[ Index ] WAROFGENERALS

PHP Cross Reference of WAROFGENERALS MODS SOURCES

title

Body

[close]

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

   1  ; FILE: FactionBuilding.ini ///////////////////////////////////////////////////
   2  ; This file contains only buildings that are part of a player or faction.
   3  ; Typically these are the buildings that can be build by the player or
   4  ; are part of a base.  Objects related to these buildings also appear
   5  ; in this file such as debris.
   6  ;//////////////////////////////////////////////////////////////////////////////
   7  
   8  ;------------------------------------------------------------------------------
   9  ;Note that we must have this GLA Hole defined before we do any of the
  10  ;object reskins with it later in this file
  11  ;------------------------------------------------------------------------------
  12  Object GLAHole
  13  
  14    ; *** ART Parameters ***
  15    SelectPortrait           = SUHole_L
  16    ButtonImage              = SUHole_L
  17    Draw                     = W3DModelDraw  ModuleTag_01
  18      OkToChangeModelColor   = Yes
  19      ConditionState         = NONE
  20        Model                = UBHole
  21      End
  22      ConditionState         = DAMAGED
  23        Model                = UBHole_D
  24        ParticleSysBone      = Smoke01 SteamVent
  25      End
  26      ConditionState         = REALLYDAMAGED
  27        Model                = UBHole_E
  28        ParticleSysBone      = Smoke01 SteamVent
  29        ParticleSysBone      = Smoke02 SteamVent
  30        ParticleSysBone      = Fire01 GLAPowerPlantFlame
  31        ParticleSysBone      = Fire02 GLAPowerPlantFlame
  32        ParticleSysBone      = Fire03 GLAPowerPlantFlame
  33      End
  34    End
  35    
  36  ; ----------------- the door -------------------
  37    Draw                = W3DModelDraw ModuleTag_02
  38      OkToChangeModelColor   = Yes
  39      DefaultConditionState
  40        Model           = UBHole_A1
  41        Animation       = UBHole_A1.UBHole_A1
  42        AnimationMode   = MANUAL
  43        Flags           = START_FRAME_FIRST
  44      End
  45      ConditionState    = SOLD
  46        Model           = NONE
  47      End   
  48      ConditionState  = SOLD SNOW
  49         Model   = NONE
  50      End    
  51  
  52      ConditionState  = SOLD NIGHT
  53         Model   = NONE
  54      End    
  55  
  56      ConditionState  = SOLD NIGHT SNOW
  57         Model   = NONE
  58      End   
  59      ConditionState    = DAMAGED
  60        Model           = UBHole_A1D
  61        Animation       = UBHole_A1D.UBHole_A1D
  62        AnimationMode   = MANUAL
  63        Flags           = START_FRAME_FIRST
  64      End
  65      ConditionState    = DOOR_1_OPENING
  66        Model           = UBHole_A1
  67        Animation       = UBHole_A1.UBHole_A1
  68        AnimationMode   = ONCE
  69        Flags           = START_FRAME_FIRST
  70      End   
  71      ConditionState    = DOOR_1_OPENING DAMAGED
  72        Model           = UBHole_A1D
  73        Animation       = UBHole_A1D.UBHole_A1D
  74        AnimationMode   = ONCE
  75        Flags           = START_FRAME_FIRST
  76      End
  77      ConditionState    = DOOR_1_CLOSING
  78        Model           = UBHole_A1
  79        Animation       = UBHole_A1.UBHole_A1
  80        AnimationMode   = ONCE_BACKWARDS
  81        Flags           = START_FRAME_LAST
  82      End   
  83      ConditionState    = DOOR_1_CLOSING DAMAGED
  84        Model           = UBHole_A1D
  85        Animation       = UBHole_A1D.UBHole_A1D
  86        AnimationMode   = ONCE_BACKWARDS
  87        Flags           = START_FRAME_LAST
  88      End   
  89      ConditionState    = DOOR_1_WAITING_OPEN
  90        Model           = UBHole_A1
  91        Animation       = UBHole_A1.UBHole_A1
  92        AnimationMode   = MANUAL
  93        Flags           = START_FRAME_LAST
  94      End   
  95      ConditionState    = DOOR_1_WAITING_OPEN DAMAGED
  96        Model           = UBHole_A1D
  97        Animation       = UBHole_A1D.UBHole_A1D
  98        AnimationMode   = MANUAL
  99        Flags           = START_FRAME_LAST
 100      End
 101    End  
 102       
 103    PlacementViewAngle       = -135
 104  
 105    ; ***DESIGN parameters ***
 106    DisplayName       = OBJECT:GLAHole
 107    Side              = GLA
 108    EditorSorting     = SYSTEM
 109    Prerequisites
 110      Object = GLACommandCenter
 111    End
 112    BuildCost         = 100
 113    BuildTime         = 10.0           ; in seconds
 114    EnergyProduction  = 0
 115    VisionRange       = 50.0           ; Shroud clearing distance
 116    ShroudClearingRange = 50
 117    ArmorSet
 118      Conditions      = None
 119      Armor           = StructureArmor
 120      DamageFX        = StructureDamageFXNoShake
 121    End
 122  
 123    ; *** AUDIO Parameters ***
 124    VoiceSelect = TunnelNetworkSelect
 125    SoundDie              = BuildingDie
 126    SoundOnDamaged        = BuildingDamagedStateLight
 127    SoundOnReallyDamaged  = BuildingDestroy
 128  
 129    UnitSpecificSounds
 130      UnderConstruction     = UnderConstructionLoop
 131    End
 132  
 133    ; *** ENGINEERING Parameters ***
 134    RadarPriority     = STRUCTURE
 135    KindOf            = PRELOAD STRUCTURE SELECTABLE IMMOBILE REBUILD_HOLE CAN_SEE_THROUGH_STRUCTURE IMMUNE_TO_CAPTURE SCORE_DESTROY MP_COUNT_FOR_VICTORY
 136    Body              = StructureBody ModuleTag_03
 137      ; To set the health for a particular hole, edit the entry in the object
 138      ; that will leave the hole behind (edit the RebuildHoleExposeDie entry)
 139      MaxHealth       = 9999999.9  ;bigger than anything realistic we use
 140      InitialHealth   = 9999999.9  ;bigger than anything realistic we use
 141    End
 142    Behavior                    = RebuildHoleBehavior ModuleTag_04
 143      WorkerObjectName          = GLAInfantryWorker
 144      WorkerRespawnDelay        = 20000 ;in milliseconds
 145      HoleHealthRegen%PerSecond = 0.5%    ;regen this % of HoleMaxHealth per second
 146    End 
 147    
 148    Behavior             = CreateObjectDie ModuleTag_13
 149      CreationList  = OCL_LargeStructureDebris
 150    End
 151    Behavior             = FXListDie ModuleTag_14
 152      DeathFX       = FX_StructureSmallDeath
 153    End
 154    
 155    
 156    
 157    Geometry            = CYLINDER
 158    GeometryMajorRadius = 25.0
 159    GeometryHeight      = 5.0    
 160    GeometryIsSmall     = No
 161    Shadow              = SHADOW_VOLUME
 162    BuildCompletion     = PLACED_BY_PLAYER
 163  
 164  End
 165  
 166  ;------------------------------------------------------------------------------
 167  Object AmericaCommandCenter
 168  
 169    ; *** ART Parameters ***
 170    SelectPortrait         = SAComCentr_L
 171    ButtonImage            = SAComCentr
 172    
 173    ; ----------------- Main Building ------------------------
 174    Draw = W3DModelDraw ModuleTag_01
 175      OkToChangeModelColor = Yes
 176      ; day ******************************************
 177      ConditionState       = NONE
 178        Model              = ABBtCmdHQ
 179        Animation          = ABBtCmdHQ.ABBtCmdHQ
 180        AnimationMode      = LOOP
 181      End
 182      ConditionState       = DAMAGED
 183        Model              = ABBtCmdHQ_D
 184        Animation          = ABBtCmdHQ_D.ABBtCmdHQ_D
 185        AnimationMode      = LOOP
 186      End
 187      ConditionState       = REALLYDAMAGED RUBBLE
 188        Model              = ABBtCmdHQ_E
 189        Animation          = ABBtCmdHQ_E.ABBtCmdHQ_E
 190        AnimationMode      = LOOP
 191      End
 192  
 193      ; night ****************************************
 194      ConditionState       = NIGHT
 195        Model              = ABBtCmdHQ_N
 196        Animation          = ABBtCmdHQ_N.ABBtCmdHQ_N
 197        AnimationMode      = LOOP
 198      End  
 199      ConditionState       = DAMAGED NIGHT
 200        Model              = ABBtCmdHQ_DN
 201        Animation          = ABBtCmdHQ_DN.ABBtCmdHQ_DN
 202        AnimationMode      = LOOP
 203      End
 204      ConditionState       = REALLYDAMAGED RUBBLE NIGHT
 205        Model              = ABBtCmdHQ_EN
 206        Animation          = ABBtCmdHQ_EN.ABBtCmdHQ_EN
 207        AnimationMode      = LOOP
 208       End    
 209  
 210      ; Snow
 211      ConditionState       = SNOW
 212        Model              = ABBtCmdHQ_S
 213        Animation          = ABBtCmdHQ_S.ABBtCmdHQ_S
 214        AnimationMode      = LOOP
 215      End  
 216      ConditionState       = DAMAGED SNOW
 217        Model              = ABBtCmdHQ_DS
 218        Animation          = ABBtCmdHQ_DS.ABBtCmdHQ_DS
 219        AnimationMode      = LOOP
 220      End
 221      ConditionState       = REALLYDAMAGED RUBBLE SNOW
 222        Model              = ABBtCmdHQ_ES
 223        Animation          = ABBtCmdHQ_ES.ABBtCmdHQ_ES
 224        AnimationMode      = LOOP
 225       End    
 226      
 227      ; night snow ****************************************
 228      ConditionState       = NIGHT SNOW
 229        Model              = ABBtCmdHQ_NS
 230        Animation          = ABBtCmdHQ_NS.ABBtCmdHQ_NS
 231        AnimationMode      = LOOP
 232      End  
 233      ConditionState       = DAMAGED NIGHT SNOW
 234        Model              = ABBtCmdHQ_DNS
 235        Animation          = ABBtCmdHQ_DNS.ABBtCmdHQ_DNS
 236        AnimationMode      = LOOP
 237      End
 238      ConditionState       = REALLYDAMAGED RUBBLE NIGHT SNOW
 239        Model              = ABBtCmdHQ_ENS
 240        Animation          = ABBtCmdHQ_ENS.ABBtCmdHQ_ENS
 241        AnimationMode      = LOOP
 242       End 
 243  
 244      ;**************************************************************************************************************************
 245      ;This block handles every possible case with construction process, selling process, awaiting construction, and sold states
 246      ;for this draw module
 247      ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
 248        Model              = ABBtCmdHQ
 249        Animation          = ABBtCmdHQ.ABBtCmdHQ
 250        AnimationMode      = LOOP
 251        Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
 252      End
 253      ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED
 254        Model              = ABBtCmdHQ_D
 255        Animation          = ABBtCmdHQ_D.ABBtCmdHQ_D
 256        AnimationMode      = LOOP
 257        Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
 258      End
 259      ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED
 260        Model              = ABBtCmdHQ_E
 261        Animation          = ABBtCmdHQ_E.ABBtCmdHQ_E
 262        AnimationMode      = LOOP
 263        Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
 264      End
 265      ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT
 266        Model              = ABBtCmdHQ_N
 267        Animation          = ABBtCmdHQ_N.ABBtCmdHQ_N
 268        AnimationMode      = LOOP
 269        Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
 270      End
 271      ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT DAMAGED
 272        Model              = ABBtCmdHQ_DN
 273        Animation          = ABBtCmdHQ_DN.ABBtCmdHQ_DN
 274        AnimationMode      = LOOP
 275        Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
 276      End
 277      ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT REALLYDAMAGED
 278        Model              = ABBtCmdHQ_EN
 279        Animation          = ABBtCmdHQ_EN.ABBtCmdHQ_EN
 280        AnimationMode      = LOOP
 281        Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
 282      End
 283      ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW
 284        Model              = ABBtCmdHQ_S
 285        Animation          = ABBtCmdHQ_S.ABBtCmdHQ_S
 286        AnimationMode      = LOOP
 287        Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
 288      End
 289      ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW DAMAGED
 290        Model              = ABBtCmdHQ_DS
 291        Animation          = ABBtCmdHQ_DS.ABBtCmdHQ_DS
 292        AnimationMode      = LOOP
 293        Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
 294      End
 295      ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW REALLYDAMAGED
 296        Model              = ABBtCmdHQ_ES
 297        Animation          = ABBtCmdHQ_ES.ABBtCmdHQ_ES
 298        AnimationMode      = LOOP
 299        Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
 300      End
 301      ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW
 302        Model              = ABBtCmdHQ_NS
 303        Animation          = ABBtCmdHQ_NS.ABBtCmdHQ_NS
 304        AnimationMode      = LOOP
 305        Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
 306      End
 307      ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW DAMAGED
 308        Model              = ABBtCmdHQ_DNS
 309        Animation          = ABBtCmdHQ_DNS.ABBtCmdHQ_DNS
 310        AnimationMode      = LOOP
 311        Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
 312      End
 313      ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW REALLYDAMAGED
 314        Model              = ABBtCmdHQ_ENS
 315        Animation          = ABBtCmdHQ_ENS.ABBtCmdHQ_ENS
 316        AnimationMode      = LOOP
 317        Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
 318      End
 319  
 320      ConditionState       = AWAITING_CONSTRUCTION 
 321        Model              = NONE
 322      End
 323      AliasConditionState  = AWAITING_CONSTRUCTION DAMAGED
 324      AliasConditionState  = AWAITING_CONSTRUCTION REALLYDAMAGED
 325      AliasConditionState  = AWAITING_CONSTRUCTION NIGHT
 326      AliasConditionState  = AWAITING_CONSTRUCTION NIGHT DAMAGED
 327      AliasConditionState  = AWAITING_CONSTRUCTION NIGHT REALLYDAMAGED
 328      AliasConditionState  = AWAITING_CONSTRUCTION SNOW
 329      AliasConditionState  = AWAITING_CONSTRUCTION SNOW DAMAGED
 330      AliasConditionState  = AWAITING_CONSTRUCTION SNOW REALLYDAMAGED
 331      AliasConditionState  = AWAITING_CONSTRUCTION NIGHT SNOW
 332      AliasConditionState  = AWAITING_CONSTRUCTION NIGHT SNOW DAMAGED
 333      AliasConditionState  = AWAITING_CONSTRUCTION NIGHT SNOW REALLYDAMAGED
 334      AliasConditionState  = SOLD 
 335      AliasConditionState  = SOLD DAMAGED
 336      AliasConditionState  = SOLD REALLYDAMAGED
 337      AliasConditionState  = SOLD NIGHT
 338      AliasConditionState  = SOLD NIGHT DAMAGED
 339      AliasConditionState  = SOLD NIGHT REALLYDAMAGED
 340      AliasConditionState  = SOLD SNOW
 341      AliasConditionState  = SOLD SNOW DAMAGED
 342      AliasConditionState  = SOLD SNOW REALLYDAMAGED
 343      AliasConditionState  = SOLD NIGHT SNOW
 344      AliasConditionState  = SOLD NIGHT SNOW DAMAGED
 345      AliasConditionState  = SOLD NIGHT SNOW REALLYDAMAGED
 346      ;**************************************************************************************************************************************************************************************************************
 347      
 348     End
 349  
 350  ; ----------------- the factory door -------------------
 351    Draw                = W3DModelDraw ModuleTag_02
 352      DefaultConditionState
 353        Model           = ABBtCmdHQ_A7
 354        Animation       = ABBtCmdHQ_A7.ABBtCmdHQ_A7
 355        AnimationMode   = MANUAL
 356        Flags           = START_FRAME_FIRST
 357      End
 358  
 359      ;**************************************************************************************************************************
 360      ;This block handles every possible case with construction process, selling process, awaiting construction, and sold states
 361      ;for this draw module
 362      ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
 363        Model              = ABBtCmdHQ_A7
 364        Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
 365      End
 366      AliasConditionState  = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT
 367      AliasConditionState  = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW
 368      AliasConditionState  = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW NIGHT
 369      
 370      ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED
 371        Model              = ABBtCmdHQ_A7D
 372        Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
 373      End
 374      AliasConditionState  = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT DAMAGED
 375      AliasConditionState  = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW DAMAGED
 376      AliasConditionState  = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW NIGHT DAMAGED
 377      
 378      ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED
 379        Model              = ABBtCmdHQ_A7E
 380        Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
 381      End
 382      AliasConditionState  = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED NIGHT
 383      AliasConditionState  = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED SNOW
 384      AliasConditionState  = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED SNOW NIGHT
 385      
 386      
 387      ConditionState       = AWAITING_CONSTRUCTION 
 388        Model              = NONE
 389      End
 390      AliasConditionState  = AWAITING_CONSTRUCTION DAMAGED
 391      AliasConditionState  = AWAITING_CONSTRUCTION REALLYDAMAGED
 392      AliasConditionState  = AWAITING_CONSTRUCTION NIGHT
 393      AliasConditionState  = AWAITING_CONSTRUCTION NIGHT DAMAGED
 394      AliasConditionState  = AWAITING_CONSTRUCTION NIGHT REALLYDAMAGED
 395      AliasConditionState  = AWAITING_CONSTRUCTION NIGHT SNOW
 396      AliasConditionState  = AWAITING_CONSTRUCTION NIGHT SNOW DAMAGED
 397      AliasConditionState  = AWAITING_CONSTRUCTION NIGHT SNOW REALLYDAMAGED
 398      AliasConditionState  = SOLD DAMAGED
 399      AliasConditionState  = SOLD REALLYDAMAGED
 400      AliasConditionState  = SOLD NIGHT
 401      AliasConditionState  = SOLD NIGHT DAMAGED
 402  
 403  
 404      AliasConditionState  = SOLD NIGHT REALLYDAMAGED
 405      AliasConditionState  = SOLD NIGHT SNOW
 406      AliasConditionState  = SOLD NIGHT SNOW DAMAGED
 407      AliasConditionState  = SOLD NIGHT SNOW REALLYDAMAGED
 408      ;**************************************************************************************************************************
 409  
 410  
 411      ConditionState    = DAMAGED
 412        Model           = ABBtCmdHQ_A7D
 413        Animation       = ABBtCmdHQ_A7D.ABBtCmdHQ_A7D
 414        AnimationMode   = MANUAL
 415        Flags           = START_FRAME_FIRST
 416      End
 417      ConditionState    = REALLYDAMAGED RUBBLE
 418        Model           = ABBtCmdHQ_A7E
 419        Animation       = ABBtCmdHQ_A7E.ABBtCmdHQ_A7E
 420        AnimationMode   = MANUAL
 421        Flags           = START_FRAME_FIRST
 422      End
 423      
 424      
 425      ConditionState    = DOOR_1_OPENING
 426        Model           = ABBtCmdHQ_A7
 427        Animation       = ABBtCmdHQ_A7.ABBtCmdHQ_A7
 428        AnimationMode   = ONCE
 429        Flags           = START_FRAME_FIRST
 430      End   
 431      ConditionState    = DOOR_1_OPENING DAMAGED
 432        Model           = ABBtCmdHQ_A7D
 433        Animation       = ABBtCmdHQ_A7D.ABBtCmdHQ_A7D
 434        AnimationMode   = ONCE
 435        Flags           = START_FRAME_FIRST
 436      End   
 437      ConditionState    = DOOR_1_OPENING REALLYDAMAGED RUBBLE
 438        Model           = ABBtCmdHQ_A7E
 439        Animation       = ABBtCmdHQ_A7E.ABBtCmdHQ_A7E
 440        AnimationMode   = ONCE
 441        Flags           = START_FRAME_FIRST
 442      End
 443      ConditionState    = DOOR_1_CLOSING
 444        Model           = ABBtCmdHQ_A7
 445        Animation       = ABBtCmdHQ_A7.ABBtCmdHQ_A7
 446        AnimationMode   = ONCE_BACKWARDS
 447        Flags           = START_FRAME_LAST
 448      End
 449      
 450      
 451      ConditionState    = DOOR_1_CLOSING DAMAGED
 452        Model           = ABBtCmdHQ_A7D
 453        Animation       = ABBtCmdHQ_A7D.ABBtCmdHQ_A7D
 454        AnimationMode   = ONCE_BACKWARDS
 455        Flags           = START_FRAME_LAST
 456      End   
 457      ConditionState    = DOOR_1_CLOSING REALLYDAMAGED RUBBLE
 458        Model           = ABBtCmdHQ_A7E
 459        Animation       = ABBtCmdHQ_A7E.ABBtCmdHQ_A7E
 460        AnimationMode   = ONCE_BACKWARDS
 461        Flags           = START_FRAME_LAST
 462      End   
 463      ConditionState    = DOOR_1_WAITING_OPEN
 464        Model           = ABBtCmdHQ_A7
 465        Animation       = ABBtCmdHQ_A7.ABBtCmdHQ_A7
 466        AnimationMode   = MANUAL
 467        Flags           = START_FRAME_LAST
 468      End   
 469      ConditionState    = DOOR_1_WAITING_OPEN DAMAGED
 470        Model           = ABBtCmdHQ_A7D
 471        Animation       = ABBtCmdHQ_A7D.ABBtCmdHQ_A7D
 472        AnimationMode   = MANUAL
 473        Flags           = START_FRAME_LAST
 474      End   
 475      ConditionState    = DOOR_1_WAITING_OPEN REALLYDAMAGED RUBBLE
 476        Model           = ABBtCmdHQ_A7E
 477        Animation       = ABBtCmdHQ_A7E.ABBtCmdHQ_A7E
 478        AnimationMode   = MANUAL
 479        Flags           = START_FRAME_LAST
 480      End   
 481    End
 482  
 483    ; ------------ Radar Extending -----------------
 484    Draw                = W3DModelDraw ModuleTag_03
 485      DefaultConditionState
 486        Model           = None
 487      End
 488      AliasConditionState = DAMAGED
 489      AliasConditionState = REALLYDAMAGED RUBBLE
 490  
 491      ConditionState    = RADAR_UPGRADED RADAR_EXTENDING
 492        Model           = ABBtCmdHQ_AB
 493        Animation       = ABBtCmdHQ_AB.ABBtCmdHQ_AB
 494        AnimationMode   = ONCE
 495        Flags           = START_FRAME_FIRST
 496      End
 497      ConditionState    = RADAR_UPGRADED RADAR_EXTENDING DAMAGED
 498        Model           = ABBtCmdHQ_ABD
 499        Animation       = ABBtCmdHQ_ABD.ABBtCmdHQ_ABD
 500        AnimationMode   = ONCE
 501        Flags           = START_FRAME_FIRST
 502      End
 503      ConditionState    = RADAR_UPGRADED RADAR_EXTENDING REALLYDAMAGED RUBBLE
 504        Model           = ABBtCmdHQ_ABE
 505        Animation       = ABBtCmdHQ_ABE.ABBtCmdHQ_ABE
 506        AnimationMode   = ONCE
 507        Flags           = START_FRAME_FIRST
 508      End
 509  
 510      ConditionState    = RADAR_UPGRADED
 511        Model           = ABBtCmdHQ_AC
 512        Animation       = ABBtCmdHQ_AC.ABBtCmdHQ_AC
 513        AnimationMode   = LOOP
 514      End
 515      ConditionState    = RADAR_UPGRADED DAMAGED
 516        Model           = ABBtCmdHQ_ACD
 517        Animation       = ABBtCmdHQ_ACD.ABBtCmdHQ_ACD
 518        AnimationMode   = LOOP
 519      End
 520      ConditionState    = RADAR_UPGRADED REALLYDAMAGED RUBBLE
 521        Model           = ABBtCmdHQ_ACE
 522        Animation       = ABBtCmdHQ_ACE.ABBtCmdHQ_ACE
 523        AnimationMode   = LOOP
 524      End 
 525  
 526      ;**************************************************************************************************************************
 527      ;This block handles every possible case with construction process, selling process, awaiting construction, and sold states
 528      ;for this draw module
 529      ConditionState       = RADAR_UPGRADED AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
 530        Model              = ABBtCmdHQ_AC
 531      Animation          = ABBtCmdHQ_AC.ABBtCmdHQ_AC
 532        Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
 533      End
 534      ConditionState       = RADAR_UPGRADED AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED
 535        Model              = ABBtCmdHQ_ACD
 536      Animation          = ABBtCmdHQ_ACD.ABBtCmdHQ_ACD
 537        Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
 538      End    
 539      ConditionState       = RADAR_UPGRADED AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED
 540        Model              = ABBtCmdHQ_ACE
 541      Animation          = ABBtCmdHQ_ACE.ABBtCmdHQ_ACE
 542        Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
 543      End
 544      
 545      ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
 546        Model              = NONE
 547      End
 548      AliasConditionState  = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED
 549      AliasConditionState  = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED
 550  
 551      ConditionState       = AWAITING_CONSTRUCTION 
 552        Model              = NONE
 553      End
 554      ;**************************************************************************************************************************
 555      
 556    End
 557  
 558    ; ----------------- The Door ------------------------
 559    Draw = W3DModelDraw ModuleTag_04
 560    
 561      DefaultConditionState
 562        Model           = ABBtCmdHQ_A7
 563  
 564        Animation       = ABBtCmdHQ_A7.ABBtCmdHQ_A7
 565        AnimationMode   = MANUAL
 566        Flags           = START_FRAME_FIRST
 567      End
 568      AliasConditionState = NIGHT 
 569      AliasConditionState = SNOW 
 570      AliasConditionState = NIGHT SNOW
 571         
 572      ConditionState    = DAMAGED
 573        Model           = ABBtCmdHQ_A7D
 574        Animation       = ABBtCmdHQ_A7D.ABBtCmdHQ_A7D
 575        AnimationMode   = MANUAL
 576        Flags           = START_FRAME_FIRST
 577      End
 578      AliasConditionState = NIGHT DAMAGED
 579      AliasConditionState = SNOW DAMAGED
 580      AliasConditionState = NIGHT SNOW DAMAGED
 581      
 582      ConditionState    = REALLYDAMAGED RUBBLE
 583        Model           = ABBtCmdHQ_A7E
 584        Animation       = ABBtCmdHQ_A7E.ABBtCmdHQ_A7E
 585        AnimationMode   = MANUAL
 586        Flags           = START_FRAME_FIRST
 587      End
 588      AliasConditionState = NIGHT REALLYDAMAGED RUBBLE
 589      AliasConditionState = SNOW REALLYDAMAGED RUBBLE
 590      AliasConditionState = NIGHT SNOW REALLYDAMAGED RUBBLE
 591      
 592      ConditionState    = DOOR_1_OPENING
 593        Model           = ABBtCmdHQ_A7
 594        Animation       = ABBtCmdHQ_A7.ABBtCmdHQ_A7
 595        AnimationMode   = ONCE
 596        Flags           = START_FRAME_FIRST
 597      End   
 598      AliasConditionState = NIGHT DOOR_1_OPENING
 599      AliasConditionState = SNOW DOOR_1_OPENING
 600      AliasConditionState = NIGHT SNOW DOOR_1_OPENING
 601      
 602      ConditionState    = DOOR_1_OPENING DAMAGED
 603        Model           = ABBtCmdHQ_A7D
 604        Animation       = ABBtCmdHQ_A7D.ABBtCmdHQ_A7D
 605        AnimationMode   = ONCE
 606        Flags           = START_FRAME_FIRST
 607      End  
 608      AliasConditionState = NIGHT DOOR_1_OPENING DAMAGED
 609      AliasConditionState = SNOW DOOR_1_OPENING DAMAGED
 610      AliasConditionState = NIGHT SNOW DOOR_1_OPENING DAMAGED
 611       
 612      ConditionState    = DOOR_1_OPENING REALLYDAMAGED RUBBLE
 613        Model           = ABBtCmdHQ_A7E
 614        Animation       = ABBtCmdHQ_A7E.ABBtCmdHQ_A7E
 615        AnimationMode   = ONCE
 616        Flags           = START_FRAME_FIRST
 617      End
 618      AliasConditionState = NIGHT DOOR_1_OPENING REALLYDAMAGED RUBBLE
 619      AliasConditionState = SNOW DOOR_1_OPENING REALLYDAMAGED RUBBLE
 620      AliasConditionState = NIGHT SNOW DOOR_1_OPENING REALLYDAMAGED RUBBLE
 621      
 622      ConditionState    = DOOR_1_CLOSING
 623        Model           = ABBtCmdHQ_A7
 624        Animation       = ABBtCmdHQ_A7.ABBtCmdHQ_A7
 625        AnimationMode   = ONCE_BACKWARDS
 626        Flags           = START_FRAME_LAST
 627      End   
 628      AliasConditionState = NIGHT DOOR_1_CLOSING
 629      AliasConditionState = SNOW DOOR_1_CLOSING
 630      AliasConditionState = NIGHT SNOW DOOR_1_CLOSING
 631      
 632      ConditionState    = DOOR_1_CLOSING DAMAGED
 633        Model           = ABBtCmdHQ_A7D
 634        Animation       = ABBtCmdHQ_A7D.ABBtCmdHQ_A7D
 635        AnimationMode   = ONCE_BACKWARDS
 636        Flags           = START_FRAME_LAST
 637      End   
 638      AliasConditionState = NIGHT DOOR_1_CLOSING DAMAGED
 639      AliasConditionState = SNOW DOOR_1_CLOSING DAMAGED
 640      AliasConditionState = NIGHT SNOW DOOR_1_CLOSING DAMAGED
 641      
 642      ConditionState    = DOOR_1_CLOSING REALLYDAMAGED RUBBLE
 643        Model           = ABBtCmdHQ_A7E
 644        Animation       = ABBtCmdHQ_A7E.ABBtCmdHQ_A7E
 645        AnimationMode   = ONCE_BACKWARDS
 646        Flags           = START_FRAME_LAST
 647      End   
 648      AliasConditionState = NIGHT DOOR_1_CLOSING REALLYDAMAGED RUBBLE
 649      AliasConditionState = SNOW DOOR_1_CLOSING REALLYDAMAGED RUBBLE
 650      AliasConditionState = NIGHT SNOW DOOR_1_CLOSING REALLYDAMAGED RUBBLE
 651      
 652      ConditionState    = DOOR_1_WAITING_OPEN
 653        Model           = ABBtCmdHQ_A7
 654        Animation       = ABBtCmdHQ_A7.ABBtCmdHQ_A7
 655        AnimationMode   = MANUAL
 656        Flags           = START_FRAME_LAST
 657      End   
 658      AliasConditionState = NIGHT DOOR_1_WAITING_OPEN
 659      AliasConditionState = SNOW DOOR_1_WAITING_OPEN
 660      AliasConditionState = NIGHT SNOW DOOR_1_WAITING_OPEN
 661      
 662      ConditionState    = DOOR_1_WAITING_OPEN DAMAGED
 663        Model           = ABBtCmdHQ_A7D
 664        Animation       = ABBtCmdHQ_A7D.ABBtCmdHQ_A7D
 665        AnimationMode   = MANUAL
 666        Flags           = START_FRAME_LAST
 667      End   
 668      AliasConditionState = NIGHT DOOR_1_WAITING_OPEN DAMAGED
 669      AliasConditionState = SNOW DOOR_1_WAITING_OPEN DAMAGED
 670      AliasConditionState = NIGHT SNOW DOOR_1_WAITING_OPEN DAMAGED
 671      
 672      ConditionState    = DOOR_1_WAITING_OPEN REALLYDAMAGED RUBBLE
 673        Model           = ABBtCmdHQ_A7E
 674        Animation       = ABBtCmdHQ_A7E.ABBtCmdHQ_A7E
 675        AnimationMode   = MANUAL
 676        Flags           = START_FRAME_LAST
 677      End  
 678      AliasConditionState = NIGHT DOOR_1_WAITING_OPEN REALLYDAMAGED RUBBLE
 679      AliasConditionState = SNOW DOOR_1_WAITING_OPEN REALLYDAMAGED RUBBLE
 680      AliasConditionState = NIGHT SNOW DOOR_1_WAITING_OPEN REALLYDAMAGED RUBBLE
 681      
 682      ;**************************************************************************************************************************
 683      ;This block handles every possible case with construction process, selling process, awaiting construction, and sold states
 684      ;for this draw module
 685      ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
 686        Model              = ABBtCmdHQ_A7
 687        Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
 688      End
 689      AliasConditionState  = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT
 690      AliasConditionState  = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW
 691      AliasConditionState  = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW
 692      
 693      ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED
 694        Model              = ABBtCmdHQ_A7D
 695        Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
 696      End
 697      AliasConditionState  = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED NIGHT
 698      AliasConditionState  = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED SNOW
 699      AliasConditionState  = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED NIGHT SNOW
 700      
 701  
 702      ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED
 703        Model              = ABBtCmdHQ_A7E
 704        Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
 705      End
 706      AliasConditionState  = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED NIGHT
 707      AliasConditionState  = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED SNOW
 708      AliasConditionState  = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED NIGHT SNOW
 709      
 710      ConditionState       = AWAITING_CONSTRUCTION 
 711        Model              = NONE
 712      End
 713      AliasConditionState  = AWAITING_CONSTRUCTION DAMAGED
 714      AliasConditionState  = AWAITING_CONSTRUCTION REALLYDAMAGED
 715      AliasConditionState  = AWAITING_CONSTRUCTION NIGHT
 716      AliasConditionState  = AWAITING_CONSTRUCTION NIGHT DAMAGED
 717      AliasConditionState  = AWAITING_CONSTRUCTION NIGHT REALLYDAMAGED
 718      AliasConditionState  = AWAITING_CONSTRUCTION NIGHT SNOW
 719      AliasConditionState  = AWAITING_CONSTRUCTION NIGHT SNOW DAMAGED
 720      AliasConditionState  = AWAITING_CONSTRUCTION NIGHT SNOW REALLYDAMAGED
 721      AliasConditionState  = SOLD DAMAGED
 722      AliasConditionState  = SOLD REALLYDAMAGED
 723      AliasConditionState  = SOLD NIGHT
 724      AliasConditionState  = SOLD NIGHT DAMAGED
 725      AliasConditionState  = SOLD NIGHT REALLYDAMAGED
 726      AliasConditionState  = SOLD NIGHT SNOW
 727      AliasConditionState  = SOLD NIGHT SNOW DAMAGED
 728      AliasConditionState  = SOLD NIGHT SNOW REALLYDAMAGED
 729      ;**************************************************************************************************************************
 730  
 731    End    
 732  
 733    ; ------------ construction-zone fence -----------------
 734    Draw = W3DModelDraw ModuleTag_05
 735    AnimationsRequirePower = No
 736    
 737      DefaultConditionState
 738        Model           = None
 739        TransitionKey   = DOWN_DEFAULT
 740      End
 741      ConditionState    = NIGHT
 742        Model           = None
 743        TransitionKey   = DOWN_DEFAULT
 744      End
 745      ConditionState    = SNOW
 746        Model           = None
 747        TransitionKey   = DOWN_DEFAULT
 748      End
 749      ConditionState    = SNOW NIGHT
 750        Model           = None
 751        TransitionKey   = DOWN_DEFAULT
 752      End
 753      ConditionState    = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
 754        Model           = ABBtCmdHQ_A4
 755        Animation       = ABBtCmdHQ_A4.ABBtCmdHQ_A4
 756        AnimationMode   = MANUAL
 757        Flags           = START_FRAME_LAST
 758        TransitionKey   = UP_DAY
 759        ParticleSysBone = SmokeS01 SmokeBuildingSmall
 760        ParticleSysBone = SparksS01 LiveWireSparks02
 761      End
 762      ConditionState    = NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
 763        Model           = ABBtCmdHQ_A4N
 764        Animation       = ABBtCmdHQ_A4N.ABBtCmdHQ_A4N
 765        AnimationMode   = MANUAL
 766        Flags           = START_FRAME_LAST
 767        TransitionKey   = UP_NIGHT
 768        ParticleSysBone = SmokeS01 SmokeBuildingSmall
 769        ParticleSysBone = SparksS01 LiveWireSparks02
 770      End
 771      ConditionState    = SNOW AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
 772        Model           = ABBtCmdHQ_A4S
 773        Animation       = ABBtCmdHQ_A4S.ABBtCmdHQ_A4S
 774        AnimationMode   = MANUAL
 775        Flags           = START_FRAME_LAST
 776        TransitionKey   = UP_SNOW
 777        ParticleSysBone = SmokeS01 SmokeBuildingSmall
 778        ParticleSysBone = SparksS01 LiveWireSparks02
 779      End
 780      ConditionState    = SNOW NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
 781        Model           = ABBtCmdHQ_A4SN
 782        Animation       = ABBtCmdHQ_A4SN.ABBtCmdHQ_A4SN
 783        AnimationMode   = MANUAL
 784        Flags           = START_FRAME_LAST
 785        TransitionKey   = UP_SNOWNIGHT
 786        ParticleSysBone = SmokeS01 SmokeBuildingSmall
 787        ParticleSysBone = SparksS01 LiveWireSparks02
 788      End
 789      TransitionState   = DOWN_DEFAULT UP_DAY
 790        Model           = ABBtCmdHQ_A4
 791        Animation       = ABBtCmdHQ_A4.ABBtCmdHQ_A4
 792        AnimationMode   = ONCE
 793        AnimationSpeedFactorRange = 1.0 1.0
 794        Flags           = START_FRAME_FIRST
 795      End
 796      TransitionState   = DOWN_DEFAULT UP_NIGHT
 797        Model           = ABBtCmdHQ_A4N
 798        Animation       = ABBtCmdHQ_A4N.ABBtCmdHQ_A4N
 799        AnimationMode   = ONCE
 800        AnimationSpeedFactorRange = 1.0 1.0
 801        Flags           = START_FRAME_FIRST
 802      End
 803      TransitionState   = DOWN_DEFAULT UP_SNOW
 804        Model           = ABBtCmdHQ_A4S
 805        Animation       = ABBtCmdHQ_A4S.ABBtCmdHQ_A4S
 806        AnimationMode   = ONCE
 807        AnimationSpeedFactorRange = 1.0 1.0
 808        Flags           = START_FRAME_FIRST
 809      End
 810      TransitionState   = DOWN_DEFAULT UP_SNOWNIGHT
 811        Model           = ABBtCmdHQ_A4SN
 812        Animation       = ABBtCmdHQ_A4SN.ABBtCmdHQ_A4SN
 813        AnimationMode   = ONCE
 814        AnimationSpeedFactorRange = 1.0 1.0
 815        Flags           = START_FRAME_FIRST
 816      End
 817      TransitionState   = UP_DAY DOWN_DEFAULT
 818        Model           = ABBtCmdHQ_A4
 819        Animation       = ABBtCmdHQ_A4.ABBtCmdHQ_A4
 820        AnimationMode   = ONCE_BACKWARDS
 821        AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
 822        Flags           = START_FRAME_LAST
 823      End
 824      TransitionState   = UP_NIGHT DOWN_DEFAULT
 825        Model           = ABBtCmdHQ_A4N
 826        Animation       = ABBtCmdHQ_A4N.ABBtCmdHQ_A4N
 827        AnimationMode   = ONCE_BACKWARDS
 828        AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
 829        Flags           = START_FRAME_LAST
 830      End
 831      TransitionState   = UP_SNOW DOWN_DEFAULT
 832        Model           = ABBtCmdHQ_A4S
 833        Animation       = ABBtCmdHQ_A4S.ABBtCmdHQ_A4S
 834        AnimationMode   = ONCE_BACKWARDS
 835        AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
 836        Flags           = START_FRAME_LAST
 837      End
 838      TransitionState   = UP_SNOW NIGHT DOWN_DEFAULT
 839        Model           = ABBtCmdHQ_A4SN
 840        Animation       = ABBtCmdHQ_A4SN.ABBtCmdHQ_A4SN
 841        AnimationMode   = ONCE_BACKWARDS
 842        AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
 843        Flags           = START_FRAME_LAST
 844      End
 845    End
 846  
 847    ; ------------ under-construction scaffolding -----------------
 848    Draw = W3DModelDraw ModuleTag_06
 849    AnimationsRequirePower = No
 850      MinLODRequired = MEDIUM
 851      DefaultConditionState
 852        Model           = None
 853        TransitionKey   = DOWN_DEFAULT
 854      End
 855      ConditionState    = NIGHT
 856        Model           = None
 857        TransitionKey   = DOWN_DEFAULT
 858      End
 859      ConditionState    = SNOW
 860        Model           = None
 861        TransitionKey   = DOWN_DEFAULT
 862      End
 863      ConditionState    = SNOW NIGHT
 864        Model           = None
 865        TransitionKey   = DOWN_DEFAULT
 866      End
 867      ConditionState    = PARTIALLY_CONSTRUCTED
 868        Model           = ABBtCmdHQ_A6
 869        Animation       = ABBtCmdHQ_A6.ABBtCmdHQ_A6
 870        AnimationMode   = MANUAL
 871        Flags           = START_FRAME_LAST
 872        TransitionKey   = UP_DAY
 873        ParticleSysBone = Sparks01 BuildUpBlueSpark
 874        ParticleSysBone = Sparks02 BuildUpBlueSpark
 875        ParticleSysBone = Sparks04 BuildUpBlueSpark
 876        ParticleSysBone = Sparks05 BuildUpBlueSpark
 877        ParticleSysBone = Sparks06 BuildUpBlueSpark
 878        ParticleSysBone = Sparks08 BuildUpBlueSpark
 879        ParticleSysBone = Sparks09 BuildUpBlueSpark
 880      End
 881      ConditionState    = NIGHT PARTIALLY_CONSTRUCTED
 882        Model           = ABBtCmdHQ_A6N
 883        Animation       = ABBtCmdHQ_A6N.ABBtCmdHQ_A6N
 884        AnimationMode   = MANUAL
 885        Flags           = START_FRAME_LAST
 886        TransitionKey   = UP_NIGHT
 887        ParticleSysBone = Sparks01 BuildUpBlueSpark
 888        ParticleSysBone = Sparks02 BuildUpBlueSpark
 889        ParticleSysBone = Sparks04 BuildUpBlueSpark
 890        ParticleSysBone = Sparks05 BuildUpBlueSpark
 891        ParticleSysBone = Sparks06 BuildUpBlueSpark
 892        ParticleSysBone = Sparks08 BuildUpBlueSpark
 893        ParticleSysBone = Sparks09 BuildUpBlueSpark
 894      End
 895      ConditionState    = SNOW PARTIALLY_CONSTRUCTED
 896        Model           = ABBtCmdHQ_A6S
 897        Animation       = ABBtCmdHQ_A6S.ABBtCmdHQ_A6S
 898        AnimationMode   = MANUAL
 899        Flags           = START_FRAME_LAST
 900        TransitionKey   = UP_SNOW
 901        ParticleSysBone = Sparks01 BuildUpBlueSpark
 902        ParticleSysBone = Sparks02 BuildUpBlueSpark
 903        ParticleSysBone = Sparks04 BuildUpBlueSpark
 904        ParticleSysBone = Sparks05 BuildUpBlueSpark
 905        ParticleSysBone = Sparks06 BuildUpBlueSpark
 906        ParticleSysBone = Sparks08 BuildUpBlueSpark
 907        ParticleSysBone = Sparks09 BuildUpBlueSpark
 908      End
 909      ConditionState    = SNOW NIGHT PARTIALLY_CONSTRUCTED
 910        Model           = ABBtCmdHQ_A6SN
 911        Animation       = ABBtCmdHQ_A6SN.ABBtCmdHQ_A6SN
 912        AnimationMode   = MANUAL
 913        Flags           = START_FRAME_LAST
 914        TransitionKey   = UP_SNOWNIGHT
 915        ParticleSysBone = Sparks01 BuildUpBlueSpark
 916        ParticleSysBone = Sparks02 BuildUpBlueSpark
 917        ParticleSysBone = Sparks04 BuildUpBlueSpark
 918        ParticleSysBone = Sparks05 BuildUpBlueSpark
 919        ParticleSysBone = Sparks06 BuildUpBlueSpark
 920        ParticleSysBone = Sparks08 BuildUpBlueSpark
 921        ParticleSysBone = Sparks09 BuildUpBlueSpark
 922      End
 923      TransitionState   = DOWN_DEFAULT UP_DAY
 924       Model            = ABBtCmdHQ_A6
 925        Animation       = ABBtCmdHQ_A6.ABBtCmdHQ_A6
 926        AnimationMode   = ONCE
 927        AnimationSpeedFactorRange = 1.0 1.0
 928        Flags           = START_FRAME_FIRST
 929      End
 930      TransitionState   = DOWN_DEFAULT UP_NIGHT
 931       Model            = ABBtCmdHQ_A6N
 932        Animation       = ABBtCmdHQ_A6N.ABBtCmdHQ_A6N
 933        AnimationMode   = ONCE
 934        AnimationSpeedFactorRange = 1.0 1.0
 935        Flags           = START_FRAME_FIRST
 936      End
 937      TransitionState   = DOWN_DEFAULT UP_SNOW
 938       Model            = ABBtCmdHQ_A6S
 939        Animation       = ABBtCmdHQ_A6S.ABBtCmdHQ_A6S
 940        AnimationMode   = ONCE
 941        AnimationSpeedFactorRange = 1.0 1.0
 942        Flags           = START_FRAME_FIRST
 943      End
 944      TransitionState   = DOWN_DEFAULT UP_SNOWNIGHT
 945       Model            = ABBtCmdHQ_A6SN
 946        Animation       = ABBtCmdHQ_A6SN.ABBtCmdHQ_A6SN
 947        AnimationMode   = ONCE
 948        AnimationSpeedFactorRange = 1.0 1.0
 949        Flags           = START_FRAME_FIRST
 950      End
 951      TransitionState   = UP_DAY DOWN_DEFAULT
 952        Model           = ABBtCmdHQ_A6
 953        Animation       = ABBtCmdHQ_A6.ABBtCmdHQ_A6
 954        AnimationMode   = ONCE_BACKWARDS
 955        AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
 956        Flags           = START_FRAME_LAST
 957      End
 958      TransitionState   = UP_NIGHT DOWN_DEFAULT
 959        Model           = ABBtCmdHQ_A6N
 960        Animation       = ABBtCmdHQ_A6N.ABBtCmdHQ_A6N
 961        AnimationMode   = ONCE_BACKWARDS
 962        AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
 963        Flags           = START_FRAME_LAST
 964      End
 965      TransitionState   = UP_SNOW DOWN_DEFAULT
 966        Model           = ABBtCmdHQ_A6S
 967        Animation       = ABBtCmdHQ_A6S.ABBtCmdHQ_A6S
 968        AnimationMode   = ONCE_BACKWARDS
 969        AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
 970        Flags           = START_FRAME_LAST
 971      End
 972      TransitionState   = UP_SNOWNIGHT DOWN_DEFAULT
 973        Model           = ABBtCmdHQ_A6SN
 974        Animation       = ABBtCmdHQ_A6SN.ABBtCmdHQ_A6SN
 975        AnimationMode   = ONCE_BACKWARDS
 976        AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
 977        Flags           = START_FRAME_LAST
 978      End
 979    End
 980  
 981    ; ------------ being-constructed crane -----------------
 982    Draw = W3DModelDraw ModuleTag_07
 983    AnimationsRequirePower = No
 984      DefaultConditionState
 985        Model           = None
 986        TransitionKey   = DOWN_DEFAULT
 987      End
 988      ConditionState    = NIGHT
 989        Model           = None
 990        TransitionKey   = DOWN_DEFAULT
 991      End
 992      ConditionState    = SNOW
 993        Model           = None
 994        TransitionKey   = DOWN_DEFAULT
 995      End
 996      ConditionState    = SNOW NIGHT
 997        Model           = None
 998        TransitionKey   = DOWN_DEFAULT
 999      End
1000      ConditionState    = SOLD
1001        Model           = NONE
1002      End
1003  
1004      ConditionState    = ACTIVELY_BEING_CONSTRUCTED
1005        Model           = ABBtCmdHQ_A5
1006        Animation       = ABBtCmdHQ_A5.ABBtCmdHQ_A5
1007        AnimationMode   = LOOP
1008        TransitionKey   = UP_DAY
1009      End
1010  
1011      ConditionState    = NIGHT ACTIVELY_BEING_CONSTRUCTED
1012        Model           = ABBtCmdHQ_A5N
1013        Animation       = ABBtCmdHQ_A5N.ABBtCmdHQ_A5N
1014        AnimationMode   = LOOP
1015        TransitionKey   = UP_NIGHT
1016      End
1017      ConditionState    = SNOW ACTIVELY_BEING_CONSTRUCTED
1018        Model           = ABBtCmdHQ_A5S
1019        Animation       = ABBtCmdHQ_A5S.ABBtCmdHQ_A5S
1020        AnimationMode   = LOOP
1021        TransitionKey   = UP_SNOW
1022      End
1023      ConditionState    = SNOW NIGHT ACTIVELY_BEING_CONSTRUCTED
1024        Model           = ABBtCmdHQ_A5SN
1025        Animation       = ABBtCmdHQ_A5SN.ABBtCmdHQ_A5SN
1026        AnimationMode   = LOOP
1027        TransitionKey   = UP_SNOWNIGHT
1028      End
1029      TransitionState   = DOWN_DEFAULT UP_DAY
1030        Model           = ABBtCmdHQ_A3
1031        Animation       = ABBtCmdHQ_A3.ABBtCmdHQ_A3
1032        AnimationMode   = ONCE
1033        AnimationSpeedFactorRange = 1.0 1.0
1034        Flags           = START_FRAME_FIRST
1035      End
1036  
1037      TransitionState   = DOWN_DEFAULT UP_NIGHT
1038        Model           = ABBtCmdHQ_A3N
1039        Animation       = ABBtCmdHQ_A3N.ABBtCmdHQ_A3N
1040        AnimationMode   = ONCE
1041        AnimationSpeedFactorRange = 1.0 1.0
1042        Flags           = START_FRAME_FIRST
1043      End
1044      TransitionState   = DOWN_DEFAULT UP_SNOW
1045        Model           = ABBtCmdHQ_A3S
1046        ; @todo srj -- not found
1047        Animation       = ABBtCmdHQ_A3S.ABBtCmdHQ_A3S
1048        AnimationMode   = ONCE
1049        AnimationSpeedFactorRange = 1.0 1.0
1050        Flags           = START_FRAME_FIRST
1051      End
1052      TransitionState   = DOWN_DEFAULT UP_SNOWNIGHT
1053        Model           = ABBtCmdHQ_A3SN
1054        Animation       = ABBtCmdHQ_A3SN.ABBtCmdHQ_A3SN
1055        AnimationMode   = ONCE
1056        AnimationSpeedFactorRange = 1.0 1.0
1057        Flags           = START_FRAME_FIRST
1058      End
1059      TransitionState   = UP_DAY DOWN_DEFAULT
1060        Model           = ABBtCmdHQ_A3
1061        Animation       = ABBtCmdHQ_A3.ABBtCmdHQ_A3
1062        AnimationMode   = ONCE_BACKWARDS
1063        AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
1064        Flags           = START_FRAME_LAST
1065      End
1066      TransitionState   = UP_NIGHT DOWN_DEFAULT
1067        Model           = ABBtCmdHQ_A3N
1068        Animation       = ABBtCmdHQ_A3N.ABBtCmdHQ_A3N
1069        AnimationMode   = ONCE_BACKWARDS
1070        AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
1071        Flags           = START_FRAME_LAST
1072      End
1073      TransitionState   = UP_SNOW DOWN_DEFAULT
1074        Model           = ABBtCmdHQ_A3S
1075        ; @todo srj -- not found
1076        Animation       = ABBtCmdHQ_A3S.ABBtCmdHQ_A3S
1077        AnimationMode   = ONCE_BACKWARDS
1078        AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
1079        Flags           = START_FRAME_LAST
1080      End
1081      TransitionState   = UP_SNOWNIGHT DOWN_DEFAULT
1082        Model           = ABBtCmdHQ_A3S
1083        Animation       = ABBtCmdHQ_A3S.ABBtCmdHQ_A3S
1084        AnimationMode   = ONCE_BACKWARDS
1085        AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
1086        Flags           = START_FRAME_LAST
1087      End
1088    End
1089  
1090    ; Officers club flag
1091    Draw = W3DModelDraw ModuleTag_OfficersClub
1092      OkToChangeModelColor = No
1093  
1094      ConditionState       = NONE
1095        Model              = None
1096      End
1097      AliasConditionState  = DAMAGED
1098      AliasConditionState  = REALLYDAMAGED
1099      AliasConditionState  = RUBBLE
1100      AliasConditionState  = REALLYDAMAGED RUBBLE
1101      ConditionState       = PREORDER
1102        Model              = OCFlagUSA
1103        Animation          = OCFlagUSA.OCFlagUSA
1104        AnimationMode      = LOOP
1105        Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
1106      End
1107      ConditionState       = PREORDER DAMAGED
1108        Model              = OCFlagUSA_D
1109        Animation          = OCFlagUSA_D.OCFlagUSA_D
1110        AnimationMode      = LOOP
1111        Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
1112      End
1113      ConditionState       = PREORDER REALLYDAMAGED RUBBLE
1114        Model              = OCFlagUSA_E
1115        Animation          = OCFlagUSA_E.OCFlagUSA_E
1116        AnimationMode      = LOOP
1117        Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
1118      End
1119    End
1120  
1121    
1122    PlacementViewAngle  = -135
1123  
1124    ; ***DESIGN parameters ***
1125    DisplayName           = OBJECT:CommandCenter 
1126    Side                  = America
1127    EditorSorting         = STRUCTURE
1128    BuildCost             = 2000
1129    BuildTime             = 45.0           ; in seconds
1130    EnergyProduction      = 0   ;Command Center should be free
1131    CommandSet            = AmericaCommandCenterCommandSet
1132    VisionRange           = 300.0           ; Shroud clearing distance
1133    ShroudClearingRange = 300
1134    ArmorSet
1135      Conditions          = None
1136      Armor               = StructureArmorTough
1137      DamageFX            = StructureDamageFXNoShake
1138    End
1139    ExperienceValue     = 200 200 200 200  ; Experience point value at each level
1140  
1141    ; *** AUDIO Parameters ***
1142    VoiceSelect           = CommandCenterUSASelect
1143    SoundDie              = BuildingDie
1144    SoundOnDamaged        = BuildingDamagedStateLight
1145    SoundOnReallyDamaged  = BuildingDestroy
1146  
1147    UnitSpecificSounds
1148      UnderConstruction     = UnderConstructionLoop
1149    End
1150  
1151    ; *** ENGINEERING Parameters ***
1152    RadarPriority       = STRUCTURE
1153    KindOf              = PRELOAD STRUCTURE SELECTABLE IMMOBILE COMMANDCENTER SCORE CAPTURABLE FS_FACTORY AUTO_RALLYPOINT MP_COUNT_FOR_VICTORY
1154    Body                = StructureBody ModuleTag_08
1155      MaxHealth         = 5000.0
1156      InitialHealth     = 5000.0
1157    End
1158  
1159    Behavior = PreorderCreate ModuleTag_PreorderCreate
1160    End
1161  
1162    ;Behavior = GrantUpgradeCreate ModuleTag_09
1163    ;  UpgradeToGrant           = Upgrade_AmericaRadar
1164    ;  ExemptStatus      = UNDER_CONSTRUCTION
1165    ;End
1166    Behavior = ProductionUpdate ModuleTag_11
1167      NumDoorAnimations            = 1
1168      DoorOpeningTime              = 1500  ;in mSeconds
1169      DoorWaitOpenTime             = 3000  ;in mSeconds
1170      DoorCloseTime                = 1500  ;in mSeconds
1171      ConstructionCompleteDuration = 1500  ;in mSeconds
1172    End
1173    Behavior = RadarUpdate ModuleTag_12
1174      RadarExtendTime   = 6200     ;in mSeconds
1175    End
1176    Behavior = DefaultProductionExitUpdate ModuleTag_13
1177      UnitCreatePoint   = X:-18.0  Y:  35.0   Z:0.0
1178      NaturalRallyPoint = X: 60.0  Y:  35.0   Z:0.0;NaturalRallyPointX must always match GeometryMajorRadius! -ML
1179    End
1180    Behavior = BaseRegenerateUpdate ModuleTag_14
1181      ;No data
1182    End
1183    Behavior = DestroyDie ModuleTag_15
1184      ;nothing
1185    End
1186    Behavior = CreateObjectDie ModuleTag_16
1187      CreationList  = OCL_LargeStructureDebris
1188    End
1189    Behavior = CreateObjectDie ModuleTag_17
1190      CreationList  = OCL_AmericanRangerDebris10
1191      ExemptStatus  = UNDER_CONSTRUCTION
1192    End
1193    Behavior = FXListDie ModuleTag_18
1194      DeathFX       = FX_StructureMediumDeath
1195    End
1196    Behavior = RadarUpgrade ModuleTag_19
1197      TriggeredBy = Upgrade_AmericaRadar
1198    End
1199  
1200    Behavior = OCLSpecialPower ModuleTag_20
1201      SpecialPowerTemplate = SuperweaponDaisyCutter
1202      OCL                  = SUPERWEAPON_DaisyCutter
1203      CreateLocation       = CREATE_AT_EDGE_NEAR_SOURCE
1204    End
1205    Behavior = OCLSpecialPower ModuleTag_21
1206      SpecialPowerTemplate = SpecialPowerSpyDrone
1207      OCL                  = SUPERWEAPON_SpyDrone
1208      CreateLocation       = CREATE_ABOVE_LOCATION
1209    End
1210    Behavior = OCLSpecialPower ModuleTag_22
1211      SpecialPowerTemplate = SuperweaponParadropAmerica
1212      UpgradeOCL           = SCIENCE_Paradrop3 SUPERWEAPON_Paradrop3
1213      UpgradeOCL           = SCIENCE_Paradrop2 SUPERWEAPON_Paradrop2
1214      OCL                  = SUPERWEAPON_Paradrop1
1215      CreateLocation       = CREATE_AT_EDGE_NEAR_SOURCE
1216    End 
1217    Behavior = OCLSpecialPower ModuleTag_23
1218      SpecialPowerTemplate = SuperweaponCarpetBomb
1219      OCL                  = SUPERWEAPON_CarpetBomb
1220      UpgradeOCL           = SCIENCE_B52TomahawkStrike SUPERWEAPON_B52TomahawkStrike
1221      CreateLocation       = CREATE_AT_EDGE_NEAR_SOURCE
1222    End
1223    Behavior = OCLSpecialPower ModuleTag_24
1224      SpecialPowerTemplate = SpecialPowerSpySatellite
1225      OCL                  = SUPERWEAPON_SpySatellite
1226      CreateLocation       = CREATE_AT_LOCATION
1227    End
1228    Behavior = OCLSpecialPower ModuleTag_25
1229      SpecialPowerTemplate = SuperweaponCrateDrop
1230      OCL                  = SUPERWEAPON_CrateDrop
1231      CreateLocation       = CREATE_AT_EDGE_NEAR_SOURCE
1232    End
1233    Behavior = OCLSpecialPower ModuleTag_26
1234      SpecialPowerTemplate = SuperweaponA10ThunderboltMissileStrike
1235      UpgradeOCL           = SCIENCE_A10ThunderboltMissileStrike3 SUPERWEAPON_A10ThunderboltMissileStrike3
1236      UpgradeOCL           = SCIENCE_A10ThunderboltMissileStrike2 SUPERWEAPON_A10ThunderboltMissileStrike2
1237      OCL                  = SUPERWEAPON_A10ThunderboltMissileStrike1
1238      CreateLocation       = CREATE_AT_EDGE_NEAR_SOURCE
1239    End
1240    Behavior = OCLSpecialPower ModuleTag_27
1241      SpecialPowerTemplate = SuperweaponEmergencyRepair
1242      UpgradeOCL           = SCIENCE_EmergencyRepair3 SUPERWEAPON_RepairVehicles3
1243      UpgradeOCL           = SCIENCE_EmergencyRepair2 SUPERWEAPON_RepairVehicles2
1244      OCL                  = SUPERWEAPON_RepairVehicles1
1245      CreateLocation       = CREATE_AT_LOCATION
1246    End
1247    Behavior = DefectorSpecialPower ModuleTag_28
1248      SpecialPowerTemplate = SpecialPowerDefector
1249    End
1250  
1251    Behavior = FlammableUpdate ModuleTag_30
1252      AflameDuration = 5000         ; If I catch fire, I'll burn for this long...
1253      AflameDamageAmount = 5       ; taking this much damage...
1254      AflameDamageDelay = 500       ; this often.
1255    End
1256  
1257    Behavior = TransitionDamageFX ModuleTag_31
1258      ;-------------DESIGNED FOR MEDIUM SIZED FACTION BUILDING TRANSITIONS-------------------
1259      DamagedParticleSystem1       = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke
1260      ;---------------------------------------------------------------------------------------
1261      ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke
1262      ;ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionMediumExplosion
1263      ;ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionMediumShockwave
1264      ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_CommandCenterDeath
1265    End
1266  
1267    Geometry            = BOX
1268    GeometryMajorRadius = 60.0
1269    GeometryMinorRadius = 70.0
1270    GeometryHeight      = 49.0
1271    GeometryIsSmall     = No
1272    FactoryExitWidth    = 25     ; How much space to leave for units exiting.
1273    Shadow              = SHADOW_VOLUME
1274    BuildCompletion     = PLACED_BY_PLAYER
1275  
1276  End
1277  
1278  ;------------------------------------------------------------------------------
1279  ;GLA Command Center
1280  Object GLACommandCenter
1281  
1282    ; *** ART Parameters ***
1283    SelectPortrait         = SUHeadquarters_L
1284    ButtonImage            = SUHeadquarters
1285  
1286    Draw                   = W3DModelDraw ModuleTag_01
1287       
1288      OkToChangeModelColor = Yes
1289      
1290      ; day
1291      ConditionState       = NONE
1292        Model              = UBCmdHQ
1293        ParticleSysBone    = Smoke01 SteamVent
1294        ParticleSysBone    = Fire01 SmolderingFire
1295        ParticleSysBone    = Fire01 SmolderingSmoke
1296        Animation          = UBCmdHQ.UBCmdHQ
1297        AnimationMode      = LOOP
1298      End
1299      
1300      ConditionState       = DAMAGED
1301        Model              = UBCmdHQ_D
1302        Animation          = UBCmdHQ_D.UBCmdHQ_D
1303        AnimationMode      = LOOP
1304      End
1305      ConditionState       = REALLYDAMAGED RUBBLE
1306        Model              = UBCmdHQ_E
1307        Animation          = UBCmdHQ_E.UBCmdHQ_E
1308        AnimationMode      = LOOP
1309      End
1310      
1311      ; night    
1312      ConditionState       = NIGHT
1313        Model              = UBCmdHQ_N
1314        ParticleSysBone    = Smoke01 SteamVent
1315        ParticleSysBone    = Fire01 SmolderingFire
1316        ParticleSysBone    = Fire01 SmolderingSmoke
1317        Animation          = UBCmdHQ_N.UBCmdHQ_N
1318        AnimationMode      = LOOP
1319      End
1320      ConditionState       = DAMAGED NIGHT
1321        Model              = UBCmdHQ_DN
1322        Animation          = UBCmdHQ_DN.UBCmdHQ_DN
1323        AnimationMode      = LOOP
1324      End
1325      ConditionState       = REALLYDAMAGED RUBBLE NIGHT
1326        Model              = UBCmdHQ_EN
1327        Animation          = UBCmdHQ_EN.UBCmdHQ_EN
1328        AnimationMode      = LOOP
1329      End
1330      
1331          ; day snow
1332      ConditionState       = SNOW
1333        Model              = UBCmdHQ_S
1334        ParticleSysBone    = Smoke01 SteamVent
1335        ParticleSysBone    = Fire01 SmolderingFire
1336        ParticleSysBone    = Fire01 SmolderingSmoke
1337        Animation          = UBCmdHQ_S.UBCmdHQ_S
1338        AnimationMode      = LOOP
1339      End   
1340      ConditionState       = DAMAGED SNOW
1341        Model              = UBCmdHQ_DS
1342        Animation          = UBCmdHQ_DS.UBCmdHQ_DS
1343        AnimationMode      = LOOP
1344      End
1345      ConditionState       = REALLYDAMAGED RUBBLE SNOW
1346        Model              = UBCmdHQ_ES
1347        Animation          = UBCmdHQ_ES.UBCmdHQ_ES
1348        AnimationMode      = LOOP
1349      End
1350      
1351      ; night snow
1352      ConditionState       = NIGHT SNOW
1353        Model              = UBCmdHQ_NS
1354        ParticleSysBone    = Smoke01 SteamVent
1355        ParticleSysBone    = Fire01 SmolderingFire
1356        ParticleSysBone    = Fire01 SmolderingSmoke
1357        Animation          = UBCmdHQ_NS.UBCmdHQ_NS
1358        AnimationMode      = LOOP
1359      End
1360      ConditionState       = DAMAGED NIGHT SNOW
1361        Model              = UBCmdHQ_DNS
1362        Animation          = UBCmdHQ_DNS.UBCmdHQ_DNS
1363        AnimationMode      = LOOP
1364      End
1365      ConditionState       = REALLYDAMAGED RUBBLE NIGHT SNOW
1366        Model              = UBCmdHQ_ENS
1367        Animation          = UBCmdHQ_ENS.UBCmdHQ_ENS
1368        AnimationMode      = LOOP
1369      End
1370  
1371          ;**************************************************************************************************************************
1372      ;This block handles every possible case with construction process, selling process, awaiting construction, and sold states
1373      ;for this draw module
1374      ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
1375        Model              = UBCmdHQ
1376        Animation          = UBCmdHQ.UBCmdHQ
1377        AnimationMode      = LOOP
1378        Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
1379      End
1380      ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED
1381        Model              = UBCmdHQ_D
1382        Animation          = UBCmdHQ_D.UBCmdHQ_D
1383        AnimationMode      = LOOP
1384        Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
1385      End
1386      ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED
1387        Model              = UBCmdHQ_E
1388        Animation          = UBCmdHQ_E.UBCmdHQ_E
1389        AnimationMode      = LOOP
1390        Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
1391      End
1392      ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT
1393        Model              = UBCmdHQ_N
1394        Animation          = UBCmdHQ_N.UBCmdHQ_N
1395        AnimationMode      = LOOP
1396        Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
1397      End
1398      ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT DAMAGED
1399        Model              = UBCmdHQ_DN
1400        Animation          = UBCmdHQ_DN.UBCmdHQ_DN
1401        AnimationMode      = LOOP
1402        Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
1403      End
1404      ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT REALLYDAMAGED
1405        Model              = UBCmdHQ_EN
1406        Animation          = UBCmdHQ_EN.UBCmdHQ_EN
1407        AnimationMode      = LOOP
1408        Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
1409      End
1410      ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW
1411        Model              = UBCmdHQ_S
1412        Animation          = UBCmdHQ_S.UBCmdHQ_S
1413        AnimationMode      = LOOP
1414        Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
1415      End
1416      ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW DAMAGED
1417        Model              = UBCmdHQ_DS
1418        Animation          = UBCmdHQ_DS.UBCmdHQ_DS
1419        AnimationMode      = LOOP
1420        Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
1421      End
1422      ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW REALLYDAMAGED
1423        Model              = UBCmdHQ_ES
1424        Animation          = UBCmdHQ_ES.UBCmdHQ_ES
1425        AnimationMode      = LOOP
1426        Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
1427      End
1428  
1429      ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW
1430        Model              = UBCmdHQ_NS
1431        Animation          = UBCmdHQ_NS.UBCmdHQ_NS
1432        AnimationMode      = LOOP
1433        Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
1434      End
1435      ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW DAMAGED
1436        Model              = UBCmdHQ_DNS
1437        Animation          = UBCmdHQ_DNS.UBCmdHQ_DNS
1438        AnimationMode      = LOOP
1439        Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
1440      End
1441      ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW REALLYDAMAGED
1442        Model              = UBCmdHQ_ENS
1443        Animation          = UBCmdHQ_ENS.UBCmdHQ_ENS
1444        AnimationMode      = LOOP
1445        Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
1446      End
1447  
1448      ConditionState       = AWAITING_CONSTRUCTION 
1449        Model              = NONE
1450      End
1451      AliasConditionState  = AWAITING_CONSTRUCTION DAMAGED
1452      AliasConditionState  = AWAITING_CONSTRUCTION REALLYDAMAGED
1453      AliasConditionState  = AWAITING_CONSTRUCTION NIGHT
1454      AliasConditionState  = AWAITING_CONSTRUCTION NIGHT DAMAGED
1455      AliasConditionState  = AWAITING_CONSTRUCTION NIGHT REALLYDAMAGED
1456      AliasConditionState  = AWAITING_CONSTRUCTION SNOW
1457      AliasConditionState  = AWAITING_CONSTRUCTION SNOW DAMAGED
1458      AliasConditionState  = AWAITING_CONSTRUCTION SNOW REALLYDAMAGED
1459      AliasConditionState  = AWAITING_CONSTRUCTION NIGHT SNOW
1460      AliasConditionState  = AWAITING_CONSTRUCTION NIGHT SNOW DAMAGED
1461      AliasConditionState  = AWAITING_CONSTRUCTION NIGHT SNOW REALLYDAMAGED
1462      AliasConditionState  = SOLD 
1463      AliasConditionState  = SOLD DAMAGED
1464      AliasConditionState  = SOLD REALLYDAMAGED
1465      AliasConditionState  = SOLD NIGHT
1466      AliasConditionState  = SOLD NIGHT DAMAGED
1467      AliasConditionState  = SOLD NIGHT REALLYDAMAGED
1468      AliasConditionState  = SOLD SNOW
1469      AliasConditionState  = SOLD SNOW DAMAGED
1470      AliasConditionState  = SOLD SNOW REALLYDAMAGED
1471      AliasConditionState  = SOLD NIGHT SNOW
1472      AliasConditionState  = SOLD NIGHT SNOW DAMAGED
1473      AliasConditionState  = SOLD NIGHT SNOW REALLYDAMAGED
1474      ;**************************************************************************************************************************
1475    End
1476      
1477    ; ------------ construction-zone fence -----------------
1478    Draw                = W3DModelDraw ModuleTag_02
1479    AnimationsRequirePower = No
1480      DefaultConditionState
1481        Model           = None
1482        TransitionKey   = DOWN_DEFAULT
1483      End
1484      ConditionState    = NIGHT
1485        Model           = None
1486        TransitionKey   = DOWN_DEFAULT
1487      End
1488      ConditionState    = SNOW
1489        Model           = None
1490        TransitionKey   = DOWN_DEFAULT
1491      End
1492      ConditionState    = SNOW NIGHT
1493        Model           = None
1494        TransitionKey   = DOWN_DEFAULT
1495      End
1496      ConditionState    = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
1497        Model           = UBCmdHQ_A4
1498        Animation       = UBCmdHQ_A4.UBCmdHQ_A4
1499        AnimationMode   = MANUAL
1500        Flags           = START_FRAME_LAST
1501        TransitionKey   = UP_DAY
1502      End
1503      ConditionState    = NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
1504        Model           = UBCmdHQ_A4N
1505        Animation       = UBCmdHQ_A4N.UBCmdHQ_A4N
1506        AnimationMode   = MANUAL
1507        Flags           = START_FRAME_LAST
1508        TransitionKey   = UP_NIGHT
1509      End
1510      ConditionState    = SNOW AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
1511        Model           = UBCmdHQ_A4S
1512        Animation       = UBCmdHQ_A4S.UBCmdHQ_A4S
1513        AnimationMode   = MANUAL
1514        Flags           = START_FRAME_LAST
1515        TransitionKey   = UP_SNOW
1516      End
1517      ConditionState    = SNOW NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
1518        Model           = UBCmdHQ_A4SN
1519        Animation       = UBCmdHQ_A4SN.UBCmdHQ_A4SN
1520        AnimationMode   = MANUAL
1521        Flags           = START_FRAME_LAST
1522        TransitionKey   = UP_SNOWNIGHT
1523      End
1524      TransitionState   = DOWN_DEFAULT UP_DAY
1525        Model           = UBCmdHQ_A4
1526        Animation       = UBCmdHQ_A4.UBCmdHQ_A4
1527        AnimationMode   = ONCE
1528        AnimationSpeedFactorRange = 1.0 1.0
1529        Flags           = START_FRAME_FIRST
1530      End
1531      TransitionState   = DOWN_DEFAULT UP_NIGHT
1532        Model           = UBCmdHQ_A4N
1533        Animation       = UBCmdHQ_A4N.UBCmdHQ_A4N
1534        AnimationMode   = ONCE
1535        AnimationSpeedFactorRange = 1.0 1.0
1536        Flags           = START_FRAME_FIRST
1537      End
1538      TransitionState   = DOWN_DEFAULT UP_SNOW
1539        Model           = UBCmdHQ_A4S
1540        Animation       = UBCmdHQ_A4S.UBCmdHQ_A4S
1541        AnimationMode   = ONCE
1542        AnimationSpeedFactorRange = 1.0 1.0
1543        Flags           = START_FRAME_FIRST
1544      End
1545      TransitionState   = DOWN_DEFAULT UP_SNOWNIGHT
1546        Model           = UBCmdHQ_A4SN
1547        Animation       = UBCmdHQ_A4SN.UBCmdHQ_A4SN
1548        AnimationMode   = ONCE
1549        AnimationSpeedFactorRange = 1.0 1.0
1550        Flags           = START_FRAME_FIRST
1551      End
1552      TransitionState   = UP_DAY DOWN_DEFAULT
1553        Model           = UBCmdHQ_A4
1554        Animation       = UBCmdHQ_A4.UBCmdHQ_A4
1555        AnimationMode   = ONCE_BACKWARDS
1556        AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
1557        Flags           = START_FRAME_LAST
1558      End
1559      TransitionState   = UP_NIGHT DOWN_DEFAULT
1560        Model           = UBCmdHQ_A4N
1561        Animation       = UBCmdHQ_A4N.UBCmdHQ_A4N
1562        AnimationMode   = ONCE_BACKWARDS
1563        AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
1564        Flags           = START_FRAME_LAST
1565      End
1566      TransitionState   = UP_SNOW DOWN_DEFAULT
1567        Model           = UBCmdHQ_A4S
1568        Animation       = UBCmdHQ_A4S.UBCmdHQ_A4S
1569        AnimationMode   = ONCE_BACKWARDS
1570        AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
1571        Flags           = START_FRAME_LAST
1572      End
1573      TransitionState   = UP_SNOWNIGHT DOWN_DEFAULT
1574        Model           = UBCmdHQ_A4SN
1575        Animation       = UBCmdHQ_A4SN.UBCmdHQ_A4SN
1576        AnimationMode   = ONCE_BACKWARDS
1577        AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
1578        Flags           = START_FRAME_LAST
1579      End
1580    End
1581  
1582    ; ------------ under-construction scaffolding -----------------
1583    Draw                = W3DModelDraw ModuleTag_03
1584    AnimationsRequirePower = No
1585      MinLODRequired = MEDIUM
1586      DefaultConditionState
1587        Model           = None
1588        TransitionKey   = DOWN_DEFAULT
1589      End
1590      ConditionState    = NIGHT
1591        Model           = None
1592        TransitionKey   = DOWN_DEFAULT
1593      End
1594      ConditionState    = SNOW
1595        Model           = None
1596        TransitionKey   = DOWN_DEFAULT
1597      End
1598      ConditionState    = SNOW NIGHT
1599        Model           = None
1600        TransitionKey   = DOWN_DEFAULT
1601      End
1602      ConditionState    = PARTIALLY_CONSTRUCTED
1603        Model           = UBCmdHQ_A6
1604        Animation       = UBCmdHQ_A6.UBCmdHQ_A6
1605        AnimationMode   = MANUAL
1606        Flags           = START_FRAME_LAST
1607        TransitionKey   = UP_DAY
1608        ParticleSysBone = Dust01 BuildingDust
1609        ParticleSysBone = Smoke01 BuildUpSmoke
1610        ParticleSysBone = Smoke02 BuildUpSmoke
1611        ParticleSysBone = Smoke03 BuildUpSmoke
1612      End
1613      ConditionState    = SNOW PARTIALLY_CONSTRUCTED
1614        Model           = UBCmdHQ_A6S
1615        Animation       = UBCmdHQ_A6S.UBCmdHQ_A6S
1616        AnimationMode   = MANUAL
1617        Flags           = START_FRAME_LAST
1618        TransitionKey   = UP_SNOW
1619        ParticleSysBone = Dust01 BuildingSnowDust
1620        ParticleSysBone = Smoke01 BuildUpSnowSmoke
1621        ParticleSysBone = Smoke02 BuildUpSnowSmoke
1622        ParticleSysBone = Smoke03 BuildUpSnowSmoke
1623      End
1624      ConditionState    = NIGHT PARTIALLY_CONSTRUCTED
1625        Model           = UBCmdHQ_A6N
1626        Animation       = UBCmdHQ_A6N.UBCmdHQ_A6N
1627        AnimationMode   = MANUAL
1628        Flags           = START_FRAME_LAST
1629        TransitionKey   = UP_NIGHT
1630        ParticleSysBone = Dust01 BuildingDust
1631        ParticleSysBone = Smoke01 BuildUpSmoke
1632        ParticleSysBone = Smoke02 BuildUpSmoke
1633        ParticleSysBone = Smoke03 BuildUpSmoke
1634      End
1635      ConditionState    = SNOW NIGHT PARTIALLY_CONSTRUCTED
1636        Model           = UBCmdHQ_A6SN
1637        Animation       = UBCmdHQ_A6SN.UBCmdHQ_A6SN
1638        AnimationMode   = MANUAL
1639        Flags           = START_FRAME_LAST
1640        TransitionKey   = UP_SNOWNIGHT
1641        ParticleSysBone = Dust01 BuildingNightSnowDust
1642        ParticleSysBone = Smoke01 BuildUpNightSnowSmoke
1643        ParticleSysBone = Smoke02 BuildUpNightSnowSmoke
1644        ParticleSysBone = Smoke03 BuildUpNightSnowSmoke
1645      End
1646      TransitionState   = DOWN_DEFAULT UP_DAY
1647       Model            = UBCmdHQ_A6
1648        Animation       = UBCmdHQ_A6.UBCmdHQ_A6
1649        AnimationMode   = ONCE
1650        AnimationSpeedFactorRange = 1.0 1.0
1651        Flags           = START_FRAME_FIRST
1652      End
1653      TransitionState   = DOWN_DEFAULT UP_NIGHT
1654       Model            = UBCmdHQ_A6N
1655        Animation       = UBCmdHQ_A6N.UBCmdHQ_A6N
1656        AnimationMode   = ONCE
1657        AnimationSpeedFactorRange = 1.0 1.0
1658        Flags           = START_FRAME_FIRST
1659      End
1660      TransitionState   = DOWN_DEFAULT UP_SNOW
1661       Model            = UBCmdHQ_A6S
1662        Animation       = UBCmdHQ_A6S.UBCmdHQ_A6S
1663        AnimationMode   = ONCE
1664        AnimationSpeedFactorRange = 1.0 1.0
1665        Flags           = START_FRAME_FIRST
1666      End
1667      TransitionState   = DOWN_DEFAULT UP_SNOWNIGHT
1668       Model            = UBCmdHQ_A6SN
1669        Animation       = UBCmdHQ_A6SN.UBCmdHQ_A6SN
1670        AnimationMode   = ONCE
1671        AnimationSpeedFactorRange = 1.0 1.0
1672        Flags           = START_FRAME_FIRST
1673      End
1674      TransitionState   = UP_DAY DOWN_DEFAULT
1675        Model           = UBCmdHQ_A6
1676        Animation       = UBCmdHQ_A6.UBCmdHQ_A6
1677        AnimationMode   = ONCE_BACKWARDS
1678        AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
1679        Flags           = START_FRAME_LAST
1680      End
1681      TransitionState   = UP_NIGHT DOWN_DEFAULT
1682        Model           = UBCmdHQ_A6N
1683        Animation       = UBCmdHQ_A6N.UBCmdHQ_A6N
1684        AnimationMode   = ONCE_BACKWARDS
1685        AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
1686        Flags           = START_FRAME_LAST
1687      End
1688      TransitionState   = UP_SNOW DOWN_DEFAULT
1689        Model           = UBCmdHQ_A6S
1690        Animation       = UBCmdHQ_A6S.UBCmdHQ_A6S
1691        AnimationMode   = ONCE_BACKWARDS
1692        AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
1693        Flags           = START_FRAME_LAST
1694      End
1695      TransitionState   = UP_SNOWNIGHT DOWN_DEFAULT
1696        Model           = UBCmdHQ_A6SN
1697        Animation       = UBCmdHQ_A6SN.UBCmdHQ_A6SN
1698        AnimationMode   = ONCE_BACKWARDS
1699        AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
1700        Flags           = START_FRAME_LAST
1701      End
1702    End
1703  
1704    ; Officers club flag
1705    Draw = W3DModelDraw ModuleTag_OfficersClub
1706      OkToChangeModelColor = No
1707  
1708      ConditionState       = NONE
1709        Model              = None
1710      End
1711      AliasConditionState  = DAMAGED
1712      AliasConditionState  = REALLYDAMAGED
1713      AliasConditionState  = RUBBLE
1714      AliasConditionState  = REALLYDAMAGED RUBBLE
1715      ConditionState       = PREORDER
1716        Model              = OCFlagGLA
1717        Animation          = OCFlagGLA.OCFlagGLA
1718        AnimationMode      = LOOP
1719        Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
1720      End
1721      ConditionState       = PREORDER DAMAGED
1722        Model              = OCFlagGLA
1723        Animation          = OCFlagGLA.OCFlagGLA
1724        AnimationMode      = LOOP
1725        Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
1726      End
1727      ConditionState       = PREORDER REALLYDAMAGED RUBBLE
1728        Model              = OCFlagGLA
1729        Animation          = OCFlagGLA.OCFlagGLA
1730        AnimationMode      = LOOP
1731        Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
1732      End
1733    End
1734  
1735    PlacementViewAngle = -135
1736  
1737    ; ***DESIGN parameters ***
1738    DisplayName         = OBJECT:CommandCenter
1739    Side                = GLA
1740    EditorSorting       = STRUCTURE
1741    BuildCost           = 2000
1742    BuildTime           = 45.0           ; in seconds
1743    EnergyProduction    = 0    ; Command center should be free
1744    CommandSet          = GLACommandCenterCommandSet
1745    VisionRange         = 300.0           ; Shroud clearing distance
1746    ShroudClearingRange = 300
1747    ArmorSet
1748      Conditions        = None
1749      Armor             = StructureArmorTough
1750      DamageFX          = StructureDamageFXNoShake
1751    End
1752    ExperienceValue     = 200 200 200 200  ; Experience point value at each level
1753  
1754    ; *** AUDIO Parameters ***
1755    VoiceSelect           = CommandCenterGLASelect
1756    SoundDie              = BuildingDie
1757    SoundOnDamaged        = BuildingDamagedStateLight
1758    SoundOnReallyDamaged  = BuildingDestroy
1759  
1760    UnitSpecificSounds
1761      UnderConstruction   = UnderConstructionLoop
1762    End
1763  
1764    ; *** ENGINEERING Parameters ***
1765    RadarPriority       = STRUCTURE
1766    KindOf              = PRELOAD STRUCTURE SELECTABLE IMMOBILE COMMANDCENTER CAPTURABLE FS_FACTORY AUTO_RALLYPOINT MP_COUNT_FOR_VICTORY SCORE_CREATE
