 ;-------------DESIGNED FOR SMALL SIZED CIVILIAN BUILDING TRANSITIONS------------------- DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke ;--------------------------------------------------------------------------------------- ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave ;--------------------------------------------------------------------------------------- RubbleParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke RubbleParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion RubbleParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave RubbleParticleSystem4 = Bone:None RandomBone:No PSys:StructureTransitionSmallFlare End ; Note that structures with "RUBBLE" states should not use ; DestroyDie; such buildings are never truly ; destroyed, even when reduced to zero health. Geometry = BOX GeometryMajorRadius = 28.0 GeometryMinorRadius = 28.0 GeometryHeight = 31.0 GeometryIsSmall = No Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object AsianNightClub ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes ; day ConditionState = NONE Model = CBNiteClub Animation = CBNiteClub.CBNiteClub AnimationMode = LOOP End ConditionState = DAMAGED Model = CBNiteClub_D End ConditionState = REALLYDAMAGED Model = CBNiteClub_E End ConditionState = RUBBLE Model = CBNiteClub_R End ; day garrisoned ConditionState = GARRISONED Model = CBNiteClub_G Animation = CBNiteClub_G.CBNiteClub_G AnimationMode = LOOP End ConditionState = DAMAGED GARRISONED Model = CBNiteClub_DG Animation = CBNiteClub_DG.CBNiteClub_DG AnimationMode = LOOP End ; night ConditionState = NIGHT Model = CBNiteClub_N Animation = CBNiteClub_N.CBNiteClub_N AnimationMode = LOOP End ConditionState = DAMAGED NIGHT Model = CBNiteClub_DN End ConditionState = REALLYDAMAGED NIGHT Model = CBNiteClub_EN End ConditionState = RUBBLE NIGHT Model = CBNiteClub_RN End ; night garrisoned ConditionState = NIGHT GARRISONED Model = CBNiteClub_NG Animation = CBNiteClub_NG.CBNiteClub_NG AnimationMode = LOOP End ConditionState = DAMAGED NIGHT GARRISONED Model = CBNiteClub_DNG Animation = CBNiteClub_DNG.CBNiteClub_DNG AnimationMode = LOOP End ; Snow ConditionState = SNOW Model = CBNiteClub_S Animation = CBNiteClub_S.CBNiteClub_S AnimationMode = LOOP End ConditionState = DAMAGED SNOW Model = CBNiteClub_DS End ConditionState = REALLYDAMAGED SNOW Model = CBNiteClub_ES End ConditionState = RUBBLE SNOW Model = CBNiteClub_RS End ; snow garrisoned ConditionState = SNOW GARRISONED Model = CBNiteClub_SG Animation = CBNiteClub_SG.CBNiteClub_SG AnimationMode = LOOP End ConditionState = DAMAGED SNOW GARRISONED Model = CBNiteClub_DSG Animation = CBNiteClub_DSG.CBNiteClub_DSG AnimationMode = LOOP End ; night snow ConditionState = SNOW NIGHT Model = CBNiteClub_SN Animation = CBNiteClub_SN.CBNiteClub_SN AnimationMode = LOOP End ConditionState = DAMAGED SNOW NIGHT Model = CBNiteClub_DSN End ConditionState = REALLYDAMAGED SNOW NIGHT Model = CBNiteClub_ESN End ConditionState = RUBBLE SNOW NIGHT Model = CBNiteClub_RSN End ; night snow garrisoned ConditionState = SNOW NIGHT GARRISONED Model = CBNiteClub_SNG Animation = CBNiteClub_SNG.CBNiteClub_SNG AnimationMode = LOOP End ConditionState = DAMAGED SNOW NIGHT GARRISONED Model = CBNiteClub_DSNG Animation = CBNiteClub_DSNG.CBNiteClub_DSNG AnimationMode = LOOP End End ; *** AUDIO Parameters *** SoundDie = BuildingDie SoundOnDamaged = BuildingDamagedStateLight SoundOnReallyDamaged = BuildingDestroy ; ***DESIGN parameters *** DisplayName = OBJECT:Structure EditorSorting = STRUCTURE ArmorSet Conditions = None Armor = StructureArmor DamageFX = StructureDamageFXNoShake End ; ***AUDIO parameters *** ; SoundAmbient = ChinaNightClubLoop ; *** ENGINEERING Parameters *** RadarPriority = STRUCTURE KindOf = STRUCTURE SELECTABLE IMMOBILE Body = StructureBody ModuleTag_02 MaxHealth = 2000.0 InitialHealth = 2000.0 End Behavior = GarrisonContain ModuleTag_03 ContainMax = 10 EnterSound = GarrisonEnter ExitSound = GarrisonExit End Behavior = FlammableUpdate ModuleTag_05 FlameDamageLimit = 20 ;Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ;in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Behavior = TransitionDamageFX ModuleTag_06 ;-------------DESIGNED FOR SMALL SIZED CIVILIAN BUILDING TRANSITIONS------------------- DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke ;--------------------------------------------------------------------------------------- ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave ;--------------------------------------------------------------------------------------- RubbleParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke RubbleParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion RubbleParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave RubbleParticleSystem4 = Bone:None RandomBone:No PSys:StructureTransitionSmallFlare End ; Note that structures with "RUBBLE" states should not use ; DestroyDie; such buildings are never truly ; destroyed, even when reduced to zero health. Geometry = BOX GeometryMajorRadius = 37.0 GeometryMinorRadius = 43.0 GeometryHeight = 52.0 GeometryIsSmall = No Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object AsianTVStation ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes ; day ConditionState = NONE Model = CBNTVSTAT Animation = CBNTVSTAT.CBNTVSTAT AnimationMode = LOOP Flags = START_FRAME_FIRST MAINTAIN_FRAME_ACROSS_STATES End ConditionState = DAMAGED Model = CBNTVSTAT_D Animation = CBNTVSTAT_D.CBNTVSTAT_D AnimationMode = LOOP Flags = MAINTAIN_FRAME_ACROSS_STATES End ConditionState = REALLYDAMAGED Model = CBNTVSTAT_E End ConditionState = RUBBLE Model = CBNTVSTAT_E End ConditionState = POST_COLLAPSE Model = CBNTVSTAT_R End ; day garrisoned ConditionState = GARRISONED Model = CBNTVSTAT_G Animation = CBNTVSTAT_G.CBNTVSTAT_G AnimationMode = LOOP Flags = MAINTAIN_FRAME_ACROSS_STATES End ConditionState = DAMAGED GARRISONED Model = CBNTVSTAT_DG Animation = CBNTVSTAT_DG.CBNTVSTAT_DG AnimationMode = LOOP Flags = MAINTAIN_FRAME_ACROSS_STATES End ; night ConditionState = NIGHT Model = CBNTVSTAT_N Animation = CBNTVSTAT_N.CBNTVSTAT_N AnimationMode = LOOP Flags = START_FRAME_FIRST MAINTAIN_FRAME_ACROSS_STATES End ConditionState = DAMAGED NIGHT Model = CBNTVSTAT_DN Animation = CBNTVSTAT_DN.CBNTVSTAT_DN AnimationMode = LOOP Flags = MAINTAIN_FRAME_ACROSS_STATES End ConditionState = REALLYDAMAGED NIGHT Model = CBNTVSTAT_E End ConditionState = RUBBLE NIGHT Model = CBNTVSTAT_R End ; night garrisoned ConditionState = NIGHT GARRISONED Model = CBNTVSTAT_NG Animation = CBNTVSTAT_NG.CBNTVSTAT_NG AnimationMode = LOOP Flags = MAINTAIN_FRAME_ACROSS_STATES End ConditionState = DAMAGED NIGHT GARRISONED Model = CBNTVSTAT_DNG Animation = CBNTVSTAT_DNG.CBNTVSTAT_DNG AnimationMode = LOOP Flags = MAINTAIN_FRAME_ACROSS_STATES End ConditionState = REALLYDAMAGED NIGHT GARRISONED Model = CBNTVSTAT_E End ConditionState = RUBBLE NIGHT GARRISONED Model = CBNTVSTAT_R End ;Snow States ; Snow ConditionState = SNOW Model = CBNTVSTAT_S Animation = CBNTVSTAT_S.CBNTVSTAT_S AnimationMode = LOOP Flags = START_FRAME_FIRST MAINTAIN_FRAME_ACROSS_STATES End ConditionState = DAMAGED SNOW Model = CBNTVSTAT_DS Animation = CBNTVSTAT_DS.CBNTVSTAT_DS AnimationMode = LOOP Flags = MAINTAIN_FRAME_ACROSS_STATES End ConditionState = REALLYDAMAGED SNOW Model = CBNTVSTAT_ES End ConditionState = RUBBLE SNOW Model = CBNTVSTAT_ES End ConditionState = POST_COLLAPSE SNOW Model = CBNTVSTAT_RS End ; snow garrisoned ConditionState = GARRISONED SNOW Model = CBNTVSTAT_SG Animation = CBNTVSTAT_SG.CBNTVSTAT_SG AnimationMode = LOOP Flags = MAINTAIN_FRAME_ACROSS_STATES End ConditionState = DAMAGED GARRISONED SNOW Model = CBNTVSTAT_DSG Animation = CBNTVSTAT_DSG.CBNTVSTAT_DSG AnimationMode = LOOP Flags = MAINTAIN_FRAME_ACROSS_STATES End ; night snow ConditionState = NIGHT SNOW Model = CBNTVSTAT_SN Animation = CBNTVSTAT_SN.CBNTVSTAT_SN AnimationMode = LOOP Flags = START_FRAME_FIRST MAINTAIN_FRAME_ACROSS_STATES End ConditionState = DAMAGED NIGHT SNOW Model = CBNTVSTAT_DSN Animation = CBNTVSTAT_DSN.CBNTVSTAT_DSN AnimationMode = LOOP Flags = MAINTAIN_FRAME_ACROSS_STATES End ConditionState = REALLYDAMAGED NIGHT SNOW Model = CBNTVSTAT_ESN End ConditionState = RUBBLE NIGHT SNOW Model = CBNTVSTAT_RSN End ; night garrisoned snow ConditionState = NIGHT GARRISONED SNOW Model = CBNTVSTAT_SNG Animation = CBNTVSTAT_SNG.CBNTVSTAT_SNG AnimationMode = LOOP Flags = MAINTAIN_FRAME_ACROSS_STATES End ConditionState = DAMAGED NIGHT GARRISONED SNOW Model = CBNTVSTAT_DSNG Animation = CBNTVSTAT_DSNG.CBNTVSTAT_DSNG AnimationMode = LOOP Flags = MAINTAIN_FRAME_ACROSS_STATES End ConditionState = REALLYDAMAGED NIGHT GARRISONED SNOW Model = CBNTVSTAT_ESN End ConditionState = RUBBLE NIGHT GARRISONED SNOW Model = CBNTVSTAT_RSN End End ; *** AUDIO Parameters *** SoundDie = BuildingDie SoundOnDamaged = BuildingDamagedStateLight SoundOnReallyDamaged = BuildingDestroy ; ***DESIGN parameters *** DisplayName = OBJECT:Structure EditorSorting = STRUCTURE ArmorSet Conditions = None Armor = StructureArmor DamageFX = StructureDamageFXNoShake End ; *** ENGINEERING Parameters *** RadarPriority = STRUCTURE KindOf = STRUCTURE SELECTABLE IMMOBILE AIRCRAFT_PATH_AROUND Body = StructureBody ModuleTag_02 MaxHealth = 2000.0 InitialHealth = 2000.0 End Behavior = GarrisonContain ModuleTag_03 ContainMax = 8 EnterSound = GarrisonEnter ExitSound = GarrisonExit End Behavior = StructureCollapseUpdate ModuleTag_04 MinCollapseDelay = 500 MaxCollapseDelay = 1000 CollapseDamping = 0.0 MaxShudder = 0.6 MinBurstDelay = 250 MaxBurstDelay = 800 BigBurstFrequency = 4 OCL = INITIAL OCL_StructureCollapseInitial OCL = DELAY OCL_StructureCollapseDelay OCL = FINAL OCL_StructureCollapseFinal FXList = INITIAL FX_StructureCollapseInitial FXList = DELAY FX_StructureCollapseDelay FXList = BURST FX_StructureCollapseBurst FXList = FINAL FX_StructureCollapseFinal End Behavior = FlammableUpdate ModuleTag_06 FlameDamageLimit = 20 ;Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ;in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Behavior = TransitionDamageFX ModuleTag_07 ;-------------DESIGNED FOR LARGE SIZED CIVILIAN BUILDING TRANSITIONS------------------- DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionLargeSmoke ;--------------------------------------------------------------------------------------- ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionLargeSmoke ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionLargeExplosion ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionLargeShockwave ;--------------------------------------------------------------------------------------- RubbleParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionLargeSmoke RubbleParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionLargeExplosion RubbleParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionLargeShockwave RubbleParticleSystem4 = Bone:None RandomBone:No PSys:StructureTransitionLargeFlare End ; Note that structures with "RUBBLE" states should not use ; DestroyDie; such buildings are never truly ; destroyed, even when reduced to zero health. Geometry = BOX GeometryMajorRadius = 50.0 GeometryMinorRadius = 35.0 GeometryHeight = 100.0 GeometryIsSmall = No Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object EnglishTVStatio ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes ; day ConditionState = NONE Model = CBETVStat Animation = CBETVStat.CBETVStat AnimationMode = LOOP End ConditionState = DAMAGED Model = CBETVStat_D Animation = CBETVStat_D.CBETVStat_D AnimationMode = LOOP End ConditionState = REALLYDAMAGED Model = CBETVStat_E End ConditionState = RUBBLE Model = CBETVStat_R End ; day garrisoned ConditionState = GARRISONED Model = CBETVStat_G Animation = CBETVStat_G.CBETVStat_G AnimationMode = LOOP End ConditionState = DAMAGED GARRISONED Model = CBETVStat_DG Animation = CBETVStat_DG.CBETVStat_DG AnimationMode = LOOP End ; night ConditionState = NIGHT Model = CBETVStat_N Animation = CBETVStat_N.CBETVStat_N AnimationMode = LOOP End ConditionState = DAMAGED NIGHT Model = CBETVStat_DN Animation = CBETVStat_DN.CBETVStat_DN AnimationMode = LOOP End ConditionState = REALLYDAMAGED NIGHT Model = CBETVStat_E End ConditionState = RUBBLE NIGHT Model = CBETVStat_R End ; night garrisoned ConditionState = NIGHT GARRISONED Model = CBETVStat_NG Animation = CBETVStat_NG.CBETVStat_NG AnimationMode = LOOP End ConditionState = DAMAGED NIGHT GARRISONED Model = CBETVStat_DNG Animation = CBETVStat_DNG.CBETVStat_DNG AnimationMode = LOOP End ;Snow States ConditionState = SNOW Model = CBETVStat_S Animation = CBETVStat_S.CBETVStat_S AnimationMode = LOOP End ConditionState = DAMAGED SNOW Model = CBETVStat_DS Animation = CBETVStat_DS.CBETVStat_DS AnimationMode = LOOP End ConditionState = REALLYDAMAGED SNOW Model = CBETVStat_ES End ConditionState = RUBBLE SNOW Model = CBETVStat_RS End ; snow garrisoned ConditionState = GARRISONED SNOW Model = CBETVStat_SG Animation = CBETVStat_SG.CBETVStat_SG AnimationMode = LOOP End ConditionState = DAMAGED GARRISONED SNOW Model = CBETVStat_DSG Animation = CBETVStat_DSG.CBETVStat_DSG AnimationMode = LOOP End ; night snow ConditionState = NIGHT SNOW Model = CBETVStat_SN Animation = CBETVStat_SN.CBETVStat_SN AnimationMode = LOOP End ConditionState = DAMAGED NIGHT SNOW Model = CBETVStat_DSN Animation = CBETVStat_DSN.CBETVStat_DSN AnimationMode = LOOP End ConditionState = REALLYDAMAGED NIGHT SNOW Model = CBETVStat_ESN End ConditionState = RUBBLE NIGHT SNOW Model = CBETVStat_RSN End ; night garrisoned snow ConditionState = NIGHT GARRISONED SNOW Model = CBETVStat_SNG Animation = CBETVStat_SNG.CBETVStat_SNG AnimationMode = LOOP End ConditionState = DAMAGED NIGHT GARRISONED SNOW Model = CBETVStat_DSNG Animation = CBETVStat_DSNG.CBETVStat_DSNG AnimationMode = LOOP End End ; *** AUDIO Parameters *** SoundDie = BuildingDie SoundOnDamaged = BuildingDamagedStateLight SoundOnReallyDamaged = BuildingDestroy ; ***DESIGN parameters *** DisplayName = OBJECT:Structure EditorSorting = STRUCTURE ArmorSet Conditions = None Armor = StructureArmor DamageFX = StructureDamageFXNoShake End ; *** ENGINEERING Parameters *** RadarPriority = STRUCTURE KindOf = STRUCTURE SELECTABLE IMMOBILE AIRCRAFT_PATH_AROUND Body = StructureBody ModuleTag_02 MaxHealth = 2000.0 InitialHealth = 2000.0 End Behavior = GarrisonContain ModuleTag_03 ContainMax = 10 EnterSound = GarrisonEnter ExitSound = GarrisonExit End Behavior = FlammableUpdate ModuleTag_05 FlameDamageLimit = 20 ;Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ;in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Behavior = TransitionDamageFX ModuleTag_06 ;-------------DESIGNED FOR MEDIUM SIZED CIVILIAN BUILDING TRANSITIONS------------------- DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke ;--------------------------------------------------------------------------------------- ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionMediumExplosion ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionMediumShockwave ;-------------------------------------------------------------------------------------- RubbleParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke RubbleParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionMediumExplosion RubbleParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionMediumShockwave RubbleParticleSystem4 = Bone:None RandomBone:No PSys:StructureTransitionMediumFlare End ; Note that structures with "RUBBLE" states should not use ; DestroyDie; such buildings are never truly ; destroyed, even when reduced to zero health. Geometry = BOX GeometryMajorRadius = 40.0 GeometryMinorRadius = 39.0 GeometryHeight = 15.0 GeometryIsSmall = No Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object AsianArcade ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes ; day ConditionState = NONE Model = CBNArcade Animation = CBNArcade.CBNArcade AnimationMode = LOOP End ConditionState = DAMAGED Model = CBNArcade_D Animation = CBNArcade_D.CBNArcade_D AnimationMode = LOOP End ConditionState = REALLYDAMAGED Model = CBNArcade_E End ConditionState = RUBBLE Model = CBNArcade_R End ; day garrisoned ConditionState = GARRISONED Model = CBNArcade_G Animation = CBNArcade_G.CBNArcade_G AnimationMode = LOOP End ConditionState = DAMAGED GARRISONED Model = CBNArcade_DG Animation = CBNArcade_DG.CBNArcade_DG AnimationMode = LOOP End ; night ConditionState = NIGHT Model = CBNArcade_N Animation = CBNArcade_N.CBNArcade_N AnimationMode = LOOP End ConditionState = DAMAGED NIGHT Model = CBNArcade_DN Animation = CBNArcade_DN.CBNArcade_DN AnimationMode = LOOP End ConditionState = REALLYDAMAGED NIGHT Model = CBNArcade_EN End ConditionState = RUBBLE NIGHT Model = CBNArcade_RN End ; night garrisoned ConditionState = NIGHT GARRISONED Model = CBNArcade_NG Animation = CBNArcade_NG.CBNArcade_NG AnimationMode = LOOP End ConditionState = DAMAGED NIGHT GARRISONED Model = CBNArcade_DNG Animation = CBNArcade_DNG.CBNArcade_DNG AnimationMode = LOOP End ; Snow ConditionState = SNOW Model = CBNArcade_S End ConditionState = DAMAGED SNOW Model = CBNArcade_DS End ConditionState = REALLYDAMAGED SNOW Model = CBNArcade_ES End ConditionState = RUBBLE SNOW Model = CBNArcade_RS End ; snow garrisoned ConditionState = SNOW GARRISONED Model = CBNArcade_SG Animation = CBNArcade_SG.CBNArcade_SG AnimationMode = LOOP End ConditionState = DAMAGED SNOW GARRISONED Model = CBNArcade_DSG Animation = CBNArcade_DSG.CBNArcade_DSG AnimationMode = LOOP End ; night snow ConditionState = SNOW NIGHT Model = CBNArcade_SN End ConditionState = DAMAGED SNOW NIGHT Model = CBNArcade_DSN End ConditionState = REALLYDAMAGED SNOW NIGHT Model = CBNArcade_ESN End ConditionState = RUBBLE SNOW NIGHT Model = CBNArcade_RSN End ; night snow garrisoned ConditionState = SNOW NIGHT GARRISONED Model = CBNArcade_SNG Animation = CBNArcade_SNG.CBNArcade_SNG AnimationMode = LOOP End ConditionState = DAMAGED SNOW NIGHT GARRISONED Model = CBNArcade_DSNG Animation = CBNArcade_DSNG.CBNArcade_DSNG AnimationMode = LOOP End End ; *** AUDIO Parameters *** SoundDie = BuildingDie SoundOnDamaged = BuildingDamagedStateLight SoundOnReallyDamaged = BuildingDestroy ; ***DESIGN parameters *** DisplayName = OBJECT:Structure EditorSorting = STRUCTURE ArmorSet Conditions = None Armor = StructureArmor DamageFX = StructureDamageFXNoShake End ; *** ENGINEERING Parameters *** RadarPriority = STRUCTURE KindOf = STRUCTURE SELECTABLE IMMOBILE Body = StructureBody ModuleTag_02 MaxHealth = 2000.0 InitialHealth = 2000.0 End Behavior = GarrisonContain ModuleTag_03 ContainMax = 10 EnterSound = GarrisonEnter ExitSound = GarrisonExit End Behavior = FlammableUpdate ModuleTag_05 FlameDamageLimit = 20 ;Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ;in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Behavior = TransitionDamageFX ModuleTag_06 ;-------------DESIGNED FOR SMALL SIZED CIVILIAN BUILDING TRANSITIONS------------------- DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke ;--------------------------------------------------------------------------------------- ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave ;--------------------------------------------------------------------------------------- RubbleParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke RubbleParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion RubbleParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave RubbleParticleSystem4 = Bone:None RandomBone:No PSys:StructureTransitionSmallFlare End ; Note that structures with "RUBBLE" states should not use ; DestroyDie; such buildings are never truly ; destroyed, even when reduced to zero health. Geometry = BOX GeometryMajorRadius = 20.0 GeometryMinorRadius = 14.0 GeometryHeight = 45.0 GeometryIsSmall = No Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object AsianDealership ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes ; day ConditionState = NONE Model = CBNDealerS Animation = CBNDealerS.CBNDealerS AnimationMode = LOOP End ConditionState = DAMAGED Model = CBNDealerS_D Animation = CBNDealerS_D.CBNDealerS_D AnimationMode = LOOP End ConditionState = REALLYDAMAGED Model = CBNDealerS_E End ConditionState = RUBBLE Model = CBNDealerS_R End ; day garrisoned ConditionState = GARRISONED Model = CBNDealerS_G Animation = CBNDealerS_G.CBNDealerS_G AnimationMode = LOOP End ConditionState = DAMAGED GARRISONED Model = CBNDealerS_DG Animation = CBNDealerS_DG.CBNDealerS_DG AnimationMode = LOOP End ; night ConditionState = NIGHT Model = CBNDealerS_N Animation = CBNDealerS_N.CBNDealerS_N AnimationMode = LOOP End ConditionState = DAMAGED NIGHT Model = CBNDealerS_DN Animation = CBNDealerS_DN.CBNDealerS_DN AnimationMode = LOOP End ConditionState = REALLYDAMAGED NIGHT Model = CBNDealerS_EN End ConditionState = RUBBLE NIGHT Model = CBNDealerS_RN End ; night garrisoned ConditionState = NIGHT GARRISONED Model = CBNDealerS_NG Animation = CBNDealerS_NG.CBNDealerS_NG AnimationMode = LOOP End ConditionState = DAMAGED NIGHT GARRISONED Model = CBNDealerS_DNG Animation = CBNDealerS_DNG.CBNDealerS_DNG AnimationMode = LOOP End ; Snow ConditionState = SNOW Model = CBNDealerS_S Animation = CBNDealerS_S.CBNDealerS_S AnimationMode = LOOP End ConditionState = DAMAGED SNOW Model = CBNDealerS_DS Animation = CBNDealerS_DS.CBNDealerS_DS AnimationMode = LOOP End ConditionState = REALLYDAMAGED SNOW Model = CBNDealerS_ES End ConditionState = RUBBLE SNOW Model = CBNDealerS_RS End ; snow garrisoned ConditionState = SNOW GARRISONED Model = CBNDealerS_SG Animation = CBNDealerS_SG.CBNDealerS_SG AnimationMode = LOOP End ConditionState = DAMAGED SNOW GARRISONED Model = CBNDealerS_DSG Animation = CBNDealerS_DSG.CBNDealerS_DSG AnimationMode = LOOP End ; night snow ConditionState = SNOW NIGHT Model = CBNDealerS_SN Animation = CBNDealerS_SN.CBNDealerS_SN AnimationMode = LOOP End ConditionState = DAMAGED SNOW NIGHT Model = CBNDealerS_DSN Animation = CBNDealerS_DSN.CBNDealerS_DSN AnimationMode = LOOP End ConditionState = REALLYDAMAGED SNOW NIGHT Model = CBNDealerS_ESN End ConditionState = RUBBLE SNOW NIGHT Model = CBNDealerS_RSN End ; night snow garrisoned ConditionState = SNOW NIGHT GARRISONED Model = CBNDealerS_SNG Animation = CBNDealerS_SNG.CBNDealerS_SNG AnimationMode = LOOP End ConditionState = DAMAGED SNOW NIGHT GARRISONED Model = CBNDealerS_DSNG Animation = CBNDealerS_DSNG.CBNDealerS_DSNG AnimationMode = LOOP End End ; *** AUDIO Parameters *** SoundDie = BuildingDie SoundOnDamaged = BuildingDamagedStateLight SoundOnReallyDamaged = BuildingDestroy ; ***DESIGN parameters *** DisplayName = OBJECT:Structure EditorSorting = STRUCTURE ArmorSet Conditions = None Armor = StructureArmor DamageFX = StructureDamageFXNoShake End ; *** ENGINEERING Parameters *** RadarPriority = STRUCTURE KindOf = STRUCTURE SELECTABLE IMMOBILE Body = StructureBody ModuleTag_02 MaxHealth = 2000.0 InitialHealth = 2000.0 End Behavior = GarrisonContain ModuleTag_03 ContainMax = 10 EnterSound = GarrisonEnter ExitSound = GarrisonExit End Behavior = FlammableUpdate ModuleTag_05 FlameDamageLimit = 20 ;Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ;in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Behavior = TransitionDamageFX ModuleTag_06 ;-------------DESIGNED FOR SMALL SIZED CIVILIAN BUILDING TRANSITIONS------------------- DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke ;--------------------------------------------------------------------------------------- ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave ;--------------------------------------------------------------------------------------- RubbleParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke RubbleParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion RubbleParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave RubbleParticleSystem4 = Bone:None RandomBone:No PSys:StructureTransitionSmallFlare End ; Note that structures with "RUBBLE" states should not use ; DestroyDie; such buildings are never truly ; destroyed, even when reduced to zero health. Geometry = BOX GeometryMajorRadius = 24.0 GeometryMinorRadius = 35.0 GeometryHeight = 31.0 GeometryIsSmall = No Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object AsianBank ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes ; day ConditionState = NONE Model = CBNBank End ConditionState = DAMAGED Model = CBNBank_D End ConditionState = REALLYDAMAGED Model = CBNBank_E End ConditionState = RUBBLE Model = CBNBank_E End ConditionState = POST_COLLAPSE Model = CBNBank_R End ; day garrisoned ConditionState = GARRISONED Model = CBNBank_G Animation = CBNBank_G.CBNBank_G AnimationMode = LOOP End ConditionState = DAMAGED GARRISONED Model = CBNBank_DG Animation = CBNBank_DG.CBNBank_DG AnimationMode = LOOP End ; night ConditionState = NIGHT Model = CBNBank_N End ConditionState = DAMAGED NIGHT Model = CBNBank_DN End ConditionState = REALLYDAMAGED NIGHT Model = CBNBank_EN End ConditionState = RUBBLE NIGHT Model = CBNBank_EN End ConditionState = POST_COLLAPSE NIGHT Model = CBNBank_RN End ; night garrisoned ConditionState = NIGHT GARRISONED Model = CBNBank_NG Animation = CBNBank_NG.CBNBank_NG AnimationMode = LOOP End ConditionState = DAMAGED NIGHT GARRISONED Model = CBNBank_DNG Animation = CBNBank_DNG.CBNBank_DNG AnimationMode = LOOP End ; Snow ConditionState = SNOW Model = CBNBank_S End ConditionState = DAMAGED SNOW Model = CBNBank_DS End ConditionState = REALLYDAMAGED SNOW Model = CBNBank_ES End ConditionState = RUBBLE SNOW Model = CBNBank_ES End ConditionState = POST_COLLAPSE SNOW Model = CBNBank_RS End ; snow garrisoned ConditionState = GARRISONED SNOW Model = CBNBank_SG Animation = CBNBank_SG.CBNBank_SG AnimationMode = LOOP End ConditionState = DAMAGED GARRISONED SNOW Model = CBNBank_DSG Animation = CBNBank_DSG.CBNBank_DSG AnimationMode = LOOP End ; night snow ConditionState = NIGHT SNOW Model = CBNBank_SN End ConditionState = DAMAGED NIGHT SNOW Model = CBNBank_DSN End ConditionState = REALLYDAMAGED NIGHT SNOW Model = CBNBank_ESN End ConditionState = RUBBLE NIGHT SNOW Model = CBNBank_ESN End ConditionState = POST_COLLAPSE SNOW NIGHT Model = CBNBank_RSN End ; night garrisoned snow ConditionState = NIGHT GARRISONED SNOW Model = CBNBank_SNG Animation = CBNBank_SNG.CBNBank_SNG AnimationMode = LOOP End ConditionState = DAMAGED NIGHT GARRISONED SNOW Model = CBNBank_DSNG Animation = CBNBank_DSNG.CBNBank_DSNG AnimationMode = LOOP End End ; *** AUDIO Parameters *** SoundDie = BuildingDie SoundOnDamaged = BuildingDamagedStateLight SoundOnReallyDamaged = BuildingDestroy ; ***DESIGN parameters *** DisplayName = OBJECT:Structure EditorSorting = STRUCTURE ArmorSet Conditions = None Armor = StructureArmor DamageFX = StructureDamageFXNoShake End ; *** AUDIO parameters *** SoundDie = BuildingDestroy SoundOnDamaged = BuildingDestroy SoundOnReallyDamaged = BuildingDestroy ; *** ENGINEERING Parameters *** RadarPriority = STRUCTURE KindOf = STRUCTURE SELECTABLE IMMOBILE AIRCRAFT_PATH_AROUND Body = StructureBody ModuleTag_02 MaxHealth = 2000.0 InitialHealth = 2000.0 End Behavior = GarrisonContain ModuleTag_03 ContainMax = 10 EnterSound = GarrisonEnter ExitSound = GarrisonExit End Behavior = FlammableUpdate ModuleTag_05 FlameDamageLimit = 20 ;Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ;in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Behavior = StructureCollapseUpdate ModuleTag_06 MinCollapseDelay = 500 MaxCollapseDelay = 1000 CollapseDamping = 0.0 MaxShudder = 0.6 MinBurstDelay = 250 MaxBurstDelay = 800 BigBurstFrequency = 4 OCL = INITIAL OCL_StructureCollapseInitial OCL = DELAY OCL_StructureCollapseDelay OCL = FINAL OCL_StructureCollapseFinal FXList = INITIAL FX_StructureCollapseInitial FXList = DELAY FX_StructureCollapseDelay FXList = BURST FX_StructureCollapseBurst FXList = FINAL FX_StructureCollapseFinal End Behavior = TransitionDamageFX ModuleTag_07 ;-------------DESIGNED FOR LARGE SIZED CIVILIAN BUILDING TRANSITIONS------------------- DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionLargeSmoke ;--------------------------------------------------------------------------------------- ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionLargeSmoke ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionLargeExplosion ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionLargeShockwave ;--------------------------------------------------------------------------------------- RubbleParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionLargeSmoke RubbleParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionLargeExplosion RubbleParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionLargeShockwave RubbleParticleSystem4 = Bone:None RandomBone:No PSys:StructureTransitionLargeFlare End ; Note that structures with "RUBBLE" states should not use ; DestroyDie; such buildings are never truly ; destroyed, even when reduced to zero health. Geometry = BOX GeometryMajorRadius = 50.0 GeometryMinorRadius = 35.0 GeometryHeight = 100.0 GeometryIsSmall = No Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object AsianRetailStore01 ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes ; day ConditionState = NONE Model = CBNRetal01 End ConditionState = DAMAGED Model = CBNRetal01_D End ConditionState = REALLYDAMAGED Model = CBNRetal01_E End ConditionState = RUBBLE Model = CBNRetal01_R End ; day garrisoned ConditionState = GARRISONED Model = CBNRetal01_G Animation = CBNRetal01_G.CBNRetal01_G AnimationMode = LOOP End ConditionState = DAMAGED GARRISONED Model = CBNRetal01_DG Animation = CBNRetal01_DG.CBNRetal01_DG AnimationMode = LOOP End ; night ConditionState = NIGHT Model = CBNRetal01_N End ConditionState = DAMAGED NIGHT Model = CBNRetal01_DN End ConditionState = REALLYDAMAGED NIGHT Model = CBNRetal01_EN End ConditionState = RUBBLE NIGHT Model = CBNRetal01_RN End ; night garrisoned ConditionState = NIGHT GARRISONED Model = CBNRetal01_NG Animation = CBNRetal01_NG.CBNRetal01_NG AnimationMode = LOOP End ConditionState = DAMAGED NIGHT GARRISONED Model = CBNRetal01_DNG Animation = CBNRetal01_DNG.CBNRetal01_DNG AnimationMode = LOOP End ; Snow ConditionState = SNOW Model = CBNRetal01_S End ConditionState = DAMAGED SNOW Model = CBNRetal01_DS End ConditionState = REALLYDAMAGED SNOW Model = CBNRetal01_ES End ConditionState = RUBBLE SNOW Model = CBNRetal01_RS End ; snow garrisoned ConditionState = SNOW GARRISONED Model = CBNRetal01_SG Animation = CBNRetal01_SG.CBNRetal01_SG AnimationMode = LOOP End ConditionState = DAMAGED SNOW GARRISONED Model = CBNRetal01_DSG Animation = CBNRetal01_DSG.CBNRetal01_DSG AnimationMode = LOOP End ; night snow ConditionState = SNOW NIGHT Model = CBNRetal01_SN End ConditionState = DAMAGED SNOW NIGHT Model = CBNRetal01_DSN End ConditionState = REALLYDAMAGED SNOW NIGHT Model = CBNRetal01_ESN End ConditionState = RUBBLE SNOW NIGHT Model = CBNRetal01_RSN End ; night snow garrisoned ConditionState = SNOW NIGHT GARRISONED Model = CBNRetal01_SNG Animation = CBNRetal01_SNG.CBNRetal01_SNG AnimationMode = LOOP End ConditionState = DAMAGED SNOW NIGHT GARRISONED Model = CBNRetal01_DSNG Animation = CBNRetal01_DSNG.CBNRetal01_DSNG AnimationMode = LOOP End End ; *** AUDIO Parameters *** SoundDie = BuildingDie SoundOnDamaged = BuildingDamagedStateLight SoundOnReallyDamaged = BuildingDestroy ; ***DESIGN parameters *** DisplayName = OBJECT:Structure EditorSorting = STRUCTURE ArmorSet Conditions = None Armor = StructureArmor DamageFX = StructureDamageFXNoShake End ; *** ENGINEERING Parameters *** RadarPriority = STRUCTURE KindOf = STRUCTURE SELECTABLE IMMOBILE Body = StructureBody ModuleTag_02 MaxHealth = 2000.0 InitialHealth = 2000.0 End Behavior = GarrisonContain ModuleTag_03 ContainMax = 10 EnterSound = GarrisonEnter ExitSound = GarrisonExit End Behavior = FlammableUpdate ModuleTag_05 FlameDamageLimit = 20 ;Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ;in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Behavior = TransitionDamageFX ModuleTag_06 ;-------------DESIGNED FOR SMALL SIZED CIVILIAN BUILDING TRANSITIONS------------------- DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke ;--------------------------------------------------------------------------------------- ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave ;--------------------------------------------------------------------------------------- RubbleParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke RubbleParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion RubbleParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave RubbleParticleSystem4 = Bone:None RandomBone:No PSys:StructureTransitionSmallFlare End ; Note that structures with "RUBBLE" states should not use ; DestroyDie; such buildings are never truly ; destroyed, even when reduced to zero health. Geometry = BOX GeometryMajorRadius = 23.0 GeometryMinorRadius = 16.0 GeometryHeight = 47.0 GeometryIsSmall = No Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object AsianRetailStore02 ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes ; day ConditionState = NONE Model = CBNRetal02 End ConditionState = DAMAGED Model = CBNRetal02_D End ConditionState = REALLYDAMAGED Model = CBNRetal02_E End ConditionState = RUBBLE Model = CBNRetal02_R End ; day garrisoned ConditionState = GARRISONED Model = CBNRetal02_G Animation = CBNRetal02_G.CBNRetal02_G AnimationMode = LOOP End ConditionState = DAMAGED GARRISONED Model = CBNRetal02_DG Animation = CBNRetal02_DG.CBNRetal02_DG AnimationMode = LOOP End ; night ConditionState = NIGHT Model = CBNRetal02_N End ConditionState = DAMAGED NIGHT Model = CBNRetal02_DN End ConditionState = REALLYDAMAGED NIGHT Model = CBNRetal02_EN End ConditionState = RUBBLE NIGHT Model = CBNRetal02_RN End ; night garrisoned ConditionState = NIGHT GARRISONED Model = CBNRetal02_NG Animation = CBNRetal02_NG.CBNRetal02_NG AnimationMode = LOOP End ConditionState = DAMAGED NIGHT GARRISONED Model = CBNRetal02_DNG Animation = CBNRetal02_DNG.CBNRetal02_DNG AnimationMode = LOOP End ; Snow ConditionState = SNOW Model = CBNRetal02_S End ConditionState = DAMAGED SNOW Model = CBNRetal02_DS End ConditionState = REALLYDAMAGED SNOW Model = CBNRetal02_ES End ConditionState = RUBBLE SNOW Model = CBNRetal02_RS End ; snow garrisoned ConditionState = SNOW GARRISONED Model = CBNRetal02_SG Animation = CBNRetal02_SG.CBNRetal02_SG AnimationMode = LOOP End ConditionState = DAMAGED SNOW GARRISONED Model = CBNRetal02_DSG Animation = CBNRetal02_DSG.CBNRetal02_DSG AnimationMode = LOOP End ; night snow ConditionState = SNOW NIGHT Model = CBNRetal02_SN End ConditionState = DAMAGED SNOW NIGHT Model = CBNRetal02_DSN End ConditionState = REALLYDAMAGED SNOW NIGHT Model = CBNRetal02_ESN End ConditionState = RUBBLE SNOW NIGHT Model = CBNRetal02_RSN End ; night snow garrisoned ConditionState = SNOW NIGHT GARRISONED Model = CBNRetal02_SNG Animation = CBNRetal02_SNG.CBNRetal02_SNG AnimationMode = LOOP End ConditionState = DAMAGED SNOW NIGHT GARRISONED Model = CBNRetal02_DSNG Animation = CBNRetal02_DSNG.CBNRetal02_DSNG AnimationMode = LOOP End End ; *** AUDIO Parameters *** SoundDie = BuildingDie SoundOnDamaged = BuildingDamagedStateLight SoundOnReallyDamaged = BuildingDestroy ; ***DESIGN parameters *** DisplayName = OBJECT:Structure EditorSorting = STRUCTURE ArmorSet Conditions = None Armor = StructureArmor DamageFX = StructureDamageFXNoShake End ; *** ENGINEERING Parameters *** RadarPriority = STRUCTURE KindOf = STRUCTURE SELECTABLE IMMOBILE Body = StructureBody ModuleTag_02 MaxHealth = 2000.0 InitialHealth = 2000.0 End Behavior = GarrisonContain ModuleTag_03 ContainMax = 10 EnterSound = GarrisonEnter ExitSound = GarrisonExit End Behavior = FlammableUpdate ModuleTag_05 FlameDamageLimit = 20 ;Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ;in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Behavior = TransitionDamageFX ModuleTag_06 ;-------------DESIGNED FOR SMALL SIZED CIVILIAN BUILDING TRANSITIONS------------------- DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke ;--------------------------------------------------------------------------------------- ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave ;--------------------------------------------------------------------------------------- RubbleParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke RubbleParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion RubbleParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave RubbleParticleSystem4 = Bone:None RandomBone:No PSys:StructureTransitionSmallFlare End ; Note that structures with "RUBBLE" states should not use ; DestroyDie; such buildings are never truly ; destroyed, even when reduced to zero health. Geometry = BOX GeometryMajorRadius = 15.0 GeometryMinorRadius = 15.0 GeometryHeight = 52.0 GeometryIsSmall = No Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object AsianHotel01 ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes ; day ConditionState = NONE Model = CBNHotel01 End ConditionState = DAMAGED Model = CBNHotel01_D End ConditionState = REALLYDAMAGED Model = CBNHotel01_E End ConditionState = RUBBLE Model = CBNHotel01_R End ; day garrisoned ConditionState = GARRISONED Model = CBNHotel01_G Animation = CBNHotel01_G.CBNHotel01_G AnimationMode = LOOP End ConditionState = DAMAGED GARRISONED Model = CBNHotel01_DG Animation = CBNHotel01_DG.CBNHotel01_DG AnimationMode = LOOP End ; night ConditionState = NIGHT Model = CBNHotel01_N End ConditionState = DAMAGED NIGHT Model = CBNHotel01_DN End ConditionState = REALLYDAMAGED NIGHT Model = CBNHotel01_EN End ConditionState = RUBBLE NIGHT Model = CBNHotel01_RN End ; night garrisoned ConditionState = NIGHT GARRISONED Model = CBNHotel01_NG Animation = CBNHotel01_NG.CBNHotel01_NG AnimationMode = LOOP End ConditionState = DAMAGED NIGHT GARRISONED Model = CBNHotel01_DNG Animation = CBNHotel01_DNG.CBNHotel01_DNG AnimationMode = LOOP End ; Snow ConditionState = SNOW Model = CBNHotel01_S End ConditionState = DAMAGED SNOW Model = CBNHotel01_DS End ConditionState = REALLYDAMAGED SNOW Model = CBNHotel01_ES End ConditionState = RUBBLE SNOW Model = CBNHotel01_RS End ; snow garrisoned ConditionState = SNOW GARRISONED Model = CBNHotel01_SG Animation = CBNHotel01_SG.CBNHotel01_SG AnimationMode = LOOP End ConditionState = DAMAGED SNOW GARRISONED Model = CBNHotel01_DSG Animation = CBNHotel01_DSG.CBNHotel01_DSG AnimationMode = LOOP End ; night snow ConditionState = SNOW NIGHT Model = CBNHotel01_SN End ConditionState = DAMAGED SNOW NIGHT Model = CBNHotel01_DSN End ConditionState = REALLYDAMAGED SNOW NIGHT Model = CBNHotel01_ESN End ConditionState = RUBBLE SNOW NIGHT Model = CBNHotel01_RSN End ; night snow garrisoned ConditionState = SNOW NIGHT GARRISONED Model = CBNHotel01_SNG Animation = CBNHotel01_SNG.CBNHotel01_SNG AnimationMode = LOOP End ConditionState = DAMAGED SNOW NIGHT GARRISONED Model = CBNHotel01_DSNG Animation = CBNHotel01_DSNG.CBNHotel01_DSNG AnimationMode = LOOP End End ; *** AUDIO Parameters *** SoundDie = BuildingDie SoundOnDamaged = BuildingDamagedStateLight SoundOnReallyDamaged = BuildingDestroy ; ***DESIGN parameters *** DisplayName = OBJECT:Structure EditorSorting = STRUCTURE ArmorSet Conditions = None Armor = StructureArmor DamageFX = StructureDamageFXNoShake End ; *** ENGINEERING Parameters *** RadarPriority = STRUCTURE KindOf = STRUCTURE SELECTABLE IMMOBILE Body = StructureBody ModuleTag_02 MaxHealth = 2000.0 InitialHealth = 2000.0 End Behavior = GarrisonContain ModuleTag_03 ContainMax = 10 EnterSound = GarrisonEnter ExitSound = GarrisonExit End Behavior = FlammableUpdate ModuleTag_05 FlameDamageLimit = 20 ;Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ;in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Behavior = TransitionDamageFX ModuleTag_06 ;-------------DESIGNED FOR MEDIUM SIZED CIVILIAN BUILDING TRANSITIONS------------------- DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke ;--------------------------------------------------------------------------------------- ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionMediumExplosion ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionMediumShockwave ;-------------------------------------------------------------------------------------- RubbleParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke RubbleParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionMediumExplosion RubbleParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionMediumShockwave RubbleParticleSystem4 = Bone:None RandomBone:No PSys:StructureTransitionMediumFlare End ; Note that structures with "RUBBLE" states should not use ; DestroyDie; such buildings are never truly ; destroyed, even when reduced to zero health. Geometry = BOX GeometryMajorRadius = 24.0 GeometryMinorRadius = 20.0 GeometryHeight = 72.0 GeometryIsSmall = No Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object CivilianBunker01 ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes ; day ConditionState = NONE Model = CBBunker01 End ConditionState = DAMAGED Model = CBBunker01_D End ConditionState = REALLYDAMAGED Model = CBBunker01_E End ConditionState = RUBBLE Model = CBBunker01_R End ; day garrisoned ConditionState = GARRISONED Model = CBBunker01_G Animation = CBBunker01_G.CBBunker01_G AnimationMode = LOOP End ConditionState = DAMAGED GARRISONED Model = CBBunker01_DG Animation = CBBunker01_DG.CBBunker01_DG AnimationMode = LOOP End ConditionState = REALLYDAMAGED GARRISONED Model = CBBunker01_EG Animation = CBBunker01_EG.CBBunker01_EG AnimationMode = LOOP End ; night ConditionState = NIGHT Model = CBBunker01_N End ConditionState = DAMAGED NIGHT Model = CBBunker01_DN End ConditionState = REALLYDAMAGED NIGHT Model = CBBunker01_EN End ConditionState = RUBBLE NIGHT Model = CBBunker01_RN End ; night garrisoned ConditionState = NIGHT GARRISONED Model = CBBunker01_NG Animation = CBBunker01_NG.CBBunker01_NG AnimationMode = LOOP End ConditionState = DAMAGED NIGHT GARRISONED Model = CBBunker01_DNG Animation = CBBunker01_DNG.CBBunker01_DNG AnimationMode = LOOP End ConditionState = REALLYDAMAGED NIGHT GARRISONED Model = CBBunker01_ENG Animation = CBBunker01_ENG.CBBunker01_ENG AnimationMode = LOOP End ; Snow ConditionState = SNOW Model = CBBunker01_S End ConditionState = DAMAGED SNOW Model = CBBunker01_DS End ConditionState = REALLYDAMAGED SNOW Model = CBBunker01_ES End ConditionState = RUBBLE SNOW Model = CBBunker01_RS End ; snow garrisoned ConditionState = SNOW GARRISONED Model = CBBunker01_SG Animation = CBBunker01_SG.CBBunker01_SG AnimationMode = LOOP End ConditionState = DAMAGED SNOW GARRISONED Model = CBBunker01_DSG Animation = CBBunker01_DSG.CBBunker01_DSG AnimationMode = LOOP End ConditionState = REALLYDAMAGED SNOW GARRISONED Model = CBBunker01_ESG Animation = CBBunker01_ESG.CBBunker01_ESG AnimationMode = LOOP End ; night snow ConditionState = SNOW NIGHT Model = CBBunker01_SN End ConditionState = DAMAGED SNOW NIGHT Model = CBBunker01_DSN End ConditionState = REALLYDAMAGED SNOW NIGHT Model = CBBunker01_ESN End ConditionState = RUBBLE SNOW NIGHT Model = CBBunker01_RSN End ; night snow garrisoned ConditionState = SNOW NIGHT GARRISONED Model = CBBunker01_SNG Animation = CBBunker01_SNG.CBBunker01_SNG AnimationMode = LOOP End ConditionState = DAMAGED SNOW NIGHT GARRISONED Model = CBBunker01_DSNG Animation = CBBunker01_DSNG.CBBunker01_DSNG AnimationMode = LOOP End ConditionState = REALLYDAMAGED SNOW NIGHT GARRISONED Model = CBBunker01_ESNG Animation = CBBunker01_ESNG.CBBunker01_ESNG AnimationMode = LOOP End End ; *** AUDIO Parameters *** SoundDie = BuildingDie SoundOnDamaged = BuildingDamagedStateLight SoundOnReallyDamaged = BuildingDestroy ; ***DESIGN parameters *** DisplayName = OBJECT:Bunker EditorSorting = STRUCTURE ArmorSet Conditions = None Armor = StructureArmor DamageFX = StructureDamageFXNoShake End ; *** ENGINEERING Parameters *** RadarPriority = STRUCTURE KindOf = STRUCTURE SELECTABLE IMMOBILE GARRISONABLE_UNTIL_DESTROYED Body = StructureBody ModuleTag_02 MaxHealth = 2000.0 InitialHealth = 2000.0 End Behavior = GarrisonContain ModuleTag_03 ContainMax = 10 EnterSound = GarrisonEnter ExitSound = GarrisonExit End Behavior = FlammableUpdate ModuleTag_05 FlameDamageLimit = 20 ;Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ;in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Behavior = TransitionDamageFX ModuleTag_06 ;-------------DESIGNED FOR SMALL SIZED CIVILIAN BUILDING TRANSITIONS------------------- DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke ;--------------------------------------------------------------------------------------- ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave ;--------------------------------------------------------------------------------------- RubbleParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke RubbleParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion RubbleParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave RubbleParticleSystem4 = Bone:None RandomBone:No PSys:StructureTransitionSmallFlare End ; Note that structures with "RUBBLE" states should not use ; DestroyDie; such buildings are never truly ; destroyed, even when reduced to zero health. Geometry = BOX GeometryMajorRadius = 20.0 GeometryMinorRadius = 16.0 GeometryHeight = 12.0 GeometryIsSmall = No Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object NuclearBunker ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes ; day ConditionState = NONE Model = CBNukeBunk2 End ConditionState = DAMAGED Model = CBNukeBunk2_D End ConditionState = REALLYDAMAGED Model = CBNukeBunk2_E End ConditionState = RUBBLE Model = CBNukeBunk2_R End End ; *** AUDIO Parameters *** SoundDie = BuildingDie SoundOnDamaged = BuildingDamagedStateLight SoundOnReallyDamaged = BuildingDestroy ; ***DESIGN parameters *** DisplayName = OBJECT:Bunker EditorSorting = STRUCTURE ArmorSet Conditions = None Armor = StructureArmor DamageFX = StructureDamageFXNoShake End ; *** ENGINEERING Parameters *** RadarPriority = STRUCTURE KindOf = STRUCTURE SELECTABLE IMMOBILE Body = StructureBody ModuleTag_02 MaxHealth = 2000.0 InitialHealth = 2000.0 End Behavior = FlammableUpdate ModuleTag_05 FlameDamageLimit = 20 ;Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ;in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Behavior = TransitionDamageFX ModuleTag_06 ;-------------DESIGNED FOR MEDIUM SIZED CIVILIAN BUILDING TRANSITIONS------------------- DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke ;--------------------------------------------------------------------------------------- ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionMediumExplosion ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionMediumShockwave ;-------------------------------------------------------------------------------------- RubbleParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke RubbleParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionMediumExplosion RubbleParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionMediumShockwave RubbleParticleSystem4 = Bone:None RandomBone:No PSys:StructureTransitionMediumFlare End ; Note that structures with "RUBBLE" states should not use DestroyDie; such buildings are ; never truly destroyed, even when reduced to zero health. Also note that garrisonable ; buildings automatically stick around because GarrisonContain has it's own DieModule Behavior = KeepObjectDie ModuleTag_IWantRubble End Behavior = FireWeaponWhenDeadBehavior ModuleTag_07 DeathWeapon = ChinaPowerPlantDeathWeapon StartsActive = Yes End Geometry = BOX GeometryMajorRadius = 48.0 GeometryMinorRadius = 66.0 GeometryHeight = 22.0 GeometryIsSmall = No Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object NukeBunker01 ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes ; day ConditionState = NONE Model = CBNukeBunk End ConditionState = DAMAGED Model = CBNukeBunk_D End ConditionState = REALLYDAMAGED Model = CBNukeBunk_E End ConditionState = RUBBLE Model = CBNukeBunk_R End End ; ***DESIGN parameters *** DisplayName = OBJECT:Bunker EditorSorting = STRUCTURE ArmorSet Conditions = None Armor = StructureArmor DamageFX = StructureDamageFXNoShake End ; *** ENGINEERING Parameters *** RadarPriority = STRUCTURE KindOf = STRUCTURE SELECTABLE IMMOBILE CAPTURABLE Body = StructureBody ModuleTag_02 MaxHealth = 2000.0 InitialHealth = 2000.0 End Behavior = GarrisonContain ModuleTag_03 ContainMax = 10 EnterSound = GarrisonEnter ExitSound = GarrisonExit End Behavior = FlammableUpdate ModuleTag_05 FlameDamageLimit = 20 ;Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ;in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Behavior = FireWeaponWhenDeadBehavior ModuleTag_06 DeathWeapon = ChinaPowerPlantDeathWeapon StartsActive = Yes End ; Note that structures with "RUBBLE" states should not use ; DestroyDie; such buildings are never truly ; destroyed, even when reduced to zero health. Geometry = BOX GeometryMajorRadius = 25.0 GeometryMinorRadius = 36.0 GeometryHeight = 22.0 GeometryIsSmall = No Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object AsianOffice01 ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes ; day ConditionState = NONE Model = CBNOffice1 End ConditionState = DAMAGED Model = CBNOffice1_D End ConditionState = REALLYDAMAGED Model = CBNOffice1_E End ConditionState = RUBBLE Model = CBNOffice1_R End ; day garrisoned ConditionState = GARRISONED Model = CBNOffice1_G Animation = CBNOffice1_G.CBNOffice1_G AnimationMode = LOOP End ConditionState = DAMAGED GARRISONED Model = CBNOffice1_DG Animation = CBNOffice1_DG.CBNOffice1_DG AnimationMode = LOOP End ; night ConditionState = NIGHT Model = CBNOffice1_N End ConditionState = DAMAGED NIGHT Model = CBNOffice1_DN End ConditionState = REALLYDAMAGED NIGHT Model = CBNOffice1_EN End ConditionState = RUBBLE NIGHT Model = CBNOffice1_RN End ; night garrisoned ConditionState = NIGHT GARRISONED Model = CBNOffice1_NG Animation = CBNOffice1_NG.CBNOffice1_NG AnimationMode = LOOP End ConditionState = DAMAGED NIGHT GARRISONED Model = CBNOffice1_DNG Animation = CBNOffice1_DNG.CBNOffice1_DNG AnimationMode = LOOP End ; Snow ConditionState = SNOW Model = CBNOffice1_S End ConditionState = DAMAGED SNOW Model = CBNOffice1_DS End ConditionState = REALLYDAMAGED SNOW Model = CBNOffice1_ES End ConditionState = RUBBLE SNOW Model = CBNOffice1_RS End ; snow garrisoned ConditionState = SNOW GARRISONED Model = CBNOffice1_SG Animation = CBNOffice1_SG.CBNOffice1_SG AnimationMode = LOOP End ConditionState = DAMAGED SNOW GARRISONED Model = CBNOffice1_DSG Animation = CBNOffice1_DSG.CBNOffice1_DSG AnimationMode = LOOP End ; night snow ConditionState = SNOW NIGHT Model = CBNOffice1_SN End ConditionState = DAMAGED SNOW NIGHT Model = CBNOffice1_DSN End ConditionState = REALLYDAMAGED SNOW NIGHT Model = CBNOffice1_ESN End ConditionState = RUBBLE SNOW NIGHT Model = CBNOffice1_RSN End ; night snow garrisoned ConditionState = SNOW NIGHT GARRISONED Model = CBNOffice1_SNG Animation = CBNOffice1_SNG.CBNOffice1_SNG AnimationMode = LOOP End ConditionState = DAMAGED SNOW NIGHT GARRISONED Model = CBNOffice1_DSNG Animation = CBNOffice1_DSNG.CBNOffice1_DSNG AnimationMode = LOOP End End ; *** AUDIO Parameters *** SoundDie = BuildingDie SoundOnDamaged = BuildingDamagedStateLight SoundOnReallyDamaged = BuildingDestroy ; ***DESIGN parameters *** DisplayName = OBJECT:Structure EditorSorting = STRUCTURE ArmorSet Conditions = None Armor = StructureArmor DamageFX = StructureDamageFXNoShake End ; *** ENGINEERING Parameters *** RadarPriority = STRUCTURE KindOf = STRUCTURE SELECTABLE IMMOBILE Body = StructureBody ModuleTag_02 MaxHealth = 2000.0 InitialHealth = 2000.0 End Behavior = GarrisonContain ModuleTag_03 ContainMax = 10 EnterSound = GarrisonEnter ExitSound = GarrisonExit End Behavior = FlammableUpdate ModuleTag_05 FlameDamageLimit = 20 ;Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ;in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Behavior = TransitionDamageFX ModuleTag_06 ;-------------DESIGNED FOR MEDIUM SIZED CIVILIAN BUILDING TRANSITIONS------------------- DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke ;--------------------------------------------------------------------------------------- ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionMediumExplosion ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionMediumShockwave ;-------------------------------------------------------------------------------------- RubbleParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke RubbleParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionMediumExplosion RubbleParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionMediumShockwave RubbleParticleSystem4 = Bone:None RandomBone:No PSys:StructureTransitionMediumFlare End ; Note that structures with "RUBBLE" states should not use ; DestroyDie; such buildings are never truly ; destroyed, even when reduced to zero health. Geometry = BOX GeometryMajorRadius = 29.0 GeometryMinorRadius = 19.0 GeometryHeight = 67.0 GeometryIsSmall = No Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object CivilianTEROilDepot ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes ; day ConditionState = NONE Model = CBTOilDepo End ConditionState = DAMAGED Model = CBTOilDepo_D End ConditionState = REALLYDAMAGED Model = CBTOilDepo_E End ConditionState = RUBBLE Model = CBTOilDepo_R End ; day garrisoned ConditionState = GARRISONED Model = CBTOilDepo_G Animation = CBTOilDepo_G.CBTOilDepo_G AnimationMode = LOOP End ConditionState = DAMAGED GARRISONED Model = CBTOilDepo_DG Animation = CBTOilDepo_DG.CBTOilDepo_DG AnimationMode = LOOP End ; night ConditionState = NIGHT Model = CBTOilDepo_N End ConditionState = DAMAGED NIGHT Model = CBTOilDepo_DN End ConditionState = REALLYDAMAGED NIGHT Model = CBTOilDepo_EN End ConditionState = RUBBLE NIGHT Model = CBTOilDepo_RN End ; night garrisoned ConditionState = NIGHT GARRISONED Model = CBTOilDepo_NG Animation = CBTOilDepo_NG.CBTOilDepo_NG AnimationMode = LOOP End ConditionState = DAMAGED NIGHT GARRISONED Model = CBTOilDepo_DNG Animation = CBTOilDepo_DNG.CBTOilDepo_DNG AnimationMode = LOOP End ; Snow ConditionState = SNOW Model = CBTOilDepo_S End ConditionState = DAMAGED SNOW Model = CBTOilDepo_DS End ConditionState = REALLYDAMAGED SNOW Model = CBTOilDepo_ES End ConditionState = RUBBLE SNOW Model = CBTOilDepo_RS End ; snow garrisoned ConditionState = SNOW GARRISONED Model = CBTOilDepo_SG Animation = CBTOilDepo_SG.CBTOilDepo_SG AnimationMode = LOOP End ConditionState = DAMAGED SNOW GARRISONED Model = CBTOilDepo_DSG Animation = CBTOilDepo_DSG.CBTOilDepo_DSG AnimationMode = LOOP End ; night snow ConditionState = SNOW NIGHT Model = CBTOilDepo_SN End ConditionState = DAMAGED SNOW NIGHT Model = CBTOilDepo_DSN End ConditionState = REALLYDAMAGED SNOW NIGHT Model = CBTOilDepo_ESN End ConditionState = RUBBLE SNOW NIGHT Model = CBTOilDepo_RSN End ; night snow garrisoned ConditionState = SNOW NIGHT GARRISONED Model = CBTOilDepo_SNG Animation = CBTOilDepo_SNG.CBTOilDepo_SNG AnimationMode = LOOP End ConditionState = DAMAGED SNOW NIGHT GARRISONED Model = CBTOilDepo_DSNG Animation = CBTOilDepo_DSNG.CBTOilDepo_DSNG AnimationMode = LOOP End End ; *** AUDIO Parameters *** SoundDie = BuildingDie SoundOnDamaged = BuildingDamagedStateLight SoundOnReallyDamaged = BuildingDestroy ; ***DESIGN parameters *** DisplayName = OBJECT:OilDepot EditorSorting = STRUCTURE ArmorSet Conditions = None Armor = StructureArmor DamageFX = StructureDamageFXNoShake End ; *** ENGINEERING Parameters *** RadarPriority = STRUCTURE KindOf = STRUCTURE SELECTABLE IMMOBILE Body = StructureBody ModuleTag_02 MaxHealth = 2000.0 InitialHealth = 2000.0 End Behavior = FlammableUpdate ModuleTag_05 FlameDamageLimit = 20 ;Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ;in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Behavior = FXListDie ModuleTag_06 DeathFX = WeaponFX_BombTruckHighExplosiveBombDetonation OrientToObject = No End Behavior = TransitionDamageFX ModuleTag_07 DamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_StructureMediumDeath ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_StructureMediumDeath End ; Note that structures with "RUBBLE" states should not use DestroyDie; such buildings are ; never truly destroyed, even when reduced to zero health. Also note that garrisonable ; buildings automatically stick around because GarrisonContain has it's own DieModule Behavior = KeepObjectDie ModuleTag_IWantRubble End Geometry = BOX GeometryMajorRadius = 38.0 GeometryMinorRadius = 40.0 GeometryHeight = 17.0 GeometryIsSmall = No Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object CivilianTEROutPost ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes ; day ConditionState = NONE Model = CBTOutpost End ConditionState = DAMAGED Model = CBTOutpost_D End ConditionState = REALLYDAMAGED Model = CBTOutpost_E End ConditionState = RUBBLE Model = CBTOutpost_R End ; day garrisoned ConditionState = GARRISONED Model = CBTOutpost_G Animation = CBTOutpost_G.CBTOutpost_G AnimationMode = LOOP End ConditionState = DAMAGED GARRISONED Model = CBTOutpost_DG Animation = CBTOutpost_DG.CBTOutpost_DG AnimationMode = LOOP End ; night ConditionState = NIGHT Model = CBTOutpost_N End ConditionState = DAMAGED NIGHT Model = CBTOutpost_DN End ConditionState = REALLYDAMAGED NIGHT Model = CBTOutpost_EN End ConditionState = RUBBLE NIGHT Model = CBTOutpost_RN End ; night garrisoned ConditionState = NIGHT GARRISONED Model = CBTOutpost_NG Animation = CBTOutpost_NG.CBTOutpost_NG AnimationMode = LOOP End ConditionState = DAMAGED NIGHT GARRISONED Model = CBTOutpost_DNG Animation = CBTOutpost_DNG.CBTOutpost_DNG AnimationMode = LOOP End ; Snow ConditionState = SNOW Model = CBTOutpost_S End ConditionState = DAMAGED SNOW Model = CBTOutpost_DS End ConditionState = REALLYDAMAGED SNOW Model = CBTOutpost_ES End ConditionState = RUBBLE SNOW Model = CBTOutpost_RS End ; snow garrisoned ConditionState = SNOW GARRISONED Model = CBTOutpost_SG Animation = CBTOutpost_SG.CBTOutpost_SG AnimationMode = LOOP End ConditionState = DAMAGED SNOW GARRISONED Model = CBTOutpost_DSG Animation = CBTOutpost_DSG.CBTOutpost_DSG AnimationMode = LOOP End ; night snow ConditionState = SNOW NIGHT Model = CBTOutpost_SN End ConditionState = DAMAGED SNOW NIGHT Model = CBTOutpost_DSN End ConditionState = REALLYDAMAGED SNOW NIGHT Model = CBTOutpost_ESN End ConditionState = RUBBLE SNOW NIGHT Model = CBTOutpost_RSN End ; night snow garrisoned ConditionState = SNOW NIGHT GARRISONED Model = CBTOutpost_SNG Animation = CBTOutpost_SNG.CBTOutpost_SNG AnimationMode = LOOP End ConditionState = DAMAGED SNOW NIGHT GARRISONED Model = CBTOutpost_DSNG Animation = CBTOutpost_DSNG.CBTOutpost_DSNG AnimationMode = LOOP End End ; *** AUDIO Parameters *** SoundDie = BuildingDie SoundOnDamaged = BuildingDamagedStateLight SoundOnReallyDamaged = BuildingDestroy ; ***DESIGN parameters *** DisplayName = OBJECT:Structure EditorSorting = STRUCTURE ArmorSet Conditions = None Armor = StructureArmor DamageFX = StructureDamageFXNoShake End ; *** ENGINEERING Parameters *** RadarPriority = STRUCTURE KindOf = STRUCTURE SELECTABLE IMMOBILE Body = StructureBody ModuleTag_02 MaxHealth = 2000.0 InitialHealth = 2000.0 End Behavior = FlammableUpdate ModuleTag_05 FlameDamageLimit = 20 ;Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ;in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Behavior = TransitionDamageFX ModuleTag_06 ;-------------DESIGNED FOR MEDIUM SIZED CIVILIAN BUILDING TRANSITIONS------------------- DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke ;--------------------------------------------------------------------------------------- ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionMediumExplosion ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionMediumShockwave ;-------------------------------------------------------------------------------------- RubbleParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke RubbleParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionMediumExplosion RubbleParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionMediumShockwave RubbleParticleSystem4 = Bone:None RandomBone:No PSys:StructureTransitionMediumFlare End ; Note that structures with "RUBBLE" states should not use DestroyDie; such buildings are ; never truly destroyed, even when reduced to zero health. Also note that garrisonable ; buildings automatically stick around because GarrisonContain has it's own DieModule ; Behavior = KeepObjectDie ModuleTag_IWantRubble ; End Behavior = GarrisonContain ModuleTag_10 ContainMax = 10 EnterSound = GarrisonEnter ExitSound = GarrisonExit End Geometry = BOX GeometryMajorRadius = 33.0 GeometryMinorRadius = 39.0 GeometryHeight = 20.0 GeometryIsSmall = No Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object MogadishuHighrise01 ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes ; day ConditionState = NONE Model = CBMogdis01 End ConditionState = DAMAGED Model = CBMogdis01_D End ConditionState = REALLYDAMAGED Model = CBMogdis01_E End ConditionState = RUBBLE Model = CBMogdis01_E End ConditionState = POST_COLLAPSE Model = CBMogdis01_R End ; day garrisoned ConditionState = GARRISONED Model = CBMogdis01_G Animation = CBMogdis01_G.CBMogdis01_G AnimationMode = LOOP End ConditionState = DAMAGED GARRISONED Model = CBMogdis01_DG Animation = CBMogdis01_DG.CBMogdis01_DG AnimationMode = LOOP End ; night ConditionState = NIGHT Model = CBMogdis01_N End ConditionState = DAMAGED NIGHT Model = CBMogdis01_DN End ConditionState = REALLYDAMAGED NIGHT Model = CBMogdis01_EN End ConditionState = RUBBLE NIGHT Model = CBMogdis01_EN End ConditionState = POST_COLLAPSE NIGHT Model = CBMogdis01_RN End ; night garrisoned ConditionState = NIGHT GARRISONED Model = CBMogdis01_NG Animation = CBMogdis01_NG.CBMogdis01_NG AnimationMode = LOOP End ConditionState = DAMAGED NIGHT GARRISONED Model = CBMogdis01_DNG Animation = CBMogdis01_DNG.CBMogdis01_DNG AnimationMode = LOOP End ; Snow ConditionState = SNOW Model = CBMogdis01_S End ConditionState = DAMAGED SNOW Model = CBMogdis01_DS End ConditionState = REALLYDAMAGED SNOW Model = CBMogdis01_ES End ConditionState = RUBBLE SNOW Model = CBMogdis01_ES End ConditionState = POST_COLLAPSE SNOW Model = CBMogdis01_RS End ; snow garrisoned ConditionState = GARRISONED SNOW Model = CBMogdis01_SG ; @todo srj -- anim missing ; Animation = CBMogdis01_SG.CBMogdis01_SG ; AnimationMode = LOOP End ConditionState = DAMAGED GARRISONED SNOW Model = CBMogdis01_DSG Animation = CBMogdis01_DSG.CBMogdis01_DSG AnimationMode = LOOP End ; night snow ConditionState = NIGHT SNOW Model = CBMogdis01_SN End ConditionState = DAMAGED NIGHT SNOW Model = CBMogdis01_DSN End ConditionState = REALLYDAMAGED NIGHT SNOW Model = CBMogdis01_ESN End ConditionState = RUBBLE NIGHT SNOW Model = CBMogdis01_ESN End ConditionState = POST_COLLAPSE SNOW NIGHT Model = CBMogdis01_RSN End ; night garrisoned snow ConditionState = NIGHT GARRISONED SNOW Model = CBMogdis01_SNG ; @todo srj -- anim missing ; Animation = CBMogdis01_SNG.CBMogdis01_SNG ; AnimationMode = LOOP End ConditionState = DAMAGED NIGHT GARRISONED SNOW Model = CBMogdis01_DSNG Animation = CBMogdis01_DSNG.CBMogdis01_DSNG AnimationMode = LOOP End End ; *** AUDIO Parameters *** SoundDie = BuildingDie SoundOnDamaged = BuildingDamagedStateLight SoundOnReallyDamaged = BuildingDestroy ; ***DESIGN parameters *** DisplayName = OBJECT:Structure EditorSorting = STRUCTURE ArmorSet Conditions = None Armor = StructureArmor DamageFX = StructureDamageFXNoShake End ; *** ENGINEERING Parameters *** KindOf = STRUCTURE SELECTABLE IMMOBILE Body = StructureBody ModuleTag_02 MaxHealth = 2000.0 InitialHealth = 2000.0 End Behavior = GarrisonContain ModuleTag_03 ContainMax = 10 EnterSound = GarrisonEnter ExitSound = GarrisonExit End Behavior = TransitionDamageFX ModuleTag_04 ;-------------DESIGNED FOR MEDIUM SIZED CIVILIAN BUILDING TRANSITIONS------------------- DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke ;--------------------------------------------------------------------------------------- ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionMediumExplosion ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionMediumShockwave ;-------------------------------------------------------------------------------------- RubbleParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke RubbleParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionMediumExplosion RubbleParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionMediumShockwave RubbleParticleSystem4 = Bone:None RandomBone:No PSys:StructureTransitionMediumFlare End Behavior = FlammableUpdate ModuleTag_06 FlameDamageLimit = 20 ;Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ;in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Behavior = StructureCollapseUpdate ModuleTag_07 MinCollapseDelay = 500 MaxCollapseDelay = 1000 CollapseDamping = 0.0 MaxShudder = 0.6 MinBurstDelay = 250 MaxBurstDelay = 800 BigBurstFrequency = 4 OCL = INITIAL OCL_StructureCollapseInitial OCL = DELAY OCL_StructureCollapseDelay OCL = FINAL OCL_StructureCollapseFinal FXList = INITIAL FX_StructureCollapseInitial FXList = DELAY FX_StructureCollapseDelay FXList = BURST FX_StructureCollapseBurst FXList = FINAL FX_StructureCollapseFinal End Geometry = BOX GeometryMajorRadius = 30.0 GeometryMinorRadius = 40.0 GeometryHeight = 75.0 GeometryIsSmall = No Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object QuonsetHut01 ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes ; day ConditionState = NONE Model = CBQuonset1 End ConditionState = DAMAGED Model = CBQuonset1_D End ConditionState = REALLYDAMAGED Model = CBQuonset1_E End ConditionState = RUBBLE Model = CBQuonset1_R End ; day garrisoned ConditionState = GARRISONED Model = CBQuonset1_G Animation = CBQuonset1_G.CBQuonset1_G AnimationMode = LOOP End ConditionState = DAMAGED GARRISONED Model = CBQuonset1_DG Animation = CBQuonset1_DG.CBQuonset1_DG AnimationMode = LOOP End ; night ConditionState = NIGHT Model = CBQuonset1_N End ConditionState = DAMAGED NIGHT Model = CBQuonset1_DN End ConditionState = REALLYDAMAGED NIGHT Model = CBQuonset1_EN End ConditionState = RUBBLE NIGHT Model = CBQuonset1_RN End ; night garrisoned ConditionState = NIGHT GARRISONED Model = CBQuonset1_NG Animation = CBQuonset1_NG.CBQuonset1_NG AnimationMode = LOOP End ConditionState = DAMAGED NIGHT GARRISONED Model = CBQuonset1_DNG Animation = CBQuonset1_DNG.CBQuonset1_DNG AnimationMode = LOOP End ; Snow ConditionState = SNOW Model = CBQuonset1_S End ConditionState = DAMAGED SNOW Model = CBQuonset1_DS End ConditionState = REALLYDAMAGED SNOW Model = CBQuonset1_ES End ConditionState = RUBBLE SNOW Model = CBQuonset1_RS End ; snow garrisoned ConditionState = SNOW GARRISONED Model = CBQuonset1_SG Animation = CBQuonset1_SG.CBQuonset1_SG AnimationMode = LOOP End ConditionState = DAMAGED SNOW GARRISONED Model = CBQuonset1_DSG Animation = CBQuonset1_DSG.CBQuonset1_DSG AnimationMode = LOOP End ; night snow ConditionState = SNOW NIGHT Model = CBQuonset1_SN End ConditionState = DAMAGED SNOW NIGHT Model = CBQuonset1_DSN End ConditionState = REALLYDAMAGED SNOW NIGHT Model = CBQuonset1_ESN End ConditionState = RUBBLE SNOW NIGHT Model = CBQuonset1_RSN End ; night snow garrisoned ConditionState = SNOW NIGHT GARRISONED Model = CBQuonset1_SNG Animation = CBQuonset1_SNG.CBQuonset1_SNG AnimationMode = LOOP End ConditionState = DAMAGED SNOW NIGHT GARRISONED Model = CBQuonset1_DSNG Animation = CBQuonset1_DSNG.CBQuonset1_DSNG AnimationMode = LOOP End End ; *** AUDIO Parameters *** SoundDie = BuildingDie SoundOnDamaged = BuildingDamagedStateLight SoundOnReallyDamaged = BuildingDestroy ; ***DESIGN parameters *** DisplayName = OBJECT:Structure EditorSorting = STRUCTURE ArmorSet Conditions = None Armor = StructureArmor DamageFX = StructureDamageFXNoShake End ; *** ENGINEERING Parameters *** KindOf = STRUCTURE SELECTABLE IMMOBILE Body = StructureBody ModuleTag_02 MaxHealth = 2000.0 InitialHealth = 2000.0 End Behavior = GarrisonContain ModuleTag_03 ContainMax = 10 EnterSound = GarrisonEnter ExitSound = GarrisonExit End Behavior = FlammableUpdate ModuleTag_05 FlameDamageLimit = 20 ;Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ;in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Behavior = TransitionDamageFX ModuleTag_06 ;-------------DESIGNED FOR SMALL SIZED CIVILIAN BUILDING TRANSITIONS------------------- DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke ;--------------------------------------------------------------------------------------- ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave ;--------------------------------------------------------------------------------------- RubbleParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke RubbleParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion RubbleParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave RubbleParticleSystem4 = Bone:None RandomBone:No PSys:StructureTransitionSmallFlare End Geometry = BOX GeometryMajorRadius = 19.0 GeometryMinorRadius = 14.0 GeometryHeight = 12.0 GeometryIsSmall = No Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object StanHanger01 ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes ; day ConditionState = NONE Model = CBTHanger1 End ConditionState = DAMAGED Model = CBTHanger1_D End ConditionState = REALLYDAMAGED Model = CBTHanger1_E End ConditionState = RUBBLE Model = CBTHanger1_R End ; day garrisoned ConditionState = GARRISONED Model = CBTHanger1_G Animation = CBTHanger1_G.CBTHanger1_G AnimationMode = LOOP End ConditionState = DAMAGED GARRISONED Model = CBTHanger1_DG Animation = CBTHanger1_DG.CBTHanger1_DG AnimationMode = LOOP End ; night ConditionState = NIGHT Model = CBTHanger1_N End ConditionState = DAMAGED NIGHT Model = CBTHanger1_DN End ConditionState = REALLYDAMAGED NIGHT Model = CBTHanger1_EN End ConditionState = RUBBLE NIGHT Model = CBTHanger1_RN End ; night garrisoned ConditionState = NIGHT GARRISONED Model = CBTHanger1_NG Animation = CBTHanger1_NG.CBTHanger1_NG AnimationMode = LOOP End ConditionState = DAMAGED NIGHT GARRISONED Model = CBTHanger1_DNG Animation = CBTHanger1_DNG.CBTHanger1_DNG AnimationMode = LOOP End ; Snow ConditionState = SNOW Model = CBTHanger1_S End ConditionState = DAMAGED SNOW Model = CBTHanger1_DS End ConditionState = REALLYDAMAGED SNOW Model = CBTHanger1_ES End ConditionState = RUBBLE SNOW Model = CBTHanger1_RS End ; snow garrisoned ConditionState = SNOW GARRISONED Model = CBTHanger1_SG Animation = CBTHanger1_SG.CBTHanger1_SG AnimationMode = LOOP End ConditionState = DAMAGED SNOW GARRISONED Model = CBTHanger1_DSG Animation = CBTHanger1_DSG.CBTHanger1_DSG AnimationMode = LOOP End ; night snow ConditionState = SNOW NIGHT Model = CBTHanger1_SN End ConditionState = DAMAGED SNOW NIGHT Model = CBTHanger1_DSN End ConditionState = REALLYDAMAGED SNOW NIGHT Model = CBTHanger1_ESN End ConditionState = RUBBLE SNOW NIGHT Model = CBTHanger1_RSN End ; night snow garrisoned ConditionState = SNOW NIGHT GARRISONED Model = CBTHanger1_SNG Animation = CBTHanger1_SNG.CBTHanger1_SNG AnimationMode = LOOP End ConditionState = DAMAGED SNOW NIGHT GARRISONED Model = CBTHanger1_DSNG Animation = CBTHanger1_DSNG.CBTHanger1_DSNG AnimationMode = LOOP End End ; *** AUDIO Parameters *** SoundDie = BuildingDie SoundOnDamaged = BuildingDamagedStateLight SoundOnReallyDamaged = BuildingDestroy ; ***DESIGN parameters *** DisplayName = OBJECT:Structure EditorSorting = STRUCTURE ArmorSet Conditions = None Armor = StructureArmor DamageFX = StructureDamageFXNoShake End ; *** ENGINEERING Parameters *** KindOf = STRUCTURE SELECTABLE IMMOBILE Body = StructureBody ModuleTag_02 MaxHealth = 2000.0 InitialHealth = 2000.0 End Behavior = GarrisonContain ModuleTag_03 ContainMax = 10 EnterSound = GarrisonEnter ExitSound = GarrisonExit End Behavior = FlammableUpdate ModuleTag_05 FlameDamageLimit = 20 ;Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ;in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Behavior = TransitionDamageFX ModuleTag_06 ;-------------DESIGNED FOR SMALL SIZED CIVILIAN BUILDING TRANSITIONS------------------- DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke ;--------------------------------------------------------------------------------------- ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave ;--------------------------------------------------------------------------------------- RubbleParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke RubbleParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion RubbleParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave RubbleParticleSystem4 = Bone:None RandomBone:No PSys:StructureTransitionSmallFlare