1767    Body                = StructureBody ModuleTag_04
1768      MaxHealth         = 5000.0
1769      InitialHealth     = 5000.0
1770    End
1771  
1772    Behavior = PreorderCreate ModuleTag_PreorderCreate
1773    End
1774  
1775    Behavior = ProductionUpdate ModuleTag_05
1776      ; nothing
1777    End
1778    Behavior = DefaultProductionExitUpdate ModuleTag_06
1779      UnitCreatePoint   = X: 25.0  Y:  0.0   Z:0.0
1780      NaturalRallyPoint = X: 65.0  Y:  0.0   Z:0.0;NaturalRallyPointX must always match GeometryMajorRadius! -ML
1781    End
1782    Behavior = RebuildHoleExposeDie ModuleTag_07
1783      HoleName      = GLAHoleCommandCenter
1784      HoleMaxHealth = 500.0
1785    End
1786    Behavior = DestroyDie ModuleTag_08
1787      ;nothing
1788    End  
1789    Behavior = CreateObjectDie ModuleTag_09
1790      CreationList = OCL_LargeStructureDebris
1791    End
1792    Behavior = FXListDie ModuleTag_10
1793      DeathFX = FX_StructureMediumDeath
1794    End
1795  
1796    Behavior = OCLSpecialPower ModuleTag_11
1797      SpecialPowerTemplate = SuperweaponRebelAmbush
1798      UpgradeOCL           = SCIENCE_RebelAmbush3 SUPERWEAPON_RebelAmbush3
1799      UpgradeOCL           = SCIENCE_RebelAmbush2 SUPERWEAPON_RebelAmbush2
1800      OCL                  = SUPERWEAPON_RebelAmbush1
1801      CreateLocation       = CREATE_AT_LOCATION
1802    End
1803    Behavior = OCLSpecialPower ModuleTag_12
1804      SpecialPowerTemplate = SuperweaponBlackMarketNuke
1805      OCL                  = SUPERWEAPON_BlackMarketNuke
1806      CreateLocation       = CREATE_AT_EDGE_NEAR_SOURCE
1807    End
1808    Behavior = OCLSpecialPower ModuleTag_13
1809      SpecialPowerTemplate = SuperweaponAnthraxBomb
1810      OCL                  = SUPERWEAPON_AnthraxBomb
1811      CreateLocation       = CREATE_AT_EDGE_NEAR_SOURCE
1812    End
1813    Behavior = OCLSpecialPower ModuleTag_14
1814      SpecialPowerTemplate = SuperweaponEmergencyRepair
1815      UpgradeOCL           = SCIENCE_EmergencyRepair3 SUPERWEAPON_RepairVehicles3
1816      UpgradeOCL           = SCIENCE_EmergencyRepair2 SUPERWEAPON_RepairVehicles2
1817      OCL                  = SUPERWEAPON_RepairVehicles1
1818      CreateLocation       = CREATE_AT_LOCATION
1819    End
1820    Behavior = OCLSpecialPower ModuleTag_18
1821      SpecialPowerTemplate = SuperweaponNeutronBomb
1822      OCL                  = SUPERWEAPON_NeutronBomb
1823      CreateLocation       = CREATE_AT_EDGE_NEAR_SOURCE
1824    End
1825    Behavior = OCLSpecialPower ModuleTag_21
1826      SpecialPowerTemplate = SuperweaponTerrorCell
1827      OCL                  = SUPERWEAPON_TerrorCell
1828      CreateLocation       = CREATE_AT_LOCATION
1829    End
1830  
1831    Behavior = CashBountyPower ModuleTag_15
1832      SpecialPowerTemplate    = SpecialAbilityCashBounty1
1833      Bounty                  = 5%
1834    End
1835    Behavior = CashBountyPower ModuleTag_16
1836      SpecialPowerTemplate    = SpecialAbilityCashBounty2
1837      Bounty                  = 10%
1838    End
1839    Behavior = CashBountyPower ModuleTag_17
1840      SpecialPowerTemplate    = SpecialAbilityCashBounty3
1841      Bounty                  = 20%
1842    End
1843   
1844    Behavior = FlammableUpdate ModuleTag_19
1845      AflameDuration = 5000         ; If I catch fire, I'll burn for this long...
1846      AflameDamageAmount = 5       ; taking this much damage...
1847      AflameDamageDelay = 500       ; this often.
1848    End
1849  
1850    Behavior = TransitionDamageFX ModuleTag_20
1851      ;-------------DESIGNED FOR MEDIUM SIZED FACTION BUILDING TRANSITIONS-------------------
1852      DamagedParticleSystem1       = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke
1853      ;---------------------------------------------------------------------------------------
1854      ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke
1855      ;ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionMediumExplosion
1856      ;ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionMediumShockwave
1857      ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_CommandCenterDeath
1858    End
1859  
1860    Geometry            = BOX
1861    GeometryMajorRadius = 65.0
1862    GeometryMinorRadius = 65.0
1863    GeometryHeight      = 54.0
1864    FactoryExitWidth    = 25 
1865    GeometryIsSmall     = No
1866    Shadow              = SHADOW_VOLUME
1867    BuildCompletion     = PLACED_BY_PLAYER
1868  
1869  End
1870  
1871  ;------------------------------------------------------------------------------
1872  ObjectReskin GLAHoleCommandCenter GLAHole
1873    Draw                     = W3DModelDraw ModuleTag_01
1874      OkToChangeModelColor   = Yes
1875      ConditionState         = NONE
1876        Model                = UBHole
1877      End
1878      ConditionState         = DAMAGED
1879        Model                = UBHole_D
1880        ParticleSysBone      = Smoke01 SteamVent
1881      End
1882      ConditionState         = REALLYDAMAGED RUBBLE
1883        Model                = UBHole_E
1884        ParticleSysBone      = Smoke01 SteamVent
1885        ParticleSysBone      = Smoke02 SteamVent
1886        ParticleSysBone      = Fire01 GLAPowerPlantFlame
1887        ParticleSysBone      = Fire02 GLAPowerPlantFlame
1888        ParticleSysBone      = Fire03 GLAPowerPlantFlame
1889      End
1890    End
1891    Draw                     = W3DModelDraw ModuleTag_02
1892      OkToChangeModelColor   = Yes
1893      ConditionState         = NONE
1894        Model                = UBCmdHQ_R
1895        ParticleSysBone      = Smoke01 SmolderingSmoke
1896        ParticleSysBone      = Smoke02 SmolderingSmoke
1897        ParticleSysBone      = Smoke03 SmolderingSmoke
1898        ParticleSysBone      = Smoke04 SmolderingSmoke
1899      End
1900      ConditionState         = DAMAGED REALLYDAMAGED RUBBLE
1901        Model                = UBCmdHQ_R
1902        ParticleSysBone      = Smoke01 SmolderingSmoke
1903        ParticleSysBone      = Smoke02 SmolderingSmoke
1904        ParticleSysBone      = Smoke03 SmolderingSmoke
1905        ParticleSysBone      = Smoke04 SmolderingSmoke
1906      End
1907    End
1908  End
1909  
1910  ;------------------------------------------------------------------------------
1911  Object ChinaCommandCenter
1912  
1913    ; *** ART Parameters ***
1914    
1915    ; ------------ the main building itself -----------------
1916    SelectPortrait         = SNComCentr_L
1917    ButtonImage            = SNComCentr
1918    Draw                   = W3DModelDraw ModuleTag_01
1919      OkToChangeModelColor = Yes
1920      
1921      ; DAY ************************************
1922      DefaultConditionState
1923        Model              = NBConYard
1924        Animation          = NBConYard.NBConYard
1925        AnimationMode      = LOOP    
1926      End
1927      ConditionState       = DAMAGED
1928        Model              = NBConYard_D
1929        Animation          = NBConYard_D.NBConYard_D
1930        AnimationMode      = LOOP    
1931        ParticleSysBone    = Fire01 SmolderingFire
1932        ParticleSysBone    = Fire02 SmolderingFire
1933        ParticleSysBone    = Fire03 SmolderingFire
1934        ParticleSysBone    = Smoke01 SmolderingSmoke
1935        ParticleSysBone    = Smoke02 SmolderingSmoke
1936        ParticleSysBone    = Smoke03 SmolderingSmoke
1937      End
1938      ConditionState       = REALLYDAMAGED RUBBLE
1939        Model              = NBConYard_E
1940        Animation          = NBConYard_E.NBConYard_E
1941        AnimationMode      = LOOP
1942        ParticleSysBone    = Fire01 SmolderingFire
1943        ParticleSysBone    = Fire02 SmolderingFire
1944        ParticleSysBone    = Fire03 SmolderingFire
1945        ParticleSysBone    = Fire04 SmolderingFire
1946        ParticleSysBone    = Fire05 SmolderingFire
1947        ParticleSysBone    = Fire06 SmolderingFire
1948        ParticleSysBone    = Fire07 SmolderingFire
1949        ParticleSysBone    = Smoke01 SmolderingSmoke
1950        ParticleSysBone    = Smoke02 SmolderingSmoke
1951        ParticleSysBone    = Smoke03 SmolderingSmoke
1952      End
1953  
1954  
1955      ;NIGHT ***********************************
1956      ConditionState       = NIGHT
1957        Model              = NBConYard_N
1958        Animation          = NBConYard_N.NBConYard_N
1959        AnimationMode      = LOOP    
1960      End
1961      ConditionState       = DAMAGED NIGHT
1962        Model              = NBConYard_DN
1963        Animation          = NBConYard_DN.NBConYard_DN
1964        AnimationMode      = LOOP    
1965        ParticleSysBone    = Fire01 SmolderingFire
1966        ParticleSysBone    = Fire02 SmolderingFire
1967        ParticleSysBone    = Fire03 SmolderingFire
1968        ParticleSysBone    = Smoke01 SmolderingSmoke
1969        ParticleSysBone    = Smoke02 SmolderingSmoke
1970        ParticleSysBone    = Smoke03 SmolderingSmoke
1971      End
1972      ConditionState    = REALLYDAMAGED RUBBLE NIGHT
1973        Model           = NBConYard_EN
1974        Animation       = NBConYard_EN.NBConYard_EN
1975        AnimationMode   = LOOP
1976        ParticleSysBone = Fire01 SmolderingFire
1977        ParticleSysBone = Fire02 SmolderingFire
1978        ParticleSysBone = Fire03 SmolderingFire
1979        ParticleSysBone = Fire04 SmolderingFire
1980        ParticleSysBone = Fire05 SmolderingFire
1981        ParticleSysBone = Fire06 SmolderingFire
1982        ParticleSysBone = Fire07 SmolderingFire
1983        ParticleSysBone = Smoke01 SmolderingSmoke
1984        ParticleSysBone = Smoke02 SmolderingSmoke
1985        ParticleSysBone = Smoke03 SmolderingSmoke
1986      End
1987  
1988      
1989      ;SNOW *************************************
1990      ConditionState       = SNOW
1991        Model              = NBConYard_S
1992        Animation          = NBConYard_S.NBConYard_S
1993        AnimationMode      = LOOP    
1994      End
1995      ConditionState       = DAMAGED SNOW
1996        Model              = NBConYard_DS
1997        Animation          = NBConYard_DS.NBConYard_DS
1998        AnimationMode      = LOOP    
1999        ParticleSysBone    = Fire01 SmolderingFire
2000        ParticleSysBone    = Fire02 SmolderingFire
2001        ParticleSysBone    = Fire03 SmolderingFire
2002        ParticleSysBone    = Smoke01 SmolderingSmoke
2003        ParticleSysBone    = Smoke02 SmolderingSmoke
2004        ParticleSysBone    = Smoke03 SmolderingSmoke
2005      End
2006      ConditionState       = REALLYDAMAGED RUBBLE SNOW
2007        Model              = NBConYard_ES
2008        Animation          = NBConYard_ES.NBConYard_ES
2009        AnimationMode      = LOOP
2010        ParticleSysBone    = Fire01 SmolderingFire
2011        ParticleSysBone    = Fire02 SmolderingFire
2012        ParticleSysBone    = Fire03 SmolderingFire
2013        ParticleSysBone    = Fire04 SmolderingFire
2014        ParticleSysBone    = Fire05 SmolderingFire
2015        ParticleSysBone    = Fire06 SmolderingFire
2016        ParticleSysBone    = Fire07 SmolderingFire
2017        ParticleSysBone    = Smoke01 SmolderingSmoke
2018        ParticleSysBone    = Smoke02 SmolderingSmoke
2019        ParticleSysBone    = Smoke03 SmolderingSmoke
2020      End
2021  
2022      ;NIGHT SNOW *****************************
2023      ConditionState       = NIGHT SNOW
2024        Model              = NBConYard_NS
2025        Animation          = NBConYard_NS.NBConYard_NS
2026        AnimationMode      = LOOP    
2027      End
2028      ConditionState       = DAMAGED NIGHT SNOW
2029        Model              = NBConYard_DNS
2030        Animation          = NBConYard_DNS.NBConYard_DNS
2031        AnimationMode      = LOOP    
2032        ParticleSysBone    = Fire01 SmolderingFire
2033        ParticleSysBone    = Fire02 SmolderingFire
2034        ParticleSysBone    = Fire03 SmolderingFire
2035        ParticleSysBone    = Smoke01 SmolderingSmoke
2036        ParticleSysBone    = Smoke02 SmolderingSmoke
2037        ParticleSysBone    = Smoke03 SmolderingSmoke
2038      End
2039      ConditionState    = REALLYDAMAGED RUBBLE NIGHT SNOW
2040        Model           = NBConYard_ENS
2041        Animation       = NBConYard_ENS.NBConYard_ENS
2042        AnimationMode   = LOOP
2043        ParticleSysBone = Fire01 SmolderingFire
2044        ParticleSysBone = Fire02 SmolderingFire
2045        ParticleSysBone = Fire03 SmolderingFire
2046        ParticleSysBone = Fire04 SmolderingFire
2047        ParticleSysBone = Fire05 SmolderingFire
2048        ParticleSysBone = Fire06 SmolderingFire
2049        ParticleSysBone = Fire07 SmolderingFire
2050        ParticleSysBone = Smoke01 SmolderingSmoke
2051        ParticleSysBone = Smoke02 SmolderingSmoke
2052        ParticleSysBone = Smoke03 SmolderingSmoke
2053      End   
2054      
2055      ;**************************************************************************************************************************
2056      ;This block handles every possible case with construction process, selling process, awaiting construction, and sold states
2057      ;for this draw module
2058      ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
2059        Model              = NBConYard
2060        Animation          = NBConYard.NBConYard
2061        AnimationMode      = LOOP
2062        Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
2063      End
2064      ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED
2065        Model              = NBConYard_D
2066        Animation          = NBConYard_D.NBConYard_D
2067        AnimationMode      = LOOP
2068        Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
2069      End
2070      ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED
2071        Model              = NBConYard_E
2072        Animation          = NBConYard_E.NBConYard_E
2073        AnimationMode      = LOOP
2074        Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
2075      End
2076      ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT
2077        Model              = NBConYard_N
2078        Animation          = NBConYard_N.NBConYard_N
2079        AnimationMode      = LOOP
2080        Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
2081      End
2082      ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT DAMAGED
2083        Model              = NBConYard_DN
2084        Animation          = NBConYard_DN.NBConYard_DN
2085        AnimationMode      = LOOP
2086        Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
2087      End
2088      ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT REALLYDAMAGED
2089        Model              = NBConYard_EN
2090        Animation          = NBConYard_EN.NBConYard_EN
2091        AnimationMode      = LOOP
2092        Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
2093      End
2094      ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW
2095        Model              = NBConYard_S
2096        Animation          = NBConYard_S.NBConYard_S
2097        AnimationMode      = LOOP
2098        Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
2099      End
2100      ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW DAMAGED
2101        Model              = NBConYard_DS
2102        Animation          = NBConYard_DS.NBConYard_DS
2103        AnimationMode      = LOOP
2104        Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
2105      End
2106      ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW REALLYDAMAGED
2107        Model              = NBConYard_ES
2108        Animation          = NBConYard_ES.NBConYard_ES
2109        AnimationMode      = LOOP
2110        Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
2111      End
2112      ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW
2113        Model              = NBConYard_NS
2114        Animation          = NBConYard_NS.NBConYard_NS
2115        AnimationMode      = LOOP
2116        Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
2117      End
2118      ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW DAMAGED
2119        Model              = NBConYard_DNS
2120        Animation          = NBConYard_DNS.NBConYard_DNS
2121        AnimationMode      = LOOP
2122        Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
2123      End
2124      ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW REALLYDAMAGED
2125        Model              = NBConYard_ENS
2126        Animation          = NBConYard_ENS.NBConYard_ENS
2127        AnimationMode      = LOOP
2128        Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
2129      End
2130  
2131      ConditionState       = AWAITING_CONSTRUCTION 
2132        Model              = NONE
2133      End
2134      AliasConditionState  = AWAITING_CONSTRUCTION DAMAGED
2135      AliasConditionState  = AWAITING_CONSTRUCTION REALLYDAMAGED
2136      AliasConditionState  = AWAITING_CONSTRUCTION NIGHT
2137      AliasConditionState  = AWAITING_CONSTRUCTION NIGHT DAMAGED
2138      AliasConditionState  = AWAITING_CONSTRUCTION NIGHT REALLYDAMAGED
2139      AliasConditionState  = AWAITING_CONSTRUCTION SNOW
2140      AliasConditionState  = AWAITING_CONSTRUCTION SNOW DAMAGED
2141      AliasConditionState  = AWAITING_CONSTRUCTION SNOW REALLYDAMAGED
2142      AliasConditionState  = AWAITING_CONSTRUCTION NIGHT SNOW
2143      AliasConditionState  = AWAITING_CONSTRUCTION NIGHT SNOW DAMAGED
2144      AliasConditionState  = AWAITING_CONSTRUCTION NIGHT SNOW REALLYDAMAGED
2145      AliasConditionState  = SOLD 
2146      AliasConditionState  = SOLD DAMAGED
2147      AliasConditionState  = SOLD REALLYDAMAGED
2148      AliasConditionState  = SOLD NIGHT
2149      AliasConditionState  = SOLD NIGHT DAMAGED
2150      AliasConditionState  = SOLD NIGHT REALLYDAMAGED
2151      AliasConditionState  = SOLD SNOW
2152      AliasConditionState  = SOLD SNOW DAMAGED
2153      AliasConditionState  = SOLD SNOW REALLYDAMAGED
2154      AliasConditionState  = SOLD NIGHT SNOW
2155      AliasConditionState  = SOLD NIGHT SNOW DAMAGED
2156      AliasConditionState  = SOLD NIGHT SNOW REALLYDAMAGED
2157      ;**************************************************************************************************************************
2158    End
2159    
2160    ; ------------ Radar Extending -----------------
2161    Draw                = W3DModelDraw ModuleTag_02
2162  
2163      DefaultConditionState
2164        Model             = None
2165      End
2166      AliasConditionState = DAMAGED
2167      AliasConditionState = REALLYDAMAGED RUBBLE
2168         
2169      ConditionState      = RADAR_EXTENDING RADAR_UPGRADED 
2170        Model             = NBConYard_A2
2171        Animation         = NBConYard_A2.NBConYard_A2
2172        AnimationMode     = ONCE
2173        Flags             = START_FRAME_FIRST
2174      End
2175      
2176      ConditionState      = RADAR_EXTENDING DAMAGED RADAR_UPGRADED 
2177        Model             = NBConYard_A2D
2178        Animation         = NBConYard_A2D.NBConYard_A2D
2179        AnimationMode     = ONCE
2180        Flags             = START_FRAME_FIRST
2181      End
2182      
2183      ConditionState      = RADAR_EXTENDING REALLYDAMAGED RUBBLE RADAR_UPGRADED 
2184        Model             = NBConYard_A2E
2185        Animation         = NBConYard_A2E.NBConYard_A2E
2186        AnimationMode     = ONCE
2187        Flags             = START_FRAME_FIRST
2188      End
2189      
2190      ConditionState      = RADAR_UPGRADED
2191        Model             = NBConYard_A2
2192        Animation         = NBConYard_A2.NBConYard_A2
2193        AnimationMode     = MANUAL
2194        Flags             = START_FRAME_LAST
2195      End
2196      
2197      ConditionState      = RADAR_UPGRADED DAMAGED
2198        Model             = NBConYard_A2D
2199        Animation         = NBConYard_A2D.NBConYard_A2D
2200        AnimationMode     = MANUAL
2201        Flags             = START_FRAME_LAST
2202      End
2203      
2204      ConditionState      = RADAR_UPGRADED REALLYDAMAGED RUBBLE
2205        Model             = NBConYard_A2E
2206        Animation         = NBConYard_A2E.NBConYard_A2E
2207        AnimationMode     = MANUAL
2208        Flags             = START_FRAME_LAST
2209      End
2210      
2211      ConditionState      = RADAR_UPGRADED AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
2212        Model             = NBConYard_A2
2213        Flags             = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
2214      End
2215         
2216      ConditionState      = RADAR_UPGRADED AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED 
2217        Model             = NBConYard_A2D
2218        Flags             = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
2219      End   
2220      
2221      ConditionState      = RADAR_UPGRADED AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED RUBBLE 
2222        Model             = NBConYard_A2E
2223        Flags             = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
2224      End   
2225      
2226    End
2227  
2228    ; ------------ construction-zone fence -----------------
2229    Draw                = W3DModelDraw ModuleTag_03
2230    AnimationsRequirePower = No
2231      DefaultConditionState
2232        Model           = None
2233        TransitionKey   = DOWN_DEFAULT
2234      End
2235      ConditionState    = NIGHT
2236        Model           = None
2237        TransitionKey   = DOWN_DEFAULT
2238      End
2239      ConditionState    = SNOW
2240        Model           = None
2241        TransitionKey   = DOWN_DEFAULT
2242      End
2243      ConditionState    = SNOW NIGHT
2244        Model           = None
2245        TransitionKey   = DOWN_DEFAULT
2246      End
2247      ConditionState    = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
2248        Model           = NBConYard_A4
2249        Animation       = NBConYard_A4.NBConYard_A4
2250        AnimationMode   = MANUAL
2251        Flags           = START_FRAME_LAST
2252        TransitionKey   = UP_DAY
2253        ParticleSysBone = Pit SmolderingFire
2254        ParticleSysBone = Pit01 SmolderingFire
2255        ParticleSysBone = Pit SmolderingSmoke
2256        ParticleSysBone = Pit01 SmolderingSmoke
2257      End
2258      ConditionState    = NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
2259        Model           = NBConYard_A4N
2260        Animation       = NBConYard_A4N.NBConYard_A4N
2261        AnimationMode   = MANUAL
2262        Flags           = START_FRAME_LAST
2263        TransitionKey   = UP_NIGHT
2264        ParticleSysBone = Pit SmolderingFire
2265        ParticleSysBone = Pit01 SmolderingFire
2266        ParticleSysBone = Pit SmolderingSmoke
2267        ParticleSysBone = Pit01 SmolderingSmoke
2268      End
2269      ConditionState    = SNOW AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
2270        Model           = NBConYard_A4S
2271        Animation       = NBConYard_A4S.NBConYard_A4S
2272        AnimationMode   = MANUAL
2273        Flags           = START_FRAME_LAST
2274        TransitionKey   = UP_SNOW
2275        ParticleSysBone = Pit SmolderingFire
2276        ParticleSysBone = Pit01 SmolderingFire
2277        ParticleSysBone = Pit SmolderingSmoke
2278        ParticleSysBone = Pit01 SmolderingSmoke
2279      End
2280      ConditionState    = SNOW NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
2281        Model           = NBConYard_A4SN
2282        Animation       = NBConYard_A4SN.NBConYard_A4SN
2283        AnimationMode   = MANUAL
2284        Flags           = START_FRAME_LAST
2285        TransitionKey   = UP_SNOWNIGHT
2286        ParticleSysBone = Pit SmolderingFire
2287        ParticleSysBone = Pit01 SmolderingFire
2288        ParticleSysBone = Pit SmolderingSmoke
2289        ParticleSysBone = Pit01 SmolderingSmoke
2290      End
2291      TransitionState   = DOWN_DEFAULT UP_DAY
2292        Model           = NBConYard_A4
2293        Animation       = NBConYard_A4.NBConYard_A4
2294        AnimationMode   = ONCE
2295        AnimationSpeedFactorRange = 1.0 1.0
2296        Flags           = START_FRAME_FIRST
2297        ParticleSysBone = Pit SmolderingFire
2298        ParticleSysBone = Pit01 SmolderingFire
2299        ParticleSysBone = Pit SmolderingSmoke
2300        ParticleSysBone = Pit01 SmolderingSmoke
2301      End
2302      TransitionState   = DOWN_DEFAULT UP_NIGHT
2303        Model           = NBConYard_A4N
2304        Animation       = NBConYard_A4N.NBConYard_A4N
2305        AnimationMode   = ONCE
2306        AnimationSpeedFactorRange = 1.0 1.0
2307        Flags           = START_FRAME_FIRST
2308        ParticleSysBone = Pit SmolderingFire
2309        ParticleSysBone = Pit01 SmolderingFire
2310        ParticleSysBone = Pit SmolderingSmoke
2311        ParticleSysBone = Pit01 SmolderingSmoke
2312      End
2313      TransitionState   = DOWN_DEFAULT UP_SNOW
2314        Model           = NBConYard_A4S
2315        Animation       = NBConYard_A4S.NBConYard_A4S
2316        AnimationMode   = ONCE
2317        AnimationSpeedFactorRange = 1.0 1.0
2318        Flags           = START_FRAME_FIRST
2319        ParticleSysBone = Pit SmolderingFire
2320        ParticleSysBone = Pit01 SmolderingFire
2321        ParticleSysBone = Pit SmolderingSmoke
2322        ParticleSysBone = Pit01 SmolderingSmoke
2323      End
2324      TransitionState   = DOWN_DEFAULT UP_SNOWNIGHT
2325        Model           = NBConYard_A4SN
2326        Animation       = NBConYard_A4SN.NBConYard_A4SN
2327        AnimationMode   = ONCE
2328        AnimationSpeedFactorRange = 1.0 1.0
2329        Flags           = START_FRAME_FIRST
2330        ParticleSysBone = Pit SmolderingFire
2331        ParticleSysBone = Pit01 SmolderingFire
2332        ParticleSysBone = Pit SmolderingSmoke
2333        ParticleSysBone = Pit01 SmolderingSmoke
2334      End
2335      TransitionState   = UP_DAY DOWN_DEFAULT
2336        Model           = NBConYard_A4
2337        Animation       = NBConYard_A4.NBConYard_A4
2338        AnimationMode   = ONCE_BACKWARDS
2339        AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
2340        Flags           = START_FRAME_LAST
2341        ParticleSysBone = Pit SmolderingFire
2342        ParticleSysBone = Pit01 SmolderingFire
2343        ParticleSysBone = Pit SmolderingSmoke
2344        ParticleSysBone = Pit01 SmolderingSmoke
2345      End
2346      TransitionState   = UP_NIGHT DOWN_DEFAULT
2347        Model           = NBConYard_A4N
2348        Animation       = NBConYard_A4N.NBConYard_A4N
2349        AnimationMode   = ONCE_BACKWARDS
2350        AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
2351        Flags           = START_FRAME_LAST
2352        ParticleSysBone = Pit SmolderingFire
2353        ParticleSysBone = Pit01 SmolderingFire
2354        ParticleSysBone = Pit SmolderingSmoke
2355        ParticleSysBone = Pit01 SmolderingSmoke
2356      End
2357      TransitionState   = UP_SNOW DOWN_DEFAULT
2358        Model           = NBConYard_A4S
2359        Animation       = NBConYard_A4S.NBConYard_A4S
2360        AnimationMode   = ONCE_BACKWARDS
2361        AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
2362        Flags           = START_FRAME_LAST
2363        ParticleSysBone = Pit SmolderingFire
2364        ParticleSysBone = Pit01 SmolderingFire
2365        ParticleSysBone = Pit SmolderingSmoke
2366        ParticleSysBone = Pit01 SmolderingSmoke
2367      End
2368      TransitionState   = UP_SNOWNIGHT DOWN_DEFAULT
2369        Model           = NBConYard_A4SN
2370        Animation       = NBConYard_A4SN.NBConYard_A4SN
2371        AnimationMode   = ONCE_BACKWARDS
2372        AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
2373        Flags           = START_FRAME_LAST
2374        ParticleSysBone = Pit SmolderingFire
2375        ParticleSysBone = Pit01 SmolderingFire
2376        ParticleSysBone = Pit SmolderingSmoke
2377        ParticleSysBone = Pit01 SmolderingSmoke
2378      End
2379    End
2380  
2381    ; ------------ under-construction scaffolding -----------------
2382    Draw                = W3DModelDraw ModuleTag_04
2383      AnimationsRequirePower = No
2384      MinLODRequired = MEDIUM
2385      DefaultConditionState
2386        Model           = None
2387        TransitionKey   = DOWN_DEFAULT
2388      End
2389      ConditionState    = NIGHT
2390        Model           = None
2391        TransitionKey   = DOWN_DEFAULT
2392      End
2393      ConditionState    = SNOW
2394        Model           = None
2395        TransitionKey   = DOWN_DEFAULT
2396      End
2397      ConditionState    = SNOW NIGHT
2398        Model           = None
2399        TransitionKey   = DOWN_DEFAULT
2400      End
2401      ConditionState    = PARTIALLY_CONSTRUCTED
2402        Model           = NBConYard_A6
2403        Animation       = NBConYard_A6.NBConYard_A6
2404        AnimationMode   = MANUAL
2405        Flags           = START_FRAME_LAST
2406        TransitionKey   = UP_DAY
2407        ParticleSysBone = Dust01 BuildingDustChina
2408        ParticleSysBone = SmokeM01 BuildUpSmokeChina
2409        ParticleSysBone = SmokeS02 BuildUpSmokeChina
2410        ParticleSysBone = SparksM01 BuildUpSmokeChina
2411        ParticleSysBone = SparksM02 BuildUpSmokeChina
2412        ParticleSysBone = SparksS01 BuildUpSmokeChina
2413        ParticleSysBone = SparksS02 BuildUpSmokeChina
2414      End
2415      ConditionState    = NIGHT PARTIALLY_CONSTRUCTED
2416        Model           = NBConYard_A6N
2417        Animation       = NBConYard_A6N.NBConYard_A6N
2418        AnimationMode   = MANUAL
2419        Flags           = START_FRAME_LAST
2420        TransitionKey   = UP_NIGHT
2421  
2422        ParticleSysBone = Dust01 BuildingDustChina
2423        ParticleSysBone = SmokeM01 BuildUpSmokeChina
2424        ParticleSysBone = SmokeS02 BuildUpSmokeChina
2425        ParticleSysBone = SparksM01 BuildUpSmokeChina
2426        ParticleSysBone = SparksM02 BuildUpSmokeChina
2427        ParticleSysBone = SparksS01 BuildUpSmokeChina
2428        ParticleSysBone = SparksS02 BuildUpSmokeChina
2429      End
2430      ConditionState    = SNOW PARTIALLY_CONSTRUCTED
2431        Model           = NBConYard_A6S
2432        Animation       = NBConYard_A6S.NBConYard_A6S
2433        AnimationMode   = MANUAL
2434        Flags           = START_FRAME_LAST
2435        TransitionKey   = UP_SNOW
2436        ParticleSysBone = Dust01 BuildingSnowDust
2437        ParticleSysBone = SmokeM01 BuildUpSnowSmoke
2438        ParticleSysBone = SmokeS02 BuildUpSnowSmoke
2439        ParticleSysBone = SparksM01 BuildUpSnowSmoke
2440        ParticleSysBone = SparksM02 BuildUpSnowSmoke
2441        ParticleSysBone = SparksS01 BuildUpSnowSmoke
2442        ParticleSysBone = SparksS02 BuildUpSnowSmoke
2443      End
2444      ConditionState    = SNOW NIGHT PARTIALLY_CONSTRUCTED
2445        Model           = NBConYard_A6SN
2446        Animation       = NBConYard_A6SN.NBConYard_A6SN
2447        AnimationMode   = MANUAL
2448        Flags           = START_FRAME_LAST
2449        TransitionKey   = UP_SNOWNIGHT
2450        ParticleSysBone = Dust01 BuildingNightSnowDust
2451        ParticleSysBone = SmokeM01 BuildUpNightSnowSmoke
2452        ParticleSysBone = SmokeS02 BuildUpNightSnowSmoke
2453        ParticleSysBone = SparksM01 BuildUpNightSnowSmoke
2454        ParticleSysBone = SparksM02 BuildUpNightSnowSmoke
2455        ParticleSysBone = SparksS01 BuildUpNightSnowSmoke
2456        ParticleSysBone = SparksS02 BuildUpNightSnowSmoke
2457      End
2458      TransitionState   = DOWN_DEFAULT UP_DAY
2459       Model            = NBConYard_A6
2460        Animation       = NBConYard_A6.NBConYard_A6
2461        AnimationMode   = ONCE
2462        AnimationSpeedFactorRange = 1.0 1.0
2463        Flags           = START_FRAME_FIRST
2464      End
2465      TransitionState   = DOWN_DEFAULT UP_NIGHT
2466       Model            = NBConYard_A6N
2467        Animation       = NBConYard_A6N.NBConYard_A6N
2468        AnimationMode   = ONCE
2469        AnimationSpeedFactorRange = 1.0 1.0
2470        Flags           = START_FRAME_FIRST
2471      End
2472      TransitionState   = DOWN_DEFAULT UP_SNOW
2473       Model            = NBConYard_A6S
2474        Animation       = NBConYard_A6S.NBConYard_A6S
2475        AnimationMode   = ONCE
2476        AnimationSpeedFactorRange = 1.0 1.0
2477        Flags           = START_FRAME_FIRST
2478      End
2479      TransitionState   = DOWN_DEFAULT UP_SNOWNIGHT
2480       Model            = NBConYard_A6SN
2481        Animation       = NBConYard_A6SN.NBConYard_A6SN
2482        AnimationMode   = ONCE
2483        AnimationSpeedFactorRange = 1.0 1.0
2484        Flags           = START_FRAME_FIRST
2485      End
2486      TransitionState   = UP_DAY DOWN_DEFAULT
2487        Model           = NBConYard_A6
2488        Animation       = NBConYard_A6.NBConYard_A6
2489        AnimationMode   = ONCE_BACKWARDS
2490        AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
2491        Flags           = START_FRAME_LAST
2492      End
2493      TransitionState   = UP_NIGHT DOWN_DEFAULT
2494        Model           = NBConYard_A6N
2495        Animation       = NBConYard_A6N.NBConYard_A6N
2496        AnimationMode   = ONCE_BACKWARDS
2497        AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
2498        Flags           = START_FRAME_LAST
2499      End
2500      TransitionState   = UP_SNOW DOWN_DEFAULT
2501        Model           = NBConYard_A6S
2502        Animation       = NBConYard_A6S.NBConYard_A6S
2503        AnimationMode   = ONCE_BACKWARDS
2504        AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
2505        Flags           = START_FRAME_LAST
2506      End
2507      TransitionState   = UP_SNOWNIGHT DOWN_DEFAULT
2508        Model           = NBConYard_A6SN
2509        Animation       = NBConYard_A6SN.NBConYard_A6SN
2510        AnimationMode   = ONCE_BACKWARDS
2511        AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
2512        Flags           = START_FRAME_LAST
2513      End
2514    End
2515  
2516    ; ------------ being-constructed crane -----------------
2517    Draw = W3DModelDraw ModuleTag_05
2518      AnimationsRequirePower = No
2519      DefaultConditionState
2520        Model           = None
2521        TransitionKey   = DOWN_DEFAULT
2522      End
2523      ConditionState    = NIGHT
2524        Model           = None
2525        TransitionKey   = DOWN_DEFAULT
2526      End
2527      ConditionState    = SNOW
2528        Model           = None
2529        TransitionKey   = DOWN_DEFAULT
2530      End
2531      ConditionState    = SNOW NIGHT
2532        Model           = None
2533        TransitionKey   = DOWN_DEFAULT
2534      End
2535      
2536      ConditionState  = ACTIVELY_BEING_CONSTRUCTED
2537        Model           = NBConYard_A5
2538        Animation       = NBConYard_A5.NBConYard_A5
2539        AnimationMode   = LOOP
2540        TransitionKey  = UP_DAY
2541      End
2542  
2543      ConditionState  = NIGHT ACTIVELY_BEING_CONSTRUCTED
2544        Model           = NBConYard_A5N
2545        Animation       = NBConYard_A5N.NBConYard_A5N
2546        AnimationMode   = LOOP
2547        TransitionKey  = UP_NIGHT
2548      End
2549      ConditionState  = SNOW ACTIVELY_BEING_CONSTRUCTED
2550        Model           = NBConYard_A5S
2551        Animation       = NBConYard_A5S.NBConYard_A5S
2552        AnimationMode   = LOOP
2553        TransitionKey  = UP_SNOW
2554      End
2555      ConditionState  = SNOW NIGHT ACTIVELY_BEING_CONSTRUCTED
2556        Model           = NBConYard_A5SN
2557        Animation       = NBConYard_A5SN.NBConYard_A5SN
2558        AnimationMode   = LOOP
2559        TransitionKey  = UP_SNOWNIGHT
2560      End
2561      TransitionState   = DOWN_DEFAULT UP_DAY
2562        Model            = NBConYard_AB
2563        Animation       = NBConYard_AB.NBConYard_AB
2564        AnimationMode   = ONCE
2565        AnimationSpeedFactorRange = 1.0 1.0
2566        Flags           = START_FRAME_FIRST
2567      End
2568  
2569      TransitionState   = DOWN_DEFAULT UP_NIGHT
2570        Model            = NBConYard_ABN
2571        Animation       = NBConYard_ABN.NBConYard_ABN
2572        AnimationMode   = ONCE
2573        AnimationSpeedFactorRange = 1.0 1.0
2574        Flags           = START_FRAME_FIRST
2575      End
2576      TransitionState   = DOWN_DEFAULT UP_SNOW
2577        Model            = NBConYard_ABS
2578        Animation       = NBConYard_ABS.NBConYard_ABS
2579        AnimationMode   = ONCE
2580        AnimationSpeedFactorRange = 1.0 1.0
2581        Flags           = START_FRAME_FIRST
2582      End
2583      TransitionState   = DOWN_DEFAULT UP_SNOWNIGHT
2584        Model            = NBConYard_ABSN
2585        Animation       = NBConYard_ABSN.NBConYard_ABSN
2586        AnimationMode   = ONCE
2587        AnimationSpeedFactorRange = 1.0 1.0
2588        Flags           = START_FRAME_FIRST
2589      End
2590      TransitionState   = UP_DAY DOWN_DEFAULT
2591        Model            = NBConYard_AB
2592        Animation       = NBConYard_AB.NBConYard_AB
2593        AnimationMode   = ONCE_BACKWARDS
2594        AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
2595        Flags           = START_FRAME_LAST
2596      End
2597      TransitionState   = UP_NIGHT DOWN_DEFAULT
2598        Model            = NBConYard_ABN
2599        Animation       = NBConYard_ABN.NBConYard_ABN
2600        AnimationMode   = ONCE_BACKWARDS
2601        AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
2602        Flags           = START_FRAME_LAST
2603      End
2604      TransitionState   = UP_SNOW DOWN_DEFAULT
2605        Model            = NBConYard_ABS
2606        Animation       = NBConYard_ABS.NBConYard_ABS
2607        AnimationMode   = ONCE_BACKWARDS
2608        AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
2609        Flags           = START_FRAME_LAST
2610      End
2611      TransitionState   = UP_SNOWNIGHT DOWN_DEFAULT
2612        Model            = NBConYard_ABSN
2613        Animation       = NBConYard_ABSN.NBConYard_ABSN
2614        AnimationMode   = ONCE_BACKWARDS
2615        AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
2616        Flags           = START_FRAME_LAST
2617      End
2618    End
2619      
2620  ; ----------------- the factory door -------------------
2621    Draw                = W3DModelDraw ModuleTag_06
2622      DefaultConditionState
2623        Model           = NBConYard_A7
2624        Animation       = NBConYard_A7.NBConYard_A7
2625        AnimationMode   = MANUAL
2626        Flags           = START_FRAME_FIRST
2627      End
2628      AliasConditionState = NIGHT
2629      AliasConditionState = SNOW
2630      AliasConditionState = NIGHT SNOW
2631      
2632      ConditionState    = DAMAGED
2633        Model           = NBConYard_A7D
2634        Animation       = NBConYard_A7D.NBConYard_A7D
2635        AnimationMode   = MANUAL
2636        Flags           = START_FRAME_FIRST
2637      End
2638      AliasConditionState = NIGHT DAMAGED
2639      AliasConditionState = SNOW DAMAGED
2640      AliasConditionState = NIGHT SNOW DAMAGED
2641      
2642      ConditionState    = REALLYDAMAGED RUBBLE
2643        Model           = NBConYard_A7D
2644        Animation       = NBConYard_A7D.NBConYard_A7D
2645        AnimationMode   = MANUAL
2646        Flags           = START_FRAME_FIRST
2647      End
2648      AliasConditionState = NIGHT REALLYDAMAGED RUBBLE
2649      AliasConditionState = SNOW REALLYDAMAGED RUBBLE
2650      AliasConditionState = NIGHT SNOW REALLYDAMAGED RUBBLE
2651      
2652      ConditionState    = DOOR_1_OPENING
2653        Model           = NBConYard_A7
2654        Animation       = NBConYard_A7.NBConYard_A7
2655        AnimationMode   = ONCE
2656        Flags           = START_FRAME_FIRST
2657      End   
2658      AliasConditionState = NIGHT DOOR_1_OPENING
2659      AliasConditionState = SNOW DOOR_1_OPENING
2660      AliasConditionState = NIGHT SNOW DOOR_1_OPENING
2661      
2662      ConditionState    = DOOR_1_OPENING DAMAGED
2663        Model           = NBConYard_A7D
2664        Animation       = NBConYard_A7D.NBConYard_A7D
2665        AnimationMode   = ONCE
2666        Flags           = START_FRAME_FIRST
2667      End   
2668      AliasConditionState = NIGHT DOOR_1_OPENING DAMAGED
2669      AliasConditionState = SNOW DOOR_1_OPENING DAMAGED
2670      AliasConditionState = NIGHT SNOW DOOR_1_OPENING DAMAGED
2671      
2672      ConditionState    = DOOR_1_OPENING REALLYDAMAGED RUBBLE
2673        Model           = NBConYard_A7D
2674        Animation       = NBConYard_A7D.NBConYard_A7D
2675        AnimationMode   = ONCE
2676        Flags           = START_FRAME_FIRST
2677      End
2678      AliasConditionState = NIGHT DOOR_1_OPENING REALLYDAMAGED RUBBLE
2679      AliasConditionState = SNOW DOOR_1_OPENING REALLYDAMAGED RUBBLE
2680      AliasConditionState = NIGHT SNOW DOOR_1_OPENING REALLYDAMAGED RUBBLE
2681      
2682      ConditionState    = DOOR_1_CLOSING
2683        Model           = NBConYard_A7
2684        Animation       = NBConYard_A7.NBConYard_A7
2685        AnimationMode   = ONCE_BACKWARDS
2686        Flags           = START_FRAME_LAST
2687      End 
2688      AliasConditionState = NIGHT DOOR_1_CLOSING
2689      AliasConditionState = SNOW DOOR_1_CLOSING
2690      AliasConditionState = NIGHT SNOW DOOR_1_CLOSING
2691        
2692      ConditionState    = DOOR_1_CLOSING DAMAGED
2693        Model           = NBConYard_A7D
2694        Animation       = NBConYard_A7D.NBConYard_A7D
2695        AnimationMode   = ONCE_BACKWARDS
2696        Flags           = START_FRAME_LAST
2697      End   
2698      AliasConditionState = NIGHT DOOR_1_CLOSING DAMAGED
2699      AliasConditionState = SNOW DOOR_1_CLOSING DAMAGED
2700      AliasConditionState = NIGHT SNOW DOOR_1_CLOSING DAMAGED
2701      
2702      ConditionState    = DOOR_1_CLOSING REALLYDAMAGED RUBBLE
2703        Model           = NBConYard_A7D
2704        Animation       = NBConYard_A7D.NBConYard_A7D
2705        AnimationMode   = ONCE_BACKWARDS
2706        Flags           = START_FRAME_LAST
2707      End   
2708      AliasConditionState = NIGHT DOOR_1_CLOSING REALLYDAMAGED RUBBLE
2709      AliasConditionState = SNOW DOOR_1_CLOSING REALLYDAMAGED RUBBLE
2710      AliasConditionState = NIGHT SNOW DOOR_1_CLOSING REALLYDAMAGED RUBBLE
2711      
2712      ConditionState    = DOOR_1_WAITING_OPEN
2713        Model           = NBConYard_A7
2714        Animation       = NBConYard_A7.NBConYard_A7
2715        AnimationMode   = MANUAL
2716        Flags           = START_FRAME_LAST
2717      End  
2718      AliasConditionState = NIGHT DOOR_1_WAITING_OPEN
2719      AliasConditionState = SNOW DOOR_1_WAITING_OPEN
2720      AliasConditionState = NIGHT SNOW DOOR_1_WAITING_OPEN
2721       
2722      ConditionState    = DOOR_1_WAITING_OPEN DAMAGED
2723        Model           = NBConYard_A7D
2724        Animation       = NBConYard_A7D.NBConYard_A7D
2725        AnimationMode   = MANUAL
2726        Flags           = START_FRAME_LAST
2727      End  
2728      AliasConditionState = NIGHT DOOR_1_WAITING_OPEN DAMAGED
2729      AliasConditionState = SNOW DOOR_1_WAITING_OPEN DAMAGED
2730      AliasConditionState = NIGHT SNOW DOOR_1_WAITING_OPEN DAMAGED
2731       
2732      ConditionState    = DOOR_1_WAITING_OPEN REALLYDAMAGED RUBBLE
2733        Model           = NBConYard_A7D
2734        Animation       = NBConYard_A7D.NBConYard_A7D
2735        AnimationMode   = MANUAL
2736        Flags           = START_FRAME_LAST
2737      End   
2738      AliasConditionState = NIGHT DOOR_1_WAITING_OPEN REALLYDAMAGED RUBBLE
2739      AliasConditionState = SNOW DOOR_1_WAITING_OPEN REALLYDAMAGED RUBBLE
2740      AliasConditionState = NIGHT SNOW DOOR_1_WAITING_OPEN REALLYDAMAGED RUBBLE
2741      
2742      ;**************************************************************************************************************************
2743      ;This block handles every possible case with construction process, selling process, awaiting construction, and sold states
2744      ;for this draw module
2745      ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
2746        Model              = NBConYard_A7
2747        Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
2748      End
2749      AliasConditionState  = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT
2750      AliasConditionState  = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW
2751      AliasConditionState  = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW
2752      
2753      ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED
2754        Model              = NBConYard_A7D
2755        Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
2756      End
2757      AliasConditionState  = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED NIGHT
2758      AliasConditionState  = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED SNOW
2759      AliasConditionState  = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED NIGHT SNOW
2760      
2761      ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED
2762        Model              = NBConYard_A7D
2763        Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
2764      End
2765      AliasConditionState  = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED NIGHT
2766      AliasConditionState  = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED SNOW
2767      AliasConditionState  = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED NIGHT SNOW
2768      
2769      ConditionState       = AWAITING_CONSTRUCTION 
2770        Model              = NONE
2771      End
2772      AliasConditionState  = AWAITING_CONSTRUCTION DAMAGED
2773      AliasConditionState  = AWAITING_CONSTRUCTION REALLYDAMAGED
2774      AliasConditionState  = AWAITING_CONSTRUCTION NIGHT
2775      AliasConditionState  = AWAITING_CONSTRUCTION NIGHT DAMAGED
2776      AliasConditionState  = AWAITING_CONSTRUCTION NIGHT REALLYDAMAGED
2777      AliasConditionState  = AWAITING_CONSTRUCTION NIGHT SNOW
2778      AliasConditionState  = AWAITING_CONSTRUCTION NIGHT SNOW DAMAGED
2779      AliasConditionState  = AWAITING_CONSTRUCTION NIGHT SNOW REALLYDAMAGED
2780      AliasConditionState  = SOLD DAMAGED
2781      AliasConditionState  = SOLD REALLYDAMAGED
2782      AliasConditionState  = SOLD NIGHT
2783      AliasConditionState  = SOLD NIGHT DAMAGED
2784      AliasConditionState  = SOLD NIGHT REALLYDAMAGED
2785      AliasConditionState  = SOLD NIGHT SNOW
2786      AliasConditionState  = SOLD NIGHT SNOW DAMAGED
2787      AliasConditionState  = SOLD NIGHT SNOW REALLYDAMAGED
2788      ;**************************************************************************************************************************
2789      
2790    End
2791    
2792    ; Officers club flag
2793    Draw = W3DModelDraw ModuleTag_22
2794      OkToChangeModelColor = No
2795  
2796      ConditionState       = NONE
2797        Model              = None
2798      End
2799      AliasConditionState  = DAMAGED
2800      AliasConditionState  = REALLYDAMAGED
2801      AliasConditionState  = RUBBLE
2802      AliasConditionState  = REALLYDAMAGED RUBBLE
2803      ConditionState       = PREORDER
2804        Model              = OCFlagCHA
2805        Animation          = OCFlagCHA.OCFlagCHA
2806        AnimationMode      = LOOP
2807        Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
2808      End
2809      ConditionState       = PREORDER DAMAGED
2810        Model              = OCFlagCHA
2811        Animation          = OCFlagCHA.OCFlagCHA
2812        AnimationMode      = LOOP
2813        Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
2814      End
2815      ConditionState       = PREORDER REALLYDAMAGED
2816        Model              = OCFlagCHA
2817        Animation          = OCFlagCHA.OCFlagCHA
2818        AnimationMode      = LOOP
2819        Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
2820      End
2821    End
2822  
2823    PlacementViewAngle = -135
2824  
2825    ; ***DESIGN parameters ***
2826    DisplayName       = OBJECT:CommandCenter
2827    Side              = China
2828    EditorSorting     = STRUCTURE
2829    BuildCost         = 2000
2830    BuildTime         = 45.0           ; in seconds
2831    EnergyProduction  = 0  ;Command center should be free
2832    CommandSet        = ChinaCommandCenterCommandSet
2833    VisionRange       = 300.0           ; Shroud clearing distance
2834    ShroudClearingRange = 300
2835    ArmorSet
2836      Conditions      = None
2837      Armor           = StructureArmorTough
2838      DamageFX        = StructureDamageFXNoShake
2839    End
2840    ExperienceValue     = 200 200 200 200  ; Experience point value at each level
2841  
2842    ; *** AUDIO Parameters ***
2843    VoiceSelect           = CommandCenterChinaSelect
2844    SoundDie              = BuildingDie
2845    SoundOnDamaged        = BuildingDamagedStateLight
2846    SoundOnReallyDamaged  = BuildingDestroy
2847  
2848    UnitSpecificSounds
2849      UnderConstruction   = UnderConstructionLoop
2850    End
2851  
2852    ; *** ENGINEERING Parameters ***
2853    RadarPriority     = STRUCTURE
2854    KindOf            = PRELOAD STRUCTURE SELECTABLE IMMOBILE COMMANDCENTER SCORE CAPTURABLE FS_FACTORY AUTO_RALLYPOINT MP_COUNT_FOR_VICTORY
2855  
2856    Body              = StructureBody ModuleTag_07
2857      MaxHealth       = 5000.0
2858      InitialHealth   = 5000.0
2859    End
2860  
2861    Behavior = PreorderCreate ModuleTag_PreorderCreate
2862    End
2863  
2864    Behavior = ProductionUpdate ModuleTag_08
2865      NumDoorAnimations            = 1
2866      DoorOpeningTime              = 3000  ;in mSeconds
2867      DoorWaitOpenTime             = 3000  ;in mSeconds
2868      DoorCloseTime                = 3000  ;in mSeconds
2869      ConstructionCompleteDuration = 1500  ;in mSeconds
2870    End
2871    Behavior = DefaultProductionExitUpdate ModuleTag_09
2872      UnitCreatePoint   = X:-18.0  Y: 40.0   Z:0.0
2873      NaturalRallyPoint = X: 60.0  Y: 40.0   Z:0.0;NaturalRallyPointX must always match GeometryMajorRadius! -ML
2874    End
2875    Behavior = RadarUpdate ModuleTag_10
2876      RadarExtendTime   = 6000     ;in mSeconds
2877    End
2878  
2879    Behavior = DestroyDie ModuleTag_11
2880      ;nothing
2881    End
2882    Behavior = CreateObjectDie ModuleTag_12
2883      CreationList = OCL_LargeStructureDebris
2884    End
2885    Behavior = FXListDie ModuleTag_13
2886      DeathFX = FX_StructureMediumDeath
2887    End
2888  
2889    Behavior = RadarUpgrade ModuleTag_14
2890      TriggeredBy   = Upgrade_ChinaRadar
2891    End
2892  
2893    Behavior = GenerateMinefieldBehavior     ModuleTag_15
2894      TriggeredBy           = Upgrade_ChinaMines
2895      MineName              = ChinaStandardMine
2896      SmartBorder           = Yes
2897      AlwaysCircular        = Yes
2898    End
2899  
2900    Behavior = OCLSpecialPower ModuleTag_16
2901      SpecialPowerTemplate = SuperweaponNapalmStrike
2902      OCL                  = SUPERWEAPON_NapalmStrike
2903    End
2904    Behavior = OCLSpecialPower ModuleTag_17
2905      SpecialPowerTemplate = SuperweaponArtilleryBarrage
2906      UpgradeOCL           = SCIENCE_ArtilleryBarrage3 SUPERWEAPON_ArtilleryBarrage3
2907      UpgradeOCL           = SCIENCE_ArtilleryBarrage2 SUPERWEAPON_ArtilleryBarrage2
2908      OCL                  = SUPERWEAPON_ArtilleryBarrage1
2909      CreateLocation       = CREATE_AT_EDGE_FARTHEST_FROM_TARGET
2910    End
2911    Behavior = OCLSpecialPower ModuleTag_18
2912      SpecialPowerTemplate = SuperweaponClusterMines
2913      OCL                  = SUPERWEAPON_ClusterMines
2914      CreateLocation       = CREATE_AT_EDGE_NEAR_SOURCE
2915    End
2916    Behavior = OCLSpecialPower ModuleTag_19
2917      SpecialPowerTemplate = SuperweaponEMPPulse
2918      OCL                  = SUPERWEAPON_EMPPulse
2919      CreateLocation       = CREATE_AT_EDGE_NEAR_SOURCE
2920    End
2921    Behavior = CashHackSpecialPower ModuleTag_20
2922      SpecialPowerTemplate = SuperweaponCashHack
2923      UpgradeMoneyAmount   = SCIENCE_CashHack3 4000
2924      UpgradeMoneyAmount   = SCIENCE_CashHack2 2000
2925      MoneyAmount          = 1000  ; amount of money to steal
2926    End
2927    Behavior = OCLSpecialPower ModuleTag_21
2928      SpecialPowerTemplate = SuperweaponEmergencyRepair
2929      UpgradeOCL           = SCIENCE_EmergencyRepair3 SUPERWEAPON_RepairVehicles3
2930      UpgradeOCL           = SCIENCE_EmergencyRepair2 SUPERWEAPON_RepairVehicles2
2931      OCL                  = SUPERWEAPON_RepairVehicles1
2932      CreateLocation       = CREATE_AT_LOCATION
2933    End
2934  
2935    Behavior = FlammableUpdate ModuleTag_23
2936      AflameDuration = 5000         ; If I catch fire, I'll burn for this long...
2937      AflameDamageAmount = 5       ; taking this much damage...
2938      AflameDamageDelay = 500       ; this often.
2939    End
2940  
2941    Behavior = TransitionDamageFX ModuleTag_24
2942      ;-------------DESIGNED FOR MEDIUM SIZED FACTION BUILDING TRANSITIONS-------------------
2943      DamagedParticleSystem1       = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke
2944      ;---------------------------------------------------------------------------------------
2945      ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke
2946      ;ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionMediumExplosion
2947      ;ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionMediumShockwave
2948      ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_CommandCenterDeath
2949    End
2950  
2951    Geometry            = BOX
2952    FactoryExitWidth    = 25
2953    GeometryMajorRadius = 60.0
2954    GeometryMinorRadius = 63.0
2955    GeometryHeight      = 36.0
2956    GeometryIsSmall     = No
2957    Shadow              = SHADOW_VOLUME
2958    BuildCompletion     = PLACED_BY_PLAYER
2959  
2960  End
2961  
2962  ;------------------------------------------------------------------------------
2963  Object AmericaPowerPlant
2964  
2965    ; *** ART Parameters ***
2966    SelectPortrait         = SAPowerPlant_L
2967    ButtonImage            = SAPowerPlant
2968  
2969  ; ---- the building itself ------
2970    Draw = W3DModelDraw ModuleTag_01
2971      OkToChangeModelColor = Yes
2972  
2973      ; day ********************************************
2974      ConditionState       = NONE;
2975        Model              = ABPWRPLANT
2976        Animation          = ABPWRPLANT.ABPWRPLANT
2977        AnimationMode      = LOOP
2978        ParticleSysBone    = Smoke02 SteamVent
2979      End
2980      ConditionState       = DAMAGED
2981        Model              = ABPWRPLANT_D
2982        ParticleSysBone    = Smoke01 SmolderingSmoke 
2983        ParticleSysBone    = Smoke02 SteamVent
2984        ParticleSysBone    = Smoke03 SmolderingSmoke
2985        ParticleSysBone    = Fire01 SmolderingFireLarge
2986        ParticleSysBone    = Sparks01 LiveWireSparks
2987        ParticleSysBone    = Sparks02 LiveWireSparks
2988      End
2989      ConditionState       = REALLYDAMAGED RUBBLE
2990        Model              = ABPWRPLANT_E
2991        ParticleSysBone    = Smoke01 SmolderingSmoke 
2992        ParticleSysBone    = Smoke02 SteamVent
2993        ParticleSysBone    = Smoke03 SmolderingSmoke
2994        ParticleSysBone    = Smoke04 SmolderingSmoke 
2995        ParticleSysBone    = Smoke05 SmolderingSmoke 
2996        ParticleSysBone    = Smoke06 SmolderingSmoke
2997        ParticleSysBone    = Fire01 SmolderingFireLarge 
2998        ParticleSysBone    = Fire02 SmolderingFireLarge
2999        ParticleSysBone    = Fire03 SmolderingFireLarge
3000        ParticleSysBone    = Spark01 LiveWireSparks
3001      End
3002  
3003      ; day upgrade
3004      ConditionState = POWER_PLANT_UPGRADED ;
3005        Model = ABPWRPLANT
3006        Animation     = ABPWRPLANT.ABPWRPLANT
3007        AnimationMode = LOOP
3008        ParticleSysBone = Smoke02 SteamVent
3009        ParticleSysBone = Spark01 LiveWireSparks
3010        ParticleSysBone = Spark02 LiveWireSparks02
3011        ParticleSysBone = Spark03 LiveWireSparks02 
3012        ParticleSysBone = Spark04 LiveWireSparks
3013        ParticleSysBone = Spark05 LiveWireSparks02
3014        ParticleSysBone = Spark06 LiveWireSparks 
3015      End
3016      ConditionState = DAMAGED POWER_PLANT_UPGRADED
3017        Model = ABPWRPLANT_D
3018        ParticleSysBone = Smoke01 SmolderingSmoke 
3019        ParticleSysBone = Smoke02 SteamVent
3020        ParticleSysBone = Smoke03 SmolderingSmoke
3021        ParticleSysBone = Fire01 SmolderingFireLarge
3022        ParticleSysBone = Spark01 LiveWireSparks
3023        ParticleSysBone = Spark02 LiveWireSparks02
3024        ParticleSysBone = Spark03 LiveWireSparks02 
3025        ParticleSysBone = Spark04 LiveWireSparks
3026        ParticleSysBone = Spark05 LiveWireSparks02
3027        ParticleSysBone = Spark06 LiveWireSparks 
3028      End
3029      ConditionState = REALLYDAMAGED RUBBLE POWER_PLANT_UPGRADED
3030        Model = ABPWRPLANT_E
3031        ParticleSysBone = Smoke01 SmolderingSmoke 
3032        ParticleSysBone = Smoke02 SteamVent
3033        ParticleSysBone = Smoke03 SmolderingSmoke
3034        ParticleSysBone = Smoke04 SmolderingSmoke 
3035        ParticleSysBone = Smoke05 SmolderingSmoke 
3036        ParticleSysBone = Smoke06 SmolderingSmoke
3037        ParticleSysBone = Fire01 SmolderingFireLarge 
3038        ParticleSysBone = Fire02 SmolderingFireLarge
3039        ParticleSysBone = Fire03 SmolderingFireLarge
3040        ParticleSysBone = Spark01 LiveWireSparks
3041        ParticleSysBone = Spark02 LiveWireSparks02
3042        ParticleSysBone = Spark03 LiveWireSparks02 
3043        ParticleSysBone = Spark04 LiveWireSparks
3044        ParticleSysBone = Spark05 LiveWireSparks02
3045        ParticleSysBone = Spark06 LiveWireSparks 
3046      End
3047  
3048      ; night 
3049      ConditionState = NIGHT;
3050        Model = ABPWRPLANT_N
3051        Animation     = ABPWRPLANT_N.ABPWRPLANT_N
3052        AnimationMode = LOOP
3053        ParticleSysBone = Smoke02 SteamVent
3054      End
3055      ConditionState       = DAMAGED NIGHT
3056        Model              = ABPWRPLANT_DN
3057        Animation          = ABPWRPLANT_DN.ABPWRPLANT_DN
3058        AnimationMode      = LOOP
3059        ParticleSysBone    = Smoke01 SmolderingSmoke 
3060        ParticleSysBone    = Smoke02 SteamVent
3061        ParticleSysBone    = Smoke03 SmolderingSmoke
3062        ParticleSysBone    = Fire01 SmolderingFireLarge
3063        ParticleSysBone    = Sparks01 LiveWireSparks
3064        ParticleSysBone    = Sparks02 LiveWireSparks
3065        ParticleSysBone    = Sparks03 LiveWireSparks02
3066      End
3067      ConditionState = REALLYDAMAGED RUBBLE NIGHT;
3068        Model = ABPWRPLANT_EN
3069        Animation     = ABPWRPLANT_EN.ABPWRPLANT_EN
3070        AnimationMode = LOOP
3071        ParticleSysBone = Smoke01 SmolderingSmoke 
3072        ParticleSysBone = Smoke02 SteamVent
3073        ParticleSysBone = Smoke03 SmolderingSmoke
3074        ParticleSysBone = Smoke04 SmolderingSmoke 
3075        ParticleSysBone = Smoke05 SmolderingSmoke 
3076        ParticleSysBone = Smoke06 SmolderingSmoke
3077        ParticleSysBone = Fire01 SmolderingFireLarge 
3078        ParticleSysBone = Fire02 SmolderingFireLarge
3079        ParticleSysBone = Fire03 SmolderingFireLarge
3080        ParticleSysBone = Sparks01 LiveWireSparks
3081        ParticleSysBone = Sparks02 LiveWireSparks02
3082        ParticleSysBone = Sparks03 LiveWireSparks02 
3083        ParticleSysBone = Sparks04 LiveWireSparks
3084        ParticleSysBone = Sparks05 LiveWireSparks02
3085        ParticleSysBone = Sparks07 LiveWireSparks 
3086      End
3087  
3088      ; night upgraded
3089      ConditionState = NIGHT POWER_PLANT_UPGRADED
3090        Model = ABPWRPLANT_N
3091        Animation     = ABPWRPLANT_N.ABPWRPLANT_N
3092        AnimationMode = LOOP
3093        ParticleSysBone = Smoke02 SteamVent
3094        ParticleSysBone = Sparks02 LiveWireSparks02
3095        ParticleSysBone = Sparks03 LiveWireSparks02 
3096        ParticleSysBone = Sparks04 LiveWireSparks
3097        ParticleSysBone = Sparks05 LiveWireSparks02
3098        ParticleSysBone = Sparks07 LiveWireSparks 
3099        ParticleSysBone = Sparks08 LiveWireSparks02
3100        ParticleSysBone = Sparks09 LiveWireSparks 
3101        ParticleSysBone = Sparks10 LiveWireSparks02
3102        ParticleSysBone = Sparks11 LiveWireSparks 
3103      End
3104      ConditionState       = DAMAGED NIGHT POWER_PLANT_UPGRADED
3105        Model              = ABPWRPLANT_DN
3106        Animation          = ABPWRPLANT_DN.ABPWRPLANT_DN
3107        AnimationMode      = LOOP
3108        ParticleSysBone    = Smoke01 SmolderingSmoke 
3109        ParticleSysBone    = Smoke02 SteamVent
3110        ParticleSysBone    = Smoke03 SmolderingSmoke
3111        ParticleSysBone    = Fire01 SmolderingFireLarge
3112        ParticleSysBone = Sparks02 LiveWireSparks02
3113        ParticleSysBone = Sparks03 LiveWireSparks02 
3114        ParticleSysBone = Sparks04 LiveWireSparks
3115        ParticleSysBone = Sparks05 LiveWireSparks02
3116        ParticleSysBone = Sparks07 LiveWireSparks 
3117        ParticleSysBone = Sparks08 LiveWireSparks02
3118        ParticleSysBone = Sparks09 LiveWireSparks 
3119        ParticleSysBone = Sparks10 LiveWireSparks02
3120        ParticleSysBone = Sparks11 LiveWireSparks 
3121      End
3122      ConditionState = REALLYDAMAGED RUBBLE NIGHT POWER_PLANT_UPGRADED
3123        Model = ABPWRPLANT_EN
3124        Animation     = ABPWRPLANT_EN.ABPWRPLANT_EN
3125        AnimationMode = LOOP
3126        ParticleSysBone = Smoke01 SmolderingSmoke 
3127        ParticleSysBone = Smoke02 SteamVent
3128        ParticleSysBone = Smoke03 SmolderingSmoke
3129        ParticleSysBone = Smoke04 SmolderingSmoke 
3130        ParticleSysBone = Smoke05 SmolderingSmoke 
3131        ParticleSysBone = Smoke06 SmolderingSmoke
3132        ParticleSysBone = Fire01 SmolderingFireLarge 
3133        ParticleSysBone = Fire02 SmolderingFireLarge
3134        ParticleSysBone = Fire03 SmolderingFireLarge
3135        ParticleSysBone = Sparks02 LiveWireSparks02
3136        ParticleSysBone = Sparks03 LiveWireSparks02 
3137        ParticleSysBone = Sparks04 LiveWireSparks
3138        ParticleSysBone = Sparks05 LiveWireSparks02
3139        ParticleSysBone = Sparks07 LiveWireSparks 
3140        ParticleSysBone = Sparks08 LiveWireSparks02
3141        ParticleSysBone = Sparks09 LiveWireSparks 
3142        ParticleSysBone = Sparks10 LiveWireSparks02
3143        ParticleSysBone = Sparks11 LiveWireSparks 
3144      End
3145      
3146      
3147          ; day ********************************************
3148      ConditionState       = SNOW
3149        Model              = ABPWRPLANT_S
3150        Animation          = ABPWRPLANT_S.ABPWRPLANT_S
3151        AnimationMode      = LOOP
3152        ParticleSysBone    = Smoke02 SteamVent
3153      End
3154      ConditionState       = DAMAGED SNOW
3155        Model              = ABPWRPLANT_DS
3156        ParticleSysBone    = Smoke01 SmolderingSmoke 
3157        ParticleSysBone    = Smoke02 SteamVent
3158        ParticleSysBone    = Smoke03 SmolderingSmoke
3159        ParticleSysBone    = Fire01 SmolderingFireLarge
3160        ParticleSysBone    = Sparks01 LiveWireSparks
3161        ParticleSysBone    = Sparks02 LiveWireSparks
3162      End
3163      ConditionState       = REALLYDAMAGED RUBBLE SNOW
3164        Model              = ABPWRPLANT_ES
3165        ParticleSysBone    = Smoke01 SmolderingSmoke 
3166        ParticleSysBone    = Smoke02 SteamVent
3167        ParticleSysBone    = Smoke03 SmolderingSmoke
3168        ParticleSysBone    = Smoke04 SmolderingSmoke 
3169        ParticleSysBone    = Smoke05 SmolderingSmoke 
3170        ParticleSysBone    = Smoke06 SmolderingSmoke
3171        ParticleSysBone    = Fire01 SmolderingFireLarge 
3172        ParticleSysBone    = Fire02 SmolderingFireLarge
3173        ParticleSysBone    = Fire03 SmolderingFireLarge
3174        ParticleSysBone    = Spark01 LiveWireSparks
3175      End
3176  
3177  
3178      ; day upgrade
3179      ConditionState = POWER_PLANT_UPGRADED SNOW;
3180        Model = ABPWRPLANT_S
3181        Animation     = ABPWRPLANT_S.ABPWRPLANT_S
3182        AnimationMode = LOOP
3183        ParticleSysBone = Smoke02 SteamVent
3184        ParticleSysBone = Spark01 LiveWireSparks
3185        ParticleSysBone = Spark02 LiveWireSparks02
3186        ParticleSysBone = Spark03 LiveWireSparks02 
3187        ParticleSysBone = Spark04 LiveWireSparks
3188        ParticleSysBone = Spark05 LiveWireSparks02
3189        ParticleSysBone = Spark06 LiveWireSparks 
3190      End
3191      ConditionState = DAMAGED POWER_PLANT_UPGRADED SNOW
3192        Model = ABPWRPLANT_DS
3193        ParticleSysBone = Smoke01 SmolderingSmoke 
3194        ParticleSysBone = Smoke02 SteamVent
3195        ParticleSysBone = Smoke03 SmolderingSmoke
3196        ParticleSysBone = Fire01 SmolderingFireLarge
3197        ParticleSysBone = Spark01 LiveWireSparks
3198        ParticleSysBone = Spark02 LiveWireSparks02
3199        ParticleSysBone = Spark03 LiveWireSparks02 
3200        ParticleSysBone = Spark04 LiveWireSparks
3201        ParticleSysBone = Spark05 LiveWireSparks02
3202        ParticleSysBone = Spark06 LiveWireSparks 
3203      End
3204      ConditionState = REALLYDAMAGED RUBBLE POWER_PLANT_UPGRADED SNOW
3205        Model = ABPWRPLANT_ES
3206        ParticleSysBone = Smoke01 SmolderingSmoke 
3207        ParticleSysBone = Smoke02 SteamVent
3208        ParticleSysBone = Smoke03 SmolderingSmoke
3209        ParticleSysBone = Smoke04 SmolderingSmoke 
3210        ParticleSysBone = Smoke05 SmolderingSmoke 
3211        ParticleSysBone = Smoke06 SmolderingSmoke
3212        ParticleSysBone = Fire01 SmolderingFireLarge 
3213        ParticleSysBone = Fire02 SmolderingFireLarge
3214        ParticleSysBone = Fire03 SmolderingFireLarge
3215        ParticleSysBone = Spark01 LiveWireSparks
3216        ParticleSysBone = Spark02 LiveWireSparks02
3217        ParticleSysBone = Spark03 LiveWireSparks02 
3218        ParticleSysBone = Spark04 LiveWireSparks
3219        ParticleSysBone = Spark05 LiveWireSparks02
3220        ParticleSysBone = Spark06 LiveWireSparks 
3221      End
3222  
3223  
3224      ; night 
3225      ConditionState = NIGHT SNOW;
3226        Model = ABPWRPLANT_NS
3227        Animation     = ABPWRPLANT_NS.ABPWRPLANT_NS
3228        AnimationMode = LOOP
3229        ParticleSysBone = Smoke02 SteamVent
3230      End
3231      ConditionState       = DAMAGED NIGHT SNOW
3232        Model              = ABPWRPLANT_DNS
3233        Animation          = ABPWRPLANT_DNS.ABPWRPLANT_DNS
3234        AnimationMode      = LOOP
3235        ParticleSysBone    = Smoke01 SmolderingSmoke 
3236        ParticleSysBone    = Smoke02 SteamVent
3237        ParticleSysBone    = Smoke03 SmolderingSmoke
3238        ParticleSysBone    = Fire01 SmolderingFireLarge
3239        ParticleSysBone    = Sparks01 LiveWireSparks
3240        ParticleSysBone    = Sparks02 LiveWireSparks
3241        ParticleSysBone    = Sparks03 LiveWireSparks02
3242      End
3243      ConditionState = REALLYDAMAGED RUBBLE NIGHT SNOW;
3244        Model = ABPWRPLANT_ENS
3245        Animation     = ABPWRPLANT_ENS.ABPWRPLANT_ENS
3246        AnimationMode = LOOP
3247        ParticleSysBone = Smoke01 SmolderingSmoke 
3248        ParticleSysBone = Smoke02 SteamVent
3249        ParticleSysBone = Smoke03 SmolderingSmoke
3250        ParticleSysBone = Smoke04 SmolderingSmoke 
3251        ParticleSysBone = Smoke05 SmolderingSmoke 
3252        ParticleSysBone = Smoke06 SmolderingSmoke
3253        ParticleSysBone = Fire01 SmolderingFireLarge 
3254        ParticleSysBone = Fire02 SmolderingFireLarge
3255        ParticleSysBone = Fire03 SmolderingFireLarge
3256        ParticleSysBone = Sparks01 LiveWireSparks
3257        ParticleSysBone = Sparks02 LiveWireSparks02
3258        ParticleSysBone = Sparks03 LiveWireSparks02 
3259        ParticleSysBone = Sparks04 LiveWireSparks
3260        ParticleSysBone = Sparks05 LiveWireSparks02
3261        ParticleSysBone = Sparks07 LiveWireSparks 
3262      End
3263  
3264      ; night upgraded
3265      ConditionState = NIGHT POWER_PLANT_UPGRADED SNOW
3266        Model = ABPWRPLANT_NS
3267        Animation     = ABPWRPLANT_NS.ABPWRPLANT_NS
3268        AnimationMode = LOOP
3269        ParticleSysBone = Smoke02 SteamVent
3270        ParticleSysBone = Sparks02 LiveWireSparks02
3271        ParticleSysBone = Sparks03 LiveWireSparks02 
3272        ParticleSysBone = Sparks04 LiveWireSparks
3273        ParticleSysBone = Sparks05 LiveWireSparks02
3274        ParticleSysBone = Sparks07 LiveWireSparks 
3275        ParticleSysBone = Sparks08 LiveWireSparks02
3276        ParticleSysBone = Sparks09 LiveWireSparks 
3277        ParticleSysBone = Sparks10 LiveWireSparks02
3278        ParticleSysBone = Sparks11 LiveWireSparks 
3279      End
3280      ConditionState       = DAMAGED NIGHT POWER_PLANT_UPGRADED SNOW
3281        Model              = ABPWRPLANT_DNS
3282        Animation          = ABPWRPLANT_DNS.ABPWRPLANT_DNS
3283        AnimationMode      = LOOP
3284        ParticleSysBone    = Smoke01 SmolderingSmoke 
3285        ParticleSysBone    = Smoke02 SteamVent
3286        ParticleSysBone    = Smoke03 SmolderingSmoke
3287        ParticleSysBone    = Fire01 SmolderingFireLarge
3288        ParticleSysBone = Sparks02 LiveWireSparks02
3289        ParticleSysBone = Sparks03 LiveWireSparks02 
3290        ParticleSysBone = Sparks04 LiveWireSparks
3291        ParticleSysBone = Sparks05 LiveWireSparks02
3292        ParticleSysBone = Sparks07 LiveWireSparks 
3293        ParticleSysBone = Sparks08 LiveWireSparks02
3294        ParticleSysBone = Sparks09 LiveWireSparks 
3295        ParticleSysBone = Sparks10 LiveWireSparks02
3296        ParticleSysBone = Sparks11 LiveWireSparks 
3297      End
3298      ConditionState = REALLYDAMAGED RUBBLE NIGHT POWER_PLANT_UPGRADED SNOW
3299        Model = ABPWRPLANT_ENS
3300        Animation     = ABPWRPLANT_ENS.ABPWRPLANT_ENS
3301        AnimationMode = LOOP
3302        ParticleSysBone = Smoke01 SmolderingSmoke 
3303        ParticleSysBone = Smoke02 SteamVent
3304        ParticleSysBone = Smoke03 SmolderingSmoke
3305        ParticleSysBone = Smoke04 SmolderingSmoke 
3306        ParticleSysBone = Smoke05 SmolderingSmoke 
3307        ParticleSysBone = Smoke06 SmolderingSmoke
3308        ParticleSysBone = Fire01 SmolderingFireLarge 
3309        ParticleSysBone = Fire02 SmolderingFireLarge
3310        ParticleSysBone = Fire03 SmolderingFireLarge
3311        ParticleSysBone = Sparks02 LiveWireSparks02
3312        ParticleSysBone = Sparks03 LiveWireSparks02 
3313        ParticleSysBone = Sparks04 LiveWireSparks
3314        ParticleSysBone = Sparks05 LiveWireSparks02
3315        ParticleSysBone = Sparks07 LiveWireSparks 
3316        ParticleSysBone = Sparks08 LiveWireSparks02
3317        ParticleSysBone = Sparks09 LiveWireSparks 
3318        ParticleSysBone = Sparks10 LiveWireSparks02
3319        ParticleSysBone = Sparks11 LiveWireSparks 
3320      End
3321      
3322      ;**************************************************************************************************************************
3323      ;This block handles every possible case with construction process, selling process, awaiting construction, and sold states
3324      ;for this draw module
3325      ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
3326        Model              = ABPWRPLANT
3327        Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
3328      End
3329      ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED
3330        Model              = ABPWRPLANT_D
3331        Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
3332      End
3333      ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED
3334        Model              = ABPWRPLANT_E
3335        Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
3336      End
3337      ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT
3338        Model              = ABPWRPLANT_N
3339        Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
3340      End
3341      ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT DAMAGED
3342        Model              = ABPWRPLANT_DN
3343        Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
3344      End
3345      ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT REALLYDAMAGED
3346        Model              = ABPWRPLANT_EN
3347        Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
3348      End
3349      ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW
3350        Model              = ABPWRPLANT_S
3351        Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
3352      End
3353      ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW DAMAGED
3354        Model              = ABPWRPLANT_DS
3355        Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
3356      End
3357      ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW REALLYDAMAGED
3358        Model              = ABPWRPLANT_ES
3359        Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
3360      End
3361      ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW
3362        Model              = ABPWRPLANT_NS
3363        Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
3364      End
3365      ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW DAMAGED
3366        Model              = ABPWRPLANT_DNS
3367        Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
3368      End
3369      ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW REALLYDAMAGED
3370        Model              = ABPWRPLANT_ENS
3371        Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
3372      End
3373  
3374      ConditionState       = AWAITING_CONSTRUCTION 
3375        Model              = NONE
3376      End
3377      AliasConditionState  = AWAITING_CONSTRUCTION DAMAGED
3378      AliasConditionState  = AWAITING_CONSTRUCTION REALLYDAMAGED
3379      AliasConditionState  = AWAITING_CONSTRUCTION NIGHT
3380      AliasConditionState  = AWAITING_CONSTRUCTION NIGHT DAMAGED
3381      AliasConditionState  = AWAITING_CONSTRUCTION NIGHT REALLYDAMAGED
3382      AliasConditionState  = AWAITING_CONSTRUCTION NIGHT SNOW
3383      AliasConditionState  = AWAITING_CONSTRUCTION NIGHT SNOW DAMAGED
3384      AliasConditionState  = AWAITING_CONSTRUCTION NIGHT SNOW REALLYDAMAGED
3385      AliasConditionState  = SOLD DAMAGED
3386      AliasConditionState  = SOLD REALLYDAMAGED
3387      AliasConditionState  = SOLD NIGHT
3388      AliasConditionState  = SOLD NIGHT DAMAGED
3389      AliasConditionState  = SOLD NIGHT REALLYDAMAGED
3390      AliasConditionState  = SOLD SNOW
3391      AliasConditionState  = SOLD SNOW DAMAGED
3392      AliasConditionState  = SOLD SNOW REALLYDAMAGED
3393      AliasConditionState  = SOLD NIGHT SNOW
3394      AliasConditionState  = SOLD NIGHT SNOW DAMAGED
3395      AliasConditionState  = SOLD NIGHT SNOW REALLYDAMAGED
3396      AliasConditionState  = SOLD DAMAGED POWER_PLANT_UPGRADED
3397      AliasConditionState  = SOLD REALLYDAMAGED POWER_PLANT_UPGRADED
3398      AliasConditionState  = SOLD NIGHT POWER_PLANT_UPGRADED
3399      AliasConditionState  = SOLD NIGHT DAMAGED POWER_PLANT_UPGRADED
3400      AliasConditionState  = SOLD NIGHT REALLYDAMAGED POWER_PLANT_UPGRADED
3401      AliasConditionState  = SOLD SNOW POWER_PLANT_UPGRADED
3402      AliasConditionState  = SOLD SNOW DAMAGED POWER_PLANT_UPGRADED
3403      AliasConditionState  = SOLD SNOW REALLYDAMAGED POWER_PLANT_UPGRADED
3404      AliasConditionState  = SOLD NIGHT SNOW POWER_PLANT_UPGRADED
3405      AliasConditionState  = SOLD NIGHT SNOW DAMAGED POWER_PLANT_UPGRADED
3406      AliasConditionState  = SOLD NIGHT SNOW REALLYDAMAGED POWER_PLANT_UPGRADED
3407      ;**************************************************************************************************************************
3408    End
3409  
3410    ; ------------ construction-zone fence -----------------
3411  
3412    Draw = W3DModelDraw ModuleTag_02
3413    AnimationsRequirePower = No
3414      DefaultConditionState
3415        Model           = None
3416        TransitionKey   = DOWN_DEFAULT
3417      End
3418      ConditionState    = NIGHT
3419        Model           = None
3420        TransitionKey   = DOWN_DEFAULT
3421      End
3422      ConditionState    = SNOW
3423        Model           = None
3424        TransitionKey   = DOWN_DEFAULT
3425      End
3426      ConditionState    = SNOW NIGHT
3427        Model           = None
3428        TransitionKey   = DOWN_DEFAULT
3429      End
3430      ConditionState    = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
3431        Model           = ABPwrPlant_A4
3432        Animation       = ABPwrPlant_A4.ABPwrPlant_A4
3433        AnimationMode   = MANUAL
3434        Flags           = START_FRAME_LAST
3435        TransitionKey   = UP_DAY
3436        ParticleSysBone = SmokeS01 SmokeBuildingSmall
3437        ParticleSysBone = SparksS01 LiveWireSparks02
3438      End
3439      ConditionState    = NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
3440        Model           = ABPwrPlant_A4N
3441        Animation       = ABPwrPlant_A4N.ABPwrPlant_A4N
3442        AnimationMode   = MANUAL
3443        Flags           = START_FRAME_LAST
3444        TransitionKey   = UP_NIGHT
3445        ParticleSysBone = SmokeS01 SmokeBuildingSmall
3446        ParticleSysBone = SparksS01 LiveWireSparks02
3447      End
3448      ConditionState    = SNOW AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
3449        Model           = ABPwrPlant_A4S
3450        Animation       = ABPwrPlant_A4S.ABPwrPlant_A4S
3451        AnimationMode   = MANUAL
3452        Flags           = START_FRAME_LAST
3453        TransitionKey   = UP_SNOW
3454        ParticleSysBone = SmokeS01 SmokeBuildingSmall
3455        ParticleSysBone = SparksS01 LiveWireSparks02
3456      End
3457      ConditionState    = SNOW NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
3458        Model           = ABPwrPlant_A4S
3459        Animation       = ABPwrPlant_A4S.ABPwrPlant_A4S
3460        AnimationMode   = MANUAL
3461        Flags           = START_FRAME_LAST
3462        TransitionKey   = UP_SNOWNIGHT
3463        ParticleSysBone = SmokeS01 SmokeBuildingSmall
3464        ParticleSysBone = SparksS01 LiveWireSparks02
3465      End
3466      TransitionState   = DOWN_DEFAULT UP_DAY
3467        Model           = ABPwrPlant_A4
3468        Animation       = ABPwrPlant_A4.ABPwrPlant_A4
3469        AnimationMode   = ONCE
3470        AnimationSpeedFactorRange = 1.0 1.0
3471        Flags           = START_FRAME_FIRST
3472      End
3473      TransitionState   = DOWN_DEFAULT UP_NIGHT
3474        Model           = ABPwrPlant_A4N
3475        Animation       = ABPwrPlant_A4N.ABPwrPlant_A4N
3476        AnimationMode   = ONCE
3477        AnimationSpeedFactorRange = 1.0 1.0
3478        Flags           = START_FRAME_FIRST
3479      End
3480      TransitionState   = DOWN_DEFAULT UP_SNOW
3481        Model           = ABPwrPlant_A4S
3482        Animation       = ABPwrPlant_A4S.ABPwrPlant_A4S
3483        AnimationMode   = ONCE
3484        AnimationSpeedFactorRange = 1.0 1.0
3485        Flags           = START_FRAME_FIRST
3486      End
3487      TransitionState   = DOWN_DEFAULT UP_SNOWNIGHT
3488        Model           = ABPwrPlant_A4SN
3489        Animation       = ABPwrPlant_A4SN.ABPwrPlant_A4SN
3490        AnimationMode   = ONCE
3491        AnimationSpeedFactorRange = 1.0 1.0
3492        Flags           = START_FRAME_FIRST
3493      End
3494      TransitionState   = UP_DAY DOWN_DEFAULT
3495        Model           = ABPwrPlant_A4
3496        Animation       = ABPwrPlant_A4.ABPwrPlant_A4
3497        AnimationMode   = ONCE_BACKWARDS
3498        AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
3499        Flags           = START_FRAME_LAST
3500      End
3501      TransitionState   = UP_NIGHT DOWN_DEFAULT
3502        Model           = ABPwrPlant_A4N
3503        Animation       = ABPwrPlant_A4N.ABPwrPlant_A4N
3504        AnimationMode   = ONCE_BACKWARDS
3505        AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
3506        Flags           = START_FRAME_LAST
3507      End
3508      TransitionState   = UP_SNOW DOWN_DEFAULT
3509        Model           = ABPwrPlant_A4S
3510        Animation       = ABPwrPlant_A4S.ABPwrPlant_A4S
3511        AnimationMode   = ONCE_BACKWARDS
3512        AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
3513        Flags           = START_FRAME_LAST
3514      End
3515      TransitionState   = UP_SNOWNIGHT DOWN_DEFAULT
3516        Model           = ABPwrPlant_A4SN
3517        Animation       = ABPwrPlant_A4SN.ABPwrPlant_A4SN
3518        AnimationMode   = ONCE_BACKWARDS
3519        AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
3520        Flags           = START_FRAME_LAST
3521      End
3522    End
3523  
3524    ; ------------ under-construction scaffolding -----------------
3525    Draw = W3DModelDraw ModuleTag_03
3526    AnimationsRequirePower = No
3527      MinLODRequired = MEDIUM
3528      DefaultConditionState
3529        Model           = None
3530        TransitionKey   = DOWN_DEFAULT
3531      End
3532      ConditionState    = NIGHT
3533        Model           = None
3534        TransitionKey   = DOWN_DEFAULT
3535      End
3536      ConditionState    = SNOW
3537        Model           = None
3538        TransitionKey   = DOWN_DEFAULT
3539      End
3540      ConditionState    = SNOW NIGHT
3541        Model           = None
3542        TransitionKey   = DOWN_DEFAULT
3543      End
3544      ConditionState    = PARTIALLY_CONSTRUCTED
3545        Model           = ABPwrPlant_A6
3546        Animation       = ABPwrPlant_A6.ABPwrPlant_A6
3547        AnimationMode   = MANUAL
3548        Flags           = START_FRAME_LAST
3549        TransitionKey   = UP_DAY
3550        ParticleSysBone = SparksS01 BuildUpBlueSpark
3551        ParticleSysBone = SparksS02 BuildUpBlueSpark
3552        ParticleSysBone = SparksS03 SparksSmall
3553        ParticleSysBone = SparksS06 BuildUpBlueSpark
3554      End
3555      ConditionState    = NIGHT PARTIALLY_CONSTRUCTED
3556        Model           = ABPwrPlant_A6N
3557        Animation       = ABPwrPlant_A6N.ABPwrPlant_A6N
3558        AnimationMode   = MANUAL
3559        Flags           = START_FRAME_LAST
3560        TransitionKey   = UP_NIGHT
3561        ParticleSysBone = SparksS01 BuildUpBlueSpark
3562        ParticleSysBone = SparksS02 BuildUpBlueSpark
3563        ParticleSysBone = SparksS03 SparksSmall
3564        ParticleSysBone = SparksS06 BuildUpBlueSpark
3565      End
3566      ConditionState    = SNOW PARTIALLY_CONSTRUCTED
3567        Model           = ABPwrPlant_A6S
3568        Animation       = ABPwrPlant_A6S.ABPwrPlant_A6S
3569        AnimationMode   = MANUAL
3570        Flags           = START_FRAME_LAST
3571        TransitionKey   = UP_SNOW
3572        ParticleSysBone = SparksS01 BuildUpBlueSpark
3573        ParticleSysBone = SparksS02 BuildUpBlueSpark
3574        ParticleSysBone = SparksS03 SparksSmall
3575        ParticleSysBone = SparksS06 BuildUpBlueSpark
3576      End
3577      ConditionState    = SNOW NIGHT PARTIALLY_CONSTRUCTED
3578        Model           = ABPwrPlant_A6SN
3579        Animation       = ABPwrPlant_A6SN.ABPwrPlant_A6SN
3580        AnimationMode   = MANUAL
3581        Flags           = START_FRAME_LAST
3582        TransitionKey   = UP_SNOWNIGHT
3583        ParticleSysBone = SparksS01 BuildUpBlueSpark
3584        ParticleSysBone = SparksS02 BuildUpBlueSpark
3585        ParticleSysBone = SparksS03 SparksSmall
3586        ParticleSysBone = SparksS06 BuildUpBlueSpark
3587      End
3588      TransitionState   = DOWN_DEFAULT UP_DAY
3589       Model            = ABPwrPlant_A6
3590        Animation       = ABPwrPlant_A6.ABPwrPlant_A6
3591        AnimationMode   = ONCE
3592        AnimationSpeedFactorRange = 1.0 1.0
3593        Flags           = START_FRAME_FIRST
3594      End
3595      TransitionState   = DOWN_DEFAULT UP_NIGHT
3596       Model            = ABPwrPlant_A6N
3597        Animation       = ABPwrPlant_A6N.ABPwrPlant_A6N
3598        AnimationMode   = ONCE
3599        AnimationSpeedFactorRange = 1.0 1.0
3600        Flags           = START_FRAME_FIRST
3601      End
3602      TransitionState   = DOWN_DEFAULT UP_SNOW
3603       Model            = ABPwrPlant_A6S
3604        Animation       = ABPwrPlant_A6S.ABPwrPlant_A6S
3605        AnimationMode   = ONCE
3606  
3607        AnimationSpeedFactorRange = 1.0 1.0
3608        Flags           = START_FRAME_FIRST
3609      End
3610      TransitionState   = DOWN_DEFAULT UP_SNOWNIGHT
3611       Model            = ABPwrPlant_A6SN
3612        Animation       = ABPwrPlant_A6SN.ABPwrPlant_A6SN
3613        AnimationMode   = ONCE
3614        AnimationSpeedFactorRange = 1.0 1.0
3615        Flags           = START_FRAME_FIRST
3616      End
3617      TransitionState   = UP_DAY DOWN_DEFAULT
3618        Model           = ABPwrPlant_A6
3619        Animation       = ABPwrPlant_A6.ABPwrPlant_A6
3620        AnimationMode   = ONCE_BACKWARDS
3621        AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
3622        Flags           = START_FRAME_LAST
3623      End
3624      TransitionState   = UP_NIGHT DOWN_DEFAULT
3625        Model           = ABPwrPlant_A6N
3626        Animation       = ABPwrPlant_A6N.ABPwrPlant_A6N
3627        AnimationMode   = ONCE_BACKWARDS
3628        AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
3629        Flags           = START_FRAME_LAST
3630      End
3631      TransitionState   = UP_SNOW DOWN_DEFAULT
3632        Model           = ABPwrPlant_A6S
3633        Animation       = ABPwrPlant_A6S.ABPwrPlant_A6S
3634        AnimationMode   = ONCE_BACKWARDS
3635        AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
3636        Flags           = START_FRAME_LAST
3637      End
3638      TransitionState   = UP_SNOWNIGHT DOWN_DEFAULT
3639        Model           = ABPwrPlant_A6SN
3640        Animation       = ABPwrPlant_A6SN.ABPwrPlant_A6SN
3641        AnimationMode   = ONCE_BACKWARDS
3642        AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
3643        Flags           = START_FRAME_LAST
3644      End
3645    End
3646  
3647    ; ------------ being-constructed crane -----------------
3648    Draw = W3DModelDraw ModuleTag_04
3649    AnimationsRequirePower = No
3650      DefaultConditionState
3651        Model           = None
3652        TransitionKey   = DOWN_DEFAULT
3653      End
3654      ConditionState    = NIGHT
3655        Model           = None
3656        TransitionKey   = DOWN_DEFAULT
3657      End
3658      ConditionState    = SNOW
3659        Model           = None
3660        TransitionKey   = DOWN_DEFAULT
3661      End
3662      ConditionState    = SNOW NIGHT
3663        Model           = None
3664        TransitionKey   = DOWN_DEFAULT
3665      End
3666      ConditionState    = SOLD
3667        Model           = NONE
3668      End
3669  
3670      ConditionState  = ACTIVELY_BEING_CONSTRUCTED
3671        Model           = ABPwrPlant_A5
3672        Animation       = ABPwrPlant_A5.ABPwrPlant_A5
3673        AnimationMode   = LOOP
3674        TransitionKey  = UP_DAY
3675      End
3676  
3677      ConditionState  = NIGHT ACTIVELY_BEING_CONSTRUCTED
3678        Model           = ABPwrPlant_A5N
3679        Animation       = ABPwrPlant_A5N.ABPwrPlant_A5N
3680        AnimationMode   = LOOP
3681        TransitionKey  = UP_NIGHT
3682      End
3683      ConditionState  = SNOW ACTIVELY_BEING_CONSTRUCTED
3684        Model           = ABPwrPlant_A5S
3685        Animation       = ABPwrPlant_A5S.ABPwrPlant_A5S
3686        AnimationMode   = LOOP
3687        TransitionKey  = UP_SNOW
3688      End
3689      ConditionState  = SNOW NIGHT ACTIVELY_BEING_CONSTRUCTED
3690        Model           = ABPwrPlant_A5SN
3691        Animation       = ABPwrPlant_A5SN.ABPwrPlant_A5SN
3692        AnimationMode   = LOOP
3693        TransitionKey  = UP_SNOWNIGHT
3694      End
3695      TransitionState   = DOWN_DEFAULT UP_DAY
3696        Model            = ABPwrPlant_AB
3697        Animation       = ABPwrPlant_AB.ABPwrPlant_AB
3698        AnimationMode   = ONCE
3699        AnimationSpeedFactorRange = 1.0 1.0
3700        Flags           = START_FRAME_FIRST
3701      End
3702  
3703      TransitionState   = DOWN_DEFAULT UP_NIGHT
3704        Model            = ABPwrPlant_ABN
3705        Animation       = ABPwrPlant_ABN.ABPwrPlant_ABN
3706        AnimationMode   = ONCE
3707        AnimationSpeedFactorRange = 1.0 1.0
3708        Flags           = START_FRAME_FIRST
3709      End
3710  
3711      TransitionState   = DOWN_DEFAULT UP_SNOW
3712        Model            = ABPwrPlant_ABS
3713        Animation       = ABPwrPlant_ABS.ABPwrPlant_ABS
3714        AnimationMode   = ONCE
3715        AnimationSpeedFactorRange = 1.0 1.0
3716        Flags           = START_FRAME_FIRST
3717      End
3718      TransitionState   = DOWN_DEFAULT UP_SNOWNIGHT
3719        Model            = ABPwrPlant_ABSN
3720        Animation       = ABPwrPlant_ABSN.ABPwrPlant_ABSN
3721        AnimationMode   = ONCE
3722        AnimationSpeedFactorRange = 1.0 1.0
3723        Flags           = START_FRAME_FIRST
3724      End
3725      TransitionState   = UP_DAY DOWN_DEFAULT
3726        Model            = ABPwrPlant_AB
3727        Animation       = ABPwrPlant_AB.ABPwrPlant_AB
3728        AnimationMode   = ONCE_BACKWARDS
3729        AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
3730        Flags           = START_FRAME_LAST
3731      End
3732      TransitionState   = UP_NIGHT DOWN_DEFAULT
3733        Model            = ABPwrPlant_ABN
3734        Animation       = ABPwrPlant_ABN.ABPwrPlant_ABN
3735        AnimationMode   = ONCE_BACKWARDS
3736        AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
3737        Flags           = START_FRAME_LAST
3738      End
3739      TransitionState   = UP_SNOW DOWN_DEFAULT
3740        Model            = ABPwrPlant_ABS
3741        Animation       = ABPwrPlant_ABS.ABPwrPlant_ABS
3742        AnimationMode   = ONCE_BACKWARDS
3743        AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
3744        Flags           = START_FRAME_LAST
3745      End
3746      TransitionState   = UP_SNOWNIGHT DOWN_DEFAULT
3747        Model            = ABPwrPlant_ABSN
3748        Animation       = ABPwrPlant_ABSN.ABPwrPlant_ABSN
3749        AnimationMode   = ONCE_BACKWARDS
3750        AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
3751        Flags           = START_FRAME_LAST
3752      End
3753    End
3754   
3755  ; ---- the control rods -----
3756    Draw = W3DModelDraw ModuleTag_05
3757      OkToChangeModelColor = Yes
3758  
3759      ; no upgrade
3760      ConditionState = NONE
3761        Model ABPWRPLANT_A1
3762      End
3763      AliasConditionState = SNOW
3764      AliasConditionState = NIGHT
3765      AliasConditionState = SNOW NIGHT
3766  
3767      ConditionState = DAMAGED
3768        Model ABPWRPLANT_A1D
3769      End
3770      AliasConditionState = DAMAGED SNOW
3771      AliasConditionState = DAMAGED NIGHT
3772      AliasConditionState = DAMAGED SNOW NIGHT
3773  
3774      ConditionState = REALLYDAMAGED RUBBLE
3775        Model ABPWRPLANT_A1E
3776      End
3777      AliasConditionState = REALLYDAMAGED RUBBLE SNOW
3778      AliasConditionState = REALLYDAMAGED RUBBLE NIGHT
3779      AliasConditionState = REALLYDAMAGED RUBBLE SNOW NIGHT
3780  
3781  
3782      ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
3783        Model              = ABPWRPLANT_A1
3784        Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
3785      End
3786      AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW
3787      AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT
3788      AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW NIGHT
3789  
3790      ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED
3791        Model              = ABPWRPLANT_A1D
3792        Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
3793      End
3794      AliasConditionState = DAMAGED AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW
3795      AliasConditionState = DAMAGED AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT
3796      AliasConditionState = DAMAGED AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW NIGHT
3797  
3798      ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED RUBBLE
3799        Model              = ABPWRPLANT_A1E
3800        Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
3801      End
3802      AliasConditionState = REALLYDAMAGED RUBBLE AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW
3803      AliasConditionState = REALLYDAMAGED RUBBLE AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT
3804      AliasConditionState = REALLYDAMAGED RUBBLE AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW NIGHT
3805  
3806      ; first to upgrade
3807      ConditionState = POWER_PLANT_UPGRADING
3808        Model ABPWRPLANT_A1
3809        Animation     = ABPWRPLANT_A1.ABPWRPLANT_A1
3810        AnimationMode = ONCE
3811        Flags         = START_FRAME_FIRST
3812      End
3813      AliasConditionState = POWER_PLANT_UPGRADING SNOW
3814      AliasConditionState = POWER_PLANT_UPGRADING NIGHT
3815      AliasConditionState = POWER_PLANT_UPGRADING SNOW NIGHT
3816  
3817      ConditionState = DAMAGED POWER_PLANT_UPGRADING
3818        Model ABPWRPLANT_A1D
3819        Animation     = ABPWRPLANT_A1D.ABPWRPLANT_A1D
3820        AnimationMode = ONCE
3821        Flags         = START_FRAME_FIRST
3822      End
3823      AliasConditionState = DAMAGED POWER_PLANT_UPGRADING SNOW
3824      AliasConditionState = DAMAGED POWER_PLANT_UPGRADING NIGHT
3825      AliasConditionState = DAMAGED POWER_PLANT_UPGRADING SNOW NIGHT
3826  
3827      ConditionState = REALLYDAMAGED RUBBLE POWER_PLANT_UPGRADING
3828        Model ABPWRPLANT_A1E
3829        Animation     = ABPWRPLANT_A1E.ABPWRPLANT_A1E
3830        AnimationMode = ONCE
3831        Flags         = START_FRAME_FIRST
3832      End
3833      AliasConditionState = REALLYDAMAGED RUBBLE POWER_PLANT_UPGRADING SNOW
3834      AliasConditionState = REALLYDAMAGED RUBBLE POWER_PLANT_UPGRADING NIGHT
3835      AliasConditionState = REALLYDAMAGED RUBBLE POWER_PLANT_UPGRADING SNOW NIGHT
3836  
3837      ; already upgraded
3838      ConditionState = POWER_PLANT_UPGRADED
3839        Model ABPWRPLANT_A1
3840        Animation     = ABPWRPLANT_A1.ABPWRPLANT_A1
3841        AnimationMode = MANUAL
3842        Flags         = START_FRAME_LAST
3843      End
3844      AliasConditionState = POWER_PLANT_UPGRADED SNOW
3845      AliasConditionState = POWER_PLANT_UPGRADED NIGHT
3846      AliasConditionState = POWER_PLANT_UPGRADED SNOW NIGHT
3847  
3848      ConditionState = DAMAGED POWER_PLANT_UPGRADED
3849        Model ABPWRPLANT_A1D
3850        Animation     = ABPWRPLANT_A1D.ABPWRPLANT_A1D
3851        AnimationMode = MANUAL
3852        Flags         = START_FRAME_LAST
3853      End
3854      AliasConditionState = DAMAGED POWER_PLANT_UPGRADED SNOW
3855      AliasConditionState = DAMAGED POWER_PLANT_UPGRADED NIGHT
3856      AliasConditionState = DAMAGED POWER_PLANT_UPGRADED SNOW NIGHT
3857  
3858      ConditionState = REALLYDAMAGED RUBBLE POWER_PLANT_UPGRADED
3859        Model ABPWRPLANT_A1E
3860        Animation     = ABPWRPLANT_A1E.ABPWRPLANT_A1E
3861        AnimationMode = MANUAL
3862        Flags         = START_FRAME_LAST
3863      End
3864      AliasConditionState = REALLYDAMAGED RUBBLE POWER_PLANT_UPGRADED SNOW
3865      AliasConditionState = REALLYDAMAGED RUBBLE POWER_PLANT_UPGRADED NIGHT
3866      AliasConditionState = REALLYDAMAGED RUBBLE POWER_PLANT_UPGRADED SNOW NIGHT
3867   
3868    
3869      ConditionState       = AWAITING_CONSTRUCTION 
3870        Model              = NONE
3871      End
3872      AliasConditionState  = AWAITING_CONSTRUCTION DAMAGED
3873      AliasConditionState  = AWAITING_CONSTRUCTION REALLYDAMAGED
3874      AliasConditionState  = AWAITING_CONSTRUCTION NIGHT
3875      AliasConditionState  = AWAITING_CONSTRUCTION NIGHT DAMAGED
3876      AliasConditionState  = AWAITING_CONSTRUCTION NIGHT REALLYDAMAGED
3877      AliasConditionState  = AWAITING_CONSTRUCTION NIGHT SNOW
3878      AliasConditionState  = AWAITING_CONSTRUCTION NIGHT SNOW DAMAGED
3879      AliasConditionState  = AWAITING_CONSTRUCTION NIGHT SNOW REALLYDAMAGED
3880      AliasConditionState  = AWAITING_CONSTRUCTION SNOW
3881      AliasConditionState  = AWAITING_CONSTRUCTION SNOW DAMAGED
3882      AliasConditionState  = AWAITING_CONSTRUCTION SNOW REALLYDAMAGED
3883      AliasConditionState  = SOLD DAMAGED
3884      AliasConditionState  = SOLD REALLYDAMAGED
3885      AliasConditionState  = SOLD NIGHT
3886      AliasConditionState  = SOLD NIGHT DAMAGED
3887      AliasConditionState  = SOLD NIGHT REALLYDAMAGED
3888      AliasConditionState  = SOLD NIGHT SNOW
3889      AliasConditionState  = SOLD NIGHT SNOW DAMAGED
3890      AliasConditionState  = SOLD NIGHT SNOW REALLYDAMAGED
3891      AliasConditionState  = SOLD DAMAGED POWER_PLANT_UPGRADED
3892      AliasConditionState  = SOLD REALLYDAMAGED POWER_PLANT_UPGRADED
3893      AliasConditionState  = SOLD NIGHT POWER_PLANT_UPGRADED
3894      AliasConditionState  = SOLD NIGHT DAMAGED POWER_PLANT_UPGRADED
3895      AliasConditionState  = SOLD NIGHT REALLYDAMAGED POWER_PLANT_UPGRADED
3896      AliasConditionState  = SOLD NIGHT SNOW POWER_PLANT_UPGRADED
3897      AliasConditionState  = SOLD NIGHT SNOW DAMAGED POWER_PLANT_UPGRADED
3898      AliasConditionState  = SOLD NIGHT SNOW REALLYDAMAGED POWER_PLANT_UPGRADED
3899      ;**************************************************************************************************************************
3900    End
3901    
3902    PlacementViewAngle = -45
3903  
3904    ; ***DESIGN parameters ***
3905    DisplayName      = OBJECT:ColdFusionReactor
3906    Side             = America
3907    EditorSorting    = STRUCTURE
3908    Prerequisites
3909  ;    Object = AmericaCommandCenter
3910    End
3911    BuildCost        = 800
3912    BuildTime        = 10.0           ; in seconds
3913    EnergyProduction = 5
3914    EnergyBonus      = 5
3915    VisionRange      = 200.0           ; Shroud clearing distance
3916    ShroudClearingRange = 200
3917    ArmorSet
3918      Conditions     = None
3919      Armor          = StructureArmor
3920      DamageFX       = StructureDamageFXNoShake
3921    End
3922    CommandSet       = AmericaPowerPlantCommandSet
3923    ExperienceValue     = 100 100 100 100  ; Experience point value at each level
3924  
3925    ; *** AUDIO Parameters ***
3926    VoiceSelect = ColdFusionReactorSelect
3927    SoundDie              = BuildingDie
3928    SoundOnDamaged        = BuildingDamagedStateLight
3929    SoundOnReallyDamaged  = BuildingDestroy
3930  
3931    UnitSpecificSounds
3932      UnderConstruction   = UnderConstructionLoop
3933    End
3934  
3935    ; *** ENGINEERING Parameters ***
3936    RadarPriority   = STRUCTURE
3937    KindOf          = PRELOAD STRUCTURE SELECTABLE IMMOBILE SCORE CAPTURABLE FS_POWER MP_COUNT_FOR_VICTORY
3938    Body            = StructureBody ModuleTag_06
3939      MaxHealth       = 800.0
3940      InitialHealth   = 800.0
3941    End
3942  
3943    Behavior = PowerPlantUpgrade ModuleTag_07
3944      TriggeredBy = Upgrade_AmericaAdvancedControlRods
3945      FXListUpgrade = FX_RodsExtended
3946    End
3947  
3948    Behavior = BaseRegenerateUpdate ModuleTag_08
3949      ;No data
3950    End
3951    Behavior = PowerPlantUpdate ModuleTag_09
3952      RodsExtendTime = 600
3953    End
3954  
3955    Behavior = DestroyDie ModuleTag_10
3956      ;nothing
3957    End
3958    Behavior = CreateObjectDie ModuleTag_11
3959      CreationList  = OCL_ABPowerPlantExplode
3960    End
3961    Behavior = CreateObjectDie ModuleTag_12
3962      CreationList  = OCL_AmericanRangerDebris02
3963      ExemptStatus  = UNDER_CONSTRUCTION
3964    End
3965    Behavior = FXListDie ModuleTag_13
3966      DeathFX = FX_StructureSmallDeath
3967    End
3968  
3969    Behavior = ProductionUpdate ModuleTag_14
3970      ; nothing
3971    End
3972  
3973    Behavior = FlammableUpdate ModuleTag_16
3974      AflameDuration = 5000         ; If I catch fire, I'll burn for this long...
3975      AflameDamageAmount = 5       ; taking this much damage...
3976      AflameDamageDelay = 500       ; this often.
3977    End
3978  
3979    Behavior = TransitionDamageFX ModuleTag_17
3980      ;-------------DESIGNED FOR SMALL SIZED FACTION BUILDING TRANSITIONS-------------------
3981      DamagedParticleSystem1       = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke
3982      ;---------------------------------------------------------------------------------------
3983      ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke
3984      ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion
3985      ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave
3986    End
3987  
3988    Geometry            = BOX
3989    GeometryMajorRadius = 22.0
3990    GeometryMinorRadius = 30.0
3991    GeometryHeight      = 46.0
3992    GeometryIsSmall     = No
3993    Shadow          = SHADOW_VOLUME
3994    BuildCompletion = PLACED_BY_PLAYER
3995  
3996  End
3997  
3998  ;------------------------------------------------------------------------------
3999  Object AmericaParticleCannonUplink
4000  
4001    ; *** ART Parameters ***
4002    SelectPortrait         = SAUplink_L
4003    ButtonImage            = SAUplink
4004  
4005    Draw = W3DModelDraw ModuleTag_01
4006      ExtraPublicBone        = FX01
4007      ExtraPublicBone        = FX02
4008      ExtraPublicBone        = FX03
4009      ExtraPublicBone        = FX04
4010      ExtraPublicBone        = FX05
4011      OkToChangeModelColor = Yes
4012      
4013      
4014      ; day **************************************
4015      ConditionState       = NONE
4016        Model              = ABSDILink
4017        Animation          = ABSDILink.ABSDILink
4018        AnimationMode      = LOOP
4019        Flags              = MAINTAIN_FRAME_ACROSS_STATES
4020      End
4021      ConditionState       = DAMAGED
4022        Model              = ABSDILink_D
4023        Animation          = ABSDILink_D.ABSDILink_D
4024        AnimationMode      = LOOP
4025        Flags              = MAINTAIN_FRAME_ACROSS_STATES
4026      End
4027      ConditionState       = REALLYDAMAGED RUBBLE
4028        Model              = ABSDILink_E
4029        Animation          = ABSDILink_E.ABSDILink_E
4030        AnimationMode      = LOOP
4031        Flags              = MAINTAIN_FRAME_ACROSS_STATES
4032      End
4033  
4034  
4035      ; night *************************************
4036      ConditionState       = NIGHT
4037        Model              = ABSDILink_N
4038        Animation          = ABSDILink_N.ABSDILink_N
4039        AnimationMode      = LOOP
4040        Flags              = MAINTAIN_FRAME_ACROSS_STATES
4041      End
4042      ConditionState       = DAMAGED NIGHT
4043        Model              = ABSDILink_DN
4044        Animation          = ABSDILink_DN.ABSDILink_DN
4045        AnimationMode      = LOOP
4046        Flags              = MAINTAIN_FRAME_ACROSS_STATES
4047      End
4048      ConditionState       = REALLYDAMAGED RUBBLE NIGHT
4049        Model              = ABSDILink_EN
4050        Animation          = ABSDILink_EN.ABSDILink_EN
4051        AnimationMode      = LOOP
4052        Flags              = MAINTAIN_FRAME_ACROSS_STATES
4053      End
4054      
4055      ; day snow **************************************
4056      ConditionState       = SNOW
4057        Model              = ABSDILink_S
4058        Animation          = ABSDILink_S.ABSDILink_S
4059        AnimationMode      = LOOP
4060        Flags              = MAINTAIN_FRAME_ACROSS_STATES
4061      End
4062      ConditionState       = DAMAGED SNOW
4063        Model              = ABSDILink_DS
4064        Animation          = ABSDILink_DS.ABSDILink_DS
4065        AnimationMode      = LOOP
4066        Flags              = MAINTAIN_FRAME_ACROSS_STATES
4067      End
4068      ConditionState       = REALLYDAMAGED RUBBLE SNOW
4069        Model              = ABSDILink_ES
4070        Animation          = ABSDILink_ES.ABSDILink_ES
4071        AnimationMode      = LOOP
4072        Flags              = MAINTAIN_FRAME_ACROSS_STATES
4073      End
4074  
4075      ; night snow *************************************
4076      ConditionState       = NIGHT SNOW
4077        Model              = ABSDILink_NS
4078        Animation          = ABSDILink_NS.ABSDILink_NS
4079        AnimationMode      = LOOP
4080        Flags              = MAINTAIN_FRAME_ACROSS_STATES
4081      End
4082      ConditionState       = DAMAGED NIGHT SNOW
4083        Model              = ABSDILink_DNS
4084        Animation          = ABSDILink_DNS.ABSDILink_DNS
4085        AnimationMode      = LOOP
4086        Flags              = MAINTAIN_FRAME_ACROSS_STATES
4087      End
4088      ConditionState       = REALLYDAMAGED RUBBLE NIGHT SNOW
4089        Model              = ABSDILink_ENS
4090        Animation          = ABSDILink_ENS.ABSDILink_ENS
4091        AnimationMode      = LOOP
4092        Flags              = MAINTAIN_FRAME_ACROSS_STATES
4093      End
4094  
4095      ;**************************************************************************************************************************
4096      ;This block handles every possible case with construction process, selling process, awaiting construction, and sold states
4097      ;for this draw module
4098      ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
4099        Model              = ABSDILink
4100        Animation          = ABSDILink.ABSDILink
4101        AnimationMode      = LOOP
4102        Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
4103      End
4104      ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED
4105        Model              = ABSDILink_D
4106        Animation          = ABSDILink_D.ABSDILink_D
4107        AnimationMode      = LOOP
4108        Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
4109      End
4110      ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED
4111        Model              = ABSDILink_E
4112        Animation          = ABSDILink_E.ABSDILink_E
4113        AnimationMode      = LOOP
4114        Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
4115      End
4116      ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT
4117        Model              = ABSDILink_N
4118        Animation          = ABSDILink_N.ABSDILink_N
4119        AnimationMode      = LOOP
4120        Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
4121      End
4122      ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT DAMAGED
4123        Model              = ABSDILink_DN
4124        Animation          = ABSDILink_DN.ABSDILink_DN
4125        AnimationMode      = LOOP
4126        Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
4127      End
4128      ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT REALLYDAMAGED
4129        Model              = ABSDILink_EN
4130        Animation          = ABSDILink_EN.ABSDILink_EN
4131        AnimationMode      = LOOP
4132        Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
4133      End
4134      ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW
4135        Model              = ABSDILink_S
4136        Animation          = ABSDILink_S.ABSDILink_S
4137        AnimationMode      = LOOP
4138        Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
4139      End
4140      ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW DAMAGED
4141        Model              = ABSDILink_DS
4142        Animation          = ABSDILink_DS.ABSDILink_DS
4143        AnimationMode      = LOOP
4144        Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
4145      End
4146      ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW REALLYDAMAGED
4147        Model              = ABSDILink_ES
4148        Animation          = ABSDILink_ES.ABSDILink_ES
4149        AnimationMode      = LOOP
4150        Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
4151      End
4152      ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW
4153        Model              = ABSDILink_NS
4154        Animation          = ABSDILink_NS.ABSDILink_NS
4155        AnimationMode      = LOOP
4156        Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
4157      End
4158      ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW DAMAGED
4159        Model              = ABSDILink_DNS
4160        Animation          = ABSDILink_DNS.ABSDILink_DNS
4161        AnimationMode      = LOOP
4162        Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
4163      End
4164      ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW REALLYDAMAGED
4165        Model              = ABSDILink_ENS
4166        Animation          = ABSDILink_ENS.ABSDILink_ENS
4167        AnimationMode      = LOOP
4168        Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
4169      End
4170  
4171      ConditionState       = AWAITING_CONSTRUCTION 
4172        Model              = NONE
4173      End
4174      AliasConditionState  = AWAITING_CONSTRUCTION DAMAGED
4175      AliasConditionState  = AWAITING_CONSTRUCTION REALLYDAMAGED
4176      AliasConditionState  = AWAITING_CONSTRUCTION NIGHT
4177      AliasConditionState  = AWAITING_CONSTRUCTION NIGHT DAMAGED
4178      AliasConditionState  = AWAITING_CONSTRUCTION NIGHT REALLYDAMAGED
4179      AliasConditionState  = AWAITING_CONSTRUCTION SNOW
4180      AliasConditionState  = AWAITING_CONSTRUCTION SNOW DAMAGED
4181      AliasConditionState  = AWAITING_CONSTRUCTION SNOW REALLYDAMAGED
4182      AliasConditionState  = AWAITING_CONSTRUCTION NIGHT SNOW
4183      AliasConditionState  = AWAITING_CONSTRUCTION NIGHT SNOW DAMAGED
4184      AliasConditionState  = AWAITING_CONSTRUCTION NIGHT SNOW REALLYDAMAGED
4185      AliasConditionState  = SOLD 
4186      AliasConditionState  = SOLD DAMAGED
4187      AliasConditionState  = SOLD REALLYDAMAGED
4188      AliasConditionState  = SOLD NIGHT
4189      AliasConditionState  = SOLD NIGHT DAMAGED
4190      AliasConditionState  = SOLD NIGHT REALLYDAMAGED
4191      AliasConditionState  = SOLD SNOW
4192      AliasConditionState  = SOLD SNOW DAMAGED
4193      AliasConditionState  = SOLD SNOW REALLYDAMAGED
4194      AliasConditionState  = SOLD NIGHT SNOW
4195      AliasConditionState  = SOLD NIGHT SNOW DAMAGED
4196      AliasConditionState  = SOLD NIGHT SNOW REALLYDAMAGED
4197      ;**************************************************************************************************************************
4198    End
4199  
4200    ;------------ the cannon section (hatch, dish animations) -----------
4201    Draw = W3DModelDraw ModuleTag_02
4202      ExtraPublicBone        = FXConnector
4203      ExtraPublicBone        = FXMain
4204      OkToChangeModelColor = Yes
4205      ; day **************************************
4206      ConditionState       = NONE
4207        Model              = ABSDILink_A1
4208        Animation          = ABSDILink_A1.ABSDILink_A1
4209        AnimationMode      = MANUAL
4210        Flags              = START_FRAME_FIRST
4211      End
4212      AliasConditionState  = NIGHT 
4213      AliasConditionState  = NIGHT SNOW
4214      AliasConditionState  = SNOW
4215      
4216      ConditionState       = DAMAGED
4217        Model              = ABSDILink_A1D
4218        Animation          = ABSDILink_A1D.ABSDILink_A1D
4219        AnimationMode      = MANUAL
4220        Flags              = START_FRAME_FIRST
4221      End
4222      AliasConditionState  = NIGHT DAMAGED
4223      AliasConditionState  = NIGHT SNOW DAMAGED
4224      AliasConditionState  = SNOW DAMAGED
4225      
4226      ConditionState       = REALLYDAMAGED RUBBLE
4227        Model              = ABSDILink_A1E
4228        Animation          = ABSDILink_A1E.ABSDILink_A1E
4229        AnimationMode      = MANUAL
4230        Flags              = START_FRAME_FIRST
4231      End
4232      AliasConditionState  = NIGHT REALLYDAMAGED RUBBLE
4233      AliasConditionState  = NIGHT SNOW REALLYDAMAGED RUBBLE
4234      AliasConditionState  = SNOW REALLYDAMAGED RUBBLE
4235      
4236      ConditionState       = AWAITING_CONSTRUCTION
4237        Model              = None
4238      End
4239      AliasConditionState  = NIGHT AWAITING_CONSTRUCTION
4240      AliasConditionState  = NIGHT SNOW AWAITING_CONSTRUCTION
4241      AliasConditionState  = SNOW AWAITING_CONSTRUCTION
4242      
4243      ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
4244        Model              = ABSDILink_A1
4245        Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
4246      End
4247      AliasConditionState  = NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
4248      AliasConditionState  = NIGHT SNOW AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
4249      AliasConditionState  = SNOW AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
4250      
4251      ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED
4252        Model              = ABSDILink_A1D
4253        Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
4254      End
4255      AliasConditionState  = NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED
4256      AliasConditionState  = NIGHT SNOW AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED
4257      AliasConditionState  = SNOW AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED
4258  
4259      ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED RUBBLE
4260        Model              = ABSDILink_A1E
4261        Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
4262      End
4263      AliasConditionState  = NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED RUBBLE
4264      AliasConditionState  = NIGHT SNOW AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED RUBBLE
4265      AliasConditionState  = SNOW AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED RUBBLE
4266  
4267      ;Preparing to fire!
4268      ConditionState       = UNPACKING
4269        Model              = ABSDILink_A1
4270        Animation          = ABSDILink_A1.ABSDILink_A1
4271        AnimationMode      = ONCE
4272        Flags              = MAINTAIN_FRAME_ACROSS_STATES2
4273      End
4274      AliasConditionState  = NIGHT UNPACKING
4275      AliasConditionState  = NIGHT SNOW UNPACKING
4276      AliasConditionState  = SNOW UNPACKING
4277      
4278      ConditionState       = UNPACKING DAMAGED
4279        Model              = ABSDILink_A1D
4280        Animation          = ABSDILink_A1D.ABSDILink_A1D
4281        AnimationMode      = ONCE
4282        Flags              = MAINTAIN_FRAME_ACROSS_STATES2
4283      End
4284      AliasConditionState  = NIGHT UNPACKING DAMAGED
4285      AliasConditionState  = NIGHT SNOW UNPACKING DAMAGED
4286      AliasConditionState  = SNOW UNPACKING DAMAGED
4287      
4288      ConditionState       = UNPACKING REALLYDAMAGED RUBBLE
4289        Model              = ABSDILink_A1E
4290        Animation          = ABSDILink_A1E.ABSDILink_A1E
4291        AnimationMode      = ONCE
4292        Flags              = MAINTAIN_FRAME_ACROSS_STATES2
4293      End
4294      AliasConditionState  = NIGHT UNPACKING REALLYDAMAGED RUBBLE
4295      AliasConditionState  = NIGHT SNOW UNPACKING REALLYDAMAGED RUBBLE
4296      AliasConditionState  = SNOW UNPACKING REALLYDAMAGED RUBBLE
4297  
4298      ;Ready to fire -- or firing!
4299      ConditionState       = DEPLOYED
4300        Model              = ABSDILink_A1
4301        Animation          = ABSDILink_A1.ABSDILink_A1
4302        AnimationMode      = MANUAL
4303        Flags              = START_FRAME_LAST
4304      End
4305      AliasConditionState  = NIGHT DEPLOYED
4306      AliasConditionState  = NIGHT SNOW DEPLOYED
4307      AliasConditionState  = SNOW DEPLOYED
4308      
4309      ConditionState       = DEPLOYED DAMAGED
4310        Model              = ABSDILink_A1D
4311        Animation          = ABSDILink_A1D.ABSDILink_A1D
4312        AnimationMode      = MANUAL
4313        Flags              = START_FRAME_LAST
4314      End
4315      AliasConditionState  = NIGHT DEPLOYED DAMAGED
4316      AliasConditionState  = NIGHT SNOW DEPLOYED DAMAGED
4317      AliasConditionState  = SNOW DEPLOYED DAMAGED
4318      
4319      ConditionState       = DEPLOYED REALLYDAMAGED RUBBLE
4320        Model              = ABSDILink_A1E
4321        Animation          = ABSDILink_A1E.ABSDILink_A1E
4322        AnimationMode      = MANUAL
4323        Flags              = START_FRAME_LAST
4324      End
4325      AliasConditionState  = NIGHT DEPLOYED REALLYDAMAGED RUBBLE
4326      AliasConditionState  = NIGHT SNOW DEPLOYED REALLYDAMAGED RUBBLE
4327      AliasConditionState  = SNOW DEPLOYED REALLYDAMAGED RUBBLE
4328     
4329      ;Packing up (recharging for new attack)
4330      ConditionState       = PACKING
4331        Model              = ABSDILink_A1
4332        Animation          = ABSDILink_A1.ABSDILink_A1
4333        AnimationMode      = ONCE_BACKWARDS
4334        Flags              = MAINTAIN_FRAME_ACROSS_STATES3
4335      End
4336      AliasConditionState  = NIGHT PACKING
4337      AliasConditionState  = NIGHT SNOW PACKING
4338      AliasConditionState  = SNOW PACKING
4339      
4340      ConditionState       = PACKING DAMAGED
4341        Model              = ABSDILink_A1D
4342        Animation          = ABSDILink_A1D.ABSDILink_A1D
4343        AnimationMode      = ONCE_BACKWARDS
4344        Flags              = MAINTAIN_FRAME_ACROSS_STATES3
4345      End
4346      AliasConditionState  = NIGHT PACKING DAMAGED
4347      AliasConditionState  = NIGHT SNOW PACKING DAMAGED
4348      AliasConditionState  = SNOW PACKING DAMAGED
4349      
4350      ConditionState       = PACKING REALLYDAMAGED RUBBLE
4351        Model              = ABSDILink_A1E
4352        Animation          = ABSDILink_A1E.ABSDILink_A1E
4353        AnimationMode      = ONCE_BACKWARDS
4354        Flags              = MAINTAIN_FRAME_ACROSS_STATES3
4355      End
4356      AliasConditionState  = NIGHT PACKING REALLYDAMAGED RUBBLE
4357      AliasConditionState  = NIGHT SNOW PACKING REALLYDAMAGED RUBBLE
4358      AliasConditionState  = SNOW PACKING REALLYDAMAGED RUBBLE
4359  
4360     
4361      ConditionState       = SOLD DEPLOYED
4362        Model              = NONE
4363      End     
4364      ConditionState       = SOLD SNOW DEPLOYED
4365         Model             = NONE
4366      End   
4367      ConditionState       = SOLD NIGHT DEPLOYED
4368         Model             = NONE
4369      End    
4370      ConditionState       = SOLD NIGHT SNOW DEPLOYED
4371         Model             = NONE
4372      End   
4373    End
4374  
4375    ; ------------ construction-zone fence -----------------
4376    Draw = W3DModelDraw ModuleTag_03
4377    AnimationsRequirePower = No
4378      DefaultConditionState
4379        Model           = None
4380        TransitionKey   = DOWN_DEFAULT
4381      End
4382      ConditionState    = NIGHT
4383        Model           = None
4384        TransitionKey   = DOWN_DEFAULT
4385      End
4386      ConditionState    = SNOW
4387        Model           = None
4388        TransitionKey   = DOWN_DEFAULT
4389      End
4390      ConditionState    = SNOW NIGHT
4391        Model           = None
4392        TransitionKey   = DOWN_DEFAULT
4393      End
4394      ConditionState    = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
4395        Model           = ABSDILink_A4
4396        Animation       = ABSDILink_A4.ABSDILink_A4
4397        AnimationMode   = MANUAL
4398        Flags           = START_FRAME_LAST
4399        TransitionKey   = UP_DAY
4400        ParticleSysBone = SmokeS01 SmokeBuildingSmall
4401        ParticleSysBone = SparksS01 LiveWireSparks02
4402      End
4403      ConditionState    = NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
4404        Model           = ABSDILink_A4N
4405        Animation       = ABSDILink_A4N.ABSDILink_A4N
4406        AnimationMode   = MANUAL
4407        Flags           = START_FRAME_LAST
4408        TransitionKey   = UP_NIGHT
4409        ParticleSysBone = SmokeS01 SmokeBuildingSmall
4410        ParticleSysBone = SparksS01 LiveWireSparks02
4411      End
4412      ConditionState    = SNOW AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
4413        Model           = ABSDILink_A4S
4414        Animation       = ABSDILink_A4S.ABSDILink_A4S
4415        AnimationMode   = MANUAL
4416        Flags           = START_FRAME_LAST
4417        TransitionKey   = UP_SNOW
4418        ParticleSysBone = SmokeS01 SmokeBuildingSmall
4419        ParticleSysBone = SparksS01 LiveWireSparks02
4420      End
4421      ConditionState    = SNOW NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
4422        Model           = ABSDILink_A4SN
4423        Animation       = ABSDILink_A4SN.ABSDILink_A4SN
4424        AnimationMode   = MANUAL
4425        Flags           = START_FRAME_LAST
4426        TransitionKey   = UP_SNOWNIGHT
4427        ParticleSysBone = SmokeS01 SmokeBuildingSmall
4428        ParticleSysBone = SparksS01 LiveWireSparks02
4429      End
4430      TransitionState   = DOWN_DEFAULT UP_DAY
4431        Model           = ABSDILink_A4
4432        Animation       = ABSDILink_A4.ABSDILink_A4
4433        AnimationMode   = ONCE
4434        AnimationSpeedFactorRange = 1.0 1.0
4435        Flags           = START_FRAME_FIRST
4436      End
4437      TransitionState   = DOWN_DEFAULT UP_NIGHT
4438        Model           = ABSDILink_A4N
4439        Animation       = ABSDILink_A4N.ABSDILink_A4N
4440        AnimationMode   = ONCE
4441        AnimationSpeedFactorRange = 1.0 1.0
4442        Flags           = START_FRAME_FIRST
4443      End
4444      TransitionState   = DOWN_DEFAULT UP_SNOW
4445        Model           = ABSDILink_A4S
4446        Animation       = ABSDILink_A4S.ABSDILink_A4S
4447        AnimationMode   = ONCE
4448        AnimationSpeedFactorRange = 1.0 1.0
4449        Flags           = START_FRAME_FIRST
4450      End
4451      TransitionState   = DOWN_DEFAULT UP_SNOWNIGHT
4452        Model           = ABSDILink_A4SN
4453        Animation       = ABSDILink_A4SN.ABSDILink_A4SN
4454        AnimationMode   = ONCE
4455        AnimationSpeedFactorRange = 1.0 1.0
4456        Flags           = START_FRAME_FIRST
4457      End
4458      TransitionState   = UP_DAY DOWN_DEFAULT
4459        Model           = ABSDILink_A4
4460        Animation       = ABSDILink_A4.ABSDILink_A4
4461        AnimationMode   = ONCE_BACKWARDS
4462        AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
4463        Flags           = START_FRAME_LAST
4464      End
4465      TransitionState   = UP_NIGHT DOWN_DEFAULT
4466        Model           = ABSDILink_A4N
4467        Animation       = ABSDILink_A4N.ABSDILink_A4N
4468        AnimationMode   = ONCE_BACKWARDS
4469        AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
4470        Flags           = START_FRAME_LAST
4471      End
4472      TransitionState   = UP_SNOW DOWN_DEFAULT
4473        Model           = ABSDILink_A4S
4474        Animation       = ABSDILink_A4S.ABSDILink_A4S
4475        AnimationMode   = ONCE_BACKWARDS
4476        AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
4477        Flags           = START_FRAME_LAST
4478      End
4479      TransitionState   = UP_SNOWNIGHT DOWN_DEFAULT
4480        Model           = ABSDILink_A4SN
4481        Animation       = ABSDILink_A4SN.ABSDILink_A4SN
4482        AnimationMode   = ONCE_BACKWARDS
4483        AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
4484        Flags           = START_FRAME_LAST
4485      End
4486    End
4487  
4488    ; ------------ under-construction scaffolding -----------------
4489    Draw = W3DModelDraw ModuleTag_04
4490    AnimationsRequirePower = No
4491      MinLODRequired = MEDIUM
4492      DefaultConditionState
4493        Model           = None
4494        TransitionKey   = DOWN_DEFAULT
4495      End
4496      ConditionState    = NIGHT
4497        Model           = None
4498        TransitionKey   = DOWN_DEFAULT
4499      End
4500      ConditionState    = SNOW
4501        Model           = None
4502        TransitionKey   = DOWN_DEFAULT
4503      End
4504      ConditionState    = SNOW NIGHT
4505        Model           = None
4506        TransitionKey   = DOWN_DEFAULT
4507      End
4508      ConditionState    = PARTIALLY_CONSTRUCTED
4509        Model           = ABSDILink_A6
4510        Animation       = ABSDILink_A6.ABSDILink_A6
4511        AnimationMode   = MANUAL
4512        Flags           = START_FRAME_LAST
4513        TransitionKey   = UP_DAY
4514        ParticleSysBone = Sparks01 BuildUpBlueSpark
4515        ParticleSysBone = Sparks02 BuildUpBlueSpark
4516        ParticleSysBone = Sparks03 BuildUpBlueSpark
4517        ParticleSysBone = Sparks04 BuildUpBlueSpark
4518        ParticleSysBone = Sparks05 BuildUpBlueSpark
4519      End
4520      ConditionState    = NIGHT PARTIALLY_CONSTRUCTED
4521        Model           = ABSDILink_A6N
4522        Animation       = ABSDILink_A6N.ABSDILink_A6N
4523        AnimationMode   = MANUAL
4524        Flags           = START_FRAME_LAST
4525        TransitionKey   = UP_NIGHT
4526        ParticleSysBone = Sparks01 BuildUpBlueSpark
4527        ParticleSysBone = Sparks02 BuildUpBlueSpark
4528        ParticleSysBone = Sparks03 BuildUpBlueSpark
4529        ParticleSysBone = Sparks04 BuildUpBlueSpark
4530        ParticleSysBone = Sparks05 BuildUpBlueSpark
4531      End
4532      ConditionState    = SNOW PARTIALLY_CONSTRUCTED
4533        Model           = ABSDILink_A6S
4534        Animation       = ABSDILink_A6S.ABSDILink_A6S
4535        AnimationMode   = MANUAL
4536        Flags           = START_FRAME_LAST
4537        TransitionKey   = UP_SNOW
4538        ParticleSysBone = Sparks01 BuildUpBlueSpark
4539        ParticleSysBone = Sparks02 BuildUpBlueSpark
4540        ParticleSysBone = Sparks03 BuildUpBlueSpark
4541        ParticleSysBone = Sparks04 BuildUpBlueSpark
4542        ParticleSysBone = Sparks05 BuildUpBlueSpark
4543      End
4544      ConditionState    = SNOW NIGHT PARTIALLY_CONSTRUCTED
4545        Model           = ABSDILink_A6SN
4546        Animation       = ABSDILink_A6SN.ABSDILink_A6SN
4547        AnimationMode   = MANUAL
4548        Flags           = START_FRAME_LAST
4549        TransitionKey   = UP_SNOWNIGHT
4550        ParticleSysBone = Sparks01 BuildUpBlueSpark
4551        ParticleSysBone = Sparks02 BuildUpBlueSpark
4552        ParticleSysBone = Sparks03 BuildUpBlueSpark
4553        ParticleSysBone = Sparks04 BuildUpBlueSpark
4554        ParticleSysBone = Sparks05 BuildUpBlueSpark
4555      End
4556      TransitionState   = DOWN_DEFAULT UP_DAY
4557       Model            = ABSDILink_A6
4558        Animation       = ABSDILink_A6.ABSDILink_A6
4559        AnimationMode   = ONCE
4560        AnimationSpeedFactorRange = 1.0 1.0
4561        Flags           = START_FRAME_FIRST
4562      End
4563      TransitionState   = DOWN_DEFAULT UP_NIGHT
4564       Model            = ABSDILink_A6N
4565        Animation       = ABSDILink_A6N.ABSDILink_A6N
4566        AnimationMode   = ONCE
4567        AnimationSpeedFactorRange = 1.0 1.0
4568        Flags           = START_FRAME_FIRST
4569      End
4570      TransitionState   = DOWN_DEFAULT UP_SNOW
4571       Model            = ABSDILink_A6S
4572        Animation       = ABSDILink_A6S.ABSDILink_A6S
4573        AnimationMode   = ONCE
4574        AnimationSpeedFactorRange = 1.0 1.0
4575        Flags           = START_FRAME_FIRST
4576      End
4577      TransitionState   = DOWN_DEFAULT UP_SNOWNIGHT
4578       Model            = ABSDILink_A6SN
4579        Animation       = ABSDILink_A6SN.ABSDILink_A6SN
4580        AnimationMode   = ONCE
4581        AnimationSpeedFactorRange = 1.0 1.0
4582        Flags           = START_FRAME_FIRST
4583      End
4584      TransitionState   = UP_DAY DOWN_DEFAULT
4585        Model           = ABSDILink_A6
4586        Animation       = ABSDILink_A6.ABSDILink_A6
4587        AnimationMode   = ONCE_BACKWARDS
4588        AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
4589        Flags           = START_FRAME_LAST
4590      End
4591      TransitionState   = UP_NIGHT DOWN_DEFAULT
4592        Model           = ABSDILink_A6N
4593        Animation       = ABSDILink_A6N.ABSDILink_A6N
4594        AnimationMode   = ONCE_BACKWARDS
4595        AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
4596        Flags           = START_FRAME_LAST
4597      End
4598      TransitionState   = UP_SNOW DOWN_DEFAULT
4599        Model           = ABSDILink_A6S
4600        Animation       = ABSDILink_A6S.ABSDILink_A6S
4601        AnimationMode   = ONCE_BACKWARDS
4602        AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
4603        Flags           = START_FRAME_LAST
4604      End
4605      TransitionState   = UP_SNOWNIGHT DOWN_DEFAULT
4606        Model           = ABSDILink_A6SN
4607        Animation       = ABSDILink_A6SN.ABSDILink_A6SN
4608        AnimationMode   = ONCE_BACKWARDS
4609        AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
4610        Flags           = START_FRAME_LAST
4611      End
4612    End
4613  
4614    ; ------------ being-constructed crane -----------------
4615    Draw = W3DModelDraw ModuleTag_05
4616    AnimationsRequirePower = No
4617      DefaultConditionState
4618        Model           = None
4619        TransitionKey   = DOWN_DEFAULT
4620      End
4621      ConditionState    = NIGHT
4622        Model           = None
4623        TransitionKey   = DOWN_DEFAULT
4624      End
4625      ConditionState    = SNOW
4626        Model           = None
4627        TransitionKey   = DOWN_DEFAULT
4628      End
4629      ConditionState    = SNOW NIGHT
4630        Model           = None
4631        TransitionKey   = DOWN_DEFAULT
4632      End
4633      ConditionState    = SOLD
4634        Model           = NONE
4635      End
4636  
4637      ConditionState  = ACTIVELY_BEING_CONSTRUCTED
4638        Model           = ABSDILink_A5
4639        Animation       = ABSDILink_A5.ABSDILink_A5
4640        AnimationMode   = LOOP
4641        TransitionKey  = UP_DAY
4642      End
4643  
4644      ConditionState  = NIGHT ACTIVELY_BEING_CONSTRUCTED
4645        Model           = ABSDILink_A5N
4646        Animation       = ABSDILink_A5N.ABSDILink_A5N
4647        AnimationMode   = LOOP
4648        TransitionKey  = UP_NIGHT
4649      End
4650      ConditionState  = SNOW ACTIVELY_BEING_CONSTRUCTED
4651        Model           = ABSDILink_A5S
4652        Animation       = ABSDILink_A5S.ABSDILink_A5S
4653        AnimationMode   = LOOP
4654        TransitionKey  = UP_SNOW
4655      End
4656      ConditionState  = SNOW NIGHT ACTIVELY_BEING_CONSTRUCTED
4657        Model           = ABSDILink_A5SN
4658        Animation       = ABSDILink_A5SN.ABSDILink_A5SN
4659        AnimationMode   = LOOP
4660        TransitionKey  = UP_SNOWNIGHT
4661      End
4662      TransitionState   = DOWN_DEFAULT UP_DAY
4663        Model            = ABSDILink_AB
4664        Animation       = ABSDILink_AB.ABSDILink_AB
4665        AnimationMode   = ONCE
4666        AnimationSpeedFactorRange = 1.0 1.0
4667        Flags           = START_FRAME_FIRST
4668      End
4669  
4670      TransitionState   = DOWN_DEFAULT UP_NIGHT
4671        Model            = ABSDILink_ABN
4672        Animation       = ABSDILink_ABN.ABSDILink_ABN
4673        AnimationMode   = ONCE
4674        AnimationSpeedFactorRange = 1.0 1.0
4675        Flags           = START_FRAME_FIRST
4676      End
4677      TransitionState   = DOWN_DEFAULT UP_SNOW
4678        Model            = ABSDILink_ABS
4679        Animation       = ABSDILink_ABS.ABSDILink_ABS
4680        AnimationMode   = ONCE
4681        AnimationSpeedFactorRange = 1.0 1.0
4682        Flags           = START_FRAME_FIRST
4683      End
4684      TransitionState   = DOWN_DEFAULT UP_SNOWNIGHT
4685        Model            = ABSDILink_ABSN
4686        Animation       = ABSDILink_ABSN.ABSDILink_ABSN
4687        AnimationMode   = ONCE
4688        AnimationSpeedFactorRange = 1.0 1.0
4689        Flags           = START_FRAME_FIRST
4690      End
4691      TransitionState   = UP_DAY DOWN_DEFAULT
4692        Model            = ABSDILink_AB
4693        Animation       = ABSDILink_AB.ABSDILink_AB
4694        AnimationMode   = ONCE_BACKWARDS
4695        AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
4696        Flags           = START_FRAME_LAST
4697      End
4698      TransitionState   = UP_NIGHT DOWN_DEFAULT
4699        Model            = ABSDILink_ABN
4700        Animation       = ABSDILink_ABN.ABSDILink_ABN
4701        AnimationMode   = ONCE_BACKWARDS
4702        AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
4703        Flags           = START_FRAME_LAST
4704      End
4705      TransitionState   = UP_SNOW DOWN_DEFAULT
4706        Model            = ABSDILink_ABS
4707        Animation       = ABSDILink_ABS.ABSDILink_ABS
4708        AnimationMode   = ONCE_BACKWARDS
4709        AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
4710        Flags           = START_FRAME_LAST
4711      End
4712      TransitionState   = UP_SNOWNIGHT DOWN_DEFAULT
4713        Model            = ABSDILink_ABSN
4714        Animation       = ABSDILink_ABSN.ABSDILink_ABSN
4715        AnimationMode   = ONCE_BACKWARDS
4716        AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
4717        Flags           = START_FRAME_LAST
4718      End
4719    End
4720   
4721    PlacementViewAngle = -45
4722  
4723    ; ***DESIGN parameters ***
4724    DisplayName      = OBJECT:ParticleCannon 
4725    Side = America
4726    EditorSorting    = STRUCTURE
4727    Prerequisites
4728      Object = AmericaStrategyCenter
4729    End
4730    BuildCost        = 5000
4731    BuildTime        = 60.0           ; in seconds
4732    EnergyProduction = -10
4733    VisionRange     = 200.0           ; Shroud clearing distance
4734    ShroudClearingRange = 200
4735    ArmorSet
4736      Conditions      = None
4737      Armor           = StructureArmorTough
4738      DamageFX        = StructureDamageFXNoShake
4739    End
4740    CommandSet        = AmericaParticleUplinkCannonCommandSet
4741    ExperienceValue     = 400 400 400 400  ; Experience point value at each level
4742  
4743    ; *** AUDIO Parameters ***
4744    VoiceSelect = ParticleCannonSelect
4745    SoundDie              = BuildingDie
4746    SoundOnDamaged        = BuildingDamagedStateLight
4747    SoundOnReallyDamaged  = BuildingDestroy
4748  
4749    UnitSpecificSounds
4750      UnderConstruction     = UnderConstructionLoop
4751    End
4752  
4753    ; *** ENGINEERING Parameters ***
4754    RadarPriority   = STRUCTURE
4755    KindOf          = PRELOAD STRUCTURE SELECTABLE IMMOBILE SCORE CAPTURABLE FS_TECHNOLOGY POWERED MP_COUNT_FOR_VICTORY ;REVEAL_TO_ALL
4756    Body            = StructureBody ModuleTag_06
4757      MaxHealth       = 4000.0
4758      InitialHealth   = 4000.0
4759    End
4760    Behavior = BaseRegenerateUpdate ModuleTag_07
4761      ;No data
4762    End
4763  
4764    Behavior = SpecialPowerCreate ModuleTag_16
4765      ;nothing
4766    End
4767    Behavior = SpecialAbility ModuleTag_11
4768      SpecialPowerTemplate = SuperweaponParticleUplinkCannon
4769      UpdateModuleStartsAttack = Yes
4770    End
4771    Behavior = ParticleUplinkCannonUpdate ModuleTag_12
4772      SpecialPowerTemplate            = SuperweaponParticleUplinkCannon
4773  
4774      ;The values trigger the various pre-stages before being ready to actually fire.
4775      ;The total combined value of these determines the first sign of activity in the 
4776      ;cannon.
4777      BeginChargeTime                 = 5000 ;The outer nodes begin to charge.
4778      RaiseAntennaTime                = 4667 ;The hatch opens and raises antenna (matches animation speed)
4779      ReadyDelayTime                  = 2000 ;The time after antenna is raised prior to being ready to fire.
4780  
4781      ;***NOTE -- these values effect gameplay*****
4782      TotalFiringTime                 = 10000     ;The total ground contact time of the beam
4783  
4784      DamagePerSecond                 = 400       ;Amount of damage inflicted per second
4785      TotalDamagePulses               = 40        ;The total number of damage pulses -- less means more damage per pulse, but less accurate
4786      WidthGrowTime                   = 2000      ;The amount of time it takes for the beam to reach full diameter (same value used for shrinking)
4787      BeamTravelTime                  = 2500      ;How long it takes for the beam to hit the ground after leaving the firing dish.
4788      DamageType                      = PARTICLE_BEAM ;Type of damage inflicted.
4789      DamageRadiusScalar              = 3.4       ;Multiplies the radius (relative to beam diameter) so that things close to the beam can get hit too!
4790      RevealRange                     = 50.0      ;Grants gratuitous vision for the player launching the target as the beam cuts it's swath of death.
4791      ;********************************************
4792  
4793      ;Bone names for required elements
4794      OuterEffectBoneName             = FX          ;The base name for the outer node bones.
4795      OuterEffectNumBones             = 5           ;The number of outer nodes.
4796      ConnectorBoneName               = FXConnector ;The name of the bone where the connector lasers meet.
4797      FireBoneName                    = FXMain      ;The name of the bone where the main beam is fired from.
4798  
4799      ;These are particle systems tied to the outer nodes in varying intensities.
4800      OuterNodesLightFlareParticleSystem    = ParticleUplinkCannon_OuterNodeLightFlare
4801      OuterNodesMediumFlareParticleSystem   = ParticleUplinkCannon_OuterNodeMediumFlare
4802      OuterNodesIntenseFlareParticleSystem  = ParticleUplinkCannon_OuterNodeIntenseFlare
4803  
4804      ;The connectors system connects each of the outer nodes to the central node that receives
4805      ;the lasers from outside.
4806      ConnectorMediumLaserName        = ParticleUplinkCannon_MediumConnectorLaser
4807      ConnectorIntenseLaserName       = ParticleUplinkCannon_IntenseConnectorLaser
4808  
4809      ;Currently commented out -- These
4810      ;ConnectorMediumFlare            = ParticleUplinkCannon_InnerConnectorMediumFlare
4811      ;ConnectorIntenseFlare           = ParticleUplinkCannon_InnerConnectorIntenseFlare
4812  
4813      ;This is the name of the bone on the building where the beam is fired from
4814      LaserBaseLightFlareParticleSystemName = ParticleUplinkCannon_LaserBaseReadyToFire
4815      ParticleBeamLaserName           = ParticleUplinkCannon_OrbitalLaser
4816      GroundHitFX                     = FX_ParticleUplinkCannon_BeamHitsGround     ;TotalScorchMarks determines how many times this gets called.
4817  
4818      ;The flare fxlist that is played over and over during the beam firing process. Be
4819      ;mindful of the delay because that effects both art and sound.
4820      BeamLaunchFX                   = FX_ParticleUplinkCannon_BeamLaunchIteration
4821      DelayBetweenLaunchFX           = 1000
4822  
4823      ;Each scorch mark creates an object in the world, so while making more looks better
4824      ;it becomes a performance issue. The scalar will calculate the size of the scorch
4825      ;mark to make based on the current size of the beam (which changes dynamically). The
4826      ;number also matches the number of times the "GroundHitFX" is called.
4827      TotalScorchMarks               = 20
4828      ScorchMarkScalar               = 2.4
4829  
4830      ;***NOTE -- these values effect gameplay***
4831      ;The swath of death is the path the laser tracers centered on the targeted position.
4832      ;If the amplitude is zero, the line will go straight, with a higher value, it'll do
4833      ;a sine wave iteration, but always goes through the target point.
4834      SwathOfDeathDistance           = 200.0
4835      SwathOfDeathAmplitude          = 50.0
4836  
4837      ManualDrivingSpeed             = 20
4838      ManualFastDrivingSpeed         = 40
4839      DoubleClickToFastDriveDelay    = 500
4840  
4841      ;***SOUNDS!****
4842      PoweringUpSoundLoop            = ParticleUplinkCannon_PowerupSoundLoop
4843      UnpackToIdleSoundLoop          = ParticleUplinkCannon_UnpackToIdleSoundLoop
4844      FiringToPackSoundLoop          = ParticleUplinkCannon_FiringToPackSoundLoop
4845      GroundAnnihilationSoundLoop    = ParticleUplinkCannon_GroundAnnihilationSoundLoop
4846  
4847      ;The trail left behind creates an object that inflicts extra damage for a short period of time.
4848      DamagePulseRemnantObjectName   = ParticleUplinkCannonTrailRemnant
4849    End
4850  
4851    Behavior                  = SpawnBehavior ModuleTag_Reveal
4852      SpawnNumber             = 1
4853      SpawnTemplateName       = SuperweaponRevealer
4854      OneShot                 = Yes
4855      CanReclaimOrphans     = No
4856      SpawnedRequireSpawner = Yes
4857    End
4858  
4859    Behavior = DefaultProductionExitUpdate ModuleTag_Reveal2
4860      UnitCreatePoint   = X:  0.0  Y:  -5.0   Z:0.0
4861      NaturalRallyPoint = X:  0.0  Y:  -5.0   Z:0.0
4862    End
4863  
4864    Behavior = FlammableUpdate ModuleTag_14
4865      AflameDuration = 5000         ; If I catch fire, I'll burn for this long...
4866      AflameDamageAmount = 5       ; taking this much damage...
4867      AflameDamageDelay = 500       ; this often.
4868    End
4869  
4870    Behavior = ProductionUpdate ModuleTag_15
4871      ; LAME! -- this is needed in order to get a public timer to work!
4872    End
4873  
4874    Behavior = TransitionDamageFX ModuleTag_17
4875      ;-------------DESIGNED FOR MEDIUM SIZED FACTION BUILDING TRANSITIONS-------------------
4876      DamagedParticleSystem1       = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke
4877      ;---------------------------------------------------------------------------------------
4878      ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke
4879      ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionMediumExplosion
4880      ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionMediumShockwave
4881    End
4882  
4883    Behavior = SlowDeathBehavior ModuleTag_18
4884      ; don't run this death if we are under construction...