End Geometry = BOX GeometryMajorRadius = 48.0 GeometryMinorRadius = 23.0 GeometryHeight = 20.0 GeometryIsSmall = No Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object StanHanger02 ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes ; day ConditionState = NONE Model = CBTHanger2 End ConditionState = DAMAGED Model = CBTHanger2_D End ConditionState = REALLYDAMAGED Model = CBTHanger2_E End ConditionState = RUBBLE Model = CBTHanger2_R End ; day garrisoned ConditionState = GARRISONED Model = CBTHanger2_G Animation = CBTHanger2_G.CBTHanger2_G AnimationMode = LOOP End ConditionState = DAMAGED GARRISONED Model = CBTHanger2_DG Animation = CBTHanger2_DG.CBTHanger2_DG AnimationMode = LOOP End ; night ConditionState = NIGHT Model = CBTHanger2_N End ConditionState = DAMAGED NIGHT Model = CBTHanger2_DN End ConditionState = REALLYDAMAGED NIGHT Model = CBTHanger2_EN End ConditionState = RUBBLE NIGHT Model = CBTHanger2_RN End ; night garrisoned ConditionState = NIGHT GARRISONED Model = CBTHanger2_NG Animation = CBTHanger2_NG.CBTHanger2_NG AnimationMode = LOOP End ConditionState = DAMAGED NIGHT GARRISONED Model = CBTHanger2_DNG Animation = CBTHanger2_DNG.CBTHanger2_DNG AnimationMode = LOOP End ; Snow ConditionState = SNOW Model = CBTHanger2_S End ConditionState = DAMAGED SNOW Model = CBTHanger2_DS End ConditionState = REALLYDAMAGED SNOW Model = CBTHanger2_ES End ConditionState = RUBBLE SNOW Model = CBTHanger2_RS End ; snow garrisoned ConditionState = SNOW GARRISONED Model = CBTHanger2_SG Animation = CBTHanger2_SG.CBTHanger2_SG AnimationMode = LOOP End ConditionState = DAMAGED SNOW GARRISONED Model = CBTHanger2_DSG Animation = CBTHanger2_DSG.CBTHanger2_DSG AnimationMode = LOOP End ; night snow ConditionState = SNOW NIGHT Model = CBTHanger2_SN End ConditionState = DAMAGED SNOW NIGHT Model = CBTHanger2_DSN End ConditionState = REALLYDAMAGED SNOW NIGHT Model = CBTHanger2_ESN End ConditionState = RUBBLE SNOW NIGHT Model = CBTHanger2_RSN End ; night snow garrisoned ConditionState = SNOW NIGHT GARRISONED Model = CBTHanger2_SNG Animation = CBTHanger2_SNG.CBTHanger2_SNG AnimationMode = LOOP End ConditionState = DAMAGED SNOW NIGHT GARRISONED Model = CBTHanger2_DSNG Animation = CBTHanger2_DSNG.CBTHanger2_DSNG AnimationMode = LOOP End End ; *** AUDIO Parameters *** SoundDie = BuildingDie SoundOnDamaged = BuildingDamagedStateLight SoundOnReallyDamaged = BuildingDestroy ; ***DESIGN parameters *** DisplayName = OBJECT:Structure EditorSorting = STRUCTURE ArmorSet Conditions = None Armor = StructureArmor DamageFX = StructureDamageFXNoShake End ; *** ENGINEERING Parameters *** KindOf = STRUCTURE SELECTABLE IMMOBILE Body = StructureBody ModuleTag_02 MaxHealth = 2000.0 InitialHealth = 2000.0 End Behavior = GarrisonContain ModuleTag_03 ContainMax = 10 EnterSound = GarrisonEnter ExitSound = GarrisonExit End Behavior = FlammableUpdate ModuleTag_05 FlameDamageLimit = 20 ;Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ;in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Behavior = TransitionDamageFX ModuleTag_06 ;-------------DESIGNED FOR SMALL SIZED CIVILIAN BUILDING TRANSITIONS------------------- DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke ;--------------------------------------------------------------------------------------- ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave ;--------------------------------------------------------------------------------------- RubbleParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke RubbleParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion RubbleParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave RubbleParticleSystem4 = Bone:None RandomBone:No PSys:StructureTransitionSmallFlare End Geometry = BOX GeometryMajorRadius = 22.0 GeometryMinorRadius = 36.0 GeometryHeight = 23.0 GeometryIsSmall = No Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object StanOilTank01 ;Are we sure this shouldn't be considered a prop? -GB ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes ; day ConditionState = NONE Model = CBTOilTnk1 End ConditionState = DAMAGED Model = CBTOilTnk1_D End ConditionState = REALLYDAMAGED Model = CBTOilTnk1_E End ConditionState = RUBBLE Model = CBTOilTnk1_R End End ; ***DESIGN parameters *** DisplayName = OBJECT:OilTank EditorSorting = STRUCTURE ArmorSet Conditions = None Armor = StructureArmor DamageFX = StructureDamageFXNoShake End ; *** ENGINEERING Parameters *** KindOf = STRUCTURE SELECTABLE IMMOBILE Body = StructureBody ModuleTag_02 MaxHealth = 2000.0 InitialHealth = 2000.0 End Behavior = FlammableUpdate ModuleTag_05 FlameDamageLimit = 20 ;Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ;in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Behavior = FXListDie ModuleTag_06 DeathFX = WeaponFX_BombTruckHighExplosiveBombDetonation OrientToObject = No End Behavior = TransitionDamageFX ModuleTag_07 DamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_StructureSmallDeath ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_StructureSmallDeath End ; Note that structures with "RUBBLE" states should not use DestroyDie; such buildings are ; never truly destroyed, even when reduced to zero health. Also note that garrisonable ; buildings automatically stick around because GarrisonContain has it's own DieModule Behavior = KeepObjectDie ModuleTag_IWantRubble End Geometry = BOX GeometryMajorRadius = 25.0 GeometryMinorRadius = 16.0 GeometryHeight = 50.0 GeometryIsSmall = No Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object StanOilTank02 ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes ; day ConditionState = NONE Model = CBTOilTnk2 End ConditionState = DAMAGED Model = CBTOilTnk2_D End ConditionState = REALLYDAMAGED Model = CBTOilTnk2_E End ConditionState = RUBBLE Model = CBTOilTnk2_R End End ; ***DESIGN parameters *** DisplayName = OBJECT:OilTank EditorSorting = STRUCTURE ArmorSet Conditions = None Armor = StructureArmor DamageFX = StructureDamageFXNoShake End ; *** ENGINEERING Parameters *** KindOf = STRUCTURE SELECTABLE IMMOBILE Body = StructureBody ModuleTag_02 MaxHealth = 2000.0 InitialHealth = 2000.0 End Behavior = FlammableUpdate ModuleTag_05 FlameDamageLimit = 20 ;Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ;in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Behavior = FXListDie ModuleTag_06 DeathFX = WeaponFX_BombTruckHighExplosiveBombDetonation OrientToObject = No End Behavior = TransitionDamageFX ModuleTag_07 DamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_StructureSmallDeath ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_StructureSmallDeath End ; Note that structures with "RUBBLE" states should not use DestroyDie; such buildings are ; never truly destroyed, even when reduced to zero health. Also note that garrisonable ; buildings automatically stick around because GarrisonContain has it's own DieModule Behavior = KeepObjectDie ModuleTag_IWantRubble End Geometry = BOX GeometryMajorRadius = 25.0 GeometryMinorRadius = 16.0 GeometryHeight = 50.0 GeometryIsSmall = No Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object VehicleHanger01 ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes ; day ConditionState = NONE Model = CBVhanger1 End ConditionState = DAMAGED Model = CBVhanger1_D End ConditionState = REALLYDAMAGED Model = CBVhanger1_E End ConditionState = RUBBLE Model = CBVhanger1_R End ConditionState = GARRISONED Model = CBVhanger1_G Animation = CBVhanger1_G.CBVhanger1_G AnimationMode = LOOP End ConditionState = DAMAGED GARRISONED Model = CBVhanger1_DG Animation = CBVhanger1_DG.CBVhanger1_DG AnimationMode = LOOP End ; NIGHT ConditionState = NIGHT Model = CBVhanger1_N End ConditionState = DAMAGED NIGHT Model = CBVhanger1_DN End ConditionState = REALLYDAMAGED NIGHT Model = CBVhanger1_EN End ConditionState = RUBBLE NIGHT Model = CBVhanger1_RN End ConditionState = GARRISONED NIGHT Model = CBVhanger1_NG Animation = CBVhanger1_NG.CBVhanger1_NG AnimationMode = LOOP End ConditionState = DAMAGED GARRISONED NIGHT Model = CBVhanger1_DNG Animation = CBVhanger1_DNG.CBVhanger1_DNG AnimationMode = LOOP End ; SNOW ConditionState = SNOW Model = CBVhanger1_S End ConditionState = DAMAGED SNOW Model = CBVhanger1_DS End ConditionState = REALLYDAMAGED SNOW Model = CBVhanger1_ES End ConditionState = RUBBLE SNOW Model = CBVhanger1_RS End ConditionState = GARRISONED SNOW Model = CBVhanger1_SG Animation = CBVhanger1_SG.CBVhanger1_SG AnimationMode = LOOP End ConditionState = DAMAGED GARRISONED SNOW Model = CBVhanger1_DSG Animation = CBVhanger1_DSG.CBVhanger1_DSG AnimationMode = LOOP End ; SNOW NIGHT ConditionState = SNOW NIGHT Model = CBVhanger1_SN End ConditionState = DAMAGED SNOW NIGHT Model = CBVhanger1_DSN End ConditionState = REALLYDAMAGED SNOW NIGHT Model = CBVhanger1_ESN End ConditionState = RUBBLE SNOW NIGHT Model = CBVhanger1_RSN End ConditionState = GARRISONED SNOW NIGHT Model = CBVhanger1_SNG Animation = CBVhanger1_SNG.CBVhanger1_SNG AnimationMode = LOOP End ConditionState = DAMAGED GARRISONED SNOW NIGHT Model = CBVhanger1_DSNG Animation = CBVhanger1_DSNG.CBVhanger1_DSNG AnimationMode = LOOP End End ; *** AUDIO Parameters *** SoundDie = BuildingDie SoundOnDamaged = BuildingDamagedStateLight SoundOnReallyDamaged = BuildingDestroy ; ***DESIGN parameters *** DisplayName = OBJECT:Structure EditorSorting = STRUCTURE ArmorSet Conditions = None Armor = StructureArmor DamageFX = StructureDamageFXNoShake End ; *** ENGINEERING Parameters *** KindOf = STRUCTURE SELECTABLE IMMOBILE Body = StructureBody ModuleTag_02 MaxHealth = 2000.0 InitialHealth = 2000.0 End Behavior = GarrisonContain ModuleTag_03 ContainMax = 10 EnterSound = GarrisonEnter ExitSound = GarrisonExit End Behavior = FlammableUpdate ModuleTag_05 FlameDamageLimit = 20 ;Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ;in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Behavior = TransitionDamageFX ModuleTag_06 ;-------------DESIGNED FOR SMALL SIZED CIVILIAN BUILDING TRANSITIONS------------------- DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke ;--------------------------------------------------------------------------------------- ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave ;--------------------------------------------------------------------------------------- RubbleParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke RubbleParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion RubbleParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave RubbleParticleSystem4 = Bone:None RandomBone:No PSys:StructureTransitionSmallFlare End Geometry = BOX GeometryMajorRadius = 23.0 GeometryMinorRadius = 30.0 GeometryHeight = 34.0 GeometryIsSmall = No Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object StanWatchTowerTall ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes ; day ConditionState = NONE Model = CBTower01 End ConditionState = DAMAGED Model = CBTower01_D End ConditionState = REALLYDAMAGED Model = CBTower01_E ParticleSysBone = Smoke02 StructureToppleSmokeTrail End ConditionState = RUBBLE Model = CBTower01_E ParticleSysBone = Smoke02 StructureToppleSmokeTrail End ConditionState = POST_COLLAPSE Model = CBTower01_R End ; day garrisoned ConditionState = GARRISONED Model = CBTower01_G Animation = CBTower01_G.CBTower01_G AnimationMode = LOOP End ConditionState = DAMAGED GARRISONED Model = CBTower01_DG Animation = CBTower01_DG.CBTower01_DG AnimationMode = LOOP End ; night ConditionState = NIGHT Model = CBTower01_N End ConditionState = DAMAGED NIGHT Model = CBTower01_DN End ConditionState = REALLYDAMAGED NIGHT Model = CBTower01_EN ParticleSysBone = Smoke02 StructureToppleSmokeTrail End ConditionState = RUBBLE NIGHT Model = CBTower01_EN ParticleSysBone = Smoke02 StructureToppleSmokeTrail End ConditionState = POST_COLLAPSE NIGHT Model = CBTower01_R End ; night garrisoned ConditionState = NIGHT GARRISONED Model = CBTower01_NG Animation = CBTower01_NG.CBTower01_NG AnimationMode = LOOP End ConditionState = DAMAGED NIGHT GARRISONED Model = CBTower01_DNG Animation = CBTower01_DNG.CBTower01_DNG AnimationMode = LOOP End ; Snow ConditionState = SNOW Model = CBTower01_S End ConditionState = DAMAGED SNOW Model = CBTower01_DS End ConditionState = REALLYDAMAGED SNOW Model = CBTower01_ES ParticleSysBone = Smoke02 StructureToppleSmokeTrail End ConditionState = RUBBLE SNOW Model = CBTower01_ES ParticleSysBone = Smoke02 StructureToppleSmokeTrail End ConditionState = POST_COLLAPSE SNOW Model = CBTower01_RS End ; snow garrisoned ConditionState = SNOW GARRISONED Model = CBTower01_SG Animation = CBTower01_SG.CBTower01_SG AnimationMode = LOOP End ConditionState = DAMAGED SNOW GARRISONED Model = CBTower01_DSG Animation = CBTower01_DSG.CBTower01_DSG AnimationMode = LOOP End ; night snow ConditionState = SNOW NIGHT Model = CBTower01_SN End ConditionState = DAMAGED SNOW NIGHT Model = CBTower01_DSN End ConditionState = REALLYDAMAGED SNOW NIGHT Model = CBTower01_ESN ParticleSysBone = Smoke02 StructureToppleSmokeTrail End ConditionState = RUBBLE SNOW NIGHT Model = CBTower01_ESN ParticleSysBone = Smoke02 StructureToppleSmokeTrail End ConditionState = POST_COLLAPSE SNOW NIGHT Model = CBTower01_RS End ; night snow garrisoned ConditionState = SNOW NIGHT GARRISONED Model = CBTower01_SNG Animation = CBTower01_SNG.CBTower01_SNG AnimationMode = LOOP End ConditionState = DAMAGED SNOW NIGHT GARRISONED Model = CBTower01_DSNG Animation = CBTower01_DSNG.CBTower01_DSNG AnimationMode = LOOP End End ; ***DESIGN parameters *** DisplayName = OBJECT:Structure EditorSorting = STRUCTURE ArmorSet Conditions = None Armor = StructureArmor DamageFX = StructureDamageFXNoShake End ; *** ENGINEERING Parameters *** KindOf = STRUCTURE SELECTABLE IMMOBILE AIRCRAFT_PATH_AROUND Body = StructureBody ModuleTag_02 MaxHealth = 500.0 InitialHealth = 500.0 End Behavior = GarrisonContain ModuleTag_03 ContainMax = 10 EnterSound = GarrisonEnter ExitSound = GarrisonExit End Behavior = StructureToppleUpdate ModuleTag_04 MinToppleDelay = 250 MaxToppleDelay = 500 MinToppleBurstDelay = 1500 MaxToppleBurstDelay = 2500 StructuralIntegrity = 0.75 StructuralDecay = 1.0 DamageFXTypes = ALL -WATER ToppleStartFX = FX_DefaultStructureToppleStart ToppleDelayFX = FX_DefaultStructureToppleDelay CrushingFX = FX_DefaultStructureCrushing AngleFX = 20.0 FX_StructureToppleAngle20 ToppleDoneFX = FX_DefaultStructureToppleDone CrushingWeaponName = ToppledStructureWeapon End ; Behavior = BoneFXUpdate ModuleTag_05 ; DamageFXTypes = ALL -WATER ; RubbleFXList1 = bone:Fire02 OnlyOnce:Yes 3000 3000 FXList:FX_DefaultStructureSecondary ; DamageParticleTypes = ALL -WATER ; RubbleParticleSystem1 = bone:Fire02 OnlyOnce:Yes 3000 3000 PSys:StructureToppleSmokeTrail ; End ; ; Behavior = BoneFXDamage ModuleTag_06 ; ;nothing ; End ; ; Behavior = TransitionDamageFX ModuleTag_07 ; DamageFXTypes = ALL -WATER ; RubbleParticleSystem1 = Bone:Fire02 RandomBone:No PSys:StructureToppleStartTopExplosion ; DamageParticleTypes = ALL -WATER ; ReallyDamagedParticleSystem1 = Bone:Fire02 RandomBone:No PSys:StructureToppleStartTopExplosion ; End Behavior = FlammableUpdate ModuleTag_09 FlameDamageLimit = 20 ;Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ;in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Geometry = BOX GeometryMajorRadius = 15.0 GeometryMinorRadius = 15.0 GeometryHeight = 120.0 GeometryIsSmall = No Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object Shack ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes ; day ConditionState = NONE Model = CBNShack End ConditionState = DAMAGED Model = CBNShack_D End ConditionState = REALLYDAMAGED Model = CBNShack_E End ConditionState = RUBBLE Model = CBNShack_R End ; day garrisoned ConditionState = GARRISONED Model = CBNShack_G Animation = CBNShack_G.CBNShack_G AnimationMode = LOOP End ConditionState = DAMAGED GARRISONED Model = CBNShack_DG Animation = CBNShack_DG.CBNShack_DG AnimationMode = LOOP End ; night ConditionState = NIGHT Model = CBNShack_N End ConditionState = DAMAGED NIGHT Model = CBNShack_DN End ConditionState = REALLYDAMAGED NIGHT Model = CBNShack_EN End ConditionState = RUBBLE NIGHT Model = CBNShack_RN End ; night garrisoned ConditionState = NIGHT GARRISONED Model = CBNShack_NG Animation = CBNShack_NG.CBNShack_NG AnimationMode = LOOP End ConditionState = DAMAGED NIGHT GARRISONED Model = CBNShack_DNG Animation = CBNShack_DNG.CBNShack_DNG AnimationMode = LOOP End ; Snow ConditionState = SNOW Model = CBNShack_S End ConditionState = DAMAGED SNOW Model = CBNShack_DS End ConditionState = REALLYDAMAGED SNOW Model = CBNShack_ES End ConditionState = RUBBLE SNOW Model = CBNShack_RS End ; snow garrisoned ConditionState = SNOW GARRISONED Model = CBNShack_SG Animation = CBNShack_SG.CBNShack_SG AnimationMode = LOOP End ConditionState = DAMAGED SNOW GARRISONED Model = CBNShack_DSG Animation = CBNShack_DSG.CBNShack_DSG AnimationMode = LOOP End ; night snow ConditionState = SNOW NIGHT Model = CBNShack_SN End ConditionState = DAMAGED SNOW NIGHT Model = CBNShack_DSN End ConditionState = REALLYDAMAGED SNOW NIGHT Model = CBNShack_ESN End ConditionState = RUBBLE SNOW NIGHT Model = CBNShack_RSN End ; night snow garrisoned ConditionState = SNOW NIGHT GARRISONED Model = CBNShack_SNG Animation = CBNShack_SNG.CBNShack_SNG AnimationMode = LOOP End ConditionState = DAMAGED SNOW NIGHT GARRISONED Model = CBNShack_DSNG Animation = CBNShack_DSNG.CBNShack_DSNG AnimationMode = LOOP End End ; ***DESIGN parameters *** DisplayName = OBJECT:Structure EditorSorting = STRUCTURE ArmorSet Conditions = None Armor = StructureArmor DamageFX = StructureDamageFXNoShake End ; *** ENGINEERING Parameters *** KindOf = STRUCTURE SELECTABLE IMMOBILE Body = StructureBody ModuleTag_02 MaxHealth = 2000.0 InitialHealth = 2000.0 End Behavior = GarrisonContain ModuleTag_03 ContainMax = 10 EnterSound = GarrisonEnter ExitSound = GarrisonExit End Behavior = FlammableUpdate ModuleTag_05 FlameDamageLimit = 20 ;Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ;in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Behavior = TransitionDamageFX ModuleTag_06 ;-------------DESIGNED FOR SMALL SIZED CIVILIAN BUILDING TRANSITIONS------------------- DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke ;--------------------------------------------------------------------------------------- ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave ;--------------------------------------------------------------------------------------- RubbleParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke RubbleParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion RubbleParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave RubbleParticleSystem4 = Bone:None RandomBone:No PSys:StructureTransitionSmallFlare End Geometry = BOX GeometryMajorRadius = 12.0 GeometryMinorRadius = 16.0 GeometryHeight = 14.0 GeometryIsSmall = No Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object BarnCoop ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes ; day ConditionState = NONE Model = CBNBarnCoo End ConditionState = DAMAGED Model = CBNBarnCoo_D End ConditionState = REALLYDAMAGED Model = CBNBarnCoo_E End ConditionState = RUBBLE Model = CBNBarnCoo_R End ; day garrisoned ConditionState = GARRISONED Model = CBNBarnCoo_G Animation = CBNBarnCoo_G.CBNBarnCoo_G AnimationMode = LOOP End ConditionState = DAMAGED GARRISONED Model = CBNBarnCoo_DG Animation = CBNBarnCoo_DG.CBNBarnCoo_DG AnimationMode = LOOP End ; night ConditionState = NIGHT Model = CBNBarnCoo_N End ConditionState = DAMAGED NIGHT Model = CBNBarnCoo_DN End ConditionState = REALLYDAMAGED NIGHT Model = CBNBarnCoo_EN End ConditionState = RUBBLE NIGHT Model = CBNBarnCoo_RN End ; night garrisoned ConditionState = NIGHT GARRISONED Model = CBNBarnCoo_NG Animation = CBNBarnCoo_NG.CBNBarnCoo_NG AnimationMode = LOOP End ConditionState = DAMAGED NIGHT GARRISONED Model = CBNBarnCoo_DNG Animation = CBNBarnCoo_DNG.CBNBarnCoo_DNG AnimationMode = LOOP End ; Snow ConditionState = SNOW Model = CBNBarnCoo_S End ConditionState = DAMAGED SNOW Model = CBNBarnCoo_DS End ConditionState = REALLYDAMAGED SNOW Model = CBNBarnCoo_ES End ConditionState = RUBBLE SNOW Model = CBNBarnCoo_RS End ; snow garrisoned ConditionState = SNOW GARRISONED Model = CBNBarnCoo_SG Animation = CBNBarnCoo_SG.CBNBarnCoo_SG AnimationMode = LOOP End ConditionState = DAMAGED SNOW GARRISONED Model = CBNBarnCoo_DSG Animation = CBNBarnCoo_DSG.CBNBarnCoo_DSG AnimationMode = LOOP End ; night snow ConditionState = SNOW NIGHT Model = CBNBarnCoo_SN End ConditionState = DAMAGED SNOW NIGHT Model = CBNBarnCoo_DSN End ConditionState = REALLYDAMAGED SNOW NIGHT Model = CBNBarnCoo_ESN End ConditionState = RUBBLE SNOW NIGHT Model = CBNBarnCoo_RSN End ; night snow garrisoned ConditionState = SNOW NIGHT GARRISONED Model = CBNBarnCoo_SNG Animation = CBNBarnCoo_SNG.CBNBarnCoo_SNG AnimationMode = LOOP End ConditionState = DAMAGED SNOW NIGHT GARRISONED Model = CBNBarnCoo_DSNG Animation = CBNBarnCoo_DSNG.CBNBarnCoo_DSNG AnimationMode = LOOP End End ; ***DESIGN parameters *** DisplayName = OBJECT:Structure EditorSorting = STRUCTURE ArmorSet Conditions = None Armor = StructureArmor DamageFX = StructureDamageFXNoShake End ; ***AUDIO parameters *** SoundAmbient = FarmAmbientLoop SoundDie = BuildingDie SoundOnDamaged = BuildingDamagedStateLight SoundOnReallyDamaged = BuildingDestroy ; *** ENGINEERING Parameters *** KindOf = STRUCTURE SELECTABLE IMMOBILE Body = StructureBody ModuleTag_02 MaxHealth = 2000.0 InitialHealth = 2000.0 End Behavior = GarrisonContain ModuleTag_03 ContainMax = 10 EnterSound = GarrisonEnter ExitSound = GarrisonExit End Behavior = FlammableUpdate ModuleTag_05 FlameDamageLimit = 20 ;Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ;in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Behavior = TransitionDamageFX ModuleTag_06 ;-------------DESIGNED FOR SMALL SIZED CIVILIAN BUILDING TRANSITIONS------------------- DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke ;--------------------------------------------------------------------------------------- ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave ;--------------------------------------------------------------------------------------- RubbleParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke RubbleParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion RubbleParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave RubbleParticleSystem4 = Bone:None RandomBone:No PSys:StructureTransitionSmallFlare End Geometry = BOX GeometryMajorRadius = 26.0 GeometryMinorRadius = 34.0 GeometryHeight = 19.0 GeometryIsSmall = No Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object RiverHouse01 ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes ; day ConditionState = NONE Model = CBNRiverHo End ConditionState = DAMAGED Model = CBNRiverHo_D End ConditionState = REALLYDAMAGED Model = CBNRiverHo_E End ConditionState = RUBBLE Model = CBNRiverHo_R End ; day garrisoned ConditionState = GARRISONED Model = CBNRiverHo_G Animation = CBNRiverHo_G.CBNRiverHo_G AnimationMode = LOOP End ConditionState = DAMAGED GARRISONED Model = CBNRiverHo_DG Animation = CBNRiverHo_DG.CBNRiverHo_DG AnimationMode = LOOP End ; night ConditionState = NIGHT Model = CBNRiverHo_N End ConditionState = DAMAGED NIGHT Model = CBNRiverHo_DN End ConditionState = REALLYDAMAGED NIGHT Model = CBNRiverHo_EN End ConditionState = RUBBLE NIGHT Model = CBNRiverHo_RN End ; night garrisoned ConditionState = NIGHT GARRISONED Model = CBNRiverHo_NG Animation = CBNRiverHo_NG.CBNRiverHo_NG AnimationMode = LOOP End ConditionState = DAMAGED NIGHT GARRISONED Model = CBNRiverHo_DNG Animation = CBNRiverHo_DNG.CBNRiverHo_DNG AnimationMode = LOOP End ; Snow ConditionState = SNOW Model = CBNRiverHo_S End ConditionState = DAMAGED SNOW Model = CBNRiverHo_DS End ConditionState = REALLYDAMAGED SNOW Model = CBNRiverHo_ES End ConditionState = RUBBLE SNOW Model = CBNRiverHo_RS End ; snow garrisoned ConditionState = SNOW GARRISONED Model = CBNRiverHo_SG Animation = CBNRiverHo_SG.CBNRiverHo_SG AnimationMode = LOOP End ConditionState = DAMAGED SNOW GARRISONED Model = CBNRiverHo_DSG Animation = CBNRiverHo_DSG.CBNRiverHo_DSG AnimationMode = LOOP End ; night snow ConditionState = SNOW NIGHT Model = CBNRiverHo_SN End ConditionState = DAMAGED SNOW NIGHT Model = CBNRiverHo_DSN End ConditionState = REALLYDAMAGED SNOW NIGHT Model = CBNRiverHo_ESN End ConditionState = RUBBLE SNOW NIGHT Model = CBNRiverHo_RSN End ; night snow garrisoned ConditionState = SNOW NIGHT GARRISONED Model = CBNRiverHo_SNG Animation = CBNRiverHo_SNG.CBNRiverHo_SNG AnimationMode = LOOP End ConditionState = DAMAGED SNOW NIGHT GARRISONED Model = CBNRiverHo_DSNG Animation = CBNRiverHo_DSNG.CBNRiverHo_DSNG AnimationMode = LOOP End End ; *** AUDIO Parameters *** SoundDie = BuildingDie SoundOnDamaged = BuildingDamagedStateLight SoundOnReallyDamaged = BuildingDestroy ; ***DESIGN parameters *** DisplayName = OBJECT:Structure EditorSorting = STRUCTURE ArmorSet Conditions = None Armor = StructureArmor DamageFX = StructureDamageFXNoShake End ; ***AUDIO parameters *** SoundAmbient = DocksWallaLoop ; *** ENGINEERING Parameters *** KindOf = STRUCTURE SELECTABLE IMMOBILE Body = StructureBody ModuleTag_02 MaxHealth = 2000.0 InitialHealth = 2000.0 End Behavior = GarrisonContain ModuleTag_03 ContainMax = 10 EnterSound = GarrisonEnter ExitSound = GarrisonExit End Behavior = FlammableUpdate ModuleTag_05 FlameDamageLimit = 20 ;Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ;in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Behavior = TransitionDamageFX ModuleTag_06 ;-------------DESIGNED FOR SMALL SIZED CIVILIAN BUILDING TRANSITIONS------------------- DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke ;--------------------------------------------------------------------------------------- ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave ;--------------------------------------------------------------------------------------- RubbleParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke RubbleParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion RubbleParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave RubbleParticleSystem4 = Bone:None RandomBone:No PSys:StructureTransitionSmallFlare End Geometry = BOX GeometryMajorRadius = 12.0 GeometryMinorRadius = 16.0 GeometryHeight = 25.0 GeometryIsSmall = No Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object RiverHouse02 ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes ; day ConditionState = NONE Model = CBNRiverH2 End ConditionState = DAMAGED Model = CBNRiverH2_D End ConditionState = REALLYDAMAGED Model = CBNRiverH2_E End ConditionState = RUBBLE Model = CBNRiverH2_R End ; day garrisoned ConditionState = GARRISONED Model = CBNRiverH2_G Animation = CBNRiverH2_G.CBNRiverH2_G AnimationMode = LOOP End ConditionState = DAMAGED GARRISONED Model = CBNRiverH2_DG Animation = CBNRiverH2_DG.CBNRiverH2_DG AnimationMode = LOOP End ; night ConditionState = NIGHT Model = CBNRiverH2_N End ConditionState = DAMAGED NIGHT Model = CBNRiverH2_DN End ConditionState = REALLYDAMAGED NIGHT Model = CBNRiverH2_EN End ConditionState = RUBBLE NIGHT Model = CBNRiverH2_RN End ; night garrisoned ConditionState = NIGHT GARRISONED Model = CBNRiverH2_NG Animation = CBNRiverH2_NG.CBNRiverH2_NG AnimationMode = LOOP End ConditionState = DAMAGED NIGHT GARRISONED Model = CBNRiverH2_DNG Animation = CBNRiverH2_DNG.CBNRiverH2_DNG AnimationMode = LOOP End ; Snow ConditionState = SNOW Model = CBNRiverH2_S End ConditionState = DAMAGED SNOW Model = CBNRiverH2_DS End ConditionState = REALLYDAMAGED SNOW Model = CBNRiverH2_ES End ConditionState = RUBBLE SNOW Model = CBNRiverH2_RS End ; snow garrisoned ConditionState = SNOW GARRISONED Model = CBNRiverH2_SG Animation = CBNRiverH2_SG.CBNRiverH2_SG AnimationMode = LOOP End ConditionState = DAMAGED SNOW GARRISONED Model = CBNRiverH2_DSG Animation = CBNRiverH2_DSG.CBNRiverH2_DSG AnimationMode = LOOP End ; night snow ConditionState = SNOW NIGHT Model = CBNRiverH2_SN End ConditionState = DAMAGED SNOW NIGHT Model = CBNRiverH2_DSN End ConditionState = REALLYDAMAGED SNOW NIGHT Model = CBNRiverH2_ESN End ConditionState = RUBBLE SNOW NIGHT Model = CBNRiverH2_RSN End ; night snow garrisoned ConditionState = SNOW NIGHT GARRISONED Model = CBNRiverH2_SNG Animation = CBNRiverH2_SNG.CBNRiverH2_SNG AnimationMode = LOOP End ConditionState = DAMAGED SNOW NIGHT GARRISONED Model = CBNRiverH2_DSNG Animation = CBNRiverH2_DSNG.CBNRiverH2_DSNG AnimationMode = LOOP End End ; *** AUDIO Parameters *** SoundDie = BuildingDie SoundOnDamaged = BuildingDamagedStateLight SoundOnReallyDamaged = BuildingDestroy ; ***DESIGN parameters *** DisplayName = OBJECT:Structure EditorSorting = STRUCTURE ArmorSet Conditions = None Armor = StructureArmor DamageFX = StructureDamageFXNoShake End ; ***AUDIO parameters *** SoundAmbient = DocksWallaLoop ; *** ENGINEERING Parameters *** KindOf = STRUCTURE SELECTABLE IMMOBILE Body = StructureBody ModuleTag_02 MaxHealth = 2000.0 InitialHealth = 2000.0 End Behavior = GarrisonContain ModuleTag_03 ContainMax = 10 EnterSound = GarrisonEnter ExitSound = GarrisonExit End Behavior = FlammableUpdate ModuleTag_05 FlameDamageLimit = 20 ;Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ;in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Behavior = TransitionDamageFX ModuleTag_06 ;-------------DESIGNED FOR SMALL SIZED CIVILIAN BUILDING TRANSITIONS------------------- DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke ;--------------------------------------------------------------------------------------- ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave ;--------------------------------------------------------------------------------------- RubbleParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke RubbleParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion RubbleParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave RubbleParticleSystem4 = Bone:None RandomBone:No PSys:StructureTransitionSmallFlare End Geometry = BOX GeometryMajorRadius = 20.0 GeometryMinorRadius = 32.0 GeometryHeight = 22.0 GeometryIsSmall = No Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object BoatDocks01 ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes ; day ConditionState = NONE Model = CBNBoatDoc End ConditionState = DAMAGED Model = CBNBoatDoc_D End ConditionState = REALLYDAMAGED Model = CBNBoatDoc_E End ConditionState = RUBBLE Model = CBNBoatDoc_R End ; day garrisoned ConditionState = GARRISONED Model = CBNBoatDoc_G Animation = CBNBoatDoc_G.CBNBoatDoc_G AnimationMode = LOOP End ConditionState = DAMAGED GARRISONED Model = CBNBoatDoc_DG Animation = CBNBoatDoc_DG.CBNBoatDoc_DG AnimationMode = LOOP End ; night ConditionState = NIGHT Model = CBNBoatDoc_N End ConditionState = DAMAGED NIGHT Model = CBNBoatDoc_DN End ConditionState = REALLYDAMAGED NIGHT Model = CBNBoatDoc_EN End ConditionState = RUBBLE NIGHT Model = CBNBoatDoc_RN End ; night garrisoned ConditionState = NIGHT GARRISONED Model = CBNBoatDoc_NG Animation = CBNBoatDoc_NG.CBNBoatDoc_NG AnimationMode = LOOP End ConditionState = DAMAGED NIGHT GARRISONED Model = CBNBoatDoc_DNG Animation = CBNBoatDoc_DNG.CBNBoatDoc_DNG AnimationMode = LOOP End ; Snow ConditionState = SNOW Model = CBNBoatDoc_S End ConditionState = DAMAGED SNOW Model = CBNBoatDoc_DS End ConditionState = REALLYDAMAGED SNOW Model = CBNBoatDoc_ES End ConditionState = RUBBLE SNOW Model = CBNBoatDoc_RS End ; snow garrisoned ConditionState = SNOW GARRISONED Model = CBNBoatDoc_SG Animation = CBNBoatDoc_SG.CBNBoatDoc_SG AnimationMode = LOOP End ConditionState = DAMAGED SNOW GARRISONED Model = CBNBoatDoc_DSG Animation = CBNBoatDoc_DSG.CBNBoatDoc_DSG AnimationMode = LOOP End ; night snow ConditionState = SNOW NIGHT Model = CBNBoatDoc_SN End ConditionState = DAMAGED SNOW NIGHT Model = CBNBoatDoc_DSN End ConditionState = REALLYDAMAGED SNOW NIGHT Model = CBNBoatDoc_ESN End ConditionState = RUBBLE SNOW NIGHT Model = CBNBoatDoc_RSN End ; night snow garrisoned ConditionState = SNOW NIGHT GARRISONED Model = CBNBoatDoc_SNG Animation = CBNBoatDoc_SNG.CBNBoatDoc_SNG AnimationMode = LOOP End ConditionState = DAMAGED SNOW NIGHT GARRISONED Model = CBNBoatDoc_DSNG Animation = CBNBoatDoc_DSNG.CBNBoatDoc_DSNG AnimationMode = LOOP End End ; ***DESIGN parameters *** DisplayName = OBJECT:Structure EditorSorting = STRUCTURE ArmorSet Conditions = None Armor = StructureArmor DamageFX = StructureDamageFXNoShake End ; *** AUDIO Parameters *** SoundAmbient = DocksVillageWaterLapping ; *** ENGINEERING Parameters *** KindOf = STRUCTURE SELECTABLE IMMOBILE Body = StructureBody ModuleTag_02 MaxHealth = 200.0 InitialHealth = 200.0 End ;Behavior = DestroyDie ModuleTag_03 ; ;nothing ;End ; Note that structures with "RUBBLE" states should not use DestroyDie; such buildings are ; never truly destroyed, even when reduced to zero health. Also note that garrisonable ; buildings automatically stick around because GarrisonContain has it's own DieModule Behavior = KeepObjectDie ModuleTag_IWantRubble End Behavior = FlammableUpdate ModuleTag_05 FlameDamageLimit = 20 ;Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ;in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Behavior = TransitionDamageFX ModuleTag_06 ;-------------DESIGNED FOR SMALL SIZED CIVILIAN BUILDING TRANSITIONS------------------- DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke ;--------------------------------------------------------------------------------------- ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave ;--------------------------------------------------------------------------------------- RubbleParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke RubbleParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion RubbleParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave RubbleParticleSystem4 = Bone:None RandomBone:No PSys:StructureTransitionSmallFlare End Geometry = BOX GeometryMajorRadius = 6.0 GeometryMinorRadius = 39.0 GeometryHeight = 3.0 GeometryIsSmall = No Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object BoatDocks02 ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes ; day ConditionState = NONE Model = CBNBoatDo2 End ConditionState = DAMAGED Model = CBNBoatDo2_D End ConditionState = REALLYDAMAGED Model = CBNBoatDo2_E End ConditionState = RUBBLE Model = CBNBoatDo2_R End ; day garrisoned ConditionState = GARRISONED Model = CBNBoatDo2_G Animation = CBNBoatDo2_G.CBNBoatDo2_G AnimationMode = LOOP End ConditionState = DAMAGED GARRISONED Model = CBNBoatDo2_DG Animation = CBNBoatDo2_DG.CBNBoatDo2_DG AnimationMode = LOOP End ; night ConditionState = NIGHT Model = CBNBoatDo2_N End ConditionState = DAMAGED NIGHT Model = CBNBoatDo2_DN End ConditionState = REALLYDAMAGED NIGHT Model = CBNBoatDo2_EN End ConditionState = RUBBLE NIGHT Model = CBNBoatDo2_RN End ; night garrisoned ConditionState = NIGHT GARRISONED Model = CBNBoatDo2_NG Animation = CBNBoatDo2_NG.CBNBoatDo2_NG AnimationMode = LOOP End ConditionState = DAMAGED NIGHT GARRISONED Model = CBNBoatDo2_DNG Animation = CBNBoatDo2_DNG.CBNBoatDo2_DNG AnimationMode = LOOP End ; Snow ConditionState = SNOW Model = CBNBoatDo2_S End ConditionState = DAMAGED SNOW Model = CBNBoatDo2_DS End ConditionState = REALLYDAMAGED SNOW Model = CBNBoatDo2_ES End ConditionState = RUBBLE SNOW Model = CBNBoatDo2_RS End ; snow garrisoned ConditionState = SNOW GARRISONED Model = CBNBoatDo2_SG Animation = CBNBoatDo2_SG.CBNBoatDo2_SG AnimationMode = LOOP End ConditionState = DAMAGED SNOW GARRISONED Model = CBNBoatDo2_DSG Animation = CBNBoatDo2_DSG.CBNBoatDo2_DSG AnimationMode = LOOP End ; night snow ConditionState = SNOW NIGHT Model = CBNBoatDo2_SN End ConditionState = DAMAGED SNOW NIGHT Model = CBNBoatDo2_DSN End ConditionState = REALLYDAMAGED SNOW NIGHT Model = CBNBoatDo2_ESN End ConditionState = RUBBLE SNOW NIGHT Model = CBNBoatDo2_RSN End ; night snow garrisoned ConditionState = SNOW NIGHT GARRISONED Model = CBNBoatDo2_SNG Animation = CBNBoatDo2_SNG.CBNBoatDo2_SNG AnimationMode = LOOP End ConditionState = DAMAGED SNOW NIGHT GARRISONED Model = CBNBoatDo2_DSNG Animation = CBNBoatDo2_DSNG.CBNBoatDo2_DSNG AnimationMode = LOOP End End ; ***DESIGN parameters *** DisplayName = OBJECT:Structure EditorSorting = STRUCTURE ArmorSet Conditions = None Armor = StructureArmor DamageFX = StructureDamageFXNoShake End ; *** AUDIO Parameters *** SoundAmbient = DocksVillageWaterLapping ; *** ENGINEERING Parameters *** KindOf = STRUCTURE SELECTABLE IMMOBILE Body = StructureBody ModuleTag_02 MaxHealth = 200.0 InitialHealth = 200.0 End ;Behavior = DestroyDie ModuleTag_03 ; ;nothing ;End ; Note that structures with "RUBBLE" states should not use DestroyDie; such buildings are ; never truly destroyed, even when reduced to zero health. Also note that garrisonable ; buildings automatically stick around because GarrisonContain has it's own DieModule Behavior = KeepObjectDie ModuleTag_IWantRubble End Behavior = FlammableUpdate ModuleTag_05 FlameDamageLimit = 20 ;Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ;in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Behavior = TransitionDamageFX ModuleTag_06 ;-------------DESIGNED FOR SMALL SIZED CIVILIAN BUILDING TRANSITIONS------------------- DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke ;--------------------------------------------------------------------------------------- ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave ;--------------------------------------------------------------------------------------- RubbleParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke RubbleParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion RubbleParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave RubbleParticleSystem4 = Bone:None RandomBone:No PSys:StructureTransitionSmallFlare End Geometry = BOX GeometryMajorRadius = 12.0 GeometryMinorRadius = 36.0 GeometryHeight = 8.0 GeometryIsSmall = No Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object GasStorageFacility ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes ; day ConditionState = NONE Model = CBGasfacl End ConditionState = DAMAGED Model = CBGasfacl_D End ConditionState = REALLYDAMAGED Model = CBGasfacl_E End ConditionState = RUBBLE Model = CBGasfacl_R End ; day garrisoned ConditionState = GARRISONED Model = CBGasfacl_G Animation = CBGasfacl_G.CBGasfacl_G AnimationMode = LOOP End ConditionState = DAMAGED GARRISONED Model = CBGasfacl_DG Animation = CBGasfacl_DG.CBGasfacl_DG AnimationMode = LOOP End ; night ConditionState = NIGHT Model = CBGasfacl_N End ConditionState = DAMAGED NIGHT Model = CBGasfacl_DN End ConditionState = REALLYDAMAGED NIGHT Model = CBGasfacl_EN End ConditionState = RUBBLE NIGHT Model = CBGasfacl_RN End ; night garrisoned ConditionState = NIGHT GARRISONED Model = CBGasfacl_NG Animation = CBGasfacl_NG.CBGasfacl_NG AnimationMode = LOOP End ConditionState = DAMAGED NIGHT GARRISONED Model = CBGasfacl_DNG Animation = CBGasfacl_DNG.CBGasfacl_DNG AnimationMode = LOOP End ; Snow ConditionState = SNOW Model = CBGasfacl_S End ConditionState = DAMAGED SNOW Model = CBGasfacl_DS End ConditionState = REALLYDAMAGED SNOW Model = CBGasfacl_ES End ConditionState = RUBBLE SNOW Model = CBGasfacl_RS End ; snow garrisoned ConditionState = SNOW GARRISONED Model = CBGasfacl_SG Animation = CBGasfacl_SG.CBGasfacl_SG AnimationMode = LOOP End ConditionState = DAMAGED SNOW GARRISONED Model = CBGasfacl_DSG Animation = CBGasfacl_DSG.CBGasfacl_DSG AnimationMode = LOOP End ; night snow ConditionState = SNOW NIGHT Model = CBGasfacl_SN End ConditionState = DAMAGED SNOW NIGHT Model = CBGasfacl_DSN End ConditionState = REALLYDAMAGED SNOW NIGHT Model = CBGasfacl_ESN End ConditionState = RUBBLE SNOW NIGHT Model = CBGasfacl_RSN End ; night snow garrisoned ConditionState = SNOW NIGHT GARRISONED Model = CBGasfacl_SNG Animation = CBGasfacl_SNG.CBGasfacl_SNG AnimationMode = LOOP End ConditionState = DAMAGED SNOW NIGHT GARRISONED Model = CBGasfacl_DSNG Animation = CBGasfacl_DSNG.CBGasfacl_DSNG AnimationMode = LOOP End End ; *** AUDIO Parameters *** SoundDie = BuildingDie SoundOnDamaged = BuildingDamagedStateLight SoundOnReallyDamaged = BuildingDestroy ; ***DESIGN parameters *** DisplayName = OBJECT:Structure EditorSorting = STRUCTURE ArmorSet Conditions = None Armor = StructureArmor DamageFX = StructureDamageFXNoShake End ; ***AUDIO parameters *** SoundAmbient = CivIndustrialPlantAmbientLoop ; *** ENGINEERING Parameters *** KindOf = STRUCTURE SELECTABLE IMMOBILE Body = StructureBody ModuleTag_02 MaxHealth = 2000.0 InitialHealth = 2000.0 End Behavior = GarrisonContain ModuleTag_03 ContainMax = 10 EnterSound = GarrisonEnter ExitSound = GarrisonExit End Behavior = FlammableUpdate ModuleTag_05 FlameDamageLimit = 20 ;Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ;in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Behavior = FXListDie ModuleTag_06 DeathFX = WeaponFX_BombTruckHighExplosiveBombDetonation OrientToObject = No End Behavior = TransitionDamageFX ModuleTag_07 ;-------------DESIGNED FOR LARGE SIZED CIVILIAN BUILDING TRANSITIONS------------------- DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionLargeSmoke ;--------------------------------------------------------------------------------------- ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionLargeSmoke ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionLargeExplosion ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionLargeShockwave ;--------------------------------------------------------------------------------------- RubbleParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionLargeSmoke RubbleParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionLargeExplosion RubbleParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionLargeShockwave RubbleParticleSystem4 = Bone:None RandomBone:No PSys:StructureTransitionLargeFlare End Geometry = BOX GeometryMajorRadius = 75.0 GeometryMinorRadius = 96.0 GeometryHeight = 20.0 GeometryIsSmall = No Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object SovietGovernmentBuildingSmall ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes ; day ConditionState = NONE Model = CBsovbld2 End ConditionState = DAMAGED Model = CBsovbld2_D End ConditionState = REALLYDAMAGED Model = CBsovbld2_E End ConditionState = RUBBLE Model = CBsovbld2_R End ; day garrisoned ConditionState = GARRISONED Model = CBsovbld2_G Animation = CBsovbld2_G.CBsovbld2_G AnimationMode = LOOP End ConditionState = DAMAGED GARRISONED Model = CBsovbld2_DG Animation = CBsovbld2_DG.CBsovbld2_DG AnimationMode = LOOP End ; night ConditionState = NIGHT Model = CBsovbld2_N End ConditionState = DAMAGED NIGHT Model = CBsovbld2_DN End ConditionState = REALLYDAMAGED NIGHT Model = CBsovbld2_EN End ConditionState = RUBBLE NIGHT Model = CBsovbld2_RN End ; night garrisoned ConditionState = NIGHT GARRISONED Model = CBsovbld2_NG Animation = CBsovbld2_NG.CBsovbld2_NG AnimationMode = LOOP End ConditionState = DAMAGED NIGHT GARRISONED Model = CBsovbld2_DNG Animation = CBsovbld2_DNG.CBsovbld2_DNG AnimationMode = LOOP End ; Snow ConditionState = SNOW Model = CBsovbld2_S End ConditionState = DAMAGED SNOW Model = CBsovbld2_DS End ConditionState = REALLYDAMAGED SNOW Model = CBsovbld2_ES End ConditionState = RUBBLE SNOW Model = CBsovbld2_RS End ; snow garrisoned ConditionState = SNOW GARRISONED Model = CBsovbld2_SG Animation = CBsovbld2_SG.CBsovbld2_SG AnimationMode = LOOP End ConditionState = DAMAGED SNOW GARRISONED Model = CBsovbld2_DSG Animation = CBsovbld2_DSG.CBsovbld2_DSG AnimationMode = LOOP End ; night snow ConditionState = SNOW NIGHT Model = CBsovbld2_SN End ConditionState = DAMAGED SNOW NIGHT Model = CBsovbld2_DSN End ConditionState = REALLYDAMAGED SNOW NIGHT Model = CBsovbld2_ESN End ConditionState = RUBBLE SNOW NIGHT Model = CBsovbld2_RSN End ; night snow garrisoned ConditionState = SNOW NIGHT GARRISONED Model = CBsovbld2_SNG Animation = CBsovbld2_SNG.CBsovbld2_SNG AnimationMode = LOOP End ConditionState = DAMAGED SNOW NIGHT GARRISONED Model = CBsovbld2_DSNG Animation = CBsovbld2_DSNG.CBsovbld2_DSNG AnimationMode = LOOP End End ; *** AUDIO Parameters *** SoundDie = BuildingDie SoundOnDamaged = BuildingDamagedStateLight SoundOnReallyDamaged = BuildingDestroy ; ***DESIGN parameters *** DisplayName = OBJECT:Structure EditorSorting = STRUCTURE ArmorSet Conditions = None Armor = StructureArmor DamageFX = StructureDamageFXNoShake End ; *** ENGINEERING Parameters *** KindOf = STRUCTURE SELECTABLE IMMOBILE Body = StructureBody ModuleTag_02 MaxHealth = 2000.0 InitialHealth = 2000.0 End Behavior = GarrisonContain ModuleTag_03 ContainMax = 10 EnterSound = GarrisonEnter ExitSound = GarrisonExit End Behavior = FlammableUpdate ModuleTag_05 FlameDamageLimit = 20 ;Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ;in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Behavior = TransitionDamageFX ModuleTag_06 ;-------------DESIGNED FOR SMALL SIZED CIVILIAN BUILDING TRANSITIONS------------------- DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke ;--------------------------------------------------------------------------------------- ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave ;--------------------------------------------------------------------------------------- RubbleParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke RubbleParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion RubbleParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave RubbleParticleSystem4 = Bone:None RandomBone:No PSys:StructureTransitionSmallFlare End Geometry = BOX GeometryMajorRadius = 43.0 GeometryMinorRadius = 16.0 GeometryHeight = 33.0 GeometryIsSmall = No Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object IndustrialBuilding02 ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes ; day ConditionState = NONE Model = CBIndWhs02 End ConditionState = DAMAGED Model = CBIndWhs02_D End ConditionState = REALLYDAMAGED Model = CBIndWhs02_E End ConditionState = RUBBLE Model = CBIndWhs02_R End ; day garrisoned ConditionState = GARRISONED Model = CBIndWhs02_G Animation = CBIndWhs02_G.CBIndWhs02_G AnimationMode = LOOP End ConditionState = DAMAGED GARRISONED Model = CBIndWhs02_DG Animation = CBIndWhs02_DG.CBIndWhs02_DG AnimationMode = LOOP End ; night ConditionState = NIGHT Model = CBIndWhs02_N End ConditionState = DAMAGED NIGHT Model = CBIndWhs02_DN End ConditionState = REALLYDAMAGED NIGHT Model = CBIndWhs02_EN End ConditionState = RUBBLE NIGHT Model = CBIndWhs02_RN End ; night garrisoned ConditionState = NIGHT GARRISONED Model = CBIndWhs02_NG Animation = CBIndWhs02_NG.CBIndWhs02_NG AnimationMode = LOOP End ConditionState = DAMAGED NIGHT GARRISONED Model = CBIndWhs02_DNG Animation = CBIndWhs02_DNG.CBIndWhs02_DNG AnimationMode = LOOP End ; Snow ConditionState = SNOW Model = CBIndWhs02_S End ConditionState = DAMAGED SNOW Model = CBIndWhs02_DS End ConditionState = REALLYDAMAGED SNOW Model = CBIndWhs02_ES End ConditionState = RUBBLE SNOW Model = CBIndWhs02_RS End ; snow garrisoned ConditionState = SNOW GARRISONED Model = CBIndWhs02_SG Animation = CBIndWhs02_SG.CBIndWhs02_SG AnimationMode = LOOP End ConditionState = DAMAGED SNOW GARRISONED Model = CBIndWhs02_DSG Animation = CBIndWhs02_DSG.CBIndWhs02_DSG AnimationMode = LOOP End ; night snow ConditionState = SNOW NIGHT Model = CBIndWhs02_SN End ConditionState = DAMAGED SNOW NIGHT Model = CBIndWhs02_DSN End ConditionState = REALLYDAMAGED SNOW NIGHT Model = CBIndWhs02_ESN End ConditionState = RUBBLE SNOW NIGHT Model = CBIndWhs02_RSN End ; night snow garrisoned ConditionState = SNOW NIGHT GARRISONED Model = CBIndWhs02_SNG Animation = CBIndWhs02_SNG.CBIndWhs02_SNG AnimationMode = LOOP End ConditionState = DAMAGED SNOW NIGHT GARRISONED Model = CBIndWhs02_DSNG Animation = CBIndWhs02_DSNG.CBIndWhs02_DSNG AnimationMode = LOOP End End ; *** AUDIO Parameters *** SoundDie = BuildingDie SoundOnDamaged = BuildingDamagedStateLight SoundOnReallyDamaged = BuildingDestroy ; ***DESIGN parameters *** DisplayName = OBJECT:Structure EditorSorting = STRUCTURE ArmorSet Conditions = None Armor = StructureArmor DamageFX = StructureDamageFXNoShake End ; *** ENGINEERING Parameters *** RadarPriority = STRUCTURE KindOf = STRUCTURE SELECTABLE IMMOBILE Body = StructureBody ModuleTag_02 MaxHealth = 2000.0 InitialHealth = 2000.0 End Behavior = GarrisonContain ModuleTag_03 ContainMax = 8 EnterSound = GarrisonEnter ExitSound = GarrisonExit End Behavior = FlammableUpdate ModuleTag_06 FlameDamageLimit = 20 ;Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ;in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Behavior = TransitionDamageFX ModuleTag_07 ;-------------DESIGNED FOR SMALL SIZED CIVILIAN BUILDING TRANSITIONS------------------- DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke ;--------------------------------------------------------------------------------------- ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave ;--------------------------------------------------------------------------------------- RubbleParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke RubbleParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion RubbleParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave RubbleParticleSystem4 = Bone:None RandomBone:No PSys:StructureTransitionSmallFlare End ; Note that structures with "RUBBLE" states should not use ; DestroyDie; such buildings are never truly ; destroyed, even when reduced to zero health. Geometry = BOX GeometryMajorRadius = 61.0 GeometryMinorRadius = 33.0 GeometryHeight = 45.0 GeometryIsSmall = No Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object IndustrialBuilding01 ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes ; day ConditionState = NONE Model = CBIndWhs01 End ConditionState = DAMAGED Model = CBIndWhs01_D End ConditionState = REALLYDAMAGED Model = CBIndWhs01_E End ConditionState = RUBBLE Model = CBIndWhs01_R End ; day garrisoned ConditionState = GARRISONED Model = CBIndWhs01_G Animation = CBIndWhs01_G.CBIndWhs01_G AnimationMode = LOOP End ConditionState = DAMAGED GARRISONED Model = CBIndWhs01_DG Animation = CBIndWhs01_DG.CBIndWhs01_DG AnimationMode = LOOP End ; night ConditionState = NIGHT Model = CBIndWhs01_N End ConditionState = DAMAGED NIGHT Model = CBIndWhs01_DN End ConditionState = REALLYDAMAGED NIGHT Model = CBIndWhs01_EN End ConditionState = RUBBLE NIGHT Model = CBIndWhs01_RN End ; night garrisoned ConditionState = NIGHT GARRISONED Model = CBIndWhs01_NG Animation = CBIndWhs01_NG.CBIndWhs01_NG AnimationMode = LOOP End ConditionState = DAMAGED NIGHT GARRISONED Model = CBIndWhs01_DNG Animation = CBIndWhs01_DNG.CBIndWhs01_DNG AnimationMode = LOOP End ; Snow ConditionState = SNOW Model = CBIndWhs01_S End ConditionState = DAMAGED SNOW Model = CBIndWhs01_DS End ConditionState = REALLYDAMAGED SNOW Model = CBIndWhs01_ES End ConditionState = RUBBLE SNOW Model = CBIndWhs01_RS End ; snow garrisoned ConditionState = SNOW GARRISONED Model = CBIndWhs01_SG Animation = CBIndWhs01_SG.CBIndWhs01_SG AnimationMode = LOOP End ConditionState = DAMAGED SNOW GARRISONED Model = CBIndWhs01_DSG Animation = CBIndWhs01_DSG.CBIndWhs01_DSG AnimationMode = LOOP End ; night snow ConditionState = SNOW NIGHT Model = CBIndWhs01_SN End ConditionState = DAMAGED SNOW NIGHT Model = CBIndWhs01_DSN End ConditionState = REALLYDAMAGED SNOW NIGHT Model = CBIndWhs01_ESN End ConditionState = RUBBLE SNOW NIGHT Model = CBIndWhs01_RSN End ; night snow garrisoned ConditionState = SNOW NIGHT GARRISONED Model = CBIndWhs01_SNG Animation = CBIndWhs01_SNG.CBIndWhs01_SNG AnimationMode = LOOP End ConditionState = DAMAGED SNOW NIGHT GARRISONED Model = CBIndWhs01_DSNG Animation = CBIndWhs01_DSNG.CBIndWhs01_DSNG AnimationMode = LOOP End End ; *** AUDIO Parameters *** SoundDie = BuildingDie SoundOnDamaged = BuildingDamagedStateLight SoundOnReallyDamaged = BuildingDestroy ; ***DESIGN parameters *** DisplayName = OBJECT:Structure EditorSorting = STRUCTURE ArmorSet Conditions = None Armor = StructureArmor DamageFX = StructureDamageFXNoShake End ; *** ENGINEERING Parameters *** KindOf = STRUCTURE SELECTABLE IMMOBILE Body = StructureBody ModuleTag_02 MaxHealth = 2000.0 InitialHealth = 2000.0 End Behavior = GarrisonContain ModuleTag_03 ContainMax = 10 EnterSound = GarrisonEnter ExitSound = GarrisonExit End Behavior = FlammableUpdate ModuleTag_05 FlameDamageLimit = 20 ;Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ;in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Behavior = TransitionDamageFX ModuleTag_06 ;-------------DESIGNED FOR SMALL SIZED CIVILIAN BUILDING TRANSITIONS------------------- DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke ;--------------------------------------------------------------------------------------- ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave ;--------------------------------------------------------------------------------------- RubbleParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke RubbleParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion RubbleParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave RubbleParticleSystem4 = Bone:None RandomBone:No PSys:StructureTransitionSmallFlare End Geometry = BOX GeometryMajorRadius = 72.0 GeometryMinorRadius = 31.0 GeometryHeight = 44.0 GeometryIsSmall = No Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object EuropeanParkingGarage ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes ; day ConditionState = NONE Model = CBEuroPkg End ConditionState = DAMAGED Model = CBEuroPkg_D End ConditionState = REALLYDAMAGED Model = CBEuroPkg_E End ConditionState = RUBBLE Model = CBEuroPkg_R End ; day garrisoned ConditionState = GARRISONED Model = CBEuroPkg_G Animation = CBEuroPkg_G.CBEuroPkg_G AnimationMode = LOOP End ConditionState = DAMAGED GARRISONED Model = CBEuroPkg_DG Animation = CBEuroPkg_DG.CBEuroPkg_DG AnimationMode = LOOP End ; night ConditionState = NIGHT Model = CBEuroPkg_N End ConditionState = DAMAGED NIGHT Model = CBEuroPkg_DN End ConditionState = REALLYDAMAGED NIGHT Model = CBEuroPkg_EN End ConditionState = RUBBLE NIGHT Model = CBEuroPkg_RN End ; night garrisoned ConditionState = NIGHT GARRISONED Model = CBEuroPkg_NG Animation = CBEuroPkg_NG.CBEuroPkg_NG AnimationMode = LOOP End ConditionState = DAMAGED NIGHT GARRISONED Model = CBEuroPkg_DNG Animation = CBEuroPkg_DNG.CBEuroPkg_DNG AnimationMode = LOOP End ; Snow ConditionState = SNOW Model = CBEuroPkg_S End ConditionState = DAMAGED SNOW Model = CBEuroPkg_DS End ConditionState = REALLYDAMAGED SNOW Model = CBEuroPkg_ES End ConditionState = RUBBLE SNOW Model = CBEuroPkg_RS End ; snow garrisoned ConditionState = SNOW GARRISONED Model = CBEuroPkg_SG Animation = CBEuroPkg_SG.CBEuroPkg_SG AnimationMode = LOOP End ConditionState = DAMAGED SNOW GARRISONED Model = CBEuroPkg_DSG Animation = CBEuroPkg_DSG.CBEuroPkg_DSG AnimationMode = LOOP End ; night snow ConditionState = SNOW NIGHT Model = CBEuroPkg_SN End ConditionState = DAMAGED SNOW NIGHT Model = CBEuroPkg_DSN End ConditionState = REALLYDAMAGED SNOW NIGHT Model = CBEuroPkg_ESN End ConditionState = RUBBLE SNOW NIGHT Model = CBEuroPkg_RSN End ; night snow garrisoned ConditionState = SNOW NIGHT GARRISONED Model = CBEuroPkg_SNG Animation = CBEuroPkg_SNG.CBEuroPkg_SNG AnimationMode = LOOP End ConditionState = DAMAGED SNOW NIGHT GARRISONED Model = CBEuroPkg_DSNG Animation = CBEuroPkg_DSNG.CBEuroPkg_DSNG AnimationMode = LOOP End End ; *** AUDIO Parameters *** SoundDie = BuildingDie SoundOnDamaged = BuildingDamagedStateLight SoundOnReallyDamaged = BuildingDestroy ; ***DESIGN parameters *** DisplayName = OBJECT:Structure EditorSorting = STRUCTURE ArmorSet Conditions = None Armor = StructureArmor DamageFX = StructureDamageFXNoShake End ; *** ENGINEERING Parameters *** KindOf = STRUCTURE SELECTABLE IMMOBILE Body = StructureBody ModuleTag_02 MaxHealth = 2000.0 InitialHealth = 2000.0 End Behavior = GarrisonContain ModuleTag_03 ContainMax = 10 EnterSound = GarrisonEnter ExitSound = GarrisonExit End Behavior = FlammableUpdate ModuleTag_05 FlameDamageLimit = 20 ;Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ;in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Behavior = TransitionDamageFX ModuleTag_06 ;-------------DESIGNED FOR MEDIUM SIZED CIVILIAN BUILDING TRANSITIONS------------------- DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke ;--------------------------------------------------------------------------------------- ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionMediumExplosion ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionMediumShockwave ;-------------------------------------------------------------------------------------- RubbleParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke RubbleParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionMediumExplosion RubbleParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionMediumShockwave RubbleParticleSystem4 = Bone:None RandomBone:No PSys:StructureTransitionMediumFlare End Geometry = BOX GeometryMajorRadius = 46.0 GeometryMinorRadius = 24.0 GeometryHeight = 46.0 GeometryIsSmall = No Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object Tent01 ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes ; day ConditionState = NONE Model = CBTTent01 End ConditionState = DAMAGED Model = CBTTent01_D End ConditionState = REALLYDAMAGED Model = CBTTent01_E End ConditionState = RUBBLE Model = CBTTent01_R End ; day garrisoned ConditionState = GARRISONED Model = CBTTent01_G Animation = CBTTent01_G.CBTTent01_G AnimationMode = LOOP End ConditionState = DAMAGED GARRISONED Model = CBTTent01_DG Animation = CBTTent01_DG.CBTTent01_DG AnimationMode = LOOP End ; night ConditionState = NIGHT Model = CBTTent01_N End ConditionState = DAMAGED NIGHT Model = CBTTent01_DN End ConditionState = REALLYDAMAGED NIGHT Model = CBTTent01_EN End ConditionState = RUBBLE NIGHT Model = CBTTent01_RN End ; night garrisoned ConditionState = NIGHT GARRISONED Model = CBTTent01_NG Animation = CBTTent01_NG.CBTTent01_NG AnimationMode = LOOP End ConditionState = DAMAGED NIGHT GARRISONED Model = CBTTent01_DNG Animation = CBTTent01_DNG.CBTTent01_DNG AnimationMode = LOOP End ; Snow ConditionState = SNOW Model = CBTTent01_S End ConditionState = DAMAGED SNOW Model = CBTTent01_DS End ConditionState = REALLYDAMAGED SNOW Model = CBTTent01_ES End ConditionState = RUBBLE SNOW Model = CBTTent01_RS End ; snow garrisoned ConditionState = SNOW GARRISONED Model = CBTTent01_SG Animation = CBTTent01_SG.CBTTent01_SG AnimationMode = LOOP End ConditionState = DAMAGED SNOW GARRISONED Model = CBTTent01_DSG Animation = CBTTent01_DSG.CBTTent01_DSG AnimationMode = LOOP End ; night snow ConditionState = SNOW NIGHT Model = CBTTent01_SN End ConditionState = DAMAGED SNOW NIGHT Model = CBTTent01_DSN End ConditionState = REALLYDAMAGED SNOW NIGHT Model = CBTTent01_ESN End ConditionState = RUBBLE SNOW NIGHT Model = CBTTent01_RSN End ; night snow garrisoned ConditionState = SNOW NIGHT GARRISONED Model = CBTTent01_SNG Animation = CBTTent01_SNG.CBTTent01_SNG AnimationMode = LOOP End ConditionState = DAMAGED SNOW NIGHT GARRISONED Model = CBTTent01_DSNG Animation = CBTTent01_DSNG.CBTTent01_DSNG AnimationMode = LOOP End End ; ***DESIGN parameters *** DisplayName = OBJECT:Tent EditorSorting = STRUCTURE ArmorSet Conditions = None Armor = StructureArmor DamageFX = StructureDamageFXNoShake End ; *** ENGINEERING Parameters *** KindOf = STRUCTURE SELECTABLE IMMOBILE Body = ActiveBody ModuleTag_02 MaxHealth = 200.0 InitialHealth = 200.0 End Behavior = GarrisonContain ModuleTag_03 ContainMax = 4 EnterSound = GarrisonEnter ExitSound = GarrisonExit End Behavior = FlammableUpdate ModuleTag_05 FlameDamageLimit = 20 ;Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ;in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Behavior = TransitionDamageFX ModuleTag_06 ;-------------DESIGNED FOR SMALL SIZED CIVILIAN BUILDING TRANSITIONS------------------- DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke ;--------------------------------------------------------------------------------------- ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave ;--------------------------------------------------------------------------------------- RubbleParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke RubbleParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion RubbleParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave RubbleParticleSystem4 = Bone:None RandomBone:No PSys:StructureTransitionSmallFlare End Geometry = BOX GeometryMajorRadius = 18.0 GeometryMinorRadius = 20.0 GeometryHeight = 10.0 GeometryIsSmall = No Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object Tent02 ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes ; day ConditionState = NONE Model = CBTTent02 End ConditionState = DAMAGED Model = CBTTent02_D End ConditionState = REALLYDAMAGED Model = CBTTent02_E End ConditionState = RUBBLE Model = CBTTent02_R End ; day garrisoned ConditionState = GARRISONED Model = CBTTent02_G Animation = CBTTent02_G.CBTTent02_G AnimationMode = LOOP End ConditionState = DAMAGED GARRISONED Model = CBTTent02_DG Animation = CBTTent02_DG.CBTTent02_DG AnimationMode = LOOP End ; night ConditionState = NIGHT Model = CBTTent02_N End ConditionState = DAMAGED NIGHT Model = CBTTent02_DN End ConditionState = REALLYDAMAGED NIGHT Model = CBTTent02_EN End ConditionState = RUBBLE NIGHT Model = CBTTent02_RN End ; night garrisoned ConditionState = NIGHT GARRISONED Model = CBTTent02_NG Animation = CBTTent02_NG.CBTTent02_NG AnimationMode = LOOP End ConditionState = DAMAGED NIGHT GARRISONED Model = CBTTent02_DNG Animation = CBTTent02_DNG.CBTTent02_DNG AnimationMode = LOOP End ; Snow ConditionState = SNOW Model = CBTTent02_S End ConditionState = DAMAGED SNOW Model = CBTTent02_DS End ConditionState = REALLYDAMAGED SNOW Model = CBTTent02_ES End ConditionState = RUBBLE SNOW Model = CBTTent02_RS End ; snow garrisoned ConditionState = SNOW GARRISONED Model = CBTTent02_SG Animation = CBTTent02_SG.CBTTent02_SG AnimationMode = LOOP End ConditionState = DAMAGED SNOW GARRISONED Model = CBTTent02_DSG Animation = CBTTent02_DSG.CBTTent02_DSG AnimationMode = LOOP End ; night snow ConditionState = SNOW NIGHT Model = CBTTent02_SN End ConditionState = DAMAGED SNOW NIGHT Model = CBTTent02_DSN End ConditionState = REALLYDAMAGED SNOW NIGHT Model = CBTTent02_ESN End ConditionState = RUBBLE SNOW NIGHT Model = CBTTent02_RSN End ; night snow garrisoned ConditionState = SNOW NIGHT GARRISONED Model = CBTTent02_SNG Animation = CBTTent02_SNG.CBTTent02_SNG AnimationMode = LOOP End ConditionState = DAMAGED SNOW NIGHT GARRISONED Model = CBTTent02_DSNG Animation = CBTTent02_DSNG.CBTTent02_DSNG AnimationMode = LOOP End End ; ***DESIGN parameters *** DisplayName = OBJECT:Tent EditorSorting = STRUCTURE ArmorSet Conditions = None Armor = StructureArmor DamageFX = StructureDamageFXNoShake End ; *** ENGINEERING Parameters *** KindOf = STRUCTURE SELECTABLE IMMOBILE Body = ActiveBody ModuleTag_02 MaxHealth = 200.0 InitialHealth = 200.0 End Behavior = GarrisonContain ModuleTag_03 ContainMax = 4 EnterSound = GarrisonEnter ExitSound = GarrisonExit End Behavior = FlammableUpdate ModuleTag_05 FlameDamageLimit = 20 ;Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ;in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Behavior = TransitionDamageFX ModuleTag_06 ;-------------DESIGNED FOR SMALL SIZED CIVILIAN BUILDING TRANSITIONS------------------- DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke ;--------------------------------------------------------------------------------------- ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave ;--------------------------------------------------------------------------------------- RubbleParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke RubbleParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion RubbleParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave RubbleParticleSystem4 = Bone:None RandomBone:No PSys:StructureTransitionSmallFlare End Geometry = BOX GeometryMajorRadius = 15.0 GeometryMinorRadius = 15.0 GeometryHeight = 6.0 GeometryIsSmall = No Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object Tent03 ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes ; day ConditionState = NONE Model = CBTTent03 End ConditionState = DAMAGED Model = CBTTent03_D End ConditionState = REALLYDAMAGED Model = CBTTent03_E End ConditionState = RUBBLE Model = CBTTent03_R End ; day garrisoned ConditionState = GARRISONED Model = CBTTent03_G Animation = CBTTent03_G.CBTTent03_G AnimationMode = LOOP End ConditionState = DAMAGED GARRISONED Model = CBTTent03_DG Animation = CBTTent03_DG.CBTTent03_DG AnimationMode = LOOP End ; night ConditionState = NIGHT Model = CBTTent03_N End ConditionState = DAMAGED NIGHT Model = CBTTent03_DN End ConditionState = REALLYDAMAGED NIGHT Model = CBTTent03_EN End ConditionState = RUBBLE NIGHT Model = CBTTent03_RN End ; night garrisoned ConditionState = NIGHT GARRISONED Model = CBTTent03_NG Animation = CBTTent03_NG.CBTTent03_NG AnimationMode = LOOP End ConditionState = DAMAGED NIGHT GARRISONED Model = CBTTent03_DNG Animation = CBTTent03_DNG.CBTTent03_DNG AnimationMode = LOOP End ; Snow ConditionState = SNOW Model = CBTTent03_S End ConditionState = DAMAGED SNOW Model = CBTTent03_DS End ConditionState = REALLYDAMAGED SNOW Model = CBTTent03_ES End ConditionState = RUBBLE SNOW Model = CBTTent03_RS End ; snow garrisoned ConditionState = SNOW GARRISONED Model = CBTTent03_SG Animation = CBTTent03_SG.CBTTent03_SG AnimationMode = LOOP End ConditionState = DAMAGED SNOW GARRISONED Model = CBTTent03_DSG Animation = CBTTent03_DSG.CBTTent03_DSG AnimationMode = LOOP End ; night snow ConditionState = SNOW NIGHT Model = CBTTent03_SN End ConditionState = DAMAGED SNOW NIGHT Model = CBTTent03_DSN End ConditionState = REALLYDAMAGED SNOW NIGHT Model = CBTTent03_ESN End ConditionState = RUBBLE SNOW NIGHT Model = CBTTent03_RSN End ; night snow garrisoned ConditionState = SNOW NIGHT GARRISONED Model = CBTTent03_SNG Animation = CBTTent03_SNG.CBTTent03_SNG AnimationMode = LOOP End ConditionState = DAMAGED SNOW NIGHT GARRISONED Model = CBTTent03_DSNG Animation = CBTTent03_DSNG.CBTTent03_DSNG AnimationMode = LOOP End End ; ***DESIGN parameters *** DisplayName = OBJECT:Tent EditorSorting = STRUCTURE ArmorSet Conditions = None Armor = StructureArmor DamageFX = StructureDamageFXNoShake End ; *** ENGINEERING Parameters *** KindOf = STRUCTURE SELECTABLE IMMOBILE Body = ActiveBody ModuleTag_02 MaxHealth = 200.0 InitialHealth = 200.0 End Behavior = GarrisonContain ModuleTag_03 ContainMax = 4 EnterSound = GarrisonEnter ExitSound = GarrisonExit End Behavior = FlammableUpdate ModuleTag_05 FlameDamageLimit = 20 ;Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ;in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Behavior = TransitionDamageFX ModuleTag_06 ;-------------DESIGNED FOR SMALL SIZED CIVILIAN BUILDING TRANSITIONS------------------- DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke ;--------------------------------------------------------------------------------------- ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave ;--------------------------------------------------------------------------------------- RubbleParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke RubbleParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion RubbleParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave RubbleParticleSystem4 = Bone:None RandomBone:No PSys:StructureTransitionSmallFlare End Geometry = BOX GeometryMajorRadius = 15.0 GeometryMinorRadius = 13.0 GeometryHeight = 8.0 GeometryIsSmall = No Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object Tent04 ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes ; day ConditionState = NONE Model = CBTTent04 End ConditionState = DAMAGED Model = CBTTent04_D End ConditionState = REALLYDAMAGED Model = CBTTent04_E End ConditionState = RUBBLE Model = CBTTent04_R End ; day garrisoned ConditionState = GARRISONED Model = CBTTent04_G Animation = CBTTent04_G.CBTTent04_G AnimationMode = LOOP End ConditionState = DAMAGED GARRISONED Model = CBTTent04_DG Animation = CBTTent04_DG.CBTTent04_DG AnimationMode = LOOP End ; night ConditionState = NIGHT Model = CBTTent04_N End ConditionState = DAMAGED NIGHT Model = CBTTent04_DN End ConditionState = REALLYDAMAGED NIGHT Model = CBTTent04_EN End ConditionState = RUBBLE NIGHT Model = CBTTent04_RN End ; night garrisoned ConditionState = NIGHT GARRISONED Model = CBTTent04_NG Animation = CBTTent04_NG.CBTTent04_NG AnimationMode = LOOP End ConditionState = DAMAGED NIGHT GARRISONED Model = CBTTent04_DNG Animation = CBTTent04_DNG.CBTTent04_DNG AnimationMode = LOOP End ; Snow ConditionState = SNOW Model = CBTTent04_S End ConditionState = DAMAGED SNOW Model = CBTTent04_DS End ConditionState = REALLYDAMAGED SNOW Model = CBTTent04_ES End ConditionState = RUBBLE SNOW Model = CBTTent04_RS End ; snow garrisoned ConditionState = SNOW GARRISONED Model = CBTTent04_SG Animation = CBTTent04_SG.CBTTent04_SG AnimationMode = LOOP End ConditionState = DAMAGED SNOW GARRISONED Model = CBTTent04_DSG Animation = CBTTent04_DSG.CBTTent04_DSG AnimationMode = LOOP End ; night snow ConditionState = SNOW NIGHT Model = CBTTent04_SN End ConditionState = DAMAGED SNOW NIGHT Model = CBTTent04_DSN End ConditionState = REALLYDAMAGED SNOW NIGHT Model = CBTTent04_ESN End ConditionState = RUBBLE SNOW NIGHT Model = CBTTent04_RSN End ; night snow garrisoned ConditionState = SNOW NIGHT GARRISONED Model = CBTTent04_SNG Animation = CBTTent04_SNG.CBTTent04_SNG AnimationMode = LOOP End ConditionState = DAMAGED SNOW NIGHT GARRISONED Model = CBTTent04_DSNG Animation = CBTTent04_DSNG.CBTTent04_DSNG AnimationMode = LOOP End End ; ***DESIGN parameters *** DisplayName = OBJECT:Tent EditorSorting = STRUCTURE ArmorSet Conditions = None Armor = StructureArmor DamageFX = StructureDamageFXNoShake End ; *** ENGINEERING Parameters *** KindOf = STRUCTURE SELECTABLE IMMOBILE Body = ActiveBody ModuleTag_02 MaxHealth = 200.0 InitialHealth = 200.0 End Behavior = GarrisonContain ModuleTag_03 ContainMax = 4 EnterSound = GarrisonEnter ExitSound = GarrisonExit End Behavior = FlammableUpdate ModuleTag_05 FlameDamageLimit = 20 ;Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ;in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Behavior = TransitionDamageFX ModuleTag_06 ;-------------DESIGNED FOR SMALL SIZED CIVILIAN BUILDING TRANSITIONS------------------- DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke ;--------------------------------------------------------------------------------------- ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave ;--------------------------------------------------------------------------------------- RubbleParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke RubbleParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion RubbleParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave RubbleParticleSystem4 = Bone:None RandomBone:No PSys:StructureTransitionSmallFlare End Geometry = BOX GeometryMajorRadius = 45.0 GeometryMinorRadius = 26.0 GeometryHeight = 10.0 GeometryIsSmall = No Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object StanTallTower ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes ConditionState = NONE Model = CBTalTower End ConditionState = DAMAGED Model = CBTalTower_D End ConditionState = REALLYDAMAGED Model = CBTalTower_E End ConditionState = RUBBLE Model = CBTalTower_E End ConditionState = POST_COLLAPSE Model = CBTalTower_R End ; day garrisoned ConditionState = GARRISONED Model = CBTalTower_G Animation = CBTalTower_G.CBTalTower_G AnimationMode = LOOP End ConditionState = DAMAGED GARRISONED Model = CBTalTower_DG Animation = CBTalTower_DG.CBTalTower_DG AnimationMode = LOOP End ; night ConditionState = NIGHT Model = CBTalTower_N End ConditionState = DAMAGED NIGHT Model = CBTalTower_DN End ConditionState = REALLYDAMAGED NIGHT Model = CBTalTower_E End ConditionState = RUBBLE NIGHT Model = CBTalTower_E End ConditionState = POST_COLLAPSE NIGHT Model = CBTalTower_R End ; night garrisoned ConditionState = NIGHT GARRISONED Model = CBTalTower_NG Animation = CBTalTower_NG.CBTalTower_NG AnimationMode = LOOP End ConditionState = DAMAGED NIGHT GARRISONED Model = CBTalTower_DNG Animation = CBTalTower_DNG.CBTalTower_DNG AnimationMode = LOOP End End ; ***DESIGN parameters *** DisplayName = OBJECT:Structure EditorSorting = STRUCTURE ArmorSet Conditions = None Armor = StructureArmor DamageFX = StructureDamageFXNoShake End ; *** ENGINEERING Parameters *** KindOf = STRUCTURE SELECTABLE IMMOBILE Body = StructureBody ModuleTag_02 MaxHealth = 500.0 InitialHealth = 500.0 End Behavior = GarrisonContain ModuleTag_03 ContainMax = 10 End Behavior = StructureToppleUpdate ModuleTag_04 MinToppleDelay = 250 MaxToppleDelay = 500 MinToppleBurstDelay = 1500 MaxToppleBurstDelay = 2500 StructuralIntegrity = 0.75 StructuralDecay = 1.0 DamageFXTypes = ALL -WATER ToppleStartFX = FX_DefaultStructureToppleStart ToppleDelayFX = FX_DefaultStructureToppleDelay CrushingFX = FX_DefaultStructureCrushing AngleFX = 20.0 FX_StructureToppleAngle20 ToppleDoneFX = FX_DefaultStructureToppleDone CrushingWeaponName = ToppledStructureWeapon End Behavior = FlammableUpdate ModuleTag_06 FlameDamageLimit = 20 ;Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ;in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Behavior = TransitionDamageFX ModuleTag_07 ;-------------DESIGNED FOR SMALL SIZED CIVILIAN BUILDING TRANSITIONS------------------- DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke ;--------------------------------------------------------------------------------------- ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave ;--------------------------------------------------------------------------------------- RubbleParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke RubbleParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion RubbleParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave RubbleParticleSystem4 = Bone:None RandomBone:No PSys:StructureTransitionSmallFlare End Geometry = BOX GeometryMajorRadius = 7.0 GeometryMinorRadius = 7.0 GeometryHeight = 80.0 GeometryIsSmall = No Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object ConvienceStore ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes ; day ConditionState = NONE Model = CBCnvStr01 End ConditionState = DAMAGED Model = CBCnvStr01_D End ConditionState = REALLYDAMAGED Model = CBCnvStr01_E End ConditionState = RUBBLE Model = CBCnvStr01_R End ; day garrisoned ConditionState = GARRISONED Model = CBCnvStr01_G Animation = CBCnvStr01_G.CBCnvStr01_G AnimationMode = LOOP End ConditionState = DAMAGED GARRISONED Model = CBCnvStr01_DG Animation = CBCnvStr01_DG.CBCnvStr01_DG AnimationMode = LOOP End ; night ConditionState = NIGHT Model = CBCnvStr01_N End ConditionState = DAMAGED NIGHT Model = CBCnvStr01_DN End ConditionState = REALLYDAMAGED NIGHT Model = CBCnvStr01_EN End ConditionState = RUBBLE NIGHT Model = CBCnvStr01_RN End ; night garrisoned ConditionState = NIGHT GARRISONED Model = CBCnvStr01_NG Animation = CBCnvStr01_NG.CBCnvStr01_NG AnimationMode = LOOP End ConditionState = DAMAGED NIGHT GARRISONED Model = CBCnvStr01_DNG Animation = CBCnvStr01_DNG.CBCnvStr01_DNG AnimationMode = LOOP End ; Snow ConditionState = SNOW Model = CBCnvStr01_S End ConditionState = DAMAGED SNOW Model = CBCnvStr01_DS End ConditionState = REALLYDAMAGED SNOW Model = CBCnvStr01_ES End ConditionState = RUBBLE SNOW Model = CBCnvStr01_RS End ; snow garrisoned ConditionState = SNOW GARRISONED Model = CBCnvStr01_SG Animation = CBCnvStr01_SG.CBCnvStr01_SG AnimationMode = LOOP End ConditionState = DAMAGED SNOW GARRISONED Model = CBCnvStr01_DSG Animation = CBCnvStr01_DSG.CBCnvStr01_DSG AnimationMode = LOOP End ; night snow ConditionState = SNOW NIGHT Model = CBCnvStr01_SN End ConditionState = DAMAGED SNOW NIGHT Model = CBCnvStr01_DSN End ConditionState = REALLYDAMAGED SNOW NIGHT Model = CBCnvStr01_ESN End ConditionState = RUBBLE SNOW NIGHT Model = CBCnvStr01_RSN End ; night snow garrisoned ConditionState = SNOW NIGHT GARRISONED Model = CBCnvStr01_SNG Animation = CBCnvStr01_SNG.CBCnvStr01_SNG AnimationMode = LOOP End ConditionState = DAMAGED SNOW NIGHT GARRISONED Model = CBCnvStr01_DSNG Animation = CBCnvStr01_DSNG.CBCnvStr01_DSNG AnimationMode = LOOP End End ; *** AUDIO Parameters *** SoundDie = BuildingDie SoundOnDamaged = BuildingDamagedStateLight SoundOnReallyDamaged = BuildingDestroy ; ***DESIGN parameters *** DisplayName = OBJECT:Structure EditorSorting = STRUCTURE ArmorSet Conditions = None Armor = StructureArmor DamageFX = StructureDamageFXNoShake End ; *** ENGINEERING Parameters *** KindOf = STRUCTURE SELECTABLE IMMOBILE Body = StructureBody ModuleTag_02 MaxHealth = 2000.0 InitialHealth = 2000.0 End Behavior = GarrisonContain ModuleTag_03 ContainMax = 10 EnterSound = GarrisonEnter ExitSound = GarrisonExit End Behavior = FlammableUpdate ModuleTag_05 FlameDamageLimit = 20 ;Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ;in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Behavior = TransitionDamageFX ModuleTag_06 ;-------------DESIGNED FOR MEDIUM SIZED CIVILIAN BUILDING TRANSITIONS------------------- DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke ;--------------------------------------------------------------------------------------- ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionMediumExplosion ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionMediumShockwave ;-------------------------------------------------------------------------------------- RubbleParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke RubbleParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionMediumExplosion RubbleParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionMediumShockwave RubbleParticleSystem4 = Bone:None RandomBone:No PSys:StructureTransitionMediumFlare End Geometry = BOX GeometryMajorRadius = 20.0 GeometryMinorRadius = 22.0 GeometryHeight = 57.0 GeometryIsSmall = No Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object GasStation ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes ; day ConditionState = NONE Model = CBGasSttn End ConditionState = DAMAGED Model = CBGasSttn_D End ConditionState = REALLYDAMAGED Model = CBGasSttn_E End ConditionState = RUBBLE Model = CBGasSttn_R End ; day garrisoned ConditionState = GARRISONED Model = CBGasSttn_G Animation = CBGasSttn_G.CBGasSttn_G AnimationMode = LOOP End ConditionState = DAMAGED GARRISONED Model = CBGasSttn_DG Animation = CBGasSttn_DG.CBGasSttn_DG AnimationMode = LOOP End ; night ConditionState = NIGHT Model = CBGasSttn_N End ConditionState = DAMAGED NIGHT Model = CBGasSttn_DN End ConditionState = REALLYDAMAGED NIGHT Model = CBGasSttn_EN End ConditionState = RUBBLE NIGHT Model = CBGasSttn_RN End ; night garrisoned ConditionState = NIGHT GARRISONED Model = CBGasSttn_NG Animation = CBGasSttn_NG.CBGasSttn_NG AnimationMode = LOOP End ConditionState = DAMAGED NIGHT GARRISONED Model = CBGasSttn_DNG Animation = CBGasSttn_DNG.CBGasSttn_DNG AnimationMode = LOOP End ; Snow ConditionState = SNOW Model = CBGasSttn_S End ConditionState = DAMAGED SNOW Model = CBGasSttn_DS End ConditionState = REALLYDAMAGED SNOW Model = CBGasSttn_ES End ConditionState = RUBBLE SNOW Model = CBGasSttn_RS End ; snow garrisoned ConditionState = SNOW GARRISONED Model = CBGasSttn_SG Animation = CBGasSttn_SG.CBGasSttn_SG AnimationMode = LOOP End ConditionState = DAMAGED SNOW GARRISONED Model = CBGasSttn_DSG Animation = CBGasSttn_DSG.CBGasSttn_DSG AnimationMode = LOOP End ; night snow ConditionState = SNOW NIGHT Model = CBGasSttn_SN End ConditionState = DAMAGED SNOW NIGHT Model = CBGasSttn_DSN End ConditionState = REALLYDAMAGED SNOW NIGHT Model = CBGasSttn_ESN End ConditionState = RUBBLE SNOW NIGHT Model = CBGasSttn_RSN End ; night snow garrisoned ConditionState = SNOW NIGHT GARRISONED Model = CBGasSttn_SNG Animation = CBGasSttn_SNG.CBGasSttn_SNG AnimationMode = LOOP End ConditionState = DAMAGED SNOW NIGHT GARRISONED Model = CBGasSttn_DSNG Animation = CBGasSttn_DSNG.CBGasSttn_DSNG AnimationMode = LOOP End End ; *** AUDIO Parameters *** SoundDie = BuildingDie SoundOnDamaged = BuildingDamagedStateLight SoundOnReallyDamaged = BuildingDestroy ; ***DESIGN parameters *** DisplayName = OBJECT:Structure EditorSorting = STRUCTURE ArmorSet Conditions = None Armor = StructureArmor DamageFX = StructureDamageFXNoShake End ; *** ENGINEERING Parameters *** KindOf = STRUCTURE SELECTABLE IMMOBILE Body = StructureBody ModuleTag_02 MaxHealth = 2000.0 InitialHealth = 2000.0 End Behavior = GarrisonContain ModuleTag_03 ContainMax = 10 EnterSound = GarrisonEnter ExitSound = GarrisonExit End Behavior = FlammableUpdate ModuleTag_05 FlameDamageLimit = 20 ;Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ;in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Behavior = TransitionDamageFX ModuleTag_06 ;-------------DESIGNED FOR SMALL SIZED CIVILIAN BUILDING TRANSITIONS------------------- DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke ;--------------------------------------------------------------------------------------- ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave ;--------------------------------------------------------------------------------------- RubbleParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke RubbleParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion RubbleParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave RubbleParticleSystem4 = Bone:None RandomBone:No PSys:StructureTransitionSmallFlare End Geometry = BOX GeometryMajorRadius = 30.0 GeometryMinorRadius = 30.0 GeometryHeight = 20.0 GeometryIsSmall = No Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object WaterPlant ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes ; day ConditionState = NONE Model = CBH2oPlnt End ConditionState = DAMAGED Model = CBH2oPlnt_D End ConditionState = REALLYDAMAGED Model = CBH2oPlnt_E End ConditionState = RUBBLE Model = CBH2oPlnt_R End ; day garrisoned ConditionState = GARRISONED Model = CBH2oPlnt_G Animation = CBH2oPlnt_G.CBH2oPlnt_G AnimationMode = LOOP End ConditionState = DAMAGED GARRISONED Model = CBH2oPlnt_DG Animation = CBH2oPlnt_DG.CBH2oPlnt_DG AnimationMode = LOOP End ; night ConditionState = NIGHT Model = CBH2oPlnt_N End ConditionState = DAMAGED NIGHT Model = CBH2oPlnt_DN End ConditionState = REALLYDAMAGED NIGHT Model = CBH2oPlnt_EN End ConditionState = RUBBLE NIGHT Model = CBH2oPlnt_RN End ; night garrisoned ConditionState = NIGHT GARRISONED Model = CBH2oPlnt_NG Animation = CBH2oPlnt_NG.CBH2oPlnt_NG AnimationMode = LOOP End ConditionState = DAMAGED NIGHT GARRISONED Model = CBH2oPlnt_DNG Animation = CBH2oPlnt_DNG.CBH2oPlnt_DNG AnimationMode = LOOP End ; Snow ConditionState = SNOW Model = CBH2oPlnt_S End ConditionState = DAMAGED SNOW Model = CBH2oPlnt_DS End ConditionState = REALLYDAMAGED SNOW Model = CBH2oPlnt_ES End ConditionState = RUBBLE SNOW Model = CBH2oPlnt_RS End ; snow garrisoned ConditionState = SNOW GARRISONED Model = CBH2oPlnt_SG Animation = CBH2oPlnt_SG.CBH2oPlnt_SG AnimationMode = LOOP End ConditionState = DAMAGED SNOW GARRISONED Model = CBH2oPlnt_DSG Animation = CBH2oPlnt_DSG.CBH2oPlnt_DSG AnimationMode = LOOP End ; night snow ConditionState = SNOW NIGHT Model = CBH2oPlnt_SN End ConditionState = DAMAGED SNOW NIGHT Model = CBH2oPlnt_DSN End ConditionState = REALLYDAMAGED SNOW NIGHT Model = CBH2oPlnt_ESN End ConditionState = RUBBLE SNOW NIGHT Model = CBH2oPlnt_RSN End ; night snow garrisoned ConditionState = SNOW NIGHT GARRISONED Model = CBH2oPlnt_SNG Animation = CBH2oPlnt_SNG.CBH2oPlnt_SNG AnimationMode = LOOP End ConditionState = DAMAGED SNOW NIGHT GARRISONED Model = CBH2oPlnt_DSNG Animation = CBH2oPlnt_DSNG.CBH2oPlnt_DSNG AnimationMode = LOOP End End ; *** AUDIO Parameters *** SoundDie = BuildingDie SoundOnDamaged = BuildingDamagedStateLight SoundOnReallyDamaged = BuildingDestroy ; ***DESIGN parameters *** DisplayName = OBJECT:Structure EditorSorting = STRUCTURE ArmorSet Conditions = None Armor = StructureArmor DamageFX = StructureDamageFXNoShake End ; *** ENGINEERING Parameters *** KindOf = STRUCTURE SELECTABLE IMMOBILE AIRCRAFT_PATH_AROUND Body = StructureBody ModuleTag_02 MaxHealth = 2000.0 InitialHealth = 2000.0 End Behavior = GarrisonContain ModuleTag_03 ContainMax = 10 EnterSound = GarrisonEnter ExitSound = GarrisonExit End Behavior = FlammableUpdate ModuleTag_05 FlameDamageLimit = 20 ;Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ;in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Behavior = TransitionDamageFX ModuleTag_06 ;-------------DESIGNED FOR LARGE SIZED CIVILIAN BUILDING TRANSITIONS------------------- DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionLargeSmoke ;--------------------------------------------------------------------------------------- ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionLargeSmoke ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionLargeExplosion ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionLargeShockwave ;--------------------------------------------------------------------------------------- RubbleParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionLargeSmoke RubbleParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionLargeExplosion RubbleParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionLargeShockwave RubbleParticleSystem4 = Bone:None RandomBone:No PSys:StructureTransitionLargeFlare End Geometry = BOX GeometryMajorRadius = 95.0 GeometryMinorRadius = 76.0 GeometryHeight = 30.0 GeometryIsSmall = No Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object StanTownHall01 ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes ; day ConditionState = NONE Model = cbmectdrl1 End ConditionState = DAMAGED Model = cbmectdrl1_D End ConditionState = REALLYDAMAGED Model = cbmectdrl1_E End ConditionState = RUBBLE Model = cbmectdrl1_R End ; day garrisoned ConditionState = GARRISONED Model = cbmectdrl1_G Animation = cbmectdrl1_G.cbmectdrl1_G AnimationMode = LOOP End ConditionState = DAMAGED GARRISONED Model = cbmectdrl1_DG Animation = cbmectdrl1_DG.cbmectdrl1_DG AnimationMode = LOOP End ; night ConditionState = NIGHT Model = cbmectdrl1_N End ConditionState = DAMAGED NIGHT Model = cbmectdrl1_DN End ConditionState = REALLYDAMAGED NIGHT Model = cbmectdrl1_EN End ConditionState = RUBBLE NIGHT Model = cbmectdrl1_RN End ; night garrisoned ConditionState = NIGHT GARRISONED Model = cbmectdrl1_NG Animation = cbmectdrl1_NG.cbmectdrl1_NG AnimationMode = LOOP End ConditionState = DAMAGED NIGHT GARRISONED Model = cbmectdrl1_DNG Animation = cbmectdrl1_DNG.cbmectdrl1_DNG AnimationMode = LOOP End ; Snow ConditionState = SNOW Model = cbmectdrl1_S End ConditionState = DAMAGED SNOW Model = cbmectdrl1_DS End ConditionState = REALLYDAMAGED SNOW Model = cbmectdrl1_ES End ConditionState = RUBBLE SNOW Model = cbmectdrl1_RS End ; snow garrisoned ConditionState = SNOW GARRISONED Model = cbmectdrl1_SG Animation = cbmectdrl1_SG.cbmectdrl1_SG AnimationMode = LOOP End ConditionState = DAMAGED SNOW GARRISONED Model = cbmectdrl1_DSG Animation = cbmectdrl1_DSG.cbmectdrl1_DSG AnimationMode = LOOP End ; night snow ConditionState = SNOW NIGHT Model = cbmectdrl1_SN End ConditionState = DAMAGED SNOW NIGHT Model = cbmectdrl1_DSN End ConditionState = REALLYDAMAGED SNOW NIGHT Model = cbmectdrl1_ESN End ConditionState = RUBBLE SNOW NIGHT Model = cbmectdrl1_RSN End ; night snow garrisoned ConditionState = SNOW NIGHT GARRISONED Model = cbmectdrl1_SNG Animation = cbmectdrl1_SNG.cbmectdrl1_SNG AnimationMode = LOOP End ConditionState = DAMAGED SNOW NIGHT GARRISONED Model = cbmectdrl1_DSNG Animation = cbmectdrl1_DSNG.cbmectdrl1_DSNG AnimationMode = LOOP End End ; *** AUDIO Parameters *** SoundDie = BuildingDie SoundOnDamaged = BuildingDamagedStateLight SoundOnReallyDamaged = BuildingDestroy ; ***DESIGN parameters *** DisplayName = OBJECT:Structure EditorSorting = STRUCTURE ArmorSet Conditions = None Armor = StructureArmor DamageFX = StructureDamageFXNoShake End ; *** ENGINEERING Parameters *** KindOf = STRUCTURE SELECTABLE IMMOBILE Body = StructureBody ModuleTag_02 MaxHealth = 2000.0 InitialHealth = 2000.0 End Behavior = GarrisonContain ModuleTag_03 ContainMax = 10 EnterSound = GarrisonEnter ExitSound = GarrisonExit End Behavior = FlammableUpdate ModuleTag_05 FlameDamageLimit = 20 ;Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ;in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Behavior = TransitionDamageFX ModuleTag_06 ;-------------DESIGNED FOR LARGE SIZED CIVILIAN BUILDING TRANSITIONS------------------- DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionLargeSmoke ;--------------------------------------------------------------------------------------- ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionLargeSmoke ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionLargeExplosion ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionLargeShockwave ;--------------------------------------------------------------------------------------- RubbleParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionLargeSmoke RubbleParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionLargeExplosion RubbleParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionLargeShockwave RubbleParticleSystem4 = Bone:None RandomBone:No PSys:StructureTransitionLargeFlare End Geometry = BOX GeometryMajorRadius = 75.0 GeometryMinorRadius = 60.0 GeometryHeight = 32.0 GeometryIsSmall = No Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object StanTownHall02 ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes ; day ConditionState = NONE Model = cbmectdrl2 End ConditionState = DAMAGED Model = cbmectdrl2_D End ConditionState = REALLYDAMAGED Model = cbmectdrl2_E End ConditionState = RUBBLE Model = cbmectdrl2_R End ; day garrisoned ConditionState = GARRISONED Model = cbmectdrl2_G Animation = cbmectdrl2_G.cbmectdrl2_G AnimationMode = LOOP End ConditionState = DAMAGED GARRISONED Model = cbmectdrl2_DG Animation = cbmectdrl2_DG.cbmectdrl2_DG AnimationMode = LOOP End ; night ConditionState = NIGHT Model = cbmectdrl2_N End ConditionState = DAMAGED NIGHT Model = cbmectdrl2_DN End ConditionState = REALLYDAMAGED NIGHT Model = cbmectdrl2_EN End ConditionState = RUBBLE NIGHT Model = cbmectdrl2_RN End ; night garrisoned ConditionState = NIGHT GARRISONED Model = cbmectdrl2_NG Animation = cbmectdrl2_NG.cbmectdrl2_NG AnimationMode = LOOP End ConditionState = DAMAGED NIGHT GARRISONED Model = cbmectdrl2_DNG Animation = cbmectdrl2_DNG.cbmectdrl2_DNG AnimationMode = LOOP End ; Snow ConditionState = SNOW Model = cbmectdrl2_S End ConditionState = DAMAGED SNOW Model = cbmectdrl2_DS End ConditionState = REALLYDAMAGED SNOW Model = cbmectdrl2_ES End ConditionState = RUBBLE SNOW Model = cbmectdrl2_RS End ; snow garrisoned ConditionState = SNOW GARRISONED Model = cbmectdrl2_SG Animation = cbmectdrl2_SG.cbmectdrl2_SG AnimationMode = LOOP End ConditionState = DAMAGED SNOW GARRISONED Model = cbmectdrl2_DSG Animation = cbmectdrl2_DSG.cbmectdrl2_DSG AnimationMode = LOOP End ; night snow ConditionState = SNOW NIGHT Model = cbmectdrl2_SN End ConditionState = DAMAGED SNOW NIGHT Model = cbmectdrl2_DSN End ConditionState = REALLYDAMAGED SNOW NIGHT Model = cbmectdrl2_ESN End ConditionState = RUBBLE SNOW NIGHT Model = cbmectdrl2_RSN End ; night snow garrisoned ConditionState = SNOW NIGHT GARRISONED Model = cbmectdrl2_SNG Animation = cbmectdrl2_SNG.cbmectdrl2_SNG AnimationMode = LOOP End ConditionState = DAMAGED SNOW NIGHT GARRISONED Model = cbmectdrl2_DSNG Animation = cbmectdrl2_DSNG.cbmectdrl2_DSNG AnimationMode = LOOP End End ; *** AUDIO Parameters *** SoundDie = BuildingDie SoundOnDamaged = BuildingDamagedStateLight SoundOnReallyDamaged = BuildingDestroy ; ***DESIGN parameters *** DisplayName = OBJECT:Structure EditorSorting = STRUCTURE ArmorSet Conditions = None Armor = StructureArmor DamageFX = StructureDamageFXNoShake End ; *** ENGINEERING Parameters *** KindOf = STRUCTURE SELECTABLE IMMOBILE Body = StructureBody ModuleTag_02 MaxHealth = 2000.0 InitialHealth = 2000.0 End Behavior = GarrisonContain ModuleTag_03 ContainMax = 10 EnterSound = GarrisonEnter ExitSound = GarrisonExit End Behavior = FlammableUpdate ModuleTag_05 FlameDamageLimit = 20 ;Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ;in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Behavior = TransitionDamageFX ModuleTag_06 ;-------------DESIGNED FOR LARGE SIZED CIVILIAN BUILDING TRANSITIONS------------------- DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionLargeSmoke ;--------------------------------------------------------------------------------------- ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionLargeSmoke ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionLargeExplosion ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionLargeShockwave ;--------------------------------------------------------------------------------------- RubbleParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionLargeSmoke RubbleParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionLargeExplosion RubbleParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionLargeShockwave RubbleParticleSystem4 = Bone:None RandomBone:No PSys:StructureTransitionLargeFlare End Geometry = BOX GeometryMajorRadius = 42.0 GeometryMinorRadius = 58.0 GeometryHeight = 51.0 GeometryIsSmall = No Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object Crypt01 ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes ; day ConditionState = NONE Model = CBoldmslm End ConditionState = DAMAGED Model = CBoldmslm_D End ConditionState = REALLYDAMAGED Model = CBoldmslm_E End ConditionState = RUBBLE Model = CBoldmslm_R End ; day garrisoned ConditionState = GARRISONED Model = CBoldmslm_G Animation = CBoldmslm_G.CBoldmslm_G AnimationMode = LOOP End ConditionState = DAMAGED GARRISONED Model = CBoldmslm_DG Animation = CBoldmslm_DG.CBoldmslm_DG AnimationMode = LOOP End ; night ConditionState = NIGHT Model = CBoldmslm_N End ConditionState = DAMAGED NIGHT Model = CBoldmslm_DN End ConditionState = REALLYDAMAGED NIGHT Model = CBoldmslm_EN End ConditionState = RUBBLE NIGHT Model = CBoldmslm_RN End ; night garrisoned ConditionState = NIGHT GARRISONED Model = CBoldmslm_NG Animation = CBoldmslm_NG.CBoldmslm_NG AnimationMode = LOOP End ConditionState = DAMAGED NIGHT GARRISONED Model = CBoldmslm_DNG Animation = CBoldmslm_DNG.CBoldmslm_DNG AnimationMode = LOOP End ; Snow ConditionState = SNOW Model = CBoldmslm_S End ConditionState = DAMAGED SNOW Model = CBoldmslm_DS End ConditionState = REALLYDAMAGED SNOW Model = CBoldmslm_ES End ConditionState = RUBBLE SNOW Model = CBoldmslm_RS End ; snow garrisoned ConditionState = SNOW GARRISONED Model = CBoldmslm_SG Animation = CBoldmslm_SG.CBoldmslm_SG AnimationMode = LOOP End ConditionState = DAMAGED SNOW GARRISONED Model = CBoldmslm_DSG Animation = CBoldmslm_DSG.CBoldmslm_DSG AnimationMode = LOOP End ; night snow ConditionState = SNOW NIGHT Model = CBoldmslm_SN End ConditionState = DAMAGED SNOW NIGHT Model = CBoldmslm_DSN End ConditionState = REALLYDAMAGED SNOW NIGHT Model = CBoldmslm_ESN End ConditionState = RUBBLE SNOW NIGHT Model = CBoldmslm_RSN End ; night snow garrisoned ConditionState = SNOW NIGHT GARRISONED Model = CBoldmslm_SNG Animation = CBoldmslm_SNG.CBoldmslm_SNG AnimationMode = LOOP End ConditionState = DAMAGED SNOW NIGHT GARRISONED Model = CBoldmslm_DSNG Animation = CBoldmslm_DSNG.CBoldmslm_DSNG AnimationMode = LOOP End End ; ***DESIGN parameters *** EditorSorting = STRUCTURE ArmorSet Conditions = None Armor = StructureArmor DamageFX = StructureDamageFXNoShake End ; *** ENGINEERING Parameters *** KindOf = STRUCTURE SELECTABLE IMMOBILE Body = StructureBody ModuleTag_02 MaxHealth = 2000.0 InitialHealth = 2000.0 End Behavior = GarrisonContain ModuleTag_03 ContainMax = 10 EnterSound = GarrisonEnter ExitSound = GarrisonExit End Behavior = FlammableUpdate ModuleTag_05 FlameDamageLimit = 20 ;Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ;in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Behavior = TransitionDamageFX ModuleTag_06 ;-------------DESIGNED FOR SMALL SIZED CIVILIAN BUILDING TRANSITIONS------------------- DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke ;--------------------------------------------------------------------------------------- ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave ;--------------------------------------------------------------------------------------- RubbleParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke RubbleParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion RubbleParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave RubbleParticleSystem4 = Bone:None RandomBone:No PSys:StructureTransitionSmallFlare End Geometry = BOX GeometryMajorRadius = 15.0 GeometryMinorRadius = 25.0 GeometryHeight = 30.0 GeometryIsSmall = No Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object OilRefinery ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes ; day ConditionState = NONE Model = CBOilRfny End ConditionState = DAMAGED Model = CBOilRfny_D End ConditionState = REALLYDAMAGED Model = CBOilRfny_E End ConditionState = RUBBLE Model = CBOilRfny_R End ; day garrisoned ConditionState = GARRISONED Model = CBOilRfny_G Animation = CBOilRfny_G.CBOilRfny_G AnimationMode = LOOP End ConditionState = DAMAGED GARRISONED Model = CBOilRfny_DG Animation = CBOilRfny_DG.CBOilRfny_DG AnimationMode = LOOP End ; night ConditionState = NIGHT Model = CBOilRfny_N End ConditionState = DAMAGED NIGHT Model = CBOilRfny_DN End ConditionState = REALLYDAMAGED NIGHT Model = CBOilRfny_EN End ConditionState = RUBBLE NIGHT Model = CBOilRfny_RN End ; night garrisoned ConditionState = NIGHT GARRISONED Model = CBOilRfny_NG Animation = CBOilRfny_NG.CBOilRfny_NG AnimationMode = LOOP End ConditionState = DAMAGED NIGHT GARRISONED Model = CBOilRfny_DNG Animation = CBOilRfny_DNG.CBOilRfny_DNG AnimationMode = LOOP End ; Snow ConditionState = SNOW Model = CBOilRfny_S End ConditionState = DAMAGED SNOW Model = CBOilRfny_DS End ConditionState = REALLYDAMAGED SNOW Model = CBOilRfny_ES End ConditionState = RUBBLE SNOW Model = CBOilRfny_RS End ; snow garrisoned ConditionState = SNOW GARRISONED Model = CBOilRfny_SG Animation = CBOilRfny_SG.CBOilRfny_SG AnimationMode = LOOP End ConditionState = DAMAGED SNOW GARRISONED Model = CBOilRfny_DSG Animation = CBOilRfny_DSG.CBOilRfny_DSG AnimationMode = LOOP End ; night snow ConditionState = SNOW NIGHT Model = CBOilRfny_SN End ConditionState = DAMAGED SNOW NIGHT Model = CBOilRfny_DSN End ConditionState = REALLYDAMAGED SNOW NIGHT Model = CBOilRfny_ESN End ConditionState = RUBBLE SNOW NIGHT Model = CBOilRfny_RSN End ; night snow garrisoned ConditionState = SNOW NIGHT GARRISONED Model = CBOilRfny_SNG Animation = CBOilRfny_SNG.CBOilRfny_SNG AnimationMode = LOOP End ConditionState = DAMAGED SNOW NIGHT GARRISONED Model = CBOilRfny_DSNG Animation = CBOilRfny_DSNG.CBOilRfny_DSNG AnimationMode = LOOP End End ; ***DESIGN parameters *** DisplayName = OBJECT:Structure EditorSorting = STRUCTURE ArmorSet Conditions = None Armor = StructureArmor DamageFX = StructureDamageFXNoShake End ; ***AUDIO parameters *** SoundAmbient = CivIndustrialPlantAmbientLoop SoundDie = BuildingDie SoundOnDamaged = BuildingDamagedStateLight SoundOnReallyDamaged = BuildingDestroy ; *** ENGINEERING Parameters *** KindOf = STRUCTURE SELECTABLE IMMOBILE Body = StructureBody ModuleTag_02 MaxHealth = 2000.0 InitialHealth = 2000.0 End Behavior = GarrisonContain ModuleTag_03 ContainMax = 10 EnterSound = GarrisonEnter ExitSound = GarrisonExit End Behavior = FlammableUpdate ModuleTag_05 FlameDamageLimit = 20 ;Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ;in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Behavior = FXListDie ModuleTag_06 DeathFX = WeaponFX_BombTruckHighExplosiveBombDetonation OrientToObject = No End Behavior = TransitionDamageFX ModuleTag_07 ;-------------DESIGNED FOR LARGE SIZED CIVILIAN BUILDING TRANSITIONS------------------- DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionLargeSmoke ;--------------------------------------------------------------------------------------- ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionLargeSmoke ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionLargeExplosion ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionLargeShockwave ;--------------------------------------------------------------------------------------- RubbleParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionLargeSmoke RubbleParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionLargeExplosion RubbleParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionLargeShockwave RubbleParticleSystem4 = Bone:None RandomBone:No PSys:StructureTransitionLargeFlare End Geometry = BOX GeometryMajorRadius = 66.0 GeometryMinorRadius = 71.0 GeometryHeight = 50.0 GeometryIsSmall = No Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object SovietBuilding ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes ; day ConditionState = NONE Model = CBSovBldg End ConditionState = DAMAGED Model = CBSovBldg_D End ConditionState = REALLYDAMAGED Model = CBSovBldg_E End ConditionState = RUBBLE Model = CBSovBldg_R End ; day garrisoned ConditionState = GARRISONED Model = CBSovBldg_G Animation = CBSovBldg_G.CBSovBldg_G AnimationMode = LOOP End ConditionState = DAMAGED GARRISONED Model = CBSovBldg_DG Animation = CBSovBldg_DG.CBSovBldg_DG AnimationMode = LOOP End ; night ConditionState = NIGHT Model = CBSovBldg_N End ConditionState = DAMAGED NIGHT Model = CBSovBldg_DN End ConditionState = REALLYDAMAGED NIGHT Model = CBSovBldg_EN End ConditionState = RUBBLE NIGHT Model = CBSovBldg_RN End ; night garrisoned ConditionState = NIGHT GARRISONED Model = CBSovBldg_NG Animation = CBSovBldg_NG.CBSovBldg_NG AnimationMode = LOOP End ConditionState = DAMAGED NIGHT GARRISONED Model = CBSovBldg_DNG Animation = CBSovBldg_DNG.CBSovBldg_DNG AnimationMode = LOOP End ; Snow ConditionState = SNOW Model = CBSovBldg_S End ConditionState = DAMAGED SNOW Model = CBSovBldg_DS End ConditionState = REALLYDAMAGED SNOW Model = CBSovBldg_ES End ConditionState = RUBBLE SNOW Model = CBSovBldg_RS End ; snow garrisoned ConditionState = SNOW GARRISONED Model = CBSovBldg_SG Animation = CBSovBldg_SG.CBSovBldg_SG AnimationMode = LOOP End ConditionState = DAMAGED SNOW GARRISONED Model = CBSovBldg_DSG Animation = CBSovBldg_DSG.CBSovBldg_DSG AnimationMode = LOOP End ; night snow ConditionState = SNOW NIGHT Model = CBSovBldg_SN End ConditionState = DAMAGED SNOW NIGHT Model = CBSovBldg_DSN End ConditionState = REALLYDAMAGED SNOW NIGHT Model = CBSovBldg_ESN End ConditionState = RUBBLE SNOW NIGHT Model = CBSovBldg_RSN End ; night snow garrisoned ConditionState = SNOW NIGHT GARRISONED Model = CBSovBldg_SNG Animation = CBSovBldg_SNG.CBSovBldg_SNG AnimationMode = LOOP End ConditionState = DAMAGED SNOW NIGHT GARRISONED Model = CBSovBldg_DSNG Animation = CBSovBldg_DSNG.CBSovBldg_DSNG AnimationMode = LOOP End End ; *** AUDIO Parameters *** SoundDie = BuildingDie SoundOnDamaged = BuildingDamagedStateLight SoundOnReallyDamaged = BuildingDestroy ; ***DESIGN parameters *** DisplayName = OBJECT:Structure EditorSorting = STRUCTURE ArmorSet Conditions = None Armor = StructureArmor DamageFX = StructureDamageFXNoShake End ; *** ENGINEERING Parameters *** KindOf = STRUCTURE SELECTABLE IMMOBILE Body = StructureBody ModuleTag_02 MaxHealth = 2000.0 InitialHealth = 2000.0 End Behavior = GarrisonContain ModuleTag_03 ContainMax = 10 EnterSound = GarrisonEnter ExitSound = GarrisonExit End Behavior = FlammableUpdate ModuleTag_05 FlameDamageLimit = 20 ;Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ;in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Behavior = TransitionDamageFX ModuleTag_06 ;-------------DESIGNED FOR MEDIUM SIZED CIVILIAN BUILDING TRANSITIONS------------------- DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke ;--------------------------------------------------------------------------------------- ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionMediumExplosion ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionMediumShockwave ;-------------------------------------------------------------------------------------- RubbleParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke RubbleParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionMediumExplosion RubbleParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionMediumShockwave RubbleParticleSystem4 = Bone:None RandomBone:No PSys:StructureTransitionMediumFlare End Geometry = BOX GeometryMajorRadius = 51.0 GeometryMinorRadius = 36.0 GeometryHeight = 70.0 GeometryIsSmall = No Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object SovietRadioBuilding ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes ; day ConditionState = NONE Model = CBSovRdio End ConditionState = DAMAGED Model = CBSovRdio_D End ConditionState = REALLYDAMAGED Model = CBSovRdio_E End ConditionState = RUBBLE Model = CBSovRdio_R End ; day garrisoned ConditionState = GARRISONED Model = CBSovRdio_G Animation = CBSovRdio_G.CBSovRdio_G AnimationMode = LOOP End ConditionState = DAMAGED GARRISONED Model = CBSovRdio_DG Animation = CBSovRdio_DG.CBSovRdio_DG AnimationMode = LOOP End ; night ConditionState = NIGHT Model = CBSovRdio_N End ConditionState = DAMAGED NIGHT Model = CBSovRdio_DN End ConditionState = REALLYDAMAGED NIGHT Model = CBSovRdio_EN End ConditionState = RUBBLE NIGHT Model = CBSovRdio_RN End ; night garrisoned ConditionState = NIGHT GARRISONED Model = CBSovRdio_NG Animation = CBSovRdio_NG.CBSovRdio_NG AnimationMode = LOOP End ConditionState = DAMAGED NIGHT GARRISONED Model = CBSovRdio_DNG Animation = CBSovRdio_DNG.CBSovRdio_DNG AnimationMode = LOOP End ; Snow ConditionState = SNOW Model = CBSovRdio_S End ConditionState = DAMAGED SNOW Model = CBSovRdio_DS End ConditionState = REALLYDAMAGED SNOW Model = CBSovRdio_ES End ConditionState = RUBBLE SNOW Model = CBSovRdio_RS End ; snow garrisoned ConditionState = SNOW GARRISONED Model = CBSovRdio_SG Animation = CBSovRdio_SG.CBSovRdio_SG AnimationMode = LOOP End ConditionState = DAMAGED SNOW GARRISONED Model = CBSovRdio_DSG Animation = CBSovRdio_DSG.CBSovRdio_DSG AnimationMode = LOOP End ; night snow ConditionState = SNOW NIGHT Model = CBSovRdio_SN End ConditionState = DAMAGED SNOW NIGHT Model = CBSovRdio_DSN End ConditionState = REALLYDAMAGED SNOW NIGHT Model = CBSovRdio_ESN End ConditionState = RUBBLE SNOW NIGHT Model = CBSovRdio_RSN End ; night snow garrisoned ConditionState = SNOW NIGHT GARRISONED Model = CBSovRdio_SNG Animation = CBSovRdio_SNG.CBSovRdio_SNG AnimationMode = LOOP End ConditionState = DAMAGED SNOW NIGHT GARRISONED Model = CBSovRdio_DSNG Animation = CBSovRdio_DSNG.CBSovRdio_DSNG AnimationMode = LOOP End End ; *** AUDIO Parameters *** SoundDie = BuildingDie SoundOnDamaged = BuildingDamagedStateLight SoundOnReallyDamaged = BuildingDestroy ; ***DESIGN parameters *** DisplayName = OBJECT:Structure EditorSorting = STRUCTURE ArmorSet Conditions = None Armor = StructureArmor DamageFX = StructureDamageFXNoShake End ; *** ENGINEERING Parameters *** KindOf = STRUCTURE SELECTABLE IMMOBILE Body = StructureBody ModuleTag_02 MaxHealth = 2000.0 InitialHealth = 2000.0 End Behavior = GarrisonContain ModuleTag_03 ContainMax = 10 EnterSound = GarrisonEnter ExitSound = GarrisonExit End ;----------------------- This Building Doesnt need to do this. ; Behavior = StructureCollapseUpdate ModuleTag_04 ; MinCollapseDelay = 500 ; MaxCollapseDelay = 1000 ; CollapseDamping = 0.0 ; MaxShudder = 0.6 ; MinBurstDelay = 250 ; MaxBurstDelay = 800 ; BigBurstFrequency = 4 ; OCL = INITIAL OCL_StructureCollapseInitial ; OCL = DELAY OCL_StructureCollapseDelay ; OCL = FINAL OCL_StructureCollapseFinal ; FXList = INITIAL FX_StructureCollapseInitial ; FXList = DELAY FX_StructureCollapseDelay ; FXList = BURST FX_StructureCollapseBurst ; FXList = FINAL FX_StructureCollapseFinal ; End Behavior = FlammableUpdate ModuleTag_06 FlameDamageLimit = 20 ;Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ;in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Behavior = TransitionDamageFX ModuleTag_07 ;-------------DESIGNED FOR MEDIUM SIZED FACTION BUILDING TRANSITIONS------------------- DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke ;--------------------------------------------------------------------------------------- ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionMediumExplosion ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave End Geometry = BOX GeometryMajorRadius = 61.0 GeometryMinorRadius = 26.0 GeometryHeight = 45.0 GeometryIsSmall = No Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object GrassHut01 ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes ; day ConditionState = NONE Model = CBGrasHut1 End ConditionState = DAMAGED Model = CBGrasHut1_D End ConditionState = REALLYDAMAGED Model = CBGrasHut1_E End ConditionState = RUBBLE Model = CBGrasHut1_R End ; day garrisoned ConditionState = GARRISONED Model = CBGrasHut1_G Animation = CBGrasHut1_G.CBGrasHut1_G AnimationMode = LOOP End ConditionState = DAMAGED GARRISONED Model = CBGrasHut1_DG Animation = CBGrasHut1_DG.CBGrasHut1_DG AnimationMode = LOOP End ; night ConditionState = NIGHT Model = CBGrasHut1_N End ConditionState = DAMAGED NIGHT Model = CBGrasHut1_DN End ConditionState = REALLYDAMAGED NIGHT Model = CBGrasHut1_EN End ConditionState = RUBBLE NIGHT Model = CBGrasHut1_RN End ; night garrisoned ConditionState = NIGHT GARRISONED Model = CBGrasHut1_NG Animation = CBGrasHut1_NG.CBGrasHut1_NG AnimationMode = LOOP End ConditionState = DAMAGED NIGHT GARRISONED Model = CBGrasHut1_DNG Animation = CBGrasHut1_DNG.CBGrasHut1_DNG AnimationMode = LOOP End ; Snow ConditionState = SNOW Model = CBGrasHut1_S End ConditionState = DAMAGED SNOW Model = CBGrasHut1_DS End ConditionState = REALLYDAMAGED SNOW Model = CBGrasHut1_ES End ConditionState = RUBBLE SNOW Model = CBGrasHut1_RS End ; snow garrisoned ConditionState = SNOW GARRISONED Model = CBGrasHut1_SG Animation = CBGrasHut1_SG.CBGrasHut1_SG AnimationMode = LOOP End ConditionState = DAMAGED SNOW GARRISONED Model = CBGrasHut1_DSG Animation = CBGrasHut1_DSG.CBGrasHut1_DSG AnimationMode = LOOP End ; night snow ConditionState = SNOW NIGHT Model = CBGrasHut1_SN End ConditionState = DAMAGED SNOW NIGHT Model = CBGrasHut1_DSN End ConditionState = REALLYDAMAGED SNOW NIGHT Model = CBGrasHut1_ESN End ConditionState = RUBBLE SNOW NIGHT Model = CBGrasHut1_RSN End ; night snow garrisoned ConditionState = SNOW NIGHT GARRISONED Model = CBGrasHut1_SNG Animation = CBGrasHut1_SNG.CBGrasHut1_SNG AnimationMode = LOOP End ConditionState = DAMAGED SNOW NIGHT GARRISONED Model = CBGrasHut1_DSNG Animation = CBGrasHut1_DSNG.CBGrasHut1_DSNG AnimationMode = LOOP End End ; ***DESIGN parameters *** DisplayName = OBJECT:GrassHut EditorSorting = STRUCTURE ArmorSet Conditions = None Armor = StructureArmor DamageFX = StructureDamageFXNoShake End ; *** ENGINEERING Parameters *** KindOf = STRUCTURE SELECTABLE IMMOBILE Body = StructureBody ModuleTag_02 MaxHealth = 100.0 InitialHealth = 100.0 End Behavior = GarrisonContain ModuleTag_03 ContainMax = 10 EnterSound = GarrisonEnter ExitSound = GarrisonExit End Behavior = FlammableUpdate ModuleTag_05 FlameDamageLimit = 20 ;Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ;in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Behavior = TransitionDamageFX ModuleTag_06 ;-------------DESIGNED FOR SMALL SIZED CIVILIAN BUILDING TRANSITIONS------------------- DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke ;--------------------------------------------------------------------------------------- ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave ;--------------------------------------------------------------------------------------- RubbleParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke RubbleParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion RubbleParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave RubbleParticleSystem4 = Bone:None RandomBone:No PSys:StructureTransitionSmallFlare End Geometry = BOX GeometryMajorRadius = 15.0 GeometryMinorRadius = 28.0 GeometryHeight = 10.0 GeometryIsSmall = No Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object GrassHut02 ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes ; day ConditionState = NONE Model = CBGrasHut2 End ConditionState = DAMAGED Model = CBGrasHut2_D End ConditionState = REALLYDAMAGED Model = CBGrasHut2_E End ConditionState = RUBBLE Model = CBGrasHut2_R End ; day garrisoned ConditionState = GARRISONED Model = CBGrasHut2_G Animation = CBGrasHut2_G.CBGrasHut2_G AnimationMode = LOOP End ConditionState = DAMAGED GARRISONED Model = CBGrasHut2_DG Animation = CBGrasHut2_DG.CBGrasHut2_DG AnimationMode = LOOP End ; night ConditionState = NIGHT Model = CBGrasHut2_N End ConditionState = DAMAGED NIGHT Model = CBGrasHut2_DN End ConditionState = REALLYDAMAGED NIGHT Model = CBGrasHut2_EN End ConditionState = RUBBLE NIGHT Model = CBGrasHut2_RN End ; night garrisoned ConditionState = NIGHT GARRISONED Model = CBGrasHut2_NG Animation = CBGrasHut2_NG.CBGrasHut2_NG AnimationMode = LOOP End ConditionState = DAMAGED NIGHT GARRISONED Model = CBGrasHut2_DNG Animation = CBGrasHut2_DNG.CBGrasHut2_DNG AnimationMode = LOOP End ; Snow ConditionState = SNOW Model = CBGrasHut2_S End ConditionState = DAMAGED SNOW Model = CBGrasHut2_DS End ConditionState = REALLYDAMAGED SNOW Model = CBGrasHut2_ES End ConditionState = RUBBLE SNOW Model = CBGrasHut2_RS End ; snow garrisoned ConditionState = SNOW GARRISONED Model = CBGrasHut2_SG Animation = CBGrasHut2_SG.CBGrasHut2_SG AnimationMode = LOOP End ConditionState = DAMAGED SNOW GARRISONED Model = CBGrasHut2_DSG Animation = CBGrasHut2_DSG.CBGrasHut2_DSG AnimationMode = LOOP End ; night snow ConditionState = SNOW NIGHT Model = CBGrasHut2_SN End ConditionState = DAMAGED SNOW NIGHT Model = CBGrasHut2_DSN End ConditionState = REALLYDAMAGED SNOW NIGHT Model = CBGrasHut2_ESN End ConditionState = RUBBLE SNOW NIGHT Model = CBGrasHut2_RSN End ; night snow garrisoned ConditionState = SNOW NIGHT GARRISONED Model = CBGrasHut2_SNG Animation = CBGrasHut2_SNG.CBGrasHut2_SNG AnimationMode = LOOP End ConditionState = DAMAGED SNOW NIGHT GARRISONED Model = CBGrasHut2_DSNG Animation = CBGrasHut2_DSNG.CBGrasHut2_DSNG AnimationMode = LOOP End End ; ***DESIGN parameters *** DisplayName = OBJECT:GrassHut EditorSorting = STRUCTURE ArmorSet Conditions = None Armor = StructureArmor DamageFX = StructureDamageFXNoShake End ; *** ENGINEERING Parameters *** KindOf = STRUCTURE SELECTABLE IMMOBILE Body = StructureBody ModuleTag_02 MaxHealth = 100.0 InitialHealth = 100.0 End Behavior = GarrisonContain ModuleTag_03 ContainMax = 10 EnterSound = GarrisonEnter ExitSound = GarrisonExit End Behavior = FlammableUpdate ModuleTag_05 FlameDamageLimit = 20 ;Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ;in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Behavior = TransitionDamageFX ModuleTag_06 ;-------------DESIGNED FOR SMALL SIZED CIVILIAN BUILDING TRANSITIONS------------------- DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke ;--------------------------------------------------------------------------------------- ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave ;--------------------------------------------------------------------------------------- RubbleParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke RubbleParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion RubbleParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave RubbleParticleSystem4 = Bone:None RandomBone:No PSys:StructureTransitionSmallFlare End Geometry = BOX GeometryMajorRadius = 10.0 GeometryMinorRadius = 15.0 GeometryHeight = 12.0 GeometryIsSmall = No Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object GrassHut03 ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes ; day ConditionState = NONE Model = CBGrasHut3 End ConditionState = DAMAGED Model = CBGrasHut3_D End ConditionState = REALLYDAMAGED Model = CBGrasHut3_E End ConditionState = RUBBLE Model = CBGrasHut3_R End ; day garrisoned ConditionState = GARRISONED Model = CBGrasHut3_G Animation = CBGrasHut3_G.CBGrasHut3_G AnimationMode = LOOP End ConditionState = DAMAGED GARRISONED Model = CBGrasHut3_DG Animation = CBGrasHut3_DG.CBGrasHut3_DG AnimationMode = LOOP End ; night ConditionState = NIGHT Model = CBGrasHut3_N End ConditionState = DAMAGED NIGHT Model = CBGrasHut3_DN End ConditionState = REALLYDAMAGED NIGHT Model = CBGrasHut3_EN End ConditionState = RUBBLE NIGHT Model = CBGrasHut3_RN End ; night garrisoned ConditionState = NIGHT GARRISONED Model = CBGrasHut3_NG Animation = CBGrasHut3_NG.CBGrasHut3_NG AnimationMode = LOOP End ConditionState = DAMAGED NIGHT GARRISONED Model = CBGrasHut3_DNG Animation = CBGrasHut3_DNG.CBGrasHut3_DNG AnimationMode = LOOP End ; Snow ConditionState = SNOW Model = CBGrasHut3_S End ConditionState = DAMAGED SNOW Model = CBGrasHut3_DS End ConditionState = REALLYDAMAGED SNOW Model = CBGrasHut3_ES End ConditionState = RUBBLE SNOW Model = CBGrasHut3_RS End ; snow garrisoned ConditionState = SNOW GARRISONED Model = CBGrasHut3_SG Animation = CBGrasHut3_SG.CBGrasHut3_SG AnimationMode = LOOP End ConditionState = DAMAGED SNOW GARRISONED Model = CBGrasHut3_DSG Animation = CBGrasHut3_DSG.CBGrasHut3_DSG AnimationMode = LOOP End ; night snow ConditionState = SNOW NIGHT Model = CBGrasHut3_SN End ConditionState = DAMAGED SNOW NIGHT Model = CBGrasHut3_DSN End ConditionState = REALLYDAMAGED SNOW NIGHT Model = CBGrasHut3_ESN End ConditionState = RUBBLE SNOW NIGHT Model = CBGrasHut3_RSN End ; night snow garrisoned ConditionState = SNOW NIGHT GARRISONED Model = CBGrasHut3_SNG Animation = CBGrasHut3_SNG.CBGrasHut3_SNG AnimationMode = LOOP End ConditionState = DAMAGED SNOW NIGHT GARRISONED Model = CBGrasHut3_DSNG Animation = CBGrasHut3_DSNG.CBGrasHut3_DSNG AnimationMode = LOOP End End ; ***DESIGN parameters *** DisplayName = OBJECT:GrassHut EditorSorting = STRUCTURE ArmorSet Conditions = None Armor = StructureArmor DamageFX = StructureDamageFXNoShake End ; *** ENGINEERING Parameters *** KindOf = STRUCTURE SELECTABLE IMMOBILE Body = StructureBody ModuleTag_02 MaxHealth = 100.0 InitialHealth = 100.0 End Behavior = GarrisonContain ModuleTag_03 ContainMax = 10 EnterSound = GarrisonEnter ExitSound = GarrisonExit End Behavior = FlammableUpdate ModuleTag_05 FlameDamageLimit = 20 ;Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ;in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Behavior = TransitionDamageFX ModuleTag_06 ;-------------DESIGNED FOR SMALL SIZED CIVILIAN BUILDING TRANSITIONS------------------- DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke ;--------------------------------------------------------------------------------------- ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave ;--------------------------------------------------------------------------------------- RubbleParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke RubbleParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion RubbleParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave RubbleParticleSystem4 = Bone:None RandomBone:No PSys:StructureTransitionSmallFlare End Geometry = BOX GeometryMajorRadius = 12.0 GeometryMinorRadius = 13.0 GeometryHeight = 20.0 GeometryIsSmall = No Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object GrassHut04 ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes ; day ConditionState = NONE Model = CBGrasHut4 End ConditionState = DAMAGED Model = CBGrasHut4_D End ConditionState = REALLYDAMAGED Model = CBGrasHut4_E End ConditionState = RUBBLE Model = CBGrasHut4_R End ; day garrisoned ConditionState = GARRISONED Model = CBGrasHut4_G Animation = CBGrasHut4_G.CBGrasHut4_G AnimationMode = LOOP End ConditionState = DAMAGED GARRISONED Model = CBGrasHut4_DG Animation = CBGrasHut4_DG.CBGrasHut4_DG AnimationMode = LOOP End ; night ConditionState = NIGHT Model = CBGrasHut4_N End ConditionState = DAMAGED NIGHT Model = CBGrasHut4_DN End ConditionState = REALLYDAMAGED NIGHT Model = CBGrasHut4_EN End ConditionState = RUBBLE NIGHT Model = CBGrasHut4_RN End ; night garrisoned ConditionState = NIGHT GARRISONED Model = CBGrasHut4_NG Animation = CBGrasHut4_NG.CBGrasHut4_NG AnimationMode = LOOP End ConditionState = DAMAGED NIGHT GARRISONED Model = CBGrasHut4_DNG Animation = CBGrasHut4_DNG.CBGrasHut4_DNG AnimationMode = LOOP End ; Snow ConditionState = SNOW Model = CBGrasHut4_S End ConditionState = DAMAGED SNOW Model = CBGrasHut4_DS End ConditionState = REALLYDAMAGED SNOW Model = CBGrasHut4_ES End ConditionState = RUBBLE SNOW Model = CBGrasHut4_RS End ; snow garrisoned ConditionState = SNOW GARRISONED Model = CBGrasHut4_SG Animation = CBGrasHut4_SG.CBGrasHut4_SG AnimationMode = LOOP End ConditionState = DAMAGED SNOW GARRISONED Model = CBGrasHut4_DSG Animation = CBGrasHut4_DSG.CBGrasHut4_DSG AnimationMode = LOOP End ; night snow ConditionState = SNOW NIGHT Model = CBGrasHut4_SN End ConditionState = DAMAGED SNOW NIGHT Model = CBGrasHut4_DSN End ConditionState = REALLYDAMAGED SNOW NIGHT Model = CBGrasHut4_ESN End ConditionState = RUBBLE SNOW NIGHT Model = CBGrasHut4_RSN End ; night snow garrisoned ConditionState = SNOW NIGHT GARRISONED Model = CBGrasHut4_SNG Animation = CBGrasHut4_SNG.CBGrasHut4_SNG AnimationMode = LOOP End ConditionState = DAMAGED SNOW NIGHT GARRISONED Model = CBGrasHut4_DSNG Animation = CBGrasHut4_DSNG.CBGrasHut4_DSNG AnimationMode = LOOP End End ; ***DESIGN parameters *** DisplayName = OBJECT:GrassHut EditorSorting = STRUCTURE ArmorSet Conditions = None Armor = StructureArmor DamageFX = StructureDamageFXNoShake End ; *** ENGINEERING Parameters *** KindOf = STRUCTURE SELECTABLE IMMOBILE Body = StructureBody ModuleTag_02 MaxHealth = 100.0 InitialHealth = 100.0 End Behavior = GarrisonContain ModuleTag_03 ContainMax = 10 EnterSound = GarrisonEnter ExitSound = GarrisonExit End Behavior = FlammableUpdate ModuleTag_05 FlameDamageLimit = 20 ;Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ;in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Behavior = TransitionDamageFX ModuleTag_06 ;-------------DESIGNED FOR SMALL SIZED CIVILIAN BUILDING TRANSITIONS------------------- DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke ;--------------------------------------------------------------------------------------- ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave ;--------------------------------------------------------------------------------------- RubbleParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke RubbleParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion RubbleParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave RubbleParticleSystem4 = Bone:None RandomBone:No PSys:StructureTransitionSmallFlare End Geometry = BOX GeometryMajorRadius = 14.0 GeometryMinorRadius = 22.0 GeometryHeight = 19.0 GeometryIsSmall = No Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object WoodTower ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes ; day ConditionState = NONE Model = CBTower End ConditionState = DAMAGED Model = CBTower_D End ConditionState = REALLYDAMAGED Model = CBTower_E End ConditionState = RUBBLE Model = CBTower_R End ; day garrisoned ConditionState = GARRISONED Model = CBTower_G Animation = CBTower_G.CBTower_G AnimationMode = LOOP End ConditionState = DAMAGED GARRISONED Model = CBTower_DG Animation = CBTower_DG.CBTower_DG AnimationMode = LOOP End ; night ConditionState = NIGHT Model = CBTower_N End ConditionState = DAMAGED NIGHT Model = CBTower_DN End ConditionState = REALLYDAMAGED NIGHT Model = CBTower_EN End ConditionState = RUBBLE NIGHT Model = CBTower_RN End ; night garrisoned ConditionState = NIGHT GARRISONED Model = CBTower_NG Animation = CBTower_NG.CBTower_NG AnimationMode = LOOP End ConditionState = DAMAGED NIGHT GARRISONED Model = CBTower_DNG Animation = CBTower_DNG.CBTower_DNG AnimationMode = LOOP End ; Snow ConditionState = SNOW Model = CBTower_S End ConditionState = DAMAGED SNOW Model = CBTower_DS End ConditionState = REALLYDAMAGED SNOW Model = CBTower_ES End ConditionState = RUBBLE SNOW Model = CBTower_RS End ; snow garrisoned ConditionState = SNOW GARRISONED Model = CBTower_SG Animation = CBTower_SG.CBTower_SG AnimationMode = LOOP End ConditionState = DAMAGED SNOW GARRISONED Model = CBTower_DSG Animation = CBTower_DSG.CBTower_DSG AnimationMode = LOOP End ; night snow ConditionState = SNOW NIGHT Model = CBTower_SN End ConditionState = DAMAGED SNOW NIGHT Model = CBTower_DSN End ConditionState = REALLYDAMAGED SNOW NIGHT Model = CBTower_ESN End ConditionState = RUBBLE SNOW NIGHT Model = CBTower_RSN End ; night snow garrisoned ConditionState = SNOW NIGHT GARRISONED Model = CBTower_SNG Animation = CBTower_SNG.CBTower_SNG AnimationMode = LOOP End ConditionState = DAMAGED SNOW NIGHT GARRISONED Model = CBTower_DSNG Animation = CBTower_DSNG.CBTower_DSNG AnimationMode = LOOP End End ; ***DESIGN parameters *** DisplayName = OBJECT:Structure EditorSorting = STRUCTURE ArmorSet Conditions = None Armor = StructureArmor DamageFX = StructureDamageFXNoShake End ; *** ENGINEERING Parameters *** KindOf = STRUCTURE SELECTABLE IMMOBILE Body = ActiveBody ModuleTag_02 MaxHealth = 2000.0 InitialHealth = 2000.0 End Behavior = GarrisonContain ModuleTag_03 ContainMax = 10 EnterSound = GarrisonEnter ExitSound = GarrisonExit End Behavior = FlammableUpdate ModuleTag_05 FlameDamageLimit = 20 ;Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ;in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Behavior = TransitionDamageFX ModuleTag_06 ;-------------DESIGNED FOR SMALL SIZED CIVILIAN BUILDING TRANSITIONS------------------- DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke ;--------------------------------------------------------------------------------------- ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave ;--------------------------------------------------------------------------------------- RubbleParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke RubbleParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion RubbleParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave RubbleParticleSystem4 = Bone:None RandomBone:No PSys:StructureTransitionSmallFlare End Geometry = BOX GeometryMajorRadius = 10.0 GeometryMinorRadius = 11.0 GeometryHeight = 30.0 GeometryIsSmall = No Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object GuardTower ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes ; day ConditionState = NONE Model = CBTower2 End ConditionState = DAMAGED Model = CBTower2_D End ConditionState = REALLYDAMAGED Model = CBTower2_E End ConditionState = RUBBLE Model = CBTower2_R End ; day garrisoned ConditionState = GARRISONED Model = CBTower2_G Animation = CBTower2_G.CBTower2_G AnimationMode = LOOP End ConditionState = DAMAGED GARRISONED Model = CBTower2_DG Animation = CBTower2_DG.CBTower2_DG AnimationMode = LOOP End ; night ConditionState = NIGHT Model = CBTower2_N End ConditionState = DAMAGED NIGHT Model = CBTower2_DN End ConditionState = REALLYDAMAGED NIGHT Model = CBTower2_EN End ConditionState = RUBBLE NIGHT Model = CBTower2_RN End ; night garrisoned ConditionState = NIGHT GARRISONED Model = CBTower2_NG Animation = CBTower2_NG.CBTower2_NG AnimationMode = LOOP End ConditionState = DAMAGED NIGHT GARRISONED Model = CBTower2_DNG Animation = CBTower2_DNG.CBTower2_DNG AnimationMode = LOOP End ; Snow ConditionState = SNOW Model = CBTower2_S End ConditionState = DAMAGED SNOW Model = CBTower2_DS End ConditionState = REALLYDAMAGED SNOW Model = CBTower2_ES End ConditionState = RUBBLE SNOW Model = CBTower2_RS End ; snow garrisoned ConditionState = SNOW GARRISONED Model = CBTower2_SG Animation = CBTower2_SG.CBTower2_SG AnimationMode = LOOP End ConditionState = DAMAGED SNOW GARRISONED Model = CBTower2_DSG Animation = CBTower2_DSG.CBTower2_DSG AnimationMode = LOOP End ; night snow ConditionState = SNOW NIGHT Model = CBTower2_SN End ConditionState = DAMAGED SNOW NIGHT Model = CBTower2_DSN End ConditionState = REALLYDAMAGED SNOW NIGHT Model = CBTower2_ESN End ConditionState = RUBBLE SNOW NIGHT Model = CBTower2_RSN End ; night snow garrisoned ConditionState = SNOW NIGHT GARRISONED Model = CBTower2_SNG Animation = CBTower2_SNG.CBTower2_SNG AnimationMode = LOOP End ConditionState = DAMAGED SNOW NIGHT GARRISONED Model = CBTower2_DSNG Animation = CBTower2_DSNG.CBTower2_DSNG AnimationMode = LOOP End End ; *** AUDIO Parameters *** SoundDie = BuildingDie SoundOnDamaged = BuildingDamagedStateLight SoundOnReallyDamaged = BuildingDestroy ; ***DESIGN parameters *** DisplayName = OBJECT:Structure EditorSorting = STRUCTURE ArmorSet Conditions = None Armor = StructureArmor DamageFX = StructureDamageFXNoShake End ; *** ENGINEERING Parameters *** KindOf = STRUCTURE SELECTABLE IMMOBILE Body = StructureBody ModuleTag_02 MaxHealth = 2000.0 InitialHealth = 2000.0 End Behavior = GarrisonContain ModuleTag_03 ContainMax = 10 EnterSound = GarrisonEnter ExitSound = GarrisonExit End Behavior = FlammableUpdate ModuleTag_05 FlameDamageLimit = 20 ;Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ;in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Behavior = TransitionDamageFX ModuleTag_06 ;-------------DESIGNED FOR SMALL SIZED CIVILIAN BUILDING TRANSITIONS------------------- DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke ;--------------------------------------------------------------------------------------- ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave ;--------------------------------------------------------------------------------------- RubbleParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke RubbleParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion RubbleParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave RubbleParticleSystem4 = Bone:None RandomBone:No PSys:StructureTransitionSmallFlare End Geometry = BOX GeometryMajorRadius = 10.0 GeometryMinorRadius = 12.0 GeometryHeight = 49.0 GeometryIsSmall = No Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object MogadishuGarage ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes ; day ConditionState = NONE Model = CBMogdis02 End ConditionState = DAMAGED Model = CBMogdis02_D End ConditionState = REALLYDAMAGED Model = CBMogdis02_E End ConditionState = RUBBLE Model = CBMogdis02_R End ; day garrisoned ConditionState = GARRISONED Model = CBMogdis02_G Animation = CBMogdis02_G.CBMogdis02_G AnimationMode = LOOP End ConditionState = DAMAGED GARRISONED Model = CBMogdis02_DG Animation = CBMogdis02_DG.CBMogdis02_DG AnimationMode = LOOP End ; night ConditionState = NIGHT Model = CBMogDis02_N End ConditionState = DAMAGED NIGHT Model = CBMogDis02_DN End ConditionState = REALLYDAMAGED NIGHT Model = CBMogDis02_EN End ConditionState = RUBBLE NIGHT Model = CBMogDis02_RN End ; night garrisoned ConditionState = NIGHT GARRISONED Model = CBMogDis02_NG Animation = CBMogDis02_NG.CBMogDis02_NG AnimationMode = LOOP End ConditionState = DAMAGED NIGHT GARRISONED Model = CBMogDis02_DNG Animation = CBMogDis02_DNG.CBMogDis02_DNG AnimationMode = LOOP End ; Snow ConditionState = SNOW Model = CBMogDis02_S End ConditionState = DAMAGED SNOW Model = CBMogDis02_DS End ConditionState = REALLYDAMAGED SNOW Model = CBMogDis02_ES End ConditionState = RUBBLE SNOW Model = CBMogDis02_RS End ; snow garrisoned ConditionState = SNOW GARRISONED Model = CBMogDis02_SG Animation = CBMogDis02_SG.CBMogDis02_SG AnimationMode = LOOP End ConditionState = DAMAGED SNOW GARRISONED Model = CBMogDis02_DSG Animation = CBMogDis02_DSG.CBMogDis02_DSG AnimationMode = LOOP End ; night snow ConditionState = SNOW NIGHT Model = CBMogDis02_SN End ConditionState = DAMAGED SNOW NIGHT Model = CBMogDis02_DSN End ConditionState = REALLYDAMAGED SNOW NIGHT Model = CBMogDis02_ESN End ConditionState = RUBBLE SNOW NIGHT Model = CBMogDis02_RSN End ; night snow garrisoned ConditionState = SNOW NIGHT GARRISONED Model = CBMogDis02_SNG Animation = CBMogDis02_SNG.CBMogDis02_SNG AnimationMode = LOOP End ConditionState = DAMAGED SNOW NIGHT GARRISONED Model = CBMogDis02_DSNG Animation = CBMogDis02_DSNG.CBMogDis02_DSNG AnimationMode = LOOP End End ; *** AUDIO Parameters *** SoundDie = BuildingDie SoundOnDamaged = BuildingDamagedStateLight SoundOnReallyDamaged = BuildingDestroy ; ***DESIGN parameters *** DisplayName = OBJECT:Structure EditorSorting = STRUCTURE ArmorSet Conditions = None Armor = StructureArmor DamageFX = StructureDamageFXNoShake End ; *** ENGINEERING Parameters *** KindOf = STRUCTURE SELECTABLE IMMOBILE Body = StructureBody ModuleTag_02 MaxHealth = 2000.0 InitialHealth = 2000.0 End Behavior = GarrisonContain ModuleTag_03 ContainMax = 10 EnterSound = GarrisonEnter ExitSound = GarrisonExit End Behavior = FlammableUpdate ModuleTag_05 FlameDamageLimit = 20 ;Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ;in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Behavior = TransitionDamageFX ModuleTag_06 ;-------------DESIGNED FOR SMALL SIZED CIVILIAN BUILDING TRANSITIONS------------------- DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke ;--------------------------------------------------------------------------------------- ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave ;--------------------------------------------------------------------------------------- RubbleParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke RubbleParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion RubbleParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave RubbleParticleSystem4 = Bone:None RandomBone:No PSys:StructureTransitionSmallFlare End Geometry = BOX GeometryMajorRadius = 20.0 GeometryMinorRadius = 20.0 GeometryHeight = 25.0 GeometryIsSmall = No Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object MogadishuShop01 ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes ; day ConditionState = NONE Model = CBMogdis03 End ConditionState = DAMAGED Model = CBMogdis03_D End ConditionState = REALLYDAMAGED Model = CBMogdis03_E End ConditionState = RUBBLE Model = CBMogdis03_R End ; day garrisoned ConditionState = GARRISONED Model = CBMogdis03_G Animation = CBMogdis03_G.CBMogdis03_G AnimationMode = LOOP End ConditionState = DAMAGED GARRISONED Model = CBMogdis03_DG Animation = CBMogdis03_DG.CBMogdis03_DG AnimationMode = LOOP End ; night ConditionState = NIGHT Model = CBMogdis03_N End ConditionState = DAMAGED NIGHT Model = CBMogdis03_DN End ConditionState = REALLYDAMAGED NIGHT Model = CBMogdis03_EN End ConditionState = RUBBLE NIGHT Model = CBMogdis03_RN End ; night garrisoned ConditionState = NIGHT GARRISONED Model = CBMogdis03_NG Animation = CBMogdis03_NG.CBMogdis03_NG AnimationMode = LOOP End ConditionState = DAMAGED NIGHT GARRISONED Model = CBMogdis03_DNG Animation = CBMogdis03_DNG.CBMogdis03_DNG AnimationMode = LOOP End ; Snow ConditionState = SNOW Model = CBMogdis03_S End ConditionState = DAMAGED SNOW Model = CBMogdis03_DS End ConditionState = REALLYDAMAGED SNOW Model = CBMogdis03_ES End ConditionState = RUBBLE SNOW Model = CBMogdis03_RS End ; snow garrisoned ConditionState = SNOW GARRISONED Model = CBMogdis03_SG Animation = CBMogdis03_SG.CBMogdis03_SG AnimationMode = LOOP End ConditionState = DAMAGED SNOW GARRISONED Model = CBMogdis03_DSG Animation = CBMogdis03_DSG.CBMogdis03_DSG AnimationMode = LOOP End ; night snow ConditionState = SNOW NIGHT Model = CBMogdis03_SN End ConditionState = DAMAGED SNOW NIGHT Model = CBMogdis03_DSN End ConditionState = REALLYDAMAGED SNOW NIGHT Model = CBMogdis03_ESN End ConditionState = RUBBLE SNOW NIGHT Model = CBMogdis03_RSN End ; night snow garrisoned ConditionState = SNOW NIGHT GARRISONED Model = CBMogdis03_SNG Animation = CBMogdis03_SNG.CBMogdis03_SNG AnimationMode = LOOP End ConditionState = DAMAGED SNOW NIGHT GARRISONED Model = CBMogdis03_DSNG Animation = CBMogdis03_DSNG.CBMogdis03_DSNG AnimationMode = LOOP End End ; *** AUDIO Parameters *** SoundDie = BuildingDie SoundOnDamaged = BuildingDamagedStateLight SoundOnReallyDamaged = BuildingDestroy ; ***DESIGN parameters *** DisplayName = OBJECT:Structure EditorSorting = STRUCTURE ArmorSet Conditions = None Armor = StructureArmor DamageFX = StructureDamageFXNoShake End ; *** ENGINEERING Parameters *** KindOf = STRUCTURE SELECTABLE IMMOBILE Body = StructureBody ModuleTag_02 MaxHealth = 2000.0 InitialHealth = 2000.0 End Behavior = GarrisonContain ModuleTag_03 ContainMax = 10 EnterSound = GarrisonEnter ExitSound = GarrisonExit End Behavior = FlammableUpdate ModuleTag_05 FlameDamageLimit = 20 ;Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ;in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Behavior = TransitionDamageFX ModuleTag_06 ;-------------DESIGNED FOR SMALL SIZED CIVILIAN BUILDING TRANSITIONS------------------- DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke ;--------------------------------------------------------------------------------------- ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave ;--------------------------------------------------------------------------------------- RubbleParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke RubbleParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion RubbleParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave RubbleParticleSystem4 = Bone:None RandomBone:No PSys:StructureTransitionSmallFlare End Geometry = BOX GeometryMajorRadius = 20.0 GeometryMinorRadius = 20.0 GeometryHeight = 25.0 GeometryIsSmall = No Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object MogadishuShop02 ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes ; day ConditionState = NONE Model = CBMogdis04 End ConditionState = DAMAGED Model = CBMogdis04_D End ConditionState = REALLYDAMAGED Model = CBMogdis04_E End ConditionState = RUBBLE Model = CBMogdis04_R End ; day garrisoned ConditionState = GARRISONED Model = CBMogdis04_G Animation = CBMogdis04_G.CBMogdis04_G AnimationMode = LOOP End ConditionState = DAMAGED GARRISONED Model = CBMogdis04_DG Animation = CBMogdis04_DG.CBMogdis04_DG AnimationMode = LOOP End ; night ConditionState = NIGHT Model = CBMogdis04_N End ConditionState = DAMAGED NIGHT Model = CBMogdis04_DN End ConditionState = REALLYDAMAGED NIGHT Model = CBMogdis04_EN End ConditionState = RUBBLE NIGHT Model = CBMogdis04_RN End ; night garrisoned ConditionState = NIGHT GARRISONED Model = CBMogdis04_NG Animation = CBMogdis04_NG.CBMogdis04_NG AnimationMode = LOOP End ConditionState = DAMAGED NIGHT GARRISONED Model = CBMogdis04_DNG Animation = CBMogdis04_DNG.CBMogdis04_DNG AnimationMode = LOOP End ; Snow ConditionState = SNOW Model = CBMogdis04_S End ConditionState = DAMAGED SNOW Model = CBMogdis04_DS End ConditionState = REALLYDAMAGED SNOW Model = CBMogdis04_ES End ConditionState = RUBBLE SNOW Model = CBMogdis04_RS End ; snow garrisoned ConditionState = SNOW GARRISONED Model = CBMogdis04_SG Animation = CBMogdis04_SG.CBMogdis04_SG AnimationMode = LOOP End ConditionState = DAMAGED SNOW GARRISONED Model = CBMogdis04_DSG Animation = CBMogdis04_DSG.CBMogdis04_DSG AnimationMode = LOOP End ; night snow ConditionState = SNOW NIGHT Model = CBMogdis04_SN End ConditionState = DAMAGED SNOW NIGHT Model = CBMogdis04_DSN End ConditionState = REALLYDAMAGED SNOW NIGHT Model = CBMogdis04_ESN End ConditionState = RUBBLE SNOW NIGHT Model = CBMogdis04_RSN End ; night snow garrisoned ConditionState = SNOW NIGHT GARRISONED Model = CBMogdis04_SNG Animation = CBMogdis04_SNG.CBMogdis04_SNG AnimationMode = LOOP End ConditionState = DAMAGED SNOW NIGHT GARRISONED Model = CBMogdis04_DSNG Animation = CBMogdis04_DSNG.CBMogdis04_DSNG AnimationMode = LOOP End End ; *** AUDIO Parameters *** SoundDie = BuildingDie SoundOnDamaged = BuildingDamagedStateLight SoundOnReallyDamaged = BuildingDestroy ; ***DESIGN parameters *** DisplayName = OBJECT:Structure EditorSorting = STRUCTURE ArmorSet Conditions = None Armor = StructureArmor DamageFX = StructureDamageFXNoShake End ; *** ENGINEERING Parameters *** KindOf = STRUCTURE SELECTABLE IMMOBILE Body = StructureBody ModuleTag_02 MaxHealth = 2000.0 InitialHealth = 2000.0 End Behavior = GarrisonContain ModuleTag_03 ContainMax = 10 EnterSound = GarrisonEnter ExitSound = GarrisonExit End Behavior = FlammableUpdate ModuleTag_05 FlameDamageLimit = 20 ;Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ;in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Behavior = TransitionDamageFX ModuleTag_06 ;-------------DESIGNED FOR SMALL SIZED CIVILIAN BUILDING TRANSITIONS------------------- DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke ;--------------------------------------------------------------------------------------- ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave ;--------------------------------------------------------------------------------------- RubbleParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke RubbleParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion RubbleParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave RubbleParticleSystem4 = Bone:None RandomBone:No PSys:StructureTransitionSmallFlare End Geometry = BOX GeometryMajorRadius = 20.0 GeometryMinorRadius = 20.0 GeometryHeight = 25.0 GeometryIsSmall = No Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object MogadishuHouse01 ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes ; day ConditionState = NONE Model = CBMogdis08 End ConditionState = DAMAGED Model = CBMogdis08_D End ConditionState = REALLYDAMAGED Model = CBMogdis08_E End ConditionState = RUBBLE Model = CBMogdis08_R End ; day garrisoned ConditionState = GARRISONED Model = CBMogdis08_G Animation = CBMogdis08_G.CBMogdis08_G AnimationMode = LOOP End ConditionState = DAMAGED GARRISONED Model = CBMogdis08_DG Animation = CBMogdis08_DG.CBMogdis08_DG AnimationMode = LOOP End ; night ConditionState = NIGHT Model = CBMogdis08_N End ConditionState = DAMAGED NIGHT Model = CBMogdis08_DN End ConditionState = REALLYDAMAGED NIGHT Model = CBMogdis08_EN End ConditionState = RUBBLE NIGHT Model = CBMogdis08_RN End ; night garrisoned ConditionState = NIGHT GARRISONED Model = CBMogdis08_NG Animation = CBMogdis08_NG.CBMogdis08_NG AnimationMode = LOOP End ConditionState = DAMAGED NIGHT GARRISONED Model = CBMogdis08_DNG Animation = CBMogdis08_DNG.CBMogdis08_DNG AnimationMode = LOOP End ; Snow ConditionState = SNOW Model = CBMogdis08_S End ConditionState = DAMAGED SNOW Model = CBMogdis08_DS End ConditionState = REALLYDAMAGED SNOW Model = CBMogdis08_ES End ConditionState = RUBBLE SNOW Model = CBMogdis08_RS End ; snow garrisoned ConditionState = SNOW GARRISONED Model = CBMogdis08_SG Animation = CBMogdis08_SG.CBMogdis08_SG AnimationMode = LOOP End ConditionState = DAMAGED SNOW GARRISONED Model = CBMogdis08_DSG Animation = CBMogdis08_DSG.CBMogdis08_DSG AnimationMode = LOOP End ; night snow ConditionState = SNOW NIGHT Model = CBMogdis08_SN End ConditionState = DAMAGED SNOW NIGHT Model = CBMogdis08_DSN End ConditionState = REALLYDAMAGED SNOW NIGHT Model = CBMogdis08_ESN End ConditionState = RUBBLE SNOW NIGHT Model = CBMogdis08_RSN End ; night snow garrisoned ConditionState = SNOW NIGHT GARRISONED Model = CBMogdis08_SNG Animation = CBMogdis08_SNG.CBMogdis08_SNG AnimationMode = LOOP End ConditionState = DAMAGED SNOW NIGHT GARRISONED Model = CBMogdis08_DSNG Animation = CBMogdis08_DSNG.CBMogdis08_DSNG AnimationMode = LOOP End End ; ***DESIGN parameters *** DisplayName = OBJECT:Structure EditorSorting = STRUCTURE ArmorSet Conditions = None Armor = StructureArmor DamageFX = StructureDamageFXNoShake End ; *** ENGINEERING Parameters *** KindOf = STRUCTURE SELECTABLE IMMOBILE Body = StructureBody ModuleTag_02 MaxHealth = 2000.0 InitialHealth = 2000.0 End Behavior = GarrisonContain ModuleTag_03 ContainMax = 10 EnterSound = GarrisonEnter ExitSound = GarrisonExit End Behavior = FlammableUpdate ModuleTag_05 FlameDamageLimit = 20 ;Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ;in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Behavior = TransitionDamageFX ModuleTag_06 ;-------------DESIGNED FOR SMALL SIZED CIVILIAN BUILDING TRANSITIONS------------------- DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke ;--------------------------------------------------------------------------------------- ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave ;--------------------------------------------------------------------------------------- RubbleParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke RubbleParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion RubbleParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave RubbleParticleSystem4 = Bone:None RandomBone:No PSys:StructureTransitionSmallFlare End Geometry = BOX GeometryMajorRadius = 26.0 GeometryMinorRadius = 21.0 GeometryHeight = 35.0 GeometryIsSmall = No Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object MogadishuGarage02 ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes ; day ConditionState = NONE Model = CBMogdis05 End ConditionState = DAMAGED Model = CBMogdis05_D End ConditionState = REALLYDAMAGED Model = CBMogdis05_E End ConditionState = RUBBLE Model = CBMogdis05_R End ; day garrisoned ConditionState = GARRISONED Model = CBMogdis05_G Animation = CBMogdis05_G.CBMogdis05_G AnimationMode = LOOP End