4885      ExemptStatus   = UNDER_CONSTRUCTION
4886      DestructionDelay = 2000
4887      FX             = INITIAL FX_ParticleUplinkDeathInitial
4888      OCL            = INITIAL OCL_SDILinkLasers
4889      FX             = FINAL   FX_StructureMediumDeath
4890      OCL            = FINAL   OCL_ParticleUplinkDeathFinal
4891    End
4892  
4893    Behavior = InstantDeathBehavior ModuleTag_19
4894      ; if we are under construction, use this death instead
4895      RequiredStatus = UNDER_CONSTRUCTION
4896      OCL            = OCL_ABPowerPlantExplode
4897      FX             = FX_StructureMediumDeath
4898    End
4899  
4900    Geometry            = BOX
4901    GeometryMajorRadius = 64.0
4902    GeometryMinorRadius = 38.0
4903    GeometryHeight      = 38.0
4904    GeometryIsSmall     = No
4905    Shadow          = SHADOW_VOLUME
4906    BuildCompletion = PLACED_BY_PLAYER
4907  
4908  End
4909  
4910  ;------------------------------------------------------------------------------
4911  Object SDILasers
4912    Draw                     = W3DModelDraw ModuleTag_01
4913      OkToChangeModelColor   = Yes
4914      ConditionState         = NONE
4915        Model                = ABSDILink_L
4916        Animation            = ABSDILink_L.ABSDILink_L
4917        AnimationMode        = ONCE
4918      End
4919    End
4920    Behavior = LifetimeUpdate ModuleTag_02
4921      MinLifetime = 3000   ; min lifetime in msec
4922      MaxLifetime = 3000   ; max lifetime in msec
4923    End
4924    Body = HighlanderBody ModuleTag_03
4925      MaxHealth       = 1.0
4926      InitialHealth   = 1.0
4927    End
4928    Behavior            = DestroyDie ModuleTag_04
4929      ;<NO DATA>
4930    End
4931  End
4932  
4933  ;------------------------------------------------------------------------------
4934  Object AmericaDetentionCamp
4935  
4936    ; *** ART Parameters ***
4937    SelectPortrait         = SAPrison_L
4938    ButtonImage            = SAPrison
4939    
4940    Draw                   = W3DModelDraw ModuleTag_01
4941    
4942      ExtraPublicBone      = PRISONYARD 
4943      OkToChangeModelColor = Yes
4944      
4945      ; day ****************************************
4946      ConditionState  = NONE
4947        Model         = ABPrison
4948        Animation     = ABPrison.ABPrison
4949        AnimationMode = LOOP
4950      End
4951      ConditionState    = DAMAGED
4952        Model           = ABPrison_D
4953        Animation       = ABPrison_D.ABPrison_D
4954        AnimationMode   = LOOP
4955        ParticleSysBone = Smoke01 SmolderingSmoke
4956        ParticleSysBone = Smoke02 SmolderingSmoke
4957        ParticleSysBone = Smoke03 SmolderingSmoke
4958        ParticleSysBone = Smoke04 SmolderingSmoke
4959        ParticleSysBone = Smoke05 SmolderingSmoke
4960        ParticleSysBone = Smoke06 SmolderingSmoke
4961        ParticleSysBone = Smoke01 SmolderingFire
4962        ParticleSysBone = Smoke02 SmolderingFire
4963        ParticleSysBone = Smoke03 SmolderingFire
4964        ParticleSysBone = Smoke04 SmolderingFire
4965        ParticleSysBone = Smoke05 SmolderingFire
4966        ParticleSysBone = Smoke06 SmolderingFire
4967      End
4968      ConditionState    = REALLYDAMAGED RUBBLE
4969        Model           = ABPrison_E
4970        Animation       = ABPrison_E.ABPrison_E
4971        AnimationMode   = LOOP
4972        ParticleSysBone = Smoke01 SmolderingSmoke
4973        ParticleSysBone = Smoke02 SmolderingSmoke
4974        ParticleSysBone = Smoke03 SmolderingSmoke
4975        ParticleSysBone = Smoke04 SmolderingSmoke
4976        ParticleSysBone = Smoke05 SmolderingSmoke
4977        ParticleSysBone = Smoke06 SmolderingSmoke
4978        ParticleSysBone = Smoke07 SmolderingSmoke
4979        ParticleSysBone = Smoke08 SmolderingSmoke
4980        ParticleSysBone = Smoke01 SmolderingFire
4981        ParticleSysBone = Smoke02 SmolderingFire
4982        ParticleSysBone = Smoke03 SmolderingFire
4983        ParticleSysBone = Smoke04 SmolderingFire
4984        ParticleSysBone = Smoke05 SmolderingFire
4985        ParticleSysBone = Smoke06 SmolderingFire
4986        ParticleSysBone = Smoke07 SmolderingFire
4987        ParticleSysBone = Smoke08 SmolderingFire
4988      End
4989  
4990      ; night ***************************************
4991      ConditionState    = NIGHT
4992        Model           = ABPrison_N
4993        Animation       = ABPrison_N.ABPrison_N
4994        AnimationMode   = LOOP
4995      End
4996      ConditionState    = DAMAGED NIGHT
4997        Model           = ABPrison_DN
4998        Animation       = ABPrison_DN.ABPrison_DN
4999        AnimationMode   = LOOP
5000        ParticleSysBone = Smoke01 SmolderingSmoke
5001        ParticleSysBone = Smoke02 SmolderingSmoke
5002        ParticleSysBone = Smoke03 SmolderingSmoke
5003        ParticleSysBone = Smoke04 SmolderingSmoke
5004        ParticleSysBone = Smoke05 SmolderingSmoke
5005        ParticleSysBone = Smoke06 SmolderingSmoke
5006        ParticleSysBone = Smoke01 SmolderingFire
5007        ParticleSysBone = Smoke02 SmolderingFire
5008        ParticleSysBone = Smoke03 SmolderingFire
5009        ParticleSysBone = Smoke04 SmolderingFire
5010        ParticleSysBone = Smoke05 SmolderingFire
5011        ParticleSysBone = Smoke06 SmolderingFire
5012      End
5013      ConditionState    = REALLYDAMAGED RUBBLE NIGHT
5014        Model           = ABPrison_EN
5015        Animation       = ABPrison_EN.ABPrison_EN
5016        AnimationMode   = LOOP
5017        ParticleSysBone = Smoke01 SmolderingSmoke
5018        ParticleSysBone = Smoke02 SmolderingSmoke
5019        ParticleSysBone = Smoke03 SmolderingSmoke
5020        ParticleSysBone = Smoke04 SmolderingSmoke
5021        ParticleSysBone = Smoke05 SmolderingSmoke
5022        ParticleSysBone = Smoke06 SmolderingSmoke
5023        ParticleSysBone = Smoke07 SmolderingSmoke
5024        ParticleSysBone = Smoke08 SmolderingSmoke
5025        ParticleSysBone = Smoke01 SmolderingFire
5026        ParticleSysBone = Smoke02 SmolderingFire
5027        ParticleSysBone = Smoke03 SmolderingFire
5028        ParticleSysBone = Smoke04 SmolderingFire
5029        ParticleSysBone = Smoke05 SmolderingFire
5030        ParticleSysBone = Smoke06 SmolderingFire
5031        ParticleSysBone = Smoke07 SmolderingFire
5032        ParticleSysBone = Smoke08 SmolderingFire
5033      End
5034     
5035      
5036          ; day snow ****************************************
5037      ConditionState  = SNOW
5038        Model         = ABPrison_S
5039        Animation     = ABPrison_S.ABPrison_S
5040        AnimationMode = LOOP
5041      End
5042      ConditionState    = DAMAGED SNOW
5043        Model           = ABPrison_DS
5044        Animation       = ABPrison_DS.ABPrison_DS
5045        AnimationMode   = LOOP
5046        ParticleSysBone = Smoke01 SmolderingSmoke
5047        ParticleSysBone = Smoke02 SmolderingSmoke
5048        ParticleSysBone = Smoke03 SmolderingSmoke
5049        ParticleSysBone = Smoke04 SmolderingSmoke
5050        ParticleSysBone = Smoke05 SmolderingSmoke
5051        ParticleSysBone = Smoke06 SmolderingSmoke
5052        ParticleSysBone = Smoke01 SmolderingFire
5053        ParticleSysBone = Smoke02 SmolderingFire
5054        ParticleSysBone = Smoke03 SmolderingFire
5055        ParticleSysBone = Smoke04 SmolderingFire
5056        ParticleSysBone = Smoke05 SmolderingFire
5057        ParticleSysBone = Smoke06 SmolderingFire
5058      End
5059      ConditionState    = REALLYDAMAGED RUBBLE SNOW
5060        Model           = ABPrison_ES
5061        Animation       = ABPrison_ES.ABPrison_ES
5062        AnimationMode   = LOOP
5063        ParticleSysBone = Smoke01 SmolderingSmoke
5064        ParticleSysBone = Smoke02 SmolderingSmoke
5065        ParticleSysBone = Smoke03 SmolderingSmoke
5066        ParticleSysBone = Smoke04 SmolderingSmoke
5067        ParticleSysBone = Smoke05 SmolderingSmoke
5068        ParticleSysBone = Smoke06 SmolderingSmoke
5069        ParticleSysBone = Smoke07 SmolderingSmoke
5070        ParticleSysBone = Smoke08 SmolderingSmoke
5071        ParticleSysBone = Smoke01 SmolderingFire
5072        ParticleSysBone = Smoke02 SmolderingFire
5073        ParticleSysBone = Smoke03 SmolderingFire
5074        ParticleSysBone = Smoke04 SmolderingFire
5075        ParticleSysBone = Smoke05 SmolderingFire
5076        ParticleSysBone = Smoke06 SmolderingFire
5077        ParticleSysBone = Smoke07 SmolderingFire
5078        ParticleSysBone = Smoke08 SmolderingFire
5079      End
5080  
5081      ; night snow ***************************************
5082      ConditionState    = NIGHT SNOW
5083        Model           = ABPrison_NS
5084        Animation       = ABPrison_NS.ABPrison_NS
5085        AnimationMode   = LOOP
5086      End
5087      ConditionState    = DAMAGED NIGHT SNOW
5088        Model           = ABPrison_DNS
5089        Animation       = ABPrison_DNS.ABPrison_DNS
5090        AnimationMode   = LOOP
5091        ParticleSysBone = Smoke01 SmolderingSmoke
5092        ParticleSysBone = Smoke02 SmolderingSmoke
5093        ParticleSysBone = Smoke03 SmolderingSmoke
5094        ParticleSysBone = Smoke04 SmolderingSmoke
5095        ParticleSysBone = Smoke05 SmolderingSmoke
5096        ParticleSysBone = Smoke06 SmolderingSmoke
5097        ParticleSysBone = Smoke01 SmolderingFire
5098        ParticleSysBone = Smoke02 SmolderingFire
5099        ParticleSysBone = Smoke03 SmolderingFire
5100        ParticleSysBone = Smoke04 SmolderingFire
5101        ParticleSysBone = Smoke05 SmolderingFire
5102        ParticleSysBone = Smoke06 SmolderingFire
5103      End
5104      ConditionState    = REALLYDAMAGED RUBBLE NIGHT SNOW
5105        Model           = ABPrison_ENS
5106        Animation       = ABPrison_ENS.ABPrison_ENS
5107        AnimationMode   = LOOP
5108        ParticleSysBone = Smoke01 SmolderingSmoke
5109        ParticleSysBone = Smoke02 SmolderingSmoke
5110        ParticleSysBone = Smoke03 SmolderingSmoke
5111        ParticleSysBone = Smoke04 SmolderingSmoke
5112        ParticleSysBone = Smoke05 SmolderingSmoke
5113        ParticleSysBone = Smoke06 SmolderingSmoke
5114        ParticleSysBone = Smoke07 SmolderingSmoke
5115        ParticleSysBone = Smoke08 SmolderingSmoke
5116        ParticleSysBone = Smoke01 SmolderingFire
5117        ParticleSysBone = Smoke02 SmolderingFire
5118        ParticleSysBone = Smoke03 SmolderingFire
5119        ParticleSysBone = Smoke04 SmolderingFire
5120        ParticleSysBone = Smoke05 SmolderingFire
5121        ParticleSysBone = Smoke06 SmolderingFire
5122        ParticleSysBone = Smoke07 SmolderingFire
5123        ParticleSysBone = Smoke08 SmolderingFire
5124      End
5125      
5126      ;**************************************************************************************************************************
5127      ;This block handles every possible case with construction process, selling process, awaiting construction, and sold states
5128      ;for this draw module
5129      ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
5130        Model              = ABPrison
5131        Animation          = ABPrison.ABPrison
5132        AnimationMode      = LOOP
5133        Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
5134      End
5135      ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED
5136        Model              = ABPrison_D
5137        Animation          = ABPrison_D.ABPrison_D
5138        AnimationMode      = LOOP
5139        Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
5140      End
5141      ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED
5142        Model              = ABPrison_E
5143        Animation          = ABPrison_E.ABPrison_E
5144        AnimationMode      = LOOP
5145        Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
5146      End
5147      ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT
5148        Model              = ABPrison_N
5149        Animation          = ABPrison_N.ABPrison_N
5150        AnimationMode      = LOOP
5151        Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
5152      End
5153      ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT DAMAGED
5154        Model              = ABPrison_DN
5155        Animation          = ABPrison_DN.ABPrison_DN
5156        AnimationMode      = LOOP
5157        Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
5158      End
5159      ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT REALLYDAMAGED
5160        Model              = ABPrison_EN
5161        Animation          = ABPrison_EN.ABPrison_EN
5162        AnimationMode      = LOOP
5163        Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
5164      End
5165      ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW
5166        Model              = ABPrison_S
5167        Animation          = ABPrison_S.ABPrison_S
5168        AnimationMode      = LOOP
5169        Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
5170      End
5171      ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW DAMAGED
5172        Model              = ABPrison_DS
5173        Animation          = ABPrison_DS.ABPrison_DS
5174        AnimationMode      = LOOP
5175        Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
5176      End
5177      ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW REALLYDAMAGED
5178        Model              = ABPrison_ES
5179        Animation          = ABPrison_ES.ABPrison_ES
5180        AnimationMode      = LOOP
5181        Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
5182      End
5183      ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW
5184        Model              = ABPrison_NS
5185        Animation          = ABPrison_NS.ABPrison_NS
5186        AnimationMode      = LOOP
5187        Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
5188      End
5189      ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW DAMAGED
5190        Model              = ABPrison_DNS
5191        Animation          = ABPrison_DNS.ABPrison_DNS
5192        AnimationMode      = LOOP
5193        Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
5194      End
5195      ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW REALLYDAMAGED
5196        Model              = ABPrison_ENS
5197        Animation          = ABPrison_ENS.ABPrison_ENS
5198        AnimationMode      = LOOP
5199        Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
5200      End
5201  
5202      ConditionState       = AWAITING_CONSTRUCTION 
5203        Model              = NONE
5204      End
5205      AliasConditionState  = AWAITING_CONSTRUCTION DAMAGED
5206      AliasConditionState  = AWAITING_CONSTRUCTION REALLYDAMAGED
5207      AliasConditionState  = AWAITING_CONSTRUCTION NIGHT
5208      AliasConditionState  = AWAITING_CONSTRUCTION NIGHT DAMAGED
5209      AliasConditionState  = AWAITING_CONSTRUCTION NIGHT REALLYDAMAGED
5210      AliasConditionState  = AWAITING_CONSTRUCTION SNOW
5211      AliasConditionState  = AWAITING_CONSTRUCTION SNOW DAMAGED
5212      AliasConditionState  = AWAITING_CONSTRUCTION SNOW REALLYDAMAGED
5213      AliasConditionState  = AWAITING_CONSTRUCTION NIGHT SNOW
5214      AliasConditionState  = AWAITING_CONSTRUCTION NIGHT SNOW DAMAGED
5215      AliasConditionState  = AWAITING_CONSTRUCTION NIGHT SNOW REALLYDAMAGED
5216      AliasConditionState  = SOLD 
5217      AliasConditionState  = SOLD DAMAGED
5218      AliasConditionState  = SOLD REALLYDAMAGED
5219      AliasConditionState  = SOLD NIGHT
5220      AliasConditionState  = SOLD NIGHT DAMAGED
5221      AliasConditionState  = SOLD NIGHT REALLYDAMAGED
5222      AliasConditionState  = SOLD SNOW
5223      AliasConditionState  = SOLD SNOW DAMAGED
5224      AliasConditionState  = SOLD SNOW REALLYDAMAGED
5225      AliasConditionState  = SOLD NIGHT SNOW
5226      AliasConditionState  = SOLD NIGHT SNOW DAMAGED
5227      AliasConditionState  = SOLD NIGHT SNOW REALLYDAMAGED
5228      ;**************************************************************************************************************************
5229    End
5230  
5231    ; ------------ construction-zone fence -----------------
5232    Draw                = W3DModelDraw ModuleTag_02
5233    AnimationsRequirePower = No
5234      DefaultConditionState
5235        Model           = None
5236        TransitionKey   = DOWN_DEFAULT
5237      End
5238      ConditionState    = NIGHT
5239        Model           = None
5240        TransitionKey   = DOWN_DEFAULT
5241      End
5242      ConditionState    = SNOW
5243        Model           = None
5244        TransitionKey   = DOWN_DEFAULT
5245      End
5246      ConditionState    = SNOW NIGHT
5247        Model           = None
5248        TransitionKey   = DOWN_DEFAULT
5249      End 
5250     ConditionState    = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
5251        Model           = ABPrison_A4
5252        Animation       = ABPrison_A4.ABPrison_A4
5253        AnimationMode   = MANUAL
5254        Flags           = START_FRAME_LAST
5255        TransitionKey   = UP_DAY
5256        ParticleSysBone = SmokeS01 SmokeBuildingSmall
5257        ParticleSysBone = SparksS01 LiveWireSparks02
5258      End
5259      ConditionState    = NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
5260        Model           = ABPrison_A4N
5261        Animation       = ABPrison_A4N.ABPrison_A4N
5262        AnimationMode   = MANUAL
5263        Flags           = START_FRAME_LAST
5264        TransitionKey   = UP_NIGHT
5265        ParticleSysBone = SmokeS01 SmokeBuildingSmall
5266        ParticleSysBone = SparksS01 LiveWireSparks02
5267      End
5268      ConditionState    = SNOW AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
5269        Model           = ABPrison_A4S
5270        Animation       = ABPrison_A4S.ABPrison_A4S
5271        AnimationMode   = MANUAL
5272        Flags           = START_FRAME_LAST
5273        TransitionKey   = UP_SNOW
5274        ParticleSysBone = SmokeS01 SmokeBuildingSmall
5275        ParticleSysBone = SparksS01 LiveWireSparks02
5276      End  
5277      ConditionState    = SNOW NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
5278        Model           = ABPrison_A4SN
5279        Animation       = ABPrison_A4SN.ABPrison_A4SN
5280        AnimationMode   = MANUAL
5281        Flags           = START_FRAME_LAST
5282        TransitionKey   = UP_SNOWNIGHT
5283        ParticleSysBone = SmokeS01 SmokeBuildingSmall
5284        ParticleSysBone = SparksS01 LiveWireSparks02
5285      End  
5286      TransitionState   = DOWN_DEFAULT UP_DAY
5287        Model           = ABPrison_A4
5288        Animation       = ABPrison_A4.ABPrison_A4
5289        AnimationMode   = ONCE
5290        AnimationSpeedFactorRange = 1.0 1.0
5291        Flags           = START_FRAME_FIRST
5292      End
5293      TransitionState   = DOWN_DEFAULT UP_NIGHT
5294        Model           = ABPrison_A4N
5295        Animation       = ABPrison_A4N.ABPrison_A4N
5296        AnimationMode   = ONCE
5297        AnimationSpeedFactorRange = 1.0 1.0
5298        Flags           = START_FRAME_FIRST
5299      End
5300      TransitionState   = DOWN_DEFAULT UP_SNOW
5301        Model           = ABPrison_A4S
5302        Animation       = ABPrison_A4S.ABPrison_A4S
5303        AnimationMode   = ONCE
5304        AnimationSpeedFactorRange = 1.0 1.0
5305        Flags           = START_FRAME_FIRST
5306      End
5307      TransitionState   = DOWN_DEFAULT UP_SNOWNIGHT
5308        Model           = ABPrison_A4SN
5309        Animation       = ABPrison_A4SN.ABPrison_A4SN
5310        AnimationMode   = ONCE
5311        AnimationSpeedFactorRange = 1.0 1.0
5312        Flags           = START_FRAME_FIRST
5313      End
5314      TransitionState   = UP_DAY DOWN_DEFAULT
5315        Model           = ABPrison_A4
5316        Animation       = ABPrison_A4.ABPrison_A4
5317        AnimationMode   = ONCE_BACKWARDS
5318        AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
5319        Flags           = START_FRAME_LAST
5320      End
5321      TransitionState   = UP_NIGHT DOWN_DEFAULT
5322        Model           = ABPrison_A4N
5323        Animation       = ABPrison_A4N.ABPrison_A4N
5324        AnimationMode   = ONCE_BACKWARDS
5325        AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
5326        Flags           = START_FRAME_LAST
5327      End
5328      TransitionState   = UP_SNOW DOWN_DEFAULT
5329        Model           = ABPrison_A4S
5330        Animation       = ABPrison_A4S.ABPrison_A4S
5331        AnimationMode   = ONCE_BACKWARDS
5332        AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
5333        Flags           = START_FRAME_LAST
5334      End
5335      TransitionState   = UP_SNOWNIGHT DOWN_DEFAULT
5336        Model           = ABPrison_A4SN
5337        Animation       = ABPrison_A4SN.ABPrison_A4SN
5338        AnimationMode   = ONCE_BACKWARDS
5339        AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
5340        Flags           = START_FRAME_LAST
5341      End
5342    End
5343  
5344    ; ------------ under-construction scaffolding -----------------
5345    Draw                = W3DModelDraw ModuleTag_03
5346    AnimationsRequirePower = No
5347      MinLODRequired = MEDIUM
5348      DefaultConditionState
5349        Model           = None
5350        TransitionKey   = DOWN_DEFAULT
5351      End
5352      ConditionState    = NIGHT
5353        Model           = None
5354        TransitionKey   = DOWN_DEFAULT
5355      End
5356      ConditionState    = SNOW
5357        Model           = None
5358        TransitionKey   = DOWN_DEFAULT
5359      End
5360      ConditionState    = SNOW NIGHT
5361        Model           = None
5362        TransitionKey   = DOWN_DEFAULT
5363      End
5364      ConditionState    = PARTIALLY_CONSTRUCTED
5365        Model           = ABPrison_A6
5366        Animation       = ABPrison_A6.ABPrison_A6
5367        AnimationMode   = MANUAL
5368        Flags           = START_FRAME_LAST
5369        TransitionKey   = UP_DAY
5370        ParticleSysBone = Sparks01 BuildUpBlueSpark
5371        ParticleSysBone = Sparks02 BuildUpBlueSpark
5372        ParticleSysBone = Sparks03 BuildUpBlueSpark
5373        ParticleSysBone = Sparks04 BuildUpBlueSpark
5374        ParticleSysBone = Sparks05 BuildUpBlueSpark
5375        ParticleSysBone = Sparks06 BuildUpBlueSpark
5376      End
5377      ConditionState    = NIGHT PARTIALLY_CONSTRUCTED
5378        Model           = ABPrison_A6N
5379        Animation       = ABPrison_A6N.ABPrison_A6N
5380        AnimationMode   = MANUAL
5381        Flags           = START_FRAME_LAST
5382        TransitionKey   = UP_NIGHT
5383        ParticleSysBone = Sparks01 BuildUpBlueSpark
5384        ParticleSysBone = Sparks02 BuildUpBlueSpark
5385        ParticleSysBone = Sparks03 BuildUpBlueSpark
5386        ParticleSysBone = Sparks04 BuildUpBlueSpark
5387        ParticleSysBone = Sparks05 BuildUpBlueSpark
5388        ParticleSysBone = Sparks06 BuildUpBlueSpark
5389      End
5390      ConditionState    = SNOW PARTIALLY_CONSTRUCTED
5391        Model           = ABPrison_A6S
5392        Animation       = ABPrison_A6S.ABPrison_A6S
5393        AnimationMode   = MANUAL
5394        Flags           = START_FRAME_LAST
5395        TransitionKey   = UP_SNOW
5396        ParticleSysBone = Sparks01 BuildUpBlueSpark
5397        ParticleSysBone = Sparks02 BuildUpBlueSpark
5398        ParticleSysBone = Sparks03 BuildUpBlueSpark
5399        ParticleSysBone = Sparks04 BuildUpBlueSpark
5400        ParticleSysBone = Sparks05 BuildUpBlueSpark
5401        ParticleSysBone = Sparks06 BuildUpBlueSpark
5402      End
5403      ConditionState    = SNOW NIGHT PARTIALLY_CONSTRUCTED
5404        Model           = ABPrison_A6SN
5405        Animation       = ABPrison_A6SN.ABPrison_A6SN
5406        AnimationMode   = MANUAL
5407        Flags           = START_FRAME_LAST
5408        TransitionKey   = UP_SNOWNIGHT
5409        ParticleSysBone = Sparks01 BuildUpBlueSpark
5410        ParticleSysBone = Sparks02 BuildUpBlueSpark
5411        ParticleSysBone = Sparks03 BuildUpBlueSpark
5412        ParticleSysBone = Sparks04 BuildUpBlueSpark
5413        ParticleSysBone = Sparks05 BuildUpBlueSpark
5414        ParticleSysBone = Sparks06 BuildUpBlueSpark
5415      End
5416      TransitionState   = DOWN_DEFAULT UP_DAY
5417       Model            = ABPrison_A6
5418        Animation       = ABPrison_A6.ABPrison_A6
5419        AnimationMode   = ONCE
5420        AnimationSpeedFactorRange = 1.0 1.0
5421        Flags           = START_FRAME_FIRST
5422      End
5423      TransitionState   = DOWN_DEFAULT UP_NIGHT
5424       Model            = ABPrison_A6N
5425        Animation       = ABPrison_A6N.ABPrison_A6N
5426        AnimationMode   = ONCE
5427        AnimationSpeedFactorRange = 1.0 1.0
5428        Flags           = START_FRAME_FIRST
5429      End
5430      TransitionState   = DOWN_DEFAULT UP_SNOW
5431       Model            = ABPrison_A6S
5432        Animation       = ABPrison_A6S.ABPrison_A6S
5433        AnimationMode   = ONCE
5434        AnimationSpeedFactorRange = 1.0 1.0
5435        Flags           = START_FRAME_FIRST
5436      End
5437      TransitionState   = DOWN_DEFAULT UP_SNOWNIGHT
5438       Model            = ABPrison_A6SN
5439        Animation       = ABPrison_A6SN.ABPrison_A6SN
5440        AnimationMode   = ONCE
5441        AnimationSpeedFactorRange = 1.0 1.0
5442        Flags           = START_FRAME_FIRST
5443      End
5444      TransitionState   = UP_DAY DOWN_DEFAULT
5445        Model           = ABPrison_A6
5446        Animation       = ABPrison_A6.ABPrison_A6
5447        AnimationMode   = ONCE_BACKWARDS
5448        AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
5449        Flags           = START_FRAME_LAST
5450      End
5451      TransitionState   = UP_NIGHT DOWN_DEFAULT
5452        Model           = ABPrison_A6N
5453        Animation       = ABPrison_A6N.ABPrison_A6N
5454        AnimationMode   = ONCE_BACKWARDS
5455        AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
5456        Flags           = START_FRAME_LAST
5457      End
5458      TransitionState   = UP_SNOW DOWN_DEFAULT
5459        Model           = ABPrison_A6S
5460        Animation       = ABPrison_A6S.ABPrison_A6S
5461        AnimationMode   = ONCE_BACKWARDS
5462        AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
5463        Flags           = START_FRAME_LAST
5464      End
5465      TransitionState   = UP_SNOWNIGHT DOWN_DEFAULT
5466        Model           = ABPrison_A6SN
5467        Animation       = ABPrison_A6SN.ABPrison_A6SN
5468        AnimationMode   = ONCE_BACKWARDS
5469        AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
5470        Flags           = START_FRAME_LAST
5471      End
5472    End
5473  
5474    ; ------------ being-constructed crane -----------------
5475    Draw                = W3DModelDraw ModuleTag_04
5476    AnimationsRequirePower = No
5477      DefaultConditionState
5478        Model           = None
5479        TransitionKey   = DOWN_DEFAULT
5480      End
5481      ConditionState    = NIGHT
5482        Model           = None
5483        TransitionKey   = DOWN_DEFAULT
5484      End
5485      ConditionState    = SNOW
5486        Model           = None
5487        TransitionKey   = DOWN_DEFAULT
5488      End
5489      ConditionState    = SNOW NIGHT
5490        Model           = None
5491        TransitionKey   = DOWN_DEFAULT
5492      End
5493      ConditionState    = SOLD
5494        Model           = NONE
5495      End
5496  
5497      ConditionState    = ACTIVELY_BEING_CONSTRUCTED
5498        Model           = ABPrison_A5
5499        Animation       = ABPrison_A5.ABPrison_A5
5500        AnimationMode   = LOOP
5501        TransitionKey   = UP_DAY
5502      End
5503  
5504      ConditionState    = NIGHT ACTIVELY_BEING_CONSTRUCTED
5505        Model           = ABPrison_A5N
5506        Animation       = ABPrison_A5N.ABPrison_A5N
5507        AnimationMode   = LOOP
5508        TransitionKey   = UP_NIGHT
5509      End
5510      ConditionState    = SNOW ACTIVELY_BEING_CONSTRUCTED
5511        Model           = ABPrison_A5S
5512        Animation       = ABPrison_A5S.ABPrison_A5S
5513        AnimationMode   = LOOP
5514        TransitionKey   = UP_SNOW
5515      End
5516      ConditionState    = SNOW NIGHT ACTIVELY_BEING_CONSTRUCTED
5517        Model           = ABPrison_A5SN
5518        Animation       = ABPrison_A5SN.ABPrison_A5SN
5519        AnimationMode   = LOOP
5520        TransitionKey   = UP_SNOWNIGHT
5521      End
5522      TransitionState   = DOWN_DEFAULT UP_DAY
5523        Model           = ABPrison_AB
5524        Animation       = ABPrison_AB.ABPrison_AB
5525        AnimationMode   = ONCE
5526        AnimationSpeedFactorRange = 1.0 1.0
5527        Flags           = START_FRAME_FIRST
5528      End
5529  
5530      TransitionState   = DOWN_DEFAULT UP_NIGHT
5531        Model           = ABPrison_ABN
5532        Animation       = ABPrison_ABN.ABPrison_ABN
5533        AnimationMode   = ONCE
5534        AnimationSpeedFactorRange = 1.0 1.0
5535        Flags           = START_FRAME_FIRST
5536      End
5537      TransitionState   = DOWN_DEFAULT UP_SNOW
5538        Model           = ABPrison_ABS
5539        Animation       = ABPrison_ABS.ABPrison_ABS
5540        AnimationMode   = ONCE
5541        AnimationSpeedFactorRange = 1.0 1.0
5542        Flags           = START_FRAME_FIRST
5543      End
5544      TransitionState   = DOWN_DEFAULT UP_SNOWNIGHT
5545        Model           = ABPrison_ABSN
5546        Animation       = ABPrison_ABSN.ABPrison_ABSN
5547        AnimationMode   = ONCE
5548        AnimationSpeedFactorRange = 1.0 1.0
5549        Flags           = START_FRAME_FIRST
5550      End
5551      TransitionState   = UP_DAY DOWN_DEFAULT
5552        Model           = ABPrison_AB
5553        Animation       = ABPrison_AB.ABPrison_AB
5554        AnimationMode   = ONCE_BACKWARDS
5555        AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
5556        Flags           = START_FRAME_LAST
5557      End
5558      TransitionState   = UP_NIGHT DOWN_DEFAULT
5559        Model           = ABPrison_ABN
5560        Animation       = ABPrison_ABN.ABPrison_ABN
5561        AnimationMode   = ONCE_BACKWARDS
5562        AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
5563        Flags           = START_FRAME_LAST
5564      End
5565      TransitionState   = UP_SNOW DOWN_DEFAULT
5566        Model           = ABPrison_ABS
5567        Animation       = ABPrison_ABS.ABPrison_ABS
5568        AnimationMode   = ONCE_BACKWARDS
5569        AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
5570        Flags           = START_FRAME_LAST
5571      End
5572      TransitionState   = UP_SNOWNIGHT DOWN_DEFAULT
5573        Model           = ABPrison_ABSN
5574        Animation       = ABPrison_ABSN.ABPrison_ABSN
5575        AnimationMode   = ONCE_BACKWARDS
5576        AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
5577        Flags           = START_FRAME_LAST
5578      End
5579    End
5580   
5581    PlacementViewAngle = -45
5582  
5583    ; ***DESIGN parameters ***
5584    DisplayName         = OBJECT:DetentionCamp
5585    Side                = America
5586    EditorSorting       = STRUCTURE
5587    Prerequisites
5588      Object            = AmericaStrategyCenter 
5589    End
5590    BuildCost           = 1000
5591    BuildTime           = 30.0           ; in seconds
5592    EnergyProduction    = 0
5593    VisionRange         = 200.0           ; Shroud clearing distance
5594    ShroudClearingRange = 200
5595    ArmorSet
5596      Conditions        = None
5597      Armor             = StructureArmor
5598      DamageFX          = StructureDamageFXNoShake
5599    End
5600    CommandSet          = AmericaDetentionCampCommandSet
5601    ExperienceValue     = 100 100 100 100  ; Experience point value at each level
5602  
5603    ; *** AUDIO Parameters ***
5604    VoiceSelect         = DetentionCampSelect
5605    SoundDie              = BuildingDie
5606    SoundOnDamaged        = BuildingDamagedStateLight
5607    SoundOnReallyDamaged  = BuildingDestroy
5608  
5609    UnitSpecificSounds
5610      UnderConstruction     = UnderConstructionLoop
5611    End
5612  
5613    ; *** ENGINEERING Parameters ***
5614    RadarPriority       = STRUCTURE
5615    KindOf              = PRELOAD STRUCTURE SELECTABLE IMMOBILE SCORE CAPTURABLE FS_TECHNOLOGY MP_COUNT_FOR_VICTORY ;PRISON
5616    Body                = StructureBody ModuleTag_05
5617      MaxHealth         = 2000.0
5618      InitialHealth     = 2000.0
5619    End
5620  
5621    ;Behavior = PrisonBehavior ModuleTag_06
5622    ;  EnterSound        = EnterPrison
5623    ;  ExitSound         = ExitPrison
5624    ;  YardBonePrefix    = PRISONYARD
5625    ;  ShowPrisoners     = Yes
5626    ;End
5627    ;Behavior = SpawnBehavior ModuleTag_07
5628    ;  SpawnNumber       = 1
5629    ;  SpawnReplaceDelay = 1000
5630    ;  SpawnTemplateName = AmericaVehiclePOWTruck
5631    ;  OneShot           = No
5632    ;  CanReclaimOrphans = Yes
5633    ;End
5634    ;Behavior = PrisonDockUpdate ModuleTag_09
5635    ;  NumberApproachPositions = 9
5636    ;End
5637    
5638    Behavior            = BaseRegenerateUpdate ModuleTag_08
5639      ;<NO DATA>
5640    End 
5641    Behavior            = DestroyDie ModuleTag_10
5642      ;<NO DATA>
5643    End
5644    Behavior            = CreateObjectDie ModuleTag_12
5645      CreationList      = OCL_ABPowerPlantExplode
5646    End
5647  
5648    Behavior            = CreateObjectDie ModuleTag_13
5649      CreationList      = OCL_AmericanRangerDebris08
5650      ExemptStatus      = UNDER_CONSTRUCTION
5651    End
5652    Behavior            = FXListDie ModuleTag_14
5653      DeathFX           = FX_StructureMediumDeath
5654    End
5655  
5656    Behavior = SpyVisionSpecialPower ModuleTag_15
5657      SpecialPowerTemplate     = SuperweaponCIAIntelligence   
5658      BaseDuration             = 30000 ;in milliseconds
5659      BonusDurationPerCaptured = 10000 ;in milliseconds
5660      MaxDuration              = 240000 ;in milliseconds    
5661    End
5662    Behavior = SpyVisionUpdate ModuleTag_16
5663      ;<NO DATA>
5664    End
5665     
5666    Behavior             = FlammableUpdate ModuleTag_18
5667      AflameDuration     = 5000    ; If I catch fire, I'll burn for this long...
5668      AflameDamageAmount = 5       ; taking this much damage...
5669      AflameDamageDelay  = 500     ; this often.
5670    End
5671  
5672    Behavior = TransitionDamageFX ModuleTag_19
5673      ;-------------DESIGNED FOR MEDIUM SIZED FACTION BUILDING TRANSITIONS-------------------
5674      DamagedParticleSystem1       = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke
5675      ;---------------------------------------------------------------------------------------
5676      ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke
5677      ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionMediumExplosion
5678      ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionMediumShockwave
5679    End
5680  
5681    Geometry            = BOX
5682    GeometryMajorRadius = 49.0
5683    GeometryMinorRadius = 63.0
5684    GeometryHeight      = 35.0
5685    GeometryIsSmall     = No
5686    Shadow              = SHADOW_VOLUME
5687    BuildCompletion     = PLACED_BY_PLAYER
5688  
5689  End
5690  
5691  ;------------------------------------------------------------------------------
5692  Object AmericaStrategyCenter
5693  
5694    ; *** ART Parameters ***
5695    SelectPortrait         = SAStrategyCenter_L
5696    ButtonImage            = SAStrategyCenter
5697    Draw = W3DModelDraw ModuleTag_01
5698      OkToChangeModelColor = Yes
5699  
5700      ; day ***************************************************
5701      ConditionState = NONE
5702        Model              = ABStrategy
5703        Animation          = ABStrategy.ABStrategy
5704        AnimationMode      = LOOP
5705      End
5706      ConditionState = DAMAGED
5707        Model              = ABStrategy_D
5708        Animation          = ABStrategy_D.ABStrategy_D
5709        AnimationMode      = LOOP
5710      End
5711      ConditionState = REALLYDAMAGED RUBBLE
5712        Model              = ABStrategy_E
5713        Animation          = ABStrategy_E.ABStrategy_E
5714        AnimationMode      = LOOP
5715      End
5716         
5717      ; SNOW ***************************************************
5718      ConditionState = SNOW
5719        Model              = ABStrategy_S
5720        Animation          = ABStrategy_S.ABStrategy_S
5721        AnimationMode      = LOOP
5722      End
5723      ConditionState = DAMAGED SNOW
5724        Model              = ABStrategy_DS
5725        Animation          = ABStrategy_DS.ABStrategy_DS
5726        AnimationMode      = LOOP
5727      End
5728      ConditionState = REALLYDAMAGED RUBBLE SNOW
5729        Model              = ABStrategy_ES
5730        Animation          = ABStrategy_ES.ABStrategy_ES
5731        AnimationMode      = LOOP
5732      End
5733      
5734      ; night **************************************************
5735      ConditionState = NIGHT
5736        Model              = ABStrategy_N
5737        Animation          = ABStrategy_N.ABStrategy_N
5738        AnimationMode      = ONCE_BACKWARDS
5739        Flags              = START_FRAME_FIRST
5740      End
5741      ConditionState = NIGHT DAMAGED
5742        Model              = ABStrategy_DN
5743        Animation          = ABStrategy_DN.ABStrategy_DN
5744        AnimationMode      = LOOP
5745      End
5746      ConditionState = NIGHT REALLYDAMAGED RUBBLE
5747        Model              = ABStrategy_EN
5748        Animation          = ABStrategy_EN.ABStrategy_EN
5749        AnimationMode      = LOOP
5750      End
5751      
5752      ; night Snow**************************************************
5753      ConditionState = NIGHT SNOW
5754        Model              = ABStrategy_NS
5755        Animation          = ABStrategy_NS.ABStrategy_NS
5756        AnimationMode      = ONCE_BACKWARDS
5757        Flags              = START_FRAME_FIRST
5758      End
5759      ConditionState = NIGHT DAMAGED SNOW
5760        Model              = ABStrategy_DNS
5761        Animation          = ABStrategy_DNS.ABStrategy_DNS
5762        AnimationMode      = LOOP
5763      End
5764      ConditionState = NIGHT REALLYDAMAGED RUBBLE SNOW
5765        Model              = ABStrategy_ENS
5766        Animation          = ABStrategy_ENS.ABStrategy_ENS
5767        AnimationMode      = LOOP
5768      End
5769  
5770      ;**************************************************************************************************************************
5771      ;This block handles every possible case with construction process, selling process, awaiting construction, and sold states
5772      ;for this draw module
5773      ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
5774        Model              = ABStrategy
5775        Animation          = ABStrategy.ABStrategy
5776        AnimationMode      = LOOP
5777        Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
5778      End
5779      ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED
5780        Model              = ABStrategy_D
5781        Animation          = ABStrategy_D.ABStrategy_D
5782        AnimationMode      = LOOP
5783        Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
5784      End
5785      ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED
5786        Model              = ABStrategy_E
5787        Animation          = ABStrategy_E.ABStrategy_E
5788        AnimationMode      = LOOP
5789        Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
5790      End
5791      ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT
5792        Model              = ABStrategy_N
5793        Animation          = ABStrategy_N.ABStrategy_N
5794        AnimationMode      = LOOP
5795        Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
5796      End
5797      ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT DAMAGED
5798        Model              = ABStrategy_DN
5799        Animation          = ABStrategy_DN.ABStrategy_DN
5800        AnimationMode      = LOOP
5801        Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
5802      End
5803      ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT REALLYDAMAGED
5804        Model              = ABStrategy_EN
5805        Animation          = ABStrategy_EN.ABStrategy_EN
5806        AnimationMode      = LOOP
5807        Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
5808      End
5809      ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW
5810        Model              = ABStrategy_S
5811        Animation          = ABStrategy_S.ABStrategy_S
5812        AnimationMode      = LOOP
5813        Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
5814      End
5815      ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW DAMAGED
5816        Model              = ABStrategy_DS
5817        Animation          = ABStrategy_DS.ABStrategy_DS
5818        AnimationMode      = LOOP
5819        Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
5820      End
5821      ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW REALLYDAMAGED
5822        Model              = ABStrategy_ES
5823        Animation          = ABStrategy_ES.ABStrategy_ES
5824        AnimationMode      = LOOP
5825        Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
5826      End
5827      ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW
5828        Model              = ABStrategy_NS
5829        Animation          = ABStrategy_NS.ABStrategy_NS
5830        AnimationMode      = LOOP
5831        Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
5832      End
5833      ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW DAMAGED
5834        Model              = ABStrategy_DNS
5835        Animation          = ABStrategy_DNS.ABStrategy_DNS
5836        AnimationMode      = LOOP
5837        Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
5838      End
5839      ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW REALLYDAMAGED
5840        Model              = ABStrategy_ENS
5841        Animation          = ABStrategy_ENS.ABStrategy_ENS
5842        AnimationMode      = LOOP
5843        Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
5844      End
5845  
5846      ConditionState       = AWAITING_CONSTRUCTION 
5847        Model              = NONE
5848      End
5849      AliasConditionState  = AWAITING_CONSTRUCTION DAMAGED
5850      AliasConditionState  = AWAITING_CONSTRUCTION REALLYDAMAGED
5851      AliasConditionState  = AWAITING_CONSTRUCTION NIGHT
5852      AliasConditionState  = AWAITING_CONSTRUCTION NIGHT DAMAGED
5853      AliasConditionState  = AWAITING_CONSTRUCTION NIGHT REALLYDAMAGED
5854      AliasConditionState  = AWAITING_CONSTRUCTION SNOW
5855      AliasConditionState  = AWAITING_CONSTRUCTION SNOW DAMAGED
5856      AliasConditionState  = AWAITING_CONSTRUCTION SNOW REALLYDAMAGED
5857      AliasConditionState  = AWAITING_CONSTRUCTION NIGHT SNOW
5858      AliasConditionState  = AWAITING_CONSTRUCTION NIGHT SNOW DAMAGED
5859      AliasConditionState  = AWAITING_CONSTRUCTION NIGHT SNOW REALLYDAMAGED
5860      AliasConditionState  = SOLD 
5861      AliasConditionState  = SOLD DAMAGED
5862      AliasConditionState  = SOLD REALLYDAMAGED
5863      AliasConditionState  = SOLD NIGHT
5864      AliasConditionState  = SOLD NIGHT DAMAGED
5865      AliasConditionState  = SOLD NIGHT REALLYDAMAGED
5866      AliasConditionState  = SOLD SNOW
5867      AliasConditionState  = SOLD SNOW DAMAGED
5868      AliasConditionState  = SOLD SNOW REALLYDAMAGED
5869      AliasConditionState  = SOLD NIGHT SNOW
5870      AliasConditionState  = SOLD NIGHT SNOW DAMAGED
5871      AliasConditionState  = SOLD NIGHT SNOW REALLYDAMAGED
5872      ;**************************************************************************************************************************
5873    End
5874  
5875    ; ------------ construction-zone fence -----------------
5876    Draw = W3DModelDraw ModuleTag_02
5877    AnimationsRequirePower = No
5878      OkToChangeModelColor = Yes
5879      DefaultConditionState
5880        Model           = None
5881        TransitionKey   = DOWN_DEFAULT
5882      End
5883      ConditionState    = NIGHT
5884        Model           = None
5885        TransitionKey   = DOWN_DEFAULT
5886      End
5887      ConditionState    = SNOW
5888        Model           = None
5889        TransitionKey   = DOWN_DEFAULT
5890      End
5891      ConditionState    = SNOW NIGHT
5892        Model           = None
5893        TransitionKey   = DOWN_DEFAULT
5894      End
5895      ConditionState    = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
5896        Model           = ABStrategy_A4
5897        Animation       = ABStrategy_A4.ABStrategy_A4
5898        AnimationMode   = MANUAL
5899        Flags           = START_FRAME_LAST
5900        TransitionKey   = UP_DAY
5901        ParticleSysBone = SparksS01 LiveWireSparks02
5902        ParticleSysBone = SmokeS01 SmokeBuildingSmall
5903      End
5904      ConditionState    = NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
5905        Model           = ABStrategy_A4N
5906        Animation       = ABStrategy_A4N.ABStrategy_A4N
5907        AnimationMode   = MANUAL
5908        Flags           = START_FRAME_LAST
5909        TransitionKey   = UP_NIGHT
5910        ParticleSysBone = SparksS01 LiveWireSparks02
5911        ParticleSysBone = SmokeS01 SmokeBuildingSmall
5912      End
5913      ConditionState    = SNOW AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
5914        Model           = ABStrategy_A4S
5915        Animation       = ABStrategy_A4S.ABStrategy_A4S
5916        AnimationMode   = MANUAL
5917        Flags           = START_FRAME_LAST
5918        TransitionKey   = UP_SNOW
5919        ParticleSysBone = SparksS01 LiveWireSparks02
5920        ParticleSysBone = SmokeS01 SmokeBuildingSmall
5921      End
5922      ConditionState    = SNOW NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
5923        Model           = ABStrategy_A4SN
5924        Animation       = ABStrategy_A4SN.ABStrategy_A4SN
5925        AnimationMode   = MANUAL
5926        Flags           = START_FRAME_LAST
5927        TransitionKey   = UP_SNOWNIGHT
5928        ParticleSysBone = SparksS01 LiveWireSparks02
5929        ParticleSysBone = SmokeS01 SmokeBuildingSmall
5930      End
5931      TransitionState   = DOWN_DEFAULT UP_DAY
5932        Model           = ABStrategy_A4
5933        Animation       = ABStrategy_A4.ABStrategy_A4
5934        AnimationMode   = ONCE
5935        AnimationSpeedFactorRange = 1.0 1.0
5936        Flags           = START_FRAME_FIRST
5937      End
5938      TransitionState   = DOWN_DEFAULT UP_NIGHT
5939        Model           = ABStrategy_A4N
5940        Animation       = ABStrategy_A4N.ABStrategy_A4N
5941        AnimationMode   = ONCE
5942        AnimationSpeedFactorRange = 1.0 1.0
5943        Flags           = START_FRAME_FIRST
5944      End
5945      TransitionState   = DOWN_DEFAULT UP_SNOW
5946        Model           = ABStrategy_A4S
5947        Animation       = ABStrategy_A4S.ABStrategy_A4S
5948        AnimationMode   = ONCE
5949        AnimationSpeedFactorRange = 1.0 1.0
5950        Flags           = START_FRAME_FIRST
5951      End
5952      TransitionState   = DOWN_DEFAULT UP_SNOWNIGHT
5953        Model           = ABStrategy_A4SN
5954        Animation       = ABStrategy_A4SN.ABStrategy_A4SN
5955        AnimationMode   = ONCE
5956        AnimationSpeedFactorRange = 1.0 1.0
5957        Flags           = START_FRAME_FIRST
5958      End
5959      TransitionState   = UP_DAY DOWN_DEFAULT
5960        Model           = ABStrategy_A4
5961        Animation       = ABStrategy_A4.ABStrategy_A4
5962        AnimationMode   = ONCE_BACKWARDS
5963        AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
5964        Flags           = START_FRAME_LAST
5965      End
5966      TransitionState   = UP_NIGHT DOWN_DEFAULT
5967        Model           = ABStrategy_A4N
5968        Animation       = ABStrategy_A4N.ABStrategy_A4N
5969        AnimationMode   = ONCE_BACKWARDS
5970        AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
5971        Flags           = START_FRAME_LAST
5972      End
5973      TransitionState   = UP_SNOW DOWN_DEFAULT
5974        Model           = ABStrategy_A4S
5975        Animation       = ABStrategy_A4S.ABStrategy_A4S
5976        AnimationMode   = ONCE_BACKWARDS
5977        AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
5978        Flags           = START_FRAME_LAST
5979      End
5980  
5981      TransitionState   = UP_SNOWNIGHT DOWN_DEFAULT
5982        Model           = ABStrategy_A4SN
5983        Animation       = ABStrategy_A4SN.ABStrategy_A4SN
5984        AnimationMode   = ONCE_BACKWARDS
5985        AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
5986        Flags           = START_FRAME_LAST
5987      End
5988    End
5989  
5990    ; ------------ under-construction scaffolding -----------------
5991    Draw = W3DModelDraw ModuleTag_03
5992    AnimationsRequirePower = No
5993      MinLODRequired = MEDIUM
5994      OkToChangeModelColor = Yes
5995  
5996      DefaultConditionState
5997        Model           = None
5998        TransitionKey   = DOWN_DEFAULT
5999      End
6000      ConditionState    = NIGHT
6001        Model           = None
6002        TransitionKey   = DOWN_DEFAULT
6003      End
6004      ConditionState    = SNOW
6005        Model           = None
6006        TransitionKey   = DOWN_DEFAULT
6007      End
6008      ConditionState    = SNOW NIGHT
6009        Model           = None
6010        TransitionKey   = DOWN_DEFAULT
6011      End
6012      ConditionState    = PARTIALLY_CONSTRUCTED
6013        Model           = ABStrategy_A6
6014        Animation       = ABStrategy_A6.ABStrategy_A6
6015        AnimationMode   = MANUAL
6016        Flags           = START_FRAME_LAST
6017        TransitionKey   = UP_DAY
6018        ParticleSysBone = Sparks01 BuildUpBlueSpark
6019        ParticleSysBone = Sparks02 BuildUpBlueSpark
6020        ParticleSysBone = Sparks03 BuildUpBlueSpark
6021        ParticleSysBone = Sparks04 BuildUpBlueSpark
6022        ParticleSysBone = Sparks05 BuildUpBlueSpark
6023        ParticleSysBone = Sparks06 BuildUpBlueSpark
6024      End
6025      ConditionState    = NIGHT PARTIALLY_CONSTRUCTED
6026        Model           = ABStrategy_A6N
6027        Animation       = ABStrategy_A6N.ABStrategy_A6N
6028        AnimationMode   = MANUAL
6029        Flags           = START_FRAME_LAST
6030        TransitionKey   = UP_NIGHT
6031        ParticleSysBone = Sparks01 BuildUpBlueSpark
6032        ParticleSysBone = Sparks02 BuildUpBlueSpark
6033        ParticleSysBone = Sparks03 BuildUpBlueSpark
6034        ParticleSysBone = Sparks04 BuildUpBlueSpark
6035        ParticleSysBone = Sparks05 BuildUpBlueSpark
6036        ParticleSysBone = Sparks06 BuildUpBlueSpark
6037      End
6038      ConditionState    = SNOW PARTIALLY_CONSTRUCTED
6039        Model           = ABStrategy_A6S
6040        Animation       = ABStrategy_A6S.ABStrategy_A6S
6041        AnimationMode   = MANUAL
6042        Flags           = START_FRAME_LAST
6043        TransitionKey   = UP_SNOW
6044        ParticleSysBone = Sparks01 BuildUpBlueSpark
6045        ParticleSysBone = Sparks02 BuildUpBlueSpark
6046        ParticleSysBone = Sparks03 BuildUpBlueSpark
6047        ParticleSysBone = Sparks04 BuildUpBlueSpark
6048        ParticleSysBone = Sparks05 BuildUpBlueSpark
6049        ParticleSysBone = Sparks06 BuildUpBlueSpark
6050      End
6051      ConditionState    = SNOW NIGHT PARTIALLY_CONSTRUCTED
6052        Model           = ABStrategy_A6SN
6053        Animation       = ABStrategy_A6SN.ABStrategy_A6SN
6054        AnimationMode   = MANUAL
6055        Flags           = START_FRAME_LAST
6056        TransitionKey   = UP_SNOWNIGHT
6057        ParticleSysBone = Sparks01 BuildUpBlueSpark
6058        ParticleSysBone = Sparks02 BuildUpBlueSpark
6059        ParticleSysBone = Sparks03 BuildUpBlueSpark
6060        ParticleSysBone = Sparks04 BuildUpBlueSpark
6061        ParticleSysBone = Sparks05 BuildUpBlueSpark
6062        ParticleSysBone = Sparks06 BuildUpBlueSpark
6063      End
6064      TransitionState   = DOWN_DEFAULT UP_DAY
6065       Model            = ABStrategy_A6
6066        Animation       = ABStrategy_A6.ABStrategy_A6
6067        AnimationMode   = ONCE
6068        AnimationSpeedFactorRange = 1.0 1.0
6069        Flags           = START_FRAME_FIRST
6070      End
6071      TransitionState   = DOWN_DEFAULT UP_NIGHT
6072       Model            = ABStrategy_A6N
6073        Animation       = ABStrategy_A6N.ABStrategy_A6N
6074        AnimationMode   = ONCE
6075        AnimationSpeedFactorRange = 1.0 1.0
6076        Flags           = START_FRAME_FIRST
6077      End
6078      TransitionState   = DOWN_DEFAULT UP_SNOW
6079       Model            = ABStrategy_A6S
6080        Animation       = ABStrategy_A6S.ABStrategy_A6S
6081        AnimationMode   = ONCE
6082        AnimationSpeedFactorRange = 1.0 1.0
6083        Flags           = START_FRAME_FIRST
6084      End
6085      TransitionState   = DOWN_DEFAULT UP_SNOWNIGHT
6086       Model            = ABStrategy_A6SN
6087        Animation       = ABStrategy_A6SN.ABStrategy_A6SN
6088        AnimationMode   = ONCE
6089        AnimationSpeedFactorRange = 1.0 1.0
6090        Flags           = START_FRAME_FIRST
6091      End
6092      TransitionState   = UP_DAY DOWN_DEFAULT
6093        Model           = ABStrategy_A6
6094        Animation       = ABStrategy_A6.ABStrategy_A6
6095        AnimationMode   = ONCE_BACKWARDS
6096        AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
6097        Flags           = START_FRAME_LAST
6098      End
6099      TransitionState   = UP_NIGHT DOWN_DEFAULT
6100        Model           = ABStrategy_A6N
6101        Animation       = ABStrategy_A6N.ABStrategy_A6N
6102        AnimationMode   = ONCE_BACKWARDS
6103        AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
6104        Flags           = START_FRAME_LAST
6105      End
6106      TransitionState   = UP_SNOW DOWN_DEFAULT
6107        Model           = ABStrategy_A6S
6108        Animation       = ABStrategy_A6S.ABStrategy_A6S
6109        AnimationMode   = ONCE_BACKWARDS
6110        AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
6111        Flags           = START_FRAME_LAST
6112      End
6113      TransitionState   = UP_SNOWNIGHT DOWN_DEFAULT
6114        Model           = ABStrategy_A6SN
6115        Animation       = ABStrategy_A6SN.ABStrategy_A6SN
6116        AnimationMode   = ONCE_BACKWARDS
6117        AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
6118        Flags           = START_FRAME_LAST
6119      End
6120    End
6121  
6122    ; ------------ being-constructed crane -----------------
6123    Draw = W3DModelDraw ModuleTag_04
6124    AnimationsRequirePower = No
6125      DefaultConditionState
6126        Model           = None
6127        TransitionKey   = DOWN_DEFAULT
6128      End
6129      ConditionState    = NIGHT
6130        Model           = None
6131        TransitionKey   = DOWN_DEFAULT
6132      End
6133      ConditionState    = SNOW
6134        Model           = None
6135        TransitionKey   = DOWN_DEFAULT
6136      End
6137      ConditionState    = SNOW NIGHT
6138  
6139        Model           = None
6140        TransitionKey   = DOWN_DEFAULT
6141      End
6142      ConditionState    = SOLD
6143        Model           = NONE
6144      End
6145  
6146      ConditionState  = ACTIVELY_BEING_CONSTRUCTED
6147        Model           = ABStrategy_A5
6148        Animation       = ABStrategy_A5.ABStrategy_A5
6149        AnimationMode   = LOOP
6150        TransitionKey  = UP_DAY
6151      End
6152  
6153      ConditionState  = NIGHT ACTIVELY_BEING_CONSTRUCTED
6154        Model           = ABStrategy_A5N
6155        Animation       = ABStrategy_A5N.ABStrategy_A5N
6156        AnimationMode   = LOOP
6157        TransitionKey  = UP_NIGHT
6158      End
6159  
6160      ConditionState  = SNOW ACTIVELY_BEING_CONSTRUCTED
6161        Model           = ABStrategy_A5S
6162        Animation       = ABStrategy_A5S.ABStrategy_A5S
6163        AnimationMode   = LOOP
6164        TransitionKey  = UP_SNOW
6165      End
6166      ConditionState  = SNOW NIGHT ACTIVELY_BEING_CONSTRUCTED
6167        Model           = ABStrategy_A5SN
6168        Animation       = ABStrategy_A5SN.ABStrategy_A5SN
6169        AnimationMode   = LOOP
6170        TransitionKey  = UP_SNOWNIGHT
6171      End
6172      TransitionState   = DOWN_DEFAULT UP_DAY
6173        Model            = ABStrategy_AB
6174        Animation       = ABStrategy_AB.ABStrategy_AB
6175        AnimationMode   = ONCE
6176        AnimationSpeedFactorRange = 1.0 1.0
6177        Flags           = START_FRAME_FIRST
6178      End
6179  
6180      TransitionState   = DOWN_DEFAULT UP_NIGHT
6181        Model            = ABStrategy_ABN
6182        Animation       = ABStrategy_ABN.ABStrategy_ABN
6183        AnimationMode   = ONCE
6184        AnimationSpeedFactorRange = 1.0 1.0
6185        Flags           = START_FRAME_FIRST
6186      End
6187      TransitionState   = DOWN_DEFAULT UP_SNOW
6188        Model            = ABStrategy_ABS
6189        Animation       = ABStrategy_ABS.ABStrategy_ABS
6190        AnimationMode   = ONCE
6191        AnimationSpeedFactorRange = 1.0 1.0
6192        Flags           = START_FRAME_FIRST
6193      End
6194      TransitionState   = DOWN_DEFAULT UP_SNOWNIGHT
6195        Model            = ABStrategy_ABSN
6196        Animation       = ABStrategy_ABSN.ABStrategy_ABSN
6197        AnimationMode   = ONCE
6198        AnimationSpeedFactorRange = 1.0 1.0
6199        Flags           = START_FRAME_FIRST
6200      End
6201      TransitionState   = UP_DAY DOWN_DEFAULT
6202        Model            = ABStrategy_AB
6203        Animation       = ABStrategy_AB.ABStrategy_AB
6204        AnimationMode   = ONCE_BACKWARDS
6205        AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
6206        Flags           = START_FRAME_LAST
6207      End
6208      TransitionState   = UP_NIGHT DOWN_DEFAULT
6209        Model            = ABStrategy_ABN
6210        Animation       = ABStrategy_ABN.ABStrategy_ABN
6211        AnimationMode   = ONCE_BACKWARDS
6212        AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
6213        Flags           = START_FRAME_LAST
6214      End
6215      TransitionState   = UP_SNOW DOWN_DEFAULT
6216        Model            = ABStrategy_ABS
6217        Animation       = ABStrategy_ABS.ABStrategy_ABS
6218        AnimationMode   = ONCE_BACKWARDS
6219        AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
6220        Flags           = START_FRAME_LAST
6221      End
6222      TransitionState   = UP_SNOWNIGHT DOWN_DEFAULT
6223        Model            = ABStrategy_ABSN
6224        Animation       = ABStrategy_ABSN.ABStrategy_ABSN
6225        AnimationMode   = ONCE_BACKWARDS
6226        AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
6227        Flags           = START_FRAME_LAST
6228      End
6229    End
6230  
6231    ; ------------ BOMBARDMENT BATTLE PLAN -----------------
6232    Draw = W3DModelDraw ModuleTag_05
6233      OkToChangeModelColor = Yes
6234      DefaultConditionState
6235        Model           = ABStrategy_A1
6236        Animation       = ABStrategy_A1.ABStrategy_A1
6237        AnimationMode   = ONCE_BACKWARDS
6238        Flags           = START_FRAME_FIRST
6239      End
6240      AliasConditionState = DAMAGED
6241      AliasConditionState = REALLYDAMAGED
6242      AliasConditionState = NIGHT
6243      AliasConditionState = NIGHT SNOW
6244      AliasConditionState = SNOW
6245      AliasConditionState = NIGHT DAMAGED
6246      AliasConditionState = NIGHT SNOW DAMAGED
6247      AliasConditionState = SNOW DAMAGED
6248      AliasConditionState = NIGHT REALLYDAMAGED RUBBLE
6249      AliasConditionState = NIGHT SNOW REALLYDAMAGED RUBBLE
6250      AliasConditionState = SNOW REALLYDAMAGED RUBBLE
6251      
6252      ConditionState    = DOOR_1_OPENING
6253        Model           = ABStrategy_A1
6254        Animation       = ABStrategy_A1.ABStrategy_A1
6255        AnimationMode   = ONCE
6256      End
6257      AliasConditionState = DAMAGED DOOR_1_OPENING
6258      AliasConditionState = REALLYDAMAGED DOOR_1_OPENING
6259      AliasConditionState = NIGHT DOOR_1_OPENING
6260      AliasConditionState = NIGHT SNOW DOOR_1_OPENING
6261      AliasConditionState = SNOW DOOR_1_OPENING
6262      AliasConditionState = NIGHT DAMAGED DOOR_1_OPENING
6263      AliasConditionState = NIGHT SNOW DAMAGED DOOR_1_OPENING
6264      AliasConditionState = SNOW DAMAGED DOOR_1_OPENING
6265      AliasConditionState = NIGHT REALLYDAMAGED RUBBLE DOOR_1_OPENING
6266      AliasConditionState = NIGHT SNOW REALLYDAMAGED RUBBLE DOOR_1_OPENING
6267      AliasConditionState = SNOW REALLYDAMAGED RUBBLE DOOR_1_OPENING
6268      
6269      ConditionState    = DOOR_1_CLOSING
6270        Model           = ABStrategy_A1
6271        Animation       = ABStrategy_A1.ABStrategy_A1
6272        AnimationMode   = ONCE_BACKWARDS
6273        Flags           = START_FRAME_LAST
6274      End
6275      AliasConditionState = DAMAGED DOOR_1_CLOSING
6276      AliasConditionState = REALLYDAMAGED DOOR_1_CLOSING
6277      AliasConditionState = NIGHT DOOR_1_CLOSING
6278      AliasConditionState = NIGHT SNOW DOOR_1_CLOSING
6279      AliasConditionState = SNOW DOOR_1_CLOSING
6280      AliasConditionState = NIGHT DAMAGED DOOR_1_CLOSING
6281      AliasConditionState = NIGHT SNOW DAMAGED DOOR_1_CLOSING
6282      AliasConditionState = SNOW DAMAGED DOOR_1_CLOSING
6283      AliasConditionState = NIGHT REALLYDAMAGED RUBBLE DOOR_1_CLOSING
6284      AliasConditionState = NIGHT SNOW REALLYDAMAGED RUBBLE DOOR_1_CLOSING
6285      AliasConditionState = SNOW REALLYDAMAGED RUBBLE DOOR_1_CLOSING
6286      
6287      ConditionState    = DOOR_1_WAITING_TO_CLOSE
6288        Model           = NONE
6289      End
6290      AliasConditionState = DAMAGED DOOR_1_WAITING_TO_CLOSE
6291      AliasConditionState = REALLYDAMAGED DOOR_1_WAITING_TO_CLOSE
6292      AliasConditionState = NIGHT DOOR_1_WAITING_TO_CLOSE
6293      AliasConditionState = NIGHT SNOW DOOR_1_WAITING_TO_CLOSE
6294      AliasConditionState = SNOW DOOR_1_WAITING_TO_CLOSE
6295      AliasConditionState = NIGHT DAMAGED DOOR_1_WAITING_TO_CLOSE
6296      AliasConditionState = NIGHT SNOW DAMAGED DOOR_1_WAITING_TO_CLOSE
6297      AliasConditionState = SNOW DAMAGED DOOR_1_WAITING_TO_CLOSE
6298      AliasConditionState = NIGHT REALLYDAMAGED RUBBLE DOOR_1_WAITING_TO_CLOSE
6299      AliasConditionState = NIGHT SNOW REALLYDAMAGED RUBBLE DOOR_1_WAITING_TO_CLOSE
6300      AliasConditionState = SNOW REALLYDAMAGED RUBBLE DOOR_1_WAITING_TO_CLOSE
6301  
6302  
6303      ;**************************************************************************************************************************
6304      ;This block handles every possible case with construction process, selling process, awaiting construction, and sold states
6305      ;for this draw module
6306      ConditionState       =  PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
6307        Model              = ABStrategy_A1
6308        Animation          = ABStrategy_A1.ABStrategy_A1
6309        AnimationMode      = MANUAL
6310        Flags              = START_FRAME_FIRST ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
6311      End
6312      AliasConditionState  =  PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT
6313      AliasConditionState  =  PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW
6314      AliasConditionState  =  PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW
6315      AliasConditionState  =  PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED
6316      AliasConditionState  =  PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED NIGHT
6317      AliasConditionState  =  PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED SNOW
6318      AliasConditionState  =  PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED NIGHT SNOW
6319      AliasConditionState  =  PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED
6320      AliasConditionState  =  PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED NIGHT
6321      AliasConditionState  =  PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED SNOW
6322      AliasConditionState  =  PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED NIGHT SNOW
6323      
6324      ConditionState       = AWAITING_CONSTRUCTION 
6325        Model              = NONE
6326      End
6327      AliasConditionState  = AWAITING_CONSTRUCTION DAMAGED
6328      AliasConditionState  = AWAITING_CONSTRUCTION REALLYDAMAGED
6329      AliasConditionState  = AWAITING_CONSTRUCTION NIGHT
6330      AliasConditionState  = AWAITING_CONSTRUCTION NIGHT DAMAGED
6331      AliasConditionState  = AWAITING_CONSTRUCTION NIGHT REALLYDAMAGED
6332      AliasConditionState  = AWAITING_CONSTRUCTION SNOW
6333      AliasConditionState  = AWAITING_CONSTRUCTION SNOW DAMAGED
6334      AliasConditionState  = AWAITING_CONSTRUCTION SNOW REALLYDAMAGED
6335      AliasConditionState  = AWAITING_CONSTRUCTION NIGHT SNOW
6336      AliasConditionState  = AWAITING_CONSTRUCTION NIGHT SNOW DAMAGED
6337      AliasConditionState  = AWAITING_CONSTRUCTION NIGHT SNOW REALLYDAMAGED
6338      AliasConditionState  = SOLD DOOR_1_WAITING_TO_CLOSE
6339      AliasConditionState  = SOLD DAMAGED DOOR_1_WAITING_TO_CLOSE
6340      AliasConditionState  = SOLD REALLYDAMAGED DOOR_1_WAITING_TO_CLOSE
6341      AliasConditionState  = SOLD NIGHT DOOR_1_WAITING_TO_CLOSE
6342      AliasConditionState  = SOLD NIGHT DAMAGED DOOR_1_WAITING_TO_CLOSE
6343      AliasConditionState  = SOLD NIGHT REALLYDAMAGED DOOR_1_WAITING_TO_CLOSE
6344      AliasConditionState  = SOLD SNOW DOOR_1_WAITING_TO_CLOSE
6345      AliasConditionState  = SOLD SNOW DAMAGED DOOR_1_WAITING_TO_CLOSE
6346      AliasConditionState  = SOLD SNOW REALLYDAMAGED DOOR_1_WAITING_TO_CLOSE
6347      AliasConditionState  = SOLD NIGHT SNOW DOOR_1_WAITING_TO_CLOSE
6348      AliasConditionState  = SOLD NIGHT SNOW DAMAGED DOOR_1_WAITING_TO_CLOSE
6349      AliasConditionState  = SOLD NIGHT SNOW REALLYDAMAGED DOOR_1_WAITING_TO_CLOSE
6350      ;**************************************************************************************************************************
6351    End
6352    
6353    Draw = W3DModelDraw ModuleTag_06
6354      ;***This is the bombardment cannon object that only shows up when ready to fire***
6355      OkToChangeModelColor = Yes
6356      DefaultConditionState
6357        Model           = ABStrategy_A8
6358        WeaponLaunchBone  = PRIMARY Muzzle
6359        WeaponMuzzleFlash               = PRIMARY MuzzleFX
6360        WeaponRecoilBone                = PRIMARY Barrel
6361        Turret                          = Turret01
6362        TurretPitch                     = TurretEL
6363        HideSubObject   = Chassis
6364      End
6365      AliasConditionState = DAMAGED
6366      AliasConditionState = REALLYDAMAGED
6367      AliasConditionState = NIGHT
6368      AliasConditionState = NIGHT SNOW
6369      AliasConditionState = SNOW
6370      AliasConditionState = NIGHT DAMAGED
6371      AliasConditionState = NIGHT SNOW DAMAGED
6372      AliasConditionState = SNOW DAMAGED
6373      AliasConditionState = NIGHT REALLYDAMAGED RUBBLE
6374      AliasConditionState = NIGHT SNOW REALLYDAMAGED RUBBLE
6375      AliasConditionState = SNOW REALLYDAMAGED RUBBLE
6376      
6377      ConditionState    = DOOR_1_WAITING_TO_CLOSE
6378        Model           = ABStrategy_A8
6379        ShowSubObject   = Chassis
6380      End
6381      AliasConditionState = DAMAGED DOOR_1_WAITING_TO_CLOSE
6382      AliasConditionState = REALLYDAMAGED DOOR_1_WAITING_TO_CLOSE
6383      AliasConditionState = NIGHT DOOR_1_WAITING_TO_CLOSE
6384      AliasConditionState = NIGHT SNOW DOOR_1_WAITING_TO_CLOSE
6385      AliasConditionState = SNOW DOOR_1_WAITING_TO_CLOSE
6386      AliasConditionState = NIGHT DAMAGED DOOR_1_WAITING_TO_CLOSE
6387      AliasConditionState = NIGHT SNOW DAMAGED DOOR_1_WAITING_TO_CLOSE
6388      AliasConditionState = SNOW DAMAGED DOOR_1_WAITING_TO_CLOSE
6389      AliasConditionState = NIGHT REALLYDAMAGED RUBBLE DOOR_1_WAITING_TO_CLOSE
6390      AliasConditionState = NIGHT SNOW REALLYDAMAGED RUBBLE DOOR_1_WAITING_TO_CLOSE
6391      AliasConditionState = SNOW REALLYDAMAGED RUBBLE DOOR_1_WAITING_TO_CLOSE
6392      
6393      ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
6394        Model              = ABStrategy_A8
6395        Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
6396      End
6397      AliasConditionState  = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT
6398      AliasConditionState  = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW
6399      AliasConditionState  = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW
6400      
6401      ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED
6402        Model              = ABStrategy_A8
6403        Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
6404      End
6405      AliasConditionState  = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED NIGHT
6406      AliasConditionState  = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED SNOW
6407      AliasConditionState  = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED NIGHT SNOW
6408      
6409      ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED RUBBLE
6410        Model              = ABStrategy_A8
6411        Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
6412      End
6413      AliasConditionState  = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED RUBBLE NIGHT
6414      AliasConditionState  = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED RUBBLE SNOW
6415      AliasConditionState  = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED RUBBLE NIGHT SNOW
6416      
6417      ConditionState       = AWAITING_CONSTRUCTION 
6418        Model              = NONE
6419      End
6420      AliasConditionState  = AWAITING_CONSTRUCTION DAMAGED
6421      AliasConditionState  = AWAITING_CONSTRUCTION REALLYDAMAGED
6422      AliasConditionState  = AWAITING_CONSTRUCTION NIGHT
6423      AliasConditionState  = AWAITING_CONSTRUCTION NIGHT DAMAGED
6424      AliasConditionState  = AWAITING_CONSTRUCTION NIGHT REALLYDAMAGED
6425      AliasConditionState  = AWAITING_CONSTRUCTION SNOW
6426      AliasConditionState  = AWAITING_CONSTRUCTION SNOW DAMAGED
6427      AliasConditionState  = AWAITING_CONSTRUCTION SNOW REALLYDAMAGED
6428      AliasConditionState  = AWAITING_CONSTRUCTION NIGHT SNOW
6429      AliasConditionState  = AWAITING_CONSTRUCTION NIGHT SNOW DAMAGED
6430      AliasConditionState  = AWAITING_CONSTRUCTION NIGHT SNOW REALLYDAMAGED
6431      AliasConditionState  = SOLD 
6432      AliasConditionState  = SOLD DAMAGED
6433      AliasConditionState  = SOLD REALLYDAMAGED
6434      AliasConditionState  = SOLD NIGHT
6435      AliasConditionState  = SOLD NIGHT DAMAGED
6436      AliasConditionState  = SOLD NIGHT REALLYDAMAGED
6437      AliasConditionState  = SOLD SNOW
6438      AliasConditionState  = SOLD SNOW DAMAGED
6439      AliasConditionState  = SOLD SNOW REALLYDAMAGED
6440      AliasConditionState  = SOLD NIGHT SNOW
6441      AliasConditionState  = SOLD NIGHT SNOW DAMAGED
6442      AliasConditionState  = SOLD NIGHT SNOW REALLYDAMAGED
6443      AliasConditionState  = SOLD DOOR_1_WAITING_TO_CLOSE
6444      AliasConditionState  = SOLD DAMAGED DOOR_1_WAITING_TO_CLOSE
6445      AliasConditionState  = SOLD REALLYDAMAGED DOOR_1_WAITING_TO_CLOSE
6446      AliasConditionState  = SOLD NIGHT DOOR_1_WAITING_TO_CLOSE
6447      AliasConditionState  = SOLD NIGHT DAMAGED DOOR_1_WAITING_TO_CLOSE
6448      AliasConditionState  = SOLD NIGHT REALLYDAMAGED DOOR_1_WAITING_TO_CLOSE
6449      AliasConditionState  = SOLD SNOW DOOR_1_WAITING_TO_CLOSE
6450      AliasConditionState  = SOLD SNOW DAMAGED DOOR_1_WAITING_TO_CLOSE
6451      AliasConditionState  = SOLD SNOW REALLYDAMAGED DOOR_1_WAITING_TO_CLOSE
6452      AliasConditionState  = SOLD NIGHT SNOW DOOR_1_WAITING_TO_CLOSE
6453      AliasConditionState  = SOLD NIGHT SNOW DAMAGED DOOR_1_WAITING_TO_CLOSE
6454      AliasConditionState  = SOLD NIGHT SNOW REALLYDAMAGED DOOR_1_WAITING_TO_CLOSE
6455    End
6456  
6457    ; ------------ HOLD THE LINE BATTLE PLAN -----------------
6458    Draw = W3DModelDraw ModuleTag_07
6459      OkToChangeModelColor = Yes
6460      DefaultConditionState
6461        Model           = ABStrategy_A7
6462        Animation       = ABStrategy_A7.ABStrategy_A7
6463        AnimationMode   = ONCE_BACKWARDS
6464        Flags           = START_FRAME_FIRST
6465      End
6466      AliasConditionState = DAMAGED
6467      AliasConditionState = REALLYDAMAGED
6468      AliasConditionState = NIGHT
6469      AliasConditionState = NIGHT SNOW
6470      AliasConditionState = SNOW
6471      AliasConditionState = NIGHT DAMAGED
6472      AliasConditionState = NIGHT SNOW DAMAGED
6473      AliasConditionState = SNOW DAMAGED
6474      AliasConditionState = NIGHT REALLYDAMAGED RUBBLE
6475      AliasConditionState = NIGHT SNOW REALLYDAMAGED RUBBLE
6476      AliasConditionState = SNOW REALLYDAMAGED RUBBLE
6477      
6478      ConditionState    = DOOR_2_OPENING
6479        Model           = ABStrategy_A7
6480        Animation       = ABStrategy_A7.ABStrategy_A7
6481        AnimationMode   = ONCE
6482      End
6483      AliasConditionState = DAMAGED DOOR_2_OPENING
6484      AliasConditionState = REALLYDAMAGED DOOR_2_OPENING
6485      AliasConditionState = NIGHT DOOR_2_OPENING
6486      AliasConditionState = NIGHT SNOW DOOR_2_OPENING
6487      AliasConditionState = SNOW DOOR_2_OPENING
6488      AliasConditionState = NIGHT DAMAGED DOOR_2_OPENING
6489      AliasConditionState = NIGHT SNOW DAMAGED DOOR_2_OPENING
6490      AliasConditionState = SNOW DAMAGED DOOR_2_OPENING
6491      AliasConditionState = NIGHT REALLYDAMAGED RUBBLE DOOR_2_OPENING
6492      AliasConditionState = NIGHT SNOW REALLYDAMAGED RUBBLE DOOR_2_OPENING
6493      AliasConditionState = SNOW REALLYDAMAGED RUBBLE DOOR_2_OPENING
6494      
6495      ConditionState    = DOOR_2_CLOSING
6496        Model           = ABStrategy_A7
6497        Animation       = ABStrategy_A7.ABStrategy_A7
6498        AnimationMode   = ONCE_BACKWARDS
6499        Flags           = START_FRAME_LAST
6500      End
6501      AliasConditionState = DAMAGED DOOR_2_CLOSING
6502      AliasConditionState = REALLYDAMAGED DOOR_2_CLOSING
6503      AliasConditionState = NIGHT DOOR_2_CLOSING
6504      AliasConditionState = NIGHT SNOW DOOR_2_CLOSING
6505      AliasConditionState = SNOW DOOR_2_CLOSING
6506      AliasConditionState = NIGHT DAMAGED DOOR_2_CLOSING
6507      AliasConditionState = NIGHT SNOW DAMAGED DOOR_2_CLOSING
6508      AliasConditionState = SNOW DAMAGED DOOR_2_CLOSING
6509      AliasConditionState = NIGHT REALLYDAMAGED RUBBLE DOOR_2_CLOSING
6510      AliasConditionState = NIGHT SNOW REALLYDAMAGED RUBBLE DOOR_2_CLOSING
6511      AliasConditionState = SNOW REALLYDAMAGED RUBBLE DOOR_2_CLOSING
6512      
6513      ConditionState    = DOOR_2_WAITING_TO_CLOSE
6514        Model           = ABStrategy_A7
6515        Animation       = ABStrategy_A7.ABStrategy_A7
6516        AnimationMode   = ONCE
6517        Flags           = START_FRAME_LAST
6518      End
6519      AliasConditionState = DAMAGED DOOR_2_WAITING_TO_CLOSE
6520      AliasConditionState = REALLYDAMAGED DOOR_2_WAITING_TO_CLOSE
6521      AliasConditionState = NIGHT DOOR_2_WAITING_TO_CLOSE
6522      AliasConditionState = NIGHT SNOW DOOR_2_WAITING_TO_CLOSE
6523      AliasConditionState = SNOW DOOR_2_WAITING_TO_CLOSE
6524      AliasConditionState = NIGHT DAMAGED DOOR_2_WAITING_TO_CLOSE
6525      AliasConditionState = NIGHT SNOW DAMAGED DOOR_2_WAITING_TO_CLOSE
6526      AliasConditionState = SNOW DAMAGED DOOR_2_WAITING_TO_CLOSE
6527      AliasConditionState = NIGHT REALLYDAMAGED RUBBLE DOOR_2_WAITING_TO_CLOSE
6528      AliasConditionState = NIGHT SNOW REALLYDAMAGED RUBBLE DOOR_2_WAITING_TO_CLOSE
6529      AliasConditionState = SNOW REALLYDAMAGED RUBBLE DOOR_2_WAITING_TO_CLOSE
6530      
6531      ;**************************************************************************************************************************
6532      ;This block handles every possible case with construction process, selling process, awaiting construction, and sold states
6533      ;for this draw module
6534      ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
6535        Model              = ABStrategy_A7
6536        Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
6537      End
6538      AliasConditionState  = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT
6539      AliasConditionState  = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW
6540      AliasConditionState  = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW
6541          
6542      ConditionState       = AWAITING_CONSTRUCTION 
6543        Model              = NONE
6544      End
6545      AliasConditionState  = AWAITING_CONSTRUCTION DAMAGED
6546      AliasConditionState  = AWAITING_CONSTRUCTION REALLYDAMAGED
6547      AliasConditionState  = AWAITING_CONSTRUCTION NIGHT
6548      AliasConditionState  = AWAITING_CONSTRUCTION NIGHT DAMAGED
6549      AliasConditionState  = AWAITING_CONSTRUCTION NIGHT REALLYDAMAGED
6550      AliasConditionState  = AWAITING_CONSTRUCTION SNOW
6551      AliasConditionState  = AWAITING_CONSTRUCTION SNOW DAMAGED
6552      AliasConditionState  = AWAITING_CONSTRUCTION SNOW REALLYDAMAGED
6553      AliasConditionState  = AWAITING_CONSTRUCTION NIGHT SNOW
6554      AliasConditionState  = AWAITING_CONSTRUCTION NIGHT SNOW DAMAGED
6555      AliasConditionState  = AWAITING_CONSTRUCTION NIGHT SNOW REALLYDAMAGED
6556      AliasConditionState  = SOLD 
6557      AliasConditionState  = SOLD DAMAGED
6558      AliasConditionState  = SOLD REALLYDAMAGED
6559      AliasConditionState  = SOLD NIGHT
6560      AliasConditionState  = SOLD NIGHT DAMAGED
6561      AliasConditionState  = SOLD NIGHT REALLYDAMAGED
6562      AliasConditionState  = SOLD SNOW
6563      AliasConditionState  = SOLD SNOW DAMAGED
6564      AliasConditionState  = SOLD SNOW REALLYDAMAGED
6565      AliasConditionState  = SOLD NIGHT SNOW
6566      AliasConditionState  = SOLD NIGHT SNOW DAMAGED
6567      AliasConditionState  = SOLD NIGHT SNOW REALLYDAMAGED
6568      AliasConditionState  = SOLD DOOR_2_WAITING_TO_CLOSE
6569      AliasConditionState  = SOLD DAMAGED DOOR_2_WAITING_TO_CLOSE
6570      AliasConditionState  = SOLD REALLYDAMAGED DOOR_2_WAITING_TO_CLOSE
6571      AliasConditionState  = SOLD NIGHT DOOR_2_WAITING_TO_CLOSE
6572      AliasConditionState  = SOLD NIGHT DAMAGED DOOR_2_WAITING_TO_CLOSE
6573      AliasConditionState  = SOLD NIGHT REALLYDAMAGED DOOR_2_WAITING_TO_CLOSE
6574      AliasConditionState  = SOLD SNOW DOOR_2_WAITING_TO_CLOSE
6575      AliasConditionState  = SOLD SNOW DAMAGED DOOR_2_WAITING_TO_CLOSE
6576      AliasConditionState  = SOLD SNOW REALLYDAMAGED DOOR_2_WAITING_TO_CLOSE
6577      AliasConditionState  = SOLD NIGHT SNOW DOOR_2_WAITING_TO_CLOSE
6578      AliasConditionState  = SOLD NIGHT SNOW DAMAGED DOOR_2_WAITING_TO_CLOSE
6579      AliasConditionState  = SOLD NIGHT SNOW REALLYDAMAGED DOOR_2_WAITING_TO_CLOSE
6580      ;************************************************************************************************************************** 
6581    End
6582  
6583    ; ------------ SEARCH AND DESTROY BATTLE PLAN -----------------
6584    Draw = W3DModelDraw ModuleTag_08
6585      OkToChangeModelColor = Yes
6586      DefaultConditionState
6587        Model           = ABStrategy_A2
6588        Animation       = ABStrategy_A2.ABStrategy_A2
6589        AnimationMode   = ONCE_BACKWARDS
6590        Flags           = START_FRAME_FIRST
6591      End
6592      AliasConditionState = DAMAGED
6593      AliasConditionState = REALLYDAMAGED
6594      AliasConditionState = NIGHT
6595      AliasConditionState = NIGHT SNOW
6596      AliasConditionState = SNOW
6597      AliasConditionState = NIGHT DAMAGED
6598      AliasConditionState = NIGHT SNOW DAMAGED
6599      AliasConditionState = SNOW DAMAGED
6600      AliasConditionState = NIGHT REALLYDAMAGED RUBBLE
6601      AliasConditionState = NIGHT SNOW REALLYDAMAGED RUBBLE
6602      AliasConditionState = SNOW REALLYDAMAGED RUBBLE
6603      
6604      ConditionState    = DOOR_3_OPENING
6605        Model           = ABStrategy_A2
6606        Animation       = ABStrategy_A2.ABStrategy_A2
6607        AnimationMode   = ONCE
6608      End
6609      AliasConditionState = DAMAGED DOOR_3_OPENING
6610      AliasConditionState = REALLYDAMAGED DOOR_3_OPENING
6611      AliasConditionState = NIGHT DOOR_3_OPENING
6612      AliasConditionState = NIGHT SNOW DOOR_3_OPENING
6613      AliasConditionState = SNOW DOOR_3_OPENING
6614      AliasConditionState = NIGHT DAMAGED DOOR_3_OPENING
6615      AliasConditionState = NIGHT SNOW DAMAGED DOOR_3_OPENING
6616      AliasConditionState = SNOW DAMAGED DOOR_3_OPENING
6617      AliasConditionState = NIGHT REALLYDAMAGED RUBBLE DOOR_3_OPENING
6618      AliasConditionState = NIGHT SNOW REALLYDAMAGED RUBBLE DOOR_3_OPENING
6619      AliasConditionState = SNOW REALLYDAMAGED RUBBLE DOOR_3_OPENING
6620      
6621      ConditionState    = DOOR_3_CLOSING
6622        Model           = ABStrategy_A2
6623        Animation       = ABStrategy_A2.ABStrategy_A2
6624        AnimationMode   = ONCE_BACKWARDS
6625        Flags           = START_FRAME_LAST
6626      End
6627      AliasConditionState = DAMAGED DOOR_3_CLOSING
6628      AliasConditionState = REALLYDAMAGED DOOR_3_CLOSING
6629      AliasConditionState = NIGHT DOOR_3_CLOSING
6630      AliasConditionState = NIGHT SNOW DOOR_3_CLOSING
6631      AliasConditionState = SNOW DOOR_3_CLOSING
6632      AliasConditionState = NIGHT DAMAGED DOOR_3_CLOSING
6633      AliasConditionState = NIGHT SNOW DAMAGED DOOR_3_CLOSING
6634      AliasConditionState = SNOW DAMAGED DOOR_3_CLOSING
6635      AliasConditionState = NIGHT REALLYDAMAGED RUBBLE DOOR_3_CLOSING
6636      AliasConditionState = NIGHT SNOW REALLYDAMAGED RUBBLE DOOR_3_CLOSING
6637      AliasConditionState = SNOW REALLYDAMAGED RUBBLE DOOR_3_CLOSING
6638      
6639      ConditionState    = DOOR_3_WAITING_TO_CLOSE
6640        Model           = NONE
6641      End
6642      AliasConditionState = DAMAGED DOOR_3_WAITING_TO_CLOSE
6643      AliasConditionState = REALLYDAMAGED DOOR_3_WAITING_TO_CLOSE
6644      AliasConditionState = NIGHT DOOR_3_WAITING_TO_CLOSE
6645      AliasConditionState = NIGHT SNOW DOOR_3_WAITING_TO_CLOSE
6646      AliasConditionState = SNOW DOOR_3_WAITING_TO_CLOSE
6647      AliasConditionState = NIGHT DAMAGED DOOR_3_WAITING_TO_CLOSE
6648      AliasConditionState = NIGHT SNOW DAMAGED DOOR_3_WAITING_TO_CLOSE
6649      AliasConditionState = SNOW DAMAGED DOOR_3_WAITING_TO_CLOSE
6650      AliasConditionState = NIGHT REALLYDAMAGED RUBBLE DOOR_3_WAITING_TO_CLOSE
6651      AliasConditionState = NIGHT SNOW REALLYDAMAGED RUBBLE DOOR_3_WAITING_TO_CLOSE
6652      AliasConditionState = SNOW REALLYDAMAGED RUBBLE DOOR_3_WAITING_TO_CLOSE
6653      
6654      
6655      ;**************************************************************************************************************************
6656      ;This block handles every possible case with construction process, selling process, awaiting construction, and sold states
6657      ;for this draw module
6658      ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
6659        Model              = ABStrategy_A2
6660        Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
6661      End
6662      AliasConditionState  = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT
6663      AliasConditionState  = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW
6664      AliasConditionState  = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW
6665          
6666      ConditionState       = AWAITING_CONSTRUCTION 
6667        Model              = NONE
6668      End
6669      AliasConditionState  = AWAITING_CONSTRUCTION DAMAGED
6670      AliasConditionState  = AWAITING_CONSTRUCTION REALLYDAMAGED
6671      AliasConditionState  = AWAITING_CONSTRUCTION NIGHT
6672      AliasConditionState  = AWAITING_CONSTRUCTION NIGHT DAMAGED
6673      AliasConditionState  = AWAITING_CONSTRUCTION NIGHT REALLYDAMAGED
6674      AliasConditionState  = AWAITING_CONSTRUCTION SNOW
6675      AliasConditionState  = AWAITING_CONSTRUCTION SNOW DAMAGED
6676      AliasConditionState  = AWAITING_CONSTRUCTION SNOW REALLYDAMAGED
6677      AliasConditionState  = AWAITING_CONSTRUCTION NIGHT SNOW
6678      AliasConditionState  = AWAITING_CONSTRUCTION NIGHT SNOW DAMAGED
6679      AliasConditionState  = AWAITING_CONSTRUCTION NIGHT SNOW REALLYDAMAGED
6680      AliasConditionState  = SOLD 
6681      AliasConditionState  = SOLD DAMAGED
6682      AliasConditionState  = SOLD REALLYDAMAGED
6683      AliasConditionState  = SOLD NIGHT
6684      AliasConditionState  = SOLD NIGHT DAMAGED
6685      AliasConditionState  = SOLD NIGHT REALLYDAMAGED
6686      AliasConditionState  = SOLD SNOW
6687      AliasConditionState  = SOLD SNOW DAMAGED
6688      AliasConditionState  = SOLD SNOW REALLYDAMAGED
6689      AliasConditionState  = SOLD NIGHT SNOW
6690      AliasConditionState  = SOLD NIGHT SNOW DAMAGED
6691      AliasConditionState  = SOLD NIGHT SNOW REALLYDAMAGED
6692      AliasConditionState  = SOLD DOOR_3_WAITING_TO_CLOSE
6693      AliasConditionState  = SOLD DAMAGED DOOR_3_WAITING_TO_CLOSE
6694      AliasConditionState  = SOLD REALLYDAMAGED DOOR_3_WAITING_TO_CLOSE
6695      AliasConditionState  = SOLD NIGHT DOOR_3_WAITING_TO_CLOSE
6696      AliasConditionState  = SOLD NIGHT DAMAGED DOOR_3_WAITING_TO_CLOSE
6697      AliasConditionState  = SOLD NIGHT REALLYDAMAGED DOOR_3_WAITING_TO_CLOSE
6698      AliasConditionState  = SOLD SNOW DOOR_3_WAITING_TO_CLOSE
6699      AliasConditionState  = SOLD SNOW DAMAGED DOOR_3_WAITING_TO_CLOSE
6700      AliasConditionState  = SOLD SNOW REALLYDAMAGED DOOR_3_WAITING_TO_CLOSE
6701      AliasConditionState  = SOLD NIGHT SNOW DOOR_3_WAITING_TO_CLOSE
6702      AliasConditionState  = SOLD NIGHT SNOW DAMAGED DOOR_3_WAITING_TO_CLOSE
6703      AliasConditionState  = SOLD NIGHT SNOW REALLYDAMAGED DOOR_3_WAITING_TO_CLOSE
6704      ;**************************************************************************************************************************
6705    End
6706  
6707    Draw = W3DModelDraw ModuleTag_09
6708      ;***This is the radar array that only shows up when plan is active***
6709      OkToChangeModelColor = Yes
6710      DefaultConditionState
6711        Model           = NONE
6712      End
6713      AliasConditionState = DAMAGED
6714      AliasConditionState = REALLYDAMAGED
6715      AliasConditionState = NIGHT
6716      AliasConditionState = NIGHT SNOW
6717      AliasConditionState = SNOW
6718      AliasConditionState = NIGHT DAMAGED
6719      AliasConditionState = NIGHT SNOW DAMAGED
6720      AliasConditionState = SNOW DAMAGED
6721      AliasConditionState = NIGHT REALLYDAMAGED RUBBLE
6722      AliasConditionState = NIGHT SNOW REALLYDAMAGED RUBBLE
6723      AliasConditionState = SNOW REALLYDAMAGED RUBBLE
6724      
6725      ConditionState    = DOOR_3_WAITING_TO_CLOSE
6726        Model           = ABStrategy_A3
6727        Animation       = ABStrategy_A3.ABStrategy_A3
6728        AnimationMode   = LOOP
6729      End
6730      AliasConditionState = DAMAGED DOOR_3_WAITING_TO_CLOSE
6731      AliasConditionState = REALLYDAMAGED DOOR_3_WAITING_TO_CLOSE
6732      AliasConditionState = NIGHT DOOR_3_WAITING_TO_CLOSE
6733      AliasConditionState = NIGHT SNOW DOOR_3_WAITING_TO_CLOSE
6734      AliasConditionState = SNOW DOOR_3_WAITING_TO_CLOSE
6735      AliasConditionState = NIGHT DAMAGED DOOR_3_WAITING_TO_CLOSE
6736      AliasConditionState = NIGHT SNOW DAMAGED DOOR_3_WAITING_TO_CLOSE
6737      AliasConditionState = SNOW DAMAGED DOOR_3_WAITING_TO_CLOSE
6738      AliasConditionState = NIGHT REALLYDAMAGED RUBBLE DOOR_3_WAITING_TO_CLOSE
6739      AliasConditionState = NIGHT SNOW REALLYDAMAGED RUBBLE DOOR_3_WAITING_TO_CLOSE
6740      AliasConditionState = SNOW REALLYDAMAGED RUBBLE DOOR_3_WAITING_TO_CLOSE
6741      
6742      ConditionState       = AWAITING_CONSTRUCTION 
6743        Model              = NONE
6744      End
6745      AliasConditionState  = AWAITING_CONSTRUCTION DAMAGED
6746      AliasConditionState  = AWAITING_CONSTRUCTION REALLYDAMAGED
6747      AliasConditionState  = AWAITING_CONSTRUCTION NIGHT
6748      AliasConditionState  = AWAITING_CONSTRUCTION NIGHT DAMAGED
6749      AliasConditionState  = AWAITING_CONSTRUCTION NIGHT REALLYDAMAGED
6750      AliasConditionState  = AWAITING_CONSTRUCTION SNOW
6751      AliasConditionState  = AWAITING_CONSTRUCTION SNOW DAMAGED
6752      AliasConditionState  = AWAITING_CONSTRUCTION SNOW REALLYDAMAGED
6753      AliasConditionState  = AWAITING_CONSTRUCTION NIGHT SNOW
6754      AliasConditionState  = AWAITING_CONSTRUCTION NIGHT SNOW DAMAGED
6755      AliasConditionState  = AWAITING_CONSTRUCTION NIGHT SNOW REALLYDAMAGED
6756      AliasConditionState  = SOLD 
6757      AliasConditionState  = SOLD DAMAGED
6758      AliasConditionState  = SOLD REALLYDAMAGED
6759      AliasConditionState  = SOLD NIGHT
6760      AliasConditionState  = SOLD NIGHT DAMAGED
6761      AliasConditionState  = SOLD NIGHT REALLYDAMAGED
6762      AliasConditionState  = SOLD SNOW
6763      AliasConditionState  = SOLD SNOW DAMAGED
6764      AliasConditionState  = SOLD SNOW REALLYDAMAGED
6765      AliasConditionState  = SOLD NIGHT SNOW
6766      AliasConditionState  = SOLD NIGHT SNOW DAMAGED
6767      AliasConditionState  = SOLD NIGHT SNOW REALLYDAMAGED
6768      AliasConditionState  = SOLD DOOR_3_WAITING_TO_CLOSE
6769      AliasConditionState  = SOLD DAMAGED DOOR_3_WAITING_TO_CLOSE
6770      AliasConditionState  = SOLD REALLYDAMAGED DOOR_3_WAITING_TO_CLOSE
6771      AliasConditionState  = SOLD NIGHT DOOR_3_WAITING_TO_CLOSE
6772      AliasConditionState  = SOLD NIGHT DAMAGED DOOR_3_WAITING_TO_CLOSE
6773      AliasConditionState  = SOLD NIGHT REALLYDAMAGED DOOR_3_WAITING_TO_CLOSE
6774      AliasConditionState  = SOLD SNOW DOOR_3_WAITING_TO_CLOSE
6775      AliasConditionState  = SOLD SNOW DAMAGED DOOR_3_WAITING_TO_CLOSE
6776      AliasConditionState  = SOLD SNOW REALLYDAMAGED DOOR_3_WAITING_TO_CLOSE
6777      AliasConditionState  = SOLD NIGHT SNOW DOOR_3_WAITING_TO_CLOSE
6778      AliasConditionState  = SOLD NIGHT SNOW DAMAGED DOOR_3_WAITING_TO_CLOSE
6779      AliasConditionState  = SOLD NIGHT SNOW REALLYDAMAGED DOOR_3_WAITING_TO_CLOSE
6780    End
6781   
6782    PlacementViewAngle = -45
6783  
6784    ; ***DESIGN parameters ***
6785    DisplayName      = OBJECT:StrategyCenter
6786    Side = America
6787    EditorSorting    = STRUCTURE
6788    Prerequisites
6789      Object = AmericaWarFactory AmericaAirfield
6790    End
6791    CommandSet          = AmericaStrategyCenterCommandSet
6792    BuildCost           = 2500
6793    BuildTime           = 60.0           ; in seconds
6794    EnergyProduction    = -2
6795    VisionRange         = 400.0           ; Shroud clearing distance
6796  
6797    MaxSimultaneousOfType = 1
6798  
6799    ShroudClearingRange = 400
6800    WeaponSet
6801      Conditions           = None 
6802      Weapon               = PRIMARY StrategyCenterGun
6803      AutoChooseSources    = PRIMARY NONE
6804    End
6805    ArmorSet
6806      Conditions      = None
6807      Armor           = StructureArmor
6808      DamageFX        = StructureDamageFXNoShake
6809    End
6810    ExperienceValue     = 250 250 250 250  ; Experience point value at each level
6811  
6812    ; *** AUDIO Parameters ***
6813    VoiceSelect = StrategyCenterSelect
6814    SoundDie              = BuildingDie
6815    SoundOnDamaged        = BuildingDamagedStateLight
6816    SoundOnReallyDamaged  = BuildingDestroy
6817  
6818    UnitSpecificSounds
6819      ;TurretMoveStart = NoSound
6820      ;TurretMoveLoop  = StrategyCenter_TurretMoveLoop
6821      UnderConstruction = UnderConstructionLoop
6822    End
6823  
6824    ; *** ENGINEERING Parameters ***
6825    RadarPriority   = STRUCTURE
6826    KindOf          = PRELOAD STRUCTURE SELECTABLE IMMOBILE SCORE CAPTURABLE FS_TECHNOLOGY MP_COUNT_FOR_VICTORY
6827    Body            = StructureBody ModuleTag_10
6828      MaxHealth       = 1500.0
6829      InitialHealth   = 1500.0
6830    End
6831    Behavior = ProductionUpdate ModuleTag_11
6832      ; nothing
6833    End
6834    Behavior = BaseRegenerateUpdate ModuleTag_12
6835      ;No data
6836    End 
6837  
6838    Behavior = SpecialAbility ModuleTag_13
6839      SpecialPowerTemplate = SpecialAbilityChangeBattlePlans
6840      UpdateModuleStartsAttack = Yes
6841    End
6842    Behavior = BattlePlanUpdate ModuleTag_14
6843      SpecialPowerTemplate = SpecialAbilityChangeBattlePlans
6844  
6845      ;Transition Timings
6846      BombardmentPlanAnimationTime      = 7000
6847      HoldTheLinePlanAnimationTime      = 7000
6848      SearchAndDestroyPlanAnimationTime = 7000
6849      TransitionIdleTime                = 0
6850  
6851      ;Messages
6852      BombardmentMessageLabel      = MESSAGE:BattlePlanBombardmentInitiated
6853      HoldTheLineMessageLabel      = MESSAGE:BattlePlanHoldTheLineInitiated
6854      SearchAndDestroyMessageLabel = MESSAGE:BattlePlanSearchAndDestroyInitiated
6855  
6856      ;Audio hooks
6857      BombardmentPlanUnpackSoundName        = StrategyCenter_BombardmentPlanUnpackSound
6858      BombardmentPlanPackSoundName          = StrategyCenter_BombardmentPlanPackSound
6859      BombardmentAnnouncementName           = StrategyCenter_BombardmentPlanAnnouncement
6860      SearchAndDestroyPlanUnpackSoundName   = StrategyCenter_SearchAndDestroyPlanUnpack
6861      SearchAndDestroyPlanIdleLoopSoundName = StrategyCenter_SearchAndDestroyPlanIdleLoop
6862      SearchAndDestroyPlanPackSoundName     = StrategyCenter_SearchAndDestroyPlanPack
6863      SearchAndDestroyAnnouncementName      = StrategyCenter_SearchAndDestroyAnnouncement
6864      HoldTheLinePlanUnpackSoundName        = StrategyCenter_HoldTheLinePlanUnpack
6865      HoldTheLinePlanPackSoundName          = StrategyCenter_HoldTheLinePlanPack
6866      HoldTheLineAnnouncementName           = StrategyCenter_HoldTheLineAnnouncement
6867  
6868      ;Army bonuses granted by different battle plans
6869      ValidMemberKindOf                   = INFANTRY CAN_ATTACK VEHICLE ;Battle plans affect any kind of these...
6870      InvalidMemberKindOf                 = DOZER STRUCTURE AIRCRAFT DRONE   ;...but make sure they don't have any of these
6871      BattlePlanChangeParalyzeTime          = 5000 ;Subjected to paralyzation whenever a battle plan is changed.
6872      HoldTheLinePlanArmorDamageScalar      = 0.9 ;Armor damage bonus scalar -- LESS is better!
6873      SearchAndDestroyPlanSightRangeScalar  = 1.2 ;Sight range bonus -- more is better!
6874      ;***NOTE*** WEAPON bonuses for army are specified in GameData.ini file!
6875  
6876      ;Building bonuses granted based on battle plan mode.
6877      StrategyCenterSearchAndDestroySightRangeScalar = 2.0
6878      StrategyCenterSearchAndDestroyDetectsStealth   = Yes
6879      StrategyCenterHoldTheLineMaxHealthScalar       = 2.0
6880      StrategyCenterHoldTheLineMaxHealthChangeType   = PRESERVE_RATIO
6881  
6882    ;Revealing info
6883    VisionObjectName = VisionObject
6884  
6885    End
6886  
6887    Behavior = AIUpdateInterface ModuleTag_15
6888      Turret
6889        ControlledWeaponSlots    = PRIMARY
6890        TurretTurnRate      = 60   // turn rate, in degrees per sec
6891        TurretPitchRate     = 60
6892        AllowsPitch         = Yes
6893        FiresWhileTurning   = Yes
6894        NaturalTurretPitch  = 45 ; this keeps it aimed half way between land and sky
6895                                 ; since you never know from whence cometh danger
6896        NaturalTurretAngle = -90  ; this turret points backwards normally
6897  
6898        FirePitch           = 45       ; Instead of aiming pitchwise at the target, it will aim here
6899        MinIdleScanInterval = 500    ; in milliseconds
6900        MaxIdleScanInterval = 1000   ; in milliseconds
6901        MinIdleScanAngle    = 0      ; in degrees off the natural turret angle
6902        MaxIdleScanAngle    = 60     ; in degrees off the natural turret angle
6903      End
6904      AutoAcquireEnemiesWhenIdle = Yes ;ATTACK_BUILDINGS
6905    End
6906  
6907    Behavior = StealthDetectorUpdate ModuleTag_16
6908      DetectionRate       = 500   ; how often to rescan for stealthed things in my sight (msec)
6909      InitiallyDisabled   = Yes   ; only will be active when search & destroy plan active.
6910      DetectionRange     =  500    ;Dustin, enable this for independant balancing!
6911      CanDetectWhileGarrisoned  = No ;Garrisoned means being in a structure that you units can shoot out of.
6912      CanDetectWhileContained   = No ;Contained means being in a transport or tunnel network.
6913    End
6914  
6915    Behavior = DestroyDie ModuleTag_17
6916      ;nothing
6917    End
6918    Behavior = CreateObjectDie ModuleTag_18
6919      CreationList  = OCL_ABPowerPlantExplode
6920    End
6921    Behavior = CreateObjectDie ModuleTag_19
6922      CreationList  = OCL_AmericanRangerDebris04
6923      ExemptStatus  = UNDER_CONSTRUCTION
6924    End
6925    Behavior = FXListDie ModuleTag_20
6926      DeathFX       = FX_StructureMediumDeath
6927    End
6928  
6929    Behavior = FlammableUpdate ModuleTag_22
6930      AflameDuration = 5000         ; If I catch fire, I'll burn for this long...
6931      AflameDamageAmount = 5       ; taking this much damage...
6932      AflameDamageDelay = 500       ; this often.
6933    End
6934  
6935    Behavior = TransitionDamageFX ModuleTag_23
6936      ;-------------DESIGNED FOR MEDIUM SIZED FACTION BUILDING TRANSITIONS-------------------
6937      DamagedParticleSystem1       = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke
6938      ;---------------------------------------------------------------------------------------
6939      ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke
6940      ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionMediumExplosion
6941      ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionMediumShockwave
6942    End
6943  
6944    Geometry            = BOX
6945    GeometryMajorRadius = 62.0
6946    GeometryMinorRadius = 44.0
6947    GeometryHeight      = 24.0
6948    GeometryIsSmall     = No
6949    Shadow          = SHADOW_VOLUME
6950    BuildCompletion = PLACED_BY_PLAYER
6951  
6952  End
6953  
6954  ;------------------------------------------------------------------------------
6955  Object AmericaAirfield
6956  
6957    ; *** ART Parameters ***
6958    SelectPortrait         = SAACommand_L
6959    ButtonImage            = SAACommand
6960    Draw = W3DModelDraw ModuleTag_01
6961  
6962      ExtraPublicBone = Runway1Parking1 
6963      ExtraPublicBone = Runway1Parking2 
6964      ExtraPublicBone = Runway2Parking1 
6965      ExtraPublicBone = Runway2Parking2 
6966      ExtraPublicBone = Runway1Park1Han
6967      ExtraPublicBone = Runway1Park2Han
6968      ExtraPublicBone = Runway2Park1Han
6969      ExtraPublicBone = Runway2Park2Han 
6970      ExtraPublicBone = Runway1Prep1 
6971      ExtraPublicBone = Runway1Prep2 
6972      ExtraPublicBone = Runway2Prep1 
6973      ExtraPublicBone = Runway2Prep2 
6974      ExtraPublicBone = RunwayStart1 
6975      ExtraPublicBone = RunwayStart2 
6976      ExtraPublicBone = RunwayEnd1 
6977      ExtraPublicBone = RunwayEnd2
6978      ExtraPublicBone = HeliPark01
6979  
6980      OkToChangeModelColor = Yes
6981  
6982      ; day ********************************************
6983      DefaultConditionState
6984        Model              = ABArFrcCmd
6985        Animation          = ABArFrcCmd.ABArFrcCmd
6986        AnimationMode      = LOOP
6987      End
6988      ConditionState       = DAMAGED
6989        Model              = ABArFrcCmd_D
6990        Animation          = ABArFrcCmd_D.ABArFrcCmd_D
6991        AnimationMode      = LOOP
6992        ParticleSysBone    = Smoke01 SmolderingSmoke
6993        ParticleSysBone    = Smoke02 SmolderingSmoke
6994        ParticleSysBone    = Smoke03 SmolderingSmoke
6995        ParticleSysBone    = Fire01 SmolderingFire
6996      End
6997      ConditionState       = REALLYDAMAGED RUBBLE
6998        Model              = ABArFrcCmd_E
6999        Animation          = ABArFrcCmd_E.ABArFrcCmd_E
7000        AnimationMode      = LOOP
7001        ParticleSysBone    = Smoke01 SmolderingSmoke
7002        ParticleSysBone    = Smoke02 SmolderingSmoke
7003        ParticleSysBone    = Smoke03 SmolderingSmoke
7004        ParticleSysBone    = Smoke04 SmolderingSmoke
7005        ParticleSysBone    = Smoke05 SmokeFactionLarge
7006        ParticleSysBone    = Smoke06 SmokeFactionLarge
7007        ParticleSysBone    = Fire01 SmolderingFire
7008        ParticleSysBone    = Fire02 SmolderingFire
7009        ParticleSysBone    = Fire03 FireFactionLarge
7010        ParticleSysBone    = Spark01 SparksLarge
7011      End
7012      
7013      ConditionState       = SNOW
7014        Model              = ABArFrcCmd_S
7015        Animation          = ABArFrcCmd_S.ABArFrcCmd_S
7016        AnimationMode      = LOOP
7017      End
7018      ConditionState       = DAMAGED SNOW
7019        Model              = ABArFrcCmd_DS
7020        Animation          = ABArFrcCmd_DS.ABArFrcCmd_DS
7021        AnimationMode      = LOOP
7022        ParticleSysBone    = Smoke01 SmolderingSmoke
7023        ParticleSysBone    = Smoke02 SmolderingSmoke
7024        ParticleSysBone    = Smoke03 SmolderingSmoke
7025        ParticleSysBone    = Fire01 SmolderingFire
7026      End
7027      ConditionState       = REALLYDAMAGED RUBBLE SNOW
7028        Model              = ABArFrcCmd_ES
7029        Animation          = ABArFrcCmd_ES.ABArFrcCmd_ES
7030        AnimationMode      = LOOP
7031        ParticleSysBone    = Smoke01 SmolderingSmoke
7032        ParticleSysBone    = Smoke02 SmolderingSmoke
7033        ParticleSysBone    = Smoke03 SmolderingSmoke
7034        ParticleSysBone    = Smoke04 SmolderingSmoke
7035        ParticleSysBone    = Smoke05 SmokeFactionLarge
7036        ParticleSysBone    = Smoke06 SmokeFactionLarge
7037        ParticleSysBone    = Fire01 SmolderingFire
7038        ParticleSysBone    = Fire02 SmolderingFire
7039        ParticleSysBone    = Fire03 FireFactionLarge
7040        ParticleSysBone    = Spark01 SparksLarge
7041      End
7042  
7043      ; night ******************************************
7044      ConditionState       = NIGHT
7045        Model              = ABArFrcCmd_N
7046        Animation          = ABArFrcCmd_N.ABArFrcCmd_N
7047        AnimationMode      = LOOP
7048      End
7049      ConditionState       = DAMAGED NIGHT
7050        Model              = ABArFrcCmd_ND
7051        Animation          = ABArFrcCmd_ND.ABArFrcCmd_ND
7052        AnimationMode      = LOOP
7053      End
7054      ConditionState       = REALLYDAMAGED RUBBLE NIGHT
7055        Model              = ABArFrcCmd_NE
7056        Animation          = ABArFrcCmd_NE.ABArFrcCmd_NE
7057        AnimationMode      = LOOP
7058      End
7059      
7060      ConditionState       = NIGHT SNOW
7061        Model              = ABArFrcCmd_NS
7062        Animation          = ABArFrcCmd_NS.ABArFrcCmd_NS
7063        AnimationMode      = LOOP
7064      End
7065      ConditionState       = DAMAGED NIGHT SNOW
7066        Model              = ABArFrcCmd_NDS
7067        Animation          = ABArFrcCmd_NDS.ABArFrcCmd_NDS
7068        AnimationMode      = LOOP
7069      End
7070      ConditionState       = REALLYDAMAGED RUBBLE NIGHT SNOW
7071        Model              = ABArFrcCmd_NES
7072        Animation          = ABArFrcCmd_NES.ABArFrcCmd_NES
7073        AnimationMode      = LOOP
7074      End
7075      
7076         ;**************************************************************************************************************************
7077      ;This block handles every possible case with construction process, selling process, awaiting construction, and sold states
7078      ;for this draw module
7079      ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
7080        Model              = ABArFrcCmd
7081        Animation          = ABArFrcCmd.ABArFrcCmd
7082        AnimationMode      = LOOP
7083        Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
7084      End
7085      ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED
7086        Model              = ABArFrcCmd_D
7087        Animation          = ABArFrcCmd_D.ABArFrcCmd_D
7088        AnimationMode      = LOOP
7089        Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
7090      End
7091      ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED
7092        Model              = ABArFrcCmd_E
7093        Animation          = ABArFrcCmd_E.ABArFrcCmd_E
7094        AnimationMode      = LOOP
7095        Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
7096      End
7097      ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT
7098        Model              = ABArFrcCmd_N
7099        Animation          = ABArFrcCmd_N.ABArFrcCmd_N
7100        AnimationMode      = LOOP
7101        Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
7102      End
7103      ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT DAMAGED
7104        Model              = ABArFrcCmd_ND
7105        Animation          = ABArFrcCmd_ND.ABArFrcCmd_ND
7106        AnimationMode      = LOOP
7107        Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
7108      End
7109      ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT REALLYDAMAGED
7110        Model              = ABArFrcCmd_NE
7111        Animation          = ABArFrcCmd_NE.ABArFrcCmd_NE
7112        AnimationMode      = LOOP
7113        Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
7114      End
7115      ConditionState       = PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW
7116        Model              = ABArFrcCmd_S
7117        Animation          = ABArFrcCmd_S.ABArFrcCmd_S
7118        AnimationMode      = LOOP
7119        Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
7120      End
7121      ConditionState       =  PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW DAMAGED
7122        Model              = ABArFrcCmd_DS
7123        Animation          = ABArFrcCmd_DS.ABArFrcCmd_DS
7124        AnimationMode      = LOOP
7125        Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
7126      End
7127      ConditionState       = PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW REALLYDAMAGED
7128        Model              = ABArFrcCmd_ES
7129        Animation          = ABArFrcCmd_ES.ABArFrcCmd_ES
7130        AnimationMode      = LOOP
7131        Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
7132      End
7133      ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW
7134        Model              = ABArFrcCmd_NS
7135        Animation          = ABArFrcCmd_NS.ABArFrcCmd_NS
7136        AnimationMode      = LOOP
7137        Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
7138      End
7139      ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW DAMAGED
7140        Model              = ABArFrcCmd_NDS
7141        Animation          = ABArFrcCmd_NDS.ABArFrcCmd_NDS
7142        AnimationMode      = LOOP
7143        Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
7144      End
7145      ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW REALLYDAMAGED
7146        Model              = ABArFrcCmd_NES
7147        Animation          = ABArFrcCmd_NES.ABArFrcCmd_NES
7148        AnimationMode      = LOOP
7149        Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
7150      End
7151  
7152      ConditionState       = AWAITING_CONSTRUCTION 
7153        Model              = NONE
7154      End
7155      AliasConditionState  = AWAITING_CONSTRUCTION DAMAGED
7156      AliasConditionState  = AWAITING_CONSTRUCTION REALLYDAMAGED
7157      AliasConditionState  = AWAITING_CONSTRUCTION NIGHT
7158      AliasConditionState  = AWAITING_CONSTRUCTION NIGHT DAMAGED
7159      AliasConditionState  = AWAITING_CONSTRUCTION NIGHT REALLYDAMAGED
7160      AliasConditionState  = AWAITING_CONSTRUCTION SNOW
7161      AliasConditionState  = AWAITING_CONSTRUCTION SNOW DAMAGED
7162      AliasConditionState  = AWAITING_CONSTRUCTION SNOW REALLYDAMAGED
7163      AliasConditionState  = AWAITING_CONSTRUCTION NIGHT SNOW
7164      AliasConditionState  = AWAITING_CONSTRUCTION NIGHT SNOW DAMAGED
7165      AliasConditionState  = AWAITING_CONSTRUCTION NIGHT SNOW REALLYDAMAGED
7166      AliasConditionState  = SOLD 
7167      AliasConditionState  = SOLD DAMAGED
7168      AliasConditionState  = SOLD REALLYDAMAGED
7169      AliasConditionState  = SOLD NIGHT
7170      AliasConditionState  = SOLD NIGHT DAMAGED
7171      AliasConditionState  = SOLD NIGHT REALLYDAMAGED
7172      AliasConditionState  = SOLD SNOW
7173      AliasConditionState  = SOLD SNOW DAMAGED
7174      AliasConditionState  = SOLD SNOW REALLYDAMAGED
7175      AliasConditionState  = SOLD NIGHT SNOW
7176      AliasConditionState  = SOLD NIGHT SNOW DAMAGED
7177      AliasConditionState  = SOLD NIGHT SNOW REALLYDAMAGED
7178      ;**************************************************************************************************************************
7179    End
7180  
7181    ; ------------ blinky production lights -----------------
7182    Draw = W3DModelDraw ModuleTag_02
7183      DefaultConditionState
7184        Model              = None
7185      End
7186      ConditionState       = ACTIVELY_CONSTRUCTING
7187        Model              = ABArFrcCmd_A9
7188        Animation          = ABArFrcCmd_A9.ABArFrcCmd_A9
7189        AnimationMode      = LOOP
7190      End
7191    End
7192  
7193    ; ----------------- door #1 -------------------
7194    Draw                = W3DModelDraw ModuleTag_03
7195      ConditionState    = NONE
7196        Model           = ABArFrcCmd_A7
7197        Animation       = ABArFrcCmd_A7.ABArFrcCmd_A7
7198        AnimationMode   = MANUAL
7199        Flags           = START_FRAME_FIRST
7200      End
7201      AliasConditionState = NIGHT 
7202      AliasConditionState = SNOW 
7203      AliasConditionState = NIGHT SNOW 
7204      AliasConditionState = NIGHT DAMAGED
7205      AliasConditionState = SNOW DAMAGED
7206      AliasConditionState = NIGHT SNOW DAMAGED
7207      AliasConditionState = NIGHT REALLYDAMAGED RUBBLE
7208      AliasConditionState = SNOW REALLYDAMAGED RUBBLE
7209      AliasConditionState = NIGHT SNOW REALLYDAMAGED RUBBLE 
7210         
7211      ConditionState    = DOOR_1_OPENING
7212        Model           = ABArFrcCmd_A7
7213        Animation       = ABArFrcCmd_A7.ABArFrcCmd_A7
7214        AnimationMode   = ONCE
7215        Flags           = START_FRAME_FIRST
7216      End 
7217      AliasConditionState = NIGHT DOOR_1_OPENING
7218      AliasConditionState = SNOW DOOR_1_OPENING
7219      AliasConditionState = NIGHT SNOW DOOR_1_OPENING
7220      AliasConditionState = NIGHT DAMAGED DOOR_1_OPENING
7221      AliasConditionState = SNOW DAMAGED DOOR_1_OPENING
7222      AliasConditionState = NIGHT SNOW DAMAGED DOOR_1_OPENING
7223      AliasConditionState = NIGHT REALLYDAMAGED RUBBLE DOOR_1_OPENING
7224      AliasConditionState = SNOW REALLYDAMAGED RUBBLE DOOR_1_OPENING
7225      AliasConditionState = NIGHT SNOW REALLYDAMAGED RUBBLE DOOR_1_OPENING
7226       
7227      ConditionState    = DOOR_1_CLOSING
7228        Model           = ABArFrcCmd_A7
7229        Animation       = ABArFrcCmd_A7.ABArFrcCmd_A7
7230        AnimationMode   = ONCE_BACKWARDS
7231        Flags           = START_FRAME_LAST
7232      End   
7233      AliasConditionState = NIGHT DOOR_1_CLOSING
7234      AliasConditionState = SNOW DOOR_1_CLOSING
7235      AliasConditionState = NIGHT SNOW DOOR_1_CLOSING
7236      AliasConditionState = NIGHT DAMAGED DOOR_1_CLOSING
7237      AliasConditionState = SNOW DAMAGED DOOR_1_CLOSING
7238      AliasConditionState = NIGHT SNOW DAMAGED DOOR_1_CLOSING
7239      AliasConditionState = NIGHT REALLYDAMAGED RUBBLE DOOR_1_CLOSING
7240      AliasConditionState = SNOW REALLYDAMAGED RUBBLE DOOR_1_CLOSING
7241      AliasConditionState = NIGHT SNOW REALLYDAMAGED RUBBLE  DOOR_1_CLOSING
7242      
7243      ConditionState    = DOOR_1_WAITING_OPEN
7244        Model           = ABArFrcCmd_A7
7245        Animation       = ABArFrcCmd_A7.ABArFrcCmd_A7
7246        AnimationMode   = MANUAL
7247        Flags           = START_FRAME_LAST
7248      End   
7249      AliasConditionState = NIGHT DOOR_1_WAITING_OPEN
7250      AliasConditionState = SNOW DOOR_1_WAITING_OPEN
7251      AliasConditionState = NIGHT SNOW DOOR_1_WAITING_OPEN
7252      AliasConditionState = NIGHT DAMAGED DOOR_1_WAITING_OPEN
7253      AliasConditionState = SNOW DAMAGED DOOR_1_WAITING_OPEN
7254      AliasConditionState = NIGHT SNOW DAMAGED DOOR_1_WAITING_OPEN
7255      AliasConditionState = NIGHT REALLYDAMAGED RUBBLE DOOR_1_WAITING_OPEN
7256      AliasConditionState = SNOW REALLYDAMAGED RUBBLE DOOR_1_WAITING_OPEN
7257      AliasConditionState = NIGHT SNOW REALLYDAMAGED RUBBLE DOOR_1_WAITING_OPEN
7258      
7259      
7260      ;**************************************************************************************************************************
7261      ;This block handles every possible case with construction process, selling process, awaiting construction, and sold states
7262      ;for this draw module
7263      ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
7264        Model              = ABArFrcCmd_A7
7265        Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
7266      End
7267      AliasConditionState  = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT
7268      AliasConditionState  = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW
7269      AliasConditionState  = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW
7270      
7271      ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED
7272        Model              = ABArFrcCmd_A7
7273        Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
7274      End
7275  
7276      AliasConditionState  = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED NIGHT
7277      AliasConditionState  = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED SNOW
7278      AliasConditionState  = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED NIGHT SNOW
7279      
7280      ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED
7281        Model              = ABArFrcCmd_A7
7282        Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
7283      End
7284      AliasConditionState  = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED NIGHT
7285      AliasConditionState  = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED SNOW
7286      AliasConditionState  = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED NIGHT SNOW
7287      
7288      ConditionState       = AWAITING_CONSTRUCTION 
7289        Model              = NONE
7290      End
7291      AliasConditionState  = AWAITING_CONSTRUCTION DAMAGED
7292      AliasConditionState  = AWAITING_CONSTRUCTION REALLYDAMAGED
7293      AliasConditionState  = AWAITING_CONSTRUCTION NIGHT
7294      AliasConditionState  = AWAITING_CONSTRUCTION NIGHT DAMAGED
7295      AliasConditionState  = AWAITING_CONSTRUCTION NIGHT REALLYDAMAGED
7296      AliasConditionState  = AWAITING_CONSTRUCTION NIGHT SNOW
7297      AliasConditionState  = AWAITING_CONSTRUCTION NIGHT SNOW DAMAGED
7298      AliasConditionState  = AWAITING_CONSTRUCTION NIGHT SNOW REALLYDAMAGED
7299      AliasConditionState  = SOLD 
7300      AliasConditionState  = SOLD DAMAGED
7301      AliasConditionState  = SOLD REALLYDAMAGED
7302      AliasConditionState  = SOLD NIGHT
7303      AliasConditionState  = SOLD NIGHT DAMAGED
7304      AliasConditionState  = SOLD NIGHT REALLYDAMAGED
7305      AliasConditionState  = SOLD SNOW
7306      AliasConditionState  = SOLD SNOW DAMAGED
7307      AliasConditionState  = SOLD SNOW REALLYDAMAGED
7308      AliasConditionState  = SOLD NIGHT SNOW
7309      AliasConditionState  = SOLD NIGHT SNOW DAMAGED
7310      AliasConditionState  = SOLD NIGHT SNOW REALLYDAMAGED
7311      ;**************************************************************************************************************************
7312    End
7313  
7314    ; ----------------- door #2 -------------------
7315    Draw                = W3DModelDraw ModuleTag_04
7316      DefaultConditionState
7317        Model           = ABArFrcCmd_A8
7318        Animation       = ABArFrcCmd_A8.ABArFrcCmd_A8
7319        AnimationMode   = MANUAL
7320        Flags           = START_FRAME_FIRST
7321      End
7322      AliasConditionState = NIGHT 
7323      AliasConditionState = SNOW 
7324      AliasConditionState = NIGHT SNOW 
7325      AliasConditionState = NIGHT DAMAGED
7326      AliasConditionState = SNOW DAMAGED
7327      AliasConditionState = NIGHT SNOW DAMAGED
7328      AliasConditionState = NIGHT REALLYDAMAGED RUBBLE
7329      AliasConditionState = SNOW REALLYDAMAGED RUBBLE
7330      AliasConditionState = NIGHT SNOW REALLYDAMAGED RUBBLE 
7331      
7332      
7333      ConditionState    = DOOR_2_OPENING
7334        Model           = ABArFrcCmd_A8
7335        Animation       = ABArFrcCmd_A8.ABArFrcCmd_A8
7336        AnimationMode   = ONCE
7337        Flags           = START_FRAME_FIRST
7338      End
7339      AliasConditionState = NIGHT DOOR_2_OPENING
7340      AliasConditionState = SNOW DOOR_2_OPENING
7341      AliasConditionState = NIGHT SNOW DOOR_2_OPENING
7342      AliasConditionState = NIGHT DAMAGED DOOR_2_OPENING
7343      AliasConditionState = SNOW DAMAGED DOOR_2_OPENING
7344      AliasConditionState = NIGHT SNOW DAMAGED DOOR_2_OPENING
7345      AliasConditionState = NIGHT REALLYDAMAGED RUBBLE DOOR_2_OPENING
7346      AliasConditionState = SNOW REALLYDAMAGED RUBBLE DOOR_2_OPENING
7347      AliasConditionState = NIGHT SNOW REALLYDAMAGED RUBBLE DOOR_2_OPENING
7348     
7349         
7350      ConditionState    = DOOR_2_CLOSING
7351        Model           = ABArFrcCmd_A8
7352        Animation       = ABArFrcCmd_A8.ABArFrcCmd_A8
7353        AnimationMode   = ONCE_BACKWARDS
7354        Flags           = START_FRAME_LAST
7355      End   
7356      AliasConditionState = NIGHT DOOR_2_CLOSING
7357      AliasConditionState = SNOW DOOR_2_CLOSING
7358      AliasConditionState = NIGHT SNOW DOOR_2_CLOSING
7359      AliasConditionState = NIGHT DAMAGED DOOR_2_CLOSING
7360      AliasConditionState = SNOW DAMAGED DOOR_2_CLOSING
7361      AliasConditionState = NIGHT SNOW DAMAGED DOOR_2_CLOSING
7362      AliasConditionState = NIGHT REALLYDAMAGED RUBBLE DOOR_2_CLOSING
7363      AliasConditionState = SNOW REALLYDAMAGED RUBBLE DOOR_2_CLOSING
7364      AliasConditionState = NIGHT SNOW REALLYDAMAGED RUBBLE DOOR_2_CLOSING
7365      
7366      ConditionState    = DOOR_2_WAITING_OPEN
7367        Model           = ABArFrcCmd_A8
7368        Animation       = ABArFrcCmd_A8.ABArFrcCmd_A8
7369        AnimationMode   = MANUAL
7370        Flags           = START_FRAME_LAST 
7371      End 
7372      AliasConditionState = NIGHT DOOR_2_WAITING_OPEN
7373      AliasConditionState = SNOW DOOR_2_WAITING_OPEN
7374      AliasConditionState = NIGHT SNOW DOOR_2_WAITING_OPEN
7375      AliasConditionState = NIGHT DAMAGED DOOR_2_WAITING_OPEN
7376      AliasConditionState = SNOW DAMAGED DOOR_2_WAITING_OPEN
7377      AliasConditionState = NIGHT SNOW DAMAGED DOOR_2_WAITING_OPEN
7378      AliasConditionState = NIGHT REALLYDAMAGED RUBBLE DOOR_2_WAITING_OPEN
7379      AliasConditionState = SNOW REALLYDAMAGED RUBBLE DOOR_2_WAITING_OPEN
7380      AliasConditionState = NIGHT SNOW REALLYDAMAGED RUBBLE DOOR_2_WAITING_OPEN
7381      
7382          ;**************************************************************************************************************************
7383      ;This block handles every possible case with construction process, selling process, awaiting construction, and sold states
7384      ;for this draw module
7385      ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
7386        Model              = ABArFrcCmd_A8
7387        Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
7388      End
7389      AliasConditionState  = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT
7390      AliasConditionState  = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW
7391      AliasConditionState  = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW
7392      
7393      ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED
7394        Model              = ABArFrcCmd_A8
7395        Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
7396      End
7397      AliasConditionState  = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED NIGHT
7398      AliasConditionState  = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED SNOW
7399      AliasConditionState  = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED NIGHT SNOW
7400      
7401      ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED
7402        Model              = ABArFrcCmd_A8
7403        Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
7404      End
7405      AliasConditionState  = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED NIGHT
7406      AliasConditionState  = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED SNOW
7407      AliasConditionState  = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED NIGHT SNOW
7408      
7409      ConditionState       = AWAITING_CONSTRUCTION 
7410        Model              = NONE
7411      End
7412      AliasConditionState  = AWAITING_CONSTRUCTION DAMAGED
7413      AliasConditionState  = AWAITING_CONSTRUCTION REALLYDAMAGED
7414      AliasConditionState  = AWAITING_CONSTRUCTION NIGHT
7415      AliasConditionState  = AWAITING_CONSTRUCTION NIGHT DAMAGED
7416      AliasConditionState  = AWAITING_CONSTRUCTION NIGHT REALLYDAMAGED
7417      AliasConditionState  = AWAITING_CONSTRUCTION SNOW
7418      AliasConditionState  = AWAITING_CONSTRUCTION SNOW DAMAGED
7419      AliasConditionState  = AWAITING_CONSTRUCTION SNOW REALLYDAMAGED
7420      AliasConditionState  = AWAITING_CONSTRUCTION NIGHT SNOW
7421      AliasConditionState  = AWAITING_CONSTRUCTION NIGHT SNOW DAMAGED
7422      AliasConditionState  = AWAITING_CONSTRUCTION NIGHT SNOW REALLYDAMAGED
7423      AliasConditionState  = SOLD 
7424      AliasConditionState  = SOLD DAMAGED
7425      AliasConditionState  = SOLD REALLYDAMAGED
7426      AliasConditionState  = SOLD NIGHT
7427      AliasConditionState  = SOLD NIGHT DAMAGED
7428      AliasConditionState  = SOLD NIGHT REALLYDAMAGED
7429      AliasConditionState  = SOLD SNOW
7430      AliasConditionState  = SOLD SNOW DAMAGED
7431      AliasConditionState  = SOLD SNOW REALLYDAMAGED
7432      AliasConditionState  = SOLD NIGHT SNOW
7433      AliasConditionState  = SOLD NIGHT SNOW DAMAGED
7434      AliasConditionState  = SOLD NIGHT SNOW REALLYDAMAGED
7435      ;**************************************************************************************************************************
7436    End
7437    
7438    ; ----------------- door #3 -------------------
7439    Draw                = W3DModelDraw ModuleTag_05
7440      DefaultConditionState
7441        Model           = ABArFrcCmd_A2
7442        Animation       = ABArFrcCmd_A2.ABArFrcCmd_A2
7443        AnimationMode   = MANUAL
7444        Flags           = START_FRAME_FIRST
7445      End
7446      AliasConditionState = NIGHT 
7447      AliasConditionState = SNOW 
7448      AliasConditionState = NIGHT SNOW 
7449      AliasConditionState = NIGHT DAMAGED
7450      AliasConditionState = SNOW DAMAGED
7451      AliasConditionState = NIGHT SNOW DAMAGED
7452      AliasConditionState = NIGHT REALLYDAMAGED RUBBLE
7453      AliasConditionState = SNOW REALLYDAMAGED RUBBLE
7454      AliasConditionState = NIGHT SNOW REALLYDAMAGED RUBBLE
7455      
7456      
7457      ConditionState    = DOOR_3_OPENING
7458        Model           = ABArFrcCmd_A2
7459        Animation       = ABArFrcCmd_A2.ABArFrcCmd_A2
7460        AnimationMode   = ONCE
7461        Flags           = START_FRAME_FIRST
7462      End   
7463      AliasConditionState = NIGHT DOOR_3_OPENING
7464      AliasConditionState = SNOW DOOR_3_OPENING
7465      AliasConditionState = NIGHT SNOW DOOR_3_OPENING
7466      AliasConditionState = NIGHT DAMAGED DOOR_3_OPENING
7467      AliasConditionState = SNOW DAMAGED DOOR_3_OPENING
7468      AliasConditionState = NIGHT SNOW DAMAGED DOOR_3_OPENING
7469      AliasConditionState = NIGHT REALLYDAMAGED RUBBLE DOOR_3_OPENING
7470      AliasConditionState = SNOW REALLYDAMAGED RUBBLE DOOR_3_OPENING
7471      AliasConditionState = NIGHT SNOW REALLYDAMAGED RUBBLE DOOR_3_OPENING
7472      
7473      ConditionState    = DOOR_3_CLOSING
7474        Model           = ABArFrcCmd_A2
7475        Animation       = ABArFrcCmd_A2.ABArFrcCmd_A2
7476        AnimationMode   = ONCE_BACKWARDS
7477        Flags           = START_FRAME_LAST
7478      End   
7479      AliasConditionState = NIGHT DOOR_3_CLOSING
7480      AliasConditionState = SNOW DOOR_3_CLOSING
7481      AliasConditionState = NIGHT SNOW DOOR_3_CLOSING
7482      AliasConditionState = NIGHT DAMAGED DOOR_3_CLOSING
7483      AliasConditionState = SNOW DAMAGED DOOR_3_CLOSING
7484      AliasConditionState = NIGHT SNOW DAMAGED DOOR_3_CLOSING
7485      AliasConditionState = NIGHT REALLYDAMAGED RUBBLE DOOR_3_CLOSING
7486      AliasConditionState = SNOW REALLYDAMAGED RUBBLE DOOR_3_CLOSING
7487      AliasConditionState = NIGHT SNOW REALLYDAMAGED RUBBLE DOOR_3_CLOSING
7488      
7489      ConditionState    = DOOR_3_WAITING_OPEN
7490        Model           = ABArFrcCmd_A2
7491        Animation       = ABArFrcCmd_A2.ABArFrcCmd_A2
7492        AnimationMode   = MANUAL
7493        Flags           = START_FRAME_LAST
7494      End  
7495      AliasConditionState = NIGHT DOOR_3_WAITING_OPEN
7496      AliasConditionState = SNOW DOOR_3_WAITING_OPEN
7497      AliasConditionState = NIGHT SNOW DOOR_3_WAITING_OPEN
7498      AliasConditionState = NIGHT DAMAGED DOOR_3_WAITING_OPEN
7499      AliasConditionState = SNOW DAMAGED DOOR_3_WAITING_OPEN
7500      AliasConditionState = NIGHT SNOW DAMAGED DOOR_3_WAITING_OPEN
7501      AliasConditionState = NIGHT REALLYDAMAGED RUBBLE DOOR_3_WAITING_OPEN
7502      AliasConditionState = SNOW REALLYDAMAGED RUBBLE DOOR_3_WAITING_OPEN
7503      AliasConditionState = NIGHT SNOW REALLYDAMAGED RUBBLE DOOR_3_WAITING_OPEN
7504          
7505      
7506          ;**************************************************************************************************************************
7507      ;This block handles every possible case with construction process, selling process, awaiting construction, and sold states
7508      ;for this draw module
7509      ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
7510        Model              = ABArFrcCmd_A2
7511        Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
7512      End
7513      AliasConditionState  = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT
7514      AliasConditionState  = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW
7515      AliasConditionState  = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW
7516      
7517      ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED
7518        Model              = ABArFrcCmd_A2
7519        Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
7520      End
7521      AliasConditionState  = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED NIGHT
7522      AliasConditionState  = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED SNOW
7523      AliasConditionState  = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED NIGHT SNOW
7524      
7525      ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED
7526        Model              = ABArFrcCmd_A2
7527        Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
7528      End
7529      AliasConditionState  = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED NIGHT
7530      AliasConditionState  = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED SNOW
7531      AliasConditionState  = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED NIGHT SNOW
7532      
7533      ConditionState       = AWAITING_CONSTRUCTION 
7534        Model              = NONE
7535      End
7536      AliasConditionState  = AWAITING_CONSTRUCTION DAMAGED
7537      AliasConditionState  = AWAITING_CONSTRUCTION REALLYDAMAGED
7538      AliasConditionState  = AWAITING_CONSTRUCTION NIGHT
7539      AliasConditionState  = AWAITING_CONSTRUCTION NIGHT DAMAGED
7540      AliasConditionState  = AWAITING_CONSTRUCTION NIGHT REALLYDAMAGED
7541      AliasConditionState  = AWAITING_CONSTRUCTION SNOW
7542      AliasConditionState  = AWAITING_CONSTRUCTION SNOW DAMAGED
7543      AliasConditionState  = AWAITING_CONSTRUCTION SNOW REALLYDAMAGED
7544      AliasConditionState  = AWAITING_CONSTRUCTION NIGHT SNOW
7545      AliasConditionState  = AWAITING_CONSTRUCTION NIGHT SNOW DAMAGED
7546      AliasConditionState  = AWAITING_CONSTRUCTION NIGHT SNOW REALLYDAMAGED
7547      AliasConditionState  = SOLD 
7548      AliasConditionState  = SOLD DAMAGED
7549      AliasConditionState  = SOLD REALLYDAMAGED
7550      AliasConditionState  = SOLD NIGHT
7551      AliasConditionState  = SOLD NIGHT DAMAGED
7552      AliasConditionState  = SOLD NIGHT REALLYDAMAGED
7553      AliasConditionState  = SOLD SNOW
7554      AliasConditionState  = SOLD SNOW DAMAGED
7555      AliasConditionState  = SOLD SNOW REALLYDAMAGED
7556      AliasConditionState  = SOLD NIGHT SNOW
7557      AliasConditionState  = SOLD NIGHT SNOW DAMAGED
7558      AliasConditionState  = SOLD NIGHT SNOW REALLYDAMAGED
7559      ;************************************************************************************************************************** 
7560    End
7561  
7562    ; ----------------- door #4 -------------------
7563    Draw                = W3DModelDraw ModuleTag_06
7564      DefaultConditionState
7565        Model           = ABArFrcCmd_A3
7566        Animation       = ABArFrcCmd_A3.ABArFrcCmd_A3
7567        AnimationMode   = MANUAL
7568        Flags           = START_FRAME_FIRST
7569      End
7570      AliasConditionState = NIGHT 
7571      AliasConditionState = SNOW 
7572      AliasConditionState = NIGHT SNOW 
7573      AliasConditionState = NIGHT DAMAGED
7574      AliasConditionState = SNOW DAMAGED
7575      AliasConditionState = NIGHT SNOW DAMAGED
7576      AliasConditionState = NIGHT REALLYDAMAGED RUBBLE
7577      AliasConditionState = SNOW REALLYDAMAGED RUBBLE
7578      AliasConditionState = NIGHT SNOW REALLYDAMAGED RUBBLE
7579      
7580      ConditionState    = DOOR_4_OPENING
7581        Model           = ABArFrcCmd_A3
7582        Animation       = ABArFrcCmd_A3.ABArFrcCmd_A3
7583        AnimationMode   = ONCE
7584        Flags           = START_FRAME_FIRST
7585      End   
7586      AliasConditionState = NIGHT DOOR_4_OPENING
7587      AliasConditionState = SNOW DOOR_4_OPENING
7588      AliasConditionState = NIGHT SNOW DOOR_4_OPENING
7589      AliasConditionState = NIGHT DAMAGED DOOR_4_OPENING
7590      AliasConditionState = SNOW DAMAGED DOOR_4_OPENING
7591      AliasConditionState = NIGHT SNOW DAMAGED DOOR_4_OPENING
7592      AliasConditionState = NIGHT REALLYDAMAGED RUBBLE DOOR_4_OPENING
7593      AliasConditionState = SNOW REALLYDAMAGED RUBBLE DOOR_4_OPENING
7594      AliasConditionState = NIGHT SNOW REALLYDAMAGED RUBBLE DOOR_4_OPENING
7595      
7596      ConditionState    = DOOR_4_CLOSING
7597        Model           = ABArFrcCmd_A3
7598        Animation       = ABArFrcCmd_A3.ABArFrcCmd_A3
7599        AnimationMode   = ONCE_BACKWARDS
7600        Flags           = START_FRAME_LAST
7601      End   
7602      AliasConditionState = NIGHT DOOR_4_CLOSING
7603      AliasConditionState = SNOW DOOR_4_CLOSING
7604      AliasConditionState = NIGHT SNOW DOOR_4_CLOSING
7605      AliasConditionState = NIGHT DAMAGED DOOR_4_CLOSING
7606      AliasConditionState = SNOW DAMAGED DOOR_4_CLOSING
7607      AliasConditionState = NIGHT SNOW DAMAGED DOOR_4_CLOSING
7608      AliasConditionState = NIGHT REALLYDAMAGED RUBBLE DOOR_4_CLOSING
7609      AliasConditionState = SNOW REALLYDAMAGED RUBBLE DOOR_4_CLOSING
7610      AliasConditionState = NIGHT SNOW REALLYDAMAGED RUBBLE DOOR_4_CLOSING
7611      
7612      ConditionState    = DOOR_4_WAITING_OPEN
7613        Model           = ABArFrcCmd_A3
7614        Animation       = ABArFrcCmd_A3.ABArFrcCmd_A3
7615        AnimationMode   = MANUAL
7616        Flags           = START_FRAME_LAST
7617      End 
7618      AliasConditionState = NIGHT DOOR_4_WAITING_OPEN
7619      AliasConditionState = SNOW DOOR_4_WAITING_OPEN
7620      AliasConditionState = NIGHT SNOW DOOR_4_WAITING_OPEN
7621      AliasConditionState = NIGHT DAMAGED DOOR_4_WAITING_OPEN
7622      AliasConditionState = SNOW DAMAGED DOOR_4_WAITING_OPEN
7623      AliasConditionState = NIGHT SNOW DAMAGED DOOR_4_WAITING_OPEN
7624      AliasConditionState = NIGHT REALLYDAMAGED RUBBLE DOOR_4_WAITING_OPEN
7625      AliasConditionState = SNOW REALLYDAMAGED RUBBLE DOOR_4_WAITING_OPEN
7626      AliasConditionState = NIGHT SNOW REALLYDAMAGED RUBBLE DOOR_4_WAITING_OPEN
7627      
7628      ;**************************************************************************************************************************
7629      ;This block handles every possible case with construction process, selling process, awaiting construction, and sold states
7630      ;for this draw module
7631      ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
7632        Model              = ABArFrcCmd_A3
7633        Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
7634      End
7635      AliasConditionState  = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT
7636      AliasConditionState  = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW
7637      AliasConditionState  = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW
7638      
7639      ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED
7640        Model              = ABArFrcCmd_A3
7641        Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
7642      End
7643      AliasConditionState  = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED NIGHT
7644      AliasConditionState  = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED SNOW
7645      AliasConditionState  = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED NIGHT SNOW
7646      
7647      ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED
7648        Model              = ABArFrcCmd_A3
7649        Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
7650      End
7651      AliasConditionState  = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED NIGHT
7652      AliasConditionState  = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED SNOW
7653      AliasConditionState  = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED NIGHT SNOW
7654      
7655      ConditionState       = AWAITING_CONSTRUCTION 
7656        Model              = NONE
7657      End
7658      AliasConditionState  = AWAITING_CONSTRUCTION DAMAGED
7659      AliasConditionState  = AWAITING_CONSTRUCTION REALLYDAMAGED
7660      AliasConditionState  = AWAITING_CONSTRUCTION NIGHT
7661      AliasConditionState  = AWAITING_CONSTRUCTION NIGHT DAMAGED
7662      AliasConditionState  = AWAITING_CONSTRUCTION NIGHT REALLYDAMAGED
7663      AliasConditionState  = AWAITING_CONSTRUCTION SNOW
7664      AliasConditionState  = AWAITING_CONSTRUCTION SNOW DAMAGED
7665      AliasConditionState  = AWAITING_CONSTRUCTION SNOW REALLYDAMAGED
7666      AliasConditionState  = AWAITING_CONSTRUCTION NIGHT SNOW
7667      AliasConditionState  = AWAITING_CONSTRUCTION NIGHT SNOW DAMAGED
7668      AliasConditionState  = AWAITING_CONSTRUCTION NIGHT SNOW REALLYDAMAGED
7669      AliasConditionState  = SOLD 
7670      AliasConditionState  = SOLD DAMAGED
7671      AliasConditionState  = SOLD REALLYDAMAGED
7672      AliasConditionState  = SOLD NIGHT
7673      AliasConditionState  = SOLD NIGHT DAMAGED
7674      AliasConditionState  = SOLD NIGHT REALLYDAMAGED
7675      AliasConditionState  = SOLD SNOW
7676      AliasConditionState  = SOLD SNOW DAMAGED
7677      AliasConditionState  = SOLD SNOW REALLYDAMAGED
7678      AliasConditionState  = SOLD NIGHT SNOW
7679      AliasConditionState  = SOLD NIGHT SNOW DAMAGED
7680      AliasConditionState  = SOLD NIGHT SNOW REALLYDAMAGED
7681      ;**************************************************************************************************************************
7682    End
7683  
7684    ; ------------ construction-zone fence -----------------
7685    Draw = W3DModelDraw ModuleTag_07
7686    AnimationsRequirePower = No
7687      DefaultConditionState
7688        Model           = None
7689        TransitionKey   = DOWN_DEFAULT
7690      End
7691      ConditionState    = NIGHT
7692        Model           = None
7693        TransitionKey   = DOWN_DEFAULT
7694      End
7695      ConditionState    = SNOW
7696        Model           = None
7697        TransitionKey   = DOWN_DEFAULT
7698      End
7699      ConditionState    = SNOW NIGHT
7700        Model           = None
7701        TransitionKey   = DOWN_DEFAULT
7702      End
7703      ConditionState    = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
7704        Model           = ABArFrcCmd_A4
7705        Animation       = ABArFrcCmd_A4.ABArFrcCmd_A4
7706        AnimationMode   = MANUAL
7707        Flags           = START_FRAME_LAST
7708        TransitionKey   = UP_DAY
7709        ParticleSysBone = SmokeS01 SmokeBuildingSmall
7710        ParticleSysBone = SparksS01 LiveWireSparks02
7711      End
7712      ConditionState    = NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
7713        Model           = ABArFrcCmd_A4N
7714        Animation       = ABArFrcCmd_A4N.ABArFrcCmd_A4N
7715        AnimationMode   = MANUAL
7716        Flags           = START_FRAME_LAST
7717        TransitionKey   = UP_NIGHT
7718        ParticleSysBone = SmokeS01 SmokeBuildingSmall
7719        ParticleSysBone = SparksS01 LiveWireSparks02
7720      End
7721      ConditionState    = SNOW AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
7722        Model           = ABArFrcCmd_A4S
7723        Animation       = ABArFrcCmd_A4S.ABArFrcCmd_A4S
7724        AnimationMode   = MANUAL
7725        Flags           = START_FRAME_LAST
7726        TransitionKey   = UP_SNOW
7727        ParticleSysBone = SmokeS01 SmokeBuildingSmall
7728        ParticleSysBone = SparksS01 LiveWireSparks02
7729      End
7730      ConditionState    = SNOW NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
7731        Model           = ABArFrcCmd_A4SN
7732        Animation       = ABArFrcCmd_A4SN.ABArFrcCmd_A4SN
7733        AnimationMode   = MANUAL
7734        Flags           = START_FRAME_LAST
7735        TransitionKey   = UP_SNOWNIGHT
7736        ParticleSysBone = SmokeS01 SmokeBuildingSmall
7737        ParticleSysBone = SparksS01 LiveWireSparks02
7738      End
7739      TransitionState   = DOWN_DEFAULT UP_DAY
7740        Model           = ABArFrcCmd_A4
7741        Animation       = ABArFrcCmd_A4.ABArFrcCmd_A4
7742        AnimationMode   = ONCE
7743        AnimationSpeedFactorRange = 1.0 1.0
7744        Flags           = START_FRAME_FIRST
7745      End
7746      TransitionState   = DOWN_DEFAULT UP_NIGHT
7747        Model           = ABArFrcCmd_A4N
7748        Animation       = ABArFrcCmd_A4N.ABArFrcCmd_A4N
7749        AnimationMode   = ONCE
7750        AnimationSpeedFactorRange = 1.0 1.0
7751        Flags           = START_FRAME_FIRST
7752      End
7753      TransitionState   = DOWN_DEFAULT UP_SNOW
7754        Model           = ABArFrcCmd_A4S
7755        Animation       = ABArFrcCmd_A4S.ABArFrcCmd_A4S
7756        AnimationMode   = ONCE
7757        AnimationSpeedFactorRange = 1.0 1.0
7758        Flags           = START_FRAME_FIRST
7759      End
7760      TransitionState   = DOWN_DEFAULT UP_SNOWNIGHT
7761        Model           = ABArFrcCmd_A4SN
7762        Animation       = ABArFrcCmd_A4SN.ABArFrcCmd_A4SN
7763        AnimationMode   = ONCE
7764        AnimationSpeedFactorRange = 1.0 1.0
7765        Flags           = START_FRAME_FIRST
7766      End
7767      TransitionState   = UP_DAY DOWN_DEFAULT
7768        Model           = ABArFrcCmd_A4
7769        Animation       = ABArFrcCmd_A4.ABArFrcCmd_A4
7770        AnimationMode   = ONCE_BACKWARDS
7771        AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
7772        Flags           = START_FRAME_LAST
7773      End
7774      TransitionState   = UP_NIGHT DOWN_DEFAULT
7775        Model           = ABArFrcCmd_A4N
7776        Animation       = ABArFrcCmd_A4N.ABArFrcCmd_A4N
7777        AnimationMode   = ONCE_BACKWARDS
7778        AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
7779        Flags           = START_FRAME_LAST
7780      End
7781      TransitionState   = UP_SNOW DOWN_DEFAULT
7782        Model           = ABArFrcCmd_A4S
7783        Animation       = ABArFrcCmd_A4S.ABArFrcCmd_A4S
7784        AnimationMode   = ONCE_BACKWARDS
7785        AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
7786        Flags           = START_FRAME_LAST
7787      End
7788      TransitionState   = UP_SNOWNIGHT DOWN_DEFAULT
7789        Model           = ABArFrcCmd_A4SN
7790        Animation       = ABArFrcCmd_A4SN.ABArFrcCmd_A4SN
7791        AnimationMode   = ONCE_BACKWARDS
7792        AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
7793        Flags           = START_FRAME_LAST
7794      End
7795    End
7796  
7797    ; ------------ under-construction scaffolding -----------------
7798    Draw = W3DModelDraw ModuleTag_08
7799    AnimationsRequirePower = No
7800      MinLODRequired = MEDIUM
7801      DefaultConditionState
7802        Model           = None
7803        TransitionKey   = DOWN_DEFAULT
7804      End
7805      ConditionState    = NIGHT
7806        Model           = None
7807        TransitionKey   = DOWN_DEFAULT
7808      End
7809      ConditionState    = SNOW
7810        Model           = None
7811        TransitionKey   = DOWN_DEFAULT
7812      End
7813      ConditionState    = SNOW NIGHT
7814        Model           = None
7815        TransitionKey   = DOWN_DEFAULT
7816      End
7817      ConditionState    = PARTIALLY_CONSTRUCTED
7818        Model           = ABArFrcCmd_A6
7819        Animation       = ABArFrcCmd_A6.ABArFrcCmd_A6
7820        AnimationMode   = MANUAL
7821        Flags           = START_FRAME_LAST
7822        TransitionKey   = UP_DAY
7823        ParticleSysBone = Sparks01 BuildUpBlueSpark
7824        ParticleSysBone = Sparks02 BuildUpBlueSpark
7825        ParticleSysBone = Sparks03 BuildUpBlueSpark
7826        ParticleSysBone = Sparks04 BuildUpBlueSpark
7827        ParticleSysBone = Sparks05 BuildUpBlueSpark
7828        ParticleSysBone = Sparks06 BuildUpBlueSpark
7829      End
7830      ConditionState    = NIGHT PARTIALLY_CONSTRUCTED
7831        Model           = ABArFrcCmd_A6N
7832        Animation       = ABArFrcCmd_A6N.ABArFrcCmd_A6N
7833        AnimationMode   = MANUAL
7834        Flags           = START_FRAME_LAST
7835        TransitionKey   = UP_NIGHT
7836        ParticleSysBone = Sparks01 BuildUpBlueSpark
7837        ParticleSysBone = Sparks02 BuildUpBlueSpark
7838        ParticleSysBone = Sparks03 BuildUpBlueSpark
7839        ParticleSysBone = Sparks04 BuildUpBlueSpark
7840        ParticleSysBone = Sparks05 BuildUpBlueSpark
7841        ParticleSysBone = Sparks06 BuildUpBlueSpark
7842      End
7843      ConditionState    = SNOW PARTIALLY_CONSTRUCTED
7844        Model           = ABArFrcCmd_A6S
7845        Animation       = ABArFrcCmd_A6S.ABArFrcCmd_A6S
7846        AnimationMode   = MANUAL
7847        Flags           = START_FRAME_LAST
7848        TransitionKey   = UP_SNOW
7849        ParticleSysBone = Sparks01 BuildUpBlueSpark
7850        ParticleSysBone = Sparks02 BuildUpBlueSpark
7851        ParticleSysBone = Sparks03 BuildUpBlueSpark
7852        ParticleSysBone = Sparks04 BuildUpBlueSpark
7853        ParticleSysBone = Sparks05 BuildUpBlueSpark
7854        ParticleSysBone = Sparks06 BuildUpBlueSpark
7855      End
7856      ConditionState    = SNOW NIGHT PARTIALLY_CONSTRUCTED
7857        Model           = ABArFrcCmd_A6SN
7858        Animation       = ABArFrcCmd_A6SN.ABArFrcCmd_A6SN
7859        AnimationMode   = MANUAL
7860        Flags           = START_FRAME_LAST
7861        TransitionKey   = UP_SNOWNIGHT
7862        ParticleSysBone = Sparks01 BuildUpBlueSpark
7863        ParticleSysBone = Sparks02 BuildUpBlueSpark
7864        ParticleSysBone = Sparks03 BuildUpBlueSpark
7865        ParticleSysBone = Sparks04 BuildUpBlueSpark
7866        ParticleSysBone = Sparks05 BuildUpBlueSpark
7867        ParticleSysBone = Sparks06 BuildUpBlueSpark
7868      End
7869      TransitionState   = DOWN_DEFAULT UP_DAY
7870       Model            = ABArFrcCmd_A6
7871        Animation       = ABArFrcCmd_A6.ABArFrcCmd_A6
7872        AnimationMode   = ONCE
7873        AnimationSpeedFactorRange = 1.0 1.0
7874        Flags           = START_FRAME_FIRST
7875      End
7876      TransitionState   = DOWN_DEFAULT UP_NIGHT
7877       Model            = ABArFrcCmd_A6N
7878        Animation       = ABArFrcCmd_A6N.ABArFrcCmd_A6N
7879        AnimationMode   = ONCE
7880        AnimationSpeedFactorRange = 1.0 1.0
7881        Flags           = START_FRAME_FIRST
7882      End
7883  
7884      TransitionState   = DOWN_DEFAULT UP_SNOW
7885       Model            = ABArFrcCmd_A6S
7886        Animation       = ABArFrcCmd_A6S.ABArFrcCmd_A6S
7887        AnimationMode   = ONCE
7888        AnimationSpeedFactorRange = 1.0 1.0
7889        Flags           = START_FRAME_FIRST
7890      End
7891      TransitionState   = DOWN_DEFAULT UP_SNOWNIGHT
7892       Model            = ABArFrcCmd_A6SN
7893        Animation       = ABArFrcCmd_A6SN.ABArFrcCmd_A6SN
7894        AnimationMode   = ONCE
7895        AnimationSpeedFactorRange = 1.0 1.0
7896        Flags           = START_FRAME_FIRST
7897      End
7898      TransitionState   = UP_DAY DOWN_DEFAULT
7899        Model           = ABArFrcCmd_A6
7900        Animation       = ABArFrcCmd_A6.ABArFrcCmd_A6
7901        AnimationMode   = ONCE_BACKWARDS
7902        AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
7903        Flags           = START_FRAME_LAST
7904      End
7905      TransitionState   = UP_NIGHT DOWN_DEFAULT
7906        Model           = ABArFrcCmd_A6N
7907        Animation       = ABArFrcCmd_A6N.ABArFrcCmd_A6N
7908        AnimationMode   = ONCE_BACKWARDS
7909        AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
7910        Flags           = START_FRAME_LAST
7911      End
7912      TransitionState   = UP_SNOW DOWN_DEFAULT
7913        Model           = ABArFrcCmd_A6S
7914        Animation       = ABArFrcCmd_A6S.ABArFrcCmd_A6S
7915        AnimationMode   = ONCE_BACKWARDS
7916        AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
7917        Flags           = START_FRAME_LAST
7918      End
7919      TransitionState   = UP_SNOWNIGHT DOWN_DEFAULT
7920        Model           = ABArFrcCmd_A6SN
7921        Animation       = ABArFrcCmd_A6SN.ABArFrcCmd_A6SN
7922        AnimationMode   = ONCE_BACKWARDS
7923        AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
7924        Flags           = START_FRAME_LAST
7925      End
7926    End
7927  
7928    ; ------------ being-constructed crane -----------------
7929    Draw = W3DModelDraw ModuleTag_09
7930    AnimationsRequirePower = No
7931      DefaultConditionState
7932        Model           = None
7933        TransitionKey   = DOWN_DEFAULT
7934      End
7935      ConditionState    = NIGHT
7936        Model           = None
7937        TransitionKey   = DOWN_DEFAULT
7938      End
7939      ConditionState    = SNOW
7940        Model           = None
7941        TransitionKey   = DOWN_DEFAULT
7942      End
7943      ConditionState    = SNOW NIGHT
7944        Model           = None
7945        TransitionKey   = DOWN_DEFAULT
7946      End
7947      ConditionState    = SOLD
7948        Model           = NONE
7949      End
7950  
7951      ConditionState    = ACTIVELY_BEING_CONSTRUCTED
7952        Model           = ABArFrcCmd_A5
7953        Animation       = ABArFrcCmd_A5.ABArFrcCmd_A5
7954        AnimationMode   = LOOP
7955        TransitionKey   = UP_DAY
7956      End
7957  
7958      ConditionState    = NIGHT ACTIVELY_BEING_CONSTRUCTED
7959        Model           = ABArFrcCmd_A5N
7960        Animation       = ABArFrcCmd_A5N.ABArFrcCmd_A5N
7961        AnimationMode   = LOOP
7962        TransitionKey   = UP_NIGHT
7963      End
7964      ConditionState    = SNOW ACTIVELY_BEING_CONSTRUCTED
7965        Model           = ABArFrcCmd_A5S
7966        Animation       = ABArFrcCmd_A5S.ABArFrcCmd_A5S
7967        AnimationMode   = LOOP
7968        TransitionKey   = UP_SNOW
7969      End
7970      ConditionState    = SNOW NIGHT ACTIVELY_BEING_CONSTRUCTED
7971        Model           = ABArFrcCmd_A5SN
7972        Animation       = ABArFrcCmd_A5SN.ABArFrcCmd_A5SN
7973        AnimationMode   = LOOP
7974        TransitionKey   = UP_SNOWNIGHT
7975      End
7976      TransitionState   = DOWN_DEFAULT UP_DAY
7977        Model           = ABArFrcCmd_AB
7978        Animation       = ABArFrcCmd_AB.ABArFrcCmd_AB
7979        AnimationMode   = ONCE
7980        AnimationSpeedFactorRange = 1.0 1.0
7981        Flags           = START_FRAME_FIRST
7982      End
7983  
7984      TransitionState   = DOWN_DEFAULT UP_NIGHT
7985        Model           = ABArFrcCmd_ABN
7986        Animation       = ABArFrcCmd_ABN.ABArFrcCmd_ABN
7987        AnimationMode   = ONCE
7988        AnimationSpeedFactorRange = 1.0 1.0
7989        Flags           = START_FRAME_FIRST
7990      End
7991      TransitionState   = DOWN_DEFAULT UP_SNOW
7992        Model           = ABArFrcCmd_ABS
7993        ; @todo srj -- not found
7994        Animation       = ABArFrcCmd_ABS.ABArFrcCmd_ABS
7995        AnimationMode   = ONCE
7996        AnimationSpeedFactorRange = 1.0 1.0
7997        Flags           = START_FRAME_FIRST
7998      End
7999      TransitionState   = DOWN_DEFAULT UP_SNOWNIGHT
8000        Model           = ABArFrcCmd_ABSN
8001        Animation       = ABArFrcCmd_ABSN.ABArFrcCmd_ABSN
8002        AnimationMode   = ONCE
8003        AnimationSpeedFactorRange = 1.0 1.0
8004        Flags           = START_FRAME_FIRST
8005      End
8006      TransitionState   = UP_DAY DOWN_DEFAULT
8007        Model           = ABArFrcCmd_AB
8008        Animation       = ABArFrcCmd_AB.ABArFrcCmd_AB
8009        AnimationMode   = ONCE_BACKWARDS
8010        AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
8011        Flags           = START_FRAME_LAST
8012      End
8013      TransitionState   = UP_NIGHT DOWN_DEFAULT
8014        Model           = ABArFrcCmd_ABN
8015        Animation       = ABArFrcCmd_ABN.ABArFrcCmd_ABN
8016        AnimationMode   = ONCE_BACKWARDS
8017        AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
8018        Flags           = START_FRAME_LAST
8019      End
8020      TransitionState   = UP_SNOW DOWN_DEFAULT
8021        Model           = ABArFrcCmd_ABS
8022        ; @todo srj -- not found
8023        Animation       = ABArFrcCmd_ABS.ABArFrcCmd_ABS
8024        AnimationMode   = ONCE_BACKWARDS
8025        AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
8026        Flags           = START_FRAME_LAST
8027      End
8028      TransitionState   = UP_SNOWNIGHT DOWN_DEFAULT
8029        Model           = ABArFrcCmd_ABS
8030        Animation       = ABArFrcCmd_ABS.ABArFrcCmd_ABS
8031        AnimationMode   = ONCE_BACKWARDS
8032        AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
8033        Flags           = START_FRAME_LAST
8034      End
8035    End
8036  
8037    PlacementViewAngle = -45
8038  
8039    ; ***DESIGN parameters ***
8040    DisplayName      = OBJECT:Airfield
8041    Side             = America
8042    EditorSorting    = STRUCTURE
8043    Prerequisites
8044      Object = AmericaSupplyCenter
8045    End
8046    BuildCost           = 1000
8047    BuildTime           = 30.0           ; in seconds
8048    EnergyProduction    = -1
8049    CommandSet          = AmericaAirfieldCommandSet
8050    VisionRange         = 200.0           ; Shroud clearing distance
8051    ShroudClearingRange = 200
8052    ArmorSet
8053      Conditions        = None
8054      Armor             = StructureArmor
8055      DamageFX          = StructureDamageFXNoShake
8056    End
8057    ExperienceValue     = 150 150 150 150  ; Experience point value at each level
8058  
8059    ; *** AUDIO Parameters ***
8060    VoiceSelect         = AirfieldUSASelect
8061    SoundDie              = BuildingDie
8062    SoundOnDamaged        = BuildingDamagedStateLight
8063    SoundOnReallyDamaged  = BuildingDestroy
8064  
8065    UnitSpecificSounds
8066      UnderConstruction     = UnderConstructionLoop
8067    End
8068  
8069    ; *** ENGINEERING Parameters ***
8070    RadarPriority       = STRUCTURE
8071    KindOf              = PRELOAD STRUCTURE SELECTABLE IMMOBILE AIRFIELD SCORE CAPTURABLE FS_FACTORY MP_COUNT_FOR_VICTORY AUTO_RALLYPOINT