ConditionState = DAMAGED GARRISONED Model = CBMogdis05_DG Animation = CBMogdis05_DG.CBMogdis05_DG AnimationMode = LOOP End ; night ConditionState = NIGHT Model = CBMogdis05_N End ConditionState = DAMAGED NIGHT Model = CBMogdis05_DN End ConditionState = REALLYDAMAGED NIGHT Model = CBMogdis05_EN End ConditionState = RUBBLE NIGHT Model = CBMogdis05_RN End ; night garrisoned ConditionState = NIGHT GARRISONED Model = CBMogdis05_NG Animation = CBMogdis05_NG.CBMogdis05_NG AnimationMode = LOOP End ConditionState = DAMAGED NIGHT GARRISONED Model = CBMogdis05_DNG Animation = CBMogdis05_DNG.CBMogdis05_DNG AnimationMode = LOOP End ; Snow ConditionState = SNOW Model = CBMogdis05_S End ConditionState = DAMAGED SNOW Model = CBMogdis05_DS End ConditionState = REALLYDAMAGED SNOW Model = CBMogdis05_ES End ConditionState = RUBBLE SNOW Model = CBMogdis05_RS End ; snow garrisoned ConditionState = SNOW GARRISONED Model = CBMogdis05_SG Animation = CBMogdis05_SG.CBMogdis05_SG AnimationMode = LOOP End ConditionState = DAMAGED SNOW GARRISONED Model = CBMogdis05_DSG Animation = CBMogdis05_DSG.CBMogdis05_DSG AnimationMode = LOOP End ; night snow ConditionState = SNOW NIGHT Model = CBMogdis05_SN End ConditionState = DAMAGED SNOW NIGHT Model = CBMogdis05_DSN End ConditionState = REALLYDAMAGED SNOW NIGHT Model = CBMogdis05_ESN End ConditionState = RUBBLE SNOW NIGHT Model = CBMogdis05_RSN End ; night snow garrisoned ConditionState = SNOW NIGHT GARRISONED Model = CBMogdis05_SNG ; @todo srj -- missing ; Animation = CBMogdis05_SNG.CBMogdis05_SNG ; AnimationMode = LOOP End ConditionState = DAMAGED SNOW NIGHT GARRISONED Model = CBMogdis05_DSNG Animation = CBMogdis05_DSNG.CBMogdis05_DSNG AnimationMode = LOOP End End ; *** AUDIO Parameters *** SoundDie = BuildingDie SoundOnDamaged = BuildingDamagedStateLight SoundOnReallyDamaged = BuildingDestroy ; ***DESIGN parameters *** DisplayName = OBJECT:Structure EditorSorting = STRUCTURE ArmorSet Conditions = None Armor = StructureArmor DamageFX = StructureDamageFXNoShake End ; *** ENGINEERING Parameters *** KindOf = STRUCTURE SELECTABLE IMMOBILE Body = StructureBody ModuleTag_02 MaxHealth = 2000.0 InitialHealth = 2000.0 End Behavior = GarrisonContain ModuleTag_03 ContainMax = 10 EnterSound = GarrisonEnter ExitSound = GarrisonExit End Behavior = FlammableUpdate ModuleTag_05 FlameDamageLimit = 20 ;Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ;in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Behavior = TransitionDamageFX ModuleTag_06 ;-------------DESIGNED FOR SMALL SIZED CIVILIAN BUILDING TRANSITIONS------------------- DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke ;--------------------------------------------------------------------------------------- ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave ;--------------------------------------------------------------------------------------- RubbleParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke RubbleParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion RubbleParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave RubbleParticleSystem4 = Bone:None RandomBone:No PSys:StructureTransitionSmallFlare End Geometry = BOX GeometryMajorRadius = 20.0 GeometryMinorRadius = 20.0 GeometryHeight = 25.0 GeometryIsSmall = No Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object MogadishuWell ; This should probably be a prop. -GB ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 DefaultConditionState Model = CBMogWell End ; day garrisoned ConditionState = GARRISONED Model = CBMogWell End ConditionState = DAMAGED GARRISONED Model = CBMogWell End ConditionState = REALLYDAMAGED GARRISONED Model = CBMogWell End ;ConditionState = RUBBLE GARRISONED ; Model = CBMogWell ;End ; night garrisoned ConditionState = NIGHT GARRISONED Model = CBMogWell End ConditionState = DAMAGED NIGHT GARRISONED Model = CBMogWell End ConditionState = REALLYDAMAGED NIGHT GARRISONED Model = CBMogWell End ;ConditionState = RUBBLE NIGHT GARRISONED ; Model = CBMogWell ;End End ; ***DESIGN parameters *** DisplayName = OBJECT:Well EditorSorting = STRUCTURE ArmorSet Conditions = None Armor = StructureArmor DamageFX = StructureDamageFXNoShake End ; *** ENGINEERING Parameters *** KindOf = STRUCTURE SELECTABLE IMMOBILE Body = StructureBody ModuleTag_02 MaxHealth = 2000.0 InitialHealth = 2000.0 End Behavior = FlammableUpdate ModuleTag_04 FlameDamageLimit = 20 ;Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ;in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... AflameDamageDelay = 500 ; this often. End ; Note that structures with "RUBBLE" states should not use DestroyDie; such buildings are ; never truly destroyed, even when reduced to zero health. Also note that garrisonable ; buildings automatically stick around because GarrisonContain has it's own DieModule Behavior = KeepObjectDie ModuleTag_IWantRubble End Geometry = BOX GeometryMajorRadius = 20.0 GeometryMinorRadius = 20.0 GeometryHeight = 4.0 GeometryIsSmall = No Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object MogadishuHighrise02 ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes ; day ConditionState = NONE Model = CBMogdis06 End ConditionState = DAMAGED Model = CBMogdis06_D End ConditionState = REALLYDAMAGED Model = CBMogdis06_E End ConditionState = RUBBLE Model = CBMogdis06_R End ; day garrisoned ConditionState = GARRISONED Model = CBMogdis06_G Animation = CBMogdis06_G.CBMogdis06_G AnimationMode = LOOP End ConditionState = DAMAGED GARRISONED Model = CBMogdis06_DG Animation = CBMogdis06_DG.CBMogdis06_DG AnimationMode = LOOP End ; night ConditionState = NIGHT Model = CBMogdis06_N End ConditionState = DAMAGED NIGHT Model = CBMogdis06_DN End ConditionState = REALLYDAMAGED NIGHT Model = CBMogdis06_EN End ConditionState = RUBBLE NIGHT Model = CBMogdis06_RN End ; night garrisoned ConditionState = NIGHT GARRISONED Model = CBMogdis06_NG Animation = CBMogdis06_NG.CBMogdis06_NG AnimationMode = LOOP End ConditionState = DAMAGED NIGHT GARRISONED Model = CBMogdis06_DNG Animation = CBMogdis06_DNG.CBMogdis06_DNG AnimationMode = LOOP End ; Snow ConditionState = SNOW Model = CBMogdis06_S End ConditionState = DAMAGED SNOW Model = CBMogdis06_DS End ConditionState = REALLYDAMAGED SNOW Model = CBMogdis06_ES End ConditionState = RUBBLE SNOW Model = CBMogdis06_RS End ; snow garrisoned ConditionState = SNOW GARRISONED Model = CBMogdis06_SG Animation = CBMogdis06_SG.CBMogdis06_SG AnimationMode = LOOP End ConditionState = DAMAGED SNOW GARRISONED Model = CBMogdis06_DSG Animation = CBMogdis06_DSG.CBMogdis06_DSG AnimationMode = LOOP End ; night snow ConditionState = SNOW NIGHT Model = CBMogdis06_SN End ConditionState = DAMAGED SNOW NIGHT Model = CBMogdis06_DSN End ConditionState = REALLYDAMAGED SNOW NIGHT Model = CBMogdis06_ESN End ConditionState = RUBBLE SNOW NIGHT Model = CBMogdis06_RSN End ; night snow garrisoned ConditionState = SNOW NIGHT GARRISONED Model = CBMogdis06_SNG Animation = CBMogdis06_SNG.CBMogdis06_SNG AnimationMode = LOOP End ConditionState = DAMAGED SNOW NIGHT GARRISONED Model = CBMogdis06_DSNG Animation = CBMogdis06_DSNG.CBMogdis06_DSNG AnimationMode = LOOP End End ; *** AUDIO Parameters *** SoundDie = BuildingDie SoundOnDamaged = BuildingDamagedStateLight SoundOnReallyDamaged = BuildingDestroy ; ***DESIGN parameters *** DisplayName = OBJECT:Structure EditorSorting = STRUCTURE ArmorSet Conditions = None Armor = StructureArmor DamageFX = StructureDamageFXNoShake End ; *** ENGINEERING Parameters *** KindOf = STRUCTURE SELECTABLE IMMOBILE Body = StructureBody ModuleTag_02 MaxHealth = 2000.0 InitialHealth = 2000.0 End Behavior = GarrisonContain ModuleTag_03 ContainMax = 10 EnterSound = GarrisonEnter ExitSound = GarrisonExit End Behavior = FlammableUpdate ModuleTag_05 FlameDamageLimit = 20 ;Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ;in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Behavior = TransitionDamageFX ModuleTag_06 ;-------------DESIGNED FOR MEDIUM SIZED CIVILIAN BUILDING TRANSITIONS------------------- DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke ;--------------------------------------------------------------------------------------- ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionMediumExplosion ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionMediumShockwave ;-------------------------------------------------------------------------------------- RubbleParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke RubbleParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionMediumExplosion RubbleParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionMediumShockwave RubbleParticleSystem4 = Bone:None RandomBone:No PSys:StructureTransitionMediumFlare End Geometry = BOX GeometryMajorRadius = 20.0 GeometryMinorRadius = 32.0 GeometryHeight = 69.0 GeometryIsSmall = No Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object MogadishuHighrise03 ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes ; day ConditionState = NONE Model = CBMogdis07 End ConditionState = DAMAGED Model = CBMogdis07_D End ConditionState = REALLYDAMAGED Model = CBMogdis07_E End ConditionState = RUBBLE Model = CBMogdis07_R End ; day garrisoned ConditionState = GARRISONED Model = CBMogdis07_G Animation = CBMogdis07_G.CBMogdis07_G AnimationMode = LOOP End ConditionState = DAMAGED GARRISONED Model = CBMogdis07_DG Animation = CBMogdis07_DG.CBMogdis07_DG AnimationMode = LOOP End ; night ConditionState = NIGHT Model = CBMogdis07_N End ConditionState = DAMAGED NIGHT Model = CBMogdis07_DN End ConditionState = REALLYDAMAGED NIGHT Model = CBMogdis07_EN End ConditionState = RUBBLE NIGHT Model = CBMogdis07_RN End ; night garrisoned ConditionState = NIGHT GARRISONED Model = CBMogdis07_NG Animation = CBMogdis07_NG.CBMogdis07_NG AnimationMode = LOOP End ConditionState = DAMAGED NIGHT GARRISONED Model = CBMogdis07_DNG Animation = CBMogdis07_DNG.CBMogdis07_DNG AnimationMode = LOOP End ; Snow ConditionState = SNOW Model = CBMogdis07_S End ConditionState = DAMAGED SNOW Model = CBMogdis07_DS End ConditionState = REALLYDAMAGED SNOW Model = CBMogdis07_ES End ConditionState = RUBBLE SNOW Model = CBMogdis07_RS End ; snow garrisoned ConditionState = SNOW GARRISONED Model = CBMogdis07_SG Animation = CBMogdis07_SG.CBMogdis07_SG AnimationMode = LOOP End ConditionState = DAMAGED SNOW GARRISONED Model = CBMogdis07_DSG Animation = CBMogdis07_DSG.CBMogdis07_DSG AnimationMode = LOOP End ; night snow ConditionState = SNOW NIGHT Model = CBMogdis07_SN End ConditionState = DAMAGED SNOW NIGHT Model = CBMogdis07_DSN End ConditionState = REALLYDAMAGED SNOW NIGHT Model = CBMogdis07_ESN End ConditionState = RUBBLE SNOW NIGHT Model = CBMogdis07_RSN End ; night snow garrisoned ConditionState = SNOW NIGHT GARRISONED Model = CBMogdis07_SNG Animation = CBMogdis07_SNG.CBMogdis07_SNG AnimationMode = LOOP End ConditionState = DAMAGED SNOW NIGHT GARRISONED Model = CBMogdis07_DSNG Animation = CBMogdis07_DSNG.CBMogdis07_DSNG AnimationMode = LOOP End End ; *** AUDIO Parameters *** SoundDie = BuildingDie SoundOnDamaged = BuildingDamagedStateLight SoundOnReallyDamaged = BuildingDestroy ; ***DESIGN parameters *** DisplayName = OBJECT:Structure EditorSorting = STRUCTURE ArmorSet Conditions = None Armor = StructureArmor DamageFX = StructureDamageFXNoShake End ; *** ENGINEERING Parameters *** KindOf = STRUCTURE SELECTABLE IMMOBILE Body = StructureBody ModuleTag_02 MaxHealth = 2000.0 InitialHealth = 2000.0 End Behavior = GarrisonContain ModuleTag_03 ContainMax = 10 EnterSound = GarrisonEnter ExitSound = GarrisonExit End Behavior = FlammableUpdate ModuleTag_05 FlameDamageLimit = 20 ;Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ;in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Behavior = TransitionDamageFX ModuleTag_06 ;-------------DESIGNED FOR MEDIUM SIZED CIVILIAN BUILDING TRANSITIONS------------------- DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke ;--------------------------------------------------------------------------------------- ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionMediumExplosion ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionMediumShockwave ;-------------------------------------------------------------------------------------- RubbleParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke RubbleParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionMediumExplosion RubbleParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionMediumShockwave RubbleParticleSystem4 = Bone:None RandomBone:No PSys:StructureTransitionMediumFlare End Geometry = BOX GeometryMajorRadius = 20.0 GeometryMinorRadius = 32.0 GeometryHeight = 69.0 GeometryIsSmall = No Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object FarmHouse ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes ; day ConditionState = NONE Model = CBNFarmHse End ConditionState = DAMAGED Model = CBNFarmHse_D End ConditionState = REALLYDAMAGED Model = CBNFarmHse_E End ConditionState = RUBBLE Model = CBNFarmHse_R End ; day garrisoned ConditionState = GARRISONED Model = CBNFarmHse_G Animation = CBNFarmHse_G.CBNFarmHse_G AnimationMode = LOOP End ConditionState = DAMAGED GARRISONED Model = CBNFarmHse_DG Animation = CBNFarmHse_DG.CBNFarmHse_DG AnimationMode = LOOP End ; night ConditionState = NIGHT Model = CBNFarmHse_N End ConditionState = DAMAGED NIGHT Model = CBNFarmHse_DN End ConditionState = REALLYDAMAGED NIGHT Model = CBNFarmHse_EN End ConditionState = RUBBLE NIGHT Model = CBNFarmHse_RN End ; night garrisoned ConditionState = NIGHT GARRISONED Model = CBNFarmHse_NG Animation = CBNFarmHse_NG.CBNFarmHse_NG AnimationMode = LOOP End ConditionState = DAMAGED NIGHT GARRISONED Model = CBNFarmHse_DNG Animation = CBNFarmHse_DNG.CBNFarmHse_DNG AnimationMode = LOOP End ; Snow ConditionState = SNOW Model = CBNFarmHse_S End ConditionState = DAMAGED SNOW Model = CBNFarmHse_DS End ConditionState = REALLYDAMAGED SNOW Model = CBNFarmHse_ES End ConditionState = RUBBLE SNOW Model = CBNFarmHse_RS End ; snow garrisoned ConditionState = SNOW GARRISONED Model = CBNFarmHse_SG Animation = CBNFarmHse_SG.CBNFarmHse_SG AnimationMode = LOOP End ConditionState = DAMAGED SNOW GARRISONED Model = CBNFarmHse_DSG Animation = CBNFarmHse_DSG.CBNFarmHse_DSG AnimationMode = LOOP End ; night snow ConditionState = SNOW NIGHT Model = CBNFarmHse_SN End ConditionState = DAMAGED SNOW NIGHT Model = CBNFarmHse_DSN End ConditionState = REALLYDAMAGED SNOW NIGHT Model = CBNFarmHse_ESN End ConditionState = RUBBLE SNOW NIGHT Model = CBNFarmHse_RSN End ; night snow garrisoned ConditionState = SNOW NIGHT GARRISONED Model = CBNFarmHse_SNG Animation = CBNFarmHse_SNG.CBNFarmHse_SNG AnimationMode = LOOP End ConditionState = DAMAGED SNOW NIGHT GARRISONED Model = CBNFarmHse_DSNG Animation = CBNFarmHse_DSNG.CBNFarmHse_DSNG AnimationMode = LOOP End End ; *** AUDIO Parameters *** SoundDie = BuildingDie SoundOnDamaged = BuildingDamagedStateLight SoundOnReallyDamaged = BuildingDestroy ; ***DESIGN parameters *** DisplayName = OBJECT:Structure EditorSorting = STRUCTURE ArmorSet Conditions = None Armor = StructureArmor DamageFX = StructureDamageFXNoShake End ; *** ENGINEERING Parameters *** KindOf = STRUCTURE SELECTABLE IMMOBILE Body = StructureBody ModuleTag_02 MaxHealth = 2000.0 InitialHealth = 2000.0 End Behavior = GarrisonContain ModuleTag_03 ContainMax = 10 EnterSound = GarrisonEnter ExitSound = GarrisonExit End Behavior = FlammableUpdate ModuleTag_05 FlameDamageLimit = 20 ;Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ;in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Behavior = TransitionDamageFX ModuleTag_06 ;-------------DESIGNED FOR SMALL SIZED CIVILIAN BUILDING TRANSITIONS------------------- DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke ;--------------------------------------------------------------------------------------- ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave ;--------------------------------------------------------------------------------------- RubbleParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke RubbleParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion RubbleParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave RubbleParticleSystem4 = Bone:None RandomBone:No PSys:StructureTransitionSmallFlare End Geometry = BOX GeometryMajorRadius = 25.0 GeometryMinorRadius = 16.0 GeometryHeight = 50.0 GeometryIsSmall = No Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object EuroHighrise ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes ; day ConditionState = NONE Model = CBEuroCnd End ConditionState = DAMAGED Model = CBEuroCnd_D End ConditionState = REALLYDAMAGED Model = CBEuroCnd_E End ConditionState = RUBBLE Model = CBEuroCnd_E End ConditionState = POST_COLLAPSE Model = CBEuroCnd_R End ; day garrisoned ConditionState = GARRISONED Model = CBEuroCnd_G Animation = CBEuroCnd_G.CBEuroCnd_G AnimationMode = LOOP End ConditionState = DAMAGED GARRISONED Model = CBEuroCnd_DG Animation = CBEuroCnd_DG.CBEuroCnd_DG AnimationMode = LOOP End ; night ConditionState = NIGHT Model = CBEuroCnd_N End ConditionState = DAMAGED NIGHT Model = CBEuroCnd_DN End ConditionState = REALLYDAMAGED NIGHT Model = CBEuroCnd_EN End ConditionState = RUBBLE NIGHT Model = CBEuroCnd_EN End ConditionState = POST_COLLAPSE NIGHT Model = CBEuroCnd_RN End ; night garrisoned ConditionState = NIGHT GARRISONED Model = CBEuroCnd_NG Animation = CBEuroCnd_NG.CBEuroCnd_NG AnimationMode = LOOP End ConditionState = DAMAGED NIGHT GARRISONED Model = CBEuroCnd_DNG Animation = CBEuroCnd_DNG.CBEuroCnd_DNG AnimationMode = LOOP End ; Snow ConditionState = SNOW Model = CBEuroCnd_S End ConditionState = DAMAGED SNOW Model = CBEuroCnd_DS End ConditionState = REALLYDAMAGED SNOW Model = CBEuroCnd_ES End ConditionState = RUBBLE SNOW Model = CBEuroCnd_ES End ConditionState = POST_COLLAPSE SNOW Model = CBEuroCnd_RS End ; snow garrisoned ConditionState = GARRISONED SNOW Model = CBEuroCnd_SG Animation = CBEuroCnd_SG.CBEuroCnd_SG AnimationMode = LOOP End ConditionState = DAMAGED GARRISONED SNOW Model = CBEuroCnd_DSG Animation = CBEuroCnd_DSG.CBEuroCnd_DSG AnimationMode = LOOP End ; night snow ConditionState = NIGHT SNOW Model = CBEuroCnd_SN End ConditionState = DAMAGED NIGHT SNOW Model = CBEuroCnd_DSN End ConditionState = REALLYDAMAGED NIGHT SNOW Model = CBEuroCnd_ESN End ConditionState = RUBBLE NIGHT SNOW Model = CBEuroCnd_ESN End ConditionState = POST_COLLAPSE SNOW NIGHT Model = CBEuroCnd_RSN End ; night garrisoned snow ConditionState = NIGHT GARRISONED SNOW Model = CBEuroCnd_SNG Animation = CBEuroCnd_SNG.CBEuroCnd_SNG AnimationMode = LOOP End ConditionState = DAMAGED NIGHT GARRISONED SNOW Model = CBEuroCnd_DSNG Animation = CBEuroCnd_DSNG.CBEuroCnd_DSNG AnimationMode = LOOP End End ; ***DESIGN parameters *** DisplayName = OBJECT:Structure EditorSorting = STRUCTURE ArmorSet Conditions = None Armor = StructureArmor DamageFX = StructureDamageFXNoShake End ; *** AUDIO parameters *** SoundDie = BuildingDestroy SoundOnDamaged = BuildingDestroy SoundOnReallyDamaged = BuildingDestroy ; *** ENGINEERING Parameters *** KindOf = STRUCTURE SELECTABLE IMMOBILE AIRCRAFT_PATH_AROUND Body = StructureBody ModuleTag_02 MaxHealth = 2000.0 InitialHealth = 2000.0 End Behavior = GarrisonContain ModuleTag_03 ContainMax = 10 EnterSound = GarrisonEnter ExitSound = GarrisonExit End Behavior = StructureCollapseUpdate ModuleTag_04 MinCollapseDelay = 500 MaxCollapseDelay = 1000 CollapseDamping = 0.0 MaxShudder = 0.6 MinBurstDelay = 250 MaxBurstDelay = 800 BigBurstFrequency = 4 OCL = INITIAL OCL_StructureCollapseInitial OCL = DELAY OCL_StructureCollapseDelay OCL = FINAL OCL_StructureCollapseFinal FXList = INITIAL FX_StructureCollapseInitial FXList = DELAY FX_StructureCollapseDelay FXList = BURST FX_StructureCollapseBurst FXList = FINAL FX_StructureCollapseFinal End Behavior = FlammableUpdate ModuleTag_06 FlameDamageLimit = 20 ;Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ;in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Behavior = TransitionDamageFX ModuleTag_07 ;-------------DESIGNED FOR LARGE SIZED CIVILIAN BUILDING TRANSITIONS------------------- DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionLargeSmoke ;--------------------------------------------------------------------------------------- ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionLargeSmoke ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionLargeExplosion ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionLargeShockwave ;--------------------------------------------------------------------------------------- RubbleParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionLargeSmoke RubbleParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionLargeExplosion RubbleParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionLargeShockwave RubbleParticleSystem4 = Bone:None RandomBone:No PSys:StructureTransitionLargeFlare End Geometry = BOX GeometryMajorRadius = 43.0 GeometryMinorRadius = 36.0 GeometryHeight = 100.0 GeometryIsSmall = No Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object EuroHighrise2 ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes ; day ConditionState = NONE Model = CBEuroCnd2 End ConditionState = DAMAGED Model = CBEuroCnd2_D End ConditionState = REALLYDAMAGED Model = CBEuroCnd2_E End ConditionState = RUBBLE Model = CBEuroCnd2_R End ; day garrisoned ConditionState = GARRISONED Model = CBEuroCnd2_G Animation = CBEuroCnd2_G.CBEuroCnd2_G AnimationMode = LOOP End ConditionState = DAMAGED GARRISONED Model = CBEuroCnd2_DG Animation = CBEuroCnd2_DG.CBEuroCnd2_DG AnimationMode = LOOP End ; night ConditionState = NIGHT Model = CBEuroCnd2_N End ConditionState = DAMAGED NIGHT Model = CBEuroCnd2_DN End ConditionState = REALLYDAMAGED NIGHT Model = CBEuroCnd2_EN End ConditionState = RUBBLE NIGHT Model = CBEuroCnd2_RN End ; night garrisoned ConditionState = NIGHT GARRISONED Model = CBEuroCnd2_NG Animation = CBEuroCnd2_NG.CBEuroCnd2_NG AnimationMode = LOOP End ConditionState = DAMAGED NIGHT GARRISONED Model = CBEuroCnd2_DNG Animation = CBEuroCnd2_DNG.CBEuroCnd2_DNG AnimationMode = LOOP End ; Snow ConditionState = SNOW Model = CBEuroCnd2_S End ConditionState = DAMAGED SNOW Model = CBEuroCnd2_DS End ConditionState = REALLYDAMAGED SNOW Model = CBEuroCnd2_ES End ConditionState = RUBBLE SNOW Model = CBEuroCnd2_RS End ; snow garrisoned ConditionState = SNOW GARRISONED Model = CBEuroCnd2_SG Animation = CBEuroCnd2_SG.CBEuroCnd2_SG AnimationMode = LOOP End ConditionState = DAMAGED SNOW GARRISONED Model = CBEuroCnd2_DSG Animation = CBEuroCnd2_DSG.CBEuroCnd2_DSG AnimationMode = LOOP End ; night snow ConditionState = SNOW NIGHT Model = CBEuroCnd2_SN End ConditionState = DAMAGED SNOW NIGHT Model = CBEuroCnd2_DSN End ConditionState = REALLYDAMAGED SNOW NIGHT Model = CBEuroCnd2_ESN End ConditionState = RUBBLE SNOW NIGHT Model = CBEuroCnd2_RSN End ; night snow garrisoned ConditionState = SNOW NIGHT GARRISONED Model = CBEuroCnd2_SNG Animation = CBEuroCnd2_SNG.CBEuroCnd2_SNG AnimationMode = LOOP End ConditionState = DAMAGED SNOW NIGHT GARRISONED Model = CBEuroCnd2_DSNG Animation = CBEuroCnd2_DSNG.CBEuroCnd2_DSNG AnimationMode = LOOP End End ; *** AUDIO Parameters *** SoundDie = BuildingDie SoundOnDamaged = BuildingDamagedStateLight SoundOnReallyDamaged = BuildingDestroy ; ***DESIGN parameters *** DisplayName = OBJECT:Structure EditorSorting = STRUCTURE ArmorSet Conditions = None Armor = StructureArmor DamageFX = StructureDamageFXNoShake End ; *** ENGINEERING Parameters *** KindOf = STRUCTURE SELECTABLE IMMOBILE Body = StructureBody ModuleTag_02 MaxHealth = 2000.0 InitialHealth = 2000.0 End Behavior = GarrisonContain ModuleTag_03 ContainMax = 10 EnterSound = GarrisonEnter ExitSound = GarrisonExit End Behavior = FlammableUpdate ModuleTag_05 FlameDamageLimit = 20 ;Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ;in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Behavior = TransitionDamageFX ModuleTag_07 ;-------------DESIGNED FOR SMALL SIZED CIVILIAN BUILDING TRANSITIONS------------------- DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke ;--------------------------------------------------------------------------------------- ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave ;--------------------------------------------------------------------------------------- RubbleParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke RubbleParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion RubbleParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave RubbleParticleSystem4 = Bone:None RandomBone:No PSys:StructureTransitionSmallFlare End Geometry = BOX GeometryMajorRadius = 15.0 GeometryMinorRadius = 21.0 GeometryHeight = 50.0 GeometryIsSmall = No Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object MidEastCathedral02 ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes ; day ConditionState = NONE Model = cbmectdrl2 End ConditionState = DAMAGED Model = cbmectdrl2_D End ConditionState = REALLYDAMAGED Model = cbmectdrl2_E End ConditionState = RUBBLE Model = cbmectdrl2_R End ; day garrisoned ConditionState = GARRISONED Model = cbmectdrl2_G Animation = cbmectdrl2_G.cbmectdrl2_G AnimationMode = LOOP End ConditionState = DAMAGED GARRISONED Model = cbmectdrl2_DG Animation = cbmectdrl2_DG.cbmectdrl2_DG AnimationMode = LOOP End ; night ConditionState = NIGHT Model = cbmectdrl2_N End ConditionState = DAMAGED NIGHT Model = cbmectdrl2_DN End ConditionState = REALLYDAMAGED NIGHT Model = cbmectdrl2_EN End ConditionState = RUBBLE NIGHT Model = cbmectdrl2_RN End ; night garrisoned ConditionState = NIGHT GARRISONED Model = cbmectdrl2_NG Animation = cbmectdrl2_NG.cbmectdrl2_NG AnimationMode = LOOP End ConditionState = DAMAGED NIGHT GARRISONED Model = cbmectdrl2_DNG Animation = cbmectdrl2_DNG.cbmectdrl2_DNG AnimationMode = LOOP End ; Snow ConditionState = SNOW Model = cbmectdrl2_S End ConditionState = DAMAGED SNOW Model = cbmectdrl2_DS End ConditionState = REALLYDAMAGED SNOW Model = cbmectdrl2_ES End ConditionState = RUBBLE SNOW Model = cbmectdrl2_RS End ; snow garrisoned ConditionState = SNOW GARRISONED Model = cbmectdrl2_SG Animation = cbmectdrl2_SG.cbmectdrl2_SG AnimationMode = LOOP End ConditionState = DAMAGED SNOW GARRISONED Model = cbmectdrl2_DSG Animation = cbmectdrl2_DSG.cbmectdrl2_DSG AnimationMode = LOOP End ; night snow ConditionState = SNOW NIGHT Model = cbmectdrl2_SN End ConditionState = DAMAGED SNOW NIGHT Model = cbmectdrl2_DSN End ConditionState = REALLYDAMAGED SNOW NIGHT Model = cbmectdrl2_ESN End ConditionState = RUBBLE SNOW NIGHT Model = cbmectdrl2_RSN End ; night snow garrisoned ConditionState = SNOW NIGHT GARRISONED Model = cbmectdrl2_SNG Animation = cbmectdrl2_SNG.cbmectdrl2_SNG AnimationMode = LOOP End ConditionState = DAMAGED SNOW NIGHT GARRISONED Model = cbmectdrl2_DSNG Animation = cbmectdrl2_DSNG.cbmectdrl2_DSNG AnimationMode = LOOP End End ; *** AUDIO Parameters *** SoundDie = BuildingDie SoundOnDamaged = BuildingDamagedStateLight SoundOnReallyDamaged = BuildingDestroy ; ***DESIGN parameters *** DisplayName = OBJECT:Structure EditorSorting = STRUCTURE ArmorSet Conditions = None Armor = StructureArmor DamageFX = StructureDamageFXNoShake End ; *** ENGINEERING Parameters *** KindOf = STRUCTURE SELECTABLE IMMOBILE Body = StructureBody ModuleTag_02 MaxHealth = 2000.0 InitialHealth = 2000.0 End Behavior = GarrisonContain ModuleTag_03 ContainMax = 10 EnterSound = GarrisonEnter ExitSound = GarrisonExit End Behavior = FlammableUpdate ModuleTag_05 FlameDamageLimit = 20 ;Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ;in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Behavior = TransitionDamageFX ModuleTag_06 ;-------------DESIGNED FOR LARGE SIZED CIVILIAN BUILDING TRANSITIONS------------------- DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionLargeSmoke ;--------------------------------------------------------------------------------------- ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionLargeSmoke ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionLargeExplosion ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionLargeShockwave ;--------------------------------------------------------------------------------------- RubbleParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionLargeSmoke RubbleParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionLargeExplosion RubbleParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionLargeShockwave RubbleParticleSystem4 = Bone:None RandomBone:No PSys:StructureTransitionLargeFlare End Geometry = BOX GeometryMajorRadius = 45.0 GeometryMinorRadius = 65.0 GeometryHeight = 52.0 GeometryIsSmall = No Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object MogadishuHouse02 ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes ; day ConditionState = NONE Model = CBTHouse01 End ConditionState = DAMAGED Model = CBTHouse01_D End ConditionState = REALLYDAMAGED Model = CBTHouse01_E End ConditionState = RUBBLE Model = CBTHouse01_R End ; day garrisoned ConditionState = GARRISONED Model = CBTHouse01_G Animation = CBTHouse01_G.CBTHouse01_G AnimationMode = LOOP End ConditionState = DAMAGED GARRISONED Model = CBTHouse01_DG Animation = CBTHouse01_DG.CBTHouse01_DG AnimationMode = LOOP End ; night ConditionState = NIGHT Model = CBTHouse01_N End ConditionState = DAMAGED NIGHT Model = CBTHouse01_DN End ConditionState = REALLYDAMAGED NIGHT Model = CBTHouse01_EN End ConditionState = RUBBLE NIGHT Model = CBTHouse01_RN End ; night garrisoned ConditionState = NIGHT GARRISONED Model = CBTHouse01_NG Animation = CBTHouse01_NG.CBTHouse01_NG AnimationMode = LOOP End ConditionState = DAMAGED NIGHT GARRISONED Model = CBTHouse01_DNG Animation = CBTHouse01_DNG.CBTHouse01_DNG AnimationMode = LOOP End ; Snow ConditionState = SNOW Model = CBTHouse01_S End ConditionState = DAMAGED SNOW Model = CBTHouse01_DS End ConditionState = REALLYDAMAGED SNOW Model = CBTHouse01_ES End ConditionState = RUBBLE SNOW Model = CBTHouse01_RS End ; snow garrisoned ConditionState = SNOW GARRISONED Model = CBTHouse01_SG Animation = CBTHouse01_SG.CBTHouse01_SG AnimationMode = LOOP End ConditionState = DAMAGED SNOW GARRISONED Model = CBTHouse01_DSG Animation = CBTHouse01_DSG.CBTHouse01_DSG AnimationMode = LOOP End ; night snow ConditionState = SNOW NIGHT Model = CBTHouse01_SN End ConditionState = DAMAGED SNOW NIGHT Model = CBTHouse01_DSN End ConditionState = REALLYDAMAGED SNOW NIGHT Model = CBTHouse01_ESN End ConditionState = RUBBLE SNOW NIGHT Model = CBTHouse01_RSN End ; night snow garrisoned ConditionState = SNOW NIGHT GARRISONED Model = CBTHouse01_SNG Animation = CBTHouse01_SNG.CBTHouse01_SNG AnimationMode = LOOP End ConditionState = DAMAGED SNOW NIGHT GARRISONED Model = CBTHouse01_DSNG Animation = CBTHouse01_DSNG.CBTHouse01_DSNG AnimationMode = LOOP End End ; *** AUDIO Parameters *** SoundDie = BuildingDie SoundOnDamaged = BuildingDamagedStateLight SoundOnReallyDamaged = BuildingDestroy ; ***DESIGN parameters *** DisplayName = OBJECT:Structure EditorSorting = STRUCTURE ; *** ENGINEERING Parameters *** KindOf = STRUCTURE SELECTABLE IMMOBILE Body = ActiveBody ModuleTag_02 MaxHealth = 2000.0 InitialHealth = 2000.0 End ArmorSet Conditions = None Armor = StructureArmor DamageFX = StructureDamageFXNoShake End Behavior = GarrisonContain ModuleTag_03 ContainMax = 10 EnterSound = GarrisonEnter ExitSound = GarrisonExit End Behavior = FlammableUpdate ModuleTag_05 FlameDamageLimit = 20 ;Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ;in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Behavior = TransitionDamageFX ModuleTag_06 ;-------------DESIGNED FOR SMALL SIZED CIVILIAN BUILDING TRANSITIONS------------------- DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke ;--------------------------------------------------------------------------------------- ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave ;--------------------------------------------------------------------------------------- RubbleParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke RubbleParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion RubbleParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave RubbleParticleSystem4 = Bone:None RandomBone:No PSys:StructureTransitionSmallFlare End Geometry = BOX GeometryMajorRadius = 23.0 GeometryMinorRadius = 32.0 GeometryHeight = 50.0 GeometryIsSmall = No Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object TallTower02 ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes ConditionState = NONE Model = CBTower02 End ConditionState = DAMAGED Model = CBTower02_D ParticleSysBone = Smoke01 SteamVent ParticleSysBone = Smoke02 GLAPowerPlantSmoke End ConditionState = REALLYDAMAGED Model = CBTower02_E ParticleSysBone = Smoke01 SteamVent ParticleSysBone = Smoke02 GLAPowerPlantSmoke ParticleSysBone = Smoke03 SteamVent ParticleSysBone = Fire01 GLAPowerPlantFlame ParticleSysBone = Fire02 GLAPowerPlantFlame ParticleSysBone = Fire03 GLAPowerPlantFlame End ConditionState = RUBBLE Model = CBTower02_E ParticleSysBone = Smoke01 SteamVent ParticleSysBone = Smoke02 GLAPowerPlantSmoke ParticleSysBone = Smoke03 SteamVent ParticleSysBone = Fire01 GLAPowerPlantFlame ParticleSysBone = Fire02 GLAPowerPlantFlame ParticleSysBone = Fire03 GLAPowerPlantFlame End ConditionState = POST_COLLAPSE Model = CBTower02_R ParticleSysBone = Smoke01 SteamVent ParticleSysBone = Smoke02 GLAPowerPlantSmoke ParticleSysBone = Smoke03 SteamVent ParticleSysBone = Smoke04 GLAPowerPlantSmoke ParticleSysBone = Fire01 GLAPowerPlantFlame ParticleSysBone = Fire02 GLAPowerPlantFlame ParticleSysBone = Fire03 GLAPowerPlantFlame End ; day garrisoned ConditionState = GARRISONED Model = CBTower02_G Animation = CBTower02_G.CBTower02_G AnimationMode = LOOP End ConditionState = DAMAGED GARRISONED Model = CBTower02_GD Animation = CBTower02_GD.CBTower02_GD AnimationMode = LOOP ParticleSysBone = Smoke01 SteamVent ParticleSysBone = Smoke02 GLAPowerPlantSmoke End ; night ConditionState = NIGHT Model = CBTower02_N End ConditionState = DAMAGED NIGHT Model = CBTower02_DN ParticleSysBone = Smoke01 SteamVent ParticleSysBone = Smoke02 GLAPowerPlantSmoke End ConditionState = REALLYDAMAGED NIGHT Model = CBTower02_E ParticleSysBone = Smoke01 SteamVent ParticleSysBone = Smoke02 GLAPowerPlantSmoke ParticleSysBone = Smoke03 SteamVent ParticleSysBone = Fire01 GLAPowerPlantFlame ParticleSysBone = Fire02 GLAPowerPlantFlame ParticleSysBone = Fire03 GLAPowerPlantFlame End ConditionState = RUBBLE NIGHT Model = CBTower02_E ParticleSysBone = Smoke01 SteamVent ParticleSysBone = Smoke02 GLAPowerPlantSmoke ParticleSysBone = Smoke03 SteamVent ParticleSysBone = Fire01 GLAPowerPlantFlame ParticleSysBone = Fire02 GLAPowerPlantFlame ParticleSysBone = Fire03 GLAPowerPlantFlame End ConditionState = POST_COLLAPSE NIGHT Model = CBTower02_R ParticleSysBone = Smoke01 SteamVent ParticleSysBone = Smoke02 GLAPowerPlantSmoke ParticleSysBone = Smoke03 SteamVent ParticleSysBone = Smoke04 GLAPowerPlantSmoke ParticleSysBone = Fire01 GLAPowerPlantFlame ParticleSysBone = Fire02 GLAPowerPlantFlame ParticleSysBone = Fire03 GLAPowerPlantFlame End ; night garrisoned ConditionState = NIGHT GARRISONED Model = CBTower02_GN Animation = CBTower02_GN.CBTower02_GN AnimationMode = LOOP End ConditionState = DAMAGED NIGHT GARRISONED Model = CBTower02_GDN Animation = CBTower02_GDN.CBTower02_GDN AnimationMode = LOOP ParticleSysBone = Smoke01 SteamVent ParticleSysBone = Smoke02 GLAPowerPlantSmoke End ; snow ConditionState = SNOW Model = CBTower02_S End ConditionState = DAMAGED SNOW Model = CBTower02_DS ParticleSysBone = Smoke01 SteamVent ParticleSysBone = Smoke02 GLAPowerPlantSmoke End ConditionState = REALLYDAMAGED SNOW Model = CBTower02_ES ParticleSysBone = Smoke01 SteamVent ParticleSysBone = Smoke02 GLAPowerPlantSmoke ParticleSysBone = Smoke03 SteamVent ParticleSysBone = Fire01 GLAPowerPlantFlame ParticleSysBone = Fire02 GLAPowerPlantFlame ParticleSysBone = Fire03 GLAPowerPlantFlame End ConditionState = RUBBLE SNOW Model = CBTower02_ES ParticleSysBone = Smoke01 SteamVent ParticleSysBone = Smoke02 GLAPowerPlantSmoke ParticleSysBone = Smoke03 SteamVent ParticleSysBone = Fire01 GLAPowerPlantFlame ParticleSysBone = Fire02 GLAPowerPlantFlame ParticleSysBone = Fire03 GLAPowerPlantFlame End ConditionState = POST_COLLAPSE SNOW Model = CBTower02_RS ParticleSysBone = Smoke01 SteamVent ParticleSysBone = Smoke02 GLAPowerPlantSmoke ParticleSysBone = Smoke03 SteamVent ParticleSysBone = Smoke04 GLAPowerPlantSmoke ParticleSysBone = Fire01 GLAPowerPlantFlame ParticleSysBone = Fire02 GLAPowerPlantFlame ParticleSysBone = Fire03 GLAPowerPlantFlame End ; day garrisoned ConditionState = GARRISONED SNOW Model = CBTower02_GS Animation = CBTower02_GS.CBTower02_GS AnimationMode = LOOP End ConditionState = DAMAGED GARRISONED SNOW Model = CBTower02_GDS Animation = CBTower02_GDS.CBTower02_GDS AnimationMode = LOOP ParticleSysBone = Smoke01 SteamVent ParticleSysBone = Smoke02 GLAPowerPlantSmoke End ; night snow ConditionState = NIGHT SNOW Model = CBTower02_NS End ConditionState = DAMAGED NIGHT SNOW Model = CBTower02_DNS ParticleSysBone = Smoke01 SteamVent ParticleSysBone = Smoke02 GLAPowerPlantSmoke End ConditionState = REALLYDAMAGED NIGHT SNOW Model = CBTower02_ES ParticleSysBone = Smoke01 SteamVent ParticleSysBone = Smoke02 GLAPowerPlantSmoke ParticleSysBone = Smoke03 SteamVent ParticleSysBone = Fire01 GLAPowerPlantFlame ParticleSysBone = Fire02 GLAPowerPlantFlame ParticleSysBone = Fire03 GLAPowerPlantFlame End ConditionState = RUBBLE NIGHT SNOW Model = CBTower02_ES ParticleSysBone = Smoke01 SteamVent ParticleSysBone = Smoke02 GLAPowerPlantSmoke ParticleSysBone = Smoke03 SteamVent ParticleSysBone = Fire01 GLAPowerPlantFlame ParticleSysBone = Fire02 GLAPowerPlantFlame ParticleSysBone = Fire03 GLAPowerPlantFlame End ConditionState = POST_COLLAPSE NIGHT SNOW Model = CBTower02_RS ParticleSysBone = Smoke01 SteamVent ParticleSysBone = Smoke02 GLAPowerPlantSmoke ParticleSysBone = Smoke03 SteamVent ParticleSysBone = Smoke04 GLAPowerPlantSmoke ParticleSysBone = Fire01 GLAPowerPlantFlame ParticleSysBone = Fire02 GLAPowerPlantFlame ParticleSysBone = Fire03 GLAPowerPlantFlame End ; night garrisoned ConditionState = NIGHT GARRISONED SNOW Model = CBTower02_GNS Animation = CBTower02_GNS.CBTower02_GNS AnimationMode = LOOP End ConditionState = DAMAGED NIGHT GARRISONED SNOW Model = CBTower02_GDNS Animation = CBTower02_GDNS.CBTower02_GDNS AnimationMode = LOOP ParticleSysBone = Smoke01 SteamVent ParticleSysBone = Smoke02 GLAPowerPlantSmoke End End ; *** AUDIO Parameters *** SoundDie = BuildingDie SoundOnDamaged = BuildingDamagedStateLight SoundOnReallyDamaged = BuildingDestroy ; ***DESIGN parameters *** DisplayName = OBJECT:Structure EditorSorting = STRUCTURE ; *** ENGINEERING Parameters *** KindOf = STRUCTURE SELECTABLE IMMOBILE Body = StructureBody ModuleTag_02 MaxHealth = 500.0 InitialHealth = 500.0 End ArmorSet Conditions = None Armor = StructureArmor DamageFX = StructureDamageFXNoShake End Behavior = GarrisonContain ModuleTag_03 ContainMax = 8 EnterSound = GarrisonEnter ExitSound = GarrisonExit End ; ***ENGINEERING parameters *** Behavior = StructureToppleUpdate ModuleTag_04 MinToppleDelay = 250 MaxToppleDelay = 500 MinToppleBurstDelay = 1500 MaxToppleBurstDelay = 2500 StructuralIntegrity = 0.75 StructuralDecay = 1.0 DamageFXTypes = ALL -WATER ToppleStartFX = FX_DefaultStructureToppleStart ToppleDelayFX = FX_DefaultStructureToppleDelay CrushingFX = FX_SmallTowerCrushing AngleFX = 20.0 FX_StructureToppleAngle20 ToppleDoneFX = FX_DefaultStructureToppleDone CrushingWeaponName = ToppledStructureWeapon End Behavior = FlammableUpdate ModuleTag_06 FlameDamageLimit = 20 ;Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ;in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Behavior = TransitionDamageFX ModuleTag_07 ;-------------DESIGNED FOR SMALL SIZED CIVILIAN BUILDING TRANSITIONS------------------- DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke ;--------------------------------------------------------------------------------------- ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave ;--------------------------------------------------------------------------------------- RubbleParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke RubbleParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion RubbleParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave RubbleParticleSystem4 = Bone:None RandomBone:No PSys:StructureTransitionSmallFlare End Geometry = BOX GeometryMajorRadius = 6.0 GeometryMinorRadius = 5.0 GeometryHeight = 92.0 GeometryIsSmall = No Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object CivilianHighrise01 ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes ; day ConditionState = NONE Model = CBHigh01 End ConditionState = DAMAGED Model = CBHigh01_D End ConditionState = REALLYDAMAGED Model = CBHigh01_E End ConditionState = RUBBLE Model = CBHigh01_E End ConditionState = POST_COLLAPSE Model = CBHigh01_R End ; day garrisoned ConditionState = GARRISONED Model = CBHigh01_G Animation = CBHigh01_G.CBHigh01_G AnimationMode = LOOP End ConditionState = DAMAGED GARRISONED Model = CBHigh01_DG Animation = CBHigh01_DG.CBHigh01_DG AnimationMode = LOOP End ; night ConditionState = NIGHT Model = CBHigh01_N End ConditionState = DAMAGED NIGHT Model = CBHigh01_DN End ConditionState = REALLYDAMAGED NIGHT Model = CBHigh01_EN End ConditionState = RUBBLE NIGHT Model = CBHigh01_EN End ConditionState = POST_COLLAPSE NIGHT Model = CBHigh01_RN End ; night garrisoned ConditionState = NIGHT GARRISONED Model = CBHigh01_NG Animation = CBHigh01_NG.CBHigh01_NG AnimationMode = LOOP End ConditionState = DAMAGED NIGHT GARRISONED Model = CBHigh01_DNG Animation = CBHigh01_DNG.CBHigh01_DNG AnimationMode = LOOP End ; Snow ConditionState = SNOW Model = CBHigh01_S End ConditionState = DAMAGED SNOW Model = CBHigh01_DS End ConditionState = REALLYDAMAGED SNOW Model = CBHigh01_ES End ConditionState = RUBBLE SNOW Model = CBHigh01_ES End ConditionState = POST_COLLAPSE SNOW Model = CBHigh01_RS End ; snow garrisoned ConditionState = GARRISONED SNOW Model = CBHigh01_SG Animation = CBHigh01_SG.CBHigh01_SG AnimationMode = LOOP End ConditionState = DAMAGED GARRISONED SNOW Model = CBHigh01_DSG Animation = CBHigh01_DSG.CBHigh01_DSG AnimationMode = LOOP End ; night snow ConditionState = NIGHT SNOW Model = CBHigh01_SN End ConditionState = DAMAGED NIGHT SNOW Model = CBHigh01_DSN End ConditionState = REALLYDAMAGED NIGHT SNOW Model = CBHigh01_ESN End ConditionState = RUBBLE NIGHT SNOW Model = CBHigh01_ESN End ConditionState = POST_COLLAPSE SNOW NIGHT Model = CBHigh01_RSN End ; night garrisoned snow ConditionState = NIGHT GARRISONED SNOW Model = CBHigh01_SNG Animation = CBHigh01_SNG.CBHigh01_SNG AnimationMode = LOOP End ConditionState = DAMAGED NIGHT GARRISONED SNOW Model = CBHigh01_DSNG Animation = CBHigh01_DSNG.CBHigh01_DSNG AnimationMode = LOOP End End ; *** AUDIO Parameters *** SoundDie = BuildingDie SoundOnDamaged = BuildingDamagedStateLight SoundOnReallyDamaged = BuildingDestroy ; ***DESIGN parameters *** DisplayName = OBJECT:Structure EditorSorting = STRUCTURE ; *** ENGINEERING Parameters *** KindOf = STRUCTURE SELECTABLE IMMOBILE Body = ActiveBody ModuleTag_02 MaxHealth = 2000.0 InitialHealth = 2000.0 End ArmorSet Conditions = None Armor = StructureArmor DamageFX = StructureDamageFXNoShake End Behavior = GarrisonContain ModuleTag_03 ContainMax = 10 EnterSound = GarrisonEnter ExitSound = GarrisonExit End Behavior = FlammableUpdate ModuleTag_05 FlameDamageLimit = 20 ;Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ;in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Behavior = StructureCollapseUpdate ModuleTag_06 MinCollapseDelay = 500 MaxCollapseDelay = 1000 CollapseDamping = 0.0 MaxShudder = 0.6 MinBurstDelay = 250 MaxBurstDelay = 800 BigBurstFrequency = 4 OCL = INITIAL OCL_StructureCollapseInitial OCL = DELAY OCL_StructureCollapseDelay OCL = FINAL OCL_StructureCollapseFinal FXList = INITIAL FX_StructureCollapseInitial FXList = DELAY FX_StructureCollapseDelay FXList = BURST FX_StructureCollapseBurst FXList = FINAL FX_StructureCollapseFinal End Behavior = TransitionDamageFX ModuleTag_07 ;-------------DESIGNED FOR MEDIUM SIZED CIVILIAN BUILDING TRANSITIONS------------------- DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke ;--------------------------------------------------------------------------------------- ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionMediumExplosion ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionMediumShockwave ;-------------------------------------------------------------------------------------- RubbleParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke RubbleParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionMediumExplosion RubbleParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionMediumShockwave RubbleParticleSystem4 = Bone:None RandomBone:No PSys:StructureTransitionMediumFlare End Geometry = BOX GeometryMajorRadius = 29.0 GeometryMinorRadius = 18.0 GeometryHeight = 81.0 GeometryIsSmall = No Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object CivilianHighrise02 ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes ; day ConditionState = NONE Model = CBHigh02 End ConditionState = DAMAGED Model = CBHigh02_D End ConditionState = REALLYDAMAGED Model = CBHigh02_E End ConditionState = RUBBLE Model = CBHigh02_E End ConditionState = POST_COLLAPSE Model = CBHigh02_R End ; day garrisoned ConditionState = GARRISONED Model = CBHigh02_G Animation = CBHigh02_G.CBHigh02_G AnimationMode = LOOP End ConditionState = DAMAGED GARRISONED Model = CBHigh02_DG Animation = CBHigh02_DG.CBHigh02_DG AnimationMode = LOOP End ; night ConditionState = NIGHT Model = CBHigh02_N End ConditionState = DAMAGED NIGHT Model = CBHigh02_DN End ConditionState = REALLYDAMAGED NIGHT Model = CBHigh02_EN End ConditionState = RUBBLE NIGHT Model = CBHigh02_EN End ConditionState = POST_COLLAPSE NIGHT Model = CBHigh02_RN End ; night garrisoned ConditionState = NIGHT GARRISONED Model = CBHigh02_NG Animation = CBHigh02_NG.CBHigh02_NG AnimationMode = LOOP End ConditionState = DAMAGED NIGHT GARRISONED Model = CBHigh02_DNG Animation = CBHigh02_DNG.CBHigh02_DNG AnimationMode = LOOP End ; Snow ConditionState = SNOW Model = CBHigh02_S End ConditionState = DAMAGED SNOW Model = CBHigh02_DS End ConditionState = REALLYDAMAGED SNOW Model = CBHigh02_ES End ConditionState = RUBBLE SNOW Model = CBHigh02_ES End ConditionState = POST_COLLAPSE SNOW Model = CBHigh02_RS End ; snow garrisoned ConditionState = GARRISONED SNOW Model = CBHigh02_SG Animation = CBHigh02_SG.CBHigh02_SG AnimationMode = LOOP End ConditionState = DAMAGED GARRISONED SNOW Model = CBHigh02_DSG Animation = CBHigh02_DSG.CBHigh02_DSG AnimationMode = LOOP End ; night snow ConditionState = NIGHT SNOW Model = CBHigh02_SN End ConditionState = DAMAGED NIGHT SNOW Model = CBHigh02_DSN End ConditionState = REALLYDAMAGED NIGHT SNOW Model = CBHigh02_ESN End ConditionState = RUBBLE NIGHT SNOW Model = CBHigh02_ESN End ConditionState = POST_COLLAPSE SNOW NIGHT Model = CBHigh02_RSN End ; night garrisoned snow ConditionState = NIGHT GARRISONED SNOW Model = CBHigh02_SNG Animation = CBHigh02_SNG.CBHigh02_SNG AnimationMode = LOOP End ConditionState = DAMAGED NIGHT GARRISONED SNOW Model = CBHigh02_DSNG Animation = CBHigh02_DSNG.CBHigh02_DSNG AnimationMode = LOOP End End ; *** AUDIO Parameters *** SoundDie = BuildingDie SoundOnDamaged = BuildingDamagedStateLight SoundOnReallyDamaged = BuildingDestroy ; ***DESIGN parameters *** DisplayName = OBJECT:Structure EditorSorting = STRUCTURE ; *** ENGINEERING Parameters *** KindOf = STRUCTURE SELECTABLE IMMOBILE Body = ActiveBody ModuleTag_02 MaxHealth = 2000.0 InitialHealth = 2000.0 End ArmorSet Conditions = None Armor = StructureArmor DamageFX = StructureDamageFXNoShake End Behavior = GarrisonContain ModuleTag_03 ContainMax = 10 EnterSound = GarrisonEnter ExitSound = GarrisonExit End Behavior = FlammableUpdate ModuleTag_05 FlameDamageLimit = 20 ;Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ;in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Behavior = StructureCollapseUpdate ModuleTag_06 MinCollapseDelay = 500 MaxCollapseDelay = 1000 CollapseDamping = 0.0 MaxShudder = 0.6 MinBurstDelay = 250 MaxBurstDelay = 800 BigBurstFrequency = 4 OCL = INITIAL OCL_StructureCollapseInitial OCL = DELAY OCL_StructureCollapseDelay OCL = FINAL OCL_StructureCollapseFinal FXList = INITIAL FX_StructureCollapseInitial FXList = DELAY FX_StructureCollapseDelay FXList = BURST FX_StructureCollapseBurst FXList = FINAL FX_StructureCollapseFinal End Behavior = TransitionDamageFX ModuleTag_07 ;-------------DESIGNED FOR MEDIUM SIZED CIVILIAN BUILDING TRANSITIONS------------------- DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke ;--------------------------------------------------------------------------------------- ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionMediumExplosion ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionMediumShockwave ;-------------------------------------------------------------------------------------- RubbleParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke RubbleParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionMediumExplosion RubbleParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionMediumShockwave RubbleParticleSystem4 = Bone:None RandomBone:No PSys:StructureTransitionMediumFlare End Geometry = BOX GeometryMajorRadius = 31.0 GeometryMinorRadius = 29.0 GeometryHeight = 90.0 GeometryIsSmall = No Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object Dam ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 ConditionState = NONE Model = CBDam ParticleSysBone = Spray01 DamOverflow ParticleSysBone = Spray03 DamOverflow ParticleSysBone = Spray05 DamOverflow ParticleSysBone = Spray06 DamWavesOutward End ConditionState = DAMAGED Model = CBDam_D ParticleSysBone = Spray04 DamOverflow ParticleSysBone = Spray07 DamOverflow ParticleSysBone = Spray08 DamOverflow ParticleSysBone = WaterSpray01 WaterSpraySplash ParticleSysBone = WaterSpray02 WaterSpraySplash ParticleSysBone = WaterSpray03 WaterSpraySplash ParticleSysBone = Spray08 DamWavesOutward End ConditionState = REALLYDAMAGED Model = CBDam_E Animation = CBDam_E.CBDam_E AnimationMode = ONCE Flags = START_FRAME_FIRST ParticleSysBone = WaterSpray01 WaterSpraySplash ParticleSysBone = WaterSpray02 WaterSpraySplash ParticleSysBone = WaterSpray04 WaterSpraySplash ParticleSysBone = Spray03 DamWavesOutward ParticleSysBone = WaterSprayBig01 WaterSpray End ConditionState = RUBBLE Model = CBDam_R Animation = CBDam_R.CBDam_R AnimationMode = ONCE Flags = START_FRAME_FIRST ParticleSysBone = WaterSpray01 WaterSpray ParticleSysBone = WaterSpray02 WaterSpray ParticleSysBone = WaterSpray03 WaterSpray ParticleSysBone = WaterSpray01 DamMist End End ; ***DESIGN parameters *** DisplayName = OBJECT:Dam EditorSorting = STRUCTURE ; *** ENGINEERING Parameters *** KindOf = STRUCTURE SELECTABLE IMMOBILE Body = ActiveBody ModuleTag_02 MaxHealth = 3000.0 InitialHealth = 3000.0 End ArmorSet Conditions = None Armor = StructureArmor DamageFX = StructureDamageFXNoShake End ; *** AUDIO Parameters *** SoundAmbient = DamAmbientLoop SoundAmbientDamaged = DamDamageLoop1 SoundAmbientReallyDamaged = DamDamageLoop2 SoundAmbientRubble = DamDamageLoop3 ;Don't comment out the sounds! Behavior = TransitionDamageFX ModuleTag_03 ; DamagedParticleSystem1 = Bone:WaterSpray01 RandomBone:No PSys:WaterSpraySplash ; DamagedParticleSystem2 = Bone:WaterSpray02 RandomBone:No PSys:WaterSpraySplash2 ; DamagedParticleSystem3 = Bone:WaterSpray03 RandomBone:No PSys:WaterSpraySplash ; DamagedParticleSystem4 = Bone:Spray04 RandomBone:No PSys:DamOverflow ; DamagedParticleSystem5 = Bone:Spray05 RandomBone:No PSys:DamOverflow ; DamagedParticleSystem6 = Bone:Spray06 RandomBone:No PSys:DamOverflow ; DamagedParticleSystem7 = Bone:Spray07 RandomBone:No PSys:DamOverflow ; DamagedParticleSystem8 = Bone:Spray08 RandomBone:No PSys:DamOverflow ; DamagedParticleSystem9 = Bone:Spray08 RandomBone:No PSys:DamMistSmall DamagedFXList1 = Loc:X:0 Y:0 Z:0 FXList:FX_DamDamaged ; ReallyDamagedParticleSystem1 = Bone:WaterSprayBig01 RandomBone:No PSys:WaterSpray ; ReallyDamagedParticleSystem2 = Bone:WaterSprayBig01 RandomBone:No PSys:WaterSprayLargeSpray ; ReallyDamagedParticleSystem3 = Bone:WaterSpray01 RandomBone:No PSys:WaterSpraySplash ; ReallyDamagedParticleSystem4 = Bone:WaterSpray02 RandomBone:No PSys:WaterSpraySplash ; ReallyDamagedParticleSystem5 = Bone:WaterSpray03 RandomBone:No PSys:WaterSpraySplash ; ReallyDamagedParticleSystem6 = Bone:Spray06 RandomBone:No PSys:DamMistSmall ReallyDamagedFXList1 = Loc:X:0 Y:0 Z:0 FXList:FX_DamReallyDamaged ; RubbleParticleSystem1 = Bone:WaterSpray01 RandomBone:No PSys:WaterSpray ; RubbleParticleSystem2 = Bone:WaterSpray01 RandomBone:No PSys:WaterSprayLargeSpray ; RubbleParticleSystem3 = Bone:WaterSpray02 RandomBone:No PSys:WaterSpray ; RubbleParticleSystem4 = Bone:WaterSpray02 RandomBone:No PSys:WaterSprayLargeSpray ; RubbleParticleSystem5 = Bone:WaterSpray03 RandomBone:No PSys:WaterSpray ; RubbleParticleSystem6 = Bone:WaterSpray03 RandomBone:No PSys:WaterSprayLargeSpray ; RubbleParticleSystem7 = Bone:WaterSpray04 RandomBone:No PSys:DamMistSmall ; RubbleParticleSystem8 = Bone:WaterSpray01 RandomBone:No PSys:DamMist RubbleFXList1 = Loc:X:0 Y:0 Z:0 FXList:FX_DamRubble End Behavior = CreateObjectDie ModuleTag_04 CreationList = OCL_DamDie End Behavior = DamDie ModuleTag_05 ;nothing End ;Note, must be after create object die Geometry = BOX GeometryMajorRadius = 150 ; 25.0 GeometryMinorRadius = 25 ; 16.0 GeometryHeight = 200 ; 50.0 GeometryIsSmall = No Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object ParticleTestObject ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 ConditionState = NONE Model = EXTestObject ParticleSysBone = Fire01 SmolderingFire ParticleSysBone = Fire01 SmolderingFlameCore ParticleSysBone = Smoke01 SmolderingSmoke End ; day garrisoned ConditionState = GARRISONED Model = EXTestObject ParticleSysBone = Fire01 SmolderingFire ParticleSysBone = Fire01 SmolderingFlameCore ParticleSysBone = Smoke01 SmolderingSmoke End ConditionState = DAMAGED GARRISONED Model = EXTestObject ParticleSysBone = Fire01 SmolderingFire ParticleSysBone = Fire01 SmolderingFlameCore ParticleSysBone = Smoke01 SmolderingSmoke End ConditionState = REALLYDAMAGED GARRISONED Model = EXTestObject ParticleSysBone = Fire01 SmolderingFire ParticleSysBone = Fire01 SmolderingFlameCore ParticleSysBone = Smoke01 SmolderingSmoke End ;ConditionState = RUBBLE GARRISONED ; Model = EXTestObject ; ParticleSysBone = Fire01 SmolderingFire ; ParticleSysBone = Fire01 SmolderingFlameCore ; ParticleSysBone = Smoke01 SmolderingSmoke ;End ; night garrisoned ConditionState = NIGHT GARRISONED Model = EXTestObject ParticleSysBone = Fire01 SmolderingFire ParticleSysBone = Fire01 SmolderingFlameCore ParticleSysBone = Smoke01 SmolderingSmoke End ConditionState = DAMAGED NIGHT GARRISONED Model = EXTestObject ParticleSysBone = Fire01 SmolderingFire ParticleSysBone = Fire01 SmolderingFlameCore ParticleSysBone = Smoke01 SmolderingSmoke End ConditionState = REALLYDAMAGED NIGHT GARRISONED Model = EXTestObject ParticleSysBone = Fire01 SmolderingFire ParticleSysBone = Fire01 SmolderingFlameCore ParticleSysBone = Smoke01 SmolderingSmoke End ;ConditionState = RUBBLE NIGHT GARRISONED ; Model = EXTestObject ; ParticleSysBone = Fire01 SmolderingFire ; ParticleSysBone = Fire01 SmolderingFlameCore ; ParticleSysBone = Smoke01 SmolderingSmoke ;End End ; ***DESIGN parameters *** DisplayName = OBJECT:Structure EditorSorting = STRUCTURE ; *** ENGINEERING Parameters *** KindOf = STRUCTURE SELECTABLE IMMOBILE Body = ActiveBody ModuleTag_02 MaxHealth = 2000.0 InitialHealth = 2000.0 End ArmorSet Conditions = None Armor = StructureArmor DamageFX = StructureDamageFXNoShake End Behavior = GarrisonContain ModuleTag_03 ContainMax = 10 EnterSound = GarrisonEnter ExitSound = GarrisonExit End Geometry = BOX GeometryMajorRadius = 1.0 GeometryMinorRadius = 1.0 GeometryHeight = 1.0 GeometryIsSmall = Yes Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object WatchTower03 ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes ConditionState = NONE Model = CBTower03 End ConditionState = DAMAGED Model = CBTower03_D End ConditionState = REALLYDAMAGED Model = CBTower03_E End ConditionState = RUBBLE Model = CBTower03_R End ; day garrisoned ConditionState = GARRISONED Model = CBTower03_G Animation = CBTower03_G.CBTower03_G AnimationMode = LOOP End ConditionState = DAMAGED GARRISONED Model = CBTower03_DG Animation = CBTower03_DG.CBTower03_DG AnimationMode = LOOP End AliasConditionState = REALLYDAMAGED GARRISONED ; night ConditionState = NIGHT Model = CBTower03_N End ConditionState = DAMAGED NIGHT Model = CBTower03_DN End ConditionState = REALLYDAMAGED NIGHT Model = CBTower03_E End ConditionState = RUBBLE NIGHT Model = CBTower03_R End ; night garrisoned ConditionState = NIGHT GARRISONED Model = CBTower03_NG Animation = CBTower03_NG.CBTower03_NG AnimationMode = LOOP End ConditionState = DAMAGED NIGHT GARRISONED Model = CBTower03_DNG Animation = CBTower03_DNG.CBTower03_DNG AnimationMode = LOOP End AliasConditionState = REALLYDAMAGED NIGHT GARRISONED End ; *** AUDIO Parameters *** SoundDie = BuildingDie SoundOnDamaged = BuildingDamagedStateLight SoundOnReallyDamaged = BuildingDestroy ; ***DESIGN parameters *** DisplayName = OBJECT:Structure EditorSorting = STRUCTURE ; *** ENGINEERING Parameters *** KindOf = STRUCTURE SELECTABLE IMMOBILE Body = ActiveBody ModuleTag_02 MaxHealth = 500.0 InitialHealth = 500.0 End ArmorSet Conditions = None Armor = StructureArmor DamageFX = StructureDamageFXNoShake End Behavior = GarrisonContain ModuleTag_03 ContainMax = 10 EnterSound = GarrisonEnter ExitSound = GarrisonExit End Behavior = FlammableUpdate ModuleTag_05 FlameDamageLimit = 20 ;Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ;in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Behavior = TransitionDamageFX ModuleTag_06 ;-------------DESIGNED FOR SMALL SIZED CIVILIAN BUILDING TRANSITIONS------------------- DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke ;--------------------------------------------------------------------------------------- ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave ;--------------------------------------------------------------------------------------- RubbleParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke RubbleParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion RubbleParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave RubbleParticleSystem4 = Bone:None RandomBone:No PSys:StructureTransitionSmallFlare End Geometry = BOX GeometryMajorRadius = 10.0 GeometryMinorRadius = 10.0 GeometryHeight = 75.0 GeometryIsSmall = No Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object MogadishuHouse03 ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes ; day ConditionState = NONE Model = CBTHouse03 End ConditionState = DAMAGED Model = CBTHouse03_D End ConditionState = REALLYDAMAGED Model = CBTHouse03_E End ConditionState = RUBBLE Model = CBTHouse03_R End ; day garrisoned ConditionState = GARRISONED Model = CBTHouse03_G Animation = CBTHouse03_G.CBTHouse03_G AnimationMode = LOOP End ConditionState = DAMAGED GARRISONED Model = CBTHouse03_DG Animation = CBTHouse03_DG.CBTHouse03_DG AnimationMode = LOOP End ; night ConditionState = NIGHT Model = CBTHouse03_N End ConditionState = DAMAGED NIGHT Model = CBTHouse03_DN End ConditionState = REALLYDAMAGED NIGHT Model = CBTHouse03_EN End ConditionState = RUBBLE NIGHT Model = CBTHouse03_RN End ; night garrisoned ConditionState = NIGHT GARRISONED Model = CBTHouse03_NG Animation = CBTHouse03_NG.CBTHouse03_NG AnimationMode = LOOP End ConditionState = DAMAGED NIGHT GARRISONED Model = CBTHouse03_DNG Animation = CBTHouse03_DNG.CBTHouse03_DNG AnimationMode = LOOP End ; Snow ConditionState = SNOW Model = CBTHouse03_S End ConditionState = DAMAGED SNOW Model = CBTHouse03_DS End ConditionState = REALLYDAMAGED SNOW Model = CBTHouse03_ES End ConditionState = RUBBLE SNOW Model = CBTHouse03_RS End ; snow garrisoned ConditionState = SNOW GARRISONED Model = CBTHouse03_SG Animation = CBTHouse03_SG.CBTHouse03_SG AnimationMode = LOOP End ConditionState = DAMAGED SNOW GARRISONED Model = CBTHouse03_DSG Animation = CBTHouse03_DSG.CBTHouse03_DSG AnimationMode = LOOP End ; night snow ConditionState = SNOW NIGHT Model = CBTHouse03_SN End ConditionState = DAMAGED SNOW NIGHT Model = CBTHouse03_DSN End ConditionState = REALLYDAMAGED SNOW NIGHT Model = CBTHouse03_ESN End ConditionState = RUBBLE SNOW NIGHT Model = CBTHouse03_RSN End ; night snow garrisoned ConditionState = SNOW NIGHT GARRISONED Model = CBTHouse03_SNG Animation = CBTHouse03_SNG.CBTHouse03_SNG AnimationMode = LOOP End ConditionState = DAMAGED SNOW NIGHT GARRISONED Model = CBTHouse03_DSNG Animation = CBTHouse03_DSNG.CBTHouse03_DSNG AnimationMode = LOOP End End ; *** AUDIO Parameters *** SoundDie = BuildingDie SoundOnDamaged = BuildingDamagedStateLight SoundOnReallyDamaged = BuildingDestroy ; ***DESIGN parameters *** DisplayName = OBJECT:Structure EditorSorting = STRUCTURE ; *** ENGINEERING Parameters *** KindOf = STRUCTURE SELECTABLE IMMOBILE Body = ActiveBody ModuleTag_02 MaxHealth = 2000.0 InitialHealth = 2000.0 End ArmorSet Conditions = None Armor = StructureArmor DamageFX = StructureDamageFXNoShake End Behavior = GarrisonContain ModuleTag_03 ContainMax = 10 EnterSound = GarrisonEnter ExitSound = GarrisonExit End Behavior = FlammableUpdate ModuleTag_05 FlameDamageLimit = 20 ;Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ;in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Behavior = TransitionDamageFX ModuleTag_06 ;-------------DESIGNED FOR MEDIUM SIZED CIVILIAN BUILDING TRANSITIONS------------------- DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke ;--------------------------------------------------------------------------------------- ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionMediumExplosion ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionMediumShockwave ;-------------------------------------------------------------------------------------- RubbleParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke RubbleParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionMediumExplosion RubbleParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionMediumShockwave RubbleParticleSystem4 = Bone:None RandomBone:No PSys:StructureTransitionMediumFlare End Geometry = BOX GeometryMajorRadius = 56.0 GeometryMinorRadius = 45.0 GeometryHeight = 33.0 GeometryIsSmall = No Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object MogadishuHouse04 ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes ; day ConditionState = NONE Model = CBTHouse04 End ConditionState = DAMAGED Model = CBTHouse04_D End ConditionState = REALLYDAMAGED Model = CBTHouse04_E End ConditionState = RUBBLE Model = CBTHouse04_R End ; day garrisoned ConditionState = GARRISONED Model = CBTHouse04_G Animation = CBTHouse04_G.CBTHouse04_G AnimationMode = LOOP End ConditionState = DAMAGED GARRISONED Model = CBTHouse04_DG Animation = CBTHouse04_DG.CBTHouse04_DG AnimationMode = LOOP End ; night ConditionState = NIGHT Model = CBTHouse04_N End ConditionState = DAMAGED NIGHT Model = CBTHouse04_DN End ConditionState = REALLYDAMAGED NIGHT Model = CBTHouse04_EN End ConditionState = RUBBLE NIGHT Model = CBTHouse04_RN End ; night garrisoned ConditionState = NIGHT GARRISONED Model = CBTHouse04_NG Animation = CBTHouse04_NG.CBTHouse04_NG AnimationMode = LOOP End ConditionState = DAMAGED NIGHT GARRISONED Model = CBTHouse04_DNG Animation = CBTHouse04_DNG.CBTHouse04_DNG AnimationMode = LOOP End ; Snow ConditionState = SNOW Model = CBTHouse04_S End ConditionState = DAMAGED SNOW Model = CBTHouse04_DS End ConditionState = REALLYDAMAGED SNOW Model = CBTHouse04_ES End ConditionState = RUBBLE SNOW Model = CBTHouse04_RS End ; snow garrisoned ConditionState = SNOW GARRISONED Model = CBTHouse04_SG Animation = CBTHouse04_SG.CBTHouse04_SG AnimationMode = LOOP End ConditionState = DAMAGED SNOW GARRISONED Model = CBTHouse04_DSG Animation = CBTHouse04_DSG.CBTHouse04_DSG AnimationMode = LOOP End ; night snow ConditionState = SNOW NIGHT Model = CBTHouse04_SN End ConditionState = DAMAGED SNOW NIGHT Model = CBTHouse04_DSN End ConditionState = REALLYDAMAGED SNOW NIGHT Model = CBTHouse04_ESN End ConditionState = RUBBLE SNOW NIGHT Model = CBTHouse04_RSN End ; night snow garrisoned ConditionState = SNOW NIGHT GARRISONED Model = CBTHouse04_SNG Animation = CBTHouse04_SNG.CBTHouse04_SNG AnimationMode = LOOP End ConditionState = DAMAGED SNOW NIGHT GARRISONED Model = CBTHouse04_DSNG Animation = CBTHouse04_DSNG.CBTHouse04_DSNG AnimationMode = LOOP End End ; *** AUDIO Parameters *** SoundDie = BuildingDie SoundOnDamaged = BuildingDamagedStateLight SoundOnReallyDamaged = BuildingDestroy ; ***DESIGN parameters *** DisplayName = OBJECT:Structure EditorSorting = STRUCTURE ; *** ENGINEERING Parameters *** KindOf = STRUCTURE SELECTABLE IMMOBILE Body = ActiveBody ModuleTag_02 MaxHealth = 2000.0 InitialHealth = 2000.0 End ArmorSet Conditions = None Armor = StructureArmor DamageFX = StructureDamageFXNoShake End Behavior = GarrisonContain ModuleTag_03 ContainMax = 10 EnterSound = GarrisonEnter ExitSound = GarrisonExit End Behavior = FlammableUpdate ModuleTag_05 FlameDamageLimit = 20 ;Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ;in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Behavior = TransitionDamageFX ModuleTag_06 ;-------------DESIGNED FOR SMALL SIZED CIVILIAN BUILDING TRANSITIONS------------------- DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke ;--------------------------------------------------------------------------------------- ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave ;--------------------------------------------------------------------------------------- RubbleParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke RubbleParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion RubbleParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave RubbleParticleSystem4 = Bone:None RandomBone:No PSys:StructureTransitionSmallFlare End Geometry = BOX GeometryMajorRadius = 38.0 GeometryMinorRadius = 24.0 GeometryHeight = 32.0 GeometryIsSmall = No Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object MogadishuHouse05 ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes ; day ConditionState = NONE Model = CBTHouse05 End ConditionState = DAMAGED Model = CBTHouse05_D End ConditionState = REALLYDAMAGED Model = CBTHouse05_E End ConditionState = RUBBLE Model = CBTHouse05_R End ; day garrisoned ConditionState = GARRISONED Model = CBTHouse05_G Animation = CBTHouse05_G.CBTHouse05_G AnimationMode = LOOP End ConditionState = DAMAGED GARRISONED Model = CBTHouse05_DG Animation = CBTHouse05_DG.CBTHouse05_DG AnimationMode = LOOP End ; night ConditionState = NIGHT Model = CBTHouse05_N End ConditionState = DAMAGED NIGHT Model = CBTHouse05_DN End ConditionState = REALLYDAMAGED NIGHT Model = CBTHouse05_EN End ConditionState = RUBBLE NIGHT Model = CBTHouse05_RN End ; night garrisoned ConditionState = NIGHT GARRISONED Model = CBTHouse05_NG Animation = CBTHouse05_NG.CBTHouse05_NG AnimationMode = LOOP End ConditionState = DAMAGED NIGHT GARRISONED Model = CBTHouse05_DNG Animation = CBTHouse05_DNG.CBTHouse05_DNG AnimationMode = LOOP End ; Snow ConditionState = SNOW Model = CBTHouse05_S End ConditionState = DAMAGED SNOW Model = CBTHouse05_DS End ConditionState = REALLYDAMAGED SNOW Model = CBTHouse05_ES End ConditionState = RUBBLE SNOW Model = CBTHouse05_RS End ; snow garrisoned ConditionState = SNOW GARRISONED Model = CBTHouse05_SG Animation = CBTHouse05_SG.CBTHouse05_SG AnimationMode = LOOP End ConditionState = DAMAGED SNOW GARRISONED Model = CBTHouse05_DSG Animation = CBTHouse05_DSG.CBTHouse05_DSG AnimationMode = LOOP End ; night snow ConditionState = SNOW NIGHT Model = CBTHouse05_SN End ConditionState = DAMAGED SNOW NIGHT Model = CBTHouse05_DSN End ConditionState = REALLYDAMAGED SNOW NIGHT Model = CBTHouse05_ESN End ConditionState = RUBBLE SNOW NIGHT Model = CBTHouse05_RSN End ; night snow garrisoned ConditionState = SNOW NIGHT GARRISONED Model = CBTHouse05_SNG Animation = CBTHouse05_SNG.CBTHouse05_SNG AnimationMode = LOOP End ConditionState = DAMAGED SNOW NIGHT GARRISONED Model = CBTHouse05_DSNG Animation = CBTHouse05_DSNG.CBTHouse05_DSNG AnimationMode = LOOP End End ; *** AUDIO Parameters *** SoundDie = BuildingDie SoundOnDamaged = BuildingDamagedStateLight SoundOnReallyDamaged = BuildingDestroy ; ***DESIGN parameters *** DisplayName = OBJECT:Structure EditorSorting = STRUCTURE ; *** ENGINEERING Parameters *** KindOf = STRUCTURE SELECTABLE IMMOBILE Body = ActiveBody ModuleTag_02 MaxHealth = 2000.0 InitialHealth = 2000.0 End ArmorSet Conditions = None Armor = StructureArmor DamageFX = StructureDamageFXNoShake End Behavior = GarrisonContain ModuleTag_03 ContainMax = 10 EnterSound = GarrisonEnter ExitSound = GarrisonExit End Behavior = FlammableUpdate ModuleTag_05 FlameDamageLimit = 20 ;Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ;in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Behavior = TransitionDamageFX ModuleTag_06 ;-------------DESIGNED FOR SMALL SIZED CIVILIAN BUILDING TRANSITIONS------------------- DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke ;--------------------------------------------------------------------------------------- ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave ;--------------------------------------------------------------------------------------- RubbleParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke RubbleParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion RubbleParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave RubbleParticleSystem4 = Bone:None RandomBone:No PSys:StructureTransitionSmallFlare End Geometry = BOX GeometryMajorRadius = 25.0 GeometryMinorRadius = 28.0 GeometryHeight = 40.0 GeometryIsSmall = No Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object MogadishuHouse06 ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes ; day ConditionState = NONE Model = CBTHouse06 End ConditionState = DAMAGED Model = CBTHouse06_D End ConditionState = REALLYDAMAGED Model = CBTHouse06_E End ConditionState = RUBBLE Model = CBTHouse06_R End ; day garrisoned ConditionState = GARRISONED Model = CBTHouse06_G Animation = CBTHouse06_G.CBTHouse06_G AnimationMode = LOOP End ConditionState = DAMAGED GARRISONED Model = CBTHouse06_DG Animation = CBTHouse06_DG.CBTHouse06_DG AnimationMode = LOOP End ; night ConditionState = NIGHT Model = CBTHouse06_N End ConditionState = DAMAGED NIGHT Model = CBTHouse06_DN End ConditionState = REALLYDAMAGED NIGHT Model = CBTHouse06_EN End ConditionState = RUBBLE NIGHT Model = CBTHouse06_RN End ; night garrisoned ConditionState = NIGHT GARRISONED Model = CBTHouse06_NG Animation = CBTHouse06_NG.CBTHouse06_NG AnimationMode = LOOP End ConditionState = DAMAGED NIGHT GARRISONED Model = CBTHouse06_DNG Animation = CBTHouse06_DNG.CBTHouse06_DNG AnimationMode = LOOP End ; Snow ConditionState = SNOW Model = CBTHouse06_S End ConditionState = DAMAGED SNOW Model = CBTHouse06_DS End ConditionState = REALLYDAMAGED SNOW Model = CBTHouse06_ES End ConditionState = RUBBLE SNOW Model = CBTHouse06_RS End ; snow garrisoned ConditionState = SNOW GARRISONED Model = CBTHouse06_SG Animation = CBTHouse06_SG.CBTHouse06_SG AnimationMode = LOOP End ConditionState = DAMAGED SNOW GARRISONED Model = CBTHouse06_DSG Animation = CBTHouse06_DSG.CBTHouse06_DSG AnimationMode = LOOP End ; night snow ConditionState = SNOW NIGHT Model = CBTHouse06_SN End ConditionState = DAMAGED SNOW NIGHT Model = CBTHouse06_DSN End ConditionState = REALLYDAMAGED SNOW NIGHT Model = CBTHouse06_ESN End ConditionState = RUBBLE SNOW NIGHT Model = CBTHouse06_RSN End ; night snow garrisoned ConditionState = SNOW NIGHT GARRISONED Model = CBTHouse06_SNG Animation = CBTHouse06_SNG.CBTHouse06_SNG AnimationMode = LOOP End ConditionState = DAMAGED SNOW NIGHT GARRISONED Model = CBTHouse06_DSNG Animation = CBTHouse06_DSNG.CBTHouse06_DSNG AnimationMode = LOOP End End ; *** AUDIO Parameters *** SoundDie = BuildingDie SoundOnDamaged = BuildingDamagedStateLight SoundOnReallyDamaged = BuildingDestroy ; ***DESIGN parameters *** DisplayName = OBJECT:Structure EditorSorting = STRUCTURE ; *** ENGINEERING Parameters *** KindOf = STRUCTURE SELECTABLE IMMOBILE Body = ActiveBody ModuleTag_02 MaxHealth = 2000.0 InitialHealth = 2000.0 End ArmorSet Conditions = None Armor = StructureArmor