8072    Body                = StructureBody ModuleTag_10
8073      MaxHealth         = 1500.0
8074      InitialHealth     = 1500.0
8075    End
8076    
8077    Behavior = ParkingPlaceBehavior ModuleTag_11
8078      HealAmountPerSecond   = 10
8079      NumRows               = 2
8080      NumCols               = 2
8081      HasRunways            = Yes
8082      ApproachHeight        = 50
8083    End
8084  
8085    Behavior = ProductionUpdate ModuleTag_12
8086      NumDoorAnimations            = 4
8087      DoorOpeningTime              = 2000  ;in mSeconds
8088      DoorWaitOpenTime             = 3000  ;in mSeconds
8089      DoorCloseTime                = 2000  ;in mSeconds
8090      ConstructionCompleteDuration = 1000  ;in mSeconds
8091    End
8092  
8093    Behavior = BaseRegenerateUpdate ModuleTag_13
8094      ;No data
8095    End 
8096  
8097    Behavior = DestroyDie ModuleTag_14
8098      ;nothing
8099    End
8100    Behavior = CreateObjectDie ModuleTag_15
8101      CreationList  = OCL_ABPowerPlantExplode
8102    End
8103    Behavior = CreateObjectDie ModuleTag_16
8104      CreationList  = OCL_AmericanRangerDebris02
8105      ExemptStatus  = UNDER_CONSTRUCTION
8106    End
8107    Behavior = FXListDie ModuleTag_17
8108      DeathFX       = FX_AmericaWarFactoryDeathFinal ;FX_StructureMediumDeath
8109    End
8110  
8111    Behavior = FlammableUpdate ModuleTag_19
8112      AflameDuration = 5000         ; If I catch fire, I'll burn for this long...
8113      AflameDamageAmount = 5       ; taking this much damage...
8114      AflameDamageDelay = 500       ; this often.
8115    End
8116  
8117    Behavior = TransitionDamageFX ModuleTag_31
8118      ;-------------DESIGNED FOR MEDIUM SIZED FACTION BUILDING TRANSITIONS-------------------
8119      DamagedParticleSystem1       = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke
8120      ;---------------------------------------------------------------------------------------
8121      ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke
8122      ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionMediumExplosion
8123      ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionMediumShockwave
8124    End
8125  
8126    Geometry            = BOX
8127    GeometryMajorRadius = 112.0
8128    GeometryMinorRadius = 74.0
8129    GeometryHeight      = 25.0
8130    GeometryIsSmall     = No
8131    FactoryExitWidth    = 25
8132    Shadow          = SHADOW_VOLUME
8133    BuildCompletion = PLACED_BY_PLAYER
8134  
8135  End
8136  
8137  ;------------------------------------------------------------------------------
8138  Object ChinaAirfield
8139  
8140    ; *** ART Parameters ***
8141    SelectPortrait         = SNAirfield_L
8142    ButtonImage            = SNAirfield
8143    Draw = W3DModelDraw ModuleTag_01
8144  
8145      OkToChangeModelColor = Yes
8146  
8147      ExtraPublicBone = Runway1Parking1 
8148      ExtraPublicBone = Runway1Parking2 
8149      ExtraPublicBone = Runway2Parking1 
8150      ExtraPublicBone = Runway2Parking2 
8151      ExtraPublicBone = Runway1Park1Han
8152      ExtraPublicBone = Runway1Park2Han
8153      ExtraPublicBone = Runway2Park1Han
8154      ExtraPublicBone = Runway2Park2Han 
8155      ExtraPublicBone = Runway1Prep1 
8156      ExtraPublicBone = Runway1Prep2 
8157      ExtraPublicBone = Runway2Prep1 
8158      ExtraPublicBone = Runway2Prep2 
8159      ExtraPublicBone = RunwayStart1 
8160      ExtraPublicBone = RunwayStart2 
8161      ExtraPublicBone = RunwayEnd1 
8162      ExtraPublicBone = RunwayEnd2
8163  
8164  ; ------------- DAY ------------------    
8165  
8166      DefaultConditionState
8167        Model         = NBAirfield
8168        Animation     = NBAirfield.NBAirfield
8169        AnimationMode = LOOP
8170      End
8171      ConditionState = DAMAGED
8172        Model         = NBAirfield_D
8173        Animation     = NBAirfield_D.NBAirfield_D
8174        AnimationMode = LOOP
8175      End
8176      ConditionState = REALLYDAMAGED RUBBLE
8177        Model         = NBAirfield_E
8178        Animation     = NBAirfield_E.NBAirfield_E
8179        AnimationMode = LOOP
8180      End
8181      
8182  ; ------------- SNOW ------------------        
8183      ConditionState  = SNOW
8184        Model         = NBAirfield_S
8185        Animation     = NBAirfield_S.NBAirfield_S
8186        AnimationMode = LOOP
8187      End
8188      ConditionState = DAMAGED SNOW
8189        Model         = NBAirfield_DS
8190        Animation     = NBAirfield_DS.NBAirfield_DS
8191        AnimationMode = LOOP
8192      End
8193      ConditionState = REALLYDAMAGED RUBBLE SNOW
8194        Model         = NBAirfield_ES
8195        Animation     = NBAirfield_ES.NBAirfield_ES
8196        AnimationMode = LOOP
8197      End
8198      
8199  ; ------------- NIGHT ------------------       
8200  
8201      ConditionState = NIGHT
8202        Model         = NBAirfield_N
8203        Animation     = NBAirfield_N.NBAirfield_N
8204        AnimationMode = LOOP
8205      End
8206      ConditionState = DAMAGED NIGHT
8207        Model         = NBAirfield_DN
8208        Animation     = NBAirfield_DN.NBAirfield_DN
8209        AnimationMode = LOOP
8210      End
8211      ConditionState = REALLYDAMAGED RUBBLE NIGHT
8212        Model         = NBAirfield_EN
8213        Animation     = NBAirfield_EN.NBAirfield_EN
8214        AnimationMode = LOOP
8215      End
8216      
8217  ; ------------- NIGHT SNOW------------------       
8218      
8219      ConditionState = NIGHT SNOW
8220        Model         = NBAirfield_NS
8221        Animation     = NBAirfield_NS.NBAirfield_NS
8222        AnimationMode = LOOP
8223      End
8224      ConditionState = DAMAGED NIGHT SNOW
8225        Model         = NBAirfield_DNS
8226        Animation     = NBAirfield_DNS.NBAirfield_DNS
8227        AnimationMode = LOOP
8228      End
8229      ConditionState = REALLYDAMAGED RUBBLE NIGHT SNOW
8230        Model         = NBAirfield_ENS
8231        Animation     = NBAirfield_ENS.NBAirfield_ENS
8232        AnimationMode = LOOP
8233      End
8234      
8235      ;**************************************************************************************************************************
8236      ;This block handles every possible case with construction process, selling process, awaiting construction, and sold states
8237      ;for this draw module
8238      ConditionState       =  PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
8239        Model              = NBAirfield
8240        Animation          = NBAirfield.NBAirfield
8241        AnimationMode      = LOOP
8242        Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
8243      End
8244      ConditionState       =  PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED
8245        Model              = NBAirfield_D
8246        Animation          = NBAirfield_D.NBAirfield_D
8247        AnimationMode      = LOOP
8248        Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
8249      End
8250      ConditionState       =  PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED
8251        Model              = NBAirfield_E
8252        Animation          = NBAirfield_E.NBAirfield_E
8253        AnimationMode      = LOOP
8254        Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
8255      End
8256      ConditionState       =  PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT
8257        Model              = NBAirfield_N
8258        Animation          = NBAirfield_N.NBAirfield_N
8259        AnimationMode      = LOOP
8260        Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
8261      End
8262      ConditionState       =  PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT DAMAGED
8263        Model              = NBAirfield_DN
8264        Animation          = NBAirfield_DN.NBAirfield_DN
8265        AnimationMode      = LOOP
8266        Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
8267      End
8268      ConditionState       =  PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT REALLYDAMAGED
8269        Model              = NBAirfield_EN
8270        Animation          = NBAirfield_EN.NBAirfield_EN
8271        AnimationMode      = LOOP
8272        Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
8273      End
8274      ConditionState       =  PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW
8275        Model              = NBAirfield_S
8276        Animation          = NBAirfield_S.NBAirfield_S
8277        AnimationMode      = LOOP
8278        Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
8279      End
8280      ConditionState       =  PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW DAMAGED
8281        Model              = NBAirfield_DS
8282        Animation          = NBAirfield_DS.NBAirfield_DS
8283        AnimationMode      = LOOP
8284        Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
8285      End
8286      ConditionState       =  PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW REALLYDAMAGED
8287        Model              = NBAirfield_ES
8288        Animation          = NBAirfield_ES.NBAirfield_ES
8289        AnimationMode      = LOOP
8290        Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
8291      End
8292      ConditionState       =  PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW
8293        Model              = NBAirfield_NS
8294        Animation          = NBAirfield_NS.NBAirfield_NS
8295        AnimationMode      = LOOP
8296        Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
8297      End
8298      ConditionState       =  PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW DAMAGED
8299        Model              = NBAirfield_DNS
8300        Animation          = NBAirfield_DNS.NBAirfield_DNS
8301        AnimationMode      = LOOP
8302        Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
8303      End
8304      ConditionState       =  PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW REALLYDAMAGED
8305        Model              = NBAirfield_ENS
8306        Animation          = NBAirfield_ENS.NBAirfield_ENS
8307        AnimationMode      = LOOP
8308        Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
8309      End
8310  
8311      ConditionState       = AWAITING_CONSTRUCTION 
8312        Model              = NONE
8313      End
8314      AliasConditionState  = AWAITING_CONSTRUCTION DAMAGED
8315      AliasConditionState  = AWAITING_CONSTRUCTION REALLYDAMAGED
8316      AliasConditionState  = AWAITING_CONSTRUCTION NIGHT
8317      AliasConditionState  = AWAITING_CONSTRUCTION NIGHT DAMAGED
8318      AliasConditionState  = AWAITING_CONSTRUCTION NIGHT REALLYDAMAGED
8319      AliasConditionState  = AWAITING_CONSTRUCTION SNOW
8320      AliasConditionState  = AWAITING_CONSTRUCTION SNOW DAMAGED
8321      AliasConditionState  = AWAITING_CONSTRUCTION SNOW REALLYDAMAGED
8322      AliasConditionState  = AWAITING_CONSTRUCTION NIGHT SNOW
8323      AliasConditionState  = AWAITING_CONSTRUCTION NIGHT SNOW DAMAGED
8324      AliasConditionState  = AWAITING_CONSTRUCTION NIGHT SNOW REALLYDAMAGED
8325      AliasConditionState  = SOLD 
8326      AliasConditionState  = SOLD DAMAGED
8327      AliasConditionState  = SOLD REALLYDAMAGED
8328      AliasConditionState  = SOLD NIGHT
8329      AliasConditionState  = SOLD NIGHT DAMAGED
8330      AliasConditionState  = SOLD NIGHT REALLYDAMAGED
8331      AliasConditionState  = SOLD SNOW
8332      AliasConditionState  = SOLD SNOW DAMAGED
8333      AliasConditionState  = SOLD SNOW REALLYDAMAGED
8334      AliasConditionState  = SOLD NIGHT SNOW
8335      AliasConditionState  = SOLD NIGHT SNOW DAMAGED
8336      AliasConditionState  = SOLD NIGHT SNOW REALLYDAMAGED
8337      ;**************************************************************************************************************************
8338    End
8339  
8340    ;Draw = W3DModelDraw ModuleTag_02
8341    ;  DefaultConditionState
8342    ;    Model           = None
8343    ;  End
8344    ;End
8345  
8346    ; ----------------- door #1 -------------------
8347    Draw                = W3DModelDraw ModuleTag_03
8348      DefaultConditionState
8349        Model           = NBAirfield_A9
8350        Animation       = NBAirfield_A9.NBAirfield_A9
8351        AnimationMode   = MANUAL
8352        Flags           = START_FRAME_FIRST
8353      End
8354      AliasConditionState = NIGHT 
8355      AliasConditionState = SNOW
8356      AliasConditionState = SNOW NIGHT
8357      AliasConditionState = NIGHT DAMAGED
8358      AliasConditionState = SNOW DAMAGED
8359      AliasConditionState = SNOW NIGHT DAMAGED
8360      AliasConditionState = NIGHT REALLYDAMAGED RUBBLE
8361      AliasConditionState = SNOW REALLYDAMAGED RUBBLE
8362      AliasConditionState = SNOW NIGHT REALLYDAMAGED RUBBLE
8363      
8364      ConditionState    = DOOR_1_OPENING
8365        Model           = NBAirfield_A9
8366        Animation       = NBAirfield_A9.NBAirfield_A9
8367        AnimationMode   = ONCE
8368        Flags           = START_FRAME_FIRST
8369      End   
8370      AliasConditionState = NIGHT DOOR_1_OPENING
8371      AliasConditionState = SNOW DOOR_1_OPENING
8372      AliasConditionState = SNOW NIGHT DOOR_1_OPENING
8373      AliasConditionState = NIGHT DAMAGED DOOR_1_OPENING
8374      AliasConditionState = SNOW DAMAGED DOOR_1_OPENING
8375      AliasConditionState = SNOW NIGHT DAMAGED DOOR_1_OPENING
8376      AliasConditionState = NIGHT REALLYDAMAGED RUBBLE DOOR_1_OPENING
8377      AliasConditionState = SNOW REALLYDAMAGED RUBBLE DOOR_1_OPENING
8378      AliasConditionState = SNOW NIGHT REALLYDAMAGED RUBBLE DOOR_1_OPENING
8379      
8380      ConditionState    = DOOR_1_CLOSING
8381        Model           = NBAirfield_A9
8382        Animation       = NBAirfield_A9.NBAirfield_A9
8383        AnimationMode   = ONCE_BACKWARDS
8384        Flags           = START_FRAME_LAST
8385      End   
8386      AliasConditionState = NIGHT DOOR_1_CLOSING
8387      AliasConditionState = SNOW DOOR_1_CLOSING
8388      AliasConditionState = SNOW NIGHT DOOR_1_CLOSING
8389      AliasConditionState = NIGHT DAMAGED DOOR_1_CLOSING
8390      AliasConditionState = SNOW DAMAGED DOOR_1_CLOSING
8391      AliasConditionState = SNOW NIGHT DAMAGED DOOR_1_CLOSING
8392      AliasConditionState = NIGHT REALLYDAMAGED RUBBLE DOOR_1_CLOSING
8393      AliasConditionState = SNOW REALLYDAMAGED RUBBLE DOOR_1_CLOSING
8394      AliasConditionState = SNOW NIGHT REALLYDAMAGED RUBBLE DOOR_1_CLOSING
8395      
8396      ConditionState    = DOOR_1_WAITING_OPEN
8397        Model           = NBAirfield_A9
8398        Animation       = NBAirfield_A9.NBAirfield_A9
8399        AnimationMode   = MANUAL
8400        Flags           = START_FRAME_LAST
8401      End
8402      AliasConditionState = NIGHT DOOR_1_WAITING_OPEN
8403      AliasConditionState = SNOW DOOR_1_WAITING_OPEN
8404      AliasConditionState = SNOW NIGHT DOOR_1_WAITING_OPEN
8405      AliasConditionState = NIGHT DAMAGED DOOR_1_WAITING_OPEN
8406      AliasConditionState = SNOW DAMAGED DOOR_1_WAITING_OPEN
8407      AliasConditionState = SNOW NIGHT DAMAGED DOOR_1_WAITING_OPEN
8408      AliasConditionState = NIGHT REALLYDAMAGED RUBBLE DOOR_1_WAITING_OPEN
8409      AliasConditionState = SNOW REALLYDAMAGED RUBBLE DOOR_1_WAITING_OPEN
8410      AliasConditionState = SNOW NIGHT REALLYDAMAGED RUBBLE DOOR_1_WAITING_OPEN
8411      
8412      ;**************************************************************************************************************************
8413      ;This block handles every possible case with construction process, selling process, awaiting construction, and sold states
8414      ;for this draw module
8415      ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
8416        Model              = NBAirfield_A9
8417        Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
8418      End
8419      AliasConditionState  = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT
8420      AliasConditionState  = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW
8421      AliasConditionState  = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW
8422      
8423      ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED
8424        Model              = NBAirfield_A9
8425        Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
8426      End
8427      AliasConditionState  = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED NIGHT
8428      AliasConditionState  = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED SNOW
8429      AliasConditionState  = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED NIGHT SNOW
8430      
8431      ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED
8432        Model              = NBAirfield_A9
8433        Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
8434      End
8435      AliasConditionState  = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED NIGHT
8436      AliasConditionState  = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED SNOW
8437      AliasConditionState  = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED NIGHT SNOW
8438      
8439      ConditionState       = AWAITING_CONSTRUCTION 
8440        Model              = NONE
8441      End
8442      AliasConditionState  = AWAITING_CONSTRUCTION DAMAGED
8443      AliasConditionState  = AWAITING_CONSTRUCTION REALLYDAMAGED
8444      AliasConditionState  = AWAITING_CONSTRUCTION NIGHT
8445      AliasConditionState  = AWAITING_CONSTRUCTION NIGHT DAMAGED
8446      AliasConditionState  = AWAITING_CONSTRUCTION NIGHT REALLYDAMAGED
8447      AliasConditionState  = AWAITING_CONSTRUCTION SNOW
8448      AliasConditionState  = AWAITING_CONSTRUCTION SNOW DAMAGED
8449      AliasConditionState  = AWAITING_CONSTRUCTION SNOW REALLYDAMAGED
8450      AliasConditionState  = AWAITING_CONSTRUCTION NIGHT SNOW
8451      AliasConditionState  = AWAITING_CONSTRUCTION NIGHT SNOW DAMAGED
8452      AliasConditionState  = AWAITING_CONSTRUCTION NIGHT SNOW REALLYDAMAGED
8453      AliasConditionState  = SOLD 
8454      AliasConditionState  = SOLD DAMAGED
8455      AliasConditionState  = SOLD REALLYDAMAGED
8456      AliasConditionState  = SOLD NIGHT
8457      AliasConditionState  = SOLD NIGHT DAMAGED
8458      AliasConditionState  = SOLD NIGHT REALLYDAMAGED
8459      AliasConditionState  = SOLD SNOW
8460      AliasConditionState  = SOLD SNOW DAMAGED
8461      AliasConditionState  = SOLD SNOW REALLYDAMAGED
8462      AliasConditionState  = SOLD NIGHT SNOW
8463      AliasConditionState  = SOLD NIGHT SNOW DAMAGED
8464      AliasConditionState  = SOLD NIGHT SNOW REALLYDAMAGED
8465      ;**************************************************************************************************************************
8466    End
8467    
8468    ; ----------------- door #3 -------------------
8469    Draw                = W3DModelDraw ModuleTag_04
8470      DefaultConditionState
8471        Model           = NBAirfield_A10
8472        Animation       = NBAirfield_A10.NBAirfield_A10
8473        AnimationMode   = MANUAL
8474        Flags           = START_FRAME_FIRST
8475      End
8476      AliasConditionState = NIGHT 
8477      AliasConditionState = SNOW
8478      AliasConditionState = SNOW NIGHT
8479      AliasConditionState = NIGHT DAMAGED
8480      AliasConditionState = SNOW DAMAGED
8481      AliasConditionState = SNOW NIGHT DAMAGED
8482      AliasConditionState = NIGHT REALLYDAMAGED RUBBLE
8483      AliasConditionState = SNOW REALLYDAMAGED RUBBLE
8484      AliasConditionState = SNOW NIGHT REALLYDAMAGED RUBBLE 
8485  
8486      ConditionState    = DOOR_3_OPENING
8487        Model           = NBAirfield_A10
8488        Animation       = NBAirfield_A10.NBAirfield_A10
8489        AnimationMode   = ONCE
8490        Flags           = START_FRAME_FIRST
8491      End   
8492      AliasConditionState = NIGHT DOOR_3_OPENING
8493      AliasConditionState = SNOW DOOR_3_OPENING
8494      AliasConditionState = SNOW NIGHT DOOR_3_OPENING
8495      AliasConditionState = NIGHT DAMAGED DOOR_3_OPENING
8496      AliasConditionState = SNOW DAMAGED DOOR_3_OPENING
8497      AliasConditionState = SNOW NIGHT DAMAGED DOOR_3_OPENING
8498      AliasConditionState = NIGHT REALLYDAMAGED RUBBLE DOOR_3_OPENING
8499      AliasConditionState = SNOW REALLYDAMAGED RUBBLE DOOR_3_OPENING
8500      AliasConditionState = SNOW NIGHT REALLYDAMAGED RUBBLE DOOR_3_OPENING
8501      
8502      ConditionState    = DOOR_3_CLOSING
8503        Model           = NBAirfield_A10
8504        Animation       = NBAirfield_A10.NBAirfield_A10
8505        AnimationMode   = ONCE_BACKWARDS
8506        Flags           = START_FRAME_LAST
8507      End 
8508      AliasConditionState = NIGHT DOOR_3_CLOSING
8509      AliasConditionState = SNOW DOOR_3_CLOSING
8510      AliasConditionState = SNOW NIGHT DOOR_3_CLOSING
8511      AliasConditionState = NIGHT DAMAGED DOOR_3_CLOSING
8512      AliasConditionState = SNOW DAMAGED DOOR_3_CLOSING
8513      AliasConditionState = SNOW NIGHT DAMAGED DOOR_3_CLOSING
8514      AliasConditionState = NIGHT REALLYDAMAGED RUBBLE DOOR_3_CLOSING
8515      AliasConditionState = SNOW REALLYDAMAGED RUBBLE DOOR_3_CLOSING
8516      AliasConditionState = SNOW NIGHT REALLYDAMAGED RUBBLE DOOR_3_CLOSING
8517        
8518      ConditionState    = DOOR_3_WAITING_OPEN
8519        Model           = NBAirfield_A10
8520        Animation       = NBAirfield_A10.NBAirfield_A10
8521        AnimationMode   = MANUAL
8522        Flags           = START_FRAME_LAST
8523      End   
8524      AliasConditionState = NIGHT DOOR_3_WAITING_OPEN
8525      AliasConditionState = SNOW DOOR_3_WAITING_OPEN
8526      AliasConditionState = SNOW NIGHT DOOR_3_WAITING_OPEN
8527      AliasConditionState = NIGHT DAMAGED DOOR_3_WAITING_OPEN
8528      AliasConditionState = SNOW DAMAGED DOOR_3_WAITING_OPEN
8529      AliasConditionState = SNOW NIGHT DAMAGED DOOR_3_WAITING_OPEN
8530      AliasConditionState = NIGHT REALLYDAMAGED RUBBLE DOOR_3_WAITING_OPEN
8531      AliasConditionState = SNOW REALLYDAMAGED RUBBLE DOOR_3_WAITING_OPEN
8532      AliasConditionState = SNOW NIGHT REALLYDAMAGED RUBBLE DOOR_3_WAITING_OPEN
8533  
8534      ;**************************************************************************************************************************
8535      ;This block handles every possible case with construction process, selling process, awaiting construction, and sold states
8536      ;for this draw module
8537      ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
8538        Model              = NBAirfield_A10
8539        Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
8540      End
8541      AliasConditionState  = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT
8542      AliasConditionState  = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW
8543      AliasConditionState  = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW
8544      
8545      ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED
8546        Model              = NBAirfield_A10
8547        Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
8548      End
8549      AliasConditionState  = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED NIGHT
8550      AliasConditionState  = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED SNOW
8551      AliasConditionState  = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED NIGHT SNOW
8552      
8553      ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED
8554        Model              = NBAirfield_A10
8555        Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
8556      End
8557      AliasConditionState  = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED NIGHT
8558      AliasConditionState  = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED SNOW
8559      AliasConditionState  = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED NIGHT SNOW
8560      
8561      ConditionState       = AWAITING_CONSTRUCTION 
8562        Model              = NONE
8563      End
8564      AliasConditionState  = AWAITING_CONSTRUCTION DAMAGED
8565      AliasConditionState  = AWAITING_CONSTRUCTION REALLYDAMAGED
8566      AliasConditionState  = AWAITING_CONSTRUCTION NIGHT
8567      AliasConditionState  = AWAITING_CONSTRUCTION NIGHT DAMAGED
8568      AliasConditionState  = AWAITING_CONSTRUCTION NIGHT REALLYDAMAGED
8569      AliasConditionState  = AWAITING_CONSTRUCTION SNOW
8570      AliasConditionState  = AWAITING_CONSTRUCTION SNOW DAMAGED
8571      AliasConditionState  = AWAITING_CONSTRUCTION SNOW REALLYDAMAGED
8572      AliasConditionState  = AWAITING_CONSTRUCTION NIGHT SNOW
8573      AliasConditionState  = AWAITING_CONSTRUCTION NIGHT SNOW DAMAGED
8574      AliasConditionState  = AWAITING_CONSTRUCTION NIGHT SNOW REALLYDAMAGED
8575      AliasConditionState  = SOLD 
8576      AliasConditionState  = SOLD DAMAGED
8577      AliasConditionState  = SOLD REALLYDAMAGED
8578      AliasConditionState  = SOLD NIGHT
8579      AliasConditionState  = SOLD NIGHT DAMAGED
8580      AliasConditionState  = SOLD NIGHT REALLYDAMAGED
8581      AliasConditionState  = SOLD SNOW
8582      AliasConditionState  = SOLD SNOW DAMAGED
8583      AliasConditionState  = SOLD SNOW REALLYDAMAGED
8584      AliasConditionState  = SOLD NIGHT SNOW
8585      AliasConditionState  = SOLD NIGHT SNOW DAMAGED
8586      AliasConditionState  = SOLD NIGHT SNOW REALLYDAMAGED
8587      ;**************************************************************************************************************************    
8588    End
8589  
8590    ; ----------------- door #4 -------------------
8591    Draw                = W3DModelDraw ModuleTag_05
8592      DefaultConditionState
8593        Model           = NBAirfield_A8
8594        Animation       = NBAirfield_A8.NBAirfield_A8
8595        AnimationMode   = MANUAL
8596        Flags           = START_FRAME_FIRST
8597      End
8598      AliasConditionState = NIGHT 
8599      AliasConditionState = SNOW
8600      AliasConditionState = SNOW NIGHT
8601      AliasConditionState = NIGHT DAMAGED
8602      AliasConditionState = SNOW DAMAGED
8603      AliasConditionState = SNOW NIGHT DAMAGED
8604      AliasConditionState = NIGHT REALLYDAMAGED RUBBLE
8605      AliasConditionState = SNOW REALLYDAMAGED RUBBLE
8606      AliasConditionState = SNOW NIGHT REALLYDAMAGED RUBBLE 
8607      
8608      ConditionState    = DOOR_4_OPENING
8609        Model           = NBAirfield_A8
8610        Animation       = NBAirfield_A8.NBAirfield_A8
8611        AnimationMode   = ONCE
8612        Flags           = START_FRAME_FIRST
8613      End   
8614      AliasConditionState = NIGHT DOOR_4_OPENING
8615      AliasConditionState = SNOW DOOR_4_OPENING
8616      AliasConditionState = SNOW NIGHT DOOR_4_OPENING
8617      AliasConditionState = NIGHT DAMAGED DOOR_4_OPENING
8618      AliasConditionState = SNOW DAMAGED DOOR_4_OPENING
8619      AliasConditionState = SNOW NIGHT DAMAGED DOOR_4_OPENING
8620      AliasConditionState = NIGHT REALLYDAMAGED RUBBLE DOOR_4_OPENING
8621      AliasConditionState = SNOW REALLYDAMAGED RUBBLE DOOR_4_OPENING
8622      AliasConditionState = SNOW NIGHT REALLYDAMAGED RUBBLE DOOR_4_OPENING
8623      
8624      ConditionState    = DOOR_4_CLOSING
8625        Model           = NBAirfield_A8
8626        Animation       = NBAirfield_A8.NBAirfield_A8
8627        AnimationMode   = ONCE_BACKWARDS
8628        Flags           = START_FRAME_LAST
8629      End   
8630      AliasConditionState = NIGHT DOOR_4_CLOSING
8631      AliasConditionState = SNOW DOOR_4_CLOSING
8632      AliasConditionState = SNOW NIGHT DOOR_4_CLOSING
8633      AliasConditionState = NIGHT DAMAGED DOOR_4_CLOSING
8634      AliasConditionState = SNOW DAMAGED DOOR_4_CLOSING
8635      AliasConditionState = SNOW NIGHT DAMAGED DOOR_4_CLOSING
8636      AliasConditionState = NIGHT REALLYDAMAGED RUBBLE DOOR_4_CLOSING
8637      AliasConditionState = SNOW REALLYDAMAGED RUBBLE DOOR_4_CLOSING
8638      AliasConditionState = SNOW NIGHT REALLYDAMAGED RUBBLE DOOR_4_CLOSING
8639      
8640      ConditionState    = DOOR_4_WAITING_OPEN
8641        Model           = NBAirfield_A8
8642        Animation       = NBAirfield_A8.NBAirfield_A8
8643        AnimationMode   = MANUAL
8644        Flags           = START_FRAME_LAST
8645      End 
8646      AliasConditionState = NIGHT DOOR_4_WAITING_OPEN
8647      AliasConditionState = SNOW DOOR_4_WAITING_OPEN
8648      AliasConditionState = SNOW NIGHT DOOR_4_WAITING_OPEN
8649      AliasConditionState = NIGHT DAMAGED DOOR_4_WAITING_OPEN
8650      AliasConditionState = SNOW DAMAGED DOOR_4_WAITING_OPEN
8651      AliasConditionState = SNOW NIGHT DAMAGED DOOR_4_WAITING_OPEN
8652      AliasConditionState = NIGHT REALLYDAMAGED RUBBLE DOOR_4_WAITING_OPEN
8653      AliasConditionState = SNOW REALLYDAMAGED RUBBLE DOOR_4_WAITING_OPEN
8654      AliasConditionState = SNOW NIGHT REALLYDAMAGED RUBBLE DOOR_4_WAITING_OPEN
8655      
8656  
8657      ;**************************************************************************************************************************
8658      ;This block handles every possible case with construction process, selling process, awaiting construction, and sold states
8659      ;for this draw module
8660      ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
8661        Model              = NBAirfield_A8
8662        Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
8663      End
8664      AliasConditionState  = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT
8665      AliasConditionState  = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW
8666      AliasConditionState  = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW
8667      
8668      ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED
8669        Model              = NBAirfield_A8
8670        Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
8671      End
8672      AliasConditionState  = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED NIGHT
8673      AliasConditionState  = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED SNOW
8674      AliasConditionState  = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED NIGHT SNOW
8675      
8676      ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED
8677        Model              = NBAirfield_A8
8678        Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
8679      End
8680      AliasConditionState  = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED NIGHT
8681      AliasConditionState  = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED SNOW
8682      AliasConditionState  = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED NIGHT SNOW
8683      
8684      ConditionState       = AWAITING_CONSTRUCTION 
8685        Model              = NONE
8686      End
8687      AliasConditionState  = AWAITING_CONSTRUCTION DAMAGED
8688      AliasConditionState  = AWAITING_CONSTRUCTION REALLYDAMAGED
8689      AliasConditionState  = AWAITING_CONSTRUCTION NIGHT
8690      AliasConditionState  = AWAITING_CONSTRUCTION NIGHT DAMAGED
8691      AliasConditionState  = AWAITING_CONSTRUCTION NIGHT REALLYDAMAGED
8692      AliasConditionState  = AWAITING_CONSTRUCTION SNOW
8693      AliasConditionState  = AWAITING_CONSTRUCTION SNOW DAMAGED
8694      AliasConditionState  = AWAITING_CONSTRUCTION SNOW REALLYDAMAGED
8695      AliasConditionState  = AWAITING_CONSTRUCTION NIGHT SNOW
8696      AliasConditionState  = AWAITING_CONSTRUCTION NIGHT SNOW DAMAGED
8697      AliasConditionState  = AWAITING_CONSTRUCTION NIGHT SNOW REALLYDAMAGED
8698      AliasConditionState  = SOLD 
8699      AliasConditionState  = SOLD DAMAGED
8700      AliasConditionState  = SOLD REALLYDAMAGED
8701      AliasConditionState  = SOLD NIGHT
8702      AliasConditionState  = SOLD NIGHT DAMAGED
8703      AliasConditionState  = SOLD NIGHT REALLYDAMAGED
8704      AliasConditionState  = SOLD SNOW
8705      AliasConditionState  = SOLD SNOW DAMAGED
8706      AliasConditionState  = SOLD SNOW REALLYDAMAGED
8707      AliasConditionState  = SOLD NIGHT SNOW
8708      AliasConditionState  = SOLD NIGHT SNOW DAMAGED
8709      AliasConditionState  = SOLD NIGHT SNOW REALLYDAMAGED
8710      ;**************************************************************************************************************************      
8711    End
8712  
8713   ; ------------ construction-zone fence -----------------
8714    Draw = W3DModelDraw ModuleTag_06
8715    AnimationsRequirePower = No
8716      DefaultConditionState
8717        Model           = None
8718        TransitionKey   = DOWN_DEFAULT
8719      End
8720      ConditionState    = NIGHT
8721        Model           = None
8722        TransitionKey   = DOWN_DEFAULT
8723      End
8724      ConditionState    = SNOW
8725        Model           = None
8726        TransitionKey   = DOWN_DEFAULT
8727      End
8728      ConditionState    = SNOW NIGHT
8729        Model           = None
8730        TransitionKey   = DOWN_DEFAULT
8731      End
8732      ConditionState    = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
8733        Model           = NBAirfield_A4
8734        Animation       = NBAirfield_A4.NBAirfield_A4
8735        AnimationMode   = MANUAL
8736        Flags           = START_FRAME_LAST
8737        TransitionKey   = UP_DAY
8738      End
8739      ConditionState    = NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 
8740        Model           = NBAirfield_A4N
8741        Animation       = NBAirfield_A4N.NBAirfield_A4N
8742        AnimationMode   = MANUAL
8743        Flags           = START_FRAME_LAST
8744        TransitionKey   = UP_NIGHT
8745      End
8746      ConditionState    = SNOW AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 
8747        Model           = NBAirfield_A4S
8748        Animation       = NBAirfield_A4S.NBAirfield_A4S
8749        AnimationMode   = MANUAL
8750        Flags           = START_FRAME_LAST
8751        TransitionKey   = UP_SNOW
8752      End
8753      ConditionState    = SNOW NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 
8754        Model           = NBAirfield_A4SN
8755        Animation       = NBAirfield_A4SN.NBAirfield_A4SN
8756        AnimationMode   = MANUAL
8757        Flags           = START_FRAME_LAST
8758        TransitionKey   = UP_SNOWNIGHT
8759      End
8760      TransitionState   = DOWN_DEFAULT UP_DAY
8761        Model           = NBAirfield_A4
8762        Animation       = NBAirfield_A4.NBAirfield_A4
8763        AnimationMode   = ONCE
8764        AnimationSpeedFactorRange = 1.0 1.0
8765        Flags           = START_FRAME_FIRST
8766      End
8767      TransitionState   = DOWN_DEFAULT UP_NIGHT
8768        Model           = NBAirfield_A4N
8769        Animation       = NBAirfield_A4N.NBAirfield_A4N
8770        AnimationMode   = ONCE
8771        AnimationSpeedFactorRange = 1.0 1.0
8772        Flags           = START_FRAME_FIRST
8773      End
8774      TransitionState   = DOWN_DEFAULT UP_SNOW
8775        Model           = NBAirfield_A4S
8776        Animation       = NBAirfield_A4S.NBAirfield_A4S
8777        AnimationMode   = ONCE
8778        AnimationSpeedFactorRange = 1.0 1.0
8779        Flags           = START_FRAME_FIRST
8780      End
8781      TransitionState   = DOWN_DEFAULT UP_SNOWNIGHT
8782        Model           = NBAirfield_A4SN
8783        Animation       = NBAirfield_A4SN.NBAirfield_A4SN
8784        AnimationMode   = ONCE
8785        AnimationSpeedFactorRange = 1.0 1.0
8786        Flags           = START_FRAME_FIRST
8787      End
8788      TransitionState   = UP_DAY DOWN_DEFAULT
8789        Model           = NBAirfield_A4
8790        Animation       = NBAirfield_A4.NBAirfield_A4
8791        AnimationMode   = ONCE_BACKWARDS
8792        AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
8793        Flags           = START_FRAME_LAST
8794      End
8795      TransitionState   = UP_NIGHT DOWN_DEFAULT
8796        Model           = NBAirfield_A4N
8797        Animation       = NBAirfield_A4N.NBAirfield_A4N
8798        AnimationMode   = ONCE_BACKWARDS
8799        AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
8800        Flags           = START_FRAME_LAST
8801      End
8802      TransitionState   = UP_SNOW DOWN_DEFAULT
8803        Model           = NBAirfield_A4S
8804        Animation       = NBAirfield_A4S.NBAirfield_A4S
8805        AnimationMode   = ONCE_BACKWARDS
8806        AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
8807        Flags           = START_FRAME_LAST
8808      End
8809      TransitionState   = UP_SNOWNIGHT DOWN_DEFAULT
8810        Model           = NBAirfield_A4SN
8811        Animation       = NBAirfield_A4SN.NBAirfield_A4SN
8812        AnimationMode   = ONCE_BACKWARDS
8813        AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
8814        Flags           = START_FRAME_LAST
8815      End
8816    End
8817  
8818    ; ------------ under-construction scaffolding -----------------
8819    Draw = W3DModelDraw ModuleTag_07
8820    AnimationsRequirePower = No
8821      MinLODRequired = MEDIUM
8822      DefaultConditionState
8823        Model           = None
8824        TransitionKey   = DOWN_DEFAULT
8825      End
8826      ConditionState    = NIGHT
8827        Model           = None
8828        TransitionKey   = DOWN_DEFAULT
8829      End
8830      ConditionState    = SNOW
8831        Model           = None
8832        TransitionKey   = DOWN_DEFAULT
8833      End
8834      ConditionState    = SNOW NIGHT
8835        Model           = None
8836        TransitionKey   = DOWN_DEFAULT
8837      End
8838      ConditionState    = PARTIALLY_CONSTRUCTED
8839        Model           = NBAirfield_A6
8840        Animation       = NBAirfield_A6.NBAirfield_A6
8841        AnimationMode   = MANUAL
8842        Flags           = START_FRAME_LAST
8843        TransitionKey   = UP_DAY
8844        ParticleSysBone = Dust01 BuildingDustChina
8845        ParticleSysBone = Smoke01 BuildUpSmokeChina
8846        ParticleSysBone = Smoke02 BuildUpSmokeChina
8847        ParticleSysBone = Smoke03 BuildUpSmokeChina
8848        ParticleSysBone = Smoke04 BuildUpSmokeChina
8849        ParticleSysBone = Smoke05 BuildUpSmokeChina
8850      End
8851      ConditionState    = NIGHT PARTIALLY_CONSTRUCTED
8852        Model           = NBAirfield_A6N
8853        Animation       = NBAirfield_A6N.NBAirfield_A6N
8854        AnimationMode   = MANUAL
8855        Flags           = START_FRAME_LAST
8856        TransitionKey   = UP_NIGHT
8857        ParticleSysBone = Dust01 BuildingDustChina
8858        ParticleSysBone = Smoke01 BuildUpSmokeChina
8859        ParticleSysBone = Smoke02 BuildUpSmokeChina
8860        ParticleSysBone = Smoke03 BuildUpSmokeChina
8861        ParticleSysBone = Smoke04 BuildUpSmokeChina
8862        ParticleSysBone = Smoke05 BuildUpSmokeChina
8863      End
8864      ConditionState    = SNOW PARTIALLY_CONSTRUCTED
8865        Model           = NBAirfield_A6S
8866        Animation       = NBAirfield_A6S.NBAirfield_A6S
8867        AnimationMode   = MANUAL
8868        Flags           = START_FRAME_LAST
8869        TransitionKey   = UP_SNOW
8870        ParticleSysBone = Dust01 BuildingSnowDust
8871        ParticleSysBone = Smoke01 BuildUpSnowSmoke
8872        ParticleSysBone = Smoke02 BuildUpSnowSmoke
8873        ParticleSysBone = Smoke03 BuildUpSnowSmoke
8874        ParticleSysBone = Smoke04 BuildUpSnowSmoke
8875        ParticleSysBone = Smoke05 BuildUpSnowSmoke
8876      End
8877      ConditionState    = SNOW NIGHT PARTIALLY_CONSTRUCTED
8878        Model           = NBAirfield_A6SN
8879        Animation       = NBAirfield_A6SN.NBAirfield_A6SN
8880        AnimationMode   = MANUAL
8881        Flags           = START_FRAME_LAST
8882        TransitionKey   = UP_SNOWNIGHT
8883        ParticleSysBone = Dust01 BuildingNightSnowDust
8884        ParticleSysBone = Smoke01 BuildUpNightSnowSmoke
8885        ParticleSysBone = Smoke02 BuildUpNightSnowSmoke
8886        ParticleSysBone = Smoke03 BuildUpNightSnowSmoke
8887        ParticleSysBone = Smoke04 BuildUpNightSnowSmoke
8888        ParticleSysBone = Smoke05 BuildUpNightSnowSmoke
8889      End
8890      TransitionState   = DOWN_DEFAULT UP_DAY
8891       Model            = NBAirfield_A6
8892        Animation       = NBAirfield_A6.NBAirfield_A6
8893        AnimationMode   = ONCE
8894        AnimationSpeedFactorRange = 1.0 1.0
8895        Flags           = START_FRAME_FIRST
8896      End
8897      TransitionState   = DOWN_DEFAULT UP_NIGHT
8898       Model            = NBAirfield_A6N
8899        Animation       = NBAirfield_A6N.NBAirfield_A6N
8900        AnimationMode   = ONCE
8901        AnimationSpeedFactorRange = 1.0 1.0
8902        Flags           = START_FRAME_FIRST
8903      End
8904      TransitionState   = DOWN_DEFAULT UP_SNOW
8905       Model            = NBAirfield_A6S
8906        Animation       = NBAirfield_A6S.NBAirfield_A6S
8907        AnimationMode   = ONCE
8908        AnimationSpeedFactorRange = 1.0 1.0
8909        Flags           = START_FRAME_FIRST
8910      End
8911      TransitionState   = DOWN_DEFAULT UP_SNOWNIGHT
8912       Model            = NBAirfield_A6SN
8913        Animation       = NBAirfield_A6SN.NBAirfield_A6SN
8914        AnimationMode   = ONCE
8915        AnimationSpeedFactorRange = 1.0 1.0
8916        Flags           = START_FRAME_FIRST
8917      End
8918      TransitionState   = UP_DAY DOWN_DEFAULT
8919        Model           = NBAirfield_A6
8920        Animation       = NBAirfield_A6.NBAirfield_A6
8921        AnimationMode   = ONCE_BACKWARDS
8922        AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
8923        Flags           = START_FRAME_LAST
8924      End
8925      TransitionState   = UP_NIGHT DOWN_DEFAULT
8926        Model           = NBAirfield_A6N
8927        Animation       = NBAirfield_A6N.NBAirfield_A6N
8928        AnimationMode   = ONCE_BACKWARDS
8929        AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
8930        Flags           = START_FRAME_LAST
8931      End
8932      TransitionState   = UP_SNOW DOWN_DEFAULT
8933        Model           = NBAirfield_A6S
8934        Animation       = NBAirfield_A6S.NBAirfield_A6S
8935        AnimationMode   = ONCE_BACKWARDS
8936        AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
8937        Flags           = START_FRAME_LAST
8938      End
8939      TransitionState   = UP_SNOWNIGHT DOWN_DEFAULT
8940        Model           = NBAirfield_A6SN
8941        Animation       = NBAirfield_A6SN.NBAirfield_A6SN
8942        AnimationMode   = ONCE_BACKWARDS
8943        AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
8944        Flags           = START_FRAME_LAST
8945      End
8946    End
8947  
8948    ; ------------ being-constructed crane -----------------
8949    Draw = W3DModelDraw ModuleTag_08
8950    AnimationsRequirePower = No
8951      DefaultConditionState
8952        Model           = None
8953        TransitionKey   = DOWN_DEFAULT
8954      End
8955      ConditionState    = NIGHT
8956        Model           = None
8957        TransitionKey   = DOWN_DEFAULT
8958      End
8959      ConditionState    = SNOW
8960        Model           = None
8961        TransitionKey   = DOWN_DEFAULT
8962      End
8963      ConditionState    = SNOW NIGHT
8964        Model           = None
8965        TransitionKey   = DOWN_DEFAULT
8966      End
8967      ConditionState    = SOLD
8968        Model           = NONE
8969      End
8970  
8971      ConditionState  = ACTIVELY_BEING_CONSTRUCTED
8972        Model           = NBAirfield_A5
8973        Animation       = NBAirfield_A5.NBAirfield_A5
8974        AnimationMode   = LOOP
8975        TransitionKey  = UP_DAY
8976      End
8977  
8978      ConditionState  = NIGHT ACTIVELY_BEING_CONSTRUCTED
8979        Model           = NBAirfield_A5N
8980        Animation       = NBAirfield_A5N.NBAirfield_A5N
8981        AnimationMode   = LOOP
8982        TransitionKey  = UP_NIGHT
8983      End
8984  
8985      ConditionState  = SNOW ACTIVELY_BEING_CONSTRUCTED
8986        Model           = NBAirfield_A5S
8987        Animation       = NBAirfield_A5S.NBAirfield_A5S
8988        AnimationMode   = LOOP
8989        TransitionKey  = UP_SNOW
8990      End
8991  
8992      ConditionState  = SNOW NIGHT ACTIVELY_BEING_CONSTRUCTED
8993        Model           = NBAirfield_A5SN
8994        Animation       = NBAirfield_A5SN.NBAirfield_A5SN
8995        AnimationMode   = LOOP
8996        TransitionKey  = UP_SNOWNIGHT
8997      End
8998      TransitionState   = DOWN_DEFAULT UP_DAY
8999        Model            = NBAirfield_AB
9000        Animation       = NBAirfield_AB.NBAirfield_AB
9001        AnimationMode   = ONCE
9002        AnimationSpeedFactorRange = 1.0 1.0
9003        Flags           = START_FRAME_FIRST
9004      End
9005  
9006      TransitionState   = DOWN_DEFAULT UP_NIGHT
9007        Model            = NBAirfield_ABN
9008        Animation       = NBAirfield_ABN.NBAirfield_ABN
9009        AnimationMode   = ONCE
9010        AnimationSpeedFactorRange = 1.0 1.0
9011        Flags           = START_FRAME_FIRST
9012      End
9013      TransitionState   = DOWN_DEFAULT UP_SNOW
9014        Model            = NBAirfield_ABS
9015        Animation       = NBAirfield_ABS.NBAirfield_ABS
9016        AnimationMode   = ONCE
9017        AnimationSpeedFactorRange = 1.0 1.0
9018        Flags           = START_FRAME_FIRST
9019      End
9020      TransitionState   = DOWN_DEFAULT UP_SNOWNIGHT
9021        Model            = NBAirfield_ABSN
9022        Animation       = NBAirfield_ABSN.NBAirfield_ABSN
9023        AnimationMode   = ONCE
9024        AnimationSpeedFactorRange = 1.0 1.0
9025        Flags           = START_FRAME_FIRST
9026      End
9027      TransitionState   = UP_DAY DOWN_DEFAULT
9028        Model            = NBAirfield_AB
9029        Animation       = NBAirfield_AB.NBAirfield_AB
9030        AnimationMode   = ONCE_BACKWARDS
9031        AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
9032        Flags           = START_FRAME_LAST
9033      End
9034  
9035      TransitionState   = UP_NIGHT DOWN_DEFAULT
9036        Model            = NBAirfield_ABN
9037        Animation       = NBAirfield_ABN.NBAirfield_ABN
9038        AnimationMode   = ONCE_BACKWARDS
9039        AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
9040        Flags           = START_FRAME_LAST
9041      End
9042      TransitionState   = UP_SNOW DOWN_DEFAULT
9043        Model            = NBAirfield_ABS
9044        Animation       = NBAirfield_ABS.NBAirfield_ABS
9045        AnimationMode   = ONCE_BACKWARDS
9046        AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
9047        Flags           = START_FRAME_LAST
9048      End
9049      TransitionState   = UP_SNOWNIGHT DOWN_DEFAULT
9050        Model            = NBAirfield_ABSN
9051        Animation       = NBAirfield_ABSN.NBAirfield_ABSN
9052        AnimationMode   = ONCE_BACKWARDS
9053        AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
9054        Flags           = START_FRAME_LAST
9055      End
9056    End
9057  
9058    PlacementViewAngle = -45
9059  
9060    ; ***DESIGN parameters ***
9061    DisplayName      = OBJECT:Airfield
9062    Side             = China
9063    EditorSorting    = STRUCTURE
9064    Prerequisites
9065      Object = ChinaSupplyCenter
9066    End
9067    BuildCost        = 1000
9068    BuildTime        = 30.0           ; in seconds
9069    EnergyProduction = -1
9070    CommandSet       = ChinaAirfieldCommandSet
9071    VisionRange     = 200.0           ; Shroud clearing distance
9072    ShroudClearingRange = 200
9073    ArmorSet
9074      Conditions      = None
9075      Armor           = StructureArmor
9076      DamageFX        = StructureDamageFXNoShake
9077    End
9078    ExperienceValue     = 150 150 150 150  ; Experience point value at each level
9079  
9080    ; *** AUDIO Parameters ***
9081    VoiceSelect = AirfieldChinaSelect
9082    SoundDie              = BuildingDie
9083    SoundOnDamaged        = BuildingDamagedStateLight
9084    SoundOnReallyDamaged  = BuildingDestroy
9085  
9086    UnitSpecificSounds
9087      UnderConstruction   = UnderConstructionLoop
9088    End
9089  
9090    ; *** ENGINEERING Parameters ***
9091    RadarPriority   = STRUCTURE
9092    KindOf          = PRELOAD STRUCTURE SELECTABLE IMMOBILE AIRFIELD SCORE CAPTURABLE FS_TECHNOLOGY MP_COUNT_FOR_VICTORY FS_FACTORY
9093    Body            = StructureBody ModuleTag_09
9094      MaxHealth       = 1500.0
9095      InitialHealth   = 1500.0
9096    End
9097  
9098    Behavior = ParkingPlaceBehavior ModuleTag_10
9099      HealAmountPerSecond   = 10
9100      NumRows               = 2
9101      NumCols               = 2
9102      HasRunways            = Yes
9103      ApproachHeight        = 50
9104      ParkInHangars         = Yes
9105    End
9106  
9107    Behavior = ProductionUpdate ModuleTag_11
9108      NumDoorAnimations            = 4
9109      DoorOpeningTime              = 2000  ;in mSeconds
9110      DoorWaitOpenTime             = 3000  ;in mSeconds
9111      DoorCloseTime                = 2000  ;in mSeconds
9112      ConstructionCompleteDuration = 1000  ;in mSeconds
9113    End
9114  
9115    Behavior = DestroyDie ModuleTag_12
9116      ;nothing
9117    End
9118    Behavior = CreateObjectDie ModuleTag_13
9119      CreationList  = OCL_ABPowerPlantExplode
9120    End
9121    Behavior = FXListDie ModuleTag_14
9122      DeathFX       = FX_AmericaWarFactoryDeathFinal ;FX_StructureMediumDeath
9123    End
9124  
9125    Behavior = GenerateMinefieldBehavior     ModuleTag_15
9126      TriggeredBy           = Upgrade_ChinaMines
9127      MineName              = ChinaStandardMine
9128      SmartBorder           = Yes
9129      AlwaysCircular        = Yes
9130    End
9131  
9132    Behavior = FlammableUpdate ModuleTag_17
9133      AflameDuration = 5000         ; If I catch fire, I'll burn for this long...
9134      AflameDamageAmount = 5       ; taking this much damage...
9135      AflameDamageDelay = 500       ; this often.
9136    End
9137  
9138    Behavior = TransitionDamageFX ModuleTag_18
9139      ;-------------DESIGNED FOR MEDIUM SIZED FACTION BUILDING TRANSITIONS-------------------
9140      DamagedParticleSystem1       = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke
9141      ;---------------------------------------------------------------------------------------
9142      ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke
9143      ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionMediumExplosion
9144      ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionMediumShockwave
9145    End
9146  
9147    Geometry            = BOX
9148    GeometryMajorRadius = 83.0
9149    GeometryMinorRadius = 76.0
9150    GeometryHeight      = 25.0
9151    GeometryIsSmall     = No
9152    Shadow          = SHADOW_VOLUME
9153    BuildCompletion = PLACED_BY_PLAYER
9154  
9155  End
9156  
9157  ;------------------------------------------------------------------------------
9158  Object GLAAirfield
9159  
9160    ; *** ART Parameters ***
9161    SelectPortrait         = SNAirfield_L
9162    ButtonImage            = SNAirfield
9163  
9164    Draw = W3DModelDraw ModuleTag_01
9165      OkToChangeModelColor = Yes
9166  
9167      ExtraPublicBone = Runway1Parking1 
9168      ExtraPublicBone = Runway1Parking2 
9169      ExtraPublicBone = Runway2Parking1 
9170      ExtraPublicBone = Runway2Parking2 
9171      ExtraPublicBone = Runway1Park1Han
9172      ExtraPublicBone = Runway1Park2Han
9173      ExtraPublicBone = Runway2Park1Han
9174      ExtraPublicBone = Runway2Park2Han 
9175      ExtraPublicBone = Runway1Prep1 
9176      ExtraPublicBone = Runway1Prep2 
9177      ExtraPublicBone = Runway2Prep1 
9178      ExtraPublicBone = Runway2Prep2 
9179      ExtraPublicBone = RunwayStart1 
9180      ExtraPublicBone = RunwayStart2 
9181      ExtraPublicBone = RunwayEnd1 
9182      ExtraPublicBone = RunwayEnd2
9183  
9184  ; ------------- DAY ------------------    
9185  
9186      DefaultConditionState
9187        Model         = UBArFrcCmd
9188        Animation     = UBArFrcCmd.UBArFrcCmd
9189        AnimationMode = LOOP
9190      End
9191      ConditionState = DAMAGED
9192        Model         = UBArFrcCmd_D
9193        Animation     = UBArFrcCmd_D.UBArFrcCmd_D
9194        AnimationMode = LOOP
9195      End
9196      ConditionState = REALLYDAMAGED RUBBLE
9197        Model         = UBArFrcCmd_E
9198        Animation     = UBArFrcCmd_E.UBArFrcCmd_E
9199        AnimationMode = LOOP
9200      End
9201  
9202  ; ------------- SNOW -------------------
9203  
9204      AliasConditionState = SNOW
9205      AliasConditionState = SNOW DAMAGED
9206      AliasConditionState = SNOW REALLYDAMAGED RUBBLE
9207      
9208  ; ------------- NIGHT ------------------       
9209  
9210      ConditionState = NIGHT
9211        Model         = UBArFrcCmd_N
9212        Animation     = UBArFrcCmd_N.UBArFrcCmd_N
9213        AnimationMode = LOOP
9214      End
9215      ConditionState = DAMAGED NIGHT
9216        Model         = UBArFrcCmd_DN
9217        Animation     = UBArFrcCmd_DN.UBArFrcCmd_DN
9218        AnimationMode = LOOP
9219      End
9220      ConditionState = REALLYDAMAGED RUBBLE NIGHT
9221        Model         = UBArFrcCmd_EN
9222        Animation     = UBArFrcCmd_EN.UBArFrcCmd_EN
9223        AnimationMode = LOOP
9224      End
9225      
9226  ; ------------- NIGHT SNOW------------------       
9227      
9228      AliasConditionState = NIGHT SNOW
9229      AliasConditionState = NIGHT SNOW DAMAGED
9230      AliasConditionState = NIGHT SNOW REALLYDAMAGED RUBBLE
9231      
9232      ;**************************************************************************************************************************
9233      ;This block handles every possible case with construction process, selling process, awaiting construction, and sold states
9234      ;for this draw module
9235      ConditionState       =  PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
9236        Model              = UBArFrcCmd
9237        Animation          = UBArFrcCmd.UBArFrcCmd
9238        AnimationMode      = LOOP
9239        Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
9240      End
9241      ConditionState       =  PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED
9242        Model              = UBArFrcCmd_D
9243        Animation          = UBArFrcCmd_D.UBArFrcCmd_D
9244        AnimationMode      = LOOP
9245        Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
9246      End
9247      ConditionState       =  PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED
9248        Model              = UBArFrcCmd_E
9249        Animation          = UBArFrcCmd_E.UBArFrcCmd_E
9250        AnimationMode      = LOOP
9251        Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
9252      End
9253      ConditionState       =  PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT
9254        Model              = UBArFrcCmd_N
9255        Animation          = UBArFrcCmd_N.UBArFrcCmd_N
9256        AnimationMode      = LOOP
9257        Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
9258      End
9259      ConditionState       =  PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT DAMAGED
9260        Model              = UBArFrcCmd_DN
9261        Animation          = UBArFrcCmd_DN.UBArFrcCmd_DN
9262        AnimationMode      = LOOP
9263        Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
9264      End
9265      ConditionState       =  PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT REALLYDAMAGED
9266        Model              = UBArFrcCmd_EN
9267        Animation          = UBArFrcCmd_EN.UBArFrcCmd_EN
9268        AnimationMode      = LOOP
9269        Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
9270      End
9271      ConditionState       =  PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW
9272        Model              = UBArFrcCmd
9273        Animation          = UBArFrcCmd.UBArFrcCmd
9274        AnimationMode      = LOOP
9275        Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
9276      End
9277      ConditionState       =  PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW DAMAGED
9278        Model              = UBArFrcCmd_D
9279        Animation          = UBArFrcCmd_D.UBArFrcCmd_D
9280        AnimationMode      = LOOP
9281        Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
9282      End
9283      ConditionState       =  PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW REALLYDAMAGED
9284        Model              = UBArFrcCmd_E
9285        Animation          = UBArFrcCmd_E.UBArFrcCmd_E
9286        AnimationMode      = LOOP
9287        Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
9288      End
9289      ConditionState       =  PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW
9290        Model              = UBArFrcCmd_N
9291        Animation          = UBArFrcCmd_N.UBArFrcCmd_N
9292        AnimationMode      = LOOP
9293        Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
9294      End
9295      ConditionState       =  PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW DAMAGED
9296        Model              = UBArFrcCmd_DN
9297        Animation          = UBArFrcCmd_DN.UBArFrcCmd_DN
9298        AnimationMode      = LOOP
9299        Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
9300      End
9301      ConditionState       =  PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW REALLYDAMAGED
9302        Model              = UBArFrcCmd_EN
9303        Animation          = UBArFrcCmd_EN.UBArFrcCmd_EN
9304        AnimationMode      = LOOP
9305        Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
9306      End
9307  
9308      ConditionState       = AWAITING_CONSTRUCTION 
9309        Model              = NONE
9310      End
9311      AliasConditionState  = AWAITING_CONSTRUCTION DAMAGED
9312      AliasConditionState  = AWAITING_CONSTRUCTION REALLYDAMAGED
9313      AliasConditionState  = AWAITING_CONSTRUCTION NIGHT
9314      AliasConditionState  = AWAITING_CONSTRUCTION NIGHT DAMAGED
9315      AliasConditionState  = AWAITING_CONSTRUCTION NIGHT REALLYDAMAGED
9316      AliasConditionState  = AWAITING_CONSTRUCTION SNOW
9317      AliasConditionState  = AWAITING_CONSTRUCTION SNOW DAMAGED
9318      AliasConditionState  = AWAITING_CONSTRUCTION SNOW REALLYDAMAGED
9319      AliasConditionState  = AWAITING_CONSTRUCTION NIGHT SNOW
9320      AliasConditionState  = AWAITING_CONSTRUCTION NIGHT SNOW DAMAGED
9321      AliasConditionState  = AWAITING_CONSTRUCTION NIGHT SNOW REALLYDAMAGED
9322      AliasConditionState  = SOLD 
9323      AliasConditionState  = SOLD DAMAGED
9324      AliasConditionState  = SOLD REALLYDAMAGED
9325      AliasConditionState  = SOLD NIGHT
9326      AliasConditionState  = SOLD NIGHT DAMAGED
9327      AliasConditionState  = SOLD NIGHT REALLYDAMAGED
9328      AliasConditionState  = SOLD SNOW
9329      AliasConditionState  = SOLD SNOW DAMAGED
9330      AliasConditionState  = SOLD SNOW REALLYDAMAGED
9331      AliasConditionState  = SOLD NIGHT SNOW
9332      AliasConditionState  = SOLD NIGHT SNOW DAMAGED
9333      AliasConditionState  = SOLD NIGHT SNOW REALLYDAMAGED
9334      ;**************************************************************************************************************************
9335    End
9336    
9337    ;Draw = W3DModelDraw ModuleTag_02
9338    ;  DefaultConditionState
9339    ;    Model           = None
9340    ;  End
9341    ;End
9342  
9343    ; ----------------- door #1 -------------------
9344    Draw                = W3DModelDraw ModuleTag_03
9345      DefaultConditionState
9346        Model           = UBArFrcCmd_A2
9347        Animation       = UBArFrcCmd_A2.UBArFrcCmd_A2
9348        AnimationMode   = MANUAL
9349        Flags           = START_FRAME_FIRST
9350      End
9351      AliasConditionState = NIGHT 
9352      AliasConditionState = SNOW
9353      AliasConditionState = SNOW NIGHT
9354      AliasConditionState = NIGHT DAMAGED
9355      AliasConditionState = SNOW DAMAGED
9356      AliasConditionState = SNOW NIGHT DAMAGED
9357      AliasConditionState = NIGHT REALLYDAMAGED RUBBLE
9358      AliasConditionState = SNOW REALLYDAMAGED RUBBLE
9359      AliasConditionState = SNOW NIGHT REALLYDAMAGED RUBBLE
9360      
9361      ConditionState    = DOOR_1_OPENING
9362        Model           = UBArFrcCmd_A2
9363        Animation       = UBArFrcCmd_A2.UBArFrcCmd_A2
9364        AnimationMode   = ONCE
9365        Flags           = START_FRAME_FIRST
9366      End   
9367      AliasConditionState = NIGHT DOOR_1_OPENING
9368      AliasConditionState = SNOW DOOR_1_OPENING
9369      AliasConditionState = SNOW NIGHT DOOR_1_OPENING
9370      AliasConditionState = NIGHT DAMAGED DOOR_1_OPENING
9371      AliasConditionState = SNOW DAMAGED DOOR_1_OPENING
9372      AliasConditionState = SNOW NIGHT DAMAGED DOOR_1_OPENING
9373      AliasConditionState = NIGHT REALLYDAMAGED RUBBLE DOOR_1_OPENING
9374      AliasConditionState = SNOW REALLYDAMAGED RUBBLE DOOR_1_OPENING
9375      AliasConditionState = SNOW NIGHT REALLYDAMAGED RUBBLE DOOR_1_OPENING
9376      
9377      ConditionState    = DOOR_1_CLOSING
9378        Model           = UBArFrcCmd_A2
9379        Animation       = UBArFrcCmd_A2.UBArFrcCmd_A2
9380        AnimationMode   = ONCE_BACKWARDS
9381        Flags           = START_FRAME_LAST
9382      End   
9383      AliasConditionState = NIGHT DOOR_1_CLOSING
9384      AliasConditionState = SNOW DOOR_1_CLOSING
9385      AliasConditionState = SNOW NIGHT DOOR_1_CLOSING
9386      AliasConditionState = NIGHT DAMAGED DOOR_1_CLOSING
9387      AliasConditionState = SNOW DAMAGED DOOR_1_CLOSING
9388      AliasConditionState = SNOW NIGHT DAMAGED DOOR_1_CLOSING
9389      AliasConditionState = NIGHT REALLYDAMAGED RUBBLE DOOR_1_CLOSING
9390      AliasConditionState = SNOW REALLYDAMAGED RUBBLE DOOR_1_CLOSING
9391      AliasConditionState = SNOW NIGHT REALLYDAMAGED RUBBLE DOOR_1_CLOSING
9392      
9393      ConditionState    = DOOR_1_WAITING_OPEN
9394        Model           = UBArFrcCmd_A2
9395        Animation       = UBArFrcCmd_A2.UBArFrcCmd_A2
9396        AnimationMode   = MANUAL
9397        Flags           = START_FRAME_LAST
9398      End
9399      AliasConditionState = NIGHT DOOR_1_WAITING_OPEN
9400      AliasConditionState = SNOW DOOR_1_WAITING_OPEN
9401      AliasConditionState = SNOW NIGHT DOOR_1_WAITING_OPEN
9402      AliasConditionState = NIGHT DAMAGED DOOR_1_WAITING_OPEN
9403      AliasConditionState = SNOW DAMAGED DOOR_1_WAITING_OPEN
9404      AliasConditionState = SNOW NIGHT DAMAGED DOOR_1_WAITING_OPEN
9405      AliasConditionState = NIGHT REALLYDAMAGED RUBBLE DOOR_1_WAITING_OPEN
9406      AliasConditionState = SNOW REALLYDAMAGED RUBBLE DOOR_1_WAITING_OPEN
9407      AliasConditionState = SNOW NIGHT REALLYDAMAGED RUBBLE DOOR_1_WAITING_OPEN
9408      
9409      ;**************************************************************************************************************************
9410      ;This block handles every possible case with construction process, selling process, awaiting construction, and sold states
9411      ;for this draw module
9412      ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
9413        Model              = UBArFrcCmd_A2
9414        Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
9415      End
9416      AliasConditionState  = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT
9417      AliasConditionState  = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW
9418      AliasConditionState  = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW
9419      
9420      ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED
9421        Model              = UBArFrcCmd_A2
9422        Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
9423      End
9424      AliasConditionState  = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED NIGHT
9425      AliasConditionState  = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED SNOW
9426      AliasConditionState  = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED NIGHT SNOW
9427      
9428      ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED
9429        Model              = UBArFrcCmd_A2
9430        Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
9431      End
9432      AliasConditionState  = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED NIGHT
9433      AliasConditionState  = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED SNOW
9434      AliasConditionState  = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED NIGHT SNOW
9435      
9436      ConditionState       = AWAITING_CONSTRUCTION 
9437        Model              = NONE
9438      End
9439      AliasConditionState  = AWAITING_CONSTRUCTION DAMAGED
9440      AliasConditionState  = AWAITING_CONSTRUCTION REALLYDAMAGED
9441      AliasConditionState  = AWAITING_CONSTRUCTION NIGHT
9442      AliasConditionState  = AWAITING_CONSTRUCTION NIGHT DAMAGED
9443      AliasConditionState  = AWAITING_CONSTRUCTION NIGHT REALLYDAMAGED
9444      AliasConditionState  = AWAITING_CONSTRUCTION SNOW
9445      AliasConditionState  = AWAITING_CONSTRUCTION SNOW DAMAGED
9446      AliasConditionState  = AWAITING_CONSTRUCTION SNOW REALLYDAMAGED
9447      AliasConditionState  = AWAITING_CONSTRUCTION NIGHT SNOW
9448      AliasConditionState  = AWAITING_CONSTRUCTION NIGHT SNOW DAMAGED
9449      AliasConditionState  = AWAITING_CONSTRUCTION NIGHT SNOW REALLYDAMAGED
9450      AliasConditionState  = SOLD 
9451      AliasConditionState  = SOLD DAMAGED
9452      AliasConditionState  = SOLD REALLYDAMAGED
9453      AliasConditionState  = SOLD NIGHT
9454      AliasConditionState  = SOLD NIGHT DAMAGED
9455      AliasConditionState  = SOLD NIGHT REALLYDAMAGED
9456      AliasConditionState  = SOLD SNOW
9457      AliasConditionState  = SOLD SNOW DAMAGED
9458      AliasConditionState  = SOLD SNOW REALLYDAMAGED
9459      AliasConditionState  = SOLD NIGHT SNOW
9460      AliasConditionState  = SOLD NIGHT SNOW DAMAGED
9461      AliasConditionState  = SOLD NIGHT SNOW REALLYDAMAGED
9462      ;**************************************************************************************************************************
9463    End
9464  
9465    ; ----------------- door #2 -------------------
9466    Draw                = W3DModelDraw ModuleTag_04
9467      DefaultConditionState
9468        Model           = UBArFrcCmd_A3
9469        Animation       = UBArFrcCmd_A3.UBArFrcCmd_A3
9470        AnimationMode   = MANUAL
9471        Flags           = START_FRAME_FIRST
9472      End
9473      AliasConditionState = NIGHT 
9474      AliasConditionState = SNOW
9475      AliasConditionState = SNOW NIGHT
9476      AliasConditionState = NIGHT DAMAGED
9477      AliasConditionState = SNOW DAMAGED
9478      AliasConditionState = SNOW NIGHT DAMAGED
9479      AliasConditionState = NIGHT REALLYDAMAGED RUBBLE
9480      AliasConditionState = SNOW REALLYDAMAGED RUBBLE
9481      AliasConditionState = SNOW NIGHT REALLYDAMAGED RUBBLE
9482      
9483      ConditionState    = DOOR_1_OPENING
9484        Model           = UBArFrcCmd_A3
9485        Animation       = UBArFrcCmd_A3.UBArFrcCmd_A3
9486        AnimationMode   = ONCE
9487        Flags           = START_FRAME_FIRST
9488      End   
9489      AliasConditionState = NIGHT DOOR_1_OPENING
9490      AliasConditionState = SNOW DOOR_1_OPENING
9491      AliasConditionState = SNOW NIGHT DOOR_1_OPENING
9492      AliasConditionState = NIGHT DAMAGED DOOR_1_OPENING
9493      AliasConditionState = SNOW DAMAGED DOOR_1_OPENING
9494      AliasConditionState = SNOW NIGHT DAMAGED DOOR_1_OPENING
9495      AliasConditionState = NIGHT REALLYDAMAGED RUBBLE DOOR_1_OPENING
9496      AliasConditionState = SNOW REALLYDAMAGED RUBBLE DOOR_1_OPENING
9497      AliasConditionState = SNOW NIGHT REALLYDAMAGED RUBBLE DOOR_1_OPENING
9498      
9499      ConditionState    = DOOR_1_CLOSING
9500        Model           = UBArFrcCmd_A3
9501        Animation       = UBArFrcCmd_A3.UBArFrcCmd_A3
9502        AnimationMode   = ONCE_BACKWARDS
9503        Flags           = START_FRAME_LAST
9504      End   
9505      AliasConditionState = NIGHT DOOR_1_CLOSING
9506      AliasConditionState = SNOW DOOR_1_CLOSING
9507      AliasConditionState = SNOW NIGHT DOOR_1_CLOSING
9508      AliasConditionState = NIGHT DAMAGED DOOR_1_CLOSING
9509      AliasConditionState = SNOW DAMAGED DOOR_1_CLOSING
9510      AliasConditionState = SNOW NIGHT DAMAGED DOOR_1_CLOSING
9511      AliasConditionState = NIGHT REALLYDAMAGED RUBBLE DOOR_1_CLOSING
9512      AliasConditionState = SNOW REALLYDAMAGED RUBBLE DOOR_1_CLOSING
9513      AliasConditionState = SNOW NIGHT REALLYDAMAGED RUBBLE DOOR_1_CLOSING
9514      
9515      ConditionState    = DOOR_1_WAITING_OPEN
9516        Model           = UBArFrcCmd_A3
9517        Animation       = UBArFrcCmd_A3.UBArFrcCmd_A3
9518        AnimationMode   = MANUAL
9519        Flags           = START_FRAME_LAST
9520      End
9521      AliasConditionState = NIGHT DOOR_1_WAITING_OPEN
9522      AliasConditionState = SNOW DOOR_1_WAITING_OPEN
9523      AliasConditionState = SNOW NIGHT DOOR_1_WAITING_OPEN
9524      AliasConditionState = NIGHT DAMAGED DOOR_1_WAITING_OPEN
9525      AliasConditionState = SNOW DAMAGED DOOR_1_WAITING_OPEN
9526      AliasConditionState = SNOW NIGHT DAMAGED DOOR_1_WAITING_OPEN
9527      AliasConditionState = NIGHT REALLYDAMAGED RUBBLE DOOR_1_WAITING_OPEN
9528      AliasConditionState = SNOW REALLYDAMAGED RUBBLE DOOR_1_WAITING_OPEN
9529      AliasConditionState = SNOW NIGHT REALLYDAMAGED RUBBLE DOOR_1_WAITING_OPEN
9530      
9531      ;**************************************************************************************************************************
9532      ;This block handles every possible case with construction process, selling process, awaiting construction, and sold states
9533      ;for this draw module
9534      ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
9535        Model              = UBArFrcCmd_A3
9536        Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
9537      End
9538      AliasConditionState  = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT
9539      AliasConditionState  = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW
9540      AliasConditionState  = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW
9541      
9542      ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED
9543        Model              = UBArFrcCmd_A3
9544        Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
9545      End
9546      AliasConditionState  = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED NIGHT
9547      AliasConditionState  = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED SNOW
9548      AliasConditionState  = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED NIGHT SNOW
9549      
9550      ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED
9551        Model              = UBArFrcCmd_A3
9552        Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
9553      End
9554      AliasConditionState  = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED NIGHT
9555      AliasConditionState  = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED SNOW
9556      AliasConditionState  = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED NIGHT SNOW
9557      
9558      ConditionState       = AWAITING_CONSTRUCTION 
9559        Model              = NONE
9560      End
9561      AliasConditionState  = AWAITING_CONSTRUCTION DAMAGED
9562      AliasConditionState  = AWAITING_CONSTRUCTION REALLYDAMAGED
9563      AliasConditionState  = AWAITING_CONSTRUCTION NIGHT
9564      AliasConditionState  = AWAITING_CONSTRUCTION NIGHT DAMAGED
9565      AliasConditionState  = AWAITING_CONSTRUCTION NIGHT REALLYDAMAGED
9566      AliasConditionState  = AWAITING_CONSTRUCTION SNOW
9567      AliasConditionState  = AWAITING_CONSTRUCTION SNOW DAMAGED
9568      AliasConditionState  = AWAITING_CONSTRUCTION SNOW REALLYDAMAGED
9569      AliasConditionState  = AWAITING_CONSTRUCTION NIGHT SNOW
9570      AliasConditionState  = AWAITING_CONSTRUCTION NIGHT SNOW DAMAGED
9571      AliasConditionState  = AWAITING_CONSTRUCTION NIGHT SNOW REALLYDAMAGED
9572      AliasConditionState  = SOLD 
9573      AliasConditionState  = SOLD DAMAGED
9574      AliasConditionState  = SOLD REALLYDAMAGED
9575      AliasConditionState  = SOLD NIGHT
9576      AliasConditionState  = SOLD NIGHT DAMAGED
9577      AliasConditionState  = SOLD NIGHT REALLYDAMAGED
9578      AliasConditionState  = SOLD SNOW
9579      AliasConditionState  = SOLD SNOW DAMAGED
9580      AliasConditionState  = SOLD SNOW REALLYDAMAGED
9581      AliasConditionState  = SOLD NIGHT SNOW
9582      AliasConditionState  = SOLD NIGHT SNOW DAMAGED
9583      AliasConditionState  = SOLD NIGHT SNOW REALLYDAMAGED
9584      ;**************************************************************************************************************************
9585    End
9586    
9587    ; ----------------- door #3 -------------------
9588    Draw                = W3DModelDraw ModuleTag_05
9589      DefaultConditionState
9590        Model           = UBArFrcCmd_A4
9591        Animation       = UBArFrcCmd_A4.UBArFrcCmd_A4
9592        AnimationMode   = MANUAL
9593        Flags           = START_FRAME_FIRST
9594      End
9595      AliasConditionState = NIGHT 
9596      AliasConditionState = SNOW
9597      AliasConditionState = SNOW NIGHT
9598      AliasConditionState = NIGHT DAMAGED
9599      AliasConditionState = SNOW DAMAGED
9600      AliasConditionState = SNOW NIGHT DAMAGED
9601      AliasConditionState = NIGHT REALLYDAMAGED RUBBLE
9602      AliasConditionState = SNOW REALLYDAMAGED RUBBLE
9603      AliasConditionState = SNOW NIGHT REALLYDAMAGED RUBBLE
9604      
9605      ConditionState    = DOOR_1_OPENING
9606        Model           = UBArFrcCmd_A4
9607        Animation       = UBArFrcCmd_A4.UBArFrcCmd_A4
9608        AnimationMode   = ONCE
9609        Flags           = START_FRAME_FIRST
9610      End   
9611      AliasConditionState = NIGHT DOOR_1_OPENING
9612      AliasConditionState = SNOW DOOR_1_OPENING
9613      AliasConditionState = SNOW NIGHT DOOR_1_OPENING
9614      AliasConditionState = NIGHT DAMAGED DOOR_1_OPENING
9615      AliasConditionState = SNOW DAMAGED DOOR_1_OPENING
9616      AliasConditionState = SNOW NIGHT DAMAGED DOOR_1_OPENING
9617      AliasConditionState = NIGHT REALLYDAMAGED RUBBLE DOOR_1_OPENING
9618      AliasConditionState = SNOW REALLYDAMAGED RUBBLE DOOR_1_OPENING
9619      AliasConditionState = SNOW NIGHT REALLYDAMAGED RUBBLE DOOR_1_OPENING
9620      
9621      ConditionState    = DOOR_1_CLOSING
9622        Model           = UBArFrcCmd_A4
9623        Animation       = UBArFrcCmd_A4.UBArFrcCmd_A4
9624        AnimationMode   = ONCE_BACKWARDS
9625        Flags           = START_FRAME_LAST
9626      End   
9627      AliasConditionState = NIGHT DOOR_1_CLOSING
9628      AliasConditionState = SNOW DOOR_1_CLOSING
9629      AliasConditionState = SNOW NIGHT DOOR_1_CLOSING
9630      AliasConditionState = NIGHT DAMAGED DOOR_1_CLOSING
9631      AliasConditionState = SNOW DAMAGED DOOR_1_CLOSING
9632      AliasConditionState = SNOW NIGHT DAMAGED DOOR_1_CLOSING
9633      AliasConditionState = NIGHT REALLYDAMAGED RUBBLE DOOR_1_CLOSING
9634      AliasConditionState = SNOW REALLYDAMAGED RUBBLE DOOR_1_CLOSING
9635      AliasConditionState = SNOW NIGHT REALLYDAMAGED RUBBLE DOOR_1_CLOSING
9636      
9637      ConditionState    = DOOR_1_WAITING_OPEN
9638        Model           = UBArFrcCmd_A4
9639        Animation       = UBArFrcCmd_A4.UBArFrcCmd_A4
9640        AnimationMode   = MANUAL
9641        Flags           = START_FRAME_LAST
9642      End
9643      AliasConditionState = NIGHT DOOR_1_WAITING_OPEN
9644      AliasConditionState = SNOW DOOR_1_WAITING_OPEN
9645      AliasConditionState = SNOW NIGHT DOOR_1_WAITING_OPEN
9646      AliasConditionState = NIGHT DAMAGED DOOR_1_WAITING_OPEN
9647      AliasConditionState = SNOW DAMAGED DOOR_1_WAITING_OPEN
9648      AliasConditionState = SNOW NIGHT DAMAGED DOOR_1_WAITING_OPEN
9649      AliasConditionState = NIGHT REALLYDAMAGED RUBBLE DOOR_1_WAITING_OPEN
9650      AliasConditionState = SNOW REALLYDAMAGED RUBBLE DOOR_1_WAITING_OPEN
9651      AliasConditionState = SNOW NIGHT REALLYDAMAGED RUBBLE DOOR_1_WAITING_OPEN
9652      
9653      ;**************************************************************************************************************************
9654      ;This block handles every possible case with construction process, selling process, awaiting construction, and sold states
9655      ;for this draw module
9656      ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
9657        Model              = UBArFrcCmd_A4
9658        Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
9659      End
9660      AliasConditionState  = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT
9661      AliasConditionState  = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW
9662      AliasConditionState  = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW
9663      
9664      ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED
9665        Model              = UBArFrcCmd_A4
9666        Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
9667      End
9668      AliasConditionState  = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED NIGHT
9669      AliasConditionState  = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED SNOW
9670      AliasConditionState  = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED NIGHT SNOW
9671      
9672      ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED
9673        Model              = UBArFrcCmd_A4
9674        Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
9675      End
9676      AliasConditionState  = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED NIGHT
9677      AliasConditionState  = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED SNOW
9678      AliasConditionState  = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED NIGHT SNOW
9679      
9680      ConditionState       = AWAITING_CONSTRUCTION 
9681        Model              = NONE
9682      End
9683      AliasConditionState  = AWAITING_CONSTRUCTION DAMAGED
9684      AliasConditionState  = AWAITING_CONSTRUCTION REALLYDAMAGED
9685      AliasConditionState  = AWAITING_CONSTRUCTION NIGHT
9686      AliasConditionState  = AWAITING_CONSTRUCTION NIGHT DAMAGED
9687      AliasConditionState  = AWAITING_CONSTRUCTION NIGHT REALLYDAMAGED
9688      AliasConditionState  = AWAITING_CONSTRUCTION SNOW
9689      AliasConditionState  = AWAITING_CONSTRUCTION SNOW DAMAGED
9690      AliasConditionState  = AWAITING_CONSTRUCTION SNOW REALLYDAMAGED
9691      AliasConditionState  = AWAITING_CONSTRUCTION NIGHT SNOW
9692      AliasConditionState  = AWAITING_CONSTRUCTION NIGHT SNOW DAMAGED
9693      AliasConditionState  = AWAITING_CONSTRUCTION NIGHT SNOW REALLYDAMAGED
9694      AliasConditionState  = SOLD 
9695      AliasConditionState  = SOLD DAMAGED
9696      AliasConditionState  = SOLD REALLYDAMAGED
9697      AliasConditionState  = SOLD NIGHT
9698      AliasConditionState  = SOLD NIGHT DAMAGED
9699      AliasConditionState  = SOLD NIGHT REALLYDAMAGED
9700      AliasConditionState  = SOLD SNOW
9701      AliasConditionState  = SOLD SNOW DAMAGED
9702      AliasConditionState  = SOLD SNOW REALLYDAMAGED
9703      AliasConditionState  = SOLD NIGHT SNOW
9704      AliasConditionState  = SOLD NIGHT SNOW DAMAGED
9705      AliasConditionState  = SOLD NIGHT SNOW REALLYDAMAGED
9706      ;**************************************************************************************************************************
9707    End
9708  
9709    ; ----------------- door #4 -------------------
9710    Draw                = W3DModelDraw ModuleTag_06
9711      DefaultConditionState
9712        Model           = UBArFrcCmd_A5
9713        Animation       = UBArFrcCmd_A5.UBArFrcCmd_A5
9714        AnimationMode   = MANUAL
9715        Flags           = START_FRAME_FIRST
9716      End
9717      AliasConditionState = NIGHT 
9718      AliasConditionState = SNOW
9719      AliasConditionState = SNOW NIGHT
9720      AliasConditionState = NIGHT DAMAGED
9721      AliasConditionState = SNOW DAMAGED
9722      AliasConditionState = SNOW NIGHT DAMAGED
9723      AliasConditionState = NIGHT REALLYDAMAGED RUBBLE
9724      AliasConditionState = SNOW REALLYDAMAGED RUBBLE
9725      AliasConditionState = SNOW NIGHT REALLYDAMAGED RUBBLE
9726      
9727      ConditionState    = DOOR_1_OPENING
9728        Model           = UBArFrcCmd_A5
9729        Animation       = UBArFrcCmd_A5.UBArFrcCmd_A5
9730        AnimationMode   = ONCE
9731        Flags           = START_FRAME_FIRST
9732      End   
9733      AliasConditionState = NIGHT DOOR_1_OPENING
9734      AliasConditionState = SNOW DOOR_1_OPENING
9735      AliasConditionState = SNOW NIGHT DOOR_1_OPENING
9736      AliasConditionState = NIGHT DAMAGED DOOR_1_OPENING
9737      AliasConditionState = SNOW DAMAGED DOOR_1_OPENING
9738      AliasConditionState = SNOW NIGHT DAMAGED DOOR_1_OPENING
9739      AliasConditionState = NIGHT REALLYDAMAGED RUBBLE DOOR_1_OPENING
9740      AliasConditionState = SNOW REALLYDAMAGED RUBBLE DOOR_1_OPENING
9741      AliasConditionState = SNOW NIGHT REALLYDAMAGED RUBBLE DOOR_1_OPENING
9742      
9743      ConditionState    = DOOR_1_CLOSING
9744        Model           = UBArFrcCmd_A5
9745        Animation       = UBArFrcCmd_A5.UBArFrcCmd_A5
9746        AnimationMode   = ONCE_BACKWARDS
9747        Flags           = START_FRAME_LAST
9748      End   
9749      AliasConditionState = NIGHT DOOR_1_CLOSING
9750      AliasConditionState = SNOW DOOR_1_CLOSING
9751      AliasConditionState = SNOW NIGHT DOOR_1_CLOSING
9752      AliasConditionState = NIGHT DAMAGED DOOR_1_CLOSING
9753      AliasConditionState = SNOW DAMAGED DOOR_1_CLOSING
9754      AliasConditionState = SNOW NIGHT DAMAGED DOOR_1_CLOSING
9755      AliasConditionState = NIGHT REALLYDAMAGED RUBBLE DOOR_1_CLOSING
9756      AliasConditionState = SNOW REALLYDAMAGED RUBBLE DOOR_1_CLOSING
9757      AliasConditionState = SNOW NIGHT REALLYDAMAGED RUBBLE DOOR_1_CLOSING
9758      
9759      ConditionState    = DOOR_1_WAITING_OPEN
9760        Model           = UBArFrcCmd_A5
9761        Animation       = UBArFrcCmd_A5.UBArFrcCmd_A5
9762        AnimationMode   = MANUAL
9763        Flags           = START_FRAME_LAST
9764      End
9765      AliasConditionState = NIGHT DOOR_1_WAITING_OPEN
9766      AliasConditionState = SNOW DOOR_1_WAITING_OPEN
9767      AliasConditionState = SNOW NIGHT DOOR_1_WAITING_OPEN
9768      AliasConditionState = NIGHT DAMAGED DOOR_1_WAITING_OPEN
9769      AliasConditionState = SNOW DAMAGED DOOR_1_WAITING_OPEN
9770      AliasConditionState = SNOW NIGHT DAMAGED DOOR_1_WAITING_OPEN
9771      AliasConditionState = NIGHT REALLYDAMAGED RUBBLE DOOR_1_WAITING_OPEN
9772      AliasConditionState = SNOW REALLYDAMAGED RUBBLE DOOR_1_WAITING_OPEN
9773      AliasConditionState = SNOW NIGHT REALLYDAMAGED RUBBLE DOOR_1_WAITING_OPEN
9774      
9775      ;**************************************************************************************************************************
9776      ;This block handles every possible case with construction process, selling process, awaiting construction, and sold states
9777      ;for this draw module
9778      ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
9779        Model              = UBArFrcCmd_A5
9780        Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
9781      End
9782      AliasConditionState  = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT
9783      AliasConditionState  = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW
9784      AliasConditionState  = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW
9785      
9786      ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED
9787        Model              = UBArFrcCmd_A5
9788        Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
9789      End
9790      AliasConditionState  = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED NIGHT
9791      AliasConditionState  = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED SNOW
9792      AliasConditionState  = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED NIGHT SNOW
9793      
9794      ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED
9795        Model              = UBArFrcCmd_A5
9796        Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
9797      End
9798      AliasConditionState  = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED NIGHT
9799      AliasConditionState  = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED SNOW
9800      AliasConditionState  = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED NIGHT SNOW
9801      
9802      ConditionState       = AWAITING_CONSTRUCTION 
9803        Model              = NONE
9804      End
9805      AliasConditionState  = AWAITING_CONSTRUCTION DAMAGED
9806      AliasConditionState  = AWAITING_CONSTRUCTION REALLYDAMAGED
9807      AliasConditionState  = AWAITING_CONSTRUCTION NIGHT
9808      AliasConditionState  = AWAITING_CONSTRUCTION NIGHT DAMAGED
9809      AliasConditionState  = AWAITING_CONSTRUCTION NIGHT REALLYDAMAGED
9810      AliasConditionState  = AWAITING_CONSTRUCTION SNOW
9811      AliasConditionState  = AWAITING_CONSTRUCTION SNOW DAMAGED
9812      AliasConditionState  = AWAITING_CONSTRUCTION SNOW REALLYDAMAGED
9813      AliasConditionState  = AWAITING_CONSTRUCTION NIGHT SNOW
9814      AliasConditionState  = AWAITING_CONSTRUCTION NIGHT SNOW DAMAGED
9815      AliasConditionState  = AWAITING_CONSTRUCTION NIGHT SNOW REALLYDAMAGED
9816      AliasConditionState  = SOLD 
9817      AliasConditionState  = SOLD DAMAGED
9818      AliasConditionState  = SOLD REALLYDAMAGED
9819      AliasConditionState  = SOLD NIGHT
9820      AliasConditionState  = SOLD NIGHT DAMAGED
9821      AliasConditionState  = SOLD NIGHT REALLYDAMAGED
9822      AliasConditionState  = SOLD SNOW
9823      AliasConditionState  = SOLD SNOW DAMAGED
9824      AliasConditionState  = SOLD SNOW REALLYDAMAGED
9825      AliasConditionState  = SOLD NIGHT SNOW
9826      AliasConditionState  = SOLD NIGHT SNOW DAMAGED
9827      AliasConditionState  = SOLD NIGHT SNOW REALLYDAMAGED
9828      ;**************************************************************************************************************************
9829    End
9830  
9831   ; ------------ construction-zone fence -----------------
9832    Draw = W3DModelDraw ModuleTag_07
9833    AnimationsRequirePower = No
9834      DefaultConditionState
9835        Model           = None
9836        TransitionKey   = DOWN_DEFAULT
9837      End
9838      ConditionState    = NIGHT
9839        Model           = None
9840        TransitionKey   = DOWN_DEFAULT
9841      End
9842      ConditionState    = SNOW
9843        Model           = None
9844        TransitionKey   = DOWN_DEFAULT
9845      End
9846      ConditionState    = SNOW NIGHT
9847        Model           = None
9848        TransitionKey   = DOWN_DEFAULT
9849      End
9850      ConditionState    = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
9851        Model           = NBAirfield_A4
9852        Animation       = NBAirfield_A4.NBAirfield_A4
9853        AnimationMode   = MANUAL
9854        Flags           = START_FRAME_LAST
9855        TransitionKey   = UP_DAY
9856      End
9857      ConditionState    = NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 
9858        Model           = NBAirfield_A4N
9859        Animation       = NBAirfield_A4N.NBAirfield_A4N
9860        AnimationMode   = MANUAL
9861        Flags           = START_FRAME_LAST
9862        TransitionKey   = UP_NIGHT
9863      End
9864      ConditionState    = SNOW AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 
9865        Model           = NBAirfield_A4S
9866        Animation       = NBAirfield_A4S.NBAirfield_A4S
9867        AnimationMode   = MANUAL
9868        Flags           = START_FRAME_LAST
9869        TransitionKey   = UP_SNOW
9870      End
9871      ConditionState    = SNOW NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 
9872        Model           = NBAirfield_A4SN
9873        Animation       = NBAirfield_A4SN.NBAirfield_A4SN
9874        AnimationMode   = MANUAL
9875        Flags           = START_FRAME_LAST
9876        TransitionKey   = UP_SNOWNIGHT
9877      End
9878      TransitionState   = DOWN_DEFAULT UP_DAY
9879        Model           = NBAirfield_A4
9880        Animation       = NBAirfield_A4.NBAirfield_A4
9881        AnimationMode   = ONCE
9882        AnimationSpeedFactorRange = 1.0 1.0
9883        Flags           = START_FRAME_FIRST
9884      End
9885      TransitionState   = DOWN_DEFAULT UP_NIGHT
9886        Model           = NBAirfield_A4N
9887        Animation       = NBAirfield_A4N.NBAirfield_A4N
9888        AnimationMode   = ONCE
9889        AnimationSpeedFactorRange = 1.0 1.0
9890        Flags           = START_FRAME_FIRST
9891      End
9892      TransitionState   = DOWN_DEFAULT UP_SNOW
9893        Model           = NBAirfield_A4S
9894        Animation       = NBAirfield_A4S.NBAirfield_A4S
9895        AnimationMode   = ONCE
9896        AnimationSpeedFactorRange = 1.0 1.0
9897        Flags           = START_FRAME_FIRST
9898      End
9899      TransitionState   = DOWN_DEFAULT UP_SNOWNIGHT
9900        Model           = NBAirfield_A4SN
9901        Animation       = NBAirfield_A4SN.NBAirfield_A4SN
9902        AnimationMode   = ONCE
9903        AnimationSpeedFactorRange = 1.0 1.0
9904        Flags           = START_FRAME_FIRST
9905      End
9906      TransitionState   = UP_DAY DOWN_DEFAULT
9907        Model           = NBAirfield_A4
9908        Animation       = NBAirfield_A4.NBAirfield_A4
9909        AnimationMode   = ONCE_BACKWARDS
9910        AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
9911        Flags           = START_FRAME_LAST
9912      End
9913      TransitionState   = UP_NIGHT DOWN_DEFAULT
9914        Model           = NBAirfield_A4N
9915        Animation       = NBAirfield_A4N.NBAirfield_A4N
9916        AnimationMode   = ONCE_BACKWARDS
9917        AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
9918        Flags           = START_FRAME_LAST
9919      End
9920      TransitionState   = UP_SNOW DOWN_DEFAULT
9921        Model           = NBAirfield_A4S
9922        Animation       = NBAirfield_A4S.NBAirfield_A4S
9923        AnimationMode   = ONCE_BACKWARDS
9924        AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
9925        Flags           = START_FRAME_LAST
9926      End
9927      TransitionState   = UP_SNOWNIGHT DOWN_DEFAULT
9928        Model           = NBAirfield_A4SN
9929        Animation       = NBAirfield_A4SN.NBAirfield_A4SN
9930        AnimationMode   = ONCE_BACKWARDS
9931        AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
9932        Flags           = START_FRAME_LAST
9933      End
9934    End
9935  
9936    ; ------------ under-construction scaffolding -----------------
9937    Draw = W3DModelDraw ModuleTag_08
9938    AnimationsRequirePower = No
9939      MinLODRequired = MEDIUM
9940      DefaultConditionState
9941        Model           = None
9942        TransitionKey   = DOWN_DEFAULT
9943      End
9944      ConditionState    = NIGHT
9945        Model           = None
9946        TransitionKey   = DOWN_DEFAULT
9947      End
9948      ConditionState    = SNOW
9949        Model           = None
9950        TransitionKey   = DOWN_DEFAULT
9951      End
9952      ConditionState    = SNOW NIGHT
9953        Model           = None
9954        TransitionKey   = DOWN_DEFAULT
9955      End
9956      ConditionState    = PARTIALLY_CONSTRUCTED
9957        Model           = NBAirfield_A6
9958        Animation       = NBAirfield_A6.NBAirfield_A6
9959        AnimationMode   = MANUAL
9960        Flags           = START_FRAME_LAST
9961        TransitionKey   = UP_DAY
9962        ParticleSysBone = Dust01 BuildingDustChina
9963        ParticleSysBone = Smoke01 BuildUpSmokeChina
9964        ParticleSysBone = Smoke02 BuildUpSmokeChina
9965        ParticleSysBone = Smoke03 BuildUpSmokeChina
9966        ParticleSysBone = Smoke04 BuildUpSmokeChina
9967        ParticleSysBone = Smoke05 BuildUpSmokeChina
9968      End
9969      ConditionState    = NIGHT PARTIALLY_CONSTRUCTED
9970        Model           = NBAirfield_A6N
9971        Animation       = NBAirfield_A6N.NBAirfield_A6N
9972        AnimationMode   = MANUAL
9973        Flags           = START_FRAME_LAST
9974        TransitionKey   = UP_NIGHT
9975        ParticleSysBone = Dust01 BuildingDustChina
9976        ParticleSysBone = Smoke01 BuildUpSmokeChina
9977        ParticleSysBone = Smoke02 BuildUpSmokeChina
9978        ParticleSysBone = Smoke03 BuildUpSmokeChina
9979        ParticleSysBone = Smoke04 BuildUpSmokeChina
9980        ParticleSysBone = Smoke05 BuildUpSmokeChina
9981      End
9982      ConditionState    = SNOW PARTIALLY_CONSTRUCTED
9983        Model           = NBAirfield_A6S
9984        Animation       = NBAirfield_A6S.NBAirfield_A6S
9985        AnimationMode   = MANUAL
9986        Flags           = START_FRAME_LAST
9987        TransitionKey   = UP_SNOW
9988        ParticleSysBone = Dust01 BuildingSnowDust
9989        ParticleSysBone = Smoke01 BuildUpSnowSmoke
9990        ParticleSysBone = Smoke02 BuildUpSnowSmoke
9991        ParticleSysBone = Smoke03 BuildUpSnowSmoke
9992        ParticleSysBone = Smoke04 BuildUpSnowSmoke
9993        ParticleSysBone = Smoke05 BuildUpSnowSmoke
9994      End
9995      ConditionState    = SNOW NIGHT PARTIALLY_CONSTRUCTED
9996        Model           = NBAirfield_A6SN
9997        Animation       = NBAirfield_A6SN.NBAirfield_A6SN
9998        AnimationMode   = MANUAL
9999        Flags           = START_FRAME_LAST
10000        TransitionKey   = UP_SNOWNIGHT
10001        ParticleSysBone = Dust01 BuildingNightSnowDust
10002        ParticleSysBone = Smoke01 BuildUpNightSnowSmoke
10003        ParticleSysBone = Smoke02 BuildUpNightSnowSmoke
10004        ParticleSysBone = Smoke03 BuildUpNightSnowSmoke
10005        ParticleSysBone = Smoke04 BuildUpNightSnowSmoke
10006        ParticleSysBone = Smoke05 BuildUpNightSnowSmoke
10007      End
10008      TransitionState   = DOWN_DEFAULT UP_DAY
10009       Model            = NBAirfield_A6
10010        Animation       = NBAirfield_A6.NBAirfield_A6
10011  
10012        AnimationMode   = ONCE
10013        AnimationSpeedFactorRange = 1.0 1.0
10014        Flags           = START_FRAME_FIRST
10015      End
10016      TransitionState   = DOWN_DEFAULT UP_NIGHT
10017       Model            = NBAirfield_A6N
10018        Animation       = NBAirfield_A6N.NBAirfield_A6N
10019        AnimationMode   = ONCE
10020        AnimationSpeedFactorRange = 1.0 1.0
10021        Flags           = START_FRAME_FIRST
10022      End
10023      TransitionState   = DOWN_DEFAULT UP_SNOW
10024       Model            = NBAirfield_A6S
10025        Animation       = NBAirfield_A6S.NBAirfield_A6S
10026        AnimationMode   = ONCE
10027        AnimationSpeedFactorRange = 1.0 1.0
10028        Flags           = START_FRAME_FIRST
10029      End
10030      TransitionState   = DOWN_DEFAULT UP_SNOWNIGHT
10031       Model            = NBAirfield_A6SN
10032        Animation       = NBAirfield_A6SN.NBAirfield_A6SN
10033        AnimationMode   = ONCE
10034        AnimationSpeedFactorRange = 1.0 1.0
10035        Flags           = START_FRAME_FIRST
10036      End
10037      TransitionState   = UP_DAY DOWN_DEFAULT
10038        Model           = NBAirfield_A6
10039        Animation       = NBAirfield_A6.NBAirfield_A6
10040        AnimationMode   = ONCE_BACKWARDS
10041        AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
10042        Flags           = START_FRAME_LAST
10043      End
10044      TransitionState   = UP_NIGHT DOWN_DEFAULT
10045        Model           = NBAirfield_A6N
10046        Animation       = NBAirfield_A6N.NBAirfield_A6N
10047        AnimationMode   = ONCE_BACKWARDS
10048        AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
10049        Flags           = START_FRAME_LAST
10050      End
10051      TransitionState   = UP_SNOW DOWN_DEFAULT
10052        Model           = NBAirfield_A6S
10053        Animation       = NBAirfield_A6S.NBAirfield_A6S
10054        AnimationMode   = ONCE_BACKWARDS
10055        AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
10056        Flags           = START_FRAME_LAST
10057      End
10058      TransitionState   = UP_SNOWNIGHT DOWN_DEFAULT
10059        Model           = NBAirfield_A6SN
10060        Animation       = NBAirfield_A6SN.NBAirfield_A6SN
10061        AnimationMode   = ONCE_BACKWARDS
10062        AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
10063        Flags           = START_FRAME_LAST
10064      End
10065    End
10066  
10067    ; ------------ being-constructed crane -----------------
10068    Draw = W3DModelDraw ModuleTag_09
10069    AnimationsRequirePower = No
10070      DefaultConditionState
10071        Model           = None
10072        TransitionKey   = DOWN_DEFAULT
10073      End
10074      ConditionState    = NIGHT
10075        Model           = None
10076        TransitionKey   = DOWN_DEFAULT
10077      End
10078      ConditionState    = SNOW
10079        Model           = None
10080        TransitionKey   = DOWN_DEFAULT
10081      End
10082      ConditionState    = SNOW NIGHT
10083        Model           = None
10084        TransitionKey   = DOWN_DEFAULT
10085      End
10086      ConditionState    = SOLD
10087        Model           = NONE
10088      End
10089  
10090      ConditionState  = ACTIVELY_BEING_CONSTRUCTED
10091        Model           = NBAirfield_A5
10092        Animation       = NBAirfield_A5.NBAirfield_A5
10093        AnimationMode   = LOOP
10094        TransitionKey  = UP_DAY
10095      End
10096  
10097      ConditionState  = NIGHT ACTIVELY_BEING_CONSTRUCTED
10098        Model           = NBAirfield_A5N
10099        Animation       = NBAirfield_A5N.NBAirfield_A5N
10100        AnimationMode   = LOOP
10101        TransitionKey  = UP_NIGHT
10102      End
10103  
10104      ConditionState  = SNOW ACTIVELY_BEING_CONSTRUCTED
10105        Model           = NBAirfield_A5S
10106        Animation       = NBAirfield_A5S.NBAirfield_A5S
10107        AnimationMode   = LOOP
10108        TransitionKey  = UP_SNOW
10109      End
10110  
10111      ConditionState  = SNOW NIGHT ACTIVELY_BEING_CONSTRUCTED
10112        Model           = NBAirfield_A5SN
10113        Animation       = NBAirfield_A5SN.NBAirfield_A5SN
10114        AnimationMode   = LOOP
10115        TransitionKey  = UP_SNOWNIGHT
10116      End
10117      TransitionState   = DOWN_DEFAULT UP_DAY
10118        Model            = NBAirfield_AB
10119        Animation       = NBAirfield_AB.NBAirfield_AB
10120        AnimationMode   = ONCE
10121        AnimationSpeedFactorRange = 1.0 1.0
10122        Flags           = START_FRAME_FIRST
10123      End
10124  
10125      TransitionState   = DOWN_DEFAULT UP_NIGHT
10126        Model            = NBAirfield_ABN
10127        Animation       = NBAirfield_ABN.NBAirfield_ABN
10128        AnimationMode   = ONCE
10129        AnimationSpeedFactorRange = 1.0 1.0
10130        Flags           = START_FRAME_FIRST
10131      End
10132      TransitionState   = DOWN_DEFAULT UP_SNOW
10133        Model            = NBAirfield_ABS
10134        Animation       = NBAirfield_ABS.NBAirfield_ABS
10135        AnimationMode   = ONCE
10136        AnimationSpeedFactorRange = 1.0 1.0
10137        Flags           = START_FRAME_FIRST
10138      End
10139      TransitionState   = DOWN_DEFAULT UP_SNOWNIGHT
10140        Model            = NBAirfield_ABSN
10141        Animation       = NBAirfield_ABSN.NBAirfield_ABSN
10142        AnimationMode   = ONCE
10143        AnimationSpeedFactorRange = 1.0 1.0
10144        Flags           = START_FRAME_FIRST
10145      End
10146      TransitionState   = UP_DAY DOWN_DEFAULT
10147        Model            = NBAirfield_AB
10148        Animation       = NBAirfield_AB.NBAirfield_AB
10149        AnimationMode   = ONCE_BACKWARDS
10150        AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
10151        Flags           = START_FRAME_LAST
10152      End
10153  
10154      TransitionState   = UP_NIGHT DOWN_DEFAULT
10155        Model            = NBAirfield_ABN
10156        Animation       = NBAirfield_ABN.NBAirfield_ABN
10157        AnimationMode   = ONCE_BACKWARDS
10158        AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
10159        Flags           = START_FRAME_LAST
10160      End
10161      TransitionState   = UP_SNOW DOWN_DEFAULT
10162        Model            = NBAirfield_ABS
10163        Animation       = NBAirfield_ABS.NBAirfield_ABS
10164        AnimationMode   = ONCE_BACKWARDS
10165        AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
10166        Flags           = START_FRAME_LAST
10167      End
10168      TransitionState   = UP_SNOWNIGHT DOWN_DEFAULT
10169        Model            = NBAirfield_ABSN
10170        Animation       = NBAirfield_ABSN.NBAirfield_ABSN
10171        AnimationMode   = ONCE_BACKWARDS
10172        AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
10173        Flags           = START_FRAME_LAST
10174      End
10175    End
10176  
10177    PlacementViewAngle = -45
10178  
10179    ; ***DESIGN parameters ***
10180    DisplayName      = OBJECT:Airfield
10181    Side             = GLA
10182    EditorSorting    = STRUCTURE
10183    Prerequisites
10184      Object = GLASupplyStash
10185    End
10186    BuildCost        = 1000
10187    BuildTime        = 25.0           ; in seconds
10188    EnergyProduction = 0
10189    CommandSet       = GLAAirfieldCommandSet
10190    VisionRange     = 200.0           ; Shroud clearing distance
10191    ShroudClearingRange = 200
10192    ArmorSet
10193      Conditions      = None
10194      Armor           = StructureArmor
10195      DamageFX        = StructureDamageFXNoShake
10196    End
10197    ExperienceValue     = 150 150 150 150  ; Experience point value at each level
10198  
10199    ; *** AUDIO Parameters ***
10200    VoiceSelect = AirfieldGLASelect        ;make me!
10201    SoundDie              = BuildingDie
10202    SoundOnDamaged        = BuildingDamagedStateLight
10203    SoundOnReallyDamaged  = BuildingDestroy
10204  
10205    UnitSpecificSounds
10206      UnderConstruction   = UnderConstructionLoop
10207    End
10208  
10209    ; *** ENGINEERING Parameters ***
10210    RadarPriority   = STRUCTURE
10211    KindOf          = PRELOAD STRUCTURE SELECTABLE IMMOBILE AIRFIELD SCORE CAPTURABLE FS_TECHNOLOGY MP_COUNT_FOR_VICTORY FS_FACTORY
10212    Body            = StructureBody ModuleTag_09
10213      MaxHealth       = 1200.0
10214      InitialHealth   = 1200.0
10215    End
10216  
10217    Behavior = ParkingPlaceBehavior ModuleTag_10
10218      HealAmountPerSecond   = 10
10219      NumRows               = 2
10220      NumCols               = 2
10221      HasRunways            = Yes
10222      ApproachHeight        = 50
10223      ParkInHangars         = Yes
10224    End
10225  
10226    Behavior = ProductionUpdate ModuleTag_11
10227      NumDoorAnimations            = 4
10228      DoorOpeningTime              = 2000  ;in mSeconds
10229      DoorWaitOpenTime             = 3000  ;in mSeconds
10230      DoorCloseTime                = 2000  ;in mSeconds
10231      ConstructionCompleteDuration = 1000  ;in mSeconds
10232    End
10233  
10234    Behavior = DestroyDie ModuleTag_12
10235      ;nothing
10236    End
10237    Behavior = CreateObjectDie ModuleTag_13
10238      CreationList  = OCL_ABPowerPlantExplode
10239    End
10240    Behavior = FXListDie ModuleTag_14
10241      DeathFX       = FX_AmericaWarFactoryDeathFinal ;FX_StructureMediumDeath
10242    End
10243    Behavior = RebuildHoleExposeDie ModuleTag_15
10244      HoleName      = GLAHoleAirfield
10245      HoleMaxHealth = 1200.0
10246    End 
10247  
10248    Behavior = FlammableUpdate ModuleTag_17
10249      AflameDuration = 5000         ; If I catch fire, I'll burn for this long...
10250      AflameDamageAmount = 5       ; taking this much damage...
10251      AflameDamageDelay = 500       ; this often.
10252    End
10253  
10254    Behavior = TransitionDamageFX ModuleTag_18
10255      ;-------------DESIGNED FOR MEDIUM SIZED FACTION BUILDING TRANSITIONS-------------------
10256      DamagedParticleSystem1       = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke
10257      ;---------------------------------------------------------------------------------------
10258      ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke
10259      ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionMediumExplosion
10260      ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionMediumShockwave
10261    End
10262  
10263    Geometry            = BOX
10264    GeometryMajorRadius = 83.0
10265    GeometryMinorRadius = 76.0
10266    GeometryHeight      = 25.0
10267    GeometryIsSmall     = No
10268    Shadow          = SHADOW_VOLUME
10269    BuildCompletion = PLACED_BY_PLAYER
10270  
10271  End
10272  
10273  ;------------------------------------------------------------------------------
10274  ObjectReskin GLAHoleAirfield GLAHole
10275    Draw                     = W3DModelDraw ModuleTag_01
10276      OkToChangeModelColor   = Yes
10277      ConditionState         = NONE
10278        Model                = UBHole
10279      End
10280      ConditionState         = DAMAGED
10281        Model                = UBHole_D
10282        ParticleSysBone      = Smoke01 SteamVent
10283      End
10284      ConditionState         = REALLYDAMAGED RUBBLE
10285        Model                = UBHole_E
10286        ParticleSysBone      = Smoke01 SteamVent
10287        ParticleSysBone      = Smoke02 SteamVent
10288        ParticleSysBone      = Fire01 GLAPowerPlantFlame
10289        ParticleSysBone      = Fire02 GLAPowerPlantFlame
10290        ParticleSysBone      = Fire03 GLAPowerPlantFlame
10291      End
10292    End
10293    Draw                     = W3DModelDraw ModuleTag_02
10294      OkToChangeModelColor   = Yes
10295      ConditionState         = NONE
10296        Model                = None
10297        ParticleSysBone      = Smoke01 SmolderingSmoke
10298        ParticleSysBone      = Smoke03 SmolderingSmoke
10299        ParticleSysBone      = Smoke04 SmolderingSmoke
10300      End
10301      ConditionState         = DAMAGED REALLYDAMAGED RUBBLE
10302        Model                = None
10303        ParticleSysBone      = Smoke01 SmolderingSmoke
10304        ParticleSysBone      = Smoke03 SmolderingSmoke
10305        ParticleSysBone      = Smoke04 SmolderingSmoke
10306      End
10307    End
10308  End
10309  
10310  ;------------------------------------------------------------------------------
10311  Object GLABlackMarket
10312  
10313    ; *** ART Parameters ***
10314    SelectPortrait         = SUBlackMarket_L
10315    ButtonImage            = SUBlackMarket
10316    Draw                = W3DModelDraw ModuleTag_01
10317      OkToChangeModelColor = Yes
10318  
10319      ; day
10320      ConditionState    = NONE
10321        Model           = UBBlackMkt
10322        Animation       = UBBlackMkt.UBBlackMkt
10323        AnimationMode   = LOOP
10324        ParticleSysBone = Smoke01 SmolderingSmoke      
10325      End
10326      ConditionState    = DAMAGED
10327        Model           = UBBlackMkt_D
10328        Animation       = UBBlackMkt_D.UBBlackMkt_D
10329        AnimationMode   = LOOP
10330        ParticleSysBone = Smoke01 SmolderingSmoke
10331        ParticleSysBone = Smoke02 SmolderingSmoke
10332        ParticleSysBone = Smoke03 SmolderingSmoke
10333        ParticleSysBone = Smoke04 SmolderingSmoke
10334        ParticleSysBone = Smoke05 SmolderingSmoke
10335        ParticleSysBone = Smoke06 SmolderingSmoke
10336        ParticleSysBone = Fire02 SmolderingFire
10337        ParticleSysBone = Fire03 SmolderingFire
10338        ParticleSysBone = Fire04 SmolderingFire
10339        ParticleSysBone = Fire05 SmolderingFire
10340        ParticleSysBone = Fire06 SmolderingFire
10341      End
10342      ConditionState    = REALLYDAMAGED RUBBLE
10343        Model           = UBBlackMkt_E
10344        Animation       = UBBlackMkt_E.UBBlackMkt_E
10345        AnimationMode   = LOOP
10346        ParticleSysBone = Smoke01 SmolderingSmoke
10347        ParticleSysBone = Smoke02 SmolderingSmoke
10348        ParticleSysBone = Smoke03 SmolderingSmoke
10349        ParticleSysBone = Smoke04 SmolderingSmoke
10350        ParticleSysBone = Smoke05 SmolderingSmoke
10351        ParticleSysBone = Smoke06 SmolderingSmoke
10352        ParticleSysBone = Smoke07 SmolderingSmoke
10353        ParticleSysBone = Fire02 SmolderingFire
10354        ParticleSysBone = Fire03 SmolderingFire
10355        ParticleSysBone = Fire04 SmolderingFire
10356        ParticleSysBone = Fire05 SmolderingFire
10357        ParticleSysBone = Fire06 SmolderingFire
10358        ParticleSysBone = Fire07 SmolderingFire
10359      End
10360      
10361      ; day snow
10362      ConditionState    = SNOW
10363        Model           = UBBlackMkt_S
10364        Animation       = UBBlackMkt_S.UBBlackMkt_S
10365        AnimationMode   = LOOP
10366        ParticleSysBone = Smoke01 SmolderingSmoke      
10367      End
10368      ConditionState    = DAMAGED SNOW
10369        Model           = UBBlackMkt_DS
10370        Animation       = UBBlackMkt_DS.UBBlackMkt_DS
10371        AnimationMode   = LOOP
10372        ParticleSysBone = Smoke01 SmolderingSmoke
10373        ParticleSysBone = Smoke02 SmolderingSmoke
10374        ParticleSysBone = Smoke03 SmolderingSmoke
10375        ParticleSysBone = Smoke04 SmolderingSmoke
10376        ParticleSysBone = Smoke05 SmolderingSmoke
10377        ParticleSysBone = Smoke06 SmolderingSmoke
10378        ParticleSysBone = Fire02 SmolderingFire
10379        ParticleSysBone = Fire03 SmolderingFire
10380        ParticleSysBone = Fire04 SmolderingFire
10381        ParticleSysBone = Fire05 SmolderingFire
10382        ParticleSysBone = Fire06 SmolderingFire
10383      End
10384      ConditionState    = REALLYDAMAGED RUBBLE SNOW
10385        Model           = UBBlackMkt_ES
10386        Animation       = UBBlackMkt_ES.UBBlackMkt_ES
10387        AnimationMode   = LOOP
10388        ParticleSysBone = Smoke01 SmolderingSmoke
10389        ParticleSysBone = Smoke02 SmolderingSmoke
10390        ParticleSysBone = Smoke03 SmolderingSmoke
10391        ParticleSysBone = Smoke04 SmolderingSmoke
10392        ParticleSysBone = Smoke05 SmolderingSmoke
10393        ParticleSysBone = Smoke06 SmolderingSmoke
10394        ParticleSysBone = Smoke07 SmolderingSmoke
10395        ParticleSysBone = Fire02 SmolderingFire
10396        ParticleSysBone = Fire03 SmolderingFire
10397        ParticleSysBone = Fire04 SmolderingFire
10398        ParticleSysBone = Fire05 SmolderingFire
10399        ParticleSysBone = Fire06 SmolderingFire
10400        ParticleSysBone = Fire07 SmolderingFire
10401      End
10402      
10403      ; night
10404      ConditionState    = NIGHT 
10405        Model           = UBBlackMkt_N
10406        Animation       = UBBlackMkt_N.UBBlackMkt_N
10407        AnimationMode   = LOOP
10408        ParticleSysBone = Smoke01 SmolderingSmoke      
10409      End
10410      ConditionState    = DAMAGED NIGHT
10411        Model           = UBBlackMkt_DN
10412        Animation       = UBBlackMkt_DN.UBBlackMkt_DN
10413        AnimationMode   = LOOP
10414        ParticleSysBone = Smoke01 SmolderingSmoke
10415        ParticleSysBone = Smoke02 SmolderingSmoke
10416        ParticleSysBone = Smoke03 SmolderingSmoke
10417        ParticleSysBone = Smoke04 SmolderingSmoke
10418        ParticleSysBone = Smoke05 SmolderingSmoke
10419        ParticleSysBone = Smoke06 SmolderingSmoke
10420        ParticleSysBone = Fire02 SmolderingFire
10421        ParticleSysBone = Fire03 SmolderingFire
10422        ParticleSysBone = Fire04 SmolderingFire
10423        ParticleSysBone = Fire05 SmolderingFire
10424        ParticleSysBone = Fire06 SmolderingFire
10425      End
10426      ConditionState    = REALLYDAMAGED RUBBLE NIGHT
10427        Model           = UBBlackMkt_EN
10428        Animation       = UBBlackMkt_EN.UBBlackMkt_EN
10429        AnimationMode   = LOOP
10430        ParticleSysBone = Smoke01 SmolderingSmoke
10431        ParticleSysBone = Smoke02 SmolderingSmoke
10432        ParticleSysBone = Smoke03 SmolderingSmoke
10433        ParticleSysBone = Smoke04 SmolderingSmoke
10434        ParticleSysBone = Smoke05 SmolderingSmoke
10435        ParticleSysBone = Smoke06 SmolderingSmoke
10436        ParticleSysBone = Smoke07 SmolderingSmoke
10437        ParticleSysBone = Fire02 SmolderingFire
10438        ParticleSysBone = Fire03 SmolderingFire
10439        ParticleSysBone = Fire04 SmolderingFire
10440        ParticleSysBone = Fire05 SmolderingFire
10441        ParticleSysBone = Fire06 SmolderingFire
10442        ParticleSysBone = Fire07 SmolderingFire
10443      End
10444      
10445      ; night snow
10446      ConditionState    = NIGHT SNOW
10447        Model           = UBBlackMkt_NS
10448        Animation       = UBBlackMkt_NS.UBBlackMkt_NS
10449        AnimationMode   = LOOP
10450        ParticleSysBone = Smoke01 SmolderingSmoke      
10451      End
10452      ConditionState    = DAMAGED NIGHT SNOW
10453        Model           = UBBlackMkt_DNS
10454        Animation       = UBBlackMkt_DNS.UBBlackMkt_DNS
10455        AnimationMode   = LOOP
10456        ParticleSysBone = Smoke01 SmolderingSmoke
10457        ParticleSysBone = Smoke02 SmolderingSmoke
10458        ParticleSysBone = Smoke03 SmolderingSmoke
10459        ParticleSysBone = Smoke04 SmolderingSmoke
10460        ParticleSysBone = Smoke05 SmolderingSmoke
10461        ParticleSysBone = Smoke06 SmolderingSmoke
10462        ParticleSysBone = Fire02 SmolderingFire
10463        ParticleSysBone = Fire03 SmolderingFire
10464        ParticleSysBone = Fire04 SmolderingFire
10465        ParticleSysBone = Fire05 SmolderingFire
10466        ParticleSysBone = Fire06 SmolderingFire
10467      End
10468      ConditionState    = REALLYDAMAGED RUBBLE NIGHT SNOW
10469        Model           = UBBlackMkt_ENS
10470        Animation       = UBBlackMkt_ENS.UBBlackMkt_ENS
10471        AnimationMode   = LOOP
10472        ParticleSysBone = Smoke01 SmolderingSmoke
10473        ParticleSysBone = Smoke02 SmolderingSmoke
10474        ParticleSysBone = Smoke03 SmolderingSmoke
10475        ParticleSysBone = Smoke04 SmolderingSmoke
10476        ParticleSysBone = Smoke05 SmolderingSmoke
10477        ParticleSysBone = Smoke06 SmolderingSmoke
10478        ParticleSysBone = Smoke07 SmolderingSmoke
10479        ParticleSysBone = Fire02 SmolderingFire
10480        ParticleSysBone = Fire03 SmolderingFire
10481        ParticleSysBone = Fire04 SmolderingFire
10482        ParticleSysBone = Fire05 SmolderingFire
10483        ParticleSysBone = Fire06 SmolderingFire
10484        ParticleSysBone = Fire07 SmolderingFire
10485      End
10486      
10487      ;**************************************************************************************************************************
10488      ;This block handles every possible case with construction process, selling process, awaiting construction, and sold states
10489      ;for this draw module
10490      ConditionState       =  PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
10491        Model              = UBBlackMkt
10492        Animation          = UBBlackMkt.UBBlackMkt
10493        AnimationMode      = LOOP
10494        Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
10495      End
10496      ConditionState       =  PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED
10497        Model              = UBBlackMkt_D
10498        Animation          = UBBlackMkt_D.UBBlackMkt_D
10499        AnimationMode      = LOOP
10500        Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
10501      End
10502      ConditionState       =  PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED
10503        Model              = UBBlackMkt_E
10504        Animation          = UBBlackMkt_E.UBBlackMkt_E
10505        AnimationMode      = LOOP
10506        Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
10507      End
10508      ConditionState       =  PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT
10509        Model              = UBBlackMkt_N
10510        Animation          = UBBlackMkt_N.UBBlackMkt_N
10511        AnimationMode      = LOOP
10512        Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
10513      End
10514      ConditionState       =  PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT DAMAGED
10515        Model              = UBBlackMkt_DN
10516        Animation          = UBBlackMkt_DN.UBBlackMkt_DN
10517        AnimationMode      = LOOP
10518        Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
10519      End
10520      ConditionState       =  PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT REALLYDAMAGED
10521        Model              = UBBlackMkt_EN
10522        Animation          = UBBlackMkt_EN.UBBlackMkt_EN
10523        AnimationMode      = LOOP
10524        Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
10525      End
10526      ConditionState       =  PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW
10527        Model              = UBBlackMkt_S
10528        Animation          = UBBlackMkt_S.UBBlackMkt_S
10529        AnimationMode      = LOOP
10530        Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
10531      End
10532      ConditionState       =  PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW DAMAGED
10533        Model              = UBBlackMkt_DS
10534        Animation          = UBBlackMkt_DS.UBBlackMkt_DS
10535        AnimationMode      = LOOP
10536        Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
10537      End
10538      ConditionState       =  PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW REALLYDAMAGED
10539        Model              = UBBlackMkt_ES
10540        Animation          = UBBlackMkt_ES.UBBlackMkt_ES
10541        AnimationMode      = LOOP
10542        Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
10543      End
10544      ConditionState       =  PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW
10545        Model              = UBBlackMkt_NS
10546        Animation          = UBBlackMkt_NS.UBBlackMkt_NS
10547        AnimationMode      = LOOP
10548        Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
10549      End
10550      ConditionState       =  PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW DAMAGED
10551        Model              = UBBlackMkt_DNS
10552        Animation          = UBBlackMkt_DNS.UBBlackMkt_DNS
10553        AnimationMode      = LOOP
10554        Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
10555      End
10556      ConditionState       =  PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW REALLYDAMAGED
10557        Model              = UBBlackMkt_ENS
10558        Animation          = UBBlackMkt_ENS.UBBlackMkt_ENS
10559        AnimationMode      = LOOP
10560        Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
10561      End
10562  
10563      ConditionState       = AWAITING_CONSTRUCTION 
10564        Model              = NONE
10565      End
10566      AliasConditionState  = AWAITING_CONSTRUCTION DAMAGED
10567      AliasConditionState  = AWAITING_CONSTRUCTION REALLYDAMAGED
10568      AliasConditionState  = AWAITING_CONSTRUCTION NIGHT
10569      AliasConditionState  = AWAITING_CONSTRUCTION NIGHT DAMAGED
10570      AliasConditionState  = AWAITING_CONSTRUCTION NIGHT REALLYDAMAGED
10571      AliasConditionState  = AWAITING_CONSTRUCTION SNOW
10572      AliasConditionState  = AWAITING_CONSTRUCTION SNOW DAMAGED
10573      AliasConditionState  = AWAITING_CONSTRUCTION SNOW REALLYDAMAGED
10574      AliasConditionState  = AWAITING_CONSTRUCTION NIGHT SNOW
10575      AliasConditionState  = AWAITING_CONSTRUCTION NIGHT SNOW DAMAGED
10576      AliasConditionState  = AWAITING_CONSTRUCTION NIGHT SNOW REALLYDAMAGED
10577      AliasConditionState  = SOLD 
10578      AliasConditionState  = SOLD DAMAGED
10579      AliasConditionState  = SOLD REALLYDAMAGED
10580      AliasConditionState  = SOLD NIGHT
10581      AliasConditionState  = SOLD NIGHT DAMAGED
10582      AliasConditionState  = SOLD NIGHT REALLYDAMAGED
10583      AliasConditionState  = SOLD SNOW
10584      AliasConditionState  = SOLD SNOW DAMAGED
10585      AliasConditionState  = SOLD SNOW REALLYDAMAGED
10586      AliasConditionState  = SOLD NIGHT SNOW
10587      AliasConditionState  = SOLD NIGHT SNOW DAMAGED
10588      AliasConditionState  = SOLD NIGHT SNOW REALLYDAMAGED
10589      ;**************************************************************************************************************************
10590    End  
10591  
10592    ; ------------ construction-zone fence -----------------
10593    Draw = W3DModelDraw ModuleTag_02
10594    AnimationsRequirePower = No
10595      DefaultConditionState
10596        Model           = None
10597        TransitionKey   = DOWN_DEFAULT
10598      End
10599      ConditionState    = NIGHT
10600        Model           = None
10601        TransitionKey   = DOWN_DEFAULT
10602      End
10603      ConditionState    = SNOW
10604        Model           = None
10605        TransitionKey   = DOWN_DEFAULT
10606      End   
10607      ConditionState    = SNOW NIGHT
10608        Model           = None
10609        TransitionKey   = DOWN_DEFAULT
10610      End
10611      ConditionState    = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
10612        Model           = UBBlackMkt_A4
10613        Animation       = UBBlackMkt_A4.UBBlackMkt_A4
10614        AnimationMode   = MANUAL
10615        Flags           = START_FRAME_LAST
10616        TransitionKey   = UP_DAY
10617      End
10618      ConditionState    = NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
10619        Model           = UBBlackMkt_A4N
10620        Animation       = UBBlackMkt_A4N.UBBlackMkt_A4N
10621        AnimationMode   = MANUAL
10622        Flags           = START_FRAME_LAST
10623        TransitionKey   = UP_NIGHT
10624      End
10625      ConditionState    = SNOW AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
10626        Model           = UBBlackMkt_A4S
10627        Animation       = UBBlackMkt_A4S.UBBlackMkt_A4S
10628        AnimationMode   = MANUAL
10629        Flags           = START_FRAME_LAST
10630        TransitionKey   = UP_SNOW
10631      End   
10632      ConditionState    = SNOW NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
10633        Model           = UBBlackMkt_A4SN
10634        Animation       = UBBlackMkt_A4SN.UBBlackMkt_A4SN
10635        AnimationMode   = MANUAL
10636        Flags           = START_FRAME_LAST
10637        TransitionKey   = UP_SNOWNIGHT
10638      End 
10639      TransitionState   = DOWN_DEFAULT UP_DAY
10640        Model           = UBBlackMkt_A4
10641        Animation       = UBBlackMkt_A4.UBBlackMkt_A4
10642        AnimationMode   = ONCE
10643        AnimationSpeedFactorRange = 1.0 1.0
10644        Flags           = START_FRAME_FIRST
10645      End
10646      TransitionState   = DOWN_DEFAULT UP_NIGHT
10647        Model           = UBBlackMkt_A4N
10648        Animation       = UBBlackMkt_A4N.UBBlackMkt_A4N
10649        AnimationMode   = ONCE
10650        AnimationSpeedFactorRange = 1.0 1.0
10651        Flags           = START_FRAME_FIRST
10652      End
10653      TransitionState   = DOWN_DEFAULT UP_SNOW
10654        Model           = UBBlackMkt_A4S
10655        Animation       = UBBlackMkt_A4S.UBBlackMkt_A4S
10656        AnimationMode   = ONCE
10657        AnimationSpeedFactorRange = 1.0 1.0
10658        Flags           = START_FRAME_FIRST
10659      End
10660      TransitionState   = DOWN_DEFAULT UP_SNOWNIGHT
10661        Model           = UBBlackMkt_A4SN
10662        Animation       = UBBlackMkt_A4SN.UBBlackMkt_A4SN
10663        AnimationMode   = ONCE
10664        AnimationSpeedFactorRange = 1.0 1.0
10665        Flags           = START_FRAME_FIRST
10666      End
10667      TransitionState   = UP_DAY DOWN_DEFAULT
10668        Model           = UBBlackMkt_A4
10669        Animation       = UBBlackMkt_A4.UBBlackMkt_A4
10670        AnimationMode   = ONCE_BACKWARDS
10671        AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
10672        Flags           = START_FRAME_LAST
10673      End
10674      TransitionState   = UP_NIGHT DOWN_DEFAULT
10675        Model           = UBBlackMkt_A4N
10676        Animation       = UBBlackMkt_A4N.UBBlackMkt_A4N
10677        AnimationMode   = ONCE_BACKWARDS
10678        AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
10679        Flags           = START_FRAME_LAST
10680      End
10681      TransitionState   = UP_SNOW DOWN_DEFAULT
10682        Model           = UBBlackMkt_A4S
10683        Animation       = UBBlackMkt_A4S.UBBlackMkt_A4S
10684        AnimationMode   = ONCE_BACKWARDS
10685        AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
10686        Flags           = START_FRAME_LAST
10687      End
10688      TransitionState   = UP_SNOWNIGHT DOWN_DEFAULT
10689        Model           = UBBlackMkt_A4SN
10690        Animation       = UBBlackMkt_A4SN.UBBlackMkt_A4SN
10691        AnimationMode   = ONCE_BACKWARDS
10692        AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
10693        Flags           = START_FRAME_LAST
10694      End
10695    End
10696  
10697    ; ------------ under-construction scaffolding -----------------
10698    Draw = W3DModelDraw ModuleTag_03
10699    AnimationsRequirePower = No
10700      MinLODRequired = MEDIUM
10701      DefaultConditionState
10702        Model           = None
10703        TransitionKey   = DOWN_DEFAULT
10704      End
10705      ConditionState    = NIGHT
10706        Model           = None
10707        TransitionKey   = DOWN_DEFAULT
10708      End
10709      ConditionState    = SNOW
10710        Model           = None
10711        TransitionKey   = DOWN_DEFAULT
10712      End 
10713      ConditionState    = SNOW NIGHT
10714        Model           = None
10715        TransitionKey   = DOWN_DEFAULT
10716      End 
10717      ConditionState    = PARTIALLY_CONSTRUCTED
10718        Model           = UBBlackMkt_A6
10719        Animation       = UBBlackMkt_A6.UBBlackMkt_A6
10720        AnimationMode   = MANUAL
10721        Flags           = START_FRAME_LAST
10722        TransitionKey   = UP_DAY
10723        ParticleSysBone = Dust01 BuildingDust
10724        ParticleSysBone = Smoke01 BuildUpSmoke
10725        ParticleSysBone = Smoke02 BuildUpSmoke
10726        ParticleSysBone = Smoke03 BuildUpSmoke
10727        ParticleSysBone = Smoke04 BuildUpSmoke
10728      End
10729      ConditionState    = NIGHT PARTIALLY_CONSTRUCTED
10730        Model           = UBBlackMkt_A6N
10731        Animation       = UBBlackMkt_A6N.UBBlackMkt_A6N
10732        AnimationMode   = MANUAL
10733        Flags           = START_FRAME_LAST
10734        TransitionKey   = UP_NIGHT
10735        ParticleSysBone = Dust01 BuildingDust
10736        ParticleSysBone = Smoke01 BuildUpSmoke
10737        ParticleSysBone = Smoke02 BuildUpSmoke
10738        ParticleSysBone = Smoke03 BuildUpSmoke
10739        ParticleSysBone = Smoke04 BuildUpSmoke
10740      End
10741      ConditionState    = SNOW PARTIALLY_CONSTRUCTED
10742        Model           = UBBlackMkt_A6S
10743        Animation       = UBBlackMkt_A6S.UBBlackMkt_A6S
10744        AnimationMode   = MANUAL
10745        Flags           = START_FRAME_LAST
10746        TransitionKey   = UP_SNOW
10747        ParticleSysBone = Dust01 BuildingSnowDust
10748        ParticleSysBone = Smoke01 BuildUpSnowSmoke
10749        ParticleSysBone = Smoke02 BuildUpSnowSmoke
10750        ParticleSysBone = Smoke03 BuildUpSnowSmoke
10751        ParticleSysBone = Smoke04 BuildUpSnowSmoke
10752      End
10753      ConditionState    = SNOW NIGHT PARTIALLY_CONSTRUCTED
10754        Model           = UBBlackMkt_A6SN
10755        Animation       = UBBlackMkt_A6SN.UBBlackMkt_A6SN
10756        AnimationMode   = MANUAL
10757        Flags           = START_FRAME_LAST
10758        TransitionKey   = UP_SNOWNIGHT
10759        ParticleSysBone = Dust01 BuildingNightSnowDust
10760        ParticleSysBone = Smoke01 BuildUpNightSnowSmoke
10761        ParticleSysBone = Smoke02 BuildUpNightSnowSmoke
10762        ParticleSysBone = Smoke03 BuildUpNightSnowSmoke
10763        ParticleSysBone = Smoke04 BuildUpNightSnowSmoke
10764      End
10765      TransitionState   = DOWN_DEFAULT UP_DAY
10766       Model            = UBBlackMkt_A6
10767        Animation       = UBBlackMkt_A6.UBBlackMkt_A6
10768        AnimationMode   = ONCE
10769        AnimationSpeedFactorRange = 1.0 1.0
10770        Flags           = START_FRAME_FIRST
10771      End
10772      TransitionState   = DOWN_DEFAULT UP_NIGHT
10773       Model            = UBBlackMkt_A6N
10774        Animation       = UBBlackMkt_A6N.UBBlackMkt_A6N
10775        AnimationMode   = ONCE
10776        AnimationSpeedFactorRange = 1.0 1.0
10777        Flags           = START_FRAME_FIRST
10778      End
10779      TransitionState   = DOWN_DEFAULT UP_SNOW
10780       Model            = UBBlackMkt_A6S
10781        Animation       = UBBlackMkt_A6S.UBBlackMkt_A6S
10782        AnimationMode   = ONCE
10783        AnimationSpeedFactorRange = 1.0 1.0
10784        Flags           = START_FRAME_FIRST
10785      End
10786      TransitionState   = DOWN_DEFAULT UP_SNOWNIGHT
10787       Model            = UBBlackMkt_A6SN
10788        Animation       = UBBlackMkt_A6SN.UBBlackMkt_A6SN
10789        AnimationMode   = ONCE
10790        AnimationSpeedFactorRange = 1.0 1.0
10791        Flags           = START_FRAME_FIRST
10792      End
10793      TransitionState   = UP_DAY DOWN_DEFAULT
10794        Model           = UBBlackMkt_A6
10795        Animation       = UBBlackMkt_A6.UBBlackMkt_A6
10796        AnimationMode   = ONCE_BACKWARDS
10797        AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
10798        Flags           = START_FRAME_LAST
10799      End
10800      TransitionState   = UP_NIGHT DOWN_DEFAULT
10801        Model           = UBBlackMkt_A6N
10802        Animation       = UBBlackMkt_A6N.UBBlackMkt_A6N
10803        AnimationMode   = ONCE_BACKWARDS
10804        AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
10805        Flags           = START_FRAME_LAST
10806      End
10807      TransitionState   = UP_SNOW DOWN_DEFAULT
10808        Model           = UBBlackMkt_A6S
10809        Animation       = UBBlackMkt_A6S.UBBlackMkt_A6S
10810        AnimationMode   = ONCE_BACKWARDS
10811        AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
10812        Flags           = START_FRAME_LAST
10813      End
10814      TransitionState   = UP_SNOWNIGHT DOWN_DEFAULT
10815        Model           = UBBlackMkt_A6SN
10816        Animation       = UBBlackMkt_A6SN.UBBlackMkt_A6SN
10817        AnimationMode   = ONCE_BACKWARDS
10818        AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
10819        Flags           = START_FRAME_LAST
10820      End
10821    End
10822  
10823    PlacementViewAngle  = -45
10824  
10825    ; ***DESIGN parameters ***
10826    DisplayName         = OBJECT:BlackMarket
10827    Side                = GLA
10828    EditorSorting       = STRUCTURE
10829    Prerequisites
10830      Object = GLAPalace
10831    End
10832    BuildCost           = 2500
10833    BuildTime           = 45.0           ; in seconds
10834    EnergyProduction    = 0
10835    CommandSet          = GLABlackMarketCommandSet
10836    VisionRange         = 200.0           ; Shroud clearing distance
10837    ShroudClearingRange = 200
10838    ArmorSet
10839      Conditions        = None
10840      Armor             = StructureArmor
10841      DamageFX          = StructureDamageFXNoShake
10842    End
10843    ExperienceValue     = 200 200 200 200  ; Experience point value at each level
10844  
10845    ; *** AUDIO Parameters ***
10846    VoiceSelect         = BlackMarketSelect
10847    SoundDie              = BuildingDie
10848    SoundOnDamaged        = BuildingDamagedStateLight
10849    SoundOnReallyDamaged  = BuildingDestroy
10850  
10851    UnitSpecificSounds
10852      UnderConstruction     = UnderConstructionLoop
10853    End
10854  
10855    ; *** ENGINEERING Parameters ***
10856    RadarPriority       = STRUCTURE
10857    KindOf              = PRELOAD STRUCTURE SELECTABLE IMMOBILE CAPTURABLE FS_TECHNOLOGY MP_COUNT_FOR_VICTORY SCORE_CREATE FS_FACTORY