DamageFX = StructureDamageFXNoShake End Behavior = GarrisonContain ModuleTag_03 ContainMax = 10 EnterSound = GarrisonEnter ExitSound = GarrisonExit End Behavior = FlammableUpdate ModuleTag_05 FlameDamageLimit = 20 ;Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ;in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Behavior = TransitionDamageFX ModuleTag_06 ;-------------DESIGNED FOR SMALL SIZED CIVILIAN BUILDING TRANSITIONS------------------- DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke ;--------------------------------------------------------------------------------------- ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave ;--------------------------------------------------------------------------------------- RubbleParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke RubbleParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion RubbleParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave RubbleParticleSystem4 = Bone:None RandomBone:No PSys:StructureTransitionSmallFlare End Geometry = BOX GeometryMajorRadius = 30.0 GeometryMinorRadius = 21.0 GeometryHeight = 24.0 GeometryIsSmall = No Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object MogadishuHouse07 ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes ; day ConditionState = NONE Model = CBTHouse07 End ConditionState = DAMAGED Model = CBTHouse07_D End ConditionState = REALLYDAMAGED Model = CBTHouse07_E End ConditionState = RUBBLE Model = CBTHouse07_R End ; day garrisoned ConditionState = GARRISONED Model = CBTHouse07_G Animation = CBTHouse07_G.CBTHouse07_G AnimationMode = LOOP End ConditionState = DAMAGED GARRISONED Model = CBTHouse07_DG Animation = CBTHouse07_DG.CBTHouse07_DG AnimationMode = LOOP End ; night ConditionState = NIGHT Model = CBTHouse07_N End ConditionState = DAMAGED NIGHT Model = CBTHouse07_DN End ConditionState = REALLYDAMAGED NIGHT Model = CBTHouse07_EN End ConditionState = RUBBLE NIGHT Model = CBTHouse07_RN End ; night garrisoned ConditionState = NIGHT GARRISONED Model = CBTHouse07_NG Animation = CBTHouse07_NG.CBTHouse07_NG AnimationMode = LOOP End ConditionState = DAMAGED NIGHT GARRISONED Model = CBTHouse07_DNG Animation = CBTHouse07_DNG.CBTHouse07_DNG AnimationMode = LOOP End ; Snow ConditionState = SNOW Model = CBTHouse07_S End ConditionState = DAMAGED SNOW Model = CBTHouse07_DS End ConditionState = REALLYDAMAGED SNOW Model = CBTHouse07_ES End ConditionState = RUBBLE SNOW Model = CBTHouse07_RS End ; snow garrisoned ConditionState = SNOW GARRISONED Model = CBTHouse07_SG Animation = CBTHouse07_SG.CBTHouse07_SG AnimationMode = LOOP End ConditionState = DAMAGED SNOW GARRISONED Model = CBTHouse07_DSG Animation = CBTHouse07_DSG.CBTHouse07_DSG AnimationMode = LOOP End ; night snow ConditionState = SNOW NIGHT Model = CBTHouse07_SN End ConditionState = DAMAGED SNOW NIGHT Model = CBTHouse07_DSN End ConditionState = REALLYDAMAGED SNOW NIGHT Model = CBTHouse07_ESN End ConditionState = RUBBLE SNOW NIGHT Model = CBTHouse07_RSN End ; night snow garrisoned ConditionState = SNOW NIGHT GARRISONED Model = CBTHouse07_SNG Animation = CBTHouse07_SNG.CBTHouse07_SNG AnimationMode = LOOP End ConditionState = DAMAGED SNOW NIGHT GARRISONED Model = CBTHouse07_DSNG Animation = CBTHouse07_DSNG.CBTHouse07_DSNG AnimationMode = LOOP End End ; *** AUDIO Parameters *** SoundDie = BuildingDie SoundOnDamaged = BuildingDamagedStateLight SoundOnReallyDamaged = BuildingDestroy ; ***DESIGN parameters *** DisplayName = OBJECT:Structure EditorSorting = STRUCTURE ; *** ENGINEERING Parameters *** KindOf = STRUCTURE SELECTABLE IMMOBILE Body = ActiveBody ModuleTag_02 MaxHealth = 2000.0 InitialHealth = 2000.0 End ArmorSet Conditions = None Armor = StructureArmor DamageFX = StructureDamageFXNoShake End Behavior = GarrisonContain ModuleTag_03 ContainMax = 10 EnterSound = GarrisonEnter ExitSound = GarrisonExit End Behavior = FlammableUpdate ModuleTag_05 FlameDamageLimit = 20 ;Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ;in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Behavior = TransitionDamageFX ModuleTag_06 ;-------------DESIGNED FOR SMALL SIZED CIVILIAN BUILDING TRANSITIONS------------------- DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke ;--------------------------------------------------------------------------------------- ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave ;--------------------------------------------------------------------------------------- RubbleParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke RubbleParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion RubbleParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave RubbleParticleSystem4 = Bone:None RandomBone:No PSys:StructureTransitionSmallFlare End Geometry = BOX GeometryMajorRadius = 54.0 GeometryMinorRadius = 27.0 GeometryHeight = 40.0 GeometryIsSmall = No Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object MogadishuHouse08 ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes ; day ConditionState = NONE Model = CBTHouse08 End ConditionState = DAMAGED Model = CBTHouse08_D End ConditionState = REALLYDAMAGED Model = CBTHouse08_E End ConditionState = RUBBLE Model = CBTHouse08_R End ; day garrisoned ConditionState = GARRISONED Model = CBTHouse08_G Animation = CBTHouse08_G.CBTHouse08_G AnimationMode = LOOP End ConditionState = DAMAGED GARRISONED Model = CBTHouse08_DG Animation = CBTHouse08_DG.CBTHouse08_DG AnimationMode = LOOP End ; night ConditionState = NIGHT Model = CBTHouse08_N End ConditionState = DAMAGED NIGHT Model = CBTHouse08_DN End ConditionState = REALLYDAMAGED NIGHT Model = CBTHouse08_EN End ConditionState = RUBBLE NIGHT Model = CBTHouse08_RN End ; night garrisoned ConditionState = NIGHT GARRISONED Model = CBTHouse08_NG Animation = CBTHouse08_NG.CBTHouse08_NG AnimationMode = LOOP End ConditionState = DAMAGED NIGHT GARRISONED Model = CBTHouse08_DNG Animation = CBTHouse08_DNG.CBTHouse08_DNG AnimationMode = LOOP End ; Snow ConditionState = SNOW Model = CBTHouse08_S End ConditionState = DAMAGED SNOW Model = CBTHouse08_DS End ConditionState = REALLYDAMAGED SNOW Model = CBTHouse08_ES End ConditionState = RUBBLE SNOW Model = CBTHouse08_RS End ; snow garrisoned ConditionState = SNOW GARRISONED Model = CBTHouse08_SG Animation = CBTHouse08_SG.CBTHouse08_SG AnimationMode = LOOP End ConditionState = DAMAGED SNOW GARRISONED Model = CBTHouse08_DSG Animation = CBTHouse08_DSG.CBTHouse08_DSG AnimationMode = LOOP End ; night snow ConditionState = SNOW NIGHT Model = CBTHouse08_SN End ConditionState = DAMAGED SNOW NIGHT Model = CBTHouse08_DSN End ConditionState = REALLYDAMAGED SNOW NIGHT Model = CBTHouse08_ESN End ConditionState = RUBBLE SNOW NIGHT Model = CBTHouse08_RSN End ; night snow garrisoned ConditionState = SNOW NIGHT GARRISONED Model = CBTHouse08_SNG Animation = CBTHouse08_SNG.CBTHouse08_SNG AnimationMode = LOOP End ConditionState = DAMAGED SNOW NIGHT GARRISONED Model = CBTHouse08_DSNG Animation = CBTHouse08_DSNG.CBTHouse08_DSNG AnimationMode = LOOP End End ; *** AUDIO Parameters *** SoundDie = BuildingDie SoundOnDamaged = BuildingDamagedStateLight SoundOnReallyDamaged = BuildingDestroy ; ***DESIGN parameters *** DisplayName = OBJECT:Structure EditorSorting = STRUCTURE ; *** ENGINEERING Parameters *** KindOf = STRUCTURE SELECTABLE IMMOBILE Body = ActiveBody ModuleTag_02 MaxHealth = 2000.0 InitialHealth = 2000.0 End ArmorSet Conditions = None Armor = StructureArmor DamageFX = StructureDamageFXNoShake End Behavior = GarrisonContain ModuleTag_03 ContainMax = 10 EnterSound = GarrisonEnter ExitSound = GarrisonExit End Behavior = FlammableUpdate ModuleTag_05 FlameDamageLimit = 20 ;Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ;in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Behavior = TransitionDamageFX ModuleTag_06 ;-------------DESIGNED FOR MEDIUM SIZED CIVILIAN BUILDING TRANSITIONS------------------- DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke ;--------------------------------------------------------------------------------------- ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionMediumExplosion ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionMediumShockwave ;-------------------------------------------------------------------------------------- RubbleParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke RubbleParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionMediumExplosion RubbleParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionMediumShockwave RubbleParticleSystem4 = Bone:None RandomBone:No PSys:StructureTransitionMediumFlare End Geometry = BOX GeometryMajorRadius = 56.0 GeometryMinorRadius = 45.0 GeometryHeight = 33.0 GeometryIsSmall = No Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object MogadishuHouse09 ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes ; day ConditionState = NONE Model = CBTHouse09 End ConditionState = DAMAGED Model = CBTHouse09_D End ConditionState = REALLYDAMAGED Model = CBTHouse09_E End ConditionState = RUBBLE Model = CBTHouse09_R End ; day garrisoned ConditionState = GARRISONED Model = CBTHouse09_G Animation = CBTHouse09_G.CBTHouse09_G AnimationMode = LOOP End ConditionState = DAMAGED GARRISONED Model = CBTHouse09_DG Animation = CBTHouse09_DG.CBTHouse09_DG AnimationMode = LOOP End ; night ConditionState = NIGHT Model = CBTHouse09_N End ConditionState = DAMAGED NIGHT Model = CBTHouse09_DN End ConditionState = REALLYDAMAGED NIGHT Model = CBTHouse09_EN End ConditionState = RUBBLE NIGHT Model = CBTHouse09_RN End ; night garrisoned ConditionState = NIGHT GARRISONED Model = CBTHouse09_NG Animation = CBTHouse09_NG.CBTHouse09_NG AnimationMode = LOOP End ConditionState = DAMAGED NIGHT GARRISONED Model = CBTHouse09_DNG Animation = CBTHouse09_DNG.CBTHouse09_DNG AnimationMode = LOOP End ; Snow ConditionState = SNOW Model = CBTHouse09_S End ConditionState = DAMAGED SNOW Model = CBTHouse09_DS End ConditionState = REALLYDAMAGED SNOW Model = CBTHouse09_ES End ConditionState = RUBBLE SNOW Model = CBTHouse09_RS End ; snow garrisoned ConditionState = SNOW GARRISONED Model = CBTHouse09_SG Animation = CBTHouse09_SG.CBTHouse09_SG AnimationMode = LOOP End ConditionState = DAMAGED SNOW GARRISONED Model = CBTHouse09_DSG Animation = CBTHouse09_DSG.CBTHouse09_DSG AnimationMode = LOOP End ; night snow ConditionState = SNOW NIGHT Model = CBTHouse09_SN End ConditionState = DAMAGED SNOW NIGHT Model = CBTHouse09_DSN End ConditionState = REALLYDAMAGED SNOW NIGHT Model = CBTHouse09_ESN End ConditionState = RUBBLE SNOW NIGHT Model = CBTHouse09_RSN End ; night snow garrisoned ConditionState = SNOW NIGHT GARRISONED Model = CBTHouse09_SNG Animation = CBTHouse09_SNG.CBTHouse09_SNG AnimationMode = LOOP End ConditionState = DAMAGED SNOW NIGHT GARRISONED Model = CBTHouse09_DSNG Animation = CBTHouse09_DSNG.CBTHouse09_DSNG AnimationMode = LOOP End End ; *** AUDIO Parameters *** SoundDie = BuildingDie SoundOnDamaged = BuildingDamagedStateLight SoundOnReallyDamaged = BuildingDestroy ; ***DESIGN parameters *** DisplayName = OBJECT:Structure EditorSorting = STRUCTURE ; *** ENGINEERING Parameters *** KindOf = STRUCTURE SELECTABLE IMMOBILE Body = ActiveBody ModuleTag_02 MaxHealth = 2000.0 InitialHealth = 2000.0 End ArmorSet Conditions = None Armor = StructureArmor DamageFX = StructureDamageFXNoShake End Behavior = GarrisonContain ModuleTag_03 ContainMax = 10 EnterSound = GarrisonEnter ExitSound = GarrisonExit End Behavior = FlammableUpdate ModuleTag_05 FlameDamageLimit = 20 ;Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ;in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Behavior = TransitionDamageFX ModuleTag_06 ;-------------DESIGNED FOR SMALL SIZED CIVILIAN BUILDING TRANSITIONS------------------- DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke ;--------------------------------------------------------------------------------------- ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave ;--------------------------------------------------------------------------------------- RubbleParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke RubbleParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion RubbleParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave RubbleParticleSystem4 = Bone:None RandomBone:No PSys:StructureTransitionSmallFlare End Geometry = BOX GeometryMajorRadius = 38.0 GeometryMinorRadius = 24.0 GeometryHeight = 32.0 GeometryIsSmall = No Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object MogadishuHouse10 ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes ; day ConditionState = NONE Model = CBTHouse10 End ConditionState = DAMAGED Model = CBTHouse10_D End ConditionState = REALLYDAMAGED Model = CBTHouse10_E End ConditionState = RUBBLE Model = CBTHouse10_R End ; day garrisoned ConditionState = GARRISONED Model = CBTHouse10_G Animation = CBTHouse10_G.CBTHouse10_G AnimationMode = LOOP End ConditionState = DAMAGED GARRISONED Model = CBTHouse10_DG Animation = CBTHouse10_DG.CBTHouse10_DG AnimationMode = LOOP End ; night ConditionState = NIGHT Model = CBTHouse10_N End ConditionState = DAMAGED NIGHT Model = CBTHouse10_DN End ConditionState = REALLYDAMAGED NIGHT Model = CBTHouse10_EN End ConditionState = RUBBLE NIGHT Model = CBTHouse10_RN End ; night garrisoned ConditionState = NIGHT GARRISONED Model = CBTHouse10_NG Animation = CBTHouse10_NG.CBTHouse10_NG AnimationMode = LOOP End ConditionState = DAMAGED NIGHT GARRISONED Model = CBTHouse10_DNG Animation = CBTHouse10_DNG.CBTHouse10_DNG AnimationMode = LOOP End ; Snow ConditionState = SNOW Model = CBTHouse10_S End ConditionState = DAMAGED SNOW Model = CBTHouse10_DS End ConditionState = REALLYDAMAGED SNOW Model = CBTHouse10_ES End ConditionState = RUBBLE SNOW Model = CBTHouse10_RS End ; snow garrisoned ConditionState = SNOW GARRISONED Model = CBTHouse10_SG Animation = CBTHouse10_SG.CBTHouse10_SG AnimationMode = LOOP End ConditionState = DAMAGED SNOW GARRISONED Model = CBTHouse10_DSG Animation = CBTHouse10_DSG.CBTHouse10_DSG AnimationMode = LOOP End ; night snow ConditionState = SNOW NIGHT Model = CBTHouse10_SN End ConditionState = DAMAGED SNOW NIGHT Model = CBTHouse10_DSN End ConditionState = REALLYDAMAGED SNOW NIGHT Model = CBTHouse10_ESN End ConditionState = RUBBLE SNOW NIGHT Model = CBTHouse10_RSN End ; night snow garrisoned ConditionState = SNOW NIGHT GARRISONED Model = CBTHouse10_SNG Animation = CBTHouse10_SNG.CBTHouse10_SNG AnimationMode = LOOP End ConditionState = DAMAGED SNOW NIGHT GARRISONED Model = CBTHouse10_DSNG Animation = CBTHouse10_DSNG.CBTHouse10_DSNG AnimationMode = LOOP End End ; *** AUDIO Parameters *** SoundDie = BuildingDie SoundOnDamaged = BuildingDamagedStateLight SoundOnReallyDamaged = BuildingDestroy ; ***DESIGN parameters *** DisplayName = OBJECT:Structure EditorSorting = STRUCTURE ; *** ENGINEERING Parameters *** KindOf = STRUCTURE SELECTABLE IMMOBILE Body = ActiveBody ModuleTag_02 MaxHealth = 2000.0 InitialHealth = 2000.0 End ArmorSet Conditions = None Armor = StructureArmor DamageFX = StructureDamageFXNoShake End Behavior = GarrisonContain ModuleTag_03 ContainMax = 10 EnterSound = GarrisonEnter ExitSound = GarrisonExit End Behavior = FlammableUpdate ModuleTag_05 FlameDamageLimit = 20 ;Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ;in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Behavior = TransitionDamageFX ModuleTag_06 ;-------------DESIGNED FOR SMALL SIZED CIVILIAN BUILDING TRANSITIONS------------------- DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke ;--------------------------------------------------------------------------------------- ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave ;--------------------------------------------------------------------------------------- RubbleParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke RubbleParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion RubbleParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave RubbleParticleSystem4 = Bone:None RandomBone:No PSys:StructureTransitionSmallFlare End Geometry = BOX GeometryMajorRadius = 25.0 GeometryMinorRadius = 28.0 GeometryHeight = 40v.0 GeometryIsSmall = No Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object MogadishuHouse11 ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes ; day ConditionState = NONE Model = CBTHouse11 End ConditionState = DAMAGED Model = CBTHouse11_D End ConditionState = REALLYDAMAGED Model = CBTHouse11_E End ConditionState = RUBBLE Model = CBTHouse11_R End ; day garrisoned ConditionState = GARRISONED Model = CBTHouse11_G Animation = CBTHouse11_G.CBTHouse11_G AnimationMode = LOOP End ConditionState = DAMAGED GARRISONED Model = CBTHouse11_DG Animation = CBTHouse11_DG.CBTHouse11_DG AnimationMode = LOOP End ; night ConditionState = NIGHT Model = CBTHouse11_N End ConditionState = DAMAGED NIGHT Model = CBTHouse11_DN End ConditionState = REALLYDAMAGED NIGHT Model = CBTHouse11_EN End ConditionState = RUBBLE NIGHT Model = CBTHouse11_RN End ; night garrisoned ConditionState = NIGHT GARRISONED Model = CBTHouse11_NG Animation = CBTHouse11_NG.CBTHouse11_NG AnimationMode = LOOP End ConditionState = DAMAGED NIGHT GARRISONED Model = CBTHouse11_DNG Animation = CBTHouse11_DNG.CBTHouse11_DNG AnimationMode = LOOP End ; Snow ConditionState = SNOW Model = CBTHouse11_S End ConditionState = DAMAGED SNOW Model = CBTHouse11_DS End ConditionState = REALLYDAMAGED SNOW Model = CBTHouse11_ES End ConditionState = RUBBLE SNOW Model = CBTHouse11_RS End ; snow garrisoned ConditionState = SNOW GARRISONED Model = CBTHouse11_SG Animation = CBTHouse11_SG.CBTHouse11_SG AnimationMode = LOOP End ConditionState = DAMAGED SNOW GARRISONED Model = CBTHouse11_DSG Animation = CBTHouse11_DSG.CBTHouse11_DSG AnimationMode = LOOP End ; night snow ConditionState = SNOW NIGHT Model = CBTHouse11_SN End ConditionState = DAMAGED SNOW NIGHT Model = CBTHouse11_DSN End ConditionState = REALLYDAMAGED SNOW NIGHT Model = CBTHouse11_ESN End ConditionState = RUBBLE SNOW NIGHT Model = CBTHouse11_RSN End ; night snow garrisoned ConditionState = SNOW NIGHT GARRISONED Model = CBTHouse11_SNG Animation = CBTHouse11_SNG.CBTHouse11_SNG AnimationMode = LOOP End ConditionState = DAMAGED SNOW NIGHT GARRISONED Model = CBTHouse11_DSNG Animation = CBTHouse11_DSNG.CBTHouse11_DSNG AnimationMode = LOOP End End ; *** AUDIO Parameters *** SoundDie = BuildingDie SoundOnDamaged = BuildingDamagedStateLight SoundOnReallyDamaged = BuildingDestroy ; ***DESIGN parameters *** DisplayName = OBJECT:Structure EditorSorting = STRUCTURE ; *** ENGINEERING Parameters *** KindOf = STRUCTURE SELECTABLE IMMOBILE Body = ActiveBody ModuleTag_02 MaxHealth = 2000.0 InitialHealth = 2000.0 End ArmorSet Conditions = None Armor = StructureArmor DamageFX = StructureDamageFXNoShake End Behavior = GarrisonContain ModuleTag_03 ContainMax = 10 EnterSound = GarrisonEnter ExitSound = GarrisonExit End Behavior = FlammableUpdate ModuleTag_05 FlameDamageLimit = 20 ;Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ;in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Behavior = TransitionDamageFX ModuleTag_06 ;-------------DESIGNED FOR SMALL SIZED CIVILIAN BUILDING TRANSITIONS------------------- DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke ;--------------------------------------------------------------------------------------- ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave ;--------------------------------------------------------------------------------------- RubbleParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke RubbleParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion RubbleParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave RubbleParticleSystem4 = Bone:None RandomBone:No PSys:StructureTransitionSmallFlare End Geometry = BOX GeometryMajorRadius = 30.0 GeometryMinorRadius = 21.0 GeometryHeight = 24.0 GeometryIsSmall = No Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object MogadishuHouse12 ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes ; day ConditionState = NONE Model = CBTHouse12 End ConditionState = DAMAGED Model = CBTHouse12_D End ConditionState = REALLYDAMAGED Model = CBTHouse12_E End ConditionState = RUBBLE Model = CBTHouse12_R End ; day garrisoned ConditionState = GARRISONED Model = CBTHouse12_G Animation = CBTHouse12_G.CBTHouse12_G AnimationMode = LOOP End ConditionState = DAMAGED GARRISONED Model = CBTHouse12_DG Animation = CBTHouse12_DG.CBTHouse12_DG AnimationMode = LOOP End ; night ConditionState = NIGHT Model = CBTHouse12_N End ConditionState = DAMAGED NIGHT Model = CBTHouse12_DN End ConditionState = REALLYDAMAGED NIGHT Model = CBTHouse12_EN End ConditionState = RUBBLE NIGHT Model = CBTHouse12_RN End ; night garrisoned ConditionState = NIGHT GARRISONED Model = CBTHouse12_NG Animation = CBTHouse12_NG.CBTHouse12_NG AnimationMode = LOOP End ConditionState = DAMAGED NIGHT GARRISONED Model = CBTHouse12_DNG Animation = CBTHouse12_DNG.CBTHouse12_DNG AnimationMode = LOOP End ; Snow ConditionState = SNOW Model = CBTHouse12_S End ConditionState = DAMAGED SNOW Model = CBTHouse12_DS End ConditionState = REALLYDAMAGED SNOW Model = CBTHouse12_ES End ConditionState = RUBBLE SNOW Model = CBTHouse12_RS End ; snow garrisoned ConditionState = SNOW GARRISONED Model = CBTHouse12_SG Animation = CBTHouse12_SG.CBTHouse12_SG AnimationMode = LOOP End ConditionState = DAMAGED SNOW GARRISONED Model = CBTHouse12_DSG Animation = CBTHouse12_DSG.CBTHouse12_DSG AnimationMode = LOOP End ; night snow ConditionState = SNOW NIGHT Model = CBTHouse12_SN End ConditionState = DAMAGED SNOW NIGHT Model = CBTHouse12_DSN End ConditionState = REALLYDAMAGED SNOW NIGHT Model = CBTHouse12_ESN End ConditionState = RUBBLE SNOW NIGHT Model = CBTHouse12_RSN End ; night snow garrisoned ConditionState = SNOW NIGHT GARRISONED Model = CBTHouse12_SNG Animation = CBTHouse12_SNG.CBTHouse12_SNG AnimationMode = LOOP End ConditionState = DAMAGED SNOW NIGHT GARRISONED Model = CBTHouse12_DSNG Animation = CBTHouse12_DSNG.CBTHouse12_DSNG AnimationMode = LOOP End End ; *** AUDIO Parameters *** SoundDie = BuildingDie SoundOnDamaged = BuildingDamagedStateLight SoundOnReallyDamaged = BuildingDestroy ; ***DESIGN parameters *** DisplayName = OBJECT:Structure EditorSorting = STRUCTURE ; *** ENGINEERING Parameters *** KindOf = STRUCTURE SELECTABLE IMMOBILE Body = ActiveBody ModuleTag_02 MaxHealth = 2000.0 InitialHealth = 2000.0 End ArmorSet Conditions = None Armor = StructureArmor DamageFX = StructureDamageFXNoShake End Behavior = GarrisonContain ModuleTag_03 ContainMax = 10 EnterSound = GarrisonEnter ExitSound = GarrisonExit End Behavior = FlammableUpdate ModuleTag_05 FlameDamageLimit = 20 ;Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ;in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Behavior = TransitionDamageFX ModuleTag_06 ;-------------DESIGNED FOR SMALL SIZED CIVILIAN BUILDING TRANSITIONS------------------- DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke ;--------------------------------------------------------------------------------------- ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave ;--------------------------------------------------------------------------------------- RubbleParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke RubbleParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion RubbleParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave RubbleParticleSystem4 = Bone:None RandomBone:No PSys:StructureTransitionSmallFlare End Geometry = BOX GeometryMajorRadius = 54.0 GeometryMinorRadius = 27.0 GeometryHeight = 40.0 GeometryIsSmall = No Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object MogadishuHouse13 ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes ; day ConditionState = NONE Model = CBTHouse13 End ConditionState = DAMAGED Model = CBTHouse13_D End ConditionState = REALLYDAMAGED Model = CBTHouse13_E End ConditionState = RUBBLE Model = CBTHouse13_R End ; day garrisoned ConditionState = GARRISONED Model = CBTHouse13_G Animation = CBTHouse13_G.CBTHouse13_G AnimationMode = LOOP End ConditionState = DAMAGED GARRISONED Model = CBTHouse13_DG Animation = CBTHouse13_DG.CBTHouse13_DG AnimationMode = LOOP End ; night ConditionState = NIGHT Model = CBTHouse13_N End ConditionState = DAMAGED NIGHT Model = CBTHouse13_DN End ConditionState = REALLYDAMAGED NIGHT Model = CBTHouse13_EN End ConditionState = RUBBLE NIGHT Model = CBTHouse13_R End ; night garrisoned ConditionState = NIGHT GARRISONED Model = CBTHouse13_NG Animation = CBTHouse13_NG.CBTHouse13_NG AnimationMode = LOOP End ConditionState = DAMAGED NIGHT GARRISONED Model = CBTHouse13_DNG Animation = CBTHouse13_DNG.CBTHouse13_DNG AnimationMode = LOOP End End ; ***DESIGN parameters *** DisplayName = OBJECT:Structure EditorSorting = STRUCTURE ; *** ENGINEERING Parameters *** KindOf = STRUCTURE SELECTABLE IMMOBILE Body = ActiveBody ModuleTag_02 MaxHealth = 2000.0 InitialHealth = 2000.0 End ArmorSet Conditions = None Armor = StructureArmor DamageFX = StructureDamageFXNoShake End Behavior = GarrisonContain ModuleTag_03 ContainMax = 10 EnterSound = GarrisonEnter ExitSound = GarrisonExit End Behavior = FlammableUpdate ModuleTag_05 FlameDamageLimit = 20 ;Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ;in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... AflameDamageDelay = 500 ; this often. End ; *** AUDIO Parameters *** SoundDie = BuildingDie SoundOnDamaged = BuildingDamagedStateLight SoundOnReallyDamaged = BuildingDestroy Behavior = TransitionDamageFX ModuleTag_06 ;-------------DESIGNED FOR SMALL SIZED CIVILIAN BUILDING TRANSITIONS------------------- DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke ;--------------------------------------------------------------------------------------- ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave ;--------------------------------------------------------------------------------------- RubbleParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke RubbleParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion RubbleParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave RubbleParticleSystem4 = Bone:None RandomBone:No PSys:StructureTransitionSmallFlare End Geometry = BOX GeometryMajorRadius = 56.0 GeometryMinorRadius = 45.0 GeometryHeight = 33.0 GeometryIsSmall = No Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object MogadishuSmallApartment ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes ; day ConditionState = NONE Model = CBTSmlApt End ConditionState = DAMAGED Model = CBTSmlApt_D End ConditionState = REALLYDAMAGED Model = CBTSmlApt_E End ConditionState = RUBBLE Model = CBTSmlApt_R End ; day garrisoned ConditionState = GARRISONED Model = CBTSmlApt_G Animation = CBTSmlApt_G.CBTSmlApt_G AnimationMode = LOOP End ConditionState = DAMAGED GARRISONED Model = CBTSmlApt_GD Animation = CBTSmlApt_GD.CBTSmlApt_GD AnimationMode = LOOP End ; night ConditionState = NIGHT Model = CBTSmlApt_N End ConditionState = DAMAGED NIGHT Model = CBTSmlApt_DN End ConditionState = REALLYDAMAGED NIGHT Model = CBTSmlApt_EN End ; night garrisoned ConditionState = NIGHT GARRISONED Model = CBTSmlApt_GN Animation = CBTSmlApt_GN.CBTSmlApt_GN AnimationMode = LOOP End ConditionState = DAMAGED NIGHT GARRISONED Model = CBTSmlApt_GDN Animation = CBTSmlApt_GDN.CBTSmlApt_GDN AnimationMode = LOOP End End ; *** AUDIO Parameters *** SoundDie = BuildingDie SoundOnDamaged = BuildingDamagedStateLight SoundOnReallyDamaged = BuildingDestroy ; ***DESIGN parameters *** DisplayName = OBJECT:Structure EditorSorting = STRUCTURE ; *** ENGINEERING Parameters *** KindOf = STRUCTURE SELECTABLE IMMOBILE Body = ActiveBody ModuleTag_02 MaxHealth = 2000.0 InitialHealth = 2000.0 End ArmorSet Conditions = None Armor = StructureArmor DamageFX = StructureDamageFXNoShake End Behavior = GarrisonContain ModuleTag_03 ContainMax = 10 EnterSound = GarrisonEnter ExitSound = GarrisonExit End Behavior = FlammableUpdate ModuleTag_05 FlameDamageLimit = 20 ;Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ;in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Behavior = TransitionDamageFX ModuleTag_06 ;-------------DESIGNED FOR SMALL SIZED CIVILIAN BUILDING TRANSITIONS------------------- DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke ;--------------------------------------------------------------------------------------- ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave ;--------------------------------------------------------------------------------------- RubbleParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke RubbleParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion RubbleParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave RubbleParticleSystem4 = Bone:None RandomBone:No PSys:StructureTransitionSmallFlare End Geometry = BOX GeometryMajorRadius = 20.0 GeometryMinorRadius = 20.0 GeometryHeight = 20.0 GeometryIsSmall = No Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object MogadishuArchedHouse ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes ; day ConditionState = NONE Model = CBTArcHse End ConditionState = DAMAGED Model = CBTArcHse_D ParticleSysBone = Smoke01 SmolderingSmoke ParticleSysBone = Smoke02 SmolderingSmoke ParticleSysBone = Smoke03 SmolderingSmoke End ConditionState = REALLYDAMAGED Model = CBTArcHse_E ParticleSysBone = Smoke01 SmolderingSmoke ParticleSysBone = Smoke02 SmolderingSmoke ParticleSysBone = Smoke03 SmolderingSmoke ParticleSysBone = Smoke04 SmolderingSmoke ParticleSysBone = Smoke01 SmolderingFire ParticleSysBone = Smoke02 SmolderingFire End ConditionState = RUBBLE Model = CBTArcHse_R ParticleSysBone = Smoke01 SmolderingSmoke ParticleSysBone = Smoke02 SmolderingSmoke ParticleSysBone = Smoke03 SmolderingSmoke ParticleSysBone = Smoke01 SmolderingFire ParticleSysBone = Smoke02 SmolderingFire ParticleSysBone = Smoke03 SmolderingFire End ; day garrisoned ConditionState = GARRISONED Model = CBTArcHse_G Animation = CBTArcHse_G.CBTArcHse_G AnimationMode = LOOP End ConditionState = DAMAGED GARRISONED Model = CBTArcHse_GD Animation = CBTArcHse_GD.CBTArcHse_GD AnimationMode = LOOP End ; night ConditionState = NIGHT Model = CBTArcHse_N End ConditionState = DAMAGED NIGHT Model = CBTArcHse_DN ParticleSysBone = Smoke01 SmolderingSmoke ParticleSysBone = Smoke02 SmolderingSmoke ParticleSysBone = Smoke03 SmolderingSmoke End ConditionState = REALLYDAMAGED NIGHT Model = CBTArcHse_E ParticleSysBone = Smoke01 SmolderingSmoke ParticleSysBone = Smoke02 SmolderingSmoke ParticleSysBone = Smoke03 SmolderingSmoke ParticleSysBone = Smoke04 SmolderingSmoke ParticleSysBone = Smoke01 SmolderingFire ParticleSysBone = Smoke02 SmolderingFire End ConditionState = RUBBLE NIGHT Model = CBTArcHse_R ParticleSysBone = Smoke01 SmolderingSmoke ParticleSysBone = Smoke02 SmolderingSmoke ParticleSysBone = Smoke03 SmolderingSmoke ParticleSysBone = Smoke01 SmolderingFire ParticleSysBone = Smoke02 SmolderingFire ParticleSysBone = Smoke03 SmolderingFire End ; night garrisoned ConditionState = NIGHT GARRISONED Model = CBTArcHse_NG Animation = CBTArcHse_NG.CBTArcHse_NG AnimationMode = LOOP End ConditionState = DAMAGED NIGHT GARRISONED Model = CBTArcHse_GDN Animation = CBTArcHse_GDN.CBTArcHse_GDN AnimationMode = LOOP End End ; *** AUDIO Parameters *** SoundDie = BuildingDie SoundOnDamaged = BuildingDamagedStateLight SoundOnReallyDamaged = BuildingDestroy ; ***DESIGN parameters *** DisplayName = OBJECT:Structure EditorSorting = STRUCTURE ; *** ENGINEERING Parameters *** KindOf = STRUCTURE SELECTABLE IMMOBILE Body = ActiveBody ModuleTag_02 MaxHealth = 2000.0 InitialHealth = 2000.0 End ArmorSet Conditions = None Armor = StructureArmor DamageFX = StructureDamageFXNoShake End Behavior = GarrisonContain ModuleTag_03 ContainMax = 10 EnterSound = GarrisonEnter ExitSound = GarrisonExit End Behavior = FlammableUpdate ModuleTag_05 FlameDamageLimit = 20 ;Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ;in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Behavior = TransitionDamageFX ModuleTag_06 ;-------------DESIGNED FOR SMALL SIZED CIVILIAN BUILDING TRANSITIONS------------------- DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke ;--------------------------------------------------------------------------------------- ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave ;--------------------------------------------------------------------------------------- RubbleParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke RubbleParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion RubbleParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave RubbleParticleSystem4 = Bone:None RandomBone:No PSys:StructureTransitionSmallFlare End Geometry = BOX GeometryMajorRadius = 20.0 GeometryMinorRadius = 16.0 GeometryHeight = 27.0 GeometryIsSmall = No Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object MogadishuDome ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes ; day ConditionState = NONE Model = CBTDome End ConditionState = DAMAGED Model = CBTDome_D ParticleSysBone = Smoke01 SmolderingSmoke ParticleSysBone = Smoke02 SmolderingSmoke ParticleSysBone = Smoke03 SmolderingSmoke End ConditionState = REALLYDAMAGED Model = CBTDome_E ParticleSysBone = Smoke01 SmolderingSmoke ParticleSysBone = Smoke02 SmolderingSmoke ParticleSysBone = Smoke03 SmolderingSmoke ParticleSysBone = Smoke04 SmolderingSmoke ParticleSysBone = Smoke01 SmolderingFire ParticleSysBone = Smoke02 SmolderingFire End ConditionState = RUBBLE Model = CBTDome_R ParticleSysBone = Smoke01 SmolderingSmoke ParticleSysBone = Smoke02 SmolderingSmoke ParticleSysBone = Smoke03 SmolderingSmoke ParticleSysBone = Smoke01 SmolderingFire ParticleSysBone = Smoke02 SmolderingFire ParticleSysBone = Smoke03 SmolderingFire End ; day garrisoned ConditionState = GARRISONED Model = CBTDome_G Animation = CBTDome_G.CBTDome_G AnimationMode = LOOP End ConditionState = DAMAGED GARRISONED Model = CBTDome_GD Animation = CBTDome_GD.CBTDome_GD AnimationMode = LOOP End ; night ConditionState = NIGHT Model = CBTDome_N End ConditionState = DAMAGED NIGHT Model = CBTDome_DN ParticleSysBone = Smoke01 SmolderingSmoke ParticleSysBone = Smoke02 SmolderingSmoke ParticleSysBone = Smoke03 SmolderingSmoke End ConditionState = REALLYDAMAGED NIGHT Model = CBTDome_E ParticleSysBone = Smoke01 SmolderingSmoke ParticleSysBone = Smoke02 SmolderingSmoke ParticleSysBone = Smoke03 SmolderingSmoke ParticleSysBone = Smoke04 SmolderingSmoke ParticleSysBone = Smoke01 SmolderingFire ParticleSysBone = Smoke02 SmolderingFire End ConditionState = RUBBLE NIGHT Model = CBTDome_R ParticleSysBone = Smoke01 SmolderingSmoke ParticleSysBone = Smoke02 SmolderingSmoke ParticleSysBone = Smoke03 SmolderingSmoke ParticleSysBone = Smoke01 SmolderingFire ParticleSysBone = Smoke02 SmolderingFire ParticleSysBone = Smoke03 SmolderingFire End ; night garrisoned ConditionState = NIGHT GARRISONED Model = CBTDome_GN Animation = CBTDome_GN.CBTDome_GN AnimationMode = LOOP End ConditionState = DAMAGED NIGHT GARRISONED Model = CBTDome_GDN Animation = CBTDome_GDN.CBTDome_GDN AnimationMode = LOOP End End ; *** AUDIO Parameters *** SoundDie = BuildingDie SoundOnDamaged = BuildingDamagedStateLight SoundOnReallyDamaged = BuildingDestroy ; ***DESIGN parameters *** DisplayName = OBJECT:Structure EditorSorting = STRUCTURE ; *** ENGINEERING Parameters *** KindOf = STRUCTURE SELECTABLE IMMOBILE Body = ActiveBody ModuleTag_02 MaxHealth = 2000.0 InitialHealth = 2000.0 End ArmorSet Conditions = None Armor = StructureArmor DamageFX = StructureDamageFXNoShake End Behavior = GarrisonContain ModuleTag_03 ContainMax = 10 EnterSound = GarrisonEnter ExitSound = GarrisonExit End Behavior = FlammableUpdate ModuleTag_05 FlameDamageLimit = 20 ;Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ;in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Behavior = TransitionDamageFX ModuleTag_06 ;-------------DESIGNED FOR SMALL SIZED CIVILIAN BUILDING TRANSITIONS------------------- DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke ;--------------------------------------------------------------------------------------- ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave ;--------------------------------------------------------------------------------------- RubbleParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke RubbleParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion RubbleParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave RubbleParticleSystem4 = Bone:None RandomBone:No PSys:StructureTransitionSmallFlare End Geometry = BOX GeometryMajorRadius = 16.0 GeometryMinorRadius = 16.0 GeometryHeight = 20.0 GeometryIsSmall = No Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object MogadishuTower04 ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes ; day ConditionState = NONE Model = CBTower04 End ConditionState = DAMAGED Model = CBTower04_D ParticleSysBone = Smoke01 SmolderingSmoke ParticleSysBone = Smoke02 SmolderingSmoke ParticleSysBone = Smoke03 SmolderingSmoke End ConditionState = REALLYDAMAGED Model = CBTower04_E ParticleSysBone = Smoke01 SmolderingSmoke ParticleSysBone = Smoke02 SmolderingSmoke ParticleSysBone = Smoke03 SmolderingSmoke ParticleSysBone = Smoke04 SmolderingSmoke ParticleSysBone = Smoke01 SmolderingFire ParticleSysBone = Smoke02 SmolderingFire End ConditionState = RUBBLE Model = CBTower04_E ParticleSysBone = Smoke01 SmolderingSmoke ParticleSysBone = Smoke02 SmolderingSmoke ParticleSysBone = Smoke03 SmolderingSmoke ParticleSysBone = Smoke01 SmolderingFire ParticleSysBone = Smoke02 SmolderingFire ParticleSysBone = Smoke03 SmolderingFire End ConditionState = POST_COLLAPSE Model = CBTower04_R End ; day garrisoned ConditionState = GARRISONED Model = CBTower04_G Animation = CBTower04_G.CBTower04_G AnimationMode = LOOP End ConditionState = DAMAGED GARRISONED Model = CBTower04_GD Animation = CBTower04_GD.CBTower04_GD AnimationMode = LOOP End ; night ConditionState = NIGHT Model = CBTower04_N End ConditionState = DAMAGED NIGHT Model = CBTower04_DN ParticleSysBone = Smoke01 SmolderingSmoke ParticleSysBone = Smoke02 SmolderingSmoke ParticleSysBone = Smoke03 SmolderingSmoke End ConditionState = REALLYDAMAGED NIGHT Model = CBTower04_E ParticleSysBone = Smoke01 SmolderingSmoke ParticleSysBone = Smoke02 SmolderingSmoke ParticleSysBone = Smoke03 SmolderingSmoke ParticleSysBone = Smoke04 SmolderingSmoke ParticleSysBone = Smoke01 SmolderingFire ParticleSysBone = Smoke02 SmolderingFire End ConditionState = RUBBLE NIGHT Model = CBTower04_E ParticleSysBone = Smoke01 SmolderingSmoke ParticleSysBone = Smoke02 SmolderingSmoke ParticleSysBone = Smoke03 SmolderingSmoke ParticleSysBone = Smoke01 SmolderingFire ParticleSysBone = Smoke02 SmolderingFire ParticleSysBone = Smoke03 SmolderingFire End ConditionState = POST_COLLAPSE NIGHT Model = CBTower04_R End ; night garrisoned ConditionState = NIGHT GARRISONED Model = CBTower04_GN Animation = CBTower04_GN.CBTower04_GN AnimationMode = LOOP End ConditionState = DAMAGED NIGHT GARRISONED Model = CBTower04_GDN Animation = CBTower04_GDN.CBTower04_GDN AnimationMode = LOOP End End ; *** AUDIO Parameters *** SoundDie = BuildingDie SoundOnDamaged = BuildingDamagedStateLight SoundOnReallyDamaged = BuildingDestroy ; ***DESIGN parameters *** DisplayName = OBJECT:Structure EditorSorting = STRUCTURE ; *** ENGINEERING Parameters *** KindOf = STRUCTURE SELECTABLE IMMOBILE Body = ActiveBody ModuleTag_02 MaxHealth = 2000.0 InitialHealth = 2000.0 End ArmorSet Conditions = None Armor = StructureArmor DamageFX = StructureDamageFXNoShake End Behavior = GarrisonContain ModuleTag_03 ContainMax = 10 EnterSound = GarrisonEnter ExitSound = GarrisonExit End Behavior = StructureToppleUpdate ModuleTag_04 MinToppleDelay = 250 MaxToppleDelay = 500 MinToppleBurstDelay = 1500 MaxToppleBurstDelay = 2500 StructuralIntegrity = 0.75 StructuralDecay = 1.0 DamageFXTypes = ALL -WATER ToppleStartFX = FX_DefaultStructureToppleStart ToppleDelayFX = FX_DefaultStructureToppleDelay CrushingFX = FX_DefaultStructureCrushing AngleFX = 20.0 FX_StructureToppleAngle20 ToppleDoneFX = FX_DefaultStructureToppleDone CrushingWeaponName = ToppledStructureWeapon End Behavior = BoneFXUpdate ModuleTag_05 DamageFXTypes = ALL -WATER RubbleFXList1 = bone:Smoke02 OnlyOnce:Yes 3000 3000 FXList:FX_DefaultStructureSecondary DamageParticleTypes = ALL -WATER RubbleParticleSystem1 = bone:Fire02 OnlyOnce:Yes 3000 3000 PSys:StructureToppleSmokeTrail End Behavior = BoneFXDamage ModuleTag_06 ;nothing End Behavior = TransitionDamageFX ModuleTag_07 DamageFXTypes = ALL -WATER RubbleParticleSystem1 = Bone:Fire02 RandomBone:No PSys:StructureToppleStartTopExplosion DamageParticleTypes = ALL -WATER ReallyDamagedParticleSystem1 = Bone:Fire02 RandomBone:No PSys:StructureToppleStartTopExplosion End Behavior = FlammableUpdate ModuleTag_09 FlameDamageLimit = 20 ;Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ;in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Behavior = TransitionDamageFX ModuleTag_10 ;-------------DESIGNED FOR SMALL SIZED CIVILIAN BUILDING TRANSITIONS------------------- DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke ;--------------------------------------------------------------------------------------- ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave ;--------------------------------------------------------------------------------------- RubbleParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke RubbleParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion RubbleParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave RubbleParticleSystem4 = Bone:None RandomBone:No PSys:StructureTransitionSmallFlare End Geometry = BOX GeometryMajorRadius = 10.0 GeometryMinorRadius = 10.0 GeometryHeight = 30.0 GeometryIsSmall = No Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object MogadishuTower05 ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes ; day ConditionState = NONE Model = CBTower05 End ConditionState = DAMAGED Model = CBTower05_D ParticleSysBone = Smoke01 SmolderingSmoke ParticleSysBone = Smoke02 SmolderingSmoke End ConditionState = REALLYDAMAGED Model = CBTower05_E ParticleSysBone = Smoke01 SmolderingSmoke ParticleSysBone = Smoke02 SmolderingSmoke ParticleSysBone = Smoke01 SmolderingFire ParticleSysBone = Smoke02 SmolderingFire End ConditionState = RUBBLE Model = CBTower05_E ParticleSysBone = Smoke01 SmolderingSmoke ParticleSysBone = Smoke02 SmolderingSmoke ParticleSysBone = Smoke03 SmolderingSmoke ParticleSysBone = Smoke01 SmolderingFire ParticleSysBone = Smoke02 SmolderingFire ParticleSysBone = Smoke03 SmolderingFire End ConditionState = POST_COLLAPSE Model = CBTower05_R End ; day garrisoned ConditionState = GARRISONED Model = CBTower05_G Animation = CBTower05_G.CBTower05_G AnimationMode = LOOP End ConditionState = DAMAGED GARRISONED Model = CBTower05_GD Animation = CBTower05_GD.CBTower05_GD AnimationMode = LOOP ParticleSysBone = Smoke01 SmolderingSmoke End ; night ConditionState = NIGHT Model = CBTower05_N End ConditionState = DAMAGED NIGHT Model = CBTower05_DN ParticleSysBone = Smoke01 SmolderingSmoke ParticleSysBone = Smoke02 SmolderingSmoke End ConditionState = REALLYDAMAGED NIGHT Model = CBTower05_E ParticleSysBone = Smoke01 SmolderingSmoke ParticleSysBone = Smoke02 SmolderingSmoke ParticleSysBone = Smoke01 SmolderingFire ParticleSysBone = Smoke02 SmolderingFire End ConditionState = RUBBLE NIGHT Model = CBTower05_E ParticleSysBone = Smoke01 SmolderingSmoke ParticleSysBone = Smoke02 SmolderingSmoke ParticleSysBone = Smoke03 SmolderingSmoke ParticleSysBone = Smoke01 SmolderingFire ParticleSysBone = Smoke02 SmolderingFire ParticleSysBone = Smoke03 SmolderingFire End ConditionState = POST_COLLAPSE NIGHT Model = CBTower05_R End ; night garrisoned ConditionState = NIGHT GARRISONED Model = CBTower05_GN Animation = CBTower05_GN.CBTower05_GN AnimationMode = LOOP End ConditionState = DAMAGED NIGHT GARRISONED Model = CBTower05_GDN Animation = CBTower05_GDN.CBTower05_GDN AnimationMode = LOOP ParticleSysBone = Smoke01 SmolderingSmoke ParticleSysBone = Smoke01 SmolderingFire End End ; *** AUDIO Parameters *** SoundDie = BuildingDie SoundOnDamaged = BuildingDamagedStateLight SoundOnReallyDamaged = BuildingDestroy ; ***DESIGN parameters *** DisplayName = OBJECT:Structure EditorSorting = STRUCTURE ; *** ENGINEERING Parameters *** KindOf = STRUCTURE SELECTABLE IMMOBILE Body = ActiveBody ModuleTag_02 MaxHealth = 2000.0 InitialHealth = 2000.0 End ArmorSet Conditions = None Armor = StructureArmor DamageFX = StructureDamageFXNoShake End Behavior = GarrisonContain ModuleTag_03 ContainMax = 10 EnterSound = GarrisonEnter ExitSound = GarrisonExit End Behavior = StructureToppleUpdate ModuleTag_04 MinToppleDelay = 250 MaxToppleDelay = 500 MinToppleBurstDelay = 1500 MaxToppleBurstDelay = 2500 StructuralIntegrity = 0.75 StructuralDecay = 1.0 DamageFXTypes = ALL -WATER ToppleStartFX = FX_DefaultStructureToppleStart ToppleDelayFX = FX_DefaultStructureToppleDelay CrushingFX = FX_DefaultStructureCrushing AngleFX = 20.0 FX_StructureToppleAngle20 ToppleDoneFX = FX_DefaultStructureToppleDone CrushingWeaponName = ToppledStructureWeapon End Behavior = BoneFXUpdate ModuleTag_05 DamageFXTypes = ALL -WATER RubbleFXList1 = bone:Smoke02 OnlyOnce:Yes 3000 3000 FXList:FX_DefaultStructureSecondary DamageParticleTypes = ALL -WATER RubbleParticleSystem1 = bone:Fire02 OnlyOnce:Yes 3000 3000 PSys:StructureToppleSmokeTrail End Behavior = BoneFXDamage ModuleTag_06 ;nothing End Behavior = TransitionDamageFX ModuleTag_07 DamageFXTypes = ALL -WATER RubbleParticleSystem1 = Bone:Fire02 RandomBone:No PSys:StructureToppleStartTopExplosion DamageParticleTypes = ALL -WATER ReallyDamagedParticleSystem1 = Bone:Fire02 RandomBone:No PSys:StructureToppleStartTopExplosion End Behavior = FlammableUpdate ModuleTag_09 FlameDamageLimit = 20 ;Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ;in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Behavior = TransitionDamageFX ModuleTag_10 ;-------------DESIGNED FOR SMALL SIZED CIVILIAN BUILDING TRANSITIONS------------------- DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke ;--------------------------------------------------------------------------------------- ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave ;--------------------------------------------------------------------------------------- RubbleParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke RubbleParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion RubbleParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave RubbleParticleSystem4 = Bone:None RandomBone:No PSys:StructureTransitionSmallFlare End Geometry = BOX GeometryMajorRadius = 10.0 GeometryMinorRadius = 10.0 GeometryHeight = 30.0 GeometryIsSmall = No Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object Outhouse01 ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes ConditionState = NONE Model = PMOuthouse01 End ConditionState = DAMAGED Model = PMOuthouse01_D End ConditionState = REALLYDAMAGED Model = PMOuthouse01_E End ConditionState = RUBBLE Model = PMOuthouse01_E End ; day garrisoned ConditionState = GARRISONED Model = PMOuthouse01_G Animation = PMOuthouse01_G.PMOuthouse01_G AnimationMode = LOOP End ConditionState = DAMAGED GARRISONED Model = PMOuthouse01_D End End ; ***DESIGN parameters *** DisplayName = OBJECT:TheLoo EditorSorting = STRUCTURE ; *** ENGINEERING Parameters *** KindOf = STRUCTURE SELECTABLE IMMOBILE Body = ActiveBody ModuleTag_02 MaxHealth = 40.0 InitialHealth = 40.0 End ArmorSet Conditions = None Armor = StructureArmor DamageFX = StructureDamageFXNoShake End Behavior = GarrisonContain ModuleTag_03 ContainMax = 1 EnterSound = GarrisonEnter ExitSound = GarrisonExit End Behavior = FlammableUpdate ModuleTag_05 FlameDamageLimit = 20 ;Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ;in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Geometry = BOX GeometryMajorRadius = 4.0 GeometryMinorRadius = 3.0 GeometryHeight = 15.0 GeometryIsSmall = No Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object Outhouse02 ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes ConditionState = NONE Model = PMOuthouse02 End ConditionState = DAMAGED Model = PMOuthouse02_D End ConditionState = REALLYDAMAGED Model = PMOuthouse02_E End ConditionState = RUBBLE Model = PMOuthouse02_E End ; day garrisoned ConditionState = GARRISONED Model = PMOuthouse02 Animation = PMOuthouse02_G.PMOuthouse02_G AnimationMode = LOOP End ConditionState = DAMAGED GARRISONED Model = PMOuthouse02_D End End ; ***DESIGN parameters *** DisplayName = OBJECT:TheLoo EditorSorting = STRUCTURE ; *** ENGINEERING Parameters *** KindOf = STRUCTURE SELECTABLE IMMOBILE Body = ActiveBody ModuleTag_02 MaxHealth = 40.0 InitialHealth = 40.0 End ArmorSet Conditions = None Armor = StructureArmor DamageFX = StructureDamageFXNoShake End Behavior = GarrisonContain ModuleTag_03 ContainMax = 1 EnterSound = GarrisonEnter ExitSound = GarrisonExit End Behavior = FlammableUpdate ModuleTag_05 FlameDamageLimit = 20 ;Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ;in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Geometry = BOX GeometryMajorRadius = 4.0 GeometryMinorRadius = 5.0 GeometryHeight = 18.0 GeometryIsSmall = No Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object MogadishuHouse15 ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes ConditionState = NONE Model = CBTHouse15 End ConditionState = DAMAGED Model = CBTHouse15_D End ConditionState = REALLYDAMAGED Model = CBTHouse15_E ParticleSysBone = Smoke01 SteamVent ParticleSysBone = Smoke02 SteamVent ParticleSysBone = Fire01 GLAPowerPlantFlame End ConditionState = RUBBLE Model = CBTHouse15_R ParticleSysBone = Smoke01 SteamVent ParticleSysBone = Smoke02 SteamVent ParticleSysBone = Fire01 GLAPowerPlantFlame End ; day garrisoned ConditionState = GARRISONED Model = CBTHouse15_G Animation = CBTHouse15_G.CBTHouse15_G AnimationMode = LOOP End ConditionState = DAMAGED GARRISONED Model = CBTHouse15_DG Animation = CBTHouse15_DG.CBTHouse15_DG AnimationMode = LOOP End ; night ConditionState = NIGHT Model = CBTHouse15_N End ConditionState = DAMAGED NIGHT Model = CBTHouse15_DN End ConditionState = REALLYDAMAGED NIGHT Model = CBTHouse15_E ParticleSysBone = Smoke01 SteamVent ParticleSysBone = Smoke02 SteamVent ParticleSysBone = Fire01 GLAPowerPlantFlame End ConditionState = RUBBLE NIGHT Model = CBTHouse15_R ParticleSysBone = Smoke01 SteamVent ParticleSysBone = Smoke02 SteamVent ParticleSysBone = Fire01 GLAPowerPlantFlame End ; night garrisoned ConditionState = NIGHT GARRISONED Model = CBTHouse15_G Animation = CBTHouse15_G.CBTHouse15_G AnimationMode = LOOP End ConditionState = DAMAGED NIGHT GARRISONED Model = CBTHouse15_DG Animation = CBTHouse15_DG.CBTHouse15_DG AnimationMode = LOOP End End ; *** AUDIO Parameters *** SoundDie = BuildingDie SoundOnDamaged = BuildingDamagedStateLight SoundOnReallyDamaged = BuildingDestroy ; ***DESIGN parameters *** DisplayName = OBJECT:Structure EditorSorting = STRUCTURE ; *** ENGINEERING Parameters *** KindOf = STRUCTURE SELECTABLE IMMOBILE Body = ActiveBody ModuleTag_02 MaxHealth = 2000.0 InitialHealth = 2000.0 End ArmorSet Conditions = None Armor = StructureArmor DamageFX = StructureDamageFXNoShake End Behavior = GarrisonContain ModuleTag_03 ContainMax = 10 EnterSound = GarrisonEnter ExitSound = GarrisonExit End Behavior = FlammableUpdate ModuleTag_05 FlameDamageLimit = 20 ;Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ;in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Behavior = TransitionDamageFX ModuleTag_06 ;-------------DESIGNED FOR SMALL SIZED CIVILIAN BUILDING TRANSITIONS------------------- DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke ;--------------------------------------------------------------------------------------- ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave ;--------------------------------------------------------------------------------------- RubbleParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke RubbleParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion RubbleParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave RubbleParticleSystem4 = Bone:None RandomBone:No PSys:StructureTransitionSmallFlare End Geometry = BOX GeometryMajorRadius = 38.0 GeometryMinorRadius = 24.0 GeometryHeight = 32.0 GeometryIsSmall = No Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object MogadishuHouse16 ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes ConditionState = NONE Model = CBTHouse16 End ConditionState = DAMAGED Model = CBTHouse16_D End ConditionState = REALLYDAMAGED Model = CBTHouse16_E ParticleSysBone = Smoke01 SteamVent ParticleSysBone = Smoke02 SteamVent ParticleSysBone = Fire01 GLAPowerPlantFlame End ConditionState = RUBBLE Model = CBTHouse16_R ParticleSysBone = Smoke01 SteamVent ParticleSysBone = Smoke02 SteamVent ParticleSysBone = Fire01 GLAPowerPlantFlame End ; day garrisoned ConditionState = GARRISONED Model = CBTHouse16_G Animation = CBTHouse16_G.CBTHouse16_G AnimationMode = LOOP End ConditionState = DAMAGED GARRISONED Model = CBTHouse16_DG Animation = CBTHouse16_DG.CBTHouse16_DG AnimationMode = LOOP End ; night ConditionState = NIGHT Model = CBTHouse16_N End ConditionState = DAMAGED NIGHT Model = CBTHouse16_DN End ConditionState = REALLYDAMAGED NIGHT Model = CBTHouse16_E ParticleSysBone = Smoke01 SteamVent ParticleSysBone = Smoke02 SteamVent ParticleSysBone = Fire01 GLAPowerPlantFlame End ConditionState = RUBBLE NIGHT Model = CBTHouse16_R ParticleSysBone = Smoke01 SteamVent ParticleSysBone = Smoke02 SteamVent ParticleSysBone = Fire01 GLAPowerPlantFlame End ; night garrisoned ConditionState = NIGHT GARRISONED Model = CBTHouse16_NG Animation = CBTHouse16_NG.CBTHouse16_NG AnimationMode = LOOP End ConditionState = DAMAGED NIGHT GARRISONED Model = CBTHouse16_DNG Animation = CBTHouse16_DNG.CBTHouse16_DNG AnimationMode = LOOP End End ; *** AUDIO Parameters *** SoundDie = BuildingDie SoundOnDamaged = BuildingDamagedStateLight SoundOnReallyDamaged = BuildingDestroy ; ***DESIGN parameters *** DisplayName = OBJECT:Structure EditorSorting = STRUCTURE ; *** ENGINEERING Parameters *** KindOf = STRUCTURE SELECTABLE IMMOBILE Body = ActiveBody ModuleTag_02 MaxHealth = 2000.0 InitialHealth = 2000.0 End ArmorSet Conditions = None Armor = StructureArmor DamageFX = StructureDamageFXNoShake End Behavior = GarrisonContain ModuleTag_03 ContainMax = 10 EnterSound = GarrisonEnter ExitSound = GarrisonExit End Behavior = FlammableUpdate ModuleTag_05 FlameDamageLimit = 20 ;Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ;in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Behavior = TransitionDamageFX ModuleTag_06 ;-------------DESIGNED FOR SMALL SIZED CIVILIAN BUILDING TRANSITIONS------------------- DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke ;--------------------------------------------------------------------------------------- ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave ;--------------------------------------------------------------------------------------- RubbleParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke RubbleParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion RubbleParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave RubbleParticleSystem4 = Bone:None RandomBone:No PSys:StructureTransitionSmallFlare End Geometry = BOX GeometryMajorRadius = 38.0 GeometryMinorRadius = 24.0 GeometryHeight = 32.0 GeometryIsSmall = No Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object MogadishuHouse17 ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes ConditionState = NONE Model = CBTHouse17 End ConditionState = DAMAGED Model = CBTHouse17_D End ConditionState = REALLYDAMAGED Model = CBTHouse17_E ParticleSysBone = Smoke01 SteamVent ParticleSysBone = Smoke02 SteamVent End ConditionState = RUBBLE Model = CBTHouse17_R ParticleSysBone = Smoke01 SteamVent ParticleSysBone = Smoke02 SteamVent End ; day garrisoned ConditionState = GARRISONED Model = CBTHouse17_G Animation = CBTHouse17_G.CBTHouse17_G AnimationMode = LOOP End ConditionState = DAMAGED GARRISONED Model = CBTHouse17_DG Animation = CBTHouse17_DG.CBTHouse17_DG AnimationMode = LOOP End ; night ConditionState = NIGHT Model = CBTHouse17_N End ConditionState = DAMAGED NIGHT Model = CBTHouse17_DN End ConditionState = REALLYDAMAGED NIGHT Model = CBTHouse17_E ParticleSysBone = Smoke01 SteamVent ParticleSysBone = Smoke02 SteamVent End ConditionState = RUBBLE NIGHT Model = CBTHouse17_R ParticleSysBone = Smoke01 SteamVent ParticleSysBone = Smoke02 SteamVent End ; night garrisoned ConditionState = NIGHT GARRISONED Model = CBTHouse17_G Animation = CBTHouse17_G.CBTHouse17_G AnimationMode = LOOP End ConditionState = DAMAGED NIGHT GARRISONED Model = CBTHouse17_DG Animation = CBTHouse17_DG.CBTHouse17_DG AnimationMode = LOOP End End ; *** AUDIO Parameters *** SoundDie = BuildingDie SoundOnDamaged = BuildingDamagedStateLight SoundOnReallyDamaged = BuildingDestroy ; ***DESIGN parameters *** DisplayName = OBJECT:Structure EditorSorting = STRUCTURE ; *** ENGINEERING Parameters *** KindOf = STRUCTURE SELECTABLE IMMOBILE Body = ActiveBody ModuleTag_02 MaxHealth = 2000.0 InitialHealth = 2000.0 End ArmorSet Conditions = None Armor = StructureArmor DamageFX = StructureDamageFXNoShake End Behavior = GarrisonContain ModuleTag_03 ContainMax = 10 EnterSound = GarrisonEnter ExitSound = GarrisonExit End Behavior = FlammableUpdate ModuleTag_05 FlameDamageLimit = 20 ;Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ;in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Behavior = TransitionDamageFX ModuleTag_06 ;-------------DESIGNED FOR SMALL SIZED CIVILIAN BUILDING TRANSITIONS------------------- DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke ;--------------------------------------------------------------------------------------- ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave ;--------------------------------------------------------------------------------------- RubbleParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke RubbleParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion RubbleParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave RubbleParticleSystem4 = Bone:None RandomBone:No PSys:StructureTransitionSmallFlare End Geometry = BOX GeometryMajorRadius = 38.0 GeometryMinorRadius = 24.0 GeometryHeight = 32.0 GeometryIsSmall = No Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object Subway01 ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes ; day ConditionState = NONE Model = CBNSubSt End ConditionState = DAMAGED Model = CBNSubSt_D End ConditionState = REALLYDAMAGED Model = CBNSubSt_E End ConditionState = RUBBLE Model = CBNSubSt_R End ; day garrisoned ConditionState = GARRISONED Model = CBNSubSt_G Animation = CBNSubSt_G.CBNSubSt_G AnimationMode = LOOP End ConditionState = DAMAGED GARRISONED Model = CBNSubSt_DG Animation = CBNSubSt_DG.CBNSubSt_DG AnimationMode = LOOP End ; night ConditionState = NIGHT Model = CBNSubSt_N End ConditionState = DAMAGED NIGHT Model = CBNSubSt_DN End ConditionState = REALLYDAMAGED NIGHT Model = CBNSubSt_EN End ConditionState = RUBBLE NIGHT Model = CBNSubSt_RN End ; night garrisoned ConditionState = NIGHT GARRISONED Model = CBNSubSt_NG Animation = CBNSubSt_NG.CBNSubSt_NG AnimationMode = LOOP End ConditionState = DAMAGED NIGHT GARRISONED Model = CBNSubSt_DNG Animation = CBNSubSt_DNG.CBNSubSt_DNG AnimationMode = LOOP End ; Snow ConditionState = SNOW Model = CBNSubSt_S End ConditionState = DAMAGED SNOW Model = CBNSubSt_DS End ConditionState = REALLYDAMAGED SNOW Model = CBNSubSt_ES End ConditionState = RUBBLE SNOW Model = CBNSubSt_RS End ; snow garrisoned ConditionState = SNOW GARRISONED Model = CBNSubSt_SG Animation = CBNSubSt_SG.CBNSubSt_SG AnimationMode = LOOP End ConditionState = DAMAGED SNOW GARRISONED Model = CBNSubSt_DSG Animation = CBNSubSt_DSG.CBNSubSt_DSG AnimationMode = LOOP End ; night snow ConditionState = SNOW NIGHT Model = CBNSubSt_SN End ConditionState = DAMAGED SNOW NIGHT Model = CBNSubSt_DSN End ConditionState = REALLYDAMAGED SNOW NIGHT Model = CBNSubSt_ESN End ConditionState = RUBBLE SNOW NIGHT Model = CBNSubSt_RSN End ; night snow garrisoned ConditionState = SNOW NIGHT GARRISONED Model = CBNSubSt_SNG Animation = CBNSubSt_SNG.CBNSubSt_SNG AnimationMode = LOOP End ConditionState = DAMAGED SNOW NIGHT GARRISONED Model = CBNSubSt_DSNG Animation = CBNSubSt_DSNG.CBNSubSt_DSNG AnimationMode = LOOP End End ; *** AUDIO Parameters *** SoundDie = BuildingDie SoundOnDamaged = BuildingDamagedStateLight SoundOnReallyDamaged = BuildingDestroy ; ***DESIGN parameters *** DisplayName = OBJECT:Structure EditorSorting = STRUCTURE ; *** ENGINEERING Parameters *** KindOf = STRUCTURE SELECTABLE IMMOBILE Body = ActiveBody ModuleTag_02 MaxHealth = 2000.0 InitialHealth = 2000.0 End ArmorSet Conditions = None Armor = StructureArmor DamageFX = StructureDamageFXNoShake End Behavior = GarrisonContain ModuleTag_03 ContainMax = 10 EnterSound = GarrisonEnter ExitSound = GarrisonExit End Behavior = FlammableUpdate ModuleTag_05 FlameDamageLimit = 20 ;Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ;in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Behavior = TransitionDamageFX ModuleTag_06 ;-------------DESIGNED FOR SMALL SIZED CIVILIAN BUILDING TRANSITIONS------------------- DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke ;--------------------------------------------------------------------------------------- ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave ;--------------------------------------------------------------------------------------- RubbleParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke RubbleParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion RubbleParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave RubbleParticleSystem4 = Bone:None RandomBone:No PSys:StructureTransitionSmallFlare End Geometry = BOX GeometryMajorRadius = 12.0 GeometryMinorRadius = 50.0 GeometryHeight = 16.0 GeometryIsSmall = No Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object AsiaTownHall01 ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes ConditionState = NONE Model = CBNTBuil End ConditionState = DAMAGED Model = CBNTBuil_D End ConditionState = REALLYDAMAGED Model = CBNTBuil_E End ConditionState = RUBBLE Model = CBNTBuil_R End ; day garrisoned ConditionState = GARRISONED Model = CBNTBuil_G Animation = CBNTBuil_G.CBNTBuil_G AnimationMode = LOOP End ConditionState = DAMAGED GARRISONED Model = CBNTBuil_DG Animation = CBNTBuil_DG.CBNTBuil_DG AnimationMode = LOOP End ; night garrisoned ConditionState = NIGHT GARRISONED Model = CBNTBuil End ConditionState = DAMAGED NIGHT GARRISONED Model = CBNTBuil_D End End ; *** AUDIO Parameters *** SoundDie = BuildingDie SoundOnDamaged = BuildingDamagedStateLight SoundOnReallyDamaged = BuildingDestroy ; ***DESIGN parameters *** DisplayName = OBJECT:Structure EditorSorting = STRUCTURE ; *** ENGINEERING Parameters *** KindOf = STRUCTURE SELECTABLE IMMOBILE Body = ActiveBody ModuleTag_02 MaxHealth = 2000.0 InitialHealth = 2000.0 End ArmorSet Conditions = None Armor = StructureArmor DamageFX = StructureDamageFXNoShake End Behavior = GarrisonContain ModuleTag_03 ContainMax = 10 EnterSound = GarrisonEnter ExitSound = GarrisonExit End Behavior = FlammableUpdate ModuleTag_05 FlameDamageLimit = 20 ;Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ;in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Behavior = TransitionDamageFX ModuleTag_06 ;-------------DESIGNED FOR SMALL SIZED CIVILIAN BUILDING TRANSITIONS------------------- DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke ;--------------------------------------------------------------------------------------- ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave ;--------------------------------------------------------------------------------------- RubbleParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke RubbleParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion RubbleParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave RubbleParticleSystem4 = Bone:None RandomBone:No PSys:StructureTransitionSmallFlare End Geometry = BOX GeometryMajorRadius = 26.0 GeometryMinorRadius = 24.0 GeometryHeight = 19.0 GeometryIsSmall = No Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object AsianApartmentComplex ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes ; day ConditionState = NONE Model = CBNAptCom End ConditionState = DAMAGED Model = CBNAptCom_D End ConditionState = REALLYDAMAGED Model = CBNAptCom_E End ConditionState = RUBBLE Model = CBNAptCom_R End ; day garrisoned ConditionState = GARRISONED Model = CBNAptCom_G Animation = CBNAptCom_G.CBNAptCom_G AnimationMode = LOOP End ConditionState = DAMAGED GARRISONED Model = CBNAptCom_DG Animation = CBNAptCom_DG.CBNAptCom_DG AnimationMode = LOOP End ; night ConditionState = NIGHT Model = CBNAptCom_N End ConditionState = DAMAGED NIGHT Model = CBNAptCom_DN End ConditionState = REALLYDAMAGED NIGHT Model = CBNAptCom_EN End ConditionState = RUBBLE NIGHT Model = CBNAptCom_RN End ; night garrisoned ConditionState = NIGHT GARRISONED Model = CBNAptCom_NG Animation = CBNAptCom_NG.CBNAptCom_NG AnimationMode = LOOP End ConditionState = DAMAGED NIGHT GARRISONED Model = CBNAptCom_DNG Animation = CBNAptCom_DNG.CBNAptCom_DNG AnimationMode = LOOP End ; Snow ConditionState = SNOW Model = CBNAptCom_S End ConditionState = DAMAGED SNOW Model = CBNAptCom_DS End ConditionState = REALLYDAMAGED SNOW Model = CBNAptCom_ES End ConditionState = RUBBLE SNOW Model = CBNAptCom_RS End ; snow garrisoned ConditionState = SNOW GARRISONED Model = CBNAptCom_SG Animation = CBNAptCom_SG.CBNAptCom_SG AnimationMode = LOOP End ConditionState = DAMAGED SNOW GARRISONED Model = CBNAptCom_DSG Animation = CBNAptCom_DSG.CBNAptCom_DSG AnimationMode = LOOP End ; night snow ConditionState = SNOW NIGHT Model = CBNAptCom_SN End ConditionState = DAMAGED SNOW NIGHT Model = CBNAptCom_DSN End ConditionState = REALLYDAMAGED SNOW NIGHT Model = CBNAptCom_ESN End ConditionState = RUBBLE SNOW NIGHT Model = CBNAptCom_RSN End ; night snow garrisoned ConditionState = SNOW NIGHT GARRISONED Model = CBNAptCom_SNG Animation = CBNAptCom_SNG.CBNAptCom_SNG AnimationMode = LOOP End ConditionState = DAMAGED SNOW NIGHT GARRISONED Model = CBNAptCom_DSNG Animation = CBNAptCom_DSNG.CBNAptCom_DSNG AnimationMode = LOOP End End ; *** AUDIO Parameters *** SoundDie = BuildingDie SoundOnDamaged = BuildingDamagedStateLight SoundOnReallyDamaged = BuildingDestroy ; ***DESIGN parameters *** DisplayName = OBJECT:Structure EditorSorting = STRUCTURE ; *** ENGINEERING Parameters *** KindOf = STRUCTURE SELECTABLE IMMOBILE Body = ActiveBody ModuleTag_02 MaxHealth = 2000.0 InitialHealth = 2000.0 End ArmorSet Conditions = None Armor = StructureArmor DamageFX = StructureDamageFXNoShake End Behavior = GarrisonContain ModuleTag_03 ContainMax = 10 EnterSound = GarrisonEnter ExitSound = GarrisonExit End Behavior = FlammableUpdate ModuleTag_05 FlameDamageLimit = 20 ;Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ;in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Behavior = TransitionDamageFX ModuleTag_06 ;-------------DESIGNED FOR LARGE SIZED CIVILIAN BUILDING TRANSITIONS------------------- DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionLargeSmoke ;--------------------------------------------------------------------------------------- ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionLargeSmoke ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionLargeExplosion ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionLargeShockwave ;--------------------------------------------------------------------------------------- RubbleParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionLargeSmoke RubbleParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionLargeExplosion RubbleParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionLargeShockwave RubbleParticleSystem4 = Bone:None RandomBone:No PSys:StructureTransitionLargeFlare End Geometry = BOX GeometryMajorRadius = 105.0 GeometryMinorRadius = 30.0 GeometryHeight = 56.0 GeometryIsSmall = No Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object AsianApartmentUnit ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes ; day ConditionState = NONE Model = CBNAptUnit End ConditionState = DAMAGED Model = CBNAptUnit_D End ConditionState = REALLYDAMAGED Model = CBNAptUnit_E End ConditionState = RUBBLE Model = CBNAptUnit_R End ; day garrisoned ConditionState = GARRISONED Model = CBNAptUnit_G Animation = CBNAptUnit_G.CBNAptUnit_G AnimationMode = LOOP End ConditionState = DAMAGED GARRISONED Model = CBNAptUnit_DG Animation = CBNAptUnit_DG.CBNAptUnit_DG AnimationMode = LOOP End ; night ConditionState = NIGHT Model = CBNAptUnit_N End ConditionState = DAMAGED NIGHT Model = CBNAptUnit_DN End ConditionState = REALLYDAMAGED NIGHT Model = CBNAptUnit_EN End ConditionState = RUBBLE NIGHT Model = CBNAptUnit_RN End ; night garrisoned ConditionState = NIGHT GARRISONED Model = CBNAptUnit_NG Animation = CBNAptUnit_NG.CBNAptUnit_NG AnimationMode = LOOP End ConditionState = DAMAGED NIGHT GARRISONED Model = CBNAptUnit_DNG Animation = CBNAptUnit_DNG.CBNAptUnit_DNG AnimationMode = LOOP End ; Snow ConditionState = SNOW Model = CBNAptUnit_S End ConditionState = DAMAGED SNOW Model = CBNAptUnit_DS End ConditionState = REALLYDAMAGED SNOW Model = CBNAptUnit_ES End ConditionState = RUBBLE SNOW Model = CBNAptUnit_RS End ; snow garrisoned ConditionState = SNOW GARRISONED Model = CBNAptUnit_SG Animation = CBNAptUnit_SG.CBNAptUnit_SG AnimationMode = LOOP End ConditionState = DAMAGED SNOW GARRISONED Model = CBNAptUnit_DSG Animation = CBNAptUnit_DSG.CBNAptUnit_DSG AnimationMode = LOOP End ; night snow ConditionState = SNOW NIGHT Model = CBNAptUnit_SN End ConditionState = DAMAGED SNOW NIGHT Model = CBNAptUnit_DSN End ConditionState = REALLYDAMAGED SNOW NIGHT Model = CBNAptUnit_ESN End ConditionState = RUBBLE SNOW NIGHT Model = CBNAptUnit_RSN End ; night snow garrisoned ConditionState = SNOW NIGHT GARRISONED Model = CBNAptUnit_SNG Animation = CBNAptUnit_SNG.CBNAptUnit_SNG AnimationMode = LOOP End ConditionState = DAMAGED SNOW NIGHT GARRISONED Model = CBNAptUnit_DSNG Animation = CBNAptUnit_DSNG.CBNAptUnit_DSNG AnimationMode = LOOP End End ; *** AUDIO Parameters *** SoundDie = BuildingDie SoundOnDamaged = BuildingDamagedStateLight SoundOnReallyDamaged = BuildingDestroy ; ***DESIGN parameters *** DisplayName = OBJECT:Structure EditorSorting = STRUCTURE ; *** ENGINEERING Parameters *** KindOf = STRUCTURE SELECTABLE IMMOBILE Body = ActiveBody ModuleTag_02 MaxHealth = 2000.0 InitialHealth = 2000.0 End ArmorSet Conditions = None Armor = StructureArmor DamageFX = StructureDamageFXNoShake End Behavior = GarrisonContain ModuleTag_03 ContainMax = 10 EnterSound = GarrisonEnter ExitSound = GarrisonExit End Behavior = FlammableUpdate ModuleTag_05 FlameDamageLimit = 20 ;Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ;in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Behavior = TransitionDamageFX ModuleTag_06 ;-------------DESIGNED FOR MEDIUM SIZED CIVILIAN BUILDING TRANSITIONS------------------- DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke ;--------------------------------------------------------------------------------------- ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionMediumExplosion ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionMediumShockwave ;-------------------------------------------------------------------------------------- RubbleParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke RubbleParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionMediumExplosion RubbleParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionMediumShockwave RubbleParticleSystem4 = Bone:None RandomBone:No PSys:StructureTransitionMediumFlare End Geometry = BOX GeometryMajorRadius = 21.0 GeometryMinorRadius = 13.0 GeometryHeight = 34.0 GeometryIsSmall = No Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ ;------------------------------------------------------------------------------ Object ChemicalFactory ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes ; day ConditionState = NONE Model = CBChemFact End ConditionState = DAMAGED Model = CBChemFact_D End ConditionState = REALLYDAMAGED Model = CBChemFact_E End ConditionState = RUBBLE Model = CBChemFact_R End ; day garrisoned ConditionState = GARRISONED Model = CBChemFact_G Animation = CBChemFact_G.CBChemFact_G AnimationMode = LOOP End ConditionState = DAMAGED GARRISONED Model = CBChemFact_DG Animation = CBChemFact_DG.CBChemFact_DG AnimationMode = LOOP End ; night ConditionState = NIGHT Model = CBChemFact_N End ConditionState = DAMAGED NIGHT Model = CBChemFact_DN End ConditionState = REALLYDAMAGED NIGHT Model = CBChemFact_EN End ConditionState = RUBBLE NIGHT Model = CBChemFact_RN End ; night garrisoned ConditionState = NIGHT GARRISONED Model = CBChemFact_NG Animation = CBChemFact_NG.CBChemFact_NG AnimationMode = LOOP End ConditionState = DAMAGED NIGHT GARRISONED Model = CBChemFact_DNG Animation = CBChemFact_DNG.CBChemFact_DNG AnimationMode = LOOP End ; Snow ConditionState = SNOW Model = CBChemFact_S End ConditionState = DAMAGED SNOW Model = CBChemFact_DS End ConditionState = REALLYDAMAGED SNOW Model = CBChemFact_ES End ConditionState = RUBBLE SNOW Model = CBChemFact_RS End ; snow garrisoned ConditionState = SNOW GARRISONED Model = CBChemFact_SG Animation = CBChemFact_SG.CBChemFact_SG AnimationMode = LOOP End ConditionState = DAMAGED SNOW GARRISONED Model = CBChemFact_DSG Animation = CBChemFact_DSG.CBChemFact_DSG AnimationMode = LOOP End ; night snow ConditionState = SNOW NIGHT Model = CBChemFact_SN End ConditionState = DAMAGED SNOW NIGHT Model = CBChemFact_DSN End ConditionState = REALLYDAMAGED SNOW NIGHT Model = CBChemFact_ESN End ConditionState = RUBBLE SNOW NIGHT Model = CBChemFact_RSN End ; night snow garrisoned ConditionState = SNOW NIGHT GARRISONED Model = CBChemFact_SNG Animation = CBChemFact_SNG.CBChemFact_SNG AnimationMode = LOOP End ConditionState = DAMAGED SNOW NIGHT GARRISONED Model = CBChemFact_DSNG Animation = CBChemFact_DSNG.CBChemFact_DSNG AnimationMode = LOOP End End ; ***DESIGN parameters *** DisplayName = OBJECT:ChemicalFactory EditorSorting = STRUCTURE ; *** ENGINEERING Parameters *** KindOf = STRUCTURE SELECTABLE IMMOBILE IMMUNE_TO_CAPTURE Body = ActiveBody ModuleTag_02 MaxHealth = 2000.0 InitialHealth = 2000.0 End ArmorSet Conditions = None Armor = StructureArmor DamageFX = StructureDamageFXNoShake End Behavior = FireWeaponWhenDeadBehavior ModuleTag_04 DeathWeapon = AnthraxBombWeapon StartsActive = Yes End Behavior = FireWeaponWhenDamagedBehavior ModuleTag_05 StartsActive = Yes ContinuousWeaponDamaged = SmallPoisonFieldWeaponUpgraded ContinuousWeaponReallyDamaged = MediumPoisonFieldWeaponUpgraded DamageTypes = ALL DamageAmount = 1 ; if damage is >= this value, fire the weapon End Behavior = FXListDie ModuleTag_06 DeathFX = WeaponFX_BombTruckHighExplosiveBioBombDetonation OrientToObject = No End Behavior = TransitionDamageFX ModuleTag_07 DamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_ToxicBunkerDamageTransition ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_ToxicBunkerDamageTransition End Behavior = FlammableUpdate ModuleTag_08 FlameDamageLimit = 20 ;Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ;in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Geometry = BOX GeometryMajorRadius = 36.0 GeometryMinorRadius = 61.0 GeometryHeight = 73.0 GeometryIsSmall = No Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object PharmaceuticalFactory ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes ; day ConditionState = NONE Model = CBChemFact End ConditionState = DAMAGED Model = CBChemFact_D End ConditionState = REALLYDAMAGED Model = CBChemFact_E End ConditionState = RUBBLE Model = CBChemFact_R End ; day garrisoned ConditionState = GARRISONED Model = CBChemFact_G Animation = CBChemFact_G.CBChemFact_G AnimationMode = LOOP End ConditionState = DAMAGED GARRISONED Model = CBChemFact_DG Animation = CBChemFact_DG.CBChemFact_DG AnimationMode = LOOP End ; night ConditionState = NIGHT Model = CBChemFact_N End ConditionState = DAMAGED NIGHT Model = CBChemFact_DN End ConditionState = REALLYDAMAGED NIGHT Model = CBChemFact_EN End ConditionState = RUBBLE NIGHT Model = CBChemFact_RN End ; night garrisoned ConditionState = NIGHT GARRISONED Model = CBChemFact_NG Animation = CBChemFact_NG.CBChemFact_NG AnimationMode = LOOP End ConditionState = DAMAGED NIGHT GARRISONED Model = CBChemFact_DNG Animation = CBChemFact_DNG.CBChemFact_DNG AnimationMode = LOOP End ; Snow ConditionState = SNOW Model = CBChemFact_S End ConditionState = DAMAGED SNOW Model = CBChemFact_DS End ConditionState = REALLYDAMAGED SNOW Model = CBChemFact_ES End ConditionState = RUBBLE SNOW Model = CBChemFact_RS End ; snow garrisoned ConditionState = SNOW GARRISONED Model = CBChemFact_SG Animation = CBChemFact_SG.CBChemFact_SG AnimationMode = LOOP End ConditionState = DAMAGED SNOW GARRISONED Model = CBChemFact_DSG Animation = CBChemFact_DSG.CBChemFact_DSG AnimationMode = LOOP End ; night snow ConditionState = SNOW NIGHT Model = CBChemFact_SN End ConditionState = DAMAGED SNOW NIGHT Model = CBChemFact_DSN End ConditionState = REALLYDAMAGED SNOW NIGHT Model = CBChemFact_ESN End ConditionState = RUBBLE SNOW NIGHT Model = CBChemFact_RSN End ; night snow garrisoned ConditionState = SNOW NIGHT GARRISONED Model = CBChemFact_SNG Animation = CBChemFact_SNG.CBChemFact_SNG AnimationMode = LOOP End ConditionState = DAMAGED SNOW NIGHT GARRISONED Model = CBChemFact_DSNG Animation = CBChemFact_DSNG.CBChemFact_DSNG AnimationMode = LOOP End End ; ***DESIGN parameters *** DisplayName = OBJECT:PharmaceuticalFactory EditorSorting = STRUCTURE ; *** ENGINEERING Parameters *** KindOf = STRUCTURE SELECTABLE IMMOBILE IMMUNE_TO_CAPTURE Body = ActiveBody ModuleTag_02 MaxHealth = 2000.0 InitialHealth = 2000.0 End ArmorSet Conditions = None Armor = StructureArmor DamageFX = StructureDamageFXNoShake End Behavior = FireWeaponWhenDeadBehavior ModuleTag_04 DeathWeapon = AnthraxBombWeapon StartsActive = Yes End Behavior = FireWeaponWhenDamagedBehavior ModuleTag_05 StartsActive = Yes ContinuousWeaponDamaged = SmallPoisonFieldWeaponUpgraded ContinuousWeaponReallyDamaged = MediumPoisonFieldWeaponUpgraded DamageTypes = ALL DamageAmount = 1 ; if damage is >= this value, fire the weapon End Behavior = FXListDie ModuleTag_06 DeathFX = WeaponFX_BombTruckHighExplosiveBioBombDetonation OrientToObject = No End Behavior = TransitionDamageFX ModuleTag_07 DamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_ToxicBunkerDamageTransition ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_ToxicBunkerDamageTransition End Behavior = FlammableUpdate ModuleTag_08 FlameDamageLimit = 20 ;Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ;in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Geometry = BOX GeometryMajorRadius = 36.0 GeometryMinorRadius = 61.0 GeometryHeight = 73.0 GeometryIsSmall = No Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object ChemicalBunker ; *** ART Parameters *** SelectPortrait = SSChemBunk_L Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes ; day ConditionState = NONE Model = CBChemBunk End ConditionState = DAMAGED Model = CBChemBunk_D End ConditionState = REALLYDAMAGED Model = CBChemBunk_E End ConditionState = RUBBLE Model = CBChemBunk_R End ; night ConditionState = NIGHT Model = CBChemBunk_N End ConditionState = DAMAGED NIGHT Model = CBChemBunk_DN End ConditionState = REALLYDAMAGED NIGHT Model = CBChemBunk_EN End ConditionState = RUBBLE NIGHT Model = CBChemBunk_RN End ; Snow ConditionState = SNOW Model = CBChemBunk_S End ConditionState = DAMAGED SNOW Model = CBChemBunk_DS End ConditionState = REALLYDAMAGED SNOW Model = CBChemBunk_ES End ConditionState = RUBBLE SNOW Model = CBChemBunk_RS End ; night snow ConditionState = SNOW NIGHT Model = CBChemBunk_SN End ConditionState = DAMAGED SNOW NIGHT Model = CBChemBunk_DSN End ConditionState = REALLYDAMAGED SNOW NIGHT Model = CBChemBunk_ESN End ConditionState = RUBBLE SNOW NIGHT Model = CBChemBunk_RSN End End ; ***DESIGN parameters *** DisplayName = OBJECT:Bunker EditorSorting = STRUCTURE ShroudClearingRange = 100 ; ***AUDIO parameters *** SoundAmbientDamaged = ChemBunkerDamagedAmbientLoop SoundAmbientReallyDamaged = ChemBunkerDamagedAmbientLoop ; *** ENGINEERING Parameters *** KindOf = STRUCTURE SELECTABLE IMMOBILE CAPTURABLE Body = ActiveBody ModuleTag_02 MaxHealth = 2000.0 InitialHealth = 2000.0 End ArmorSet Conditions = None Armor = StructureArmor DamageFX = StructureDamageFXNoShake End Behavior = FireWeaponWhenDeadBehavior ModuleTag_ChangeDeathWeapon DeathWeapon = AnthraxBombWeapon StartsActive = Yes End Behavior = FireWeaponWhenDamagedBehavior ModuleTag_SoloMissionChange StartsActive = Yes ContinuousWeaponDamaged = SmallPoisonFieldWeaponUpgraded ContinuousWeaponReallyDamaged = MediumPoisonFieldWeaponUpgraded DamageTypes = ALL DamageAmount = 1 ; if damage is >= this value, fire the weapon End Behavior = FXListDie ModuleTag_05 DeathFX = WeaponFX_BombTruckHighExplosiveAnthraxBombDetonation OrientToObject = No End Behavior = TransitionDamageFX ModuleTag_06 DamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_ToxicBunkerDamageTransition ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_ToxicBunkerDamageTransition End Behavior = FlammableUpdate ModuleTag_07 FlameDamageLimit = 20 ;Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ;in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Geometry = BOX GeometryMajorRadius = 28.0 GeometryMinorRadius = 36.0 GeometryHeight = 22.0 GeometryIsSmall = No Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object GasStation03 ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes ; day ConditionState = NONE Model = CBNGasSt End ConditionState = DAMAGED Model = CBNGasSt_D End ConditionState = REALLYDAMAGED Model = CBNGasSt_E End ConditionState = RUBBLE Model = CBNGasSt_R End ; day garrisoned ConditionState = GARRISONED Model = CBNGasSt_G Animation = CBNGasSt_G.CBNGasSt_G AnimationMode = LOOP End ConditionState = DAMAGED GARRISONED Model = CBNGasSt_DG Animation = CBNGasSt_DG.CBNGasSt_DG AnimationMode = LOOP End ; night ConditionState = NIGHT Model = CBNGasSt_N End ConditionState = DAMAGED NIGHT Model = CBNGasSt_DN End ConditionState = REALLYDAMAGED NIGHT Model = CBNGasSt_EN End ConditionState = RUBBLE NIGHT Model = CBNGasSt_RN End ; night garrisoned ConditionState = NIGHT GARRISONED Model = CBNGasSt_NG Animation = CBNGasSt_NG.CBNGasSt_NG AnimationMode = LOOP End ConditionState = DAMAGED NIGHT GARRISONED Model = CBNGasSt_DNG Animation = CBNGasSt_DNG.CBNGasSt_DNG AnimationMode = LOOP End ; Snow ConditionState = SNOW Model = CBNGasSt_S End ConditionState = DAMAGED SNOW Model = CBNGasSt_DS End ConditionState = REALLYDAMAGED SNOW Model = CBNGasSt_ES End ConditionState = RUBBLE SNOW Model = CBNGasSt_RS End ; snow garrisoned ConditionState = SNOW GARRISONED Model = CBNGasSt_SG Animation = CBNGasSt_SG.CBNGasSt_SG AnimationMode = LOOP End ConditionState = DAMAGED SNOW GARRISONED Model = CBNGasSt_DSG Animation = CBNGasSt_DSG.CBNGasSt_DSG AnimationMode = LOOP End ; night snow ConditionState = SNOW NIGHT Model = CBNGasSt_SN End ConditionState = DAMAGED SNOW NIGHT Model = CBNGasSt_DSN End ConditionState = REALLYDAMAGED SNOW NIGHT Model = CBNGasSt_ESN End ConditionState = RUBBLE SNOW NIGHT Model = CBNGasSt_RSN End ; night snow garrisoned ConditionState = SNOW NIGHT GARRISONED Model = CBNGasSt_SNG Animation = CBNGasSt_SNG.CBNGasSt_SNG AnimationMode = LOOP End ConditionState = DAMAGED SNOW NIGHT GARRISONED Model = CBNGasSt_DSNG Animation = CBNGasSt_DSNG.CBNGasSt_DSNG AnimationMode = LOOP End End ; *** AUDIO Parameters *** SoundDie = BuildingDie SoundOnDamaged = BuildingDamagedStateLight SoundOnReallyDamaged = BuildingDestroy ; ***DESIGN parameters *** DisplayName = OBJECT:Structure EditorSorting = STRUCTURE ; *** ENGINEERING Parameters *** KindOf = STRUCTURE SELECTABLE IMMOBILE Body = ActiveBody ModuleTag_02 MaxHealth = 2000.0 InitialHealth = 2000.0 End ArmorSet Conditions = None Armor = StructureArmor DamageFX = StructureDamageFXNoShake End Behavior = GarrisonContain ModuleTag_03 ContainMax = 10 EnterSound = GarrisonEnter ExitSound = GarrisonExit End Behavior = FlammableUpdate ModuleTag_05 FlameDamageLimit = 20 ;Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ;in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Behavior = TransitionDamageFX ModuleTag_06 ;-------------DESIGNED FOR MEDIUM SIZED CIVILIAN BUILDING TRANSITIONS------------------- DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke ;--------------------------------------------------------------------------------------- ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionMediumExplosion ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionMediumShockwave ;-------------------------------------------------------------------------------------- RubbleParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke RubbleParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionMediumExplosion RubbleParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionMediumShockwave RubbleParticleSystem4 = Bone:None RandomBone:No PSys:StructureTransitionMediumFlare End Geometry = BOX GeometryMajorRadius = 16.0 GeometryMinorRadius = 34.0 GeometryHeight = 23.0 GeometryIsSmall = No Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object AsiaGovernmentBuilding ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes ; day ConditionState = NONE Model = CBNGovBuil End ConditionState = DAMAGED Model = CBNGovBuil_D End ConditionState = REALLYDAMAGED Model = CBNGovBuil_E End ConditionState = RUBBLE Model = CBNGovBuil_R End ; day garrisoned ConditionState = GARRISONED Model = CBNGovBuil_G Animation = CBNGovBuil_G.CBNGovBuil_G AnimationMode = LOOP End ConditionState = DAMAGED GARRISONED Model = CBNGovBuil_DG Animation = CBNGovBuil_DG.CBNGovBuil_DG AnimationMode = LOOP End ; night ConditionState = NIGHT Model = CBNGovBuil_N End ConditionState = DAMAGED NIGHT Model = CBNGovBuil_DN End ConditionState = REALLYDAMAGED NIGHT Model = CBNGovBuil_EN End ConditionState = RUBBLE NIGHT Model = CBNGovBuil_RN End ; night garrisoned ConditionState = NIGHT GARRISONED Model = CBNGovBuil_NG Animation = CBNGovBuil_NG.CBNGovBuil_NG AnimationMode = LOOP End ConditionState = DAMAGED NIGHT GARRISONED Model = CBNGovBuil_DNG Animation = CBNGovBuil_DNG.CBNGovBuil_DNG AnimationMode = LOOP End ; Snow ConditionState = SNOW Model = CBNGovBuil_S End ConditionState = DAMAGED SNOW Model = CBNGovBuil_DS End ConditionState = REALLYDAMAGED SNOW Model = CBNGovBuil_ES End ConditionState = RUBBLE SNOW Model = CBNGovBuil_RS End ; snow garrisoned ConditionState = SNOW GARRISONED Model = CBNGovBuil_SG Animation = CBNGovBuil_SG.CBNGovBuil_SG AnimationMode = LOOP End ConditionState = DAMAGED SNOW GARRISONED Model = CBNGovBuil_DSG Animation = CBNGovBuil_DSG.CBNGovBuil_DSG AnimationMode = LOOP End ; night snow ConditionState = SNOW NIGHT Model = CBNGovBuil_SN End ConditionState = DAMAGED SNOW NIGHT Model = CBNGovBuil_DSN End ConditionState = REALLYDAMAGED SNOW NIGHT Model = CBNGovBuil_ESN End ConditionState = RUBBLE SNOW NIGHT Model = CBNGovBuil_RSN End ; night snow garrisoned ConditionState = SNOW NIGHT GARRISONED Model = CBNGovBuil_SNG Animation = CBNGovBuil_SNG.CBNGovBuil_SNG AnimationMode = LOOP End ConditionState = DAMAGED SNOW NIGHT GARRISONED Model = CBNGovBuil_DSNG Animation = CBNGovBuil_DSNG.CBNGovBuil_DSNG AnimationMode = LOOP End End ; *** AUDIO Parameters *** SoundDie = BuildingDie SoundOnDamaged = BuildingDamagedStateLight SoundOnReallyDamaged = BuildingDestroy ; ***DESIGN parameters *** DisplayName = OBJECT:Structure EditorSorting = STRUCTURE ; *** ENGINEERING Parameters *** KindOf = STRUCTURE SELECTABLE IMMOBILE Body = ActiveBody ModuleTag_02 MaxHealth = 2000.0 InitialHealth = 2000.0 End ArmorSet Conditions = None Armor = StructureArmor DamageFX = StructureDamageFXNoShake End Behavior = GarrisonContain ModuleTag_03 ContainMax = 10 EnterSound = GarrisonEnter ExitSound = GarrisonExit End Behavior = FlammableUpdate ModuleTag_05 FlameDamageLimit = 20 ;Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ;in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Behavior = TransitionDamageFX ModuleTag_06 ;-------------DESIGNED FOR MEDIUM SIZED CIVILIAN BUILDING TRANSITIONS------------------- DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke ;--------------------------------------------------------------------------------------- ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionMediumExplosion ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionMediumShockwave ;-------------------------------------------------------------------------------------- RubbleParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke RubbleParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionMediumExplosion RubbleParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionMediumShockwave RubbleParticleSystem4 = Bone:None RandomBone:No PSys:StructureTransitionMediumFlare End Geometry = BOX GeometryMajorRadius = 47.0 GeometryMinorRadius = 28.0 GeometryHeight = 58.0 GeometryIsSmall = No Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object AsianTrainStation ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes ; day ConditionState = NONE Model = CBNTraist End ConditionState = DAMAGED Model = CBNTraist_D End ConditionState = REALLYDAMAGED Model = CBNTraist_E End ConditionState = RUBBLE Model = CBNTraist_R End ; day garrisoned ConditionState = GARRISONED Model = CBNTraist_G Animation = CBNTraist_G.CBNTraist_G AnimationMode = LOOP End ConditionState = DAMAGED GARRISONED Model = CBNTraist_DG Animation = CBNTraist_DG.CBNTraist_DG AnimationMode = LOOP End ; night ConditionState = NIGHT Model = CBNTraist_N End ConditionState = DAMAGED NIGHT Model = CBNTraist_DN End ConditionState = REALLYDAMAGED NIGHT Model = CBNTraist_EN End ConditionState = RUBBLE NIGHT Model = CBNTraist_RN End ; night garrisoned ConditionState = NIGHT GARRISONED Model = CBNTraist_NG Animation = CBNTraist_NG.CBNTraist_NG AnimationMode = LOOP End ConditionState = DAMAGED NIGHT GARRISONED Model = CBNTraist_DNG Animation = CBNTraist_DNG.CBNTraist_DNG AnimationMode = LOOP End ; Snow ConditionState = SNOW Model = CBNTraist_S End ConditionState = DAMAGED SNOW Model = CBNTraist_DS End ConditionState = REALLYDAMAGED SNOW Model = CBNTraist_ES End ConditionState = RUBBLE SNOW Model = CBNTraist_RS End ; snow garrisoned ConditionState = SNOW GARRISONED Model = CBNTraist_SG Animation = CBNTraist_SG.CBNTraist_SG AnimationMode = LOOP End ConditionState = DAMAGED SNOW GARRISONED Model = CBNTraist_DSG Animation = CBNTraist_DSG.CBNTraist_DSG AnimationMode = LOOP End ; night snow ConditionState = SNOW NIGHT Model = CBNTraist_SN End ConditionState = DAMAGED SNOW NIGHT Model = CBNTraist_DSN End ConditionState = REALLYDAMAGED SNOW NIGHT Model = CBNTraist_ESN End ConditionState = RUBBLE SNOW NIGHT Model = CBNTraist_RSN End ; night snow garrisoned ConditionState = SNOW NIGHT GARRISONED Model = CBNTraist_SNG Animation = CBNTraist_SNG.CBNTraist_SNG AnimationMode = LOOP End ConditionState = DAMAGED SNOW NIGHT GARRISONED Model = CBNTraist_DSNG Animation = CBNTraist_DSNG.CBNTraist_DSNG AnimationMode = LOOP End End ; *** AUDIO Parameters *** SoundDie = BuildingDie SoundOnDamaged = BuildingDamagedStateLight SoundOnReallyDamaged = BuildingDestroy ; ***DESIGN parameters *** DisplayName = OBJECT:Structure EditorSorting = STRUCTURE ; *** ENGINEERING Parameters *** KindOf = STRUCTURE SELECTABLE IMMOBILE Body = ActiveBody ModuleTag_02 MaxHealth = 2000.0 InitialHealth = 2000.0 End ArmorSet Conditions = None Armor = StructureArmor DamageFX = StructureDamageFXNoShake End Behavior = GarrisonContain ModuleTag_03 ContainMax = 10 EnterSound = GarrisonEnter ExitSound = GarrisonExit End Behavior = FlammableUpdate ModuleTag_05 FlameDamageLimit = 20 ;Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ;in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Behavior = TransitionDamageFX ModuleTag_06 ;-------------DESIGNED FOR SMALL SIZED CIVILIAN BUILDING TRANSITIONS------------------- DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke ;--------------------------------------------------------------------------------------- ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave ;--------------------------------------------------------------------------------------- RubbleParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke RubbleParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion RubbleParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave RubbleParticleSystem4 = Bone:None RandomBone:No PSys:StructureTransitionSmallFlare End Geometry = BOX GeometryMajorRadius = 47.0 GeometryMinorRadius = 21.0 GeometryHeight = 14.0 GeometryIsSmall = No Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object AsianTrainStation02 ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes ; day ConditionState = NONE Model = CBNBTraist End ConditionState = DAMAGED Model = CBNBTraist_D End ConditionState = REALLYDAMAGED Model = CBNBTraist_E End ConditionState = RUBBLE Model = CBNBTraist_R End ; day garrisoned ConditionState = GARRISONED Model = CBNBTraist_G Animation = CBNBTraist_G.CBNBTraist_G AnimationMode = LOOP End ConditionState = DAMAGED GARRISONED Model = CBNBTraist_DG Animation = CBNBTraist_DG.CBNBTraist_DG AnimationMode = LOOP End ; night ConditionState = NIGHT Model = CBNBTraist_N End ConditionState = DAMAGED NIGHT Model = CBNBTraist_DN End ConditionState = REALLYDAMAGED NIGHT Model = CBNBTraist_EN End ConditionState = RUBBLE NIGHT Model = CBNBTraist_RN End ; night garrisoned ConditionState = NIGHT GARRISONED Model = CBNBTraist_NG Animation = CBNBTraist_NG.CBNBTraist_NG AnimationMode = LOOP End ConditionState = DAMAGED NIGHT GARRISONED Model = CBNBTraist_DNG Animation = CBNBTraist_DNG.CBNBTraist_DNG AnimationMode = LOOP End ; Snow ConditionState = SNOW Model = CBNBTraist_S End ConditionState = DAMAGED SNOW Model = CBNBTraist_DS End ConditionState = REALLYDAMAGED SNOW Model = CBNBTraist_ES End ConditionState = RUBBLE SNOW Model = CBNBTraist_RS End ; snow garrisoned ConditionState = SNOW GARRISONED Model = CBNBTraist_SG Animation = CBNBTraist_SG.CBNBTraist_SG AnimationMode = LOOP End ConditionState = DAMAGED SNOW GARRISONED Model = CBNBTraist_DSG Animation = CBNBTraist_DSG.CBNBTraist_DSG AnimationMode = LOOP End ; night snow ConditionState = SNOW NIGHT Model = CBNBTraist_SN End ConditionState = DAMAGED SNOW NIGHT Model = CBNBTraist_DSN End ConditionState = REALLYDAMAGED SNOW NIGHT Model = CBNBTraist_ESN End ConditionState = RUBBLE SNOW NIGHT Model = CBNBTraist_RSN End ; night snow garrisoned ConditionState = SNOW NIGHT GARRISONED Model = CBNBTraist_SNG Animation = CBNBTraist_SNG.CBNBTraist_SNG AnimationMode = LOOP End ConditionState = DAMAGED SNOW NIGHT GARRISONED Model = CBNBTraist_DSNG Animation = CBNBTraist_DSNG.CBNBTraist_DSNG AnimationMode = LOOP End End ; *** AUDIO Parameters *** SoundDie = BuildingDie SoundOnDamaged = BuildingDamagedStateLight SoundOnReallyDamaged = BuildingDestroy ; ***DESIGN parameters *** DisplayName = OBJECT:Structure EditorSorting = STRUCTURE ; *** ENGINEERING Parameters *** KindOf = STRUCTURE SELECTABLE IMMOBILE Body = ActiveBody ModuleTag_02 MaxHealth = 2000.0 InitialHealth = 2000.0 End ArmorSet Conditions = None Armor = StructureArmor DamageFX = StructureDamageFXNoShake End Behavior = GarrisonContain ModuleTag_03 ContainMax = 10 EnterSound = GarrisonEnter ExitSound = GarrisonExit End Behavior = FlammableUpdate ModuleTag_05 FlameDamageLimit = 20 ;Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ;in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Behavior = TransitionDamageFX ModuleTag_06 ;-------------DESIGNED FOR SMALL SIZED CIVILIAN BUILDING TRANSITIONS------------------- DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke ;--------------------------------------------------------------------------------------- ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave ;--------------------------------------------------------------------------------------- RubbleParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke RubbleParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion RubbleParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave RubbleParticleSystem4 = Bone:None RandomBone:No PSys:StructureTransitionSmallFlare End Geometry = BOX GeometryMajorRadius = 35.0 GeometryMinorRadius = 40.0 GeometryHeight = 31.0 GeometryIsSmall = No Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object TechHospital ; *** ART Parameters *** SelectPortrait = SSTechHospital_L Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes ; DAY ************************************ ConditionState = NONE Model = ZBHospital Animation = ZBHospital.ZBHospital AnimationMode = LOOP End ; DAMAGED ********************************* ConditionState = DAMAGED Model = ZBHospital_D Animation = ZBHospital_D.ZBHospital_D AnimationMode = LOOP ParticleSysBone = Smoke01 SmolderingSmoke ParticleSysBone = Smoke02 SmolderingSmoke ParticleSysBone = Smoke03 SmolderingSmoke ParticleSysBone = Smoke04 SmolderingSmoke ParticleSysBone = Smoke05 SmolderingSmoke ParticleSysBone = Smoke06 SmolderingSmoke ParticleSysBone = Smoke07 SmolderingSmoke ParticleSysBone = Smoke08 SmolderingSmoke ParticleSysBone = Smoke09 SmolderingSmoke ParticleSysBone = Fire01 SmolderingFire ParticleSysBone = Fire02 SmolderingFire ParticleSysBone = Fire03 SmolderingFire ParticleSysBone = Fire04 SmolderingFire ParticleSysBone = Fire05 SmolderingFire ParticleSysBone = Fire06 SmolderingFire ParticleSysBone = Fire07 SmolderingFire ParticleSysBone = Fire08 SmolderingFire ParticleSysBone = Fire09 SmolderingFire End ; REALLYDAMAGED ******************************* ConditionState = REALLYDAMAGED Model = ZBHospital_E Animation = ZBHospital_E.ZBHospital_E AnimationMode = LOOP ParticleSysBone = Smoke01 SmokeFactionLarge ParticleSysBone = Smoke02 SmokeFactionLarge ParticleSysBone = Smoke03 SmokeFactionLarge ParticleSysBone = Smoke04 SmokeFactionLarge ParticleSysBone = Smoke05 SmokeFactionLarge ParticleSysBone = Smoke06 SmokeFactionLarge ParticleSysBone = Smoke07 SmokeFactionLarge ParticleSysBone = Smoke08 SmokeFactionLarge ParticleSysBone = Smoke09 SmokeFactionLarge ParticleSysBone = Smoke10 SmokeFactionLarge ParticleSysBone = Smoke11 SmokeFactionLarge ParticleSysBone = Fire01 FireFactionLarge ParticleSysBone = Fire02 FireFactionLarge ParticleSysBone = Fire03 FireFactionLarge ParticleSysBone = Fire04 FireFactionLarge ParticleSysBone = Fire05 FireFactionLarge ParticleSysBone = Fire06 FireFactionLarge ParticleSysBone = Fire07 FireFactionLarge ParticleSysBone = Fire08 FireFactionLarge ParticleSysBone = Fire09 FireFactionLarge ParticleSysBone = Fire10 FireFactionLarge ParticleSysBone = Fire11 FireFactionLarge End ; RUBBLE ***************************************** ConditionState = RUBBLE Model = ZBHospital_R End ; NIGHT ************************************ ConditionState = NIGHT Model = ZBHospital_N Animation = ZBHospital_N.ZBHospital_N AnimationMode = LOOP End ; NIGHT DAMAGED ********************************* ConditionState = NIGHT DAMAGED Model = ZBHospital_DN Animation = ZBHospital_DN.ZBHospital_DN AnimationMode = LOOP ParticleSysBone = Smoke01 SmolderingSmoke ParticleSysBone = Smoke02 SmolderingSmoke ParticleSysBone = Smoke03 SmolderingSmoke ParticleSysBone = Smoke04 SmolderingSmoke ParticleSysBone = Smoke05 SmolderingSmoke ParticleSysBone = Smoke06 SmolderingSmoke ParticleSysBone = Smoke07 SmolderingSmoke ParticleSysBone = Smoke08 SmolderingSmoke ParticleSysBone = Smoke09 SmolderingSmoke ParticleSysBone = Fire01 SmolderingFire ParticleSysBone = Fire02 SmolderingFire ParticleSysBone = Fire03 SmolderingFire ParticleSysBone = Fire04 SmolderingFire ParticleSysBone = Fire05 SmolderingFire ParticleSysBone = Fire06 SmolderingFire ParticleSysBone = Fire07 SmolderingFire ParticleSysBone = Fire08 SmolderingFire ParticleSysBone = Fire09 SmolderingFire End ; NIGHT REALLYDAMAGED ***************************** ConditionState = NIGHT REALLYDAMAGED Model = ZBHospital_EN Animation = ZBHospital_EN.ZBHospital_EN AnimationMode = LOOP ParticleSysBone = Smoke01 SmokeFactionLarge ParticleSysBone = Smoke02 SmokeFactionLarge ParticleSysBone = Smoke03 SmokeFactionLarge ParticleSysBone = Smoke04 SmokeFactionLarge ParticleSysBone = Smoke05 SmokeFactionLarge ParticleSysBone = Smoke06 SmokeFactionLarge ParticleSysBone = Smoke07 SmokeFactionLarge ParticleSysBone = Smoke08 SmokeFactionLarge ParticleSysBone = Smoke09 SmokeFactionLarge ParticleSysBone = Smoke10 SmokeFactionLarge ParticleSysBone = Smoke11 SmokeFactionLarge ParticleSysBone = Fire01 FireFactionLarge ParticleSysBone = Fire02 FireFactionLarge ParticleSysBone = Fire03 FireFactionLarge ParticleSysBone = Fire04 FireFactionLarge ParticleSysBone = Fire05 FireFactionLarge ParticleSysBone = Fire06 FireFactionLarge ParticleSysBone = Fire07 FireFactionLarge ParticleSysBone = Fire08 FireFactionLarge ParticleSysBone = Fire09 FireFactionLarge ParticleSysBone = Fire10 FireFactionLarge ParticleSysBone = Fire11 FireFactionLarge End ; NIGHT RUBBLE ******************************** ConditionState = RUBBLE NIGHT Model = ZBHospital_R End ; SNOW ************************************ ConditionState = SNOW Model = ZBHospital_S Animation = ZBHospital_S.ZBHospital_S AnimationMode = LOOP End ; SNOW DAMAGED ********************************* ConditionState = SNOW DAMAGED Model = ZBHospital_DS Animation = ZBHospital_DS.ZBHospital_DS AnimationMode = LOOP ParticleSysBone = Smoke01 SmolderingSmoke ParticleSysBone = Smoke02 SmolderingSmoke ParticleSysBone = Smoke03 SmolderingSmoke ParticleSysBone = Smoke04 SmolderingSmoke ParticleSysBone = Smoke05 SmolderingSmoke ParticleSysBone = Smoke06 SmolderingSmoke ParticleSysBone = Smoke07 SmolderingSmoke ParticleSysBone = Smoke08 SmolderingSmoke ParticleSysBone = Smoke09 SmolderingSmoke ParticleSysBone = Fire01 SmolderingFire ParticleSysBone = Fire02 SmolderingFire ParticleSysBone = Fire03 SmolderingFire ParticleSysBone = Fire04 SmolderingFire ParticleSysBone = Fire05 SmolderingFire ParticleSysBone = Fire06 SmolderingFire ParticleSysBone = Fire07 SmolderingFire ParticleSysBone = Fire08 SmolderingFire ParticleSysBone = Fire09 SmolderingFire End ; SNOW REALLYDAMAGED ************************** ConditionState = SNOW REALLYDAMAGED Model = ZBHospital_ES Animation = ZBHospital_ES.ZBHospital_ES AnimationMode = LOOP ParticleSysBone = Smoke01 SmokeFactionLarge ParticleSysBone = Smoke02 SmokeFactionLarge ParticleSysBone = Smoke03 SmokeFactionLarge ParticleSysBone = Smoke04 SmokeFactionLarge ParticleSysBone = Smoke05 SmokeFactionLarge ParticleSysBone = Smoke06 SmokeFactionLarge ParticleSysBone = Smoke07 SmokeFactionLarge ParticleSysBone = Smoke08 SmokeFactionLarge ParticleSysBone = Smoke09 SmokeFactionLarge ParticleSysBone = Smoke10 SmokeFactionLarge ParticleSysBone = Smoke11 SmokeFactionLarge ParticleSysBone = Fire01 FireFactionLarge ParticleSysBone = Fire02 FireFactionLarge ParticleSysBone = Fire03 FireFactionLarge ParticleSysBone = Fire04 FireFactionLarge ParticleSysBone = Fire05 FireFactionLarge ParticleSysBone = Fire06 FireFactionLarge ParticleSysBone = Fire07 FireFactionLarge ParticleSysBone = Fire08 FireFactionLarge ParticleSysBone = Fire09 FireFactionLarge ParticleSysBone = Fire10 FireFactionLarge ParticleSysBone = Fire11 FireFactionLarge End ; SNOW RUBBLE ************************************* ConditionState = SNOW RUBBLE Model = ZBHospital_RS End ; NIGHT SNOW ************************************ ConditionState = NIGHT SNOW Model = ZBHospital_NS Animation = ZBHospital_NS.ZBHospital_NS AnimationMode = LOOP End ; NIGHT SNOW DAMAGED ********************************* ConditionState = NIGHT SNOW DAMAGED Model = ZBHospital_DNS Animation = ZBHospital_DNS.ZBHospital_DNS AnimationMode = LOOP ParticleSysBone = Smoke01 SmolderingSmoke ParticleSysBone = Smoke02 SmolderingSmoke ParticleSysBone = Smoke03 SmolderingSmoke ParticleSysBone = Smoke04 SmolderingSmoke ParticleSysBone = Smoke05 SmolderingSmoke ParticleSysBone = Smoke06 SmolderingSmoke ParticleSysBone = Smoke07 SmolderingSmoke ParticleSysBone = Smoke08 SmolderingSmoke ParticleSysBone = Smoke09 SmolderingSmoke ParticleSysBone = Fire01 SmolderingFire ParticleSysBone = Fire02 SmolderingFire ParticleSysBone = Fire03 SmolderingFire ParticleSysBone = Fire04 SmolderingFire ParticleSysBone = Fire05 SmolderingFire ParticleSysBone = Fire06 SmolderingFire ParticleSysBone = Fire07 SmolderingFire ParticleSysBone = Fire08 SmolderingFire ParticleSysBone = Fire09 SmolderingFire End ; NIGHT SNOW REALLYDAMAGED ************************ ConditionState = NIGHT SNOW REALLYDAMAGED Model = ZBHospital_ENS Animation = ZBHospital_ENS.ZBHospital_ENS AnimationMode = LOOP ParticleSysBone = Smoke01 SmokeFactionLarge ParticleSysBone = Smoke02 SmokeFactionLarge ParticleSysBone = Smoke03 SmokeFactionLarge ParticleSysBone = Smoke04 SmokeFactionLarge ParticleSysBone = Smoke05 SmokeFactionLarge ParticleSysBone = Smoke06 SmokeFactionLarge ParticleSysBone = Smoke07 SmokeFactionLarge ParticleSysBone = Smoke08 SmokeFactionLarge ParticleSysBone = Smoke09 SmokeFactionLarge ParticleSysBone = Smoke10 SmokeFactionLarge ParticleSysBone = Smoke11 SmokeFactionLarge ParticleSysBone = Fire01 FireFactionLarge ParticleSysBone = Fire02 FireFactionLarge ParticleSysBone = Fire03 FireFactionLarge ParticleSysBone = Fire04 FireFactionLarge ParticleSysBone = Fire05 FireFactionLarge ParticleSysBone = Fire06 FireFactionLarge ParticleSysBone = Fire07 FireFactionLarge ParticleSysBone = Fire08 FireFactionLarge ParticleSysBone = Fire09 FireFactionLarge ParticleSysBone = Fire10 FireFactionLarge ParticleSysBone = Fire11 FireFactionLarge End ; NIGHT SNOW RUBBLE **************************** ConditionState = NIGHT SNOW RUBBLE Model = ZBHospital_R End End ; ========================= Flag Model =============================== Draw = W3DModelDraw ModuleTag_02 OkToChangeModelColor = Yes ; DEFAULT & DAMAGED ************************************************ ConditionState = NONE Model = ZBHospital_F Animation = ZBHospital_F.ZBHospital_F AnimationMode = LOOP End AliasConditionState = DAMAGED ; REALLYDAMAGED **************************************************** ConditionState = REALLYDAMAGED Model = ZBHospital_FE Animation = ZBHospital_FE.ZBHospital_FE AnimationMode = LOOP End ; RUBBLE *********************************************************** ConditionState = RUBBLE Model = None End End ; ------------ New Animations fence ----------------- Draw = W3DModelDraw ModuleTag_LightingAnimations AnimationsRequirePower = No DefaultConditionState Model = ZBHospital_A1 Animation = ZBHospital_A1.ZBHospital_A1 AnimationMode = LOOP End ConditionState = DAMAGED Model = ZBHospital_A1D Animation = ZBHospital_A1D.ZBHospital_A1D AnimationMode = LOOP End ConditionState = REALLYDAMAGED Model = ZBHospital_A1E Animation = ZBHospital_A1E.ZBHospital_A1E AnimationMode = LOOP End ConditionState = RUBBLE Model = NONE End End ; *** AUDIO Parameters *** SoundDie = BuildingDie SoundOnDamaged = BuildingDamagedStateLight SoundOnReallyDamaged = BuildingDestroy ; ***DESIGN parameters *** DisplayName = OBJECT:TechHospital EditorSorting = STRUCTURE ShroudClearingRange = 100 ArmorSet Conditions = None Armor = StructureArmor DamageFX = StructureDamageFXNoShake End ; *** ENGINEERING Parameters *** KindOf = STRUCTURE SELECTABLE IMMOBILE CAPTURABLE TECH_BUILDING Body = ActiveBody ModuleTag_03 MaxHealth = 2000.0 InitialHealth = 2000.0 End Behavior = FlammableUpdate ModuleTag_05 FlameDamageLimit = 20 ; Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ; in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Behavior = FXListDie ModuleTag_06 DeathFX = FX_StructureMediumDeath End Behavior = TransitionDamageFX ModuleTag_07 ;-------------DESIGNED FOR MEDIUM SIZED FACTION BUILDING TRANSITIONS------------------- DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke ;--------------------------------------------------------------------------------------- ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionMediumExplosion ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionMediumShockwave End Behavior = TechBuildingBehavior ModuleTag_08 ; End Behavior = AutoHealBehavior ModuleTag_09 HealingAmount = 2 HealingDelay = 1000 ; msec AffectsWholePlayer = Yes StartsActive = Yes KindOf = INFANTRY End Geometry = BOX GeometryMajorRadius = 35.0 GeometryMinorRadius = 58.0 GeometryHeight = 69.0 GeometryIsSmall = No Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object TechOilDerrick ; *** ART Parameters *** SelectPortrait = SSTechOilDerrick_L ; ========================= Main Model =============================== Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes ; DAY ************************************************************** ConditionState = NONE Model = ZBODerrick End ConditionState = CAPTURED Model = ZBODerrick Animation = ZBODerrick.ZBODerrick AnimationMode = LOOP End ; DAMAGED ********************************************************** ConditionState = DAMAGED Model = ZBODerrick_D End ConditionState = DAMAGED CAPTURED Model = ZBODerrick_D Animation = ZBODerrick_D.ZBODerrick_D AnimationMode = LOOP End ; REALLYDAMAGED **************************************************** ConditionState = REALLYDAMAGED Model = ZBODerrick_E End ConditionState = REALLYDAMAGED CAPTURED Model = ZBODerrick_E Animation = ZBODerrick_E.ZBODerrick_E AnimationMode = LOOP End ; RUBBLE *********************************************************** ConditionState = RUBBLE Model = ZBODerrick_R End ; NIGHT ************************************************************ ConditionState = NIGHT Model = ZBODerrick_N End ConditionState = NIGHT CAPTURED Model = ZBODerrick_N Animation = ZBODerrick_N.ZBODerrick_N AnimationMode = LOOP End ; NIGHT DAMAGED **************************************************** ConditionState = DAMAGED NIGHT Model = ZBODerrick_DN End ConditionState = DAMAGED NIGHT CAPTURED Model = ZBODerrick_DN Animation = ZBODerrick_DN.ZBODerrick_DN AnimationMode = LOOP End ; NIGHT REALLYDAMAGED ********************************************** ConditionState = REALLYDAMAGED NIGHT Model = ZBODerrick_EN End ConditionState = REALLYDAMAGED NIGHT CAPTURED Model = ZBODerrick_EN Animation = ZBODerrick_EN.ZBODerrick_EN AnimationMode = LOOP End ; NIGHT RUBBLE ***************************************************** ConditionState = NIGHT RUBBLE Model = ZBODerrick_R End ; SNOW ************************************************************* ConditionState = SNOW Model = ZBODerrick_S End ConditionState = SNOW CAPTURED Model = ZBODerrick_S Animation = ZBODerrick_S.ZBODerrick_S AnimationMode = LOOP End ; SNOW DAMAGED ***************************************************** ConditionState = DAMAGED SNOW Model = ZBODerrick_DS End ConditionState = DAMAGED SNOW CAPTURED Model = ZBODerrick_DS Animation = ZBODerrick_DS.ZBODerrick_DS AnimationMode = LOOP End ; SNOW REALLYDAMAGED *********************************************** ConditionState = REALLYDAMAGED SNOW Model = ZBODerrick_ES End ConditionState = REALLYDAMAGED SNOW CAPTURED Model = ZBODerrick_ES Animation = ZBODerrick_ES.ZBODerrick_ES AnimationMode = LOOP End ; SNOW RUBBLE ****************************************************** ConditionState = SNOW RUBBLE Model = ZBODerrick_RS End ; SNOW NIGHT ******************************************************* ConditionState = SNOW NIGHT Model = ZBODerrick_NS End ConditionState = SNOW NIGHT CAPTURED Model = ZBODerrick_NS Animation = ZBODerrick_NS.ZBODerrick_NS AnimationMode = LOOP End ; SNOW NIGHT DAMAGED *********************************************** ConditionState = SNOW NIGHT DAMAGED Model = ZBODerrick_DNS End ConditionState = SNOW NIGHT DAMAGED CAPTURED Model = ZBODerrick_DNS Animation = ZBODerrick_DNS.ZBODerrick_DNS AnimationMode = LOOP End ; SNOW NIGHT REALLYDAMAGED ***************************************** ConditionState = SNOW NIGHT REALLYDAMAGED Model = ZBODerrick_ENS End ConditionState = SNOW NIGHT REALLYDAMAGED CAPTURED Model = ZBODerrick_ENS Animation = ZBODerrick_EN.ZBODerrick_ENS AnimationMode = LOOP End ; SNOW NIGHT RUBBLE ************************************************ ConditionState = SNOW NIGHT RUBBLE Model = ZBODerrick_RS End End ; ========================= Flag Model =============================== Draw = W3DModelDraw ModuleTag_02 OkToChangeModelColor = Yes ; DEFAULT & DAMAGED ************************************************ ConditionState = NONE Model = ZBODerrick_F Animation = ZBODerrick_F.ZBODerrick_F AnimationMode = LOOP End AliasConditionState = DAMAGED ; REALLYDAMAGED***************************************************** ConditionState = REALLYDAMAGED Model = ZBODerrick_FE Animation = ZBODerrick_FE.ZBODerrick_FE AnimationMode = LOOP End ; RUBBLE *********************************************************** ConditionState = RUBBLE Model = None End End ; ------------ New Animations fence ----------------- Draw = W3DModelDraw ModuleTag_LightingAnimations AnimationsRequirePower = No DefaultConditionState Model = ZBODerrick_A1 Animation = ZBODerrick_A1.ZBODerrick_A1 AnimationMode = LOOP End ConditionState = DAMAGED Model = ZBODerrick_A1D Animation = ZBODerrick_A1D.ZBODerrick_A1D AnimationMode = LOOP End ConditionState = REALLYDAMAGED Model = ZBODerrick_A1E Animation = ZBODerrick_A1E.ZBODerrick_A1E AnimationMode = LOOP End ConditionState = RUBBLE Model = NONE End End ; *** AUDIO Parameters *** SoundDie = BuildingDie SoundOnDamaged = BuildingDamagedStateLight SoundOnReallyDamaged = BuildingDestroy ; ***DESIGN parameters *** DisplayName = OBJECT:TechOilDerrick EditorSorting = STRUCTURE ShroudClearingRange = 100 ; *** ENGINEERING Parameters *** KindOf = STRUCTURE SELECTABLE IMMOBILE CAPTURABLE TECH_BUILDING Body = ActiveBody ModuleTag_03 MaxHealth = 2000.0 InitialHealth = 2000.0 End ArmorSet Conditions = None Armor = StructureArmor DamageFX = StructureDamageFXNoShake End Behavior = AutoDepositUpdate ModuleTag_04 DepositTiming = 12000 ; in milliseconds DepositAmount = 200 ; cash amount to deposit every Deposit Timings InitialCaptureBonus = 1000 ;capture bonus only happens once End Behavior = FlammableUpdate ModuleTag_05 FlameDamageLimit = 20 ; Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ; in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Behavior = FXListDie ModuleTag_07 DeathFX = WeaponFX_BombTruckDefaultBombDetonation End Behavior = TransitionDamageFX ModuleTag_08 ;-------------DESIGNED FOR MEDIUM SIZED FACTION BUILDING TRANSITIONS------------------- DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke ;--------------------------------------------------------------------------------------- ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave End Behavior = TechBuildingBehavior ModuleTag_09 ; End ; Note that structures with "RUBBLE" states should not use DestroyDie; such buildings are ; never truly destroyed, even when reduced to zero health. Also note that garrisonable ; buildings automatically stick around because GarrisonContain has it's own DieModule Behavior = KeepObjectDie ModuleTag_IWantRubble End Geometry = BOX GeometryMajorRadius = 23.0 GeometryMinorRadius = 21.0 GeometryHeight = 30.0 GeometryIsSmall = No Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object TechOilRefinery ; *** ART Parameters *** SelectPortrait = SSTechOilRefinery_L Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes ; DAY ******************************************** ConditionState = NONE Model = ZBRefinery Animation = ZBRefinery.ZBRefinery AnimationMode = LOOP ParticleSysBone = Smoke01 SteamVent ParticleSysBone = Smoke02 SteamVent ParticleSysBone = Fire01 FireBurningBarricade01 End ; DAMAGED ******************************************** ConditionState = DAMAGED Model = ZBRefinery_D Animation = ZBRefinery_D.ZBRefinery_D AnimationMode = LOOP ParticleSysBone = Smoke01 SteamVent ParticleSysBone = Smoke02 SteamVent ParticleSysBone = Smoke03 SmolderingSmoke ParticleSysBone = Smoke04 SmolderingSmoke ParticleSysBone = Smoke05 SmolderingSmoke ParticleSysBone = Fire01 FireBurningBarricade01 End ; REALLYDAMAGED **************************************** ConditionState = REALLYDAMAGED Model = ZBRefinery_E ParticleSysBone = Smoke01 SteamVent ParticleSysBone = Smoke02 SteamVent ParticleSysBone = Smoke03 SmolderingSmoke ParticleSysBone = Smoke04 SmokeFactionLarge ParticleSysBone = Smoke05 SmokeFactionLarge ParticleSysBone = Smoke06 SmokeFactionLarge ParticleSysBone = Fire01 FireBurningBarricade01 ParticleSysBone = Fire02 SmolderingFire ParticleSysBone = Fire03 FireFactionLarge ParticleSysBone = Fire04 FireFactionLarge ParticleSysBone = Fire05 FireFactionLarge End ; RUBBLE ********************************************* ConditionState = RUBBLE Model = ZBRefinery_R End ; NIGHT ******************************************** ConditionState = NIGHT Model = ZBRefinery_N ParticleSysBone = Smoke01 SteamVent ParticleSysBone = Smoke02 SteamVent ParticleSysBone = Fire01 FireBurningBarricade01 End ; NIGHT DAMAGED ******************************************** ConditionState = NIGHT DAMAGED Model = ZBRefinery_DN Animation = ZBRefinery_DN.ZBRefinery_DN AnimationMode = LOOP ParticleSysBone = Smoke01 SteamVent ParticleSysBone = Smoke02 SteamVent ParticleSysBone = Smoke03 SmolderingSmoke ParticleSysBone = Smoke04 SmolderingSmoke ParticleSysBone = Smoke05 SmolderingSmoke ParticleSysBone = Fire01 FireBurningBarricade01 End ; NIGHT REALLYDAMAGED ******************************************** ConditionState = NIGHT REALLYDAMAGED Model = ZBRefinery_EN Animation = ZBRefinery_EN.ZBRefinery_EN AnimationMode = LOOP ParticleSysBone = Smoke01 SteamVent ParticleSysBone = Smoke02 SteamVent ParticleSysBone = Smoke03 SmolderingSmoke ParticleSysBone = Smoke04 SmokeFactionLarge ParticleSysBone = Smoke05 SmokeFactionLarge ParticleSysBone = Smoke06 SmokeFactionLarge ParticleSysBone = Fire01 FireBurningBarricade01 ParticleSysBone = Fire02 SmolderingFire ParticleSysBone = Fire03 FireFactionLarge ParticleSysBone = Fire04 FireFactionLarge ParticleSysBone = Fire05 FireFactionLarge End ; NIGHT RUBBLE **************************************** ConditionState = NIGHT RUBBLE Model = ZBRefinery_R End ; SNOW ******************************************** ConditionState = SNOW Model = ZBRefinery_S ParticleSysBone = Smoke01 SteamVent ParticleSysBone = Smoke02 SteamVent ParticleSysBone = Fire01 FireBurningBarricade01 End ; SNOW DAMAGED ******************************************** ConditionState = SNOW DAMAGED Model = ZBRefinery_DS Animation = ZBRefinery_DS.ZBRefinery_DS AnimationMode = LOOP ParticleSysBone = Smoke01 SteamVent ParticleSysBone = Smoke02 SteamVent ParticleSysBone = Smoke03 SmolderingSmoke ParticleSysBone = Smoke04 SmolderingSmoke ParticleSysBone = Smoke05 SmolderingSmoke ParticleSysBone = Fire01 FireBurningBarricade01 End ; SNOW REALLYDAMAGED ******************************************** ConditionState = SNOW REALLYDAMAGED Model = ZBRefinery_ES Animation = ZBRefinery_ES.ZBRefinery_ES AnimationMode = LOOP ParticleSysBone = Smoke01 SteamVent ParticleSysBone = Smoke02 SteamVent ParticleSysBone = Smoke03 SmolderingSmoke ParticleSysBone = Smoke04 SmokeFactionLarge ParticleSysBone = Smoke05 SmokeFactionLarge ParticleSysBone = Smoke06 SmokeFactionLarge ParticleSysBone = Fire01 FireBurningBarricade01 ParticleSysBone = Fire02 SmolderingFire ParticleSysBone = Fire03 FireFactionLarge ParticleSysBone = Fire04 FireFactionLarge ParticleSysBone = Fire05 FireFactionLarge End ; SNOW RUBBLE **************************************** ConditionState = SNOW RUBBLE Model = ZBRefinery_RS End ; NIGHT SNOW ******************************************** ConditionState = NIGHT SNOW Model = ZBRefinery_NS ParticleSysBone = Smoke01 SteamVent ParticleSysBone = Smoke02 SteamVent ParticleSysBone = Fire01 FireBurningBarricade01 End ; NIGHT SNOW DAMAGED ******************************************** ConditionState = NIGHT SNOW DAMAGED Model = ZBRefinery_DNS Animation = ZBRefinery_DNS.ZBRefinery_DNS AnimationMode = LOOP ParticleSysBone = Smoke01 SteamVent ParticleSysBone = Smoke02 SteamVent ParticleSysBone = Smoke03 SmolderingSmoke ParticleSysBone = Smoke04 SmolderingSmoke ParticleSysBone = Smoke05 SmolderingSmoke ParticleSysBone = Fire01 FireBurningBarricade01 End ; NIGHT SNOW REALLYDAMAGED ******************************************** ConditionState = NIGHT SNOW REALLYDAMAGED Model = ZBRefinery_ENS Animation = ZBRefinery_ENS.ZBRefinery_ENS AnimationMode = LOOP ParticleSysBone = Smoke01 SteamVent ParticleSysBone = Smoke02 SteamVent ParticleSysBone = Smoke03 SmolderingSmoke ParticleSysBone = Smoke04 SmokeFactionLarge ParticleSysBone = Smoke05 SmokeFactionLarge ParticleSysBone = Smoke06 SmokeFactionLarge ParticleSysBone = Fire01 FireBurningBarricade01 ParticleSysBone = Fire02 SmolderingFire ParticleSysBone = Fire03 FireFactionLarge ParticleSysBone = Fire04 FireFactionLarge ParticleSysBone = Fire05 FireFactionLarge End ; NIGHT SNOW RUBBLE **************************************** ConditionState = NIGHT SNOW RUBBLE Model = ZBRefinery_RS End End ; ========================= Flag Model =============================== Draw = W3DModelDraw ModuleTag_02 OkToChangeModelColor = Yes ; DEFAULT & DAMAGED ************************************************ ConditionState = NONE Model = ZBRefinery_F Animation = ZBRefinery_F.ZBRefinery_F AnimationMode = LOOP End AliasConditionState = DAMAGED ; REALLYDAMAGED ***************************************************** ConditionState = REALLYDAMAGED Model = ZBRefinery_FE Animation = ZBRefinery_FE.ZBRefinery_FE AnimationMode = LOOP End ; RUBBLE *********************************************************** ConditionState = RUBBLE Model = None End End ; ------------ New Animations fence ----------------- Draw = W3DModelDraw ModuleTag_LightingAnimations AnimationsRequirePower = No DefaultConditionState Model = ZBRefinery_A1 Animation = ZBRefinery_A1.ZBRefinery_A1 AnimationMode = LOOP End ConditionState = DAMAGED Model = ZBRefinery_A1D Animation = ZBRefinery_A1D.ZBRefinery_A1D AnimationMode = LOOP End ConditionState = REALLYDAMAGED Model = ZBRefinery_A1E Animation = ZBRefinery_A1E.ZBRefinery_A1E AnimationMode = LOOP End ConditionState = RUBBLE Model = NONE End End ; *** AUDIO Parameters *** SoundDie = BuildingDie SoundOnDamaged = BuildingDamagedStateLight SoundOnReallyDamaged = BuildingDestroy ; ***DESIGN parameters *** DisplayName = OBJECT:TechOilRefinery EditorSorting = STRUCTURE ShroudClearingRange = 100 ; *** ENGINEERING Parameters *** KindOf = STRUCTURE SELECTABLE IMMOBILE CAPTURABLE TECH_BUILDING Body = ActiveBody ModuleTag_03 MaxHealth = 2000.0 InitialHealth = 2000.0 End ArmorSet Conditions = None Armor = StructureArmor DamageFX = StructureDamageFXNoShake End Behavior = GrantUpgradeCreate ModuleTag_04 UpgradeToGrant = Upgrade_CostReduction End Behavior = CostModifierUpgrade ModuleTag_05 TriggeredBy = Upgrade_CostReduction EffectKindOf = VEHICLE Percentage = -10% End Behavior = FlammableUpdate ModuleTag_07 FlameDamageLimit = 20 ; Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ; in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Behavior = FXListDie ModuleTag_08 DeathFX = WeaponFX_BombTruckHighExplosiveBombDetonation End Behavior = TransitionDamageFX ModuleTag_09 ;-------------DESIGNED FOR MEDIUM SIZED FACTION BUILDING TRANSITIONS------------------- DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke ;--------------------------------------------------------------------------------------- ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionMediumExplosion ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionMediumShockwave End ; Note that structures with "RUBBLE" states should not use DestroyDie; such buildings are ; never truly destroyed, even when reduced to zero health. Also note that garrisonable ; buildings automatically stick around because GarrisonContain has it's own DieModule Behavior = KeepObjectDie ModuleTag_IWantRubble End Behavior = TechBuildingBehavior ModuleTag_10 ; End Geometry = BOX GeometryMajorRadius = 37.0 GeometryMinorRadius = 40.0 GeometryHeight = 60.0 GeometryIsSmall = No Shadow = SHADOW_VOLUME End ; ----------------------------------------------------------------------------- Object CaveOpening ; *** ART Parameters *** SelectPortrait = SSTechCave_L Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes ConditionState = NONE Model = ZBCave End ConditionState = DAMAGED Model = ZBCave_D ParticleSysBone = Smoke01 SmolderingSmoke End ConditionState = REALLYDAMAGED Model = ZBCave_E ParticleSysBone = Smoke01 SmolderingSmoke ParticleSysBone = Fire01 SmolderingFire End ConditionState = RUBBLE Model = ZBCave_R End End PlacementViewAngle = -135 ; ***DESIGN parameters *** DisplayName = OBJECT:Cave EditorSorting = STRUCTURE CommandSet = CaveCommandSet VisionRange = 200.0 ; Shroud clearing distance ArmorSet Conditions = None Armor = StructureArmor DamageFX = StructureDamageFXNoShake End ; *** AUDIO Parameters *** VoiceSelect = TunnelNetworkSelect ; *** ENGINEERING Parameters *** RadarPriority = STRUCTURE KindOf = PRELOAD STRUCTURE SELECTABLE IMMOBILE Body = StructureBody ModuleTag_02 MaxHealth = 5000.0 InitialHealth = 5000.0 End Behavior = CaveContain ModuleTag_03 ; This is an index where all caves with this number are connected. You can change ; it with a script, or you can instance a second object and set it to 1. Please use sequential integers ; to keep it fast. CaveIndex = 0 AllowInsideKindOf = INFANTRY VEHICLE End Behavior = DefaultProductionExitUpdate ModuleTag_04 UnitCreatePoint = X: 5.0 Y: 0.0 Z:0.0 NaturalRallyPoint = X: 35.0 Y: 0.0 Z:0.0 End ;Behavior = DestroyDie ModuleTag_05 ; ;nothing ;End Behavior = KeepObjectDie ModuleTag_IWantRubble End Behavior = CreateObjectDie ModuleTag_06 CreationList = OCL_ABTunnelNetworkDebris End Behavior = FXListDie ModuleTag_07 DeathFX = FX_ABTunnelNetworkExplode End Geometry = CYLINDER GeometryMajorRadius = 25.0 GeometryHeight = 5.0 GeometryIsSmall = No Shadow = SHADOW_VOLUME BuildCompletion = PLACED_BY_PLAYER End ; ----------------------------------------------------------------------------- Object CaveOpening1 ; *** ART Parameters *** SelectPortrait = SSTechCave_L Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes ConditionState = NONE Model = ZBCave End ConditionState = DAMAGED Model = ZBCave_D ParticleSysBone = Smoke01 SmolderingSmoke End ConditionState = REALLYDAMAGED Model = ZBCave_E ParticleSysBone = Smoke01 SmolderingSmoke ParticleSysBone = Fire01 SmolderingFire End ConditionState = RUBBLE Model = ZBCave_R End End PlacementViewAngle = -135 ; ***DESIGN parameters *** DisplayName = OBJECT:Cave EditorSorting = STRUCTURE CommandSet = CaveCommandSet VisionRange = 200.0 ; Shroud clearing distance ArmorSet Conditions = None Armor = StructureArmor DamageFX = StructureDamageFXNoShake End ; *** AUDIO Parameters *** VoiceSelect = TunnelNetworkSelect ; *** ENGINEERING Parameters *** RadarPriority = STRUCTURE KindOf = PRELOAD STRUCTURE SELECTABLE IMMOBILE Body = StructureBody ModuleTag_02 MaxHealth = 5000.0 InitialHealth = 5000.0 End Behavior = CaveContain ModuleTag_03 ; This is an index where all caves with this number are connected. You can change ; it with a script, or you can instance a second object and set it to 1. Please use sequential integers ; to keep it fast. CaveIndex = 1 AllowInsideKindOf = INFANTRY VEHICLE End Behavior = DefaultProductionExitUpdate ModuleTag_04 UnitCreatePoint = X: 5.0 Y: 0.0 Z:0.0 NaturalRallyPoint = X: 35.0 Y: 0.0 Z:0.0 End ;Behavior = DestroyDie ModuleTag_05 ; ;nothing ;End Behavior = KeepObjectDie ModuleTag_IWantRubble End Behavior = CreateObjectDie ModuleTag_06 CreationList = OCL_ABTunnelNetworkDebris End Behavior = FXListDie ModuleTag_07 DeathFX = FX_ABTunnelNetworkExplode End Geometry = CYLINDER GeometryMajorRadius = 25.0 GeometryHeight = 5.0 GeometryIsSmall = No Shadow = SHADOW_VOLUME BuildCompletion = PLACED_BY_PLAYER End ; ----------------------------------------------------------------------------- Object CaveOpening2 ; *** ART Parameters *** SelectPortrait = SSTechCave_L Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes ConditionState = NONE Model = ZBCave End ConditionState = DAMAGED Model = ZBCave_D ParticleSysBone = Smoke01 SmolderingSmoke End ConditionState = REALLYDAMAGED Model = ZBCave_E ParticleSysBone = Smoke01 SmolderingSmoke ParticleSysBone = Fire01 SmolderingFire End ConditionState = RUBBLE Model = ZBCave_R End End PlacementViewAngle = -135 ; ***DESIGN parameters *** DisplayName = OBJECT:Cave EditorSorting = STRUCTURE CommandSet = CaveCommandSet VisionRange = 200.0 ; Shroud clearing distance ArmorSet Conditions = None Armor = StructureArmor DamageFX = StructureDamageFXNoShake End ; *** AUDIO Parameters *** VoiceSelect = TunnelNetworkSelect ; *** ENGINEERING Parameters *** RadarPriority = STRUCTURE KindOf = PRELOAD STRUCTURE SELECTABLE IMMOBILE Body = StructureBody ModuleTag_02 MaxHealth = 5000.0 InitialHealth = 5000.0 End Behavior = CaveContain ModuleTag_03 ; This is an index where all caves with this number are connected. You can change ; it with a script, or you can instance a second object and set it to 1. Please use sequential integers ; to keep it fast. CaveIndex = 2 AllowInsideKindOf = INFANTRY VEHICLE End Behavior = DefaultProductionExitUpdate ModuleTag_04 UnitCreatePoint = X: 5.0 Y: 0.0 Z:0.0 NaturalRallyPoint = X: 35.0 Y: 0.0 Z:0.0 End ;Behavior = DestroyDie ModuleTag_05 ; ;nothing ;End Behavior = KeepObjectDie ModuleTag_IWantRubble End Behavior = CreateObjectDie ModuleTag_06 CreationList = OCL_ABTunnelNetworkDebris End Behavior = FXListDie ModuleTag_07 DeathFX = FX_ABTunnelNetworkExplode End Geometry = CYLINDER GeometryMajorRadius = 25.0 GeometryHeight = 5.0 GeometryIsSmall = No Shadow = SHADOW_VOLUME BuildCompletion = PLACED_BY_PLAYER End ;------------------------------------------------------------------------------ Object TechRadioStation ; *** ART Parameters *** SelectPortrait = SSTechRadioStation_L Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes ; DAY ******************************************** ConditionState = NONE Model = ZBRadioStn End ; DAMAGED ******************************************** ConditionState = DAMAGED Model = ZBRadioStn_D ParticleSysBone = Smoke01 SmolderingSmoke ParticleSysBone = Smoke02 SmolderingSmoke ParticleSysBone = Smoke03 SmolderingSmoke End ; REALLYDAMAGED **************************************** ConditionState = REALLYDAMAGED Model = ZBRadioStn_E ParticleSysBone = Smoke01 SmolderingSmoke ParticleSysBone = Smoke02 SmokeFactionLarge ParticleSysBone = Smoke03 SmokeFactionLarge ParticleSysBone = Smoke04 SmokeFactionLarge ParticleSysBone = Fire02 SmolderingFire ParticleSysBone = Fire03 FireFactionLarge ParticleSysBone = Fire04 FireFactionLarge ParticleSysBone = Fire05 FireFactionLarge End ; RUBBLE ********************************************* ConditionState = RUBBLE Model = none End AliasConditionState = SNOW AliasConditionState = SNOW DAMAGED AliasConditionState = SNOW REALLYDAMAGED AliasConditionState = SNOW RUBBLE ; NIGHT ******************************************** ConditionState = NIGHT Model = ZBRadioStn_N End ; NIGHT DAMAGED ******************************************** ConditionState = NIGHT DAMAGED Model = ZBRadioStn_DN ParticleSysBone = Smoke03 SmolderingSmoke ParticleSysBone = Smoke04 SmolderingSmoke ParticleSysBone = Smoke05 SmolderingSmoke End ; NIGHT REALLYDAMAGED ******************************************** ConditionState = NIGHT REALLYDAMAGED Model = ZBRadioStn_EN ParticleSysBone = Smoke03 SmolderingSmoke ParticleSysBone = Smoke04 SmokeFactionLarge ParticleSysBone = Smoke05 SmokeFactionLarge ParticleSysBone = Smoke06 SmokeFactionLarge ParticleSysBone = Fire02 SmolderingFire ParticleSysBone = Fire03 FireFactionLarge ParticleSysBone = Fire04 FireFactionLarge ParticleSysBone = Fire05 FireFactionLarge End ; NIGHT RUBBLE **************************************** ConditionState = NIGHT RUBBLE Model = none End AliasConditionState = NIGHT SNOW AliasConditionState = NIGHT SNOW DAMAGED AliasConditionState = NIGHT SNOW REALLYDAMAGED AliasConditionState = NIGHT SNOW RUBBLE ;------ Missing Snow and Night Snow models ------ ;; SNOW ******************************************** ;ConditionState = SNOW ; Model = none ;End ;; SNOW DAMAGED ******************************************** ;ConditionState = SNOW DAMAGED ; Model = none ;End ;; SNOW REALLYDAMAGED ******************************************** ;ConditionState = SNOW REALLYDAMAGED ; Model = none ;End ;; SNOW RUBBLE **************************************** ;ConditionState = SNOW RUBBLE ; Model = none ;End ;; NIGHT SNOW ******************************************** ;ConditionState = NIGHT SNOW ; Model = none ;End ;; NIGHT SNOW DAMAGED ******************************************** ;ConditionState = NIGHT SNOW DAMAGED ; Model = none ;End ;; NIGHT SNOW REALLYDAMAGED ******************************************** ;ConditionState = NIGHT SNOW REALLYDAMAGED ; Model = none ;End ;; NIGHT SNOW RUBBLE **************************************** ;ConditionState = NIGHT SNOW RUBBLE ; Model = none ;End End ; ========================= Flag Model =============================== Draw = W3DModelDraw ModuleTag_02 OkToChangeModelColor = Yes ; DEFAULT & DAMAGED ************************************************ ConditionState = NONE Model = ZBRadioStn_F Animation = ZBRadioStn_F.ZBRadioStn_F AnimationMode = LOOP End AliasConditionState = DAMAGED ; REALLYDAMAGED ***************************************************** ConditionState = REALLYDAMAGED Model = ZBRadioStn_FE Animation = ZBRadioStn_FE.ZBRadioStn_FE AnimationMode = LOOP End ; RUBBLE *********************************************************** ConditionState = RUBBLE Model = None End End ; *** AUDIO Parameters *** SoundDie = BuildingDie SoundOnDamaged = BuildingDamagedStateLight SoundOnReallyDamaged = BuildingDestroy VoiceSelect = RadioStationSelect ; ***DESIGN parameters *** DisplayName = OBJECT:TechRadioStation EditorSorting = STRUCTURE CommandSet = TechBuildingRadioStationCommandSet ShroudClearingRange = 100 ; *** ENGINEERING Parameters *** KindOf = STRUCTURE SELECTABLE IMMOBILE CAPTURABLE TECH_BUILDING Body = ActiveBody ModuleTag_03 MaxHealth = 2000.0 InitialHealth = 2000.0 End ArmorSet Conditions = None Armor = StructureArmor DamageFX = StructureDamageFXNoShake End Behavior = GrantUpgradeCreate ModuleTag_04 UpgradeToGrant = Upgrade_AmericaRadar End Behavior = RadarUpgrade ModuleTag_05 TriggeredBy = Upgrade_AmericaRadar End Behavior = DefectorSpecialPower ModuleTag_06 SpecialPowerTemplate = SpecialPowerDefector End ;Behavior = TechRadioStationRadioJam ModuleTag_06 ; SpecialPowerTemplate = SpecialWeaponRadioJam ; StunDistance = 200.0 ; distance to stun from center of click ; HeldTime = 15000 ;End Behavior = FlammableUpdate ModuleTag_07 FlameDamageLimit = 20 ; Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ; in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Behavior = FXListDie ModuleTag_08 DeathFX = FX_StructureMediumDeath End Behavior = TransitionDamageFX ModuleTag_09 ;-------------DESIGNED FOR MEDIUM SIZED FACTION BUILDING TRANSITIONS------------------- DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke ;--------------------------------------------------------------------------------------- ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionMediumExplosion ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionMediumShockwave End Behavior = TechBuildingBehavior ModuleTag_10 PulseFX = FX_TechRadioStationOwnedPulse PulseFXRate = 2000 End Geometry = BOX GeometryMajorRadius = 31.0 GeometryMinorRadius = 33.0 GeometryHeight = 23.0 GeometryIsSmall = No Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object AsiaApartment02 ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes ; day ConditionState = NONE Model = CBApt01 End ConditionState = DAMAGED Model = CBApt01_D End ConditionState = REALLYDAMAGED Model = CBApt01_E End ConditionState = RUBBLE Model = CBApt01_R End ; day garrisoned ConditionState = GARRISONED Model = CBApt01_G Animation = CBApt01_G.CBApt01_G AnimationMode = LOOP End ConditionState = DAMAGED GARRISONED Model = CBApt01_DG Animation = CBApt01_DG.CBApt01_DG AnimationMode = LOOP End ; night ConditionState = NIGHT Model = CBApt01_N End ConditionState = DAMAGED NIGHT Model = CBApt01_DN End ConditionState = REALLYDAMAGED NIGHT Model = CBApt01_EN End ConditionState = RUBBLE NIGHT Model = CBApt01_RN End ; night garrisoned ConditionState = NIGHT GARRISONED Model = CBApt01_NG Animation = CBApt01_NG.CBApt01_NG AnimationMode = LOOP End ConditionState = DAMAGED NIGHT GARRISONED Model = CBApt01_DNG Animation = CBApt01_DNG.CBApt01_DNG AnimationMode = LOOP End ; Snow ConditionState = SNOW Model = CBApt01_S End ConditionState = DAMAGED SNOW Model = CBApt01_DS End ConditionState = REALLYDAMAGED SNOW Model = CBApt01_ES End ConditionState = RUBBLE SNOW Model = CBApt01_RS End ; snow garrisoned ConditionState = SNOW GARRISONED Model = CBApt01_SG Animation = CBApt01_SG.CBApt01_SG AnimationMode = LOOP End ConditionState = DAMAGED SNOW GARRISONED Model = CBApt01_DSG Animation = CBApt01_DSG.CBApt01_DSG AnimationMode = LOOP End ; night snow ConditionState = SNOW NIGHT Model = CBApt01_SN End ConditionState = DAMAGED SNOW NIGHT Model = CBApt01_DSN End ConditionState = REALLYDAMAGED SNOW NIGHT Model = CBApt01_ESN End ConditionState = RUBBLE SNOW NIGHT Model = CBApt01_RSN End ; night snow garrisoned ConditionState = SNOW NIGHT GARRISONED Model = CBApt01_SNG Animation = CBApt01_SNG.CBApt01_SNG AnimationMode = LOOP End ConditionState = DAMAGED SNOW NIGHT GARRISONED Model = CBApt01_DSNG Animation = CBApt01_DSNG.CBApt01_DSNG AnimationMode = LOOP End End ; *** AUDIO Parameters *** SoundDie = BuildingDie SoundOnDamaged = BuildingDamagedStateLight SoundOnReallyDamaged = BuildingDestroy ; ***DESIGN parameters *** DisplayName = OBJECT:Structure EditorSorting = STRUCTURE ; *** ENGINEERING Parameters *** KindOf = STRUCTURE SELECTABLE IMMOBILE Body = ActiveBody ModuleTag_02 MaxHealth = 2000.0 InitialHealth = 2000.0 End ArmorSet Conditions = None Armor = StructureArmor DamageFX = StructureDamageFXNoShake End Behavior = GarrisonContain ModuleTag_03 ContainMax = 10 EnterSound = GarrisonEnter ExitSound = GarrisonExit End Behavior = FlammableUpdate ModuleTag_05 FlameDamageLimit = 20 ;Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ;in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Behavior = TransitionDamageFX ModuleTag_06 ;-------------DESIGNED FOR SMALL SIZED CIVILIAN BUILDING TRANSITIONS------------------- DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke ;--------------------------------------------------------------------------------------- ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave ;--------------------------------------------------------------------------------------- RubbleParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke RubbleParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion RubbleParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave RubbleParticleSystem4 = Bone:None RandomBone:No PSys:StructureTransitionSmallFlare End Geometry = BOX GeometryMajorRadius = 27.0 GeometryMinorRadius = 27.0 GeometryHeight = 46.0 GeometryIsSmall = No Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object AsianApartment01 ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes ; day ConditionState = NONE Model = CBNApart01 End ConditionState = DAMAGED Model = CBNApart01_D End ConditionState = REALLYDAMAGED Model = CBNApart01_E End ConditionState = RUBBLE Model = CBNApart01_R End ; day garrisoned ConditionState = GARRISONED Model = CBNApart01_G Animation = CBNApart01_G.CBNApart01_G AnimationMode = LOOP End ConditionState = DAMAGED GARRISONED Model = CBNApart01_DG Animation = CBNApart01_DG.CBNApart01_DG AnimationMode = LOOP End ; night ConditionState = NIGHT Model = CBNApart01_N End ConditionState = DAMAGED NIGHT Model = CBNApart01_DN End ConditionState = REALLYDAMAGED NIGHT Model = CBNApart01_EN End ConditionState = RUBBLE NIGHT Model = CBNApart01_RN End ; night garrisoned ConditionState = NIGHT GARRISONED Model = CBNApart01_NG Animation = CBNApart01_NG.CBNApart01_NG AnimationMode = LOOP End ConditionState = DAMAGED NIGHT GARRISONED Model = CBNApart01_DNG Animation = CBNApart01_DNG.CBNApart01_DNG AnimationMode = LOOP End ; Snow ConditionState = SNOW Model = CBNApart01_S End ConditionState = DAMAGED SNOW Model = CBNApart01_DS End ConditionState = REALLYDAMAGED SNOW Model = CBNApart01_ES End ConditionState = RUBBLE SNOW Model = CBNApart01_RS End ; snow garrisoned ConditionState = SNOW GARRISONED Model = CBNApart01_SG Animation = CBNApart01_SG.CBNApart01_SG AnimationMode = LOOP End ConditionState = DAMAGED SNOW GARRISONED Model = CBNApart01_DSG Animation = CBNApart01_DSG.CBNApart01_DSG AnimationMode = LOOP End ; night snow ConditionState = SNOW NIGHT Model = CBNApart01_SN End ConditionState = DAMAGED SNOW NIGHT Model = CBNApart01_DSN End ConditionState = REALLYDAMAGED SNOW NIGHT Model = CBNApart01_ESN End ConditionState = RUBBLE SNOW NIGHT Model = CBNApart01_RSN End ; night snow garrisoned ConditionState = SNOW NIGHT GARRISONED Model = CBNApart01_SNG Animation = CBNApart01_SNG.CBNApart01_SNG AnimationMode = LOOP End ConditionState = DAMAGED SNOW NIGHT GARRISONED Model = CBNApart01_DSNG Animation = CBNApart01_DSNG.CBNApart01_DSNG AnimationMode = LOOP End End ; *** AUDIO Parameters *** SoundDie = BuildingDie SoundOnDamaged = BuildingDamagedStateLight SoundOnReallyDamaged = BuildingDestroy ; ***DESIGN parameters *** DisplayName = OBJECT:Structure EditorSorting = STRUCTURE ; *** ENGINEERING Parameters *** KindOf = STRUCTURE SELECTABLE IMMOBILE Body = ActiveBody ModuleTag_02 MaxHealth = 2000.0 InitialHealth = 2000.0 End ArmorSet Conditions = None Armor = StructureArmor DamageFX = StructureDamageFXNoShake End Behavior = GarrisonContain ModuleTag_03 ContainMax = 10 EnterSound = GarrisonEnter ExitSound = GarrisonExit End Behavior = FlammableUpdate ModuleTag_05 FlameDamageLimit = 20 ;Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ;in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Behavior = TransitionDamageFX ModuleTag_06 ;-------------DESIGNED FOR SMALL SIZED CIVILIAN BUILDING TRANSITIONS------------------- DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke ;--------------------------------------------------------------------------------------- ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave ;--------------------------------------------------------------------------------------- RubbleParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke RubbleParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion RubbleParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave RubbleParticleSystem4 = Bone:None RandomBone:No PSys:StructureTransitionSmallFlare End Geometry = BOX GeometryMajorRadius = 21.0 GeometryMinorRadius = 18.0 GeometryHeight = 68.0 GeometryIsSmall = No Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object ChineeseSpyPost ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes ; day ConditionState = NONE Model = CBNSpypost End ; damaged ConditionState = DAMAGED Model = CBNSpypost_D End ; reallydamaged ConditionState = REALLYDAMAGED Model = CBNSpypost_E End ; rubble ConditionState = RUBBLE Model = CBNSpypost_R End End ; *** AUDIO Parameters *** SoundDie = BuildingDie SoundOnDamaged = BuildingDamagedStateLight SoundOnReallyDamaged = BuildingDestroy ; ***DESIGN parameters *** DisplayName = OBJECT:Structure EditorSorting = STRUCTURE ArmorSet Conditions = None Armor = StructureArmor DamageFX = StructureDamageFXNoShake End ; *** ENGINEERING Parameters *** RadarPriority = STRUCTURE KindOf = STRUCTURE SELECTABLE IMMOBILE Body = StructureBody ModuleTag_02 MaxHealth = 2000.0 InitialHealth = 2000.0 End Behavior = GarrisonContain ModuleTag_03 ContainMax = 8 EnterSound = GarrisonEnter ExitSound = GarrisonExit End Behavior = FlammableUpdate ModuleTag_05 FlameDamageLimit = 20 ;Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ;in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Behavior = TransitionDamageFX ModuleTag_06 ;-------------DESIGNED FOR SMALL SIZED CIVILIAN BUILDING TRANSITIONS------------------- DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke ;--------------------------------------------------------------------------------------- ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave ;--------------------------------------------------------------------------------------- RubbleParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke RubbleParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion RubbleParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave RubbleParticleSystem4 = Bone:None RandomBone:No PSys:StructureTransitionSmallFlare End Geometry = BOX GeometryMajorRadius = 22.0 GeometryMinorRadius = 19.0 GeometryHeight = 53.0 GeometryIsSmall = No Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ ;------------------------------------------------------------------------------ ;This is an example of a landmark bridge. The model has to be correctly centered ; as with normal game objects, and the Geometry must be box, and the extents correct ; as that specifies where the "bridgeness" will occur for pathfinding. jba. Object EuropeanLandmarkBridge ; note that the landmark bridge has to have a bridge entry in Roads.ini with the same ; name as the object, in order to specify the corner towers. jba ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = No ; day ConditionState = NONE Model = CMFldBrdg End ConditionState = DAMAGED Model = CBBridgeArc_d End ConditionState = REALLYDAMAGED Model = CBBridgeArc_e End ConditionState = RUBBLE Model = CBBridgeArc_r End End ; ***DESIGN parameters *** DisplayName = ThingTemplate:EuropeanTowerBridge01 EditorSorting = STRUCTURE ArmorSet Conditions = None Armor = StructureArmor DamageFX = StructureDamageFXNoShake End ; *** ENGINEERING Parameters *** IsBridge = Yes RadarPriority = STRUCTURE KindOf = STRUCTURE IMMOBILE BRIDGE LANDMARK_BRIDGE Body = StructureBody ModuleTag_BodyOverride MaxHealth = 2000.0 InitialHealth = 2000.0 End Behavior = BridgeBehavior ModuleTag_03 LateralScaffoldSpeed = 100.0 VerticalScaffoldSpeed = 70.0 End Geometry = BOX GeometryMajorRadius = 105.0 GeometryMinorRadius = 40.0 GeometryHeight = 5.0 GeometryIsSmall = No End ;------------------------------------------------------------------------------ ;This is an example of a landmark bridge. The model has to be correctly centered ; as with normal game objects, and the Geometry must be box, and the extents correct ; as that specifies where the "bridgeness" will occur for pathfinding. jba. Object TsingMaLandmarkBridge ; note that the landmark bridge has to have a bridge entry in Roads.ini with the same ; name as the object, in order to specify the corner towers. jba ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = No ExtraPublicBone Explosion01 ExtraPublicBone Explosion02 ExtraPublicBone Explosion03 ExtraPublicBone Explosion04 ExtraPublicBone Explosion05 ExtraPublicBone Explosion06 ExtraPublicBone Explosion07 ExtraPublicBone Splash01 ExtraPublicBone Splash02 ExtraPublicBone Splash03 ExtraPublicBone Splash04 ExtraPublicBone Splash05 ExtraPublicBone Splash06 ; day ConditionState = NONE Model = CMTsingMa End ConditionState = RUBBLE Model = CMTsingMa_a Animation = CMTsingMa_a.CMTsingMa_a AnimationMode = ONCE Flags = START_FRAME_FIRST End End ; ***DESIGN parameters *** DisplayName = ThingTemplate:EuropeanTowerBridge01 EditorSorting = STRUCTURE ArmorSet Conditions = None Armor = StructureArmor DamageFX = StructureDamageFXNoShake End ; *** ENGINEERING Parameters *** IsBridge = Yes RadarPriority = STRUCTURE KindOf = STRUCTURE IMMOBILE BRIDGE LANDMARK_BRIDGE Body = StructureBody ModuleTag_02 MaxHealth = 2000.0 InitialHealth = 2000.0 End Behavior = BridgeBehavior ModuleTag_03 LateralScaffoldSpeed = 100.0 VerticalScaffoldSpeed = 70.0 BridgeDieOCL = OCL:OCL_TsingMaTankColumn Delay: 0 Bone:ParentObject BridgeDieOCL = OCL:OCL_TsingMaInfantryColumn Delay: 0 Bone:ParentObject BridgeDieFX = FX:FX_TsingMaExplosion Delay: 45000 Bone:Explosion01 BridgeDieOCL = OCL:OCL_TsingMaExplosion Delay: 45000 Bone:Explosion01 BridgeDieFX = FX:FX_TsingMaExplosion Delay: 46000 Bone:Explosion02 BridgeDieOCL = OCL:OCL_TsingMaExplosion Delay: 46000 Bone:Explosion02 BridgeDieFX = FX:FX_TsingMaExplosion Delay: 46500 Bone:Explosion03 BridgeDieOCL = OCL:OCL_TsingMaExplosion Delay: 46500 Bone:Explosion03 BridgeDieFX = FX:FX_TsingMaExplosion Delay: 47500 Bone:Explosion04 BridgeDieOCL = OCL:OCL_TsingMaExplosion Delay: 47500 Bone:Explosion04 BridgeDieFX = FX:FX_TsingMaExplosion Delay: 48250 Bone:Explosion05 BridgeDieOCL = OCL:OCL_TsingMaExplosion Delay: 48250 Bone:Explosion05 BridgeDieFX = FX:FX_TsingMaExplosion Delay: 49500 Bone:Explosion06 BridgeDieOCL = OCL:OCL_TsingMaExplosion Delay: 49500 Bone:Explosion06 BridgeDieFX = FX:FX_TsingMaExplosion Delay: 50000 Bone:Explosion07 BridgeDieOCL = OCL:OCL_TsingMaExplosion Delay: 50000 Bone:Explosion07 BridgeDieFX = FX:FX_TsingMaSplash Delay: 45000 Bone:Splash01 BridgeDieFX = FX:FX_TsingMaSplash Delay: 46000 Bone:Splash02 BridgeDieFX = FX:FX_TsingMaSplash Delay: 46500 Bone:Splash03 BridgeDieFX = FX:FX_TsingMaSplash Delay: 47500 Bone:Splash04 BridgeDieFX = FX:FX_TsingMaSplash Delay: 48250 Bone:Splash05 BridgeDieFX = FX:FX_TsingMaSplash Delay: 49400 Bone:Splash06 End Geometry = BOX GeometryMajorRadius = 1117.0 GeometryMinorRadius = 25.0 GeometryHeight = 3.0 GeometryIsSmall = No Shadow = SHADOW_VOLUME End ;--------------------------------------------------------------------------- Object TsingMaTankColumn ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 ConditionState = NONE Model = CMTsingMaTanks Animation = CMTsingMaTanks.CMTsingMaTanks AnimationMode = ONCE Flags = START_FRAME_FIRST End End ; ***DESIGN parameters *** EditorSorting = DEBRIS ; *** ENGINEERING Parameters *** KindOf = NO_COLLIDE ; Behavior = PhysicsBehavior ModuleTag_03 ; Mass = 100.0 ; AllowBouncing = Yes ; KillWhenRestingOnGround = Yes ; End Behavior = LifetimeUpdate ModuleTag_04 MinLifetime = 100000 ; min lifetime in msec MaxLifetime = 100000 ; max lifetime in msec End ; Behavior = SlowDeathBehavior ModuleTag_05 ; SinkDelay = 1500 ; SinkRate = 2 ; in Dist/Sec ; DestructionDelay = 8000 ; End Shadow = SHADOW_VOLUME End ;--------------------------------------------------------------------------- Object TsingMaInfantryColumn ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 ConditionState = NONE Model = INF4BRG_SKN Animation = INF4BRG_SKL.INF4BRG_ANM3 AnimationMode = ONCE Flags = START_FRAME_FIRST End End ; ***DESIGN parameters *** EditorSorting = DEBRIS ; *** ENGINEERING Parameters *** KindOf = NO_COLLIDE ; Behavior = PhysicsBehavior ModuleTag_03 ; Mass = 100.0 ; AllowBouncing = Yes ; KillWhenRestingOnGround = Yes ; End Behavior = LifetimeUpdate ModuleTag_04 MinLifetime = 100000 ; min lifetime in msec MaxLifetime = 100000 ; max lifetime in msec End ; Behavior = SlowDeathBehavior ModuleTag_05 ; SinkDelay = 1500 ; SinkRate = 2 ; in Dist/Sec ; DestructionDelay = 8000 ; End ; Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ ;This is an example of a landmark bridge. The model has to be correctly centered ; as with normal game objects, and the Geometry must be box, and the extents correct ; as that specifies where the "bridgeness" will occur for pathfinding. jba. Object MonumentTrainBridge ; note that the landmark bridge has to have a bridge entry in Roads.ini with the same ; name as the object, in order to specify the corner towers. jba ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = No ; day ConditionState = NONE Model = CMTBridge_A1 End ConditionState = RUBBLE Model = CMTBridge_A1 Animation = CMTBridge_A1.CMTBridge_A1 AnimationMode = ONCE AnimationSpeedFactorRange = 0.5 0.5 Flags = START_FRAME_FIRST ParticleSysBone = SPARK01 FireBurningBarricade01 ;left standing ParticleSysBone = SPARK02 FireBurningBarricade01 ;left standing ParticleSysBone = SPARK03 FireBurningBarricade01 ;left standing ParticleSysBone = SPARK04 FireBurningBarricade01 ;left standing ParticleSysBone = EXPLOSION03 CarpetBombExplosion ;left standing ParticleSysBone = EXPLOSION04 CarpetBombExplosion ;left standing ParticleSysBone = EXPLOSION05 CarpetBombExplosion ;left standing ParticleSysBone = EXPLOSION06 CarpetBombExplosion ;left standing ParticleSysBone = EXPLOSION11 CarpetBombExplosion ;left standing ParticleSysBone = EXPLOSION01 HumveeExplosionDebris ;falls down ParticleSysBone = EXPLOSION02 CarCrushDebris ;falls down ParticleSysBone = EXPLOSION07 DragonTankExplosionDebris ;falls down ParticleSysBone = EXPLOSION08 OverlordTankExplosionDebris;falls down ParticleSysBone = EXPLOSION09 JetDebris ;falls down ParticleSysBone = EXPLOSION10 BuggyExplosionDebris ;falls down ParticleSysBone = EXPLOSION12 StructureExplosionDebris ;falls down ParticleSysBone = EXPLOSION01 CarpetBombExplosion ;falls down ParticleSysBone = EXPLOSION02 CarpetBombExplosion ;falls down ParticleSysBone = EXPLOSION07 CarpetBombExplosion ;falls down ParticleSysBone = EXPLOSION08 CarpetBombExplosion ;falls down ParticleSysBone = EXPLOSION09 CarpetBombExplosion ;falls down ParticleSysBone = EXPLOSION10 CarpetBombExplosion ;falls down ParticleSysBone = EXPLOSION12 CarpetBombExplosion ;falls down ParticleSysBone = EXPLOSION01 BurningBridgeBeam ;falls down ParticleSysBone = EXPLOSION02 BurningBridgeBeam ;falls down ParticleSysBone = EXPLOSION07 BurningBridgeBeam ;falls down ParticleSysBone = EXPLOSION08 BurningBridgeBeam ;falls down ParticleSysBone = EXPLOSION09 BurningBridgeBeam ;falls down ParticleSysBone = EXPLOSION10 BurningBridgeBeam ;falls down ParticleSysBone = EXPLOSION12 BurningBridgeBeam ;falls down End End ; ***DESIGN parameters *** DisplayName = OBJECT:RailroadBridge EditorSorting = STRUCTURE ArmorSet Conditions = None Armor = StructureArmor DamageFX = StructureDamageFXNoShake End ; *** ENGINEERING Parameters *** IsBridge = Yes RadarPriority = STRUCTURE KindOf = STRUCTURE IMMOBILE BRIDGE LANDMARK_BRIDGE UNATTACKABLE Body = ActiveBody ModuleTag_02 MaxHealth = 2000.0 InitialHealth = 2000.0 End Behavior = BridgeBehavior ModuleTag_03 LateralScaffoldSpeed = 100.0 VerticalScaffoldSpeed = 70.0 End ClientUpdate = AnimatedParticleSysBoneClientUpdate ModuleTag_04 End Behavior = FXListDie ModuleTag_05 DeathFX = FX_RailroadBridgeCollapse End Behavior = CreateObjectDie ModuleTag_06 CreationList = OCL_StructureCollapseFinal End ;Lorenzen commented out for Sean K ;Behavior = CreateObjectDie ModuleTag_07 ; CreationList = OCL_TrainWreck ;End Geometry = BOX GeometryMajorRadius = 200.0 GeometryMinorRadius = 18.0 GeometryHeight = 2.0 GeometryIsSmall = No Shadow = NONE ; doesn't actually have a model... End ;------------------------------------------------------------------------------ Object AsianFloodBridge ; note that the landmark bridge has to have a bridge entry in Roads.ini with the same ; name as the object, in order to specify the corner towers. jba ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = No ; day ConditionState = NONE Model = CMFldBrdg End ConditionState = RUBBLE Model = CMFldBrdg Animation = CMFldBrdg.CMFldBrdg AnimationMode = ONCE Flags = START_FRAME_FIRST End End ; ***DESIGN parameters *** DisplayName = OBJECT:RailroadBridge EditorSorting = STRUCTURE ArmorSet Conditions = None Armor = StructureArmor DamageFX = StructureDamageFXNoShake End ; *** ENGINEERING Parameters *** IsBridge = Yes RadarPriority = STRUCTURE KindOf = STRUCTURE IMMOBILE BRIDGE LANDMARK_BRIDGE Body = StructureBody ModuleTag_02 MaxHealth = 2000.0 InitialHealth = 2000.0 End Behavior = BridgeBehavior ModuleTag_03 LateralScaffoldSpeed = 100.0 VerticalScaffoldSpeed = 70.0 End Geometry = BOX GeometryMajorRadius = 1117.0 GeometryMinorRadius = 25.0 GeometryHeight = 3.0 GeometryIsSmall = No End ;------------------------------------------------------------------------------ Object Crane ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes ConditionState = NONE Model = CVCSTCRN End ConditionState = DAMAGED Model = CVCSTCRN End ConditionState = REALLYDAMAGED Model = CVCSTCRN_D End ConditionState = RUBBLE Model = CVCSTCRN_D1 End End ; ***DESIGN parameters *** DisplayName = OBJECT:Crane EditorSorting = STRUCTURE ArmorSet Conditions = None Armor = StructureArmor DamageFX = StructureDamageFXNoShake End ; ***AUDIO parameters *** SoundAmbient = CraneAmbience ; *** ENGINEERING Parameters *** KindOf = STRUCTURE SELECTABLE IMMOBILE Body = ActiveBody ModuleTag_02 MaxHealth = 2000.0 InitialHealth = 2000.0 End ;Behavior = DestroyDie ModuleTag_03 ; ;nothing ;End ; Note that structures with "RUBBLE" states should not use DestroyDie; such buildings are ; never truly destroyed, even when reduced to zero health. Also note that garrisonable ; buildings automatically stick around because GarrisonContain has it's own DieModule Behavior = KeepObjectDie ModuleTag_IWantRubble End Behavior = FlammableUpdate ModuleTag_05 FlameDamageLimit = 20 ;Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ;in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Geometry = BOX GeometryMajorRadius = 25.0 GeometryMinorRadius = 16.0 GeometryHeight = 50.0 GeometryIsSmall = No Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object BaikonurHanger ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes ConditionState = NONE Model = CBBaikHang End ConditionState = DAMAGED Model = CBBaikHang_D End ConditionState = REALLYDAMAGED Model = CBBaikHang_E End ConditionState = RUBBLE Model = CBBaikHang_R End ConditionState = GARRISONED Model = CBBaikHang_G Animation = CBBaikHang_G.CBBaikHang_G AnimationMode = LOOP End End ; ***DESIGN parameters *** DisplayName = OBJECT:Structure EditorSorting = STRUCTURE ArmorSet Conditions = None Armor = StructureArmor DamageFX = StructureDamageFXNoShake End ; *** ENGINEERING Parameters *** KindOf = STRUCTURE SELECTABLE IMMOBILE Body = ActiveBody ModuleTag_02 MaxHealth = 2000.0 InitialHealth = 2000.0 End ;Behavior = DestroyDie ModuleTag_03 ; ;nothing ;End ; Note that structures with "RUBBLE" states should not use DestroyDie; such buildings are ; never truly destroyed, even when reduced to zero health. Also note that garrisonable ; buildings automatically stick around because GarrisonContain has it's own DieModule Behavior = KeepObjectDie ModuleTag_IWantRubble End Behavior = FlammableUpdate ModuleTag_05 FlameDamageLimit = 20 ;Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ;in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Behavior = TransitionDamageFX ModuleTag_06 ;-------------DESIGNED FOR LARGE SIZED CIVILIAN BUILDING TRANSITIONS------------------- DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionLargeSmoke ;--------------------------------------------------------------------------------------- ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionLargeSmoke ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionLargeExplosion ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionLargeShockwave ;--------------------------------------------------------------------------------------- RubbleParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionLargeSmoke RubbleParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionLargeExplosion RubbleParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionLargeShockwave RubbleParticleSystem4 = Bone:None RandomBone:No PSys:StructureTransitionLargeFlare End Geometry = BOX GeometryMajorRadius = 97.0 GeometryMinorRadius = 116.0 GeometryHeight = 60.0 GeometryIsSmall = No Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object BaikonurGroundControlCenter ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes ConditionState = NONE Model = CBBaikGrnd End ConditionState = DAMAGED Model = CBBaikGrnd_D End ConditionState = REALLYDAMAGED Model = CBBaikGrnd_E End ConditionState = RUBBLE Model = CBBaikGrnd_R End End ; ***DESIGN parameters *** DisplayName = OBJECT:Structure EditorSorting = STRUCTURE ArmorSet Conditions = None Armor = StructureArmor DamageFX = StructureDamageFXNoShake End ; *** ENGINEERING Parameters *** KindOf = STRUCTURE SELECTABLE IMMOBILE CAPTURABLE Body = ActiveBody ModuleTag_02 MaxHealth = 2000.0 InitialHealth = 2000.0 End Behavior = TransitionDamageFX ModuleTag_06 ;-------------DESIGNED FOR SMALL SIZED CIVILIAN BUILDING TRANSITIONS------------------- DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke ;--------------------------------------------------------------------------------------- ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave ;--------------------------------------------------------------------------------------- RubbleParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke RubbleParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion RubbleParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave RubbleParticleSystem4 = Bone:None RandomBone:No PSys:StructureTransitionSmallFlare End ;Behavior = DestroyDie ModuleTag_03 ; ;nothing ;End ; Note that structures with "RUBBLE" states should not use DestroyDie; such buildings are ; never truly destroyed, even when reduced to zero health. Also note that garrisonable ; buildings automatically stick around because GarrisonContain has it's own DieModule Behavior = KeepObjectDie ModuleTag_IWantRubble End Behavior = FlammableUpdate ModuleTag_05 FlameDamageLimit = 20 ;Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ;in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Geometry = BOX GeometryMajorRadius = 40.0 GeometryMinorRadius = 66.0 GeometryHeight = 43.0 GeometryIsSmall = No Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object BaikonurRocketPad ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes ConditionState = NONE Model = CBBaikRock_A1 Animation = CBBaikRock_A1.CBBaikRock_A1 AnimationMode = ONCE_BACKWARDS Flags = START_FRAME_FIRST ParticleSysBone = Smoke01 SteamRocketFuselage ParticleSysBone = Smoke02 SteamRocketFuselage ParticleSysBone = Smoke03 SteamRocketFuselage ParticleSysBone = Smoke04 SteamRocketFuselage ; ParticleSysBone = ESmoke01 SteamRocketFuselage End ConditionState = DOOR_1_OPENING Model = CBBaikRock_A1 Animation = CBBaikRock_A1.CBBaikRock_A1 AnimationMode = ONCE ParticleSysBone = Engine01 BaikonurRocketFlare ParticleSysBone = Engine02 BaikonurRocketFlare ParticleSysBone = Engine03 BaikonurRocketFlare ParticleSysBone = Engine04 BaikonurRocketFlare ParticleSysBone = Engine05 BaikonurRocketFlare ParticleSysBone = Engine06 BaikonurRocketFlare ParticleSysBone = ESmoke01 BaikonurRocketTrail ParticleSysBone = RootTransform BaikonurRocketDust End ConditionState = DAMAGED Model = CBBaikRock_A1 Animation = CBBaikRock_A1.CBBaikRock_A1 AnimationMode = ONCE_BACKWARDS Flags = START_FRAME_FIRST ParticleSysBone = Smoke01 SteamRocketFuselage ParticleSysBone = Smoke02 SteamRocketFuselage ParticleSysBone = Smoke03 SteamRocketFuselage ParticleSysBone = Smoke04 SteamRocketFuselage ; ParticleSysBone = ESmoke01 SteamRocketFuselage End ConditionState = REALLYDAMAGED Model = CBBaikRock_A1 Animation = CBBaikRock_A1.CBBaikRock_A1 AnimationMode = ONCE_BACKWARDS Flags = START_FRAME_FIRST ParticleSysBone = Smoke01 SteamRocketFuselage ParticleSysBone = Smoke02 SteamRocketFuselage ParticleSysBone = Smoke03 SteamRocketFuselage ParticleSysBone = Smoke04 SteamRocketFuselage ; ParticleSysBone = ESmoke01 SteamRocketFuselage End ConditionState = RUBBLE Model = CBBaikRock_CR End End ; ***DESIGN parameters *** DisplayName = OBJECT:Structure EditorSorting = STRUCTURE ArmorSet Conditions = None Armor = StructureArmor DamageFX = StructureDamageFXNoShake End CommandSet = BaikonurLaunchTowerCommandSet ;***AUDIO parameters *** ; SoundAmbient = Cin_BaikonurRocketAmbientLoop SoundAmbient = BuildingNeutronMissileHiss ; *** ENGINEERING Parameters *** KindOf = STRUCTURE SELECTABLE IMMOBILE AIRCRAFT_PATH_AROUND CAPTURABLE Body = ActiveBody ModuleTag_02 MaxHealth = 2000.0 InitialHealth = 2000.0 End ;Behavior = DestroyDie ModuleTag_03 ; ;nothing ;End ; Note that structures with "RUBBLE" states should not use DestroyDie; such buildings are ; never truly destroyed, even when reduced to zero health. Also note that garrisonable ; buildings automatically stick around because GarrisonContain has it's own DieModule Behavior = KeepObjectDie ModuleTag_IWantRubble End ClientUpdate = AnimatedParticleSysBoneClientUpdate ModuleTag_04 End Behavior = FlammableUpdate ModuleTag_05 FlameDamageLimit = 20 ;Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ;in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Behavior = BaikonurLaunchPower ModuleTag_06 SpecialPowerTemplate = SuperweaponLaunchBaikonurRocket DetonationObject = BaikonurRocketDetonation End Behavior = CreateObjectDie ModuleTag_07 CreationList = OCL_PoisonFieldLarge End Behavior = FXListDie ModuleTag_08 DeathFX = FX_NukeGLA End Behavior = TransitionDamageFX ModuleTag_09 ;-------------DESIGNED FOR MEDIUM SIZED FACTION BUILDING TRANSITIONS------------------- DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke ;--------------------------------------------------------------------------------------- ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionMediumExplosion ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionMediumShockwave End Geometry = BOX GeometryMajorRadius = 45.0 GeometryMinorRadius = 46.0 GeometryHeight = 160.0 GeometryIsSmall = No Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object BaikonurRocketPad_C ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes ConditionState = NONE Model = CBBaikRock_C End ConditionState = DAMAGED Model = CBBaikRock_CD End ConditionState = REALLYDAMAGED Model = CBBaikRock_CE End ConditionState = RUBBLE Model = CBBaikRock_CR End End ; ***DESIGN parameters *** DisplayName = OBJECT:Structure EditorSorting = STRUCTURE ArmorSet Conditions = None Armor = StructureArmor DamageFX = StructureDamageFXNoShake End ; *** ENGINEERING Parameters *** KindOf = STRUCTURE SELECTABLE IMMOBILE AIRCRAFT_PATH_AROUND Body = ActiveBody ModuleTag_02 MaxHealth = 2000.0 InitialHealth = 2000.0 End ;Behavior = DestroyDie ModuleTag_03 ; ;nothing ;End ; Note that structures with "RUBBLE" states should not use DestroyDie; such buildings are ; never truly destroyed, even when reduced to zero health. Also note that garrisonable ; buildings automatically stick around because GarrisonContain has it's own DieModule Behavior = KeepObjectDie ModuleTag_IWantRubble End Behavior = FlammableUpdate ModuleTag_05 FlameDamageLimit = 20 ;Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ;in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Geometry = BOX GeometryMajorRadius = 37.0 GeometryMinorRadius = 46.0 GeometryHeight = 130.0 GeometryIsSmall = No Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object OceanConventionCenter ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes ; day ConditionState = NONE Model = CMOceanCen End ConditionState = DAMAGED Model = CMOceanCen_D End ConditionState = REALLYDAMAGED Model = CMOceanCen_E End ConditionState = RUBBLE Model = CMOceanCen_R End ConditionState = GARRISONED Model = CMOCEANCEN_G Animation = CMOCEANCEN_G.CMOCEANCEN_G AnimationMode = LOOP End ConditionState = GARRISONED DAMAGED Model = CMOCEANCEN_GD Animation = CMOCEANCEN_GD.CMOCEANCEN_GD AnimationMode = LOOP End End ; *** AUDIO Parameters *** SoundDie = BuildingDie SoundOnDamaged = BuildingDamagedStateLight SoundOnReallyDamaged = BuildingDestroy ; ***DESIGN parameters *** DisplayName = OBJECT:OceanCenter EditorSorting = STRUCTURE ArmorSet Conditions = None Armor = StructureArmor DamageFX = StructureDamageFXNoShake End ; *** ENGINEERING Parameters *** KindOf = STRUCTURE SELECTABLE IMMOBILE AIRCRAFT_PATH_AROUND Body = ActiveBody ModuleTag_02 MaxHealth = 2000.0 InitialHealth = 2000.0 End Behavior = GarrisonContain ModuleTag_03 ContainMax = 10 EnterSound = GarrisonEnter ExitSound = GarrisonExit End ;This effect wasnt working for the building so I removed it. - GB ; Behavior = StructureCollapseUpdate ModuleTag_04 ; MinCollapseDelay = 500 ; MaxCollapseDelay = 1000 ; CollapseDamping = 0.5 ; MaxShudder = 0.6 ; MinBurstDelay = 250 ; MaxBurstDelay = 800 ; BigBurstFrequency = 4 ; OCL = INITIAL OCL_StructureCollapseInitial ; OCL = DELAY OCL_StructureCollapseDelay ; OCL = FINAL OCL_StructureCollapseFinal ; FXList = INITIAL FX_StructureCollapseInitial ; FXList = DELAY FX_StructureCollapseDelay ; FXList = BURST FX_StructureCollapseBurst ; FXList = FINAL FX_StructureCollapseFinal ; End Behavior = FlammableUpdate ModuleTag_06 FlameDamageLimit = 20 ;Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ;in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Behavior = TransitionDamageFX ModuleTag_07 ;-------------DESIGNED FOR LARGE SIZED CIVILIAN BUILDING TRANSITIONS------------------- DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionLargeSmoke ;--------------------------------------------------------------------------------------- ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionLargeSmoke ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionLargeExplosion ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionLargeShockwave ;--------------------------------------------------------------------------------------- RubbleParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionLargeSmoke RubbleParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionLargeExplosion RubbleParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionLargeShockwave RubbleParticleSystem4 = Bone:None RandomBone:No PSys:StructureTransitionLargeFlare End Geometry = BOX GeometryMajorRadius = 115.0 GeometryMinorRadius = 166.0 GeometryHeight = 110.0 GeometryIsSmall = No Shadow = SHADOW_VOLUME End ;Bleacher ends ;------------------------------------------------------------------------------ Object SoccerStadiumBleacherEnd ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes ConditionState = NONE Model = CBStadEnd End ConditionState = DAMAGED Model = CBStadEnd_D End ConditionState = REALLYDAMAGED Model = CBStadEnd_E End ConditionState = RUBBLE Model = CBStadEnd_R End End ; *** AUDIO Parameters *** SoundDie = BuildingDie SoundOnDamaged = BuildingDamagedStateLight SoundOnReallyDamaged = BuildingDestroy ; ***DESIGN parameters *** DisplayName = OBJECT:SoccerStadium EditorSorting = STRUCTURE ArmorSet Conditions = None Armor = StructureArmor DamageFX = StructureDamageFXNoShake End ; *** ENGINEERING Parameters *** KindOf = STRUCTURE SELECTABLE IMMOBILE Body = ActiveBody ModuleTag_02 MaxHealth = 2000.0 InitialHealth = 2000.0 End Behavior = FlammableUpdate ModuleTag_05 FlameDamageLimit = 20 ;Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ;in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... AflameDamageDelay = 500 ; this often. End ; Note that structures with "RUBBLE" states should not use DestroyDie; such buildings are ; never truly destroyed, even when reduced to zero health. Also note that garrisonable ; buildings automatically stick around because GarrisonContain has it's own DieModule Behavior = KeepObjectDie ModuleTag_IWantRubble End Behavior = TransitionDamageFX ModuleTag_07 ;-------------DESIGNED FOR SMALL SIZED CIVILIAN BUILDING TRANSITIONS------------------- DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke ;--------------------------------------------------------------------------------------- ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave ;--------------------------------------------------------------------------------------- RubbleParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke RubbleParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion RubbleParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave RubbleParticleSystem4 = Bone:None RandomBone:No PSys:StructureTransitionSmallFlare End Geometry = BOX GeometryMajorRadius = 25.0 GeometryMinorRadius = 16.0 GeometryHeight = 50.0 GeometryIsSmall = No Shadow = SHADOW_VOLUME End ;The soccer field ;------------------------------------------------------------------------------ Object SoccerStadiumField ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes ConditionState = NONE Model = CBStadField End ConditionState = DAMAGED Model = CBStadField_D End ConditionState = REALLYDAMAGED Model = CBStadField_E End ConditionState = RUBBLE Model = CBStadField_R End End ; ***DESIGN parameters *** DisplayName = OBJECT:Field EditorSorting = STRUCTURE ArmorSet Conditions = None Armor = StructureArmor DamageFX = StructureDamageFXNoShake End ; *** ENGINEERING Parameters *** KindOf = STRUCTURE SELECTABLE IMMOBILE Body = ActiveBody ModuleTag_02 MaxHealth = 2000.0 InitialHealth = 2000.0 End ; Note that structures with "RUBBLE" states should not use DestroyDie; such buildings are ; never truly destroyed, even when reduced to zero health. Also note that garrisonable ; buildings automatically stick around because GarrisonContain has it's own DieModule Behavior = KeepObjectDie ModuleTag_IWantRubble End Geometry = BOX GeometryMajorRadius = 0.0 GeometryMinorRadius = 0.0 GeometryHeight = 0.0 GeometryIsSmall = Yes Shadow = SHADOW_VOLUME End ;The entrance way for tanks ;------------------------------------------------------------------------------ Object SoccerStadiumEntrance ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes ConditionState = NONE Model = CBStadGate End ConditionState = DAMAGED Model = CBStadGate_D End ConditionState = REALLYDAMAGED Model = CBStadGate_E End ConditionState = RUBBLE Model = CBStadGate_R End End ; *** AUDIO Parameters *** SoundDie = BuildingDie SoundOnDamaged = BuildingDamagedStateLight SoundOnReallyDamaged = BuildingDestroy ; ***DESIGN parameters *** DisplayName = OBJECT:SoccerStadium EditorSorting = STRUCTURE ArmorSet Conditions = None Armor = StructureArmor DamageFX = StructureDamageFXNoShake End ; *** ENGINEERING Parameters *** KindOf = STRUCTURE SELECTABLE IMMOBILE Body = ActiveBody ModuleTag_02 MaxHealth = 2000.0 InitialHealth = 2000.0 End Behavior = FlammableUpdate ModuleTag_05 FlameDamageLimit = 20 ;Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ;in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... AflameDamageDelay = 500 ; this often. End ; Note that structures with "RUBBLE" states should not use DestroyDie; such buildings are ; never truly destroyed, even when reduced to zero health. Also note that garrisonable ; buildings automatically stick around because GarrisonContain has it's own DieModule Behavior = KeepObjectDie ModuleTag_IWantRubble End Geometry = BOX GeometryMajorRadius = 6.0 GeometryMinorRadius = 17.0 GeometryHeight = 17.0 GeometryIsSmall = No Shadow = SHADOW_VOLUME End ;the soccer goal ;------------------------------------------------------------------------------ Object SoccerStadiumGoal ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes ConditionState = NONE Model = CBStadGoal End ConditionState = DAMAGED Model = CBStadGoal_D End ConditionState = REALLYDAMAGED Model = CBStadGoal_E End ConditionState = RUBBLE Model = CBStadGoal_E End End ; ***DESIGN parameters *** DisplayName = OBJECT:SoccerStadiumGoal EditorSorting = STRUCTURE ArmorSet Conditions = None Armor = StructureArmor DamageFX = StructureDamageFXNoShake End ; *** ENGINEERING Parameters *** KindOf = STRUCTURE SELECTABLE IMMOBILE Body = ActiveBody ModuleTag_02 MaxHealth = 2000.0 InitialHealth = 2000.0 End ; Note that structures with "RUBBLE" states should not use DestroyDie; such buildings are ; never truly destroyed, even when reduced to zero health. Also note that garrisonable ; buildings automatically stick around because GarrisonContain has it's own DieModule Behavior = KeepObjectDie ModuleTag_IWantRubble End Geometry = BOX GeometryMajorRadius = 6.0 GeometryMinorRadius = 16.0 GeometryHeight = 17.0 GeometryIsSmall = No Shadow = SHADOW_VOLUME End ;the side bleacher sections. ;------------------------------------------------------------------------------ Object SoccerStadiumSideBleachers ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes ConditionState = NONE Model = CBStadSide End ConditionState = DAMAGED Model = CBStadSide_D End ConditionState = REALLYDAMAGED Model = CBStadSide_E End ConditionState = RUBBLE Model = CBStadSide_R End End ; *** AUDIO Parameters *** SoundDie = BuildingDie SoundOnDamaged = BuildingDamagedStateLight SoundOnReallyDamaged = BuildingDestroy ; ***DESIGN parameters *** DisplayName = OBJECT:SoccerStadium EditorSorting = STRUCTURE ArmorSet Conditions = None Armor = StructureArmor DamageFX = StructureDamageFXNoShake End ; *** ENGINEERING Parameters *** KindOf = STRUCTURE SELECTABLE IMMOBILE Body = ActiveBody ModuleTag_02 MaxHealth = 2000.0 InitialHealth = 2000.0 End Behavior = FlammableUpdate ModuleTag_05 FlameDamageLimit = 20 ;Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ;in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... AflameDamageDelay = 500 ; this often. End ; Note that structures with "RUBBLE" states should not use DestroyDie; such buildings are ; never truly destroyed, even when reduced to zero health. Also note that garrisonable ; buildings automatically stick around because GarrisonContain has it's own DieModule Behavior = KeepObjectDie ModuleTag_IWantRubble End Behavior = TransitionDamageFX ModuleTag_07 ;-------------DESIGNED FOR SMALL SIZED CIVILIAN BUILDING TRANSITIONS------------------- DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke ;--------------------------------------------------------------------------------------- ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave ;--------------------------------------------------------------------------------------- RubbleParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke RubbleParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion RubbleParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave RubbleParticleSystem4 = Bone:None RandomBone:No PSys:StructureTransitionSmallFlare End Geometry = BOX GeometryMajorRadius = 22.0 GeometryMinorRadius = 33.0 GeometryHeight = 39.0 GeometryIsSmall = No Shadow = SHADOW_VOLUME End ;the side bleacher sections. ;------------------------------------------------------------------------------ Object SoccerStadiumLight ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 ConditionState = NONE Model = CBStadLight End End ; ***DESIGN parameters *** DisplayName = OBJECT:BigLightpost EditorSorting = STRUCTURE ; *** ENGINEERING Parameters *** KindOf = IMMOBILE Body = ActiveBody ModuleTag_02 MaxHealth = 1.0 InitialHealth = 1.0 End ;Behavior = FlammableUpdate ModuleTag_05 ; FlameDamageLimit = 20 ;Catch fire if I take this much fire damage... ; FlameDamageExpiration = 2000 ;in a span of this long ; AflameDuration = 5000 ; If I catch fire, I'll burn for this long... ; AflameDamageAmount = 25 ; taking this much damage... ; AflameDamageDelay = 500 ; this often. ;End ; Note that structures with "RUBBLE" states should not use DestroyDie; such buildings are ; never truly destroyed, even when reduced to zero health. Also note that garrisonable ; buildings automatically stick around because GarrisonContain has it's own DieModule Behavior = KeepObjectDie ModuleTag_IWantRubble End Behavior = ToppleUpdate ModuleTag_06 ToppleFX = FX_ToppleLampPost BounceFX = FX_LampPostBounce End Behavior = SlowDeathBehavior ModuleTag_07 DeathTypes = NONE +TOPPLED SinkRate = 2 ; in Dist/Sec SinkDelay = 14000 DestructionDelay = 20000 End Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object AsianSkyScraper01 ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes ; day ConditionState = NONE Model = CBNHongK01 End ConditionState = DAMAGED Model = CBNHongK01_D End ConditionState = REALLYDAMAGED Model = CBNHongK01_E End ConditionState = RUBBLE Model = CBNHongK01_E End ConditionState = POST_COLLAPSE Model = CBNHongK01_R End ; day garrisoned ConditionState = GARRISONED Model = CBNHongK01_G Animation = CBNHongK01_G.CBNHongK01_G AnimationMode = LOOP End ConditionState = GARRISONED DAMAGED Model = CBNHongK01_GD Animation = CBNHongK01_GD.CBNHongK01_GD AnimationMode = LOOP End End ; *** AUDIO Parameters *** SoundDie = BuildingDie SoundOnDamaged = BuildingDamagedStateLight SoundOnReallyDamaged = BuildingDestroy ; ***DESIGN parameters *** DisplayName = OBJECT:Structure EditorSorting = STRUCTURE ArmorSet Conditions = None Armor = StructureArmor DamageFX = StructureDamageFXNoShake End ; *** ENGINEERING Parameters *** KindOf = STRUCTURE SELECTABLE IMMOBILE AIRCRAFT_PATH_AROUND Body = ActiveBody ModuleTag_02 MaxHealth = 2000.0 InitialHealth = 2000.0 End Behavior = GarrisonContain ModuleTag_03 ContainMax = 10 EnterSound = GarrisonEnter ExitSound = GarrisonExit End Behavior = FlammableUpdate ModuleTag_05 FlameDamageLimit = 20 ;Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ;in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Behavior = StructureCollapseUpdate ModuleTag_06 MinCollapseDelay = 500 MaxCollapseDelay = 1000 CollapseDamping = 0.0 MaxShudder = 0.6 MinBurstDelay = 250 MaxBurstDelay = 800 BigBurstFrequency = 4 OCL = INITIAL OCL_StructureCollapseInitial OCL = DELAY OCL_StructureCollapseDelay OCL = FINAL OCL_StructureCollapseFinal FXList = INITIAL FX_StructureCollapseInitial FXList = DELAY FX_StructureCollapseDelay FXList = BURST FX_StructureCollapseBurst FXList = FINAL FX_StructureCollapseFinal End Behavior = TransitionDamageFX ModuleTag_07 ;-------------DESIGNED FOR LARGE SIZED CIVILIAN BUILDING TRANSITIONS------------------- DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionLargeSmoke ;--------------------------------------------------------------------------------------- ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionLargeSmoke ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionLargeExplosion ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionLargeShockwave ;--------------------------------------------------------------------------------------- RubbleParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionLargeSmoke RubbleParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionLargeExplosion RubbleParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionLargeShockwave RubbleParticleSystem4 = Bone:None RandomBone:No PSys:StructureTransitionLargeFlare End Geometry = BOX GeometryMajorRadius = 43.0 GeometryMinorRadius = 43.0 GeometryHeight = 170.0 GeometryIsSmall = No Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object AsianMegaHotel01 ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes ConditionState = NONE Model = CBNHongK02 End ConditionState = DAMAGED Model = CBNHongK02_D End ConditionState = REALLYDAMAGED Model = CBNHongK02_E End ConditionState = RUBBLE Model = CBNHongK02_R End ; day garrisoned ConditionState = GARRISONED Model = CBNHongK02_G Animation = CBNHongK02_G.CBNHongK02_G AnimationMode = LOOP End ConditionState = GARRISONED DAMAGED Model = CBNHongK02_GD Animation = CBNHongK02_GD.CBNHongK02_GD AnimationMode = LOOP End End ; *** AUDIO Parameters *** SoundDie = BuildingDie SoundOnDamaged = BuildingDamagedStateLight SoundOnReallyDamaged = BuildingDestroy ; ***DESIGN parameters *** DisplayName = OBJECT:Structure EditorSorting = STRUCTURE ArmorSet Conditions = None Armor = StructureArmor DamageFX = StructureDamageFXNoShake End ; ***AUDIO parameters *** SoundAmbient = HotelAmbientDiver SoundAmbient = HotelAmbientTennisLoop SoundAmbient = HotelAmbientSwimmerLoop ; *** ENGINEERING Parameters *** KindOf = STRUCTURE SELECTABLE IMMOBILE AIRCRAFT_PATH_AROUND Body = ActiveBody ModuleTag_02 MaxHealth = 2000.0 InitialHealth = 2000.0 End Behavior = GarrisonContain ModuleTag_03 ContainMax = 10 EnterSound = GarrisonEnter ExitSound = GarrisonExit End Behavior = FlammableUpdate ModuleTag_05 FlameDamageLimit = 20 ;Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ;in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Behavior = TransitionDamageFX ModuleTag_07 ;-------------DESIGNED FOR LARGE SIZED CIVILIAN BUILDING TRANSITIONS------------------- DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionLargeSmoke ;--------------------------------------------------------------------------------------- ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionLargeSmoke ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionLargeExplosion ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionLargeShockwave ;--------------------------------------------------------------------------------------- RubbleParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionLargeSmoke RubbleParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionLargeExplosion RubbleParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionLargeShockwave RubbleParticleSystem4 = Bone:None RandomBone:No PSys:StructureTransitionLargeFlare End Geometry = BOX GeometryMajorRadius = 195.0 GeometryMinorRadius = 126.0 GeometryHeight = 150.0 GeometryIsSmall = No Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object AsianOffice02 ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes ConditionState = NONE Model = CBNHongK03 End ConditionState = DAMAGED Model = CBNHongK03_D End ConditionState = REALLYDAMAGED Model = CBNHongK03_E End ConditionState = RUBBLE Model = CBNHongK03_E End ConditionState = POST_COLLAPSE Model = CBNHongK03_R End ; day garrisoned ConditionState = GARRISONED Model = CBNHongK03_G Animation = CBNHongK03_G.CBNHongK03_G AnimationMode = LOOP End ConditionState = GARRISONED DAMAGED Model = CBNHongK03_GD Animation = CBNHongK03_GD.CBNHongK03_GD AnimationMode = LOOP End End ; *** AUDIO Parameters *** SoundDie = BuildingDie SoundOnDamaged = BuildingDamagedStateLight SoundOnReallyDamaged = BuildingDestroy ; ***DESIGN parameters *** DisplayName = OBJECT:Structure EditorSorting = STRUCTURE ArmorSet Conditions = None Armor = StructureArmor DamageFX = StructureDamageFXNoShake End ; *** ENGINEERING Parameters *** KindOf = STRUCTURE SELECTABLE IMMOBILE AIRCRAFT_PATH_AROUND Body = ActiveBody ModuleTag_02 MaxHealth = 2000.0 InitialHealth = 2000.0 End Behavior = GarrisonContain ModuleTag_03 ContainMax = 10 EnterSound = GarrisonEnter ExitSound = GarrisonExit End Behavior = FlammableUpdate ModuleTag_05 FlameDamageLimit = 20 ;Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ;in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Behavior = StructureCollapseUpdate ModuleTag_06 MinCollapseDelay = 500 MaxCollapseDelay = 1000 CollapseDamping = 0.0 MaxShudder = 0.6 MinBurstDelay = 250 MaxBurstDelay = 800 BigBurstFrequency = 4 OCL = INITIAL OCL_StructureCollapseInitial OCL = DELAY OCL_StructureCollapseDelay OCL = FINAL OCL_StructureCollapseFinal FXList = INITIAL FX_StructureCollapseInitial FXList = DELAY FX_StructureCollapseDelay FXList = BURST FX_StructureCollapseBurst FXList = FINAL FX_StructureCollapseFinal End Behavior = TransitionDamageFX ModuleTag_07 ;-------------DESIGNED FOR LARGE SIZED CIVILIAN BUILDING TRANSITIONS------------------- DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionLargeSmoke ;--------------------------------------------------------------------------------------- ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionLargeSmoke ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionLargeExplosion ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionLargeShockwave ;--------------------------------------------------------------------------------------- RubbleParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionLargeSmoke RubbleParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionLargeExplosion RubbleParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionLargeShockwave RubbleParticleSystem4 = Bone:None RandomBone:No PSys:StructureTransitionLargeFlare End Geometry = BOX GeometryMajorRadius = 42.0 GeometryMinorRadius = 42.0 GeometryHeight = 110.0 GeometryIsSmall = No Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object InternationalHotel01 ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes ConditionState = NONE Model = CBTHotel03 End ConditionState = DAMAGED Model = CBTHotel03_D End ConditionState = REALLYDAMAGED Model = CBTHotel03_E End ConditionState = RUBBLE Model = CBTHotel03_E End ConditionState = POST_COLLAPSE Model = CBTHotel03_R End ; day garrisoned ConditionState = GARRISONED Model = CBTHotel03_G Animation = CBTHotel03_G.CBTHotel03_G AnimationMode = LOOP End ConditionState = GARRISONED DAMAGED Model = CBTHotel03_GD Animation = CBTHotel03_GD.CBTHotel03_GD AnimationMode = LOOP End End ; *** AUDIO Parameters *** SoundDie = BuildingDie SoundOnDamaged = BuildingDamagedStateLight SoundOnReallyDamaged = BuildingDestroy ; ***DESIGN parameters *** DisplayName = OBJECT:Structure EditorSorting = STRUCTURE ArmorSet Conditions = None Armor = StructureArmor DamageFX = StructureDamageFXNoShake End ; *** ENGINEERING Parameters *** KindOf = STRUCTURE SELECTABLE IMMOBILE AIRCRAFT_PATH_AROUND Body = ActiveBody ModuleTag_02 MaxHealth = 2000.0 InitialHealth = 2000.0 End Behavior = GarrisonContain ModuleTag_03 ContainMax = 10 EnterSound = GarrisonEnter ExitSound = GarrisonExit End Behavior = FlammableUpdate ModuleTag_05 FlameDamageLimit = 20 ;Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ;in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Behavior = StructureCollapseUpdate ModuleTag_06 MinCollapseDelay = 500 MaxCollapseDelay = 1000 CollapseDamping = 0.0 MaxShudder = 0.6 MinBurstDelay = 250 MaxBurstDelay = 800 BigBurstFrequency = 4 OCL = INITIAL OCL_StructureCollapseInitial OCL = DELAY OCL_StructureCollapseDelay OCL = FINAL OCL_StructureCollapseFinal FXList = INITIAL FX_StructureCollapseInitial FXList = DELAY FX_StructureCollapseDelay FXList = BURST FX_StructureCollapseBurst FXList = FINAL FX_StructureCollapseFinal End Behavior = TransitionDamageFX ModuleTag_07 ;-------------DESIGNED FOR LARGE SIZED CIVILIAN BUILDING TRANSITIONS------------------- DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionLargeSmoke ;--------------------------------------------------------------------------------------- ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionLargeSmoke ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionLargeExplosion ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionLargeShockwave ;--------------------------------------------------------------------------------------- RubbleParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionLargeSmoke RubbleParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionLargeExplosion RubbleParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionLargeShockwave RubbleParticleSystem4 = Bone:None RandomBone:No PSys:StructureTransitionLargeFlare End Geometry = BOX GeometryMajorRadius = 82.0 GeometryMinorRadius = 72.0 GeometryHeight = 150.0 GeometryIsSmall = No Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object TiananmenGate ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes ConditionState = NONE Model = CMTianGate End ConditionState = DAMAGED Model = CMTianGate_D End ConditionState = REALLYDAMAGED Model = CMTianGate_E End ConditionState = RUBBLE Model = CMTianGate_R End End ; *** AUDIO Parameters *** SoundDie = BuildingDie SoundOnDamaged = BuildingDamagedStateLight SoundOnReallyDamaged = BuildingDestroy ; ***DESIGN parameters *** DisplayName = OBJECT:BigGate EditorSorting = STRUCTURE ArmorSet Conditions = None Armor = StructureArmor DamageFX = StructureDamageFXNoShake End ; *** ENGINEERING Parameters *** KindOf = STRUCTURE SELECTABLE IMMOBILE Body = ActiveBody ModuleTag_02 MaxHealth = 2000.0 InitialHealth = 2000.0 End Behavior = FlammableUpdate ModuleTag_05 FlameDamageLimit = 20 ;Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ;in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Behavior = GarrisonContain ModuleTag_06 ContainMax = 10 EnterSound = GarrisonEnter ExitSound = GarrisonExit End Behavior = TransitionDamageFX ModuleTag_07 ;-------------DESIGNED FOR SMALL SIZED CIVILIAN BUILDING TRANSITIONS------------------- DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke ;--------------------------------------------------------------------------------------- ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave ;--------------------------------------------------------------------------------------- RubbleParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke RubbleParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion RubbleParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave RubbleParticleSystem4 = Bone:None RandomBone:No PSys:StructureTransitionSmallFlare End Geometry = BOX GeometryMajorRadius = 68.0 GeometryMinorRadius = 112.0 GeometryHeight = 90.0 GeometryIsSmall = No Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object ForbiddenCityGates ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes ConditionState = NONE Model = CBNFCitySH End ConditionState = DAMAGED Model = CBNFCitySH_D End ConditionState = REALLYDAMAGED Model = CBNFCitySH_E End ConditionState = RUBBLE Model = CBNFCitySH_R End ConditionState = GARRISONED Model = CBNFCitySH_G Animation = CBNFCitySH_G.CBNFCitySH_G AnimationMode = LOOP End ConditionState = DAMAGED GARRISONED Model = CBNFCitySH_DG Animation = CBNFCitySH_DG.CBNFCitySH_DG AnimationMode = LOOP End End ; *** AUDIO Parameters *** SoundDie = BuildingDie SoundOnDamaged = BuildingDamagedStateLight SoundOnReallyDamaged = BuildingDestroy ; ***DESIGN parameters *** DisplayName = OBJECT:BigGate EditorSorting = STRUCTURE ArmorSet Conditions = None Armor = StructureArmor DamageFX = StructureDamageFXNoShake End ; *** ENGINEERING Parameters *** KindOf = STRUCTURE SELECTABLE IMMOBILE Body = ActiveBody ModuleTag_02 MaxHealth = 2000.0 InitialHealth = 2000.0 End Behavior = FlammableUpdate ModuleTag_05 FlameDamageLimit = 20 ;Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ;in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Behavior = GarrisonContain ModuleTag_06 ContainMax = 10 EnterSound = GarrisonEnter ExitSound = GarrisonExit End Behavior = TransitionDamageFX ModuleTag_07 ;-------------DESIGNED FOR SMALL SIZED CIVILIAN BUILDING TRANSITIONS------------------- DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke ;--------------------------------------------------------------------------------------- ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave ;--------------------------------------------------------------------------------------- RubbleParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke RubbleParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion RubbleParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave RubbleParticleSystem4 = Bone:None RandomBone:No PSys:StructureTransitionSmallFlare End Geometry = BOX GeometryMajorRadius = 58.0 GeometryMinorRadius = 85.0 GeometryHeight = 70.0 GeometryIsSmall = No Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object ForbiddenCityWall ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes ConditionState = NONE Model = CBNFCityWH End ConditionState = DAMAGED Model = CBNFCityWH_D End ConditionState = REALLYDAMAGED Model = CBNFCityWH_E End ConditionState = RUBBLE Model = CBNFCityWH_R End ConditionState = GARRISONED Model = CBNFCityWH_G Animation = CBNFCityWH_G.CBNFCityWH_G AnimationMode = LOOP End ConditionState = DAMAGED GARRISONED Model = CBNFCityWH_DG Animation = CBNFCityWH_DG.CBNFCityWH_DG AnimationMode = LOOP End End ; ***DESIGN parameters *** DisplayName = OBJECT:BigGate EditorSorting = STRUCTURE ArmorSet Conditions = None Armor = StructureArmor DamageFX = StructureDamageFXNoShake End ; *** ENGINEERING Parameters *** KindOf = STRUCTURE SELECTABLE IMMOBILE Body = ActiveBody ModuleTag_02 MaxHealth = 2000.0 InitialHealth = 2000.0 End Behavior = FlammableUpdate ModuleTag_05 FlameDamageLimit = 20 ;Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ;in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Behavior = GarrisonContain ModuleTag_06 ContainMax = 10 EnterSound = GarrisonEnter ExitSound = GarrisonExit End Geometry = BOX GeometryMajorRadius = 18.0 GeometryMinorRadius = 72.0 GeometryHeight = 30.0 GeometryIsSmall = No Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object ForbiddenCityTower ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes ConditionState = NONE Model = CBNFCityCH End ConditionState = DAMAGED Model = CBNFCityCH_D End ConditionState = REALLYDAMAGED Model = CBNFCityCH_E End ConditionState = RUBBLE Model = CBNFCityCH_R End ConditionState = GARRISONED Model = CBNFCityCH_G Animation = CBNFCityCH_G.CBNFCityCH_G AnimationMode = LOOP End ConditionState = DAMAGED GARRISONED Model = CBNFCityCH_DG Animation = CBNFCityCH_DG.CBNFCityCH_DG AnimationMode = LOOP End End ; *** AUDIO Parameters *** SoundDie = BuildingDie SoundOnDamaged = BuildingDamagedStateLight SoundOnReallyDamaged = BuildingDestroy ; ***DESIGN parameters *** DisplayName = OBJECT:BigGate EditorSorting = STRUCTURE ArmorSet Conditions = None Armor = StructureArmor DamageFX = StructureDamageFXNoShake End ; *** ENGINEERING Parameters *** KindOf = STRUCTURE SELECTABLE IMMOBILE Body = ActiveBody ModuleTag_02 MaxHealth = 2000.0 InitialHealth = 2000.0 End Behavior = FlammableUpdate ModuleTag_05 FlameDamageLimit = 20 ;Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ;in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Behavior = GarrisonContain ModuleTag_06 ContainMax = 10 EnterSound = GarrisonEnter ExitSound = GarrisonExit End Behavior = TransitionDamageFX ModuleTag_07 ;-------------DESIGNED FOR SMALL SIZED CIVILIAN BUILDING TRANSITIONS------------------- DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke ;--------------------------------------------------------------------------------------- ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave ;--------------------------------------------------------------------------------------- RubbleParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke RubbleParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion RubbleParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave RubbleParticleSystem4 = Bone:None RandomBone:No PSys:StructureTransitionSmallFlare End Geometry = BOX GeometryMajorRadius = 25.0 GeometryMinorRadius = 25.0 GeometryHeight = 60.0 GeometryIsSmall = No Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object ChineeseFireworksFactory ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes ; day ConditionState = NONE Model = cbfwfctry End ConditionState = DAMAGED Model = cbfwfctry_D End ConditionState = REALLYDAMAGED Model = cbfwfctry_E End ConditionState = RUBBLE Model = cbfwfctry_R End ; day garrisoned ConditionState = GARRISONED Model = cbfwfctry_G Animation = cbfwfctry_G.cbfwfctry_G AnimationMode = LOOP End ConditionState = DAMAGED GARRISONED Model = cbfwfctry_DG Animation = cbfwfctry_DG.cbfwfctry_DG AnimationMode = LOOP End ; night ConditionState = NIGHT Model = cbfwfctry_N End ConditionState = DAMAGED NIGHT Model = cbfwfctry_DN End ConditionState = REALLYDAMAGED NIGHT Model = cbfwfctry_EN End ConditionState = RUBBLE NIGHT Model = cbfwfctry_RN End ; night garrisoned ConditionState = NIGHT GARRISONED Model = cbfwfctry_NG Animation = cbfwfctry_NG.cbfwfctry_NG AnimationMode = LOOP End ConditionState = DAMAGED NIGHT GARRISONED Model = cbfwfctry_DNG Animation = cbfwfctry_DNG.cbfwfctry_DNG AnimationMode = LOOP End ; Snow ConditionState = SNOW Model = cbfwfctry_S End ConditionState = DAMAGED SNOW Model = cbfwfctry_DS End ConditionState = REALLYDAMAGED SNOW Model = cbfwfctry_ES End ConditionState = RUBBLE SNOW Model = cbfwfctry_RS End ; snow garrisoned ConditionState = SNOW GARRISONED Model = cbfwfctry_SG Animation = cbfwfctry_SG.cbfwfctry_SG AnimationMode = LOOP End ConditionState = DAMAGED SNOW GARRISONED Model = cbfwfctry_DSG Animation = cbfwfctry_DSG.cbfwfctry_DSG AnimationMode = LOOP End ; night snow ConditionState = SNOW NIGHT Model = cbfwfctry_SN End ConditionState = DAMAGED SNOW NIGHT Model = cbfwfctry_DSN End ConditionState = REALLYDAMAGED SNOW NIGHT Model = cbfwfctry_ESN End ConditionState = RUBBLE SNOW NIGHT Model = cbfwfctry_RSN End ; night snow garrisoned ConditionState = SNOW NIGHT GARRISONED Model = cbfwfctry_SNG Animation = cbfwfctry_SNG.cbfwfctry_SNG AnimationMode = LOOP End ConditionState = DAMAGED SNOW NIGHT GARRISONED Model = cbfwfctry_DSNG Animation = cbfwfctry_DSNG.cbfwfctry_DSNG AnimationMode = LOOP End End ; *** AUDIO Parameters *** SoundDie = BuildingDie SoundOnDamaged = BuildingDamagedStateLight SoundOnReallyDamaged = BuildingDestroy ; ***DESIGN parameters *** DisplayName = OBJECT:Outpost EditorSorting = STRUCTURE ArmorSet Conditions = None Armor = StructureArmor DamageFX = StructureDamageFXNoShake End ; *** ENGINEERING Parameters *** RadarPriority = STRUCTURE KindOf = STRUCTURE SELECTABLE IMMOBILE Body = StructureBody ModuleTag_02 MaxHealth = 2000.0 InitialHealth = 2000.0 End Behavior = GarrisonContain ModuleTag_03 ContainMax = 10 EnterSound = GarrisonEnter ExitSound = GarrisonExit End Behavior = FlammableUpdate ModuleTag_05 FlameDamageLimit = 20 ;Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ;in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Behavior = TransitionDamageFX ModuleTag_07 ;-------------DESIGNED FOR SMALL SIZED CIVILIAN BUILDING TRANSITIONS------------------- DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke ;--------------------------------------------------------------------------------------- ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave ;--------------------------------------------------------------------------------------- RubbleParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke RubbleParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion RubbleParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave RubbleParticleSystem4 = Bone:None RandomBone:No PSys:StructureTransitionSmallFlare End ; Note that structures with "RUBBLE" states should not use ; DestroyDie; such buildings are never truly ; destroyed, even when reduced to zero health. Geometry = BOX GeometryMajorRadius = 36.0 GeometryMinorRadius = 17.0 GeometryHeight = 30.0 GeometryIsSmall = No Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object WaterfrontWherehouse01 ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes ; day ConditionState = NONE Model = CBWrFWhrs1 End ConditionState = DAMAGED Model = CBWrFWhrs1_D End ConditionState = REALLYDAMAGED Model = CBWrFWhrs1_E End ConditionState = RUBBLE Model = CBWrFWhrs1_R End ; day garrisoned ConditionState = GARRISONED Model = CBWrFWhrs1_G Animation = CBWrFWhrs1_G.CBWrFWhrs1_G AnimationMode = LOOP End ConditionState = DAMAGED GARRISONED Model = CBWrFWhrs1_DG Animation = CBWrFWhrs1_DG.CBWrFWhrs1_DG AnimationMode = LOOP End ; night ConditionState = NIGHT Model = CBWrFWhrs1_N End ConditionState = DAMAGED NIGHT Model = CBWrFWhrs1_DN End ConditionState = REALLYDAMAGED NIGHT Model = CBWrFWhrs1_EN End ConditionState = RUBBLE NIGHT Model = CBWrFWhrs1_RN End ; night garrisoned ConditionState = NIGHT GARRISONED Model = CBWrFWhrs1_NG Animation = CBWrFWhrs1_NG.CBWrFWhrs1_NG AnimationMode = LOOP End ConditionState = DAMAGED NIGHT GARRISONED Model = CBWrFWhrs1_DNG Animation = CBWrFWhrs1_DNG.CBWrFWhrs1_DNG AnimationMode = LOOP End ; Snow ConditionState = SNOW Model = CBWrFWhrs1_S End ConditionState = DAMAGED SNOW Model = CBWrFWhrs1_DS End ConditionState = REALLYDAMAGED SNOW Model = CBWrFWhrs1_ES End ConditionState = RUBBLE SNOW Model = CBWrFWhrs1_RS End ; snow garrisoned ConditionState = SNOW GARRISONED Model = CBWrFWhrs1_SG Animation = CBWrFWhrs1_SG.CBWrFWhrs1_SG AnimationMode = LOOP End ConditionState = DAMAGED SNOW GARRISONED Model = CBWrFWhrs1_DSG Animation = CBWrFWhrs1_DSG.CBWrFWhrs1_DSG AnimationMode = LOOP End ; night snow ConditionState = SNOW NIGHT Model = CBWrFWhrs1_SN End ConditionState = DAMAGED SNOW NIGHT Model = CBWrFWhrs1_DSN End ConditionState = REALLYDAMAGED SNOW NIGHT Model = CBWrFWhrs1_ESN End ConditionState = RUBBLE SNOW NIGHT Model = CBWrFWhrs1_RSN End ; night snow garrisoned ConditionState = SNOW NIGHT GARRISONED Model = CBWrFWhrs1_SNG Animation = CBWrFWhrs1_SNG.CBWrFWhrs1_SNG AnimationMode = LOOP End ConditionState = DAMAGED SNOW NIGHT GARRISONED Model = CBWrFWhrs1_DSNG Animation = CBWrFWhrs1_DSNG.CBWrFWhrs1_DSNG AnimationMode = LOOP End End ; *** AUDIO Parameters *** SoundDie = BuildingDie SoundOnDamaged = BuildingDamagedStateLight SoundOnReallyDamaged = BuildingDestroy ; ***DESIGN parameters *** DisplayName = OBJECT:Structure EditorSorting = STRUCTURE ArmorSet Conditions = None Armor = StructureArmor DamageFX = StructureDamageFXNoShake End ; *** ENGINEERING Parameters *** RadarPriority = STRUCTURE KindOf = STRUCTURE SELECTABLE IMMOBILE Body = StructureBody ModuleTag_02 MaxHealth = 2000.0 InitialHealth = 2000.0 End Behavior = GarrisonContain ModuleTag_03 ContainMax = 10 EnterSound = GarrisonEnter ExitSound = GarrisonExit End Behavior = FlammableUpdate ModuleTag_05 FlameDamageLimit = 20 ;Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ;in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Behavior = TransitionDamageFX ModuleTag_07 ;-------------DESIGNED FOR SMALL SIZED CIVILIAN BUILDING TRANSITIONS------------------- DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke ;--------------------------------------------------------------------------------------- ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave ;--------------------------------------------------------------------------------------- RubbleParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke RubbleParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion RubbleParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave RubbleParticleSystem4 = Bone:None RandomBone:No PSys:StructureTransitionSmallFlare End ; Note that structures with "RUBBLE" states should not use ; DestroyDie; such buildings are never truly ; destroyed, even when reduced to zero health. Geometry = BOX GeometryMajorRadius = 40.0 GeometryMinorRadius = 22.0 GeometryHeight = 30.0 GeometryIsSmall = No Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object WaterfrontWherehouse02 ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes ; day ConditionState = NONE Model = cbwfrwhrs2 End ConditionState = DAMAGED Model = cbwfrwhrs2_D End ConditionState = REALLYDAMAGED Model = cbwfrwhrs2_E End ConditionState = RUBBLE Model = cbwfrwhrs2_R End ; day garrisoned ConditionState = GARRISONED Model = cbwfrwhrs2_G Animation = cbwfrwhrs2_G.cbwfrwhrs2_G AnimationMode = LOOP End ConditionState = DAMAGED GARRISONED Model = cbwfrwhrs2_DG Animation = cbwfrwhrs2_DG.cbwfrwhrs2_DG AnimationMode = LOOP End ; night ConditionState = NIGHT Model = cbwfrwhrs2_N End ConditionState = DAMAGED NIGHT Model = cbwfrwhrs2_DN End ConditionState = REALLYDAMAGED NIGHT Model = cbwfrwhrs2_EN End ConditionState = RUBBLE NIGHT Model = cbwfrwhrs2_RN End ; night garrisoned ConditionState = NIGHT GARRISONED Model = cbwfrwhrs2_NG Animation = cbwfrwhrs2_NG.cbwfrwhrs2_NG AnimationMode = LOOP End ConditionState = DAMAGED NIGHT GARRISONED Model = cbwfrwhrs2_DNG Animation = cbwfrwhrs2_DNG.cbwfrwhrs2_DNG AnimationMode = LOOP End ; Snow ConditionState = SNOW Model = cbwfrwhrs2_S End ConditionState = DAMAGED SNOW Model = cbwfrwhrs2_DS End ConditionState = REALLYDAMAGED SNOW Model = cbwfrwhrs2_ES End ConditionState = RUBBLE SNOW Model = cbwfrwhrs2_RS End ; snow garrisoned ConditionState = SNOW GARRISONED Model = cbwfrwhrs2_SG Animation = cbwfrwhrs2_SG.cbwfrwhrs2_SG AnimationMode = LOOP End ConditionState = DAMAGED SNOW GARRISONED Model = cbwfrwhrs2_DSG Animation = cbwfrwhrs2_DSG.cbwfrwhrs2_DSG AnimationMode = LOOP End ; night snow ConditionState = SNOW NIGHT Model = cbwfrwhrs2_SN End ConditionState = DAMAGED SNOW NIGHT Model = cbwfrwhrs2_DSN End ConditionState = REALLYDAMAGED SNOW NIGHT Model = cbwfrwhrs2_ESN End ConditionState = RUBBLE SNOW NIGHT Model = cbwfrwhrs2_RSN End ; night snow garrisoned ConditionState = SNOW NIGHT GARRISONED Model = cbwfrwhrs2_SNG Animation = cbwfrwhrs2_SNG.cbwfrwhrs2_SNG AnimationMode = LOOP End ConditionState = DAMAGED SNOW NIGHT GARRISONED Model = cbwfrwhrs2_DSNG Animation = cbwfrwhrs2_DSNG.cbwfrwhrs2_DSNG AnimationMode = LOOP End End ; *** AUDIO Parameters *** SoundDie = BuildingDie SoundOnDamaged = BuildingDamagedStateLight SoundOnReallyDamaged = BuildingDestroy ; ***DESIGN parameters *** DisplayName = OBJECT:Structure EditorSorting = STRUCTURE ArmorSet Conditions = None Armor = StructureArmor DamageFX = StructureDamageFXNoShake End ; *** ENGINEERING Parameters *** RadarPriority = STRUCTURE KindOf = STRUCTURE SELECTABLE IMMOBILE Body = StructureBody ModuleTag_02 MaxHealth = 2000.0 InitialHealth = 2000.0 End Behavior = GarrisonContain ModuleTag_03 ContainMax = 10 EnterSound = GarrisonEnter ExitSound = GarrisonExit End Behavior = FlammableUpdate ModuleTag_05 FlameDamageLimit = 20 ;Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ;in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Behavior = TransitionDamageFX ModuleTag_07 ;-------------DESIGNED FOR SMALL SIZED CIVILIAN BUILDING TRANSITIONS------------------- DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke ;--------------------------------------------------------------------------------------- ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave ;--------------------------------------------------------------------------------------- RubbleParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke RubbleParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion RubbleParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave RubbleParticleSystem4 = Bone:None RandomBone:No PSys:StructureTransitionSmallFlare End ; Note that structures with "RUBBLE" states should not use ; DestroyDie; such buildings are never truly ; destroyed, even when reduced to zero health. Geometry = BOX GeometryMajorRadius = 23.0 GeometryMinorRadius = 29.0 GeometryHeight = 24.0 GeometryIsSmall = No Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object AirfieldHanger01 ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes ; day ConditionState = NONE Model = cbhangar1 End ConditionState = DAMAGED Model = cbhangar1_D End ConditionState = REALLYDAMAGED Model = cbhangar1_E End ConditionState = RUBBLE Model = cbhangar1_R End ; day garrisoned ConditionState = GARRISONED Model = cbhangar1_G Animation = cbhangar1_G.cbhangar1_G AnimationMode = LOOP End ConditionState = DAMAGED GARRISONED Model = cbhangar1_DG Animation = cbhangar1_DG.cbhangar1_DG AnimationMode = LOOP End ; night ConditionState = NIGHT Model = cbhangar1_N End ConditionState = DAMAGED NIGHT Model = cbhangar1_DN End ConditionState = REALLYDAMAGED NIGHT Model = cbhangar1_EN End ConditionState = RUBBLE NIGHT Model = cbhangar1_RN End ; night garrisoned ConditionState = NIGHT GARRISONED Model = cbhangar1_NG Animation = cbhangar1_NG.cbhangar1_NG AnimationMode = LOOP End ConditionState = DAMAGED NIGHT GARRISONED Model = cbhangar1_DNG Animation = cbhangar1_DNG.cbhangar1_DNG AnimationMode = LOOP End ; Snow ConditionState = SNOW Model = cbhangar1_S End ConditionState = DAMAGED SNOW Model = cbhangar1_DS End ConditionState = REALLYDAMAGED SNOW Model = cbhangar1_ES End ConditionState = RUBBLE SNOW Model = cbhangar1_RS End ; snow garrisoned ConditionState = SNOW GARRISONED Model = cbhangar1_SG Animation = cbhangar1_SG.cbhangar1_SG AnimationMode = LOOP End ConditionState = DAMAGED SNOW GARRISONED Model = cbhangar1_DSG Animation = cbhangar1_DSG.cbhangar1_DSG AnimationMode = LOOP End ; night snow ConditionState = SNOW NIGHT Model = cbhangar1_SN End ConditionState = DAMAGED SNOW NIGHT Model = cbhangar1_DSN End ConditionState = REALLYDAMAGED SNOW NIGHT Model = cbhangar1_ESN End ConditionState = RUBBLE SNOW NIGHT Model = cbhangar1_RSN End ; night snow garrisoned ConditionState = SNOW NIGHT GARRISONED Model = cbhangar1_SNG Animation = cbhangar1_SNG.cbhangar1_SNG AnimationMode = LOOP End ConditionState = DAMAGED SNOW NIGHT GARRISONED Model = cbhangar1_DSNG Animation = cbhangar1_DSNG.cbhangar1_DSNG AnimationMode = LOOP End End ; *** AUDIO Parameters *** SoundDie = BuildingDie SoundOnDamaged = BuildingDamagedStateLight SoundOnReallyDamaged = BuildingDestroy ; ***DESIGN parameters *** DisplayName = OBJECT:Structure EditorSorting = STRUCTURE ArmorSet Conditions = None Armor = StructureArmor DamageFX = StructureDamageFXNoShake End ; *** ENGINEERING Parameters *** RadarPriority = STRUCTURE KindOf = STRUCTURE SELECTABLE IMMOBILE Body = StructureBody ModuleTag_02 MaxHealth = 2000.0 InitialHealth = 2000.0 End Behavior = GarrisonContain ModuleTag_03 ContainMax = 10 EnterSound = GarrisonEnter ExitSound = GarrisonExit End Behavior = FlammableUpdate ModuleTag_05 FlameDamageLimit = 20 ;Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ;in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Behavior = TransitionDamageFX ModuleTag_06 ;-------------DESIGNED FOR MEDIUM SIZED CIVILIAN BUILDING TRANSITIONS------------------- DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke ;--------------------------------------------------------------------------------------- ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionMediumExplosion ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionMediumShockwave ;--------------------------------------------------------------------------------------- RubbleParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke RubbleParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionMediumExplosion RubbleParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionMediumShockwave RubbleParticleSystem4 = Bone:None RandomBone:No PSys:StructureTransitionMediumFlare End ; Note that structures with "RUBBLE" states should not use ; DestroyDie; such buildings are never truly ; destroyed, even when reduced to zero health. Geometry = BOX GeometryMajorRadius = 53.0 GeometryMinorRadius = 79.0 GeometryHeight = 50.0 GeometryIsSmall = No Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object AirfieldHanger02 ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes ; day ConditionState = NONE Model = cbhangr02 End ConditionState = DAMAGED Model = cbhangr02_D End ConditionState = REALLYDAMAGED Model = cbhangr02_E End ConditionState = RUBBLE Model = cbhangr02_R End ; day garrisoned ConditionState = GARRISONED Model = cbhangr02_G Animation = cbhangr02_G.cbhangr02_G AnimationMode = LOOP End ConditionState = DAMAGED GARRISONED Model = cbhangr02_DG Animation = cbhangr02_DG.cbhangr02_DG AnimationMode = LOOP End ; night ConditionState = NIGHT Model = cbhangr02_N End ConditionState = DAMAGED NIGHT Model = cbhangr02_DN End ConditionState = REALLYDAMAGED NIGHT Model = cbhangr02_EN End ConditionState = RUBBLE NIGHT Model = cbhangr02_RN End ; night garrisoned ConditionState = NIGHT GARRISONED Model = cbhangr02_NG Animation = cbhangr02_NG.cbhangr02_NG AnimationMode = LOOP End ConditionState = DAMAGED NIGHT GARRISONED Model = cbhangr02_DNG Animation = cbhangr02_DNG.cbhangr02_DNG AnimationMode = LOOP End ; Snow ConditionState = SNOW Model = cbhangr02_S End ConditionState = DAMAGED SNOW Model = cbhangr02_DS End ConditionState = REALLYDAMAGED SNOW Model = cbhangr02_ES End ConditionState = RUBBLE SNOW Model = cbhangr02_RS End ; snow garrisoned ConditionState = SNOW GARRISONED Model = cbhangr02_SG Animation = cbhangr02_SG.cbhangr02_SG AnimationMode = LOOP End ConditionState = DAMAGED SNOW GARRISONED Model = cbhangr02_DSG Animation = cbhangr02_DSG.cbhangr02_DSG AnimationMode = LOOP End ; night snow ConditionState = SNOW NIGHT Model = cbhangr02_SN End ConditionState = DAMAGED SNOW NIGHT Model = cbhangr02_DSN End ConditionState = REALLYDAMAGED SNOW NIGHT Model = cbhangr02_ESN End ConditionState = RUBBLE SNOW NIGHT Model = cbhangr02_RSN End ; night snow garrisoned ConditionState = SNOW NIGHT GARRISONED Model = cbhangr02_SNG Animation = cbhangr02_SNG.cbhangr02_SNG AnimationMode = LOOP End ConditionState = DAMAGED SNOW NIGHT GARRISONED Model = cbhangr02_DSNG Animation = cbhangr02_DSNG.cbhangr02_DSNG AnimationMode = LOOP End End ; *** AUDIO Parameters *** SoundDie = BuildingDie SoundOnDamaged = BuildingDamagedStateLight SoundOnReallyDamaged = BuildingDestroy ; ***DESIGN parameters *** DisplayName = OBJECT:Structure EditorSorting = STRUCTURE ArmorSet Conditions = None Armor = StructureArmor DamageFX = StructureDamageFXNoShake End ; *** ENGINEERING Parameters *** RadarPriority = STRUCTURE KindOf = STRUCTURE SELECTABLE IMMOBILE Body = StructureBody ModuleTag_02 MaxHealth = 2000.0 InitialHealth = 2000.0 End Behavior = GarrisonContain ModuleTag_03 ContainMax = 10 EnterSound = GarrisonEnter ExitSound = GarrisonExit End Behavior = FlammableUpdate ModuleTag_05 FlameDamageLimit = 20 ;Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ;in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Behavior = TransitionDamageFX ModuleTag_06 ;-------------DESIGNED FOR MEDIUM SIZED CIVILIAN BUILDING TRANSITIONS------------------- DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke ;--------------------------------------------------------------------------------------- ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionMediumExplosion ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionMediumShockwave ;--------------------------------------------------------------------------------------- RubbleParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke RubbleParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionMediumExplosion RubbleParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionMediumShockwave RubbleParticleSystem4 = Bone:None RandomBone:No PSys:StructureTransitionMediumFlare End ; Note that structures with "RUBBLE" states should not use ; DestroyDie; such buildings are never truly ; destroyed, even when reduced to zero health. Geometry = BOX GeometryMajorRadius = 76.0 GeometryMinorRadius = 115.0 GeometryHeight = 30.0 GeometryIsSmall = No Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object GreatWallMiddle ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes ConditionState = NONE Model = CMWalChna1 End ConditionState = REALLYDAMAGED Model = CMWalChna1_D End ConditionState = RUBBLE Model = CMWalChna1_D End End ; ***DESIGN parameters *** DisplayName = OBJECT:BigGate EditorSorting = STRUCTURE ArmorSet Conditions = None Armor = StructureArmor DamageFX = StructureDamageFXNoShake End ; *** ENGINEERING Parameters *** KindOf = STRUCTURE SELECTABLE IMMOBILE Body = ActiveBody ModuleTag_02 MaxHealth = 2000.0 InitialHealth = 2000.0 End Behavior = FlammableUpdate ModuleTag_05 FlameDamageLimit = 20 ;Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ;in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... AflameDamageDelay = 500 ; this often. End ; Note that structures with "RUBBLE" states should not use DestroyDie; such buildings are ; never truly destroyed, even when reduced to zero health. Also note that garrisonable ; buildings automatically stick around because GarrisonContain has it's own DieModule Behavior = KeepObjectDie ModuleTag_IWantRubble End Geometry = BOX GeometryMajorRadius = 28.0 GeometryMinorRadius = 54.0 GeometryHeight = 30.0 GeometryIsSmall = No Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object GreatWallSmallArch ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes ConditionState = NONE Model = CMWalChna2 End ConditionState = REALLYDAMAGED Model = CMWalChna2_D End ConditionState = RUBBLE Model = CMWalAkml2_R End End ; ***DESIGN parameters *** DisplayName = OBJECT:BigGate EditorSorting = STRUCTURE ArmorSet Conditions = None Armor = StructureArmor DamageFX = StructureDamageFXNoShake End ; *** ENGINEERING Parameters *** KindOf = STRUCTURE SELECTABLE IMMOBILE Body = ActiveBody ModuleTag_02 MaxHealth = 2000.0 InitialHealth = 2000.0 End Behavior = FlammableUpdate ModuleTag_05 FlameDamageLimit = 20 ;Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ;in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... AflameDamageDelay = 500 ; this often. End ; Note that structures with "RUBBLE" states should not use DestroyDie; such buildings are ; never truly destroyed, even when reduced to zero health. Also note that garrisonable ; buildings automatically stick around because GarrisonContain has it's own DieModule Behavior = KeepObjectDie ModuleTag_IWantRubble End Geometry = BOX GeometryMajorRadius = 0.0 GeometryMinorRadius = 0.0 GeometryHeight = 0.0 GeometryIsSmall = No Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object GreatWallLargeArch ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes ConditionState = NONE Model = CMWalChna3 End ConditionState = REALLYDAMAGED Model = CMWalChna3_D End ConditionState = RUBBLE Model = CMWalAkml2_R End End ; ***DESIGN parameters *** DisplayName = OBJECT:BigGate EditorSorting = STRUCTURE ArmorSet Conditions = None Armor = StructureArmor DamageFX = StructureDamageFXNoShake End ; *** ENGINEERING Parameters *** KindOf = STRUCTURE SELECTABLE IMMOBILE Body = ActiveBody ModuleTag_02 MaxHealth = 2000.0 InitialHealth = 2000.0 End Behavior = FlammableUpdate ModuleTag_05 FlameDamageLimit = 20 ;Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ;in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... AflameDamageDelay = 500 ; this often. End ; Note that structures with "RUBBLE" states should not use DestroyDie; such buildings are ; never truly destroyed, even when reduced to zero health. Also note that garrisonable ; buildings automatically stick around because GarrisonContain has it's own DieModule Behavior = KeepObjectDie ModuleTag_IWantRubble End Geometry = BOX GeometryMajorRadius = 26.0 GeometryMinorRadius = 50.0 GeometryHeight = 1.0 GeometryIsSmall = No Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object GreatWallBuilding ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes ConditionState = NONE Model = CMWalChna4 Animation = CMWalChna4.CMWalChna4 AnimationMode = LOOP End ConditionState = REALLYDAMAGED Model = CMWalChna4_D Animation = CMWalChna4_D.CMWalChna4_D AnimationMode = LOOP End ConditionState = RUBBLE Model = CMWalChna4_D Animation = CMWalChna4_D.CMWalChna4_D AnimationMode = LOOP End End ; ***DESIGN parameters *** DisplayName = OBJECT:BigGate EditorSorting = STRUCTURE ArmorSet Conditions = None Armor = StructureArmor DamageFX = StructureDamageFXNoShake End ; *** ENGINEERING Parameters *** KindOf = STRUCTURE SELECTABLE IMMOBILE Body = ActiveBody ModuleTag_02 MaxHealth = 2000.0 InitialHealth = 2000.0 End Behavior = FlammableUpdate ModuleTag_05 FlameDamageLimit = 20 ;Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ;in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... AflameDamageDelay = 500 ; this often. End ; Note that structures with "RUBBLE" states should not use DestroyDie; such buildings are ; never truly destroyed, even when reduced to zero health. Also note that garrisonable ; buildings automatically stick around because GarrisonContain has it's own DieModule Behavior = KeepObjectDie ModuleTag_IWantRubble End Geometry = BOX GeometryMajorRadius = 33.0 GeometryMinorRadius = 26.0 GeometryHeight = 33.0 GeometryIsSmall = No Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object GreatWallCorner ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes ConditionState = NONE Model = CMWalChna5 Animation = CMWalChna5.CMWalChna5 AnimationMode = LOOP End ConditionState = REALLYDAMAGED Model = CMWalChna5_D Animation = CMWalChna5_D.CMWalChna5_D AnimationMode = LOOP End ConditionState = RUBBLE Model = CMWalChna5_D Animation = CMWalChna5_D.CMWalChna5_D AnimationMode = LOOP End End ; ***DESIGN parameters *** DisplayName = OBJECT:BigGate EditorSorting = STRUCTURE ArmorSet Conditions = None Armor = StructureArmor DamageFX = StructureDamageFXNoShake End ; *** ENGINEERING Parameters *** KindOf = STRUCTURE SELECTABLE IMMOBILE Body = ActiveBody ModuleTag_02 MaxHealth = 2000.0 InitialHealth = 2000.0 End Behavior = FlammableUpdate ModuleTag_05 FlameDamageLimit = 20 ;Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ;in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... AflameDamageDelay = 500 ; this often. End ; Note that structures with "RUBBLE" states should not use DestroyDie; such buildings are ; never truly destroyed, even when reduced to zero health. Also note that garrisonable ; buildings automatically stick around because GarrisonContain has it's own DieModule Behavior = KeepObjectDie ModuleTag_IWantRubble End Geometry = BOX GeometryMajorRadius = 28.0 GeometryMinorRadius = 25.0 GeometryHeight = 33.0 GeometryIsSmall = No Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object StanApartment01Bib ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 ConditionState = NONE Model = CBTAprtmn1_TR End ConditionState = DAMAGED Model = CBTAprtmn1_TRD End ConditionState = REALLYDAMAGED Model = CBTAprtmn1_TRD End ConditionState = RUBBLE Model = CBTAprtmn1_TRD End End ; ***DESIGN parameters *** EditorSorting = STRUCTURE ; *** ENGINEERING Parameters *** Body = ActiveBody ModuleTag_02 MaxHealth = 2000.0 InitialHealth = 2000.0 End ArmorSet Conditions = None Armor = StructureArmor DamageFX = StructureDamageFXNoShake End KindOf = STRUCTURE IMMOBILE Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object StanApartment02Bib ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 ConditionState = NONE Model = CBTAprtmn2_TR End ConditionState = DAMAGED Model = CBTAprtmn2_TRD End ConditionState = REALLYDAMAGED Model = CBTAprtmn2_TRD End ConditionState = RUBBLE Model = CBTAprtmn2_TRD End End ; ***DESIGN parameters *** EditorSorting = STRUCTURE ; *** ENGINEERING Parameters *** Body = ActiveBody ModuleTag_02 MaxHealth = 2000.0 InitialHealth = 2000.0 End ArmorSet Conditions = None Armor = StructureArmor DamageFX = StructureDamageFXNoShake End KindOf = STRUCTURE IMMOBILE Shadow = SHADOW_VOLUME End ;------------------------------------------------------ Object StanConvenienceStore01Bib ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 ConditionState = NONE Model = CBTConvSt1_TR End ConditionState = DAMAGED Model = CBTConvSt1_TRD End ConditionState = REALLYDAMAGED Model = CBTConvSt1_TRD End ConditionState = RUBBLE Model = CBTConvSt1_TRD End End ; ***DESIGN parameters *** EditorSorting = STRUCTURE ; *** ENGINEERING Parameters *** Body = ActiveBody ModuleTag_02 MaxHealth = 2000.0 InitialHealth = 2000.0 End ArmorSet Conditions = None Armor = StructureArmor DamageFX = StructureDamageFXNoShake End KindOf = STRUCTURE IMMOBILE Shadow = SHADOW_VOLUME End ;------------------------------------------------------ Object StanConvenienceStore02Bib ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 ConditionState = NONE Model = CBTConvSt2_TR End ConditionState = DAMAGED Model = CBTConvSt2_TRD End ConditionState = REALLYDAMAGED Model = CBTConvSt2_TRD End ConditionState = RUBBLE Model = CBTConvSt2_TRD End End ; ***DESIGN parameters *** EditorSorting = STRUCTURE ; *** ENGINEERING Parameters *** Body = ActiveBody ModuleTag_02 MaxHealth = 2000.0 InitialHealth = 2000.0 End ArmorSet Conditions = None Armor = StructureArmor DamageFX = StructureDamageFXNoShake End KindOf = STRUCTURE IMMOBILE Shadow = SHADOW_VOLUME End ;------------------------------------------------------ Object StanHotel01Bib ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 ConditionState = NONE Model = CBTHotel01_TR End ConditionState = DAMAGED Model = CBTHotel01_TRD End ConditionState = REALLYDAMAGED Model = CBTHotel01_TRD End ConditionState = RUBBLE Model = CBTHotel01_TRD End End ; ***DESIGN parameters *** EditorSorting = STRUCTURE ; *** ENGINEERING Parameters *** Body = ActiveBody ModuleTag_02 MaxHealth = 2000.0 InitialHealth = 2000.0 End ArmorSet Conditions = None Armor = StructureArmor DamageFX = StructureDamageFXNoShake End KindOf = STRUCTURE IMMOBILE Shadow = SHADOW_VOLUME End ;------------------------------------------------------ Object StanSmallRetail03Bib ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 ConditionState = NONE Model = cbtsmlrtl03_TR End ConditionState = DAMAGED Model = cbtsmlrtl03_TRD End ConditionState = REALLYDAMAGED Model = cbtsmlrtl03_TRD End ConditionState = RUBBLE Model = cbtsmlrtl03_TRD End End ; ***DESIGN parameters *** EditorSorting = STRUCTURE ; *** ENGINEERING Parameters *** Body = ActiveBody ModuleTag_02 MaxHealth = 2000.0 InitialHealth = 2000.0 End ArmorSet Conditions = None Armor = StructureArmor DamageFX = StructureDamageFXNoShake End KindOf = STRUCTURE IMMOBILE Shadow = SHADOW_VOLUME End ;------------------------------------------------------ Object MogadishuHouse02Bib ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 ConditionState = NONE Model = cbthouse01_TR End ConditionState = DAMAGED Model = cbthouse01_TRD End ConditionState = REALLYDAMAGED Model = cbthouse01_TRD End ConditionState = RUBBLE Model = cbthouse01_TRD End End ; ***DESIGN parameters *** EditorSorting = STRUCTURE ; *** ENGINEERING Parameters *** Body = ActiveBody ModuleTag_02 MaxHealth = 2000.0 InitialHealth = 2000.0 End ArmorSet Conditions = None Armor = StructureArmor DamageFX = StructureDamageFXNoShake End KindOf = STRUCTURE IMMOBILE Shadow = SHADOW_VOLUME End ;------------------------------------------------------ Object MogadishuHouse03Bib ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 ConditionState = NONE Model = cbthouse03_TR End ConditionState = DAMAGED Model = cbthouse03_TRD End ConditionState = REALLYDAMAGED Model = cbthouse03_TRD End ConditionState = RUBBLE Model = cbthouse03_TRD End End ; ***DESIGN parameters *** EditorSorting = STRUCTURE ; *** ENGINEERING Parameters *** Body = ActiveBody ModuleTag_02 MaxHealth = 2000.0 InitialHealth = 2000.0 End ArmorSet Conditions = None Armor = StructureArmor DamageFX = StructureDamageFXNoShake End KindOf = STRUCTURE IMMOBILE Shadow = SHADOW_VOLUME End ;------------------------------------------------------ Object MogadishuHouse04Bib ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 ConditionState = NONE Model = cbthouse04_TR End ConditionState = DAMAGED Model = cbthouse04_TRD End ConditionState = REALLYDAMAGED Model = cbthouse04_TRD End ConditionState = RUBBLE Model = cbthouse04_TRD End End ; ***DESIGN parameters *** EditorSorting = STRUCTURE ; *** ENGINEERING Parameters *** Body = ActiveBody ModuleTag_02 MaxHealth = 2000.0 InitialHealth = 2000.0 End ArmorSet Conditions = None Armor = StructureArmor DamageFX = StructureDamageFXNoShake End KindOf = STRUCTURE IMMOBILE Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object MogadishuShop01Bib ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 ConditionState = NONE Model = CBModis03_TR End ConditionState = DAMAGED Model = CBModis03_TRD End ConditionState = REALLYDAMAGED Model = CBModis03_TRD End ConditionState = RUBBLE Model = CBModis03_TRD End End ; ***DESIGN parameters *** EditorSorting = STRUCTURE ; *** ENGINEERING Parameters *** Body = ActiveBody ModuleTag_02 MaxHealth = 2000.0 InitialHealth = 2000.0 End ArmorSet Conditions = None Armor = StructureArmor DamageFX = StructureDamageFXNoShake End KindOf = STRUCTURE IMMOBILE Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object MogadishuSmallApartmentBib ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 ConditionState = NONE Model = cbtsmlapt_TR End ConditionState = DAMAGED Model = cbtsmlapt_TRD End ConditionState = REALLYDAMAGED Model = cbtsmlapt_TRD End ConditionState = RUBBLE Model = cbtsmlapt_TRD End End ; ***DESIGN parameters *** EditorSorting = STRUCTURE ; *** ENGINEERING Parameters *** Body = ActiveBody ModuleTag_02 MaxHealth = 2000.0 InitialHealth = 2000.0 End ArmorSet Conditions = None Armor = StructureArmor DamageFX = StructureDamageFXNoShake End KindOf = STRUCTURE IMMOBILE Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object MogadishuTower04Bib ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 ConditionState = NONE Model = cbtower04_TR End ConditionState = DAMAGED Model = cbtower04_TRD End ConditionState = REALLYDAMAGED Model = cbtower04_TRD End ConditionState = RUBBLE Model = cbtower04_TRD End End ; ***DESIGN parameters *** EditorSorting = STRUCTURE ; *** ENGINEERING Parameters *** Body = ActiveBody ModuleTag_02 MaxHealth = 2000.0 InitialHealth = 2000.0 End ArmorSet Conditions = None Armor = StructureArmor DamageFX = StructureDamageFXNoShake End KindOf = STRUCTURE IMMOBILE Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object MogadishuTower05Bib ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 ConditionState = NONE Model = cbtower05_TR End ConditionState = DAMAGED Model = cbtower05_TRD End ConditionState = REALLYDAMAGED Model = cbtower05_TRD End ConditionState = RUBBLE Model = cbtower05_TRD End End ; ***DESIGN parameters *** EditorSorting = STRUCTURE ; *** ENGINEERING Parameters *** Body = ActiveBody ModuleTag_02 MaxHealth = 2000.0 InitialHealth = 2000.0 End ArmorSet Conditions = None Armor = StructureArmor DamageFX = StructureDamageFXNoShake End KindOf = STRUCTURE IMMOBILE Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object StanTallTowerBib ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 ConditionState = NONE Model = CBTalTower_TR End ConditionState = DAMAGED Model = CBTalTower_TRD End ConditionState = REALLYDAMAGED Model = CBTalTower_TRD End ConditionState = RUBBLE Model = CBTalTower_TRD End End ; ***DESIGN parameters *** EditorSorting = STRUCTURE ; *** ENGINEERING Parameters *** Body = ActiveBody ModuleTag_02 MaxHealth = 2000.0 InitialHealth = 2000.0 End ArmorSet Conditions = None Armor = StructureArmor DamageFX = StructureDamageFXNoShake End KindOf = STRUCTURE IMMOBILE Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object StanWatchTowerTallBib ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 ConditionState = NONE Model = cbtower01_TR End ConditionState = DAMAGED Model = cbtower01_TRD End ConditionState = REALLYDAMAGED Model = cbtower01_TRD End ConditionState = RUBBLE Model = cbtower01_TRD End End ; ***DESIGN parameters *** EditorSorting = STRUCTURE ; *** ENGINEERING Parameters *** Body = ActiveBody ModuleTag_02 MaxHealth = 2000.0 InitialHealth = 2000.0 End ArmorSet Conditions = None Armor = StructureArmor DamageFX = StructureDamageFXNoShake End KindOf = STRUCTURE IMMOBILE Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object TallTower02Bib ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 ConditionState = NONE Model = CBTower02_TR End ConditionState = DAMAGED Model = CBTower02_TRD End ConditionState = REALLYDAMAGED Model = CBTower02_TRD End ConditionState = RUBBLE Model = CBTower02_TRD End End ; ***DESIGN parameters *** EditorSorting = STRUCTURE ; *** ENGINEERING Parameters *** Body = ActiveBody ModuleTag_02 MaxHealth = 2000.0 InitialHealth = 2000.0 End ArmorSet Conditions = None Armor = StructureArmor DamageFX = StructureDamageFXNoShake End KindOf = STRUCTURE IMMOBILE Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object StanTownHall02Bib ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 ConditionState = NONE Model = cbmectdrl02_TR End ConditionState = DAMAGED Model = cbmectdrl02_TRD End ConditionState = REALLYDAMAGED Model = cbmectdrl02_TRD End ConditionState = RUBBLE Model = cbmectdrl02_TRD End End ; ***DESIGN parameters *** EditorSorting = STRUCTURE ; *** ENGINEERING Parameters *** Body = ActiveBody ModuleTag_02 MaxHealth = 2000.0 InitialHealth = 2000.0 End ArmorSet Conditions = None Armor = StructureArmor DamageFX = StructureDamageFXNoShake End KindOf = STRUCTURE IMMOBILE Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object AsianApartmentComplexBib ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 ConditionState = NONE Model = CBNAptCom_TR End ConditionState = DAMAGED Model = CBNAptCom_TRD End ConditionState = REALLYDAMAGED Model = CBNAptCom_TRD End ConditionState = RUBBLE Model = CBNAptCom_TRD End End ; ***DESIGN parameters *** EditorSorting = STRUCTURE ; *** ENGINEERING Parameters *** Body = ActiveBody ModuleTag_02 MaxHealth = 2000.0 InitialHealth = 2000.0 End ArmorSet Conditions = None Armor = StructureArmor DamageFX = StructureDamageFXNoShake End KindOf = STRUCTURE IMMOBILE Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object SovietRadioBuildingBib ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 ConditionState = NONE Model = CBSovRdio_TR End ConditionState = DAMAGED Model = CBSovRdio_TRD End ConditionState = REALLYDAMAGED Model = CBSovRdio_TRD End ConditionState = RUBBLE Model = CBSovRdio_TRD End End ; ***DESIGN parameters *** EditorSorting = STRUCTURE ; *** ENGINEERING Parameters *** Body = ActiveBody ModuleTag_02 MaxHealth = 2000.0 InitialHealth = 2000.0 End ArmorSet Conditions = None Armor = StructureArmor DamageFX = StructureDamageFXNoShake End KindOf = STRUCTURE IMMOBILE Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object AsianMegaHotel01Bib ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 ConditionState = NONE Model = CBNHongK02_TR End ConditionState = DAMAGED Model = CBNHongK02_TRD End ConditionState = REALLYDAMAGED Model = CBNHongK02_TRD End ConditionState = RUBBLE Model = CBNHongK02_TRD End End ; ***DESIGN parameters *** EditorSorting = STRUCTURE ; *** ENGINEERING Parameters *** Body = ActiveBody ModuleTag_02 MaxHealth = 2000.0 InitialHealth = 2000.0 End ArmorSet Conditions = None Armor = StructureArmor DamageFX = StructureDamageFXNoShake End KindOf = STRUCTURE IMMOBILE Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object AsianMegaMall01Bib ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 ConditionState = NONE Model = CBNMegaMal_TR End ConditionState = DAMAGED Model = CBNMegaMal_TRD End ConditionState = REALLYDAMAGED Model = CBNMegaMal_TRD End ConditionState = RUBBLE Model = CBNMegaMal_TRD End End ; ***DESIGN parameters *** EditorSorting = STRUCTURE ; *** ENGINEERING Parameters *** Body = ActiveBody ModuleTag_02 MaxHealth = 2000.0 InitialHealth = 2000.0 End ArmorSet Conditions = None Armor = StructureArmor DamageFX = StructureDamageFXNoShake End KindOf = STRUCTURE IMMOBILE Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object AsianOffice01Bib ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 ConditionState = NONE Model = CBNOffice1_TR End ConditionState = DAMAGED Model = CBNOffice1_TRD End ConditionState = REALLYDAMAGED Model = CBNOffice1_TRD End ConditionState = RUBBLE Model = CBNOffice1_TRD End End ; ***DESIGN parameters *** EditorSorting = STRUCTURE ; *** ENGINEERING Parameters *** Body = ActiveBody ModuleTag_02 MaxHealth = 2000.0 InitialHealth = 2000.0 End ArmorSet Conditions = None Armor = StructureArmor DamageFX = StructureDamageFXNoShake End KindOf = STRUCTURE IMMOBILE Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object AsianApartment01Bib ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 ConditionState = NONE Model = CBNApart01_TR End ConditionState = DAMAGED Model = CBNApart01_TRD End ConditionState = REALLYDAMAGED Model = CBNApart01_TRD End ConditionState = RUBBLE Model = CBNApart01_TRD End End ; ***DESIGN parameters *** EditorSorting = STRUCTURE ; *** ENGINEERING Parameters *** Body = ActiveBody ModuleTag_02 MaxHealth = 2000.0 InitialHealth = 2000.0 End ArmorSet Conditions = None Armor = StructureArmor DamageFX = StructureDamageFXNoShake End KindOf = STRUCTURE IMMOBILE Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object AsianRetailStore01Bib ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 ConditionState = NONE Model = CBNRetal01_TR End ConditionState = DAMAGED Model = CBNRetal01_TRD End ConditionState = REALLYDAMAGED Model = CBNRetal01_TRD End ConditionState = RUBBLE Model = CBNRetal01_TRD End End ; ***DESIGN parameters *** EditorSorting = STRUCTURE ; *** ENGINEERING Parameters *** Body = ActiveBody ModuleTag_02 MaxHealth = 2000.0 InitialHealth = 2000.0 End ArmorSet Conditions = None Armor = StructureArmor DamageFX = StructureDamageFXNoShake End KindOf = STRUCTURE IMMOBILE Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object EuroHighriseBib ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 ConditionState = NONE Model = CBEuroCnd_TR End ConditionState = DAMAGED Model = CBEuroCnd_TRD End ConditionState = REALLYDAMAGED Model = CBEuroCnd_TRD End ConditionState = RUBBLE Model = CBEuroCnd_TRD End End ; ***DESIGN parameters *** EditorSorting = STRUCTURE ; *** ENGINEERING Parameters *** Body = ActiveBody ModuleTag_02 MaxHealth = 2000.0 InitialHealth = 2000.0 End ArmorSet Conditions = None Armor = StructureArmor DamageFX = StructureDamageFXNoShake End KindOf = STRUCTURE IMMOBILE Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object CivilianHighrise01Bib ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 ConditionState = NONE Model = CBHigh01_TR End ConditionState = DAMAGED Model = CBHigh01_TRD End ConditionState = REALLYDAMAGED Model = CBHigh01_TRD End ConditionState = RUBBLE Model = CBHigh01_TRD End End ; ***DESIGN parameters *** EditorSorting = STRUCTURE ; *** ENGINEERING Parameters *** Body = ActiveBody ModuleTag_02 MaxHealth = 2000.0 InitialHealth = 2000.0 End ArmorSet Conditions = None Armor = StructureArmor DamageFX = StructureDamageFXNoShake End KindOf = STRUCTURE IMMOBILE Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object CivilianHighrise02Bib ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 ConditionState = NONE Model = CBHigh02_TR End ConditionState = DAMAGED Model = CBHigh02_TRD End ConditionState = REALLYDAMAGED Model = CBHigh02_TRD End ConditionState = RUBBLE Model = CBHigh02_TRD End End ; ***DESIGN parameters *** EditorSorting = STRUCTURE ; *** ENGINEERING Parameters *** Body = ActiveBody ModuleTag_02 MaxHealth = 2000.0 InitialHealth = 2000.0 End ArmorSet Conditions = None Armor = StructureArmor DamageFX = StructureDamageFXNoShake End KindOf = STRUCTURE IMMOBILE Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object SovietBuildingBib ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 ConditionState = NONE Model = cbsovbldg_TR End ConditionState = DAMAGED Model = cbsovbldg_TRD End ConditionState = REALLYDAMAGED Model = cbsovbldg_TRD End ConditionState = RUBBLE Model = cbsovbldg_TRD End End ; ***DESIGN parameters *** EditorSorting = STRUCTURE ; *** ENGINEERING Parameters *** Body = ActiveBody ModuleTag_02 MaxHealth = 2000.0 InitialHealth = 2000.0 End ArmorSet Conditions = None Armor = StructureArmor DamageFX = StructureDamageFXNoShake End KindOf = STRUCTURE IMMOBILE Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object AsianBankBib ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 ConditionState = NONE Model = CBNBank_TR End ConditionState = DAMAGED Model = CBNBank_TRD End ConditionState = REALLYDAMAGED Model = CBNBank_TRD End ConditionState = RUBBLE Model = CBNBank_TRD End End ; ***DESIGN parameters *** EditorSorting = STRUCTURE ; *** ENGINEERING Parameters *** Body = ActiveBody ModuleTag_02 MaxHealth = 2000.0 InitialHealth = 2000.0 End ArmorSet Conditions = None Armor = StructureArmor DamageFX = StructureDamageFXNoShake End KindOf = STRUCTURE IMMOBILE Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object MogodishuHighrise01Bib ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 ConditionState = NONE Model = CBMogdis01_TR End ConditionState = DAMAGED Model = CBMogdis01_TRD End ConditionState = REALLYDAMAGED Model = CBMogdis01_TRD End ConditionState = RUBBLE Model = CBMogdis01_TRD End End ; ***DESIGN parameters *** EditorSorting = STRUCTURE ; *** ENGINEERING Parameters *** Body = ActiveBody ModuleTag_02 MaxHealth = 2000.0 InitialHealth = 2000.0 End ArmorSet Conditions = None Armor = StructureArmor DamageFX = StructureDamageFXNoShake End KindOf = STRUCTURE IMMOBILE Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object IndustrialBuilding01Bib ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 ConditionState = NONE Model = CBIndWhs01_TR End ConditionState = DAMAGED Model = CBIndWhs01_TRD End ConditionState = REALLYDAMAGED Model = CBIndWhs01_TRD End ConditionState = RUBBLE Model = CBIndWhs01_TRD End End ; ***DESIGN parameters *** EditorSorting = STRUCTURE ; *** ENGINEERING Parameters *** Body = ActiveBody ModuleTag_02 MaxHealth = 2000.0 InitialHealth = 2000.0 End ArmorSet Conditions = None Armor = StructureArmor DamageFX = StructureDamageFXNoShake End KindOf = STRUCTURE IMMOBILE Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object IndustrialBuilding02Bib ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 ConditionState = NONE Model = CBIndWhs02_TR End ConditionState = DAMAGED Model = CBIndWhs02_TRD End ConditionState = REALLYDAMAGED Model = CBIndWhs02_TRD End ConditionState = RUBBLE Model = CBIndWhs02_TRD End End ; ***DESIGN parameters *** EditorSorting = STRUCTURE ; *** ENGINEERING Parameters *** Body = ActiveBody ModuleTag_02 MaxHealth = 2000.0 InitialHealth = 2000.0 End ArmorSet Conditions = None Armor = StructureArmor DamageFX = StructureDamageFXNoShake End KindOf = STRUCTURE IMMOBILE Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object AsianApartmentSingle01 ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes ConditionState = NONE Model = CBNAptSingle End ConditionState = DAMAGED Model = CBNAptSingle_D End ConditionState = REALLYDAMAGED Model = CBNAptSingle_E End ConditionState = RUBBLE Model = CBNAptSingle_R End ConditionState = GARRISONED Model = CBNAptSingle_G Animation = CBNAptSingle_G.CBNAptSingle_G AnimationMode = LOOP End ConditionState = GARRISONED DAMAGED Model = CBNAptSingle_DG Animation = CBNAptSingle_DG.CBNAptSingle_DG AnimationMode = LOOP End End ; *** AUDIO Parameters *** SoundDie = BuildingDie SoundOnDamaged = BuildingDamagedStateLight SoundOnReallyDamaged = BuildingDestroy ; ***DESIGN parameters *** DisplayName = OBJECT:Structure EditorSorting = STRUCTURE ArmorSet Conditions = None Armor = StructureArmor DamageFX = StructureDamageFXNoShake End ; *** ENGINEERING Parameters *** Body = ActiveBody ModuleTag_02 MaxHealth = 2000.0 InitialHealth = 2000.0 End KindOf = STRUCTURE SELECTABLE IMMOBILE Behavior = FlammableUpdate ModuleTag_05 FlameDamageLimit = 20 ;Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ;in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Behavior = GarrisonContain ModuleTag_06 ContainMax = 10 EnterSound = GarrisonEnter ExitSound = GarrisonExit End Behavior = TransitionDamageFX ModuleTag_07 ;-------------DESIGNED FOR SMALL SIZED CIVILIAN BUILDING TRANSITIONS------------------- DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke ;--------------------------------------------------------------------------------------- ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave ;--------------------------------------------------------------------------------------- RubbleParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke RubbleParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion RubbleParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave RubbleParticleSystem4 = Bone:None RandomBone:No PSys:StructureTransitionSmallFlare End Geometry = BOX GeometryMajorRadius = 50.0 GeometryMinorRadius = 28.0 GeometryHeight = 57.0 GeometryIsSmall = No Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object StanApartmentSingle01 ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes ConditionState = NONE Model = CBNAptBuil End ConditionState = DAMAGED Model = CBNAptBuil_D End ConditionState = REALLYDAMAGED Model = CBNAptBuil_E End ConditionState = RUBBLE Model = CBNAptBuil_R End ConditionState = GARRISONED Model = CBNAptBuil_G Animation = CBNAptBuil_G.CBNAptBuil_G AnimationMode = LOOP End ConditionState = DAMAGED GARRISONED Model = CBNAptBuil_DG Animation = CBNAptBuil_DG.CBNAptBuil_DG AnimationMode = LOOP End End ; *** AUDIO Parameters *** SoundDie = BuildingDie SoundOnDamaged = BuildingDamagedStateLight SoundOnReallyDamaged = BuildingDestroy ; ***DESIGN parameters *** DisplayName = OBJECT:Structure EditorSorting = STRUCTURE ArmorSet Conditions = None Armor = StructureArmor DamageFX = StructureDamageFXNoShake End ; *** ENGINEERING Parameters *** KindOf = STRUCTURE SELECTABLE IMMOBILE Body = ActiveBody ModuleTag_02 MaxHealth = 2000.0 InitialHealth = 2000.0 End Behavior = GarrisonContain ModuleTag_03 ContainMax = 10 EnterSound = GarrisonEnter ExitSound = GarrisonExit End Behavior = FlammableUpdate ModuleTag_05 FlameDamageLimit = 20 ;Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ;in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Behavior = TransitionDamageFX ModuleTag_07 ;-------------DESIGNED FOR SMALL SIZED CIVILIAN BUILDING TRANSITIONS------------------- DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke ;--------------------------------------------------------------------------------------- ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave ;--------------------------------------------------------------------------------------- RubbleParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke RubbleParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion RubbleParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave RubbleParticleSystem4 = Bone:None RandomBone:No PSys:StructureTransitionSmallFlare End Geometry = BOX GeometryMajorRadius = 46.0 GeometryMinorRadius = 24.0 GeometryHeight = 47.0 GeometryIsSmall = No Shadow = SHADOW_VOLUME End ;------------------------------------------------------------ Object TempleOfHeavenMonumentBib ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 ConditionState = NONE Model = CBNTmplHvn_TR End ConditionState = DAMAGED Model = CBNTmplHvn_TRD End ConditionState = REALLYDAMAGED Model = CBNTmplHvn_TRD End ConditionState = RUBBLE Model = CBNTmplHvn_TRD End End ; ***DESIGN parameters *** EditorSorting = STRUCTURE ArmorSet Conditions = None Armor = StructureArmor DamageFX = StructureDamageFXNoShake End ; *** ENGINEERING Parameters *** Body = ActiveBody ModuleTag_02 MaxHealth = 2000.0 InitialHealth = 2000.0 End KindOf = STRUCTURE IMMOBILE SELECTABLE Geometry = CYLINDER GeometryMajorRadius = 120.0 GeometryMinorRadius = 120.0 GeometryHeight = 20.0 GeometryIsSmall = No Shadow = SHADOW_VOLUME End ;----------------------------------------------------------------------------- Object TempleOfHeavenMainTemple ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes ; day ConditionState = NONE Model = CBNTmHvMN End ConditionState = DAMAGED Model = CBNTmHvMN_D End ConditionState = REALLYDAMAGED Model = CBNTmHvMN_E End ConditionState = RUBBLE Model = CBNTmHvMN_R End ConditionState = GARRISONED Model = CBNTmHvMN_G Animation = CBNTmHvMN_G.CBNTmHvMN_G AnimationMode = LOOP End ConditionState = DAMAGED GARRISONED Model = CBNTmHvMN_GD Animation = CBNTmHvMN_GD.CBNTmHvMN_GD AnimationMode = LOOP End End ; *** AUDIO Parameters *** SoundDie = BuildingDie SoundOnDamaged = BuildingDamagedStateLight SoundOnReallyDamaged = BuildingDestroy ; ***DESIGN parameters *** DisplayName = OBJECT:Structure EditorSorting = STRUCTURE ; *** ENGINEERING Parameters *** KindOf = STRUCTURE SELECTABLE IMMOBILE Body = ActiveBody ModuleTag_02 MaxHealth = 2000.0 InitialHealth = 2000.0 End ArmorSet Conditions = None Armor = StructureArmor DamageFX = StructureDamageFXNoShake End Behavior = GarrisonContain ModuleTag_03 ContainMax = 10 EnterSound = GarrisonEnter ExitSound = GarrisonExit End Behavior = TransitionDamageFX ModuleTag_07 ;-------------DESIGNED FOR SMALL SIZED CIVILIAN BUILDING TRANSITIONS------------------- DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke ;--------------------------------------------------------------------------------------- ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave ;--------------------------------------------------------------------------------------- RubbleParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke RubbleParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion RubbleParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave RubbleParticleSystem4 = Bone:None RandomBone:No PSys:StructureTransitionSmallFlare End Geometry = CYLINDER GeometryMajorRadius = 31.0 GeometryMinorRadius = 26.0 GeometryHeight = 60.0 GeometryIsSmall = No Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------- Object TempleOfHeavenFrontHouse ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes ; day ConditionState = NONE Model = CBNTmHvFH End ConditionState = DAMAGED Model = CBNTmHvFH_D End ConditionState = REALLYDAMAGED Model = CBNTmHvFH_E End ConditionState = RUBBLE Model = CBNTmHvFH_R End ConditionState = GARRISONED Model = CBNTmHvFH_G Animation = CBNTmHvFH_G.CBNTmHvFH_G AnimationMode = LOOP End ConditionState = DAMAGED GARRISONED Model = CBNTmHvFH_GD Animation = CBNTmHvFH_GD.CBNTmHvFH_GD AnimationMode = LOOP End End ; *** AUDIO Parameters *** SoundDie = BuildingDie SoundOnDamaged = BuildingDamagedStateLight SoundOnReallyDamaged = BuildingDestroy ; ***DESIGN parameters *** DisplayName = OBJECT:Structure EditorSorting = STRUCTURE ; *** ENGINEERING Parameters *** KindOf = STRUCTURE SELECTABLE IMMOBILE Body = ActiveBody ModuleTag_02 MaxHealth = 2000.0 InitialHealth = 2000.0 End ArmorSet Conditions = None Armor = StructureArmor DamageFX = StructureDamageFXNoShake End Behavior = GarrisonContain ModuleTag_03 ContainMax = 10 EnterSound = GarrisonEnter ExitSound = GarrisonExit End Behavior = FlammableUpdate ModuleTag_05 FlameDamageLimit = 20 ;Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ;in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Behavior = TransitionDamageFX ModuleTag_07 ;-------------DESIGNED FOR SMALL SIZED CIVILIAN BUILDING TRANSITIONS------------------- DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke ;--------------------------------------------------------------------------------------- ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave ;--------------------------------------------------------------------------------------- RubbleParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke RubbleParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion RubbleParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave RubbleParticleSystem4 = Bone:None RandomBone:No PSys:StructureTransitionSmallFlare End Geometry = BOX GeometryMajorRadius = 28.0 GeometryMinorRadius = 44.0 GeometryHeight = 25.0 GeometryIsSmall = No Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------- Object TempleOfHeavenSideHouse ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes ; day ConditionState = NONE Model = CBNTmHvSH End ConditionState = DAMAGED Model = CBNTmHvSH_D End ConditionState = REALLYDAMAGED Model = CBNTmHvSH_E End ConditionState = RUBBLE Model = CBNTmHvSH_R End ConditionState = GARRISONED Model = CBNTmHvSH_G Animation = CBNTmHvSH_G.CBNTmHvSH_G AnimationMode = LOOP End ConditionState = DAMAGED GARRISONED Model = CBNTmHvSH_GD Animation = CBNTmHvSH_GD.CBNTmHvSH_GD AnimationMode = LOOP End End ; *** AUDIO Parameters *** SoundDie = BuildingDie SoundOnDamaged = BuildingDamagedStateLight SoundOnReallyDamaged = BuildingDestroy ; ***DESIGN parameters *** DisplayName = OBJECT:Structure EditorSorting = STRUCTURE ; *** ENGINEERING Parameters *** KindOf = STRUCTURE SELECTABLE IMMOBILE Body = ActiveBody ModuleTag_02 MaxHealth = 2000.0 InitialHealth = 2000.0 End ArmorSet Conditions = None Armor = StructureArmor DamageFX = StructureDamageFXNoShake End Behavior = GarrisonContain ModuleTag_03 ContainMax = 10 EnterSound = GarrisonEnter ExitSound = GarrisonExit End Behavior = FlammableUpdate ModuleTag_05 FlameDamageLimit = 20 ;Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ;in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Behavior = TransitionDamageFX ModuleTag_07 ;-------------DESIGNED FOR SMALL SIZED CIVILIAN BUILDING TRANSITIONS------------------- DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke ;--------------------------------------------------------------------------------------- ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave ;--------------------------------------------------------------------------------------- RubbleParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke RubbleParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion RubbleParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave RubbleParticleSystem4 = Bone:None RandomBone:No PSys:StructureTransitionSmallFlare End Geometry = BOX GeometryMajorRadius = 22.0 GeometryMinorRadius = 67.0 GeometryHeight = 32.0 GeometryIsSmall = No Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------- Object TempleOfHeavenGateHouse ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes ; day ConditionState = NONE Model = CBNTmHvGT End ConditionState = DAMAGED Model = CBNTmHvGT_D End ConditionState = REALLYDAMAGED Model = CBNTmHvGT_E End ConditionState = RUBBLE Model = CBNTmHvGT_R End ConditionState = GARRISONED Model = CBNTmHvGT_G Animation = CBNTmHvGT_G.CBNTmHvGT_G AnimationMode = LOOP End ConditionState = DAMAGED GARRISONED Model = CBNTmHvGT_GD Animation = CBNTmHvGT_GD.CBNTmHvGT_GD AnimationMode = LOOP End End ; *** AUDIO Parameters *** SoundDie = BuildingDie SoundOnDamaged = BuildingDamagedStateLight SoundOnReallyDamaged = BuildingDestroy ; ***DESIGN parameters *** DisplayName = OBJECT:Structure EditorSorting = STRUCTURE ; *** ENGINEERING Parameters *** KindOf = STRUCTURE SELECTABLE IMMOBILE Body = ActiveBody ModuleTag_02 MaxHealth = 2000.0 InitialHealth = 2000.0 End ArmorSet Conditions = None Armor = StructureArmor DamageFX = StructureDamageFXNoShake End Behavior = GarrisonContain ModuleTag_03 ContainMax = 10 EnterSound = GarrisonEnter ExitSound = GarrisonExit End Behavior = FlammableUpdate ModuleTag_05 FlameDamageLimit = 20 ;Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ;in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Behavior = TransitionDamageFX ModuleTag_07 ;-------------DESIGNED FOR SMALL SIZED CIVILIAN BUILDING TRANSITIONS------------------- DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke ;--------------------------------------------------------------------------------------- ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave ;--------------------------------------------------------------------------------------- RubbleParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke RubbleParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion RubbleParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave RubbleParticleSystem4 = Bone:None RandomBone:No PSys:StructureTransitionSmallFlare End Geometry = BOX GeometryMajorRadius = 15.0 GeometryMinorRadius = 30.0 GeometryHeight = 32.0 GeometryIsSmall = No Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------- Object StanTownHall03 ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes ; NIGHT ConditionState = NONE Model = CMTGovBuil_N End ConditionState = DAMAGED Model = CMTGovBuil_DN End ConditionState = REALLYDAMAGED Model = CMTGovBuil_EN End ConditionState = RUBBLE Model = CMTGovBuil_RN End ; garrison night ConditionState = GARRISONED Model = CMTGovBuil_NG Animation = cmtgovbuil_NG.cmtgovbuil_NG AnimationMode = LOOP End ConditionState = GARRISONED DAMAGED Model = CMTGovBuil_DNG Animation = cmtgovbuil_DNG.cmtgovbuil_DNG AnimationMode = LOOP End ; NIGHT ConditionState = NIGHT Model = CMTGovBuil_N End ConditionState = NIGHT DAMAGED Model = CMTGovBuil_DN End ConditionState = NIGHT REALLYDAMAGED Model = CMTGovBuil_EN End ConditionState = NIGHT RUBBLE Model = CMTGovBuil_RN End ; garrison night ConditionState = NIGHT GARRISONED Model = CMTGovBuil_NG Animation = cmtgovbuil_NG.cmtgovbuil_NG AnimationMode = LOOP End ConditionState = NIGHT GARRISONED DAMAGED Model = CMTGovBuil_DNG Animation = cmtgovbuil_DNG.cmtgovbuil_DNG AnimationMode = LOOP End End ; ***DESIGN parameters *** DisplayName = OBJECT:Structure EditorSorting = STRUCTURE ArmorSet Conditions = None Armor = StructureArmor DamageFX = StructureDamageFXNoShake End ; *** AUDIO parameters *** SoundDie = BuildingDestroy SoundOnDamaged = BuildingDestroy SoundOnReallyDamaged = BuildingDestroy ; *** ENGINEERING Parameters *** KindOf = STRUCTURE SELECTABLE IMMOBILE Body = StructureBody ModuleTag_02 MaxHealth = 2000.0 InitialHealth = 2000.0 End Behavior = GarrisonContain ModuleTag_03 ContainMax = 10 EnterSound = GarrisonEnter ExitSound = GarrisonExit End Behavior = FlammableUpdate ModuleTag_05 FlameDamageLimit = 20 ;Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ;in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Behavior = TransitionDamageFX ModuleTag_07 ;-------------DESIGNED FOR MEDIUM SIZED CIVILIAN BUILDING TRANSITIONS------------------- DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke ;--------------------------------------------------------------------------------------- ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionMediumExplosion ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionMediumShockwave ;-------------------------------------------------------------------------------------- RubbleParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke RubbleParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionMediumExplosion RubbleParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionMediumShockwave RubbleParticleSystem4 = Bone:None RandomBone:No PSys:StructureTransitionMediumFlare End Geometry = BOX GeometryMajorRadius = 60.0 GeometryMinorRadius = 47.0 GeometryHeight = 52.0 GeometryIsSmall = No Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object ChinaRetail01 ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes ; day ConditionState = NONE Model = CBNRetal03 End ConditionState = DAMAGED Model = CBNRetal03_D End ConditionState = REALLYDAMAGED Model = CBNRetal03_E End ConditionState = RUBBLE Model = CBNRetal03_R End ConditionState = GARRISONED Model = CBNRetal03_G Animation = CBNRetal03_G.CBNRetal03_G AnimationMode = LOOP End ConditionState = GARRISONED DAMAGED Model = CBNRetal03_DG Animation = CBNRetal03_DG.CBNRetal03_DG AnimationMode = LOOP End End ; *** AUDIO Parameters *** SoundDie = BuildingDie SoundOnDamaged = BuildingDamagedStateLight SoundOnReallyDamaged = BuildingDestroy ; ***DESIGN parameters *** DisplayName = OBJECT:Structure EditorSorting = STRUCTURE ArmorSet Conditions = None Armor = StructureArmor DamageFX = StructureDamageFXNoShake End ; *** ENGINEERING Parameters *** KindOf = STRUCTURE SELECTABLE IMMOBILE Body = StructureBody ModuleTag_02 MaxHealth = 2000.0 InitialHealth = 2000.0 End Behavior = GarrisonContain ModuleTag_03 ContainMax = 10 EnterSound = GarrisonEnter ExitSound = GarrisonExit End Behavior = FlammableUpdate ModuleTag_05 FlameDamageLimit = 20 ;Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ;in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Behavior = TransitionDamageFX ModuleTag_07 ;-------------DESIGNED FOR SMALL SIZED CIVILIAN BUILDING TRANSITIONS------------------- DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke ;--------------------------------------------------------------------------------------- ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave ;--------------------------------------------------------------------------------------- RubbleParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke RubbleParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion RubbleParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave RubbleParticleSystem4 = Bone:None RandomBone:No PSys:StructureTransitionSmallFlare End Geometry = BOX GeometryMajorRadius = 32.0 GeometryMinorRadius = 20.0 GeometryHeight = 47.0 GeometryIsSmall = No Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object ChinaRetail02 ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes ConditionState = NONE Model = CBNRetal04 End ConditionState = DAMAGED Model = CBNRetal04_D End ConditionState = REALLYDAMAGED Model = CBNRetal04_E End ConditionState = RUBBLE Model = CBNRetal04_R End ConditionState = GARRISONED Model = CBNRetal04_G Animation = CBNRetal04_G.CBNRetal04_G AnimationMode = LOOP End ConditionState = DAMAGED GARRISONED Model = CBNRetal04_DG Animation = CBNRetal04_DG.CBNRetal04_DG AnimationMode = LOOP End End ; *** AUDIO Parameters *** SoundDie = BuildingDie SoundOnDamaged = BuildingDamagedStateLight SoundOnReallyDamaged = BuildingDestroy ; ***DESIGN parameters *** DisplayName = OBJECT:Structure EditorSorting = STRUCTURE ArmorSet Conditions = None Armor = StructureArmor DamageFX = StructureDamageFXNoShake End ; *** ENGINEERING Parameters *** KindOf = STRUCTURE SELECTABLE IMMOBILE Body = StructureBody ModuleTag_02 MaxHealth = 2000.0 InitialHealth = 2000.0 End Behavior = GarrisonContain ModuleTag_03 ContainMax = 10 EnterSound = GarrisonEnter ExitSound = GarrisonExit End Behavior = FlammableUpdate ModuleTag_05 FlameDamageLimit = 20 ;Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ;in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Behavior = TransitionDamageFX ModuleTag_07 ;-------------DESIGNED FOR SMALL SIZED CIVILIAN BUILDING TRANSITIONS------------------- DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke ;--------------------------------------------------------------------------------------- ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave ;--------------------------------------------------------------------------------------- RubbleParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke RubbleParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion RubbleParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave RubbleParticleSystem4 = Bone:None RandomBone:No PSys:StructureTransitionSmallFlare End Geometry = BOX GeometryMajorRadius = 25.0 GeometryMinorRadius = 20.0 GeometryHeight = 38.0 GeometryIsSmall = No Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object ChinaRetail03 ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes ; day ConditionState = NONE Model = CBNRetal05 End ConditionState = DAMAGED Model = CBNRetal05_D End ConditionState = REALLYDAMAGED Model = CBNRetal05_E End ConditionState = RUBBLE Model = CBNRetal05_R End ; garrisoned day ConditionState = GARRISONED Model = CBNRetal05_G End ConditionState = DAMAGED GARRISONED Model = CBNRetal05_DG End End ; *** AUDIO Parameters *** SoundDie = BuildingDie SoundOnDamaged = BuildingDamagedStateLight SoundOnReallyDamaged = BuildingDestroy ; ***DESIGN parameters *** DisplayName = OBJECT:Structure EditorSorting = STRUCTURE ArmorSet Conditions = None Armor = StructureArmor DamageFX = StructureDamageFXNoShake End ; *** ENGINEERING Parameters *** KindOf = STRUCTURE SELECTABLE IMMOBILE Body = StructureBody ModuleTag_02 MaxHealth = 2000.0 InitialHealth = 2000.0 End Behavior = GarrisonContain ModuleTag_03 ContainMax = 10 EnterSound = GarrisonEnter ExitSound = GarrisonExit End Behavior = FlammableUpdate ModuleTag_05 FlameDamageLimit = 20 ;Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ;in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Behavior = TransitionDamageFX ModuleTag_07 ;-------------DESIGNED FOR SMALL SIZED CIVILIAN BUILDING TRANSITIONS------------------- DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke ;--------------------------------------------------------------------------------------- ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave ;--------------------------------------------------------------------------------------- RubbleParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke RubbleParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion RubbleParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave RubbleParticleSystem4 = Bone:None RandomBone:No PSys:StructureTransitionSmallFlare End Geometry = BOX GeometryMajorRadius = 24.0 GeometryMinorRadius = 22.0 GeometryHeight = 62.0 GeometryIsSmall = No Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ ;------------------------------------------------------------------------------ Object FortressWallMiddle ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes ConditionState = NONE Model = CMWalAkml1 End ConditionState = DAMAGED Model = CMWalAkml1_D End ConditionState = REALLYDAMAGED Model = CMWalAkml1_E End ConditionState = RUBBLE Model = CMWalAkml1_R End End ; *** AUDIO Parameters *** SoundDie = BuildingDie SoundOnDamaged = BuildingDamagedStateLight SoundOnReallyDamaged = BuildingDestroy ; ***DESIGN parameters *** DisplayName = OBJECT:BigGate EditorSorting = STRUCTURE ArmorSet Conditions = None Armor = StructureArmor DamageFX = StructureDamageFXNoShake End ; *** ENGINEERING Parameters *** KindOf = STRUCTURE SELECTABLE IMMOBILE WALK_ON_TOP_OF_WALL RadarPriority = STRUCTURE Body = ActiveBody ModuleTag_02 MaxHealth = 2000.0 InitialHealth = 2000.0 End Behavior = FlammableUpdate ModuleTag_05 FlameDamageLimit = 20 ;Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ;in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... AflameDamageDelay = 500 ; this often. End ; Note that structures with "RUBBLE" states should not use DestroyDie; such buildings are ; never truly destroyed, even when reduced to zero health. Also note that garrisonable ; buildings automatically stick around because GarrisonContain has it's own DieModule Behavior = KeepObjectDie ModuleTag_IWantRubble End Behavior = TransitionDamageFX ModuleTag_07 ;-------------DESIGNED FOR SMALL SIZED CIVILIAN BUILDING TRANSITIONS------------------- DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke ;--------------------------------------------------------------------------------------- ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave ;--------------------------------------------------------------------------------------- RubbleParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke RubbleParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion RubbleParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave RubbleParticleSystem4 = Bone:None RandomBone:No PSys:StructureTransitionSmallFlare End Geometry = BOX GeometryMajorRadius = 31.0 GeometryMinorRadius = 58.0 GeometryHeight = 34.0 GeometryIsSmall = No Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object FortressWallSmallArch ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes ConditionState = NONE Model = CMWalAkml2 End ConditionState = DAMAGED Model = CMWalAkml2_D End ConditionState = REALLYDAMAGED Model = CMWalAkml2_E End ConditionState = RUBBLE Model = CMWalAkml2_R End End ; *** AUDIO Parameters *** SoundDie = BuildingDie SoundOnDamaged = BuildingDamagedStateLight SoundOnReallyDamaged = BuildingDestroy ; ***DESIGN parameters *** DisplayName = OBJECT:BigGate EditorSorting = STRUCTURE ArmorSet Conditions = None Armor = StructureArmor DamageFX = StructureDamageFXNoShake End ; *** ENGINEERING Parameters *** KindOf = STRUCTURE SELECTABLE IMMOBILE WALK_ON_TOP_OF_WALL RadarPriority = STRUCTURE Body = ActiveBody ModuleTag_02 MaxHealth = 2000.0 InitialHealth = 2000.0 End Behavior = FlammableUpdate ModuleTag_05 FlameDamageLimit = 20 ;Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ;in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... AflameDamageDelay = 500 ; this often. End ; Note that structures with "RUBBLE" states should not use DestroyDie; such buildings are ; never truly destroyed, even when reduced to zero health. Also note that garrisonable ; buildings automatically stick around because GarrisonContain has it's own DieModule Behavior = KeepObjectDie ModuleTag_IWantRubble End Behavior = TransitionDamageFX ModuleTag_07 ;-------------DESIGNED FOR SMALL SIZED CIVILIAN BUILDING TRANSITIONS------------------- DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke ;--------------------------------------------------------------------------------------- ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave ;--------------------------------------------------------------------------------------- RubbleParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke RubbleParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion RubbleParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave RubbleParticleSystem4 = Bone:None RandomBone:No PSys:StructureTransitionSmallFlare End Geometry = BOX GeometryMajorRadius = 26.0 GeometryMinorRadius = 32.0 GeometryHeight = 1.0 GeometryIsSmall = No Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object FortressWallLargeArch ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes ConditionState = NONE Model = CMWalAkml3 End ConditionState = DAMAGED Model = CMWalAkml3_D End ConditionState = REALLYDAMAGED Model = CMWalAkml3_E End ConditionState = RUBBLE Model = CMWalAkml2_R End End ; *** AUDIO Parameters *** SoundDie = BuildingDie SoundOnDamaged = BuildingDamagedStateLight SoundOnReallyDamaged = BuildingDestroy ; ***DESIGN parameters *** DisplayName = OBJECT:BigGate EditorSorting = STRUCTURE ArmorSet Conditions = None Armor = StructureArmor DamageFX = StructureDamageFXNoShake End ; *** ENGINEERING Parameters *** KindOf = STRUCTURE SELECTABLE IMMOBILE WALK_ON_TOP_OF_WALL RadarPriority = STRUCTURE Body = ActiveBody ModuleTag_02 MaxHealth = 2000.0 InitialHealth = 2000.0 End Behavior = FlammableUpdate ModuleTag_05 FlameDamageLimit = 20 ;Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ;in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... AflameDamageDelay = 500 ; this often. End ; Note that structures with "RUBBLE" states should not use DestroyDie; such buildings are ; never truly destroyed, even when reduced to zero health. Also note that garrisonable ; buildings automatically stick around because GarrisonContain has it's own DieModule Behavior = KeepObjectDie ModuleTag_IWantRubble End Behavior = TransitionDamageFX ModuleTag_07 ;-------------DESIGNED FOR SMALL SIZED CIVILIAN BUILDING TRANSITIONS------------------- DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke ;--------------------------------------------------------------------------------------- ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave ;--------------------------------------------------------------------------------------- RubbleParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke RubbleParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion RubbleParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave RubbleParticleSystem4 = Bone:None RandomBone:No PSys:StructureTransitionSmallFlare End Geometry = BOX GeometryMajorRadius = 33.0 GeometryMinorRadius = 41.0 GeometryHeight = 1.0 GeometryIsSmall = NO Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object FortressWallBuilding ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes ConditionState = NONE Model = CMWalAkml4 End ConditionState = DAMAGED Model = CMWalAkml4_D End ConditionState = REALLYDAMAGED Model = CMWalAkml4_E End ConditionState = RUBBLE Model = CMWalAkml7_R End ; day garrisoned ConditionState = GARRISONED Model = CMWalAkml4 Animation = CMWalAkml4.CMWalAkml4 AnimationMode = LOOP End ConditionState = DAMAGED GARRISONED Model = CMWalAkml4_D Animation = CMWalAkml4_D.CMWalAkml4_D AnimationMode = LOOP End End ; *** AUDIO Parameters *** SoundDie = BuildingDie SoundOnDamaged = BuildingDamagedStateLight SoundOnReallyDamaged = BuildingDestroy ; ***DESIGN parameters *** DisplayName = OBJECT:BigGate EditorSorting = STRUCTURE ArmorSet Conditions = None Armor = StructureArmor DamageFX = StructureDamageFXNoShake End ; *** ENGINEERING Parameters *** KindOf = STRUCTURE SELECTABLE IMMOBILE WALK_ON_TOP_OF_WALL RadarPriority = STRUCTURE Body = ActiveBody ModuleTag_02 MaxHealth = 2000.0 InitialHealth = 2000.0 End Behavior = GarrisonContain ModuleTag_03 ContainMax = 10 EnterSound = GarrisonEnter ExitSound = GarrisonExit End Behavior = FlammableUpdate ModuleTag_05 FlameDamageLimit = 20 ;Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ;in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Behavior = TransitionDamageFX ModuleTag_07 ;-------------DESIGNED FOR SMALL SIZED CIVILIAN BUILDING TRANSITIONS------------------- DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke ;--------------------------------------------------------------------------------------- ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave ;--------------------------------------------------------------------------------------- RubbleParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke RubbleParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion RubbleParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave RubbleParticleSystem4 = Bone:None RandomBone:No PSys:StructureTransitionSmallFlare End Geometry = BOX GeometryMajorRadius = 33.0 GeometryMinorRadius = 28.0 GeometryHeight = 37.0 GeometryIsSmall = No Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object FortressWallCorner ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes ConditionState = NONE Model = CMWalAkml5 End ConditionState = DAMAGED Model = CMWalAkml5_D End ConditionState = REALLYDAMAGED Model = CMWalAkml5_E End ConditionState = RUBBLE Model = CMWalAkml7_R End End ; *** AUDIO Parameters *** SoundDie = BuildingDie SoundOnDamaged = BuildingDamagedStateLight SoundOnReallyDamaged = BuildingDestroy ; ***DESIGN parameters *** DisplayName = OBJECT:BigGate EditorSorting = STRUCTURE ArmorSet Conditions = None Armor = StructureArmor DamageFX = StructureDamageFXNoShake End ; *** ENGINEERING Parameters *** KindOf = STRUCTURE SELECTABLE IMMOBILE WALK_ON_TOP_OF_WALL RadarPriority = STRUCTURE Body = ActiveBody ModuleTag_02 MaxHealth = 2000.0 InitialHealth = 2000.0 End Behavior = GarrisonContain ModuleTag_03 ContainMax = 10 EnterSound = GarrisonEnter ExitSound = GarrisonExit End Behavior = FlammableUpdate ModuleTag_05 FlameDamageLimit = 20 ;Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ;in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Behavior = TransitionDamageFX ModuleTag_07 ;-------------DESIGNED FOR SMALL SIZED CIVILIAN BUILDING TRANSITIONS------------------- DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke ;--------------------------------------------------------------------------------------- ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave ;--------------------------------------------------------------------------------------- RubbleParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke RubbleParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion RubbleParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave RubbleParticleSystem4 = Bone:None RandomBone:No PSys:StructureTransitionSmallFlare End ; Note that structures with "RUBBLE" states should not use DestroyDie; such buildings are ; never truly destroyed, even when reduced to zero health. Also note that garrisonable ; buildings automatically stick around because GarrisonContain has it's own DieModule Behavior = KeepObjectDie ModuleTag_IWantRubble End Geometry = BOX GeometryMajorRadius = 33.0 GeometryMinorRadius = 37.0 GeometryHeight = 31.0 GeometryIsSmall = No Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Object FortressWall45Degree ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes ConditionState = NONE Model = CMWalAkml6 End ConditionState = DAMAGED Model = CMWalAkml6_D End ConditionState = REALLYDAMAGED Model = CMWalAkml6_E End ConditionState = RUBBLE Model = CMWalAkml7_R End End ; *** AUDIO Parameters *** SoundDie = BuildingDie SoundOnDamaged = BuildingDamagedStateLight SoundOnReallyDamaged = BuildingDestroy ; ***DESIGN parameters *** DisplayName = OBJECT:BigGate EditorSorting = STRUCTURE ArmorSet Conditions = None Armor = StructureArmor DamageFX = StructureDamageFXNoShake End ; *** ENGINEERING Parameters *** KindOf = STRUCTURE SELECTABLE IMMOBILE WALK_ON_TOP_OF_WALL Body = ActiveBody ModuleTag_02 MaxHealth = 2000.0 InitialHealth = 2000.0 End Behavior = FlammableUpdate ModuleTag_05 FlameDamageLimit = 20 ;Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ;in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Behavior = TransitionDamageFX ModuleTag_07 ;-------------DESIGNED FOR SMALL SIZED CIVILIAN BUILDING TRANSITIONS------------------- DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke ;--------------------------------------------------------------------------------------- ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave ;--------------------------------------------------------------------------------------- RubbleParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke RubbleParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion RubbleParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave RubbleParticleSystem4 = Bone:None RandomBone:No PSys:StructureTransitionSmallFlare End ; Note that structures with "RUBBLE" states should not use DestroyDie; such buildings are ; never truly destroyed, even when reduced to zero health. Also note that garrisonable ; buildings automatically stick around because GarrisonContain has it's own DieModule Behavior = KeepObjectDie ModuleTag_IWantRubble End Geometry = BOX GeometryMajorRadius = 29.0 GeometryMinorRadius = 32.0 GeometryHeight = 30.0 GeometryIsSmall = No Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ ;------------------------------------------------------------------------------ ; ******************* Cinematic-only unit *************************** Object CINE_EuroHighrise ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes ; day ConditionState = NONE Model = CBEuroCnd End ConditionState = DAMAGED Model = CBEuroCnd_D End ConditionState = REALLYDAMAGED Model = CBEuroCnd_E End ConditionState = RUBBLE Model = CBEuroCnd_E End ConditionState = POST_COLLAPSE Model = CBEuroCnd_R End ; day garrisoned ConditionState = GARRISONED Model = CBEuroCnd_G Animation = CBEuroCnd_G.CBEuroCnd_G AnimationMode = LOOP End ConditionState = DAMAGED GARRISONED Model = CBEuroCnd_DG Animation = CBEuroCnd_DG.CBEuroCnd_DG AnimationMode = LOOP End ; night ConditionState = NIGHT Model = CBEuroCnd_N End ConditionState = DAMAGED NIGHT Model = CBEuroCnd_DN End ConditionState = REALLYDAMAGED NIGHT Model = CBEuroCnd_EN End ConditionState = RUBBLE NIGHT Model = CBEuroCnd_EN End ConditionState = POST_COLLAPSE NIGHT Model = CBEuroCnd_RN End ; night garrisoned ConditionState = NIGHT GARRISONED Model = CBEuroCnd_NG Animation = CBEuroCnd_NG.CBEuroCnd_NG AnimationMode = LOOP End ConditionState = DAMAGED NIGHT GARRISONED Model = CBEuroCnd_DNG Animation = CBEuroCnd_DNG.CBEuroCnd_DNG AnimationMode = LOOP End ; Snow ConditionState = SNOW Model = CBEuroCnd_S End ConditionState = DAMAGED SNOW Model = CBEuroCnd_DS End ConditionState = REALLYDAMAGED SNOW Model = CBEuroCnd_ES End ConditionState = RUBBLE SNOW Model = CBEuroCnd_ES End ConditionState = POST_COLLAPSE SNOW Model = CBEuroCnd_RS End ; snow garrisoned ConditionState = GARRISONED SNOW Model = CBEuroCnd_SG Animation = CBEuroCnd_SG.CBEuroCnd_SG AnimationMode = LOOP End ConditionState = DAMAGED GARRISONED SNOW Model = CBEuroCnd_DSG Animation = CBEuroCnd_DSG.CBEuroCnd_DSG AnimationMode = LOOP End ; night snow ConditionState = NIGHT SNOW Model = CBEuroCnd_SN End ConditionState = DAMAGED NIGHT SNOW Model = CBEuroCnd_DSN End ConditionState = REALLYDAMAGED NIGHT SNOW Model = CBEuroCnd_ESN End ConditionState = RUBBLE NIGHT SNOW Model = CBEuroCnd_ESN End ConditionState = POST_COLLAPSE SNOW NIGHT Model = CBEuroCnd_RSN End ; night garrisoned snow ConditionState = NIGHT GARRISONED SNOW Model = CBEuroCnd_SNG Animation = CBEuroCnd_SNG.CBEuroCnd_SNG AnimationMode = LOOP End ConditionState = DAMAGED NIGHT GARRISONED SNOW Model = CBEuroCnd_DSNG Animation = CBEuroCnd_DSNG.CBEuroCnd_DSNG AnimationMode = LOOP End End ; ***DESIGN parameters *** DisplayName = OBJECT:Structure EditorSorting = STRUCTURE ArmorSet Conditions = None Armor = StructureArmor DamageFX = StructureDamageFXNoShake End ; *** AUDIO parameters *** SoundDie = BuildingDestroy SoundOnDamaged = BuildingDestroy SoundOnReallyDamaged = BuildingDestroy ; *** ENGINEERING Parameters *** KindOf = STRUCTURE SELECTABLE IMMOBILE AIRCRAFT_PATH_AROUND Body = StructureBody ModuleTag_02 MaxHealth = 2000.0 InitialHealth = 2000.0 End Behavior = GarrisonContain ModuleTag_03 ContainMax = 10 EnterSound = GarrisonEnter ExitSound = GarrisonExit End Behavior = StructureCollapseUpdate ModuleTag_04 MinCollapseDelay = 500 MaxCollapseDelay = 1000 CollapseDamping = 0.0 MaxShudder = 0.6 MinBurstDelay = 250 MaxBurstDelay = 800 BigBurstFrequency = 4 OCL = INITIAL OCL_StructureCollapseInitial OCL = DELAY OCL_StructureCollapseDelay OCL = FINAL OCL_StructureCollapseFinal FXList = INITIAL FX_StructureCollapseInitial FXList = DELAY FX_StructureCollapseDelay FXList = BURST FX_StructureCollapseBurst FXList = FINAL FX_StructureCollapseFinal End Behavior = FlammableUpdate ModuleTag_06 FlameDamageLimit = 20 ;Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ;in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Behavior = TransitionDamageFX ModuleTag_07 DamagedParticleSystem1 = Bone:SmokeS RandomBone:Yes PSys:SubExplosionSmoke01 ; ----- Line Removed ; ----- Line Removed DamagedParticleSystem4 = Bone:SmokeM RandomBone:Yes PSys:ForwardLightSmokePuffs DamagedParticleSystem5 = Bone:SmokeS RandomBone:Yes PSys:MammothTankSubExplosionSmoke DamagedParticleSystem6 = Bone:SmokeS RandomBone:Yes PSys:StructureExplosionSmoke ReallyDamagedParticleSystem1 = Bone:SmokeS RandomBone:Yes PSys:SubExplosionSmoke01 ; ----- Line Removed ; ----- Line Removed ReallyDamagedParticleSystem4 = Bone:SmokeM RandomBone:Yes PSys:ForwardLightSmokePuffs ReallyDamagedParticleSystem5 = Bone:SmokeM RandomBone:Yes PSys:MammothTankSubExplosionSmoke ReallyDamagedParticleSystem6 = Bone:SmokeS RandomBone:Yes PSys:CarpetBombExplosionSmoke ReallyDamagedParticleSystem7 = Bone:SmokeS RandomBone:Yes PSys:ArmExplosionSmall01 ReallyDamagedParticleSystem8 = Bone:SmokeS RandomBone:Yes PSys:JetSubExplosion RubbleParticleSystem1 = Bone:SmokeS RandomBone:Yes PSys:SubExplosionSmoke01 RubbleParticleSystem2 = Bone:SmokeS RandomBone:Yes PSys:TankStruckSparks RubbleParticleSystem3 = Bone:SmokeS RandomBone:Yes PSys:SubExplosionSmoke01 RubbleParticleSystem4 = Bone:SmokeS RandomBone:Yes PSys:ArmExplosionSmall01 RubbleParticleSystem5 = Bone:SmokeM RandomBone:Yes PSys:ArmExplosionSmall01 RubbleParticleSystem6 = Bone:SmokeM RandomBone:Yes PSys:ForwardLightSmokePuffs RubbleParticleSystem7 = Bone:SmokeM RandomBone:Yes PSys:ForwardLightSmokePuffs End Geometry = BOX GeometryMajorRadius = 38.0 GeometryMinorRadius = 36.0 GeometryHeight = 100.0 GeometryIsSmall = No Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ ;************************ Cinematic-only unit ********************************* Object CINE_MogadishuHighrise03 ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes ; day ConditionState = NONE Model = CBMogdis07 End ConditionState = DAMAGED Model = CBMogdis07_D End ConditionState = REALLYDAMAGED Model = CBMogdis07_E End ConditionState = RUBBLE Model = CBMogdis07_R End ; day garrisoned ConditionState = GARRISONED Model = CBMogdis07_G Animation = CBMogdis07_G.CBMogdis07_G AnimationMode = LOOP End ConditionState = DAMAGED GARRISONED Model = CBMogdis07_DG Animation = CBMogdis07_DG.CBMogdis07_DG AnimationMode = LOOP End ; night ConditionState = NIGHT Model = CBMogdis07_N End ConditionState = DAMAGED NIGHT Model = CBMogdis07_DN End ConditionState = REALLYDAMAGED NIGHT Model = CBMogdis07_EN End ConditionState = RUBBLE NIGHT Model = CBMogdis07_RN End ; night garrisoned ConditionState = NIGHT GARRISONED Model = CBMogdis07_NG Animation = CBMogdis07_NG.CBMogdis07_NG AnimationMode = LOOP End ConditionState = DAMAGED NIGHT GARRISONED Model = CBMogdis07_DNG Animation = CBMogdis07_DNG.CBMogdis07_DNG AnimationMode = LOOP End ; Snow ConditionState = SNOW Model = CBMogdis07_S End ConditionState = DAMAGED SNOW Model = CBMogdis07_DS End ConditionState = REALLYDAMAGED SNOW Model = CBMogdis07_ES End ConditionState = RUBBLE SNOW Model = CBMogdis07_RS End ; snow garrisoned ConditionState = SNOW GARRISONED Model = CBMogdis07_SG Animation = CBMogdis07_SG.CBMogdis07_SG AnimationMode = LOOP End ConditionState = DAMAGED SNOW GARRISONED Model = CBMogdis07_DSG Animation = CBMogdis07_DSG.CBMogdis07_DSG AnimationMode = LOOP End ; night snow ConditionState = SNOW NIGHT Model = CBMogdis07_SN End ConditionState = DAMAGED SNOW NIGHT Model = CBMogdis07_DSN End ConditionState = REALLYDAMAGED SNOW NIGHT Model = CBMogdis07_ESN End ConditionState = RUBBLE SNOW NIGHT Model = CBMogdis07_RSN End ; night snow garrisoned ConditionState = SNOW NIGHT GARRISONED Model = CBMogdis07_SNG Animation = CBMogdis07_SNG.CBMogdis07_SNG AnimationMode = LOOP End ConditionState = DAMAGED SNOW NIGHT GARRISONED Model = CBMogdis07_DSNG Animation = CBMogdis07_DSNG.CBMogdis07_DSNG AnimationMode = LOOP End End ; ***DESIGN parameters *** DisplayName = OBJECT:Structure EditorSorting = STRUCTURE ArmorSet Conditions = None Armor = StructureArmor DamageFX = StructureDamageFXNoShake End ; *** ENGINEERING Parameters *** KindOf = STRUCTURE SELECTABLE IMMOBILE Body = StructureBody ModuleTag_02 MaxHealth = 2000.0 InitialHealth = 2000.0 End Behavior = GarrisonContain ModuleTag_03 ContainMax = 10 EnterSound = GarrisonEnter ExitSound = GarrisonExit End Behavior = FlammableUpdate ModuleTag_05 FlameDamageLimit = 20 ;Catch fire if I take this much fire damage... FlameDamageExpiration = 2000 ;in a span of this long AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 25 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Behavior = TransitionDamageFX ModuleTag_06 DamagedParticleSystem1 = Bone:SmokeS RandomBone:Yes PSys:SubExplosionSmoke01 ; ----- Line Removed ; ----- Line Removed DamagedParticleSystem4 = Bone:SmokeM RandomBone:Yes PSys:ForwardLightSmokePuffs DamagedParticleSystem5 = Bone:SmokeS RandomBone:Yes PSys:MammothTankSubExplosionSmoke DamagedParticleSystem6 = Bone:SmokeS RandomBone:Yes PSys:StructureExplosionSmoke ReallyDamagedParticleSystem1 = Bone:SmokeS RandomBone:Yes PSys:SubExplosionSmoke01 ; ----- Line Removed ; ----- Line Removed ReallyDamagedParticleSystem4 = Bone:SmokeM RandomBone:Yes PSys:ForwardLightSmokePuffs ReallyDamagedParticleSystem5 = Bone:SmokeM RandomBone:Yes PSys:MammothTankSubExplosionSmoke ReallyDamagedParticleSystem6 = Bone:SmokeS RandomBone:Yes PSys:CarpetBombExplosionSmoke ReallyDamagedParticleSystem7 = Bone:SmokeS RandomBone:Yes PSys:ArmExplosionSmall01 ReallyDamagedParticleSystem8 = Bone:SmokeS RandomBone:Yes PSys:JetSubExplosion RubbleParticleSystem1 = Bone:SmokeS RandomBone:Yes PSys:SubExplosionSmoke01 RubbleParticleSystem2 = Bone:SmokeS RandomBone:Yes PSys:TankStruckSparks RubbleParticleSystem3 = Bone:SmokeS RandomBone:Yes PSys:SubExplosionSmoke01 RubbleParticleSystem4 = Bone:SmokeS RandomBone:Yes PSys:ArmExplosionSmall01 RubbleParticleSystem5 = Bone:SmokeM RandomBone:Yes PSys:ArmExplosionSmall01 RubbleParticleSystem6 = Bone:SmokeM RandomBone:Yes PSys:ForwardLightSmokePuffs RubbleParticleSystem7 = Bone:SmokeM RandomBone:Yes PSys:ForwardLightSmokePuffs End Geometry = BOX GeometryMajorRadius = 20.0 GeometryMinorRadius = 32.0 GeometryHeight = 69.0 GeometryIsSmall = No Shadow = SHADOW_VOLUME End