10858    Body                = StructureBody ModuleTag_04
10859      MaxHealth         = 500.0
10860      InitialHealth     = 500.0
10861    End
10862  
10863    Behavior = AutoDepositUpdate ModuleTag_05
10864      DepositTiming       = 2000   ; in milliseconds
10865      DepositAmount       = 20   ; cash amount to deposit every DepositTiming
10866      InitialCaptureBonus = 0  ; no initial bonus
10867    End
10868  
10869    Behavior = ProductionUpdate ModuleTag_06
10870      ; nothing
10871    End
10872  
10873    Behavior                 = DestroyDie ModuleTag_07
10874      ;nothing
10875    End
10876    Behavior                 = RebuildHoleExposeDie ModuleTag_08
10877      HoleName          = GLAHoleBlackMarket
10878      HoleMaxHealth     = 500.0
10879    End 
10880    Behavior                 = CreateObjectDie ModuleTag_09
10881      CreationList      = OCL_ABPowerPlantExplode
10882    End
10883    Behavior                 = FXListDie ModuleTag_10
10884      DeathFX           = FX_StructureSmallDeath
10885    End
10886  
10887    Behavior = FlammableUpdate ModuleTag_12
10888      AflameDuration = 5000         ; If I catch fire, I'll burn for this long...
10889      AflameDamageAmount = 5       ; taking this much damage...
10890      AflameDamageDelay = 500       ; this often.
10891    End
10892  
10893    Behavior = TransitionDamageFX ModuleTag_13
10894      ;-------------DESIGNED FOR SMALL SIZED FACTION BUILDING TRANSITIONS-------------------
10895      DamagedParticleSystem1       = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke
10896      ;---------------------------------------------------------------------------------------
10897      ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke
10898      ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion
10899      ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave
10900    End
10901  
10902    Geometry            = BOX
10903    GeometryMajorRadius = 35.0
10904    GeometryMinorRadius = 35.0
10905    GeometryHeight      = 35.0
10906    GeometryIsSmall     = No
10907    Shadow              = SHADOW_VOLUME
10908    BuildCompletion     = PLACED_BY_PLAYER
10909  
10910  End
10911  
10912  ;------------------------------------------------------------------------------
10913  ObjectReskin GLAHoleBlackMarket GLAHole
10914    Draw                     = W3DModelDraw ModuleTag_01
10915      OkToChangeModelColor   = Yes
10916      ConditionState         = NONE
10917        Model                = UBHole
10918      End
10919      ConditionState         = DAMAGED
10920        Model                = UBHole_D
10921        ParticleSysBone      = Smoke01 SteamVent
10922      End
10923      ConditionState         = REALLYDAMAGED RUBBLE
10924        Model                = UBHole_E
10925        ParticleSysBone      = Smoke01 SteamVent
10926        ParticleSysBone      = Smoke02 SteamVent
10927        ParticleSysBone      = Fire01 GLAPowerPlantFlame
10928        ParticleSysBone      = Fire02 GLAPowerPlantFlame
10929        ParticleSysBone      = Fire03 GLAPowerPlantFlame
10930      End
10931    End
10932    Draw                     = W3DModelDraw ModuleTag_02
10933      OkToChangeModelColor   = Yes
10934      ConditionState         = NONE
10935        Model                = UBBlackMkt_R
10936        ParticleSysBone      = Smoke01 SmolderingSmoke
10937        ParticleSysBone      = Smoke03 SmolderingSmoke
10938        ParticleSysBone      = Smoke04 SmolderingSmoke
10939      End
10940      ConditionState         = DAMAGED REALLYDAMAGED RUBBLE
10941        Model                = UBBlackMkt_R
10942        ParticleSysBone      = Smoke01 SmolderingSmoke
10943        ParticleSysBone      = Smoke03 SmolderingSmoke
10944        ParticleSysBone      = Smoke04 SmolderingSmoke
10945      End
10946    End
10947  End
10948  
10949  ;------------------------------------------------------------------------------
10950  Object GLAScudStorm
10951  
10952    ; *** ART Parameters ***
10953    SelectPortrait         = SUScudStorm_L
10954    ButtonImage            = SUScudStorm
10955    Draw = W3DModelDraw ModuleTag_01
10956      OkToChangeModelColor = Yes
10957      ProjectileBoneFeedbackEnabledSlots = PRIMARY
10958  
10959      ; ----------DAY--------------
10960      ConditionState      = NONE
10961        Model             = UBScudStrm_A1
10962      Animation         = UBScudStrm_A1.UBScudStrm_A1
10963        AnimationMode     = MANUAL
10964        Flags         = START_FRAME_FIRST
10965        ShowSubObject     = WeaponA01 WeaponA02 WeaponA03 WeaponA04 WeaponA05 WeaponA06 WeaponA07 WeaponA08 WeaponA09
10966        ParticleSysBone   = SteamM01 SteamLarge
10967        ParticleSysBone   = SteamS01 SteamMedium
10968      End
10969      ConditionState      = DOOR_1_OPENING
10970        Model             = UBScudStrm_A1
10971        Animation         = UBScudStrm_A1.UBScudStrm_A1
10972        AnimationMode     = ONCE
10973      WeaponLaunchBone  = PRIMARY WeaponA
10974        ParticleSysBone   = SteamM01 SteamLarge
10975        ParticleSysBone   = SteamS01 SteamMedium
10976        ;ParticleSysBone   = FXBone01 ScudStormBuildingGoo
10977        ;ParticleSysBone   = FXBone02 ScudStormBuildingGoo
10978        ;ParticleSysBone   = FXBone03 ScudStormBuildingGoo
10979      End   
10980      ConditionState      = DOOR_1_WAITING_OPEN
10981        Model             = UBScudStrm_A2
10982        Animation         = UBScudStrm_A2.UBScudStrm_A2
10983        AnimationMode     = MANUAL
10984        Flags             = START_FRAME_LAST
10985        WeaponLaunchBone  = PRIMARY WeaponA
10986        ParticleSysBone   = SteamM01 SteamLarge
10987        ParticleSysBone   = SteamS01 SteamMedium
10988        ParticleSysBone   = FXBone01 ScudStormBuildingGoo
10989        ParticleSysBone   = FXBone02 ScudStormBuildingGoo
10990        ParticleSysBone   = FXBone03 ScudStormBuildingGoo
10991      End
10992      ConditionState      = DOOR_1_WAITING_TO_CLOSE
10993        Model             = UBScudStrm_A2
10994        Animation         = UBScudStrm_A2.UBScudStrm_A2
10995        AnimationMode     = MANUAL
10996        Flags             = START_FRAME_FIRST
10997        WeaponLaunchBone  = PRIMARY WeaponA
10998        ParticleSysBone   = SteamM01 SteamLarge
10999        ParticleSysBone   = SteamS01 SteamMedium
11000        ParticleSysBone   = FXBone01 ScudStormBuildingGoo
11001        ParticleSysBone   = FXBone02 ScudStormBuildingGoo
11002        ParticleSysBone   = FXBone03 ScudStormBuildingGoo
11003      End   
11004      ConditionState      = DOOR_1_CLOSING
11005        Model             = UBScudStrm_A3
11006        Animation         = UBScudStrm_A3.UBScudStrm_A3
11007        AnimationMode     = ONCE
11008        ParticleSysBone   = SteamM01 SteamLarge
11009        ParticleSysBone   = SteamS01 SteamMedium
11010      End
11011  
11012      ; ----------DAY DAMAGED--------------
11013      ConditionState      = DAMAGED
11014        Model             = UBScudStrm_DA1
11015        Animation         = UBScudStrm_DA1.UBScudStrm_DA1
11016        AnimationMode     = MANUAL
11017        Flags         = START_FRAME_FIRST
11018        ShowSubObject     = WeaponA01 WeaponA02 WeaponA03 WeaponA04 WeaponA05 WeaponA06 WeaponA07 WeaponA08 WeaponA09
11019        ParticleSysBone   = SteamM01 SteamLarge
11020        ParticleSysBone   = SteamS01 SteamMedium
11021      End
11022      ConditionState      = DOOR_1_OPENING DAMAGED
11023        Model             = UBScudStrm_DA1
11024        Animation         = UBScudStrm_DA1.UBScudStrm_DA1
11025        AnimationMode     = ONCE
11026      WeaponLaunchBone  = PRIMARY WeaponA
11027        ParticleSysBone   = SteamM01 SteamLarge
11028        ParticleSysBone   = SteamS01 SteamMedium
11029        ;ParticleSysBone   = FXBone01 ScudStormBuildingGoo
11030        ;ParticleSysBone   = FXBone02 ScudStormBuildingGoo
11031        ;ParticleSysBone   = FXBone03 ScudStormBuildingGoo
11032      End   
11033      ConditionState      = DOOR_1_WAITING_OPEN DAMAGED
11034        Model             = UBScudStrm_DA2
11035        Animation         = UBScudStrm_DA2.UBScudStrm_DA2
11036        AnimationMode     = MANUAL
11037        Flags             = START_FRAME_LAST
11038        WeaponLaunchBone  = PRIMARY WeaponA
11039        ParticleSysBone   = SteamM01 SteamLarge
11040        ParticleSysBone   = SteamS01 SteamMedium
11041        ParticleSysBone   = FXBone01 ScudStormBuildingGoo
11042        ParticleSysBone   = FXBone02 ScudStormBuildingGoo
11043        ParticleSysBone   = FXBone03 ScudStormBuildingGoo
11044      End
11045      ConditionState      = DOOR_1_WAITING_TO_CLOSE DAMAGED
11046        Model             = UBScudStrm_DA2
11047        Animation         = UBScudStrm_DA2.UBScudStrm_DA2
11048        AnimationMode     = MANUAL
11049        Flags             = START_FRAME_FIRST
11050        WeaponLaunchBone  = PRIMARY WeaponA
11051        ParticleSysBone   = SteamM01 SteamLarge
11052        ParticleSysBone   = SteamS01 SteamMedium
11053        ParticleSysBone   = FXBone01 ScudStormBuildingGoo
11054        ParticleSysBone   = FXBone02 ScudStormBuildingGoo
11055        ParticleSysBone   = FXBone03 ScudStormBuildingGoo
11056      End   
11057      ConditionState      = DOOR_1_CLOSING DAMAGED
11058        Model             = UBScudStrm_DA3
11059        Animation         = UBScudStrm_DA3.UBScudStrm_DA3
11060        AnimationMode     = ONCE
11061        ParticleSysBone   = SteamM01 SteamLarge
11062        ParticleSysBone   = SteamS01 SteamMedium
11063      End
11064  
11065      ; ----------DAY REALLYDAMAGED--------------
11066      ConditionState      = REALLYDAMAGED RUBBLE
11067        Model             = UBScudStrm_EA1
11068        Animation         = UBScudStrm_EA1.UBScudStrm_EA1
11069        AnimationMode     = MANUAL
11070        Flags         = START_FRAME_FIRST
11071        ShowSubObject     = WeaponA01 WeaponA02 WeaponA03 WeaponA04 WeaponA05 WeaponA06 WeaponA07 WeaponA08 WeaponA09
11072        ParticleSysBone   = SteamM01 SteamLarge
11073        ParticleSysBone   = SteamS01 SteamMedium
11074      End 
11075      ConditionState      = DOOR_1_OPENING REALLYDAMAGED RUBBLE
11076        Model             = UBScudStrm_EA1
11077        Animation         = UBScudStrm_EA1.UBScudStrm_EA1
11078        AnimationMode     = ONCE
11079      WeaponLaunchBone  = PRIMARY WeaponA
11080        ParticleSysBone   = SteamM01 SteamLarge
11081        ParticleSysBone   = SteamS01 SteamMedium
11082        ;ParticleSysBone   = FXBone01 ScudStormBuildingGoo
11083        ;ParticleSysBone   = FXBone02 ScudStormBuildingGoo
11084        ;ParticleSysBone   = FXBone03 ScudStormBuildingGoo
11085      End   
11086      ConditionState      = DOOR_1_WAITING_OPEN REALLYDAMAGED RUBBLE
11087        Model             = UBScudStrm_EA2
11088        Animation         = UBScudStrm_EA2.UBScudStrm_EA2
11089        AnimationMode     = MANUAL
11090        Flags             = START_FRAME_LAST
11091        WeaponLaunchBone  = PRIMARY WeaponA
11092        ParticleSysBone   = SteamM01 SteamLarge
11093        ParticleSysBone   = SteamS01 SteamMedium
11094        ParticleSysBone   = FXBone01 ScudStormBuildingGoo
11095        ParticleSysBone   = FXBone02 ScudStormBuildingGoo
11096        ParticleSysBone   = FXBone03 ScudStormBuildingGoo
11097      End
11098      ConditionState      = DOOR_1_WAITING_TO_CLOSE REALLYDAMAGED RUBBLE
11099        Model             = UBScudStrm_EA2
11100        Animation         = UBScudStrm_EA2.UBScudStrm_EA2
11101        AnimationMode     = MANUAL
11102        Flags             = START_FRAME_FIRST
11103        WeaponLaunchBone  = PRIMARY WeaponA
11104        ParticleSysBone   = SteamM01 SteamLarge
11105        ParticleSysBone   = SteamS01 SteamMedium
11106        ParticleSysBone   = FXBone01 ScudStormBuildingGoo
11107        ParticleSysBone   = FXBone02 ScudStormBuildingGoo
11108        ParticleSysBone   = FXBone03 ScudStormBuildingGoo
11109      End   
11110      ConditionState      = DOOR_1_CLOSING REALLYDAMAGED RUBBLE
11111        Model             = UBScudStrm_EA3
11112        Animation         = UBScudStrm_EA3.UBScudStrm_EA3
11113        AnimationMode     = ONCE
11114        ParticleSysBone   = SteamM01 SteamLarge
11115        ParticleSysBone   = SteamS01 SteamMedium
11116      End
11117      ConditionState      = AWAITING_CONSTRUCTION
11118        Model             = None
11119      End
11120      ConditionState      = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
11121        Model             = UBScudStrm
11122        Flags             = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
11123      End
11124      ConditionState      = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED
11125        Model             = UBScudStrm_D
11126        Flags             = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
11127      End
11128      ConditionState      = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED RUBBLE
11129        Model             = UBScudStrm_E
11130        Flags             = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
11131      End
11132  
11133      ; ----------NIGHT--------------
11134      ConditionState      = NIGHT
11135        Model             = UBScudStrm_A1
11136      Animation         = UBScudStrm_A1.UBScudStrm_A1
11137        AnimationMode     = MANUAL
11138        Flags         = START_FRAME_FIRST
11139        ShowSubObject     = WeaponA01 WeaponA02 WeaponA03 WeaponA04 WeaponA05 WeaponA06 WeaponA07 WeaponA08 WeaponA09
11140        ParticleSysBone   = SteamM01 SteamLarge
11141        ParticleSysBone   = SteamS01 SteamMedium
11142      End
11143      ConditionState      = DOOR_1_OPENING NIGHT
11144        Model             = UBScudStrm_A1
11145        Animation         = UBScudStrm_A1.UBScudStrm_A1
11146        AnimationMode     = ONCE
11147      WeaponLaunchBone  = PRIMARY WeaponA
11148        ParticleSysBone   = SteamM01 SteamLarge
11149        ParticleSysBone   = SteamS01 SteamMedium
11150        ;ParticleSysBone   = FXBone01 ScudStormBuildingGoo
11151        ;ParticleSysBone   = FXBone02 ScudStormBuildingGoo
11152        ;ParticleSysBone   = FXBone03 ScudStormBuildingGoo
11153      End   
11154      ConditionState      = DOOR_1_WAITING_OPEN NIGHT
11155        Model             = UBScudStrm_A2
11156        Animation         = UBScudStrm_A2.UBScudStrm_A2
11157        AnimationMode     = MANUAL
11158        Flags             = START_FRAME_LAST
11159        WeaponLaunchBone  = PRIMARY WeaponA
11160        ParticleSysBone   = SteamM01 SteamLarge
11161        ParticleSysBone   = SteamS01 SteamMedium
11162        ParticleSysBone   = FXBone01 ScudStormBuildingGoo
11163        ParticleSysBone   = FXBone02 ScudStormBuildingGoo
11164        ParticleSysBone   = FXBone03 ScudStormBuildingGoo
11165      End
11166      ConditionState      = DOOR_1_WAITING_TO_CLOSE NIGHT
11167        Model             = UBScudStrm_A2
11168        Animation         = UBScudStrm_A2.UBScudStrm_A2
11169        AnimationMode     = MANUAL
11170        Flags             = START_FRAME_FIRST
11171        WeaponLaunchBone  = PRIMARY WeaponA
11172        ParticleSysBone   = SteamM01 SteamLarge
11173        ParticleSysBone   = SteamS01 SteamMedium
11174        ParticleSysBone   = FXBone01 ScudStormBuildingGoo
11175        ParticleSysBone   = FXBone02 ScudStormBuildingGoo
11176        ParticleSysBone   = FXBone03 ScudStormBuildingGoo
11177      End   
11178      ConditionState      = DOOR_1_CLOSING NIGHT
11179        Model             = UBScudStrm_A3
11180        Animation         = UBScudStrm_A3.UBScudStrm_A3
11181        AnimationMode     = ONCE
11182        ParticleSysBone   = SteamM01 SteamLarge
11183        ParticleSysBone   = SteamS01 SteamMedium
11184      End
11185  
11186      ; ----------NIGHT DAMAGED--------------
11187      ConditionState      = DAMAGED NIGHT
11188        Model             = UBScudStrm_DA1N
11189        Animation         = UBScudStrm_DA1N.UBScudStrm_DA1N
11190        AnimationMode     = MANUAL
11191        Flags         = START_FRAME_FIRST
11192        ShowSubObject     = WeaponA01 WeaponA02 WeaponA03 WeaponA04 WeaponA05 WeaponA06 WeaponA07 WeaponA08 WeaponA09
11193        ParticleSysBone   = SteamM01 SteamLarge
11194        ParticleSysBone   = SteamS01 SteamMedium
11195      End
11196      ConditionState      = DOOR_1_OPENING DAMAGED NIGHT
11197        Model             = UBScudStrm_DA1N
11198        Animation         = UBScudStrm_DA1N.UBScudStrm_DA1N
11199        AnimationMode     = ONCE
11200      WeaponLaunchBone  = PRIMARY WeaponA
11201        ParticleSysBone   = SteamM01 SteamLarge
11202        ParticleSysBone   = SteamS01 SteamMedium
11203        ;ParticleSysBone   = FXBone01 ScudStormBuildingGoo
11204        ;ParticleSysBone   = FXBone02 ScudStormBuildingGoo
11205        ;ParticleSysBone   = FXBone03 ScudStormBuildingGoo
11206      End   
11207      ConditionState      = DOOR_1_WAITING_OPEN DAMAGED NIGHT
11208        Model             = UBScudStrm_DA2N
11209        Animation         = UBScudStrm_DA2N.UBScudStrm_DA2N
11210        AnimationMode     = MANUAL
11211        Flags             = START_FRAME_LAST
11212        WeaponLaunchBone  = PRIMARY WeaponA
11213        ParticleSysBone   = SteamM01 SteamLarge
11214        ParticleSysBone   = SteamS01 SteamMedium
11215        ParticleSysBone   = FXBone01 ScudStormBuildingGoo
11216        ParticleSysBone   = FXBone02 ScudStormBuildingGoo
11217        ParticleSysBone   = FXBone03 ScudStormBuildingGoo
11218      End
11219      ConditionState      = DOOR_1_WAITING_TO_CLOSE DAMAGED NIGHT
11220        Model             = UBScudStrm_DA2N
11221        Animation         = UBScudStrm_DA2N.UBScudStrm_DA2N
11222        AnimationMode     = MANUAL
11223        Flags             = START_FRAME_FIRST
11224        WeaponLaunchBone  = PRIMARY WeaponA
11225        ParticleSysBone   = SteamM01 SteamLarge
11226        ParticleSysBone   = SteamS01 SteamMedium
11227        ParticleSysBone   = FXBone01 ScudStormBuildingGoo
11228        ParticleSysBone   = FXBone02 ScudStormBuildingGoo
11229        ParticleSysBone   = FXBone03 ScudStormBuildingGoo
11230      End   
11231      ConditionState      = DOOR_1_CLOSING DAMAGED NIGHT
11232        Model             = UBScudStrm_DA3N
11233        Animation         = UBScudStrm_DA3N.UBScudStrm_DA3N
11234        AnimationMode     = ONCE
11235        ParticleSysBone   = SteamM01 SteamLarge
11236        ParticleSysBone   = SteamS01 SteamMedium
11237      End
11238  
11239      ; ----------NIGHT REALLYDAMAGED--------------
11240      ConditionState      = REALLYDAMAGED RUBBLE NIGHT
11241        Model             = UBScudStrm_EA1N
11242        Animation         = UBScudStrm_EA1N.UBScudStrm_EA1N
11243        AnimationMode     = MANUAL
11244        Flags         = START_FRAME_FIRST
11245        ShowSubObject     = WeaponA01 WeaponA02 WeaponA03 WeaponA04 WeaponA05 WeaponA06 WeaponA07 WeaponA08 WeaponA09
11246        ParticleSysBone   = SteamM01 SteamLarge
11247        ParticleSysBone   = SteamS01 SteamMedium
11248      End 
11249      ConditionState      = DOOR_1_OPENING REALLYDAMAGED RUBBLE NIGHT
11250        Model             = UBScudStrm_EA1N
11251        Animation         = UBScudStrm_EA1N.UBScudStrm_EA1N
11252        AnimationMode     = ONCE
11253      WeaponLaunchBone  = PRIMARY WeaponA
11254        ParticleSysBone   = SteamM01 SteamLarge
11255        ParticleSysBone   = SteamS01 SteamMedium
11256        ;ParticleSysBone   = FXBone01 ScudStormBuildingGoo
11257        ;ParticleSysBone   = FXBone02 ScudStormBuildingGoo
11258        ;ParticleSysBone   = FXBone03 ScudStormBuildingGoo
11259      End   
11260      ConditionState      = DOOR_1_WAITING_OPEN REALLYDAMAGED RUBBLE NIGHT
11261        Model             = UBScudStrm_EA2N
11262        Animation         = UBScudStrm_EA2N.UBScudStrm_EA2N
11263        AnimationMode     = MANUAL
11264        Flags             = START_FRAME_LAST
11265        WeaponLaunchBone  = PRIMARY WeaponA
11266        ParticleSysBone   = SteamM01 SteamLarge
11267        ParticleSysBone   = SteamS01 SteamMedium
11268        ParticleSysBone   = FXBone01 ScudStormBuildingGoo
11269        ParticleSysBone   = FXBone02 ScudStormBuildingGoo
11270        ParticleSysBone   = FXBone03 ScudStormBuildingGoo
11271      End
11272      ConditionState      = DOOR_1_WAITING_TO_CLOSE REALLYDAMAGED RUBBLE NIGHT
11273        Model             = UBScudStrm_EA2N
11274        Animation         = UBScudStrm_EA2N.UBScudStrm_EA2N
11275        AnimationMode     = MANUAL
11276        Flags             = START_FRAME_FIRST
11277        WeaponLaunchBone  = PRIMARY WeaponA
11278        ParticleSysBone   = SteamM01 SteamLarge
11279        ParticleSysBone   = SteamS01 SteamMedium
11280        ParticleSysBone   = FXBone01 ScudStormBuildingGoo
11281        ParticleSysBone   = FXBone02 ScudStormBuildingGoo
11282        ParticleSysBone   = FXBone03 ScudStormBuildingGoo
11283      End   
11284      ConditionState      = DOOR_1_CLOSING REALLYDAMAGED RUBBLE NIGHT
11285        Model             = UBScudStrm_EA3N
11286        Animation         = UBScudStrm_EA3N.UBScudStrm_EA3N
11287        AnimationMode     = ONCE
11288        ParticleSysBone   = SteamM01 SteamLarge
11289        ParticleSysBone   = SteamS01 SteamMedium
11290      End
11291      ConditionState      = AWAITING_CONSTRUCTION NIGHT
11292        Model             = None
11293      End
11294      ConditionState      = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT
11295        Model             = UBScudStrm
11296        Flags             = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
11297      END       
11298      ConditionState      = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT DAMAGED
11299        Model             = UBScudStrm_D
11300        Flags             = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
11301      END       
11302      ConditionState      = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT REALLYDAMAGED
11303        Model             = UBScudStrm_E
11304        Flags             = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
11305      END
11306  
11307      ;--------------SNOW--------------------
11308      ConditionState      = SNOW
11309        Model             = UBScudStrm_A1S
11310      Animation         = UBScudStrm_A1S.UBScudStrm_A1S
11311        AnimationMode     = MANUAL
11312        Flags         = START_FRAME_FIRST
11313        ShowSubObject     = WeaponA01 WeaponA02 WeaponA03 WeaponA04 WeaponA05 WeaponA06 WeaponA07 WeaponA08 WeaponA09
11314        ParticleSysBone   = SteamM01 SteamLarge
11315        ParticleSysBone   = SteamS01 SteamMedium
11316      End
11317      ConditionState      = DOOR_1_OPENING SNOW
11318        Model             = UBScudStrm_A1S
11319        Animation         = UBScudStrm_A1S.UBScudStrm_A1S
11320        AnimationMode     = ONCE
11321      WeaponLaunchBone  = PRIMARY WeaponA
11322        ParticleSysBone   = SteamM01 SteamLarge
11323        ParticleSysBone   = SteamS01 SteamMedium
11324        ;ParticleSysBone   = FXBone01 ScudStormBuildingGoo
11325        ;ParticleSysBone   = FXBone02 ScudStormBuildingGoo
11326        ;ParticleSysBone   = FXBone03 ScudStormBuildingGoo
11327      End   
11328      ConditionState      = DOOR_1_WAITING_OPEN SNOW
11329        Model             = UBScudStrm_A2S
11330        Animation         = UBScudStrm_A2S.UBScudStrm_A2S
11331        AnimationMode     = MANUAL
11332        Flags             = START_FRAME_LAST
11333        WeaponLaunchBone  = PRIMARY WeaponA
11334        ParticleSysBone   = SteamM01 SteamLarge
11335        ParticleSysBone   = SteamS01 SteamMedium
11336        ParticleSysBone   = FXBone01 ScudStormBuildingGoo
11337        ParticleSysBone   = FXBone02 ScudStormBuildingGoo
11338        ParticleSysBone   = FXBone03 ScudStormBuildingGoo
11339      End
11340      ConditionState      = DOOR_1_WAITING_TO_CLOSE SNOW
11341        Model             = UBScudStrm_A2S
11342        Animation         = UBScudStrm_A2S.UBScudStrm_A2S
11343        AnimationMode     = MANUAL
11344        Flags             = START_FRAME_FIRST
11345        WeaponLaunchBone  = PRIMARY WeaponA
11346        ParticleSysBone   = SteamM01 SteamLarge
11347        ParticleSysBone   = SteamS01 SteamMedium
11348        ParticleSysBone   = FXBone01 ScudStormBuildingGoo
11349        ParticleSysBone   = FXBone02 ScudStormBuildingGoo
11350        ParticleSysBone   = FXBone03 ScudStormBuildingGoo
11351      End   
11352      ConditionState      = DOOR_1_CLOSING SNOW
11353        Model             = UBScudStrm_A3S
11354        Animation         = UBScudStrm_A3S.UBScudStrm_A3S
11355        AnimationMode     = ONCE
11356        ParticleSysBone   = SteamM01 SteamLarge
11357        ParticleSysBone   = SteamS01 SteamMedium
11358      End
11359  
11360      ; ----------SNOW DAMAGED--------------
11361      ConditionState      = DAMAGED SNOW
11362        Model             = UBScudStrm_DA1
11363        Animation         = UBScudStrm_DA1.UBScudStrm_DA1
11364        AnimationMode     = MANUAL
11365        Flags         = START_FRAME_FIRST
11366        ShowSubObject     = WeaponA01 WeaponA02 WeaponA03 WeaponA04 WeaponA05 WeaponA06 WeaponA07 WeaponA08 WeaponA09
11367        ParticleSysBone   = SteamM01 SteamLarge
11368        ParticleSysBone   = SteamS01 SteamMedium
11369      End
11370      ConditionState      = DOOR_1_OPENING DAMAGED SNOW
11371        Model             = UBScudStrm_DA1
11372        Animation         = UBScudStrm_DA1.UBScudStrm_DA1
11373        AnimationMode     = ONCE
11374      WeaponLaunchBone  = PRIMARY WeaponA
11375        ParticleSysBone   = SteamM01 SteamLarge
11376        ParticleSysBone   = SteamS01 SteamMedium
11377        ;ParticleSysBone   = FXBone01 ScudStormBuildingGoo
11378        ;ParticleSysBone   = FXBone02 ScudStormBuildingGoo
11379        ;ParticleSysBone   = FXBone03 ScudStormBuildingGoo
11380      End   
11381      ConditionState      = DOOR_1_WAITING_OPEN DAMAGED SNOW
11382        Model             = UBScudStrm_DA2
11383        Animation         = UBScudStrm_DA2.UBScudStrm_DA2
11384        AnimationMode     = MANUAL
11385        Flags             = START_FRAME_LAST
11386        WeaponLaunchBone  = PRIMARY WeaponA
11387        ParticleSysBone   = SteamM01 SteamLarge
11388        ParticleSysBone   = SteamS01 SteamMedium
11389        ParticleSysBone   = FXBone01 ScudStormBuildingGoo
11390        ParticleSysBone   = FXBone02 ScudStormBuildingGoo
11391        ParticleSysBone   = FXBone03 ScudStormBuildingGoo
11392      End
11393      ConditionState      = DOOR_1_WAITING_TO_CLOSE DAMAGED SNOW
11394        Model             = UBScudStrm_DA2
11395        Animation         = UBScudStrm_DA2.UBScudStrm_DA2
11396        AnimationMode     = MANUAL
11397        Flags             = START_FRAME_FIRST
11398        WeaponLaunchBone  = PRIMARY WeaponA
11399        ParticleSysBone   = SteamM01 SteamLarge
11400        ParticleSysBone   = SteamS01 SteamMedium
11401        ParticleSysBone   = FXBone01 ScudStormBuildingGoo
11402        ParticleSysBone   = FXBone02 ScudStormBuildingGoo
11403        ParticleSysBone   = FXBone03 ScudStormBuildingGoo
11404      End   
11405      ConditionState      = DOOR_1_CLOSING DAMAGED SNOW
11406        Model             = UBScudStrm_DA3
11407        Animation         = UBScudStrm_DA3.UBScudStrm_DA3
11408        AnimationMode     = ONCE
11409        ParticleSysBone   = SteamM01 SteamLarge
11410        ParticleSysBone   = SteamS01 SteamMedium
11411      End
11412  
11413      ; ----------SNOW REALLYDAMAGED--------------
11414      ConditionState      = REALLYDAMAGED RUBBLE SNOW
11415        Model             = UBScudStrm_EA1
11416        Animation         = UBScudStrm_EA1.UBScudStrm_EA1
11417        AnimationMode     = MANUAL
11418        Flags         = START_FRAME_FIRST
11419        ShowSubObject     = WeaponA01 WeaponA02 WeaponA03 WeaponA04 WeaponA05 WeaponA06 WeaponA07 WeaponA08 WeaponA09
11420        ParticleSysBone   = SteamM01 SteamLarge
11421        ParticleSysBone   = SteamS01 SteamMedium
11422      End 
11423      ConditionState      = DOOR_1_OPENING REALLYDAMAGED RUBBLE SNOW
11424        Model             = UBScudStrm_EA1
11425        Animation         = UBScudStrm_EA1.UBScudStrm_EA1
11426        AnimationMode     = ONCE
11427      WeaponLaunchBone  = PRIMARY WeaponA
11428        ParticleSysBone   = SteamM01 SteamLarge
11429        ParticleSysBone   = SteamS01 SteamMedium
11430        ;ParticleSysBone   = FXBone01 ScudStormBuildingGoo
11431        ;ParticleSysBone   = FXBone02 ScudStormBuildingGoo
11432        ;ParticleSysBone   = FXBone03 ScudStormBuildingGoo
11433      End   
11434      ConditionState      = DOOR_1_WAITING_OPEN REALLYDAMAGED RUBBLE SNOW
11435        Model             = UBScudStrm_EA2
11436        Animation         = UBScudStrm_EA2.UBScudStrm_EA2
11437        AnimationMode     = MANUAL
11438        Flags             = START_FRAME_LAST
11439        WeaponLaunchBone  = PRIMARY WeaponA
11440        ParticleSysBone   = SteamM01 SteamLarge
11441        ParticleSysBone   = SteamS01 SteamMedium
11442        ParticleSysBone   = FXBone01 ScudStormBuildingGoo
11443        ParticleSysBone   = FXBone02 ScudStormBuildingGoo
11444        ParticleSysBone   = FXBone03 ScudStormBuildingGoo
11445      End
11446      ConditionState      = DOOR_1_WAITING_TO_CLOSE REALLYDAMAGED RUBBLE SNOW
11447        Model             = UBScudStrm_EA2
11448        Animation         = UBScudStrm_EA2.UBScudStrm_EA2
11449        AnimationMode     = MANUAL
11450        Flags             = START_FRAME_FIRST
11451        WeaponLaunchBone  = PRIMARY WeaponA
11452        ParticleSysBone   = SteamM01 SteamLarge
11453        ParticleSysBone   = SteamS01 SteamMedium
11454        ParticleSysBone   = FXBone01 ScudStormBuildingGoo
11455        ParticleSysBone   = FXBone02 ScudStormBuildingGoo
11456        ParticleSysBone   = FXBone03 ScudStormBuildingGoo
11457      End   
11458      ConditionState      = DOOR_1_CLOSING REALLYDAMAGED RUBBLE SNOW
11459        Model             = UBScudStrm_EA3
11460        Animation         = UBScudStrm_EA3.UBScudStrm_EA3
11461        AnimationMode     = ONCE
11462        ParticleSysBone   = SteamM01 SteamLarge
11463        ParticleSysBone   = SteamS01 SteamMedium
11464      End
11465      ConditionState      = AWAITING_CONSTRUCTION SNOW
11466        Model             = None
11467      End
11468      ConditionState      = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW
11469        Model             = UBScudStrm
11470        Flags             = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
11471      End   
11472      ConditionState      = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW DAMAGED
11473        Model             = UBScudStrm_D
11474        Flags             = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
11475      End   
11476      ConditionState      = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW REALLYDAMAGED
11477        Model             = UBScudStrm_E
11478        Flags             = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
11479      End
11480  
11481      ; ----------NIGHT SNOW--------------
11482      ConditionState      = NIGHT SNOW
11483        Model             = UBScudStrm_A1NS
11484      Animation         = UBScudStrm_A1NS.UBScudStrm_A1NS
11485        AnimationMode     = MANUAL
11486        Flags         = START_FRAME_FIRST
11487        ShowSubObject     = WeaponA01 WeaponA02 WeaponA03 WeaponA04 WeaponA05 WeaponA06 WeaponA07 WeaponA08 WeaponA09
11488        ParticleSysBone   = SteamM01 SteamLarge
11489        ParticleSysBone   = SteamS01 SteamMedium
11490      End
11491      ConditionState      = DOOR_1_OPENING NIGHT SNOW
11492        Model             = UBScudStrm_A1NS
11493        Animation         = UBScudStrm_A1NS.UBScudStrm_A1NS
11494        AnimationMode     = ONCE
11495      WeaponLaunchBone  = PRIMARY WeaponA
11496        ParticleSysBone   = SteamM01 SteamLarge
11497        ParticleSysBone   = SteamS01 SteamMedium
11498        ;ParticleSysBone   = FXBone01 ScudStormBuildingGoo
11499        ;ParticleSysBone   = FXBone02 ScudStormBuildingGoo
11500        ;ParticleSysBone   = FXBone03 ScudStormBuildingGoo
11501      End   
11502      ConditionState      = DOOR_1_WAITING_OPEN NIGHT SNOW
11503        Model             = UBScudStrm_A2NS
11504        Animation         = UBScudStrm_A2NS.UBScudStrm_A2NS
11505        AnimationMode     = MANUAL
11506        Flags             = START_FRAME_LAST
11507        WeaponLaunchBone  = PRIMARY WeaponA
11508        ParticleSysBone   = SteamM01 SteamLarge
11509        ParticleSysBone   = SteamS01 SteamMedium
11510        ParticleSysBone   = FXBone01 ScudStormBuildingGoo
11511        ParticleSysBone   = FXBone02 ScudStormBuildingGoo
11512        ParticleSysBone   = FXBone03 ScudStormBuildingGoo
11513      End
11514      ConditionState      = DOOR_1_WAITING_TO_CLOSE NIGHT SNOW
11515        Model             = UBScudStrm_A2NS
11516        Animation         = UBScudStrm_A2NS.UBScudStrm_A2NS
11517        AnimationMode     = MANUAL
11518        Flags             = START_FRAME_FIRST
11519        WeaponLaunchBone  = PRIMARY WeaponA
11520        ParticleSysBone   = SteamM01 SteamLarge
11521        ParticleSysBone   = SteamS01 SteamMedium
11522        ParticleSysBone   = FXBone01 ScudStormBuildingGoo
11523        ParticleSysBone   = FXBone02 ScudStormBuildingGoo
11524        ParticleSysBone   = FXBone03 ScudStormBuildingGoo
11525      End   
11526      ConditionState      = DOOR_1_CLOSING NIGHT SNOW
11527        Model             = UBScudStrm_A3NS
11528        Animation         = UBScudStrm_A3NS.UBScudStrm_A3NS
11529        AnimationMode     = ONCE
11530        ParticleSysBone   = SteamM01 SteamLarge
11531        ParticleSysBone   = SteamS01 SteamMedium
11532      End
11533  
11534      ; ----------NIGHT SNOW DAMAGED--------------
11535      ConditionState      = DAMAGED NIGHT SNOW
11536        Model             = UBScudStrm_DA1N
11537        Animation         = UBScudStrm_DA1N.UBScudStrm_DA1N
11538        AnimationMode     = MANUAL
11539        Flags         = START_FRAME_FIRST
11540        ShowSubObject     = WeaponA01 WeaponA02 WeaponA03 WeaponA04 WeaponA05 WeaponA06 WeaponA07 WeaponA08 WeaponA09
11541        ParticleSysBone   = SteamM01 SteamLarge
11542        ParticleSysBone   = SteamS01 SteamMedium
11543      End
11544      ConditionState      = DOOR_1_OPENING DAMAGED NIGHT SNOW
11545        Model             = UBScudStrm_DA1N
11546        Animation         = UBScudStrm_DA1N.UBScudStrm_DA1N
11547        AnimationMode     = ONCE
11548      WeaponLaunchBone  = PRIMARY WeaponA
11549        ParticleSysBone   = SteamM01 SteamLarge
11550        ParticleSysBone   = SteamS01 SteamMedium
11551        ;ParticleSysBone   = FXBone01 ScudStormBuildingGoo
11552        ;ParticleSysBone   = FXBone02 ScudStormBuildingGoo
11553        ;ParticleSysBone   = FXBone03 ScudStormBuildingGoo
11554      End   
11555      ConditionState      = DOOR_1_WAITING_OPEN DAMAGED NIGHT SNOW
11556        Model             = UBScudStrm_DA2N
11557        Animation         = UBScudStrm_DA2N.UBScudStrm_DA2N
11558        AnimationMode     = MANUAL
11559        Flags             = START_FRAME_LAST
11560        WeaponLaunchBone  = PRIMARY WeaponA
11561        ParticleSysBone   = SteamM01 SteamLarge
11562        ParticleSysBone   = SteamS01 SteamMedium
11563        ParticleSysBone   = FXBone01 ScudStormBuildingGoo
11564        ParticleSysBone   = FXBone02 ScudStormBuildingGoo
11565        ParticleSysBone   = FXBone03 ScudStormBuildingGoo
11566      End
11567      ConditionState      = DOOR_1_WAITING_TO_CLOSE DAMAGED NIGHT SNOW
11568        Model             = UBScudStrm_DA2N
11569        Animation         = UBScudStrm_DA2N.UBScudStrm_DA2N
11570        AnimationMode     = MANUAL
11571        Flags             = START_FRAME_FIRST
11572        WeaponLaunchBone  = PRIMARY WeaponA
11573        ParticleSysBone   = SteamM01 SteamLarge
11574        ParticleSysBone   = SteamS01 SteamMedium
11575        ParticleSysBone   = FXBone01 ScudStormBuildingGoo
11576        ParticleSysBone   = FXBone02 ScudStormBuildingGoo
11577        ParticleSysBone   = FXBone03 ScudStormBuildingGoo
11578      End   
11579      ConditionState      = DOOR_1_CLOSING DAMAGED NIGHT SNOW
11580        Model             = UBScudStrm_DA3N
11581        Animation         = UBScudStrm_DA3N.UBScudStrm_DA3N
11582        AnimationMode     = ONCE
11583        ParticleSysBone   = SteamM01 SteamLarge
11584        ParticleSysBone   = SteamS01 SteamMedium
11585      End
11586  
11587      ; ----------NIGHT SNOW REALLYDAMAGED--------------
11588      ConditionState      = REALLYDAMAGED RUBBLE NIGHT SNOW
11589        Model             = UBScudStrm_EA1N
11590        Animation         = UBScudStrm_EA1N.UBScudStrm_EA1N
11591        AnimationMode     = MANUAL
11592        Flags         = START_FRAME_FIRST
11593        ShowSubObject     = WeaponA01 WeaponA02 WeaponA03 WeaponA04 WeaponA05 WeaponA06 WeaponA07 WeaponA08 WeaponA09
11594        ParticleSysBone   = SteamM01 SteamLarge
11595        ParticleSysBone   = SteamS01 SteamMedium
11596      End 
11597      ConditionState      = DOOR_1_OPENING REALLYDAMAGED RUBBLE NIGHT SNOW
11598        Model             = UBScudStrm_EA1N
11599        Animation         = UBScudStrm_EA1N.UBScudStrm_EA1N
11600        AnimationMode     = ONCE
11601      WeaponLaunchBone  = PRIMARY WeaponA
11602        ParticleSysBone   = SteamM01 SteamLarge
11603        ParticleSysBone   = SteamS01 SteamMedium
11604        ;ParticleSysBone   = FXBone01 ScudStormBuildingGoo
11605        ;ParticleSysBone   = FXBone02 ScudStormBuildingGoo
11606        ;ParticleSysBone   = FXBone03 ScudStormBuildingGoo
11607      End   
11608      ConditionState      = DOOR_1_WAITING_OPEN REALLYDAMAGED RUBBLE NIGHT SNOW
11609        Model             = UBScudStrm_EA2N
11610        Animation         = UBScudStrm_EA2N.UBScudStrm_EA2N
11611        AnimationMode     = MANUAL
11612        Flags             = START_FRAME_LAST
11613        WeaponLaunchBone  = PRIMARY WeaponA
11614        ParticleSysBone   = SteamM01 SteamLarge
11615        ParticleSysBone   = SteamS01 SteamMedium
11616        ParticleSysBone   = FXBone01 ScudStormBuildingGoo
11617        ParticleSysBone   = FXBone02 ScudStormBuildingGoo
11618        ParticleSysBone   = FXBone03 ScudStormBuildingGoo
11619      End
11620      ConditionState      = DOOR_1_WAITING_TO_CLOSE REALLYDAMAGED RUBBLE NIGHT SNOW
11621        Model             = UBScudStrm_EA2N
11622        Animation         = UBScudStrm_EA2N.UBScudStrm_EA2N
11623        AnimationMode     = MANUAL
11624        Flags             = START_FRAME_FIRST
11625        WeaponLaunchBone  = PRIMARY WeaponA
11626        ParticleSysBone   = SteamM01 SteamLarge
11627        ParticleSysBone   = SteamS01 SteamMedium
11628        ParticleSysBone   = FXBone01 ScudStormBuildingGoo
11629        ParticleSysBone   = FXBone02 ScudStormBuildingGoo
11630        ParticleSysBone   = FXBone03 ScudStormBuildingGoo
11631      End   
11632      ConditionState      = DOOR_1_CLOSING REALLYDAMAGED RUBBLE NIGHT SNOW
11633        Model             = UBScudStrm_EA3N
11634        Animation         = UBScudStrm_EA3N.UBScudStrm_EA3N
11635        AnimationMode     = ONCE
11636        ParticleSysBone   = SteamM01 SteamLarge
11637        ParticleSysBone   = SteamS01 SteamMedium
11638      End
11639      ConditionState      = AWAITING_CONSTRUCTION NIGHT SNOW
11640        Model             = None
11641      End
11642      ConditionState      = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW
11643        Model             = UBScudStrm
11644        Flags             = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
11645      End
11646      ConditionState      = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW DAMAGED
11647        Model             = UBScudStrm_D
11648        Flags             = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
11649      End      
11650      ConditionState      = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW REALLYDAMAGED
11651        Model             = UBScudStrm_E
11652        Flags             = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
11653      End
11654      ConditionState     = SOLD
11655        Model         = None
11656      End    
11657      AliasConditionState = SOLD DAMAGED
11658      AliasConditionState = SOLD REALLYDAMAGED
11659      AliasConditionState = SOLD SNOW
11660      AliasConditionState = SOLD DAMAGED SNOW
11661      AliasConditionState = SOLD REALLYDAMAGED SNOW
11662      AliasConditionState = SOLD NIGHT
11663      AliasConditionState = SOLD DAMAGED NIGHT
11664      AliasConditionState = SOLD REALLYDAMAGED NIGHT
11665      AliasConditionState = SOLD NIGHT SNOW
11666      AliasConditionState = SOLD DAMAGED NIGHT SNOW
11667      AliasConditionState = SOLD REALLYDAMAGED NIGHT SNOW
11668    End
11669  
11670    ;-------------------------------------------------------------------------------------------------------------------------
11671    ;-------------------------------------------------------------------------------------------------------------------------
11672    ;-------------------------------------------------------------------------------------------------------------------------
11673    Draw = W3DModelDraw ModuleTag_02
11674      OkToChangeModelColor = Yes
11675    
11676      ConditionState = None
11677        Model         = UBScudStrm_A5
11678        Animation     = UBScudStrm_A5.UBScudStrm_A5
11679        AnimationMode = MANUAL
11680        Flags         = START_FRAME_FIRST
11681      End
11682  
11683      ConditionState       = SOLD
11684        Model              = NONE
11685      End    
11686      ConditionState       = SOLD SNOW
11687         Model             = NONE
11688      End   
11689      ConditionState       = SOLD NIGHT
11690         Model             = NONE
11691      End    
11692      ConditionState       = SOLD NIGHT SNOW
11693         Model             = NONE
11694      End  
11695    
11696      ConditionState = DOOR_1_WAITING_OPEN
11697        Model         = UBScudStrm_A5
11698        Animation     = UBScudStrm_A5.UBScudStrm_A5
11699        AnimationMode = LOOP
11700        Flags         = START_FRAME_FIRST
11701      End
11702  
11703      ConditionState = DOOR_1_WAITING_TO_CLOSE
11704        Model         = UBScudStrm_A5
11705        Animation     = UBScudStrm_A5.UBScudStrm_A5
11706        AnimationMode = LOOP
11707        Flags         = START_FRAME_FIRST
11708      End
11709    End
11710  
11711    Draw = W3DModelDraw ModuleTag_03
11712      OkToChangeModelColor = Yes
11713    
11714      ConditionState = None
11715        Model         = UBScudStrm_A6
11716        Animation     = UBScudStrm_A6.UBScudStrm_A6
11717        AnimationMode = LOOP
11718        Flags         = MAINTAIN_FRAME_ACROSS_STATES
11719      End
11720      
11721      ConditionState =  DAMAGED
11722        Model         = UBScudStrm_DA6
11723        Animation     = UBScudStrm_DA6.UBScudStrm_DA6
11724        AnimationMode = LOOP
11725        Flags         = MAINTAIN_FRAME_ACROSS_STATES
11726      End
11727      
11728      ConditionState =  REALLYDAMAGED RUBBLE
11729        Model         = UBScudStrm_EA6
11730        Animation     = UBScudStrm_EA6.UBScudStrm_EA6
11731        AnimationMode = LOOP
11732        Flags         = MAINTAIN_FRAME_ACROSS_STATES
11733      End
11734      ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
11735        Model              = UBScudStrm_A6
11736        Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
11737      End
11738      ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED
11739  
11740        Model              = UBScudStrm_DA6
11741        Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
11742      End
11743      ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED RUBBLE
11744        Model              = UBScudStrm_EA6
11745        Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
11746      End
11747  
11748      ConditionState       = SOLD
11749        Model              = NONE
11750      End    
11751      ConditionState       = SOLD SNOW
11752         Model             = NONE
11753      End   
11754      ConditionState       = SOLD NIGHT
11755         Model             = NONE
11756      End    
11757      ConditionState       = SOLD NIGHT SNOW
11758         Model             = NONE
11759      End 
11760    End
11761  
11762    Draw = W3DModelDraw ModuleTag_04
11763      OkToChangeModelColor = Yes
11764    
11765      ConditionState = None
11766        Model         = UBScudStrm_F
11767        Animation     = UBScudStrm_F.UBScudStrm_F
11768        AnimationMode = LOOP
11769        Flags         = MAINTAIN_FRAME_ACROSS_STATES
11770      End
11771      
11772      ConditionState =  DAMAGED
11773        Model         = UBScudStrm_DF
11774        Animation     = UBScudStrm_DF.UBScudStrm_DF
11775        AnimationMode = LOOP
11776        Flags         = MAINTAIN_FRAME_ACROSS_STATES
11777      End
11778      
11779      ConditionState =  REALLYDAMAGED RUBBLE
11780        Model         = UBScudStrm_EF
11781        Animation     = UBScudStrm_EF.UBScudStrm_EF
11782        AnimationMode = LOOP
11783        Flags         = MAINTAIN_FRAME_ACROSS_STATES
11784      End
11785      
11786      ConditionState       = SOLD
11787        Model              = NONE
11788      End    
11789      AliasConditionState       = SOLD DAMAGED
11790      AliasConditionState       = SOLD REALLYDAMAGED
11791      AliasConditionState       = SOLD SNOW
11792      AliasConditionState       = SOLD DAMAGED SNOW
11793      AliasConditionState       = SOLD REALLYDAMAGED SNOW
11794      AliasConditionState       = SOLD NIGHT
11795      AliasConditionState       = SOLD DAMAGED NIGHT
11796      AliasConditionState       = SOLD REALLYDAMAGED NIGHT
11797      AliasConditionState       = SOLD NIGHT SNOW
11798      AliasConditionState       = SOLD DAMAGED NIGHT SNOW
11799      AliasConditionState       = SOLD REALLYDAMAGED NIGHT SNOW
11800    End
11801     
11802    ; ------------ construction-zone fence -----------------
11803    Draw = W3DModelDraw ModuleTag_05
11804    AnimationsRequirePower = No
11805      DefaultConditionState
11806        Model           = None
11807        TransitionKey   = DOWN_DEFAULT
11808      End
11809      ConditionState    = NIGHT
11810        Model           = None
11811        TransitionKey   = DOWN_DEFAULT
11812      End
11813      ConditionState    = SNOW
11814        Model           = None
11815        TransitionKey   = DOWN_DEFAULT
11816      End
11817      ConditionState    = SNOW NIGHT
11818        Model           = None
11819        TransitionKey   = DOWN_DEFAULT
11820      End
11821      ConditionState    = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
11822        Model           = UBScudStrm_AB
11823        Animation       = UBScudStrm_AB.UBScudStrm_AB
11824        AnimationMode   = MANUAL
11825        Flags           = START_FRAME_LAST
11826        TransitionKey   = UP_DAY
11827      End
11828      ConditionState    = NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
11829        Model           = UBScudStrm_ABN
11830        Animation       = UBScudStrm_ABN.UBScudStrm_ABN
11831        AnimationMode   = MANUAL
11832        Flags           = START_FRAME_LAST
11833        TransitionKey   = UP_NIGHT
11834      End
11835      ConditionState    = SNOW AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
11836        Model           = UBScudStrm_ABS
11837        Animation       = UBScudStrm_ABS.UBScudStrm_ABS
11838        AnimationMode   = MANUAL
11839        Flags           = START_FRAME_LAST
11840        TransitionKey   = UP_SNOW
11841      End
11842      ConditionState    = SNOW NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
11843        Model           = UBScudStrm_ABSN
11844        Animation       = UBScudStrm_ABSN.UBScudStrm_ABSN
11845        AnimationMode   = MANUAL
11846        Flags           = START_FRAME_LAST
11847        TransitionKey   = UP_SNOWNIGHT
11848      End
11849      TransitionState   = DOWN_DEFAULT UP_DAY
11850        Model           = UBScudStrm_AB
11851        Animation       = UBScudStrm_AB.UBScudStrm_AB
11852        AnimationMode   = ONCE
11853        AnimationSpeedFactorRange = 1.0 1.0
11854        Flags           = START_FRAME_FIRST
11855      End
11856      TransitionState   = DOWN_DEFAULT UP_NIGHT
11857        Model           = UBScudStrm_ABN
11858        Animation       = UBScudStrm_ABN.UBScudStrm_ABN
11859        AnimationMode   = ONCE
11860        AnimationSpeedFactorRange = 1.0 1.0
11861        Flags           = START_FRAME_FIRST
11862      End
11863      TransitionState   = DOWN_DEFAULT UP_SNOW
11864        Model           = UBScudStrm_ABS
11865        Animation       = UBScudStrm_ABS.UBScudStrm_ABS
11866        AnimationMode   = ONCE
11867        AnimationSpeedFactorRange = 1.0 1.0
11868        Flags           = START_FRAME_FIRST
11869      End
11870      TransitionState   = DOWN_DEFAULT UP_SNOWNIGHT
11871        Model           = UBScudStrm_ABSN
11872        Animation       = UBScudStrm_ABSN.UBScudStrm_ABSN
11873        AnimationMode   = ONCE
11874        AnimationSpeedFactorRange = 1.0 1.0
11875        Flags           = START_FRAME_FIRST
11876      End
11877      TransitionState   = UP_DAY DOWN_DEFAULT
11878        Model           = UBScudStrm_AB
11879        Animation       = UBScudStrm_AB.UBScudStrm_AB
11880        AnimationMode   = ONCE_BACKWARDS
11881        AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
11882        Flags           = START_FRAME_LAST
11883      End
11884      TransitionState   = UP_NIGHT DOWN_DEFAULT
11885        Model           = UBScudStrm_ABN
11886        Animation       = UBScudStrm_ABN.UBScudStrm_ABN
11887        AnimationMode   = ONCE_BACKWARDS
11888        AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
11889        Flags           = START_FRAME_LAST
11890      End
11891      TransitionState   = UP_SNOW DOWN_DEFAULT
11892        Model           = UBScudStrm_ABS
11893        Animation       = UBScudStrm_ABS.UBScudStrm_ABS
11894        AnimationMode   = ONCE_BACKWARDS
11895        AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
11896        Flags           = START_FRAME_LAST
11897      End
11898      TransitionState   = UP_SNOWNIGHT DOWN_DEFAULT
11899        Model           = UBScudStrm_ABSN
11900        Animation       = UBScudStrm_ABSN.UBScudStrm_ABSN
11901        AnimationMode   = ONCE_BACKWARDS
11902        AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
11903        Flags           = START_FRAME_LAST
11904      End
11905    End
11906  
11907    ; ------------ under-construction scaffolding -----------------
11908    Draw = W3DModelDraw ModuleTag_06
11909    AnimationsRequirePower = No
11910      MinLODRequired = MEDIUM
11911      DefaultConditionState
11912        Model           = None
11913        TransitionKey   = DOWN_DEFAULT
11914      End
11915      ConditionState    = NIGHT
11916        Model           = None
11917        TransitionKey   = DOWN_DEFAULT
11918      End
11919      ConditionState    = SNOW
11920        Model           = None
11921        TransitionKey   = DOWN_DEFAULT
11922      End
11923      ConditionState    = SNOW NIGHT
11924        Model           = None
11925        TransitionKey   = DOWN_DEFAULT
11926      End
11927      ConditionState    = PARTIALLY_CONSTRUCTED
11928        Model           = UBScudStrm_AC
11929        Animation       = UBScudStrm_AC.UBScudStrm_AC
11930        AnimationMode   = MANUAL
11931        Flags           = START_FRAME_LAST
11932        TransitionKey   = UP_DAY
11933        ParticleSysBone = Dust01 BuildingDust
11934        ParticleSysBone = Smoke01 BuildUpSmoke
11935        ParticleSysBone = Smoke02 BuildUpSmoke
11936        ParticleSysBone = Smoke03 BuildUpSmoke
11937        ParticleSysBone = Smoke04 BuildUpSmoke
11938      End
11939      ConditionState    = NIGHT PARTIALLY_CONSTRUCTED
11940        Model           = UBScudStrm_ACN
11941        Animation       = UBScudStrm_ACN.UBScudStrm_ACN
11942        AnimationMode   = MANUAL
11943        Flags           = START_FRAME_LAST
11944        TransitionKey   = UP_NIGHT
11945        ParticleSysBone = Dust01 BuildingDust
11946        ParticleSysBone = Smoke01 BuildUpSmoke
11947        ParticleSysBone = Smoke02 BuildUpSmoke
11948        ParticleSysBone = Smoke03 BuildUpSmoke
11949        ParticleSysBone = Smoke04 BuildUpSmoke
11950      End    
11951      ConditionState    = SNOW PARTIALLY_CONSTRUCTED
11952        Model           = UBScudStrm_ACS
11953        Animation       = UBScudStrm_ACS.UBScudStrm_ACS
11954        AnimationMode   = MANUAL
11955        Flags           = START_FRAME_LAST
11956        TransitionKey   = UP_SNOW
11957        ParticleSysBone = Dust01 BuildingSnowDust
11958        ParticleSysBone = Smoke01 BuildUpSnowSmoke
11959        ParticleSysBone = Smoke02 BuildUpSnowSmoke
11960        ParticleSysBone = Smoke03 BuildUpSnowSmoke
11961        ParticleSysBone = Smoke04 BuildUpSnowSmoke
11962      End   
11963      ConditionState    = SNOW NIGHT PARTIALLY_CONSTRUCTED
11964        Model           = UBScudStrm_ACSN
11965        Animation       = UBScudStrm_ACSN.UBScudStrm_ACSN
11966        AnimationMode   = MANUAL
11967        Flags           = START_FRAME_LAST
11968        TransitionKey   = UP_SNOWNIGHT
11969        ParticleSysBone = Dust01 BuildingNightSnowDust
11970        ParticleSysBone = Smoke01 BuildUpNightSnowSmoke
11971        ParticleSysBone = Smoke02 BuildUpNightSnowSmoke
11972        ParticleSysBone = Smoke03 BuildUpNightSnowSmoke
11973        ParticleSysBone = Smoke04 BuildUpNightSnowSmoke
11974      End 
11975      TransitionState   = DOWN_DEFAULT UP_DAY
11976       Model            = UBScudStrm_AC
11977        Animation       = UBScudStrm_AC.UBScudStrm_AC
11978        AnimationMode   = ONCE
11979        AnimationSpeedFactorRange = 1.0 1.0
11980        Flags           = START_FRAME_FIRST
11981      End
11982      TransitionState   = DOWN_DEFAULT UP_NIGHT
11983       Model            = UBScudStrm_ACN
11984        Animation       = UBScudStrm_ACN.UBScudStrm_ACN
11985        AnimationMode   = ONCE
11986        AnimationSpeedFactorRange = 1.0 1.0
11987        Flags           = START_FRAME_FIRST
11988      End
11989      TransitionState   = DOWN_DEFAULT UP_SNOW
11990       Model            = UBScudStrm_ACS
11991        Animation       = UBScudStrm_ACS.UBScudStrm_ACS
11992        AnimationMode   = ONCE
11993        AnimationSpeedFactorRange = 1.0 1.0
11994        Flags           = START_FRAME_FIRST
11995      End
11996      TransitionState   = DOWN_DEFAULT UP_SNOWNIGHT
11997       Model            = UBScudStrm_ACSN
11998        Animation       = UBScudStrm_ACSN.UBScudStrm_ACSN
11999        AnimationMode   = ONCE
12000        AnimationSpeedFactorRange = 1.0 1.0
12001        Flags           = START_FRAME_FIRST
12002      End
12003      TransitionState   = UP_DAY DOWN_DEFAULT
12004        Model           = UBScudStrm_AC
12005        Animation       = UBScudStrm_AC.UBScudStrm_AC
12006        AnimationMode   = ONCE_BACKWARDS
12007        AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
12008        Flags           = START_FRAME_LAST
12009      End
12010      TransitionState   = UP_NIGHT DOWN_DEFAULT
12011        Model           = UBScudStrm_ACN
12012        Animation       = UBScudStrm_ACN.UBScudStrm_ACN
12013        AnimationMode   = ONCE_BACKWARDS
12014        AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
12015        Flags           = START_FRAME_LAST
12016      End
12017      TransitionState   = UP_SNOW DOWN_DEFAULT
12018        Model           = UBScudStrm_ACS
12019        Animation       = UBScudStrm_ACS.UBScudStrm_ACS
12020        AnimationMode   = ONCE_BACKWARDS
12021        AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
12022        Flags           = START_FRAME_LAST
12023      End
12024      TransitionState   = UP_SNOWNIGHT DOWN_DEFAULT
12025        Model           = UBScudStrm_ACSN
12026        Animation       = UBScudStrm_ACSN.UBScudStrm_ACSN
12027        AnimationMode   = ONCE_BACKWARDS
12028        AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
12029        Flags           = START_FRAME_LAST
12030      End
12031    End
12032  
12033    PlacementViewAngle = -45
12034  
12035    ; ***DESIGN parameters ***
12036    DisplayName      = OBJECT:ScudStorm
12037    Side = GLA
12038    EditorSorting    = STRUCTURE
12039    Prerequisites
12040      Object = GLAPalace
12041    End
12042    BuildCost        = 5000
12043    BuildTime        = 65.0           ; in seconds
12044    EnergyProduction = 0
12045    CommandSet       = GLAScudStormCommandSet
12046    VisionRange     = 200.0           ; Shroud clearing distance
12047    ShroudClearingRange = 200
12048    WeaponSet
12049      Conditions = None 
12050      Weapon = PRIMARY ScudStormWeapon
12051      AutoChooseSources = PRIMARY NONE
12052    End
12053    ArmorSet
12054      Conditions      = None
12055      Armor           = StructureArmorTough
12056      DamageFX        = StructureDamageFXNoShake
12057    End
12058    ExperienceValue     = 400 400 400 400  ; Experience point value at each level
12059  
12060    ; *** AUDIO Parameters ***
12061    VoiceSelect = ScudStormSelect
12062    SoundDie              = BuildingDie
12063    SoundOnDamaged        = BuildingDamagedStateLight
12064    SoundOnReallyDamaged  = BuildingDestroy
12065  
12066    UnitSpecificSounds
12067      ;TurretMoveStart   = NoSound
12068      ;TurretMoveLoop    = NoSound ;These aren't playing properly, will revisit (mp) TurretMoveLoopLoud
12069      UnderConstruction  = UnderConstructionLoop
12070    End
12071  
12072    ; *** ENGINEERING Parameters ***
12073    RadarPriority   = STRUCTURE
12074    KindOf          = PRELOAD STRUCTURE SELECTABLE IMMOBILE CAPTURABLE FS_TECHNOLOGY MP_COUNT_FOR_VICTORY SCORE_CREATE ;REVEAL_TO_ALL ;POWERED
12075    Body            = StructureBody ModuleTag_07
12076      MaxHealth       = 4000.0
12077      InitialHealth   = 4000.0
12078    End
12079    Behavior        = RebuildHoleExposeDie ModuleTag_08
12080      HoleName      = GLAHoleScudStorm
12081      HoleMaxHealth = 500.0
12082    End 
12083  
12084    Behavior = AIUpdateInterface ModuleTag_09
12085    End
12086  
12087    Behavior = OCLSpecialPower ModuleTag_10
12088      SpecialPowerTemplate = SuperweaponScudStorm
12089      OCL                  = SUPERWEAPON_ScudStorm
12090    End
12091    Behavior = SpecialPowerCreate ModuleTag_11
12092      ;nothing
12093    End
12094  
12095    Behavior = MissileLauncherBuildingUpdate ModuleTag_15
12096      SpecialPowerTemplate = SuperweaponScudStorm
12097      DoorOpenTime         = 5000
12098      DoorWaitOpenTime     = 10000
12099      DoorCloseTime        = 8000
12100      DoorOpeningFX        = ScudStormMissilesRaising
12101      DoorOpenIdleAudio    = ScudStormReadyGoo
12102    End
12103  
12104    Behavior                  = SpawnBehavior ModuleTag_Reveal
12105      SpawnNumber             = 1
12106      SpawnReplaceDelay     = 1000
12107      SpawnTemplateName       = SuperweaponRevealer
12108      OneShot                 = No
12109      CanReclaimOrphans     = Yes
12110      SpawnedRequireSpawner = Yes
12111    End
12112  
12113    Behavior = DefaultProductionExitUpdate ModuleTag_Reveal2
12114      UnitCreatePoint   = X:  0.0  Y:  -5.0   Z:0.0
12115      NaturalRallyPoint = X:  0.0  Y:  -5.0   Z:0.0
12116    End
12117  
12118    Behavior = DestroyDie ModuleTag_12
12119      ;nothing
12120    End
12121  
12122    Behavior = FireWeaponWhenDeadBehavior ModuleTag_13
12123      DeathWeapon   = ScudStormDeath
12124      StartsActive  = Yes   
12125      ConflictsWith = Upgrade_GLAAnthraxBeta
12126      ExemptStatus  = UNDER_CONSTRUCTION
12127    End
12128    Behavior = FireWeaponWhenDeadBehavior ModuleTag_14
12129      DeathWeapon   = ScudStormDeathUpgraded
12130      StartsActive  = No   
12131      TriggeredBy   = Upgrade_GLAAnthraxBeta
12132      ExemptStatus  = UNDER_CONSTRUCTION
12133    End
12134  
12135    Behavior = InstantDeathBehavior ModuleTag_19
12136      RequiredStatus = UNDER_CONSTRUCTION
12137      FX             = FX_StructureMediumDeath
12138    End
12139  
12140    Behavior = FlammableUpdate ModuleTag_16
12141      AflameDuration = 5000         ; If I catch fire, I'll burn for this long...
12142      AflameDamageAmount = 5       ; taking this much damage...
12143      AflameDamageDelay = 500       ; this often.
12144    End
12145  
12146    Behavior = RadiusDecalUpdate ModuleTag_17
12147      ; nothing
12148    End
12149  
12150    Behavior = TransitionDamageFX ModuleTag_18
12151      ;-------------DESIGNED FOR MEDIUM SIZED FACTION BUILDING TRANSITIONS-------------------
12152      DamagedParticleSystem1       = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke
12153      ;---------------------------------------------------------------------------------------
12154      ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke
12155      ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionMediumExplosion
12156      ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionMediumShockwave
12157    End
12158  
12159    Geometry            = BOX
12160    GeometryMajorRadius = 71.0
12161    GeometryMinorRadius = 67.0
12162    GeometryHeight      = 25.0
12163    GeometryIsSmall     = No
12164    Shadow          = SHADOW_VOLUME
12165    BuildCompletion = PLACED_BY_PLAYER
12166  
12167  End
12168  
12169  ;------------------------------------------------------------------------------
12170  ObjectReskin GLAHoleScudStorm GLAHole
12171    Draw                     = W3DModelDraw ModuleTag_01
12172      OkToChangeModelColor   = Yes
12173      ConditionState         = NONE
12174        Model                = UBHole
12175      End
12176      ConditionState         = DAMAGED
12177        Model                = UBHole_D
12178        ParticleSysBone      = Smoke01 SteamVent
12179      End
12180      ConditionState         = REALLYDAMAGED RUBBLE
12181        Model                = UBHole_E
12182        ParticleSysBone      = Smoke01 SteamVent
12183        ParticleSysBone      = Smoke02 SteamVent
12184        ParticleSysBone      = Fire01 GLAPowerPlantFlame
12185        ParticleSysBone      = Fire02 GLAPowerPlantFlame
12186        ParticleSysBone      = Fire03 GLAPowerPlantFlame
12187      End
12188    End
12189  
12190  ;Remove comments for this section and replace the model entries for the
12191  ;pristine, and damage/reallydamaged rubble around the GLA hole below
12192    Draw                     = W3DModelDraw ModuleTag_02
12193      OkToChangeModelColor   = Yes
12194      ConditionState         = NONE
12195        Model                = UBScudStrm_R
12196      End
12197    End
12198  End
12199  
12200  ;------------------------------------------------------------------------------
12201  Object GLAPrison
12202    ; *** ART Parameters ***
12203    SelectPortrait         = SUPrison_L
12204    ButtonImage            = SUPrison
12205    Draw                = W3DModelDraw ModuleTag_01
12206      OkToChangeModelColor = Yes
12207      ExtraPublicBone      = PRISONYARD 
12208      ; day
12209      ConditionState    = NONE
12210        Model           = UBPrison
12211        Animation       = UBPrison.UBPrison
12212        AnimationMode   = LOOP
12213      End
12214      ConditionState    = DAMAGED
12215        Model           = UBPrison_D
12216        Animation       = UBPrison_D.UBPrison_D
12217        AnimationMode   = LOOP
12218      End
12219      ConditionState    = REALLYDAMAGED
12220        Model           = UBPrison_E
12221        Animation       = UBPrison_E.UBPrison_E
12222        AnimationMode   = LOOP
12223      End
12224      ConditionState       = AWAITING_CONSTRUCTION
12225        Model              = None
12226      End
12227      ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
12228        Model              = UBPrison
12229        Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
12230      End
12231      ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED
12232        Model              = UBPrison_D
12233        Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
12234      End
12235      ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED
12236        Model              = UBPrison_E
12237        Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
12238      End
12239      ; day
12240      ConditionState    = SNOW
12241        Model           = UBPrison_S
12242        Animation       = UBPrison_S.UBPrison_S
12243        AnimationMode   = LOOP
12244      End
12245      ConditionState    = DAMAGED SNOW
12246        Model           = UBPrison_DS
12247        Animation       = UBPrison_DS.UBPrison_DS
12248        AnimationMode   = LOOP
12249      End
12250      ConditionState    = REALLYDAMAGED SNOW
12251        Model           = UBPrison_ES
12252        Animation       = UBPrison_ES.UBPrison_ES
12253        AnimationMode   = LOOP
12254      End
12255      ConditionState       = AWAITING_CONSTRUCTION SNOW
12256        Model              = None
12257      End
12258      ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW
12259        Model              = UBPrison_S
12260        Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
12261      End
12262      ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW DAMAGED
12263        Model              = UBPrison_DS
12264        Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
12265      End
12266      ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW REALLYDAMAGED
12267        Model              = UBPrison_ES
12268        Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
12269      End
12270      ; night
12271      ConditionState    = NIGHT
12272        Model           = UBPrison_N
12273        Animation       = UBPrison_N.UBPrison_N
12274        AnimationMode   = LOOP
12275      End
12276      ConditionState    = NIGHT DAMAGED
12277        Model           = UBPrison_DN
12278        Animation       = UBPrison_DN.UBPrison_DN
12279        AnimationMode   = LOOP
12280      End
12281      ConditionState    = NIGHT REALLYDAMAGED
12282        Model           = UBPrison_EN
12283        Animation       = UBPrison_EN.UBPrison_EN
12284        AnimationMode   = LOOP
12285      End
12286      ConditionState       = AWAITING_CONSTRUCTION NIGHT
12287        Model              = None
12288      End
12289      ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT
12290        Model              = UBPrison_N
12291        Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
12292      End
12293      ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT DAMAGED
12294        Model              = UBPrison_DN
12295        Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
12296      End
12297      ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT REALLYDAMAGED
12298        Model              = UBPrison_EN
12299        Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
12300      End
12301      ; night
12302      ConditionState    = NIGHT SNOW
12303        Model           = UBPrison_NS
12304        Animation       = UBPrison_NS.UBPrison_NS
12305        AnimationMode   = LOOP
12306      End
12307      ConditionState    = NIGHT DAMAGED SNOW
12308        Model           = UBPrison_DNS
12309        Animation       = UBPrison_DNS.UBPrison_DNS
12310        AnimationMode   = LOOP
12311      End
12312      ConditionState    = NIGHT REALLYDAMAGED SNOW
12313        Model           = UBPrison_ENS
12314        Animation       = UBPrison_ENS.UBPrison_ENS
12315        AnimationMode   = LOOP
12316      End
12317      ConditionState       = AWAITING_CONSTRUCTION NIGHT SNOW
12318        Model              = None
12319      End
12320      ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW
12321        Model              = UBPrison_NS
12322        Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
12323      End
12324      ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW DAMAGED
12325        Model              = UBPrison_DNS
12326        Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
12327      End
12328      ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW REALLYDAMAGED
12329        Model              = UBPrison_ENS
12330        Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
12331      End
12332      ConditionState       = SOLD
12333        Model              = NONE
12334      End    
12335      ConditionState       = SOLD SNOW
12336         Model             = NONE
12337      End   
12338      ConditionState       = SOLD NIGHT
12339         Model             = NONE
12340      End    
12341      ConditionState       = SOLD NIGHT SNOW
12342         Model             = NONE
12343      End   
12344    End
12345  
12346  ; ----------------- the factory door -------------------
12347    Draw                = W3DModelDraw ModuleTag_02
12348      DefaultConditionState
12349        Model           = UBPrison_A8
12350        Animation       = UBPrison_A8.UBPrison_A8
12351        AnimationMode   = MANUAL
12352        Flags           = START_FRAME_FIRST
12353      End
12354      ConditionState    = SOLD
12355        Model           = NONE
12356      End       
12357      ConditionState       = SOLD SNOW
12358         Model             = NONE
12359      End   
12360      ConditionState       = SOLD NIGHT
12361         Model             = NONE
12362      End    
12363      ConditionState       = SOLD NIGHT SNOW
12364         Model             = NONE
12365      End   
12366      ConditionState    = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
12367        Model           = UBPrison_A8
12368        Flags           = START_FRAME_FIRST ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
12369      End
12370  ;    ConditionState    = DAMAGED
12371  ;      Model           = UBPrison_A8D
12372  ;      Animation       = UBPrison_A8D.UBPrison_A8D
12373  ;      AnimationMode   = MANUAL
12374  ;      Flags           = START_FRAME_FIRST
12375  ;    End
12376  ;    ConditionState    = REALLYDAMAGED RUBBLE
12377  ;      Model           = UBPrison_A8E
12378  ;      Animation       = UBPrison_A8E.UBPrison_A8E
12379  ;      AnimationMode   = MANUAL
12380  ;      Flags           = START_FRAME_FIRST
12381  ;    End
12382      ConditionState    = DOOR_1_OPENING
12383        Model           = UBPrison_A8
12384        Animation       = UBPrison_A8.UBPrison_A8
12385        AnimationMode   = ONCE
12386        Flags           = START_FRAME_FIRST
12387      End   
12388  ;    ConditionState    = DOOR_1_OPENING DAMAGED
12389  ;      Model           = UBPrison_A8D
12390  ;      Animation       = UBPrison_A8D.UBPrison_A8D
12391  ;      AnimationMode   = ONCE
12392  ;      Flags           = START_FRAME_FIRST
12393  ;    End   
12394  ;    ConditionState    = DOOR_1_OPENING REALLYDAMAGED RUBBLE
12395  ;      Model           = UBPrison_A8E
12396  ;      Animation       = UBPrison_A8E.UBPrison_A8E
12397  ;      AnimationMode   = ONCE
12398  ;      Flags           = START_FRAME_FIRST
12399  ;    End
12400      ConditionState    = DOOR_1_CLOSING
12401        Model           = UBPrison_A8
12402        Animation       = UBPrison_A8.UBPrison_A8
12403        AnimationMode   = ONCE_BACKWARDS
12404        Flags           = START_FRAME_LAST
12405      End   
12406  ;    ConditionState    = DOOR_1_CLOSING DAMAGED
12407  ;      Model           = UBPrison_A8D
12408  ;      Animation       = UBPrison_A8D.UBPrison_A8D
12409  ;      AnimationMode   = ONCE_BACKWARDS
12410  ;      Flags           = START_FRAME_LAST
12411  ;    End   
12412  ;    ConditionState    = DOOR_1_CLOSING REALLYDAMAGED RUBBLE
12413  ;      Model           = UBPrison_A8E
12414  ;      Animation       = UBPrison_A8E.UBPrison_A8E
12415  ;      AnimationMode   = ONCE_BACKWARDS
12416  ;      Flags           = START_FRAME_LAST
12417  ;    End   
12418      ConditionState    = DOOR_1_WAITING_OPEN
12419        Model           = UBPrison_A8
12420        Animation       = UBPrison_A8.UBPrison_A8
12421        AnimationMode   = MANUAL
12422        Flags           = START_FRAME_LAST
12423      End   
12424  ;    ConditionState    = DOOR_1_WAITING_OPEN DAMAGED
12425  ;      Model           = UBPrison_A8D
12426  ;      Animation       = UBPrison_A8D.UBPrison_A8D
12427  ;      AnimationMode   = MANUAL
12428  ;      Flags           = START_FRAME_LAST
12429  ;    End   
12430  ;    ConditionState    = DOOR_1_WAITING_OPEN REALLYDAMAGED RUBBLE
12431  ;      Model           = UBPrison_A8E
12432  ;      Animation       = UBPrison_A8E.UBPrison_A8E
12433  ;      AnimationMode   = MANUAL
12434  ;      Flags           = START_FRAME_LAST
12435  ;    End   
12436    End
12437      ; ------------ construction-zone fence -----------------
12438    Draw = W3DModelDraw ModuleTag_03
12439    AnimationsRequirePower = No
12440      DefaultConditionState
12441        Model           = None
12442        TransitionKey   = DOWN_DEFAULT
12443      End
12444      ConditionState    = NIGHT
12445        Model           = None
12446        TransitionKey   = DOWN_DEFAULT
12447      End
12448      ConditionState    = SNOW
12449        Model           = None
12450        TransitionKey   = DOWN_DEFAULT
12451      End
12452      ConditionState    = SNOW NIGHT
12453        Model           = None
12454        TransitionKey   = DOWN_DEFAULT
12455      End
12456      ConditionState    = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
12457        Model           = UBPrison_A4
12458        Animation       = UBPrison_A4.UBPrison_A4
12459        AnimationMode   = MANUAL
12460        Flags           = START_FRAME_LAST
12461        TransitionKey   = UP_DAY
12462      End
12463      ConditionState    = NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
12464        Model           = UBPrison_A4N
12465        Animation       = UBPrison_A4N.UBPrison_A4N
12466        AnimationMode   = MANUAL
12467        Flags           = START_FRAME_LAST
12468        TransitionKey   = UP_NIGHT
12469      End
12470      ConditionState    = SNOW AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
12471        Model           = UBPrison_A4S
12472        Animation       = UBPrison_A4S.UBPrison_A4S
12473        AnimationMode   = MANUAL
12474        Flags           = START_FRAME_LAST
12475        TransitionKey   = UP_SNOW
12476      End
12477      ConditionState    = SNOW NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
12478        Model           = UBPrison_A4SN
12479        Animation       = UBPrison_A4SN.UBPrison_A4SN
12480        AnimationMode   = MANUAL
12481        Flags           = START_FRAME_LAST
12482        TransitionKey   = UP_SNOWNIGHT
12483      End
12484      TransitionState   = DOWN_DEFAULT UP_DAY
12485        Model           = UBPrison_A4
12486        Animation       = UBPrison_A4.UBPrison_A4
12487        AnimationMode   = ONCE
12488        AnimationSpeedFactorRange = 1.0 1.0
12489        Flags           = START_FRAME_FIRST
12490      End
12491      TransitionState   = DOWN_DEFAULT UP_NIGHT
12492        Model           = UBPrison_A4N
12493        Animation       = UBPrison_A4N.UBPrison_A4N
12494        AnimationMode   = ONCE
12495        AnimationSpeedFactorRange = 1.0 1.0
12496        Flags           = START_FRAME_FIRST
12497      End
12498      TransitionState   = DOWN_DEFAULT UP_SNOW
12499        Model           = UBPrison_A4S
12500        Animation       = UBPrison_A4S.UBPrison_A4S
12501        AnimationMode   = ONCE
12502        AnimationSpeedFactorRange = 1.0 1.0
12503        Flags           = START_FRAME_FIRST
12504      End
12505      TransitionState   = DOWN_DEFAULT UP_SNOWNIGHT
12506        Model           = UBPrison_A4SN
12507        Animation       = UBPrison_A4SN.UBPrison_A4SN
12508        AnimationMode   = ONCE
12509        AnimationSpeedFactorRange = 1.0 1.0
12510        Flags           = START_FRAME_FIRST
12511      End
12512      TransitionState   = UP_DAY DOWN_DEFAULT
12513        Model           = UBPrison_A4
12514        Animation       = UBPrison_A4.UBPrison_A4
12515        AnimationMode   = ONCE_BACKWARDS
12516        AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
12517        Flags           = START_FRAME_LAST
12518      End
12519      TransitionState   = UP_NIGHT DOWN_DEFAULT
12520        Model           = UBPrison_A4N
12521        Animation       = UBPrison_A4N.UBPrison_A4N
12522        AnimationMode   = ONCE_BACKWARDS
12523        AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
12524        Flags           = START_FRAME_LAST
12525      End
12526      TransitionState   = UP_SNOW DOWN_DEFAULT
12527        Model           = UBPrison_A4S
12528        Animation       = UBPrison_A4S.UBPrison_A4S
12529        AnimationMode   = ONCE_BACKWARDS
12530        AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
12531        Flags           = START_FRAME_LAST
12532      End
12533      TransitionState   = UP_SNOWNIGHT DOWN_DEFAULT
12534        Model           = UBPrison_A4SN
12535        Animation       = UBPrison_A4SN.UBPrison_A4SN
12536        AnimationMode   = ONCE_BACKWARDS
12537        AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
12538        Flags           = START_FRAME_LAST
12539      End
12540    End
12541    ; ------------ under-construction scaffolding -----------------
12542    Draw = W3DModelDraw ModuleTag_04
12543    AnimationsRequirePower = No
12544      MinLODRequired = MEDIUM
12545      DefaultConditionState
12546        Model           = None
12547        TransitionKey   = DOWN_DEFAULT
12548      End
12549      ConditionState    = NIGHT
12550        Model           = None
12551        TransitionKey   = DOWN_DEFAULT
12552      End
12553      ConditionState    = SNOW
12554        Model           = None
12555        TransitionKey   = DOWN_DEFAULT
12556      End
12557      ConditionState    = SNOW NIGHT
12558        Model           = None
12559        TransitionKey   = DOWN_DEFAULT
12560      End
12561      ConditionState    = PARTIALLY_CONSTRUCTED
12562        Model           = UBPrison_A6
12563        Animation       = UBPrison_A6.UBPrison_A6
12564        AnimationMode   = MANUAL
12565        Flags           = START_FRAME_LAST
12566        TransitionKey   = UP_DAY
12567        ParticleSysBone = Dust01 BuildingDust
12568        ParticleSysBone = Smoke01 BuildUpSmoke
12569        ParticleSysBone = Smoke02 BuildUpSmoke
12570        ParticleSysBone = Smoke03 BuildUpSmoke
12571     End
12572      ConditionState    = NIGHT PARTIALLY_CONSTRUCTED
12573        Model           = UBPrison_A6N
12574        Animation       = UBPrison_A6N.UBPrison_A6N
12575        AnimationMode   = MANUAL
12576        Flags           = START_FRAME_LAST
12577        TransitionKey   = UP_NIGHT
12578        ParticleSysBone = Dust01 BuildingDust
12579        ParticleSysBone = Smoke01 BuildUpSmoke
12580        ParticleSysBone = Smoke02 BuildUpSmoke
12581        ParticleSysBone = Smoke03 BuildUpSmoke
12582     End
12583      ConditionState    = SNOW PARTIALLY_CONSTRUCTED
12584        Model           = UBPrison_A6S
12585        Animation       = UBPrison_A6S.UBPrison_A6S
12586        AnimationMode   = MANUAL
12587        Flags           = START_FRAME_LAST
12588        TransitionKey   = UP_SNOW
12589        ParticleSysBone = Dust01 BuildingSnowDust
12590        ParticleSysBone = Smoke01 BuildUpSnowSmoke
12591        ParticleSysBone = Smoke02 BuildUpSnowSmoke
12592        ParticleSysBone = Smoke03 BuildUpSnowSmoke
12593     End
12594      ConditionState    = SNOW NIGHT PARTIALLY_CONSTRUCTED
12595        Model           = UBPrison_A6SN
12596        Animation       = UBPrison_A6SN.UBPrison_A6SN
12597        AnimationMode   = MANUAL
12598        Flags           = START_FRAME_LAST
12599        TransitionKey   = UP_SNOWNIGHT
12600        ParticleSysBone = Dust01 BuildingNightSnowDust
12601        ParticleSysBone = Smoke01 BuildUpNightSnowSmoke
12602        ParticleSysBone = Smoke02 BuildUpNightSnowSmoke
12603        ParticleSysBone = Smoke03 BuildUpNightSnowSmoke
12604     End
12605      TransitionState   = DOWN_DEFAULT UP_DAY
12606       Model            = UBPrison_A6
12607        Animation       = UBPrison_A6.UBPrison_A6
12608        AnimationMode   = ONCE
12609        AnimationSpeedFactorRange = 1.0 1.0
12610        Flags           = START_FRAME_FIRST
12611      End
12612      TransitionState   = DOWN_DEFAULT UP_NIGHT
12613       Model            = UBPrison_A6N
12614        Animation       = UBPrison_A6N.UBPrison_A6N
12615        AnimationMode   = ONCE
12616        AnimationSpeedFactorRange = 1.0 1.0
12617        Flags           = START_FRAME_FIRST
12618      End
12619      TransitionState   = DOWN_DEFAULT UP_SNOW
12620       Model            = UBPrison_A6S
12621        Animation       = UBPrison_A6S.UBPrison_A6S
12622        AnimationMode   = ONCE
12623        AnimationSpeedFactorRange = 1.0 1.0
12624        Flags           = START_FRAME_FIRST
12625      End
12626      TransitionState   = DOWN_DEFAULT UP_SNOWNIGHT
12627       Model            = UBPrison_A6SN
12628        Animation       = UBPrison_A6SN.UBPrison_A6SN
12629        AnimationMode   = ONCE
12630        AnimationSpeedFactorRange = 1.0 1.0
12631        Flags           = START_FRAME_FIRST
12632      End
12633      TransitionState   = UP_DAY DOWN_DEFAULT
12634        Model           = UBPrison_A6
12635        Animation       = UBPrison_A6.UBPrison_A6
12636        AnimationMode   = ONCE_BACKWARDS
12637        AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
12638        Flags           = START_FRAME_LAST
12639      End
12640      TransitionState   = UP_NIGHT DOWN_DEFAULT
12641        Model           = UBPrison_A6N
12642        Animation       = UBPrison_A6N.UBPrison_A6N
12643        AnimationMode   = ONCE_BACKWARDS
12644        AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
12645        Flags           = START_FRAME_LAST
12646      End
12647      TransitionState   = UP_SNOW DOWN_DEFAULT
12648        Model           = UBPrison_A6S
12649        Animation       = UBPrison_A6S.UBPrison_A6S
12650        AnimationMode   = ONCE_BACKWARDS
12651        AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
12652        Flags           = START_FRAME_LAST
12653      End
12654      TransitionState   = UP_SNOWNIGHT DOWN_DEFAULT
12655        Model           = UBPrison_A6SN
12656        Animation       = UBPrison_A6SN.UBPrison_A6SN
12657        AnimationMode   = ONCE_BACKWARDS
12658        AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
12659        Flags           = START_FRAME_LAST
12660      End
12661    End
12662  
12663    PlacementViewAngle  = -135
12664  
12665    ; ***DESIGN parameters ***
12666    DisplayName         = OBJECT:Prison
12667    Side                = GLA
12668    EditorSorting       = STRUCTURE
12669    BuildCost           = 1500
12670    BuildTime           = 30.0           ; in seconds
12671    EnergyProduction    = 0
12672    CommandSet          = GLAPrisonCommandSet
12673    VisionRange         = 200.0           ; Shroud clearing distance
12674    ShroudClearingRange = 200
12675    ArmorSet
12676      Conditions        = None
12677      Armor             = StructureArmor
12678      DamageFX          = StructureDamageFXNoShake
12679    End
12680    ExperienceValue     = 150 150 150 150  ; Experience point value at each level
12681    Prerequisites
12682      Object = GLAPalace
12683    End
12684    ; *** AUDIO Parameters ***
12685    VoiceSelect = PrisonSelect
12686    SoundDie              = BuildingDie
12687    SoundOnDamaged        = BuildingDamagedStateLight
12688    SoundOnReallyDamaged  = BuildingDestroy
12689  
12690    UnitSpecificSounds
12691      UnderConstruction     = UnderConstructionLoop
12692    End
12693    ; *** ENGINEERING Parameters ***
12694    RadarPriority       = STRUCTURE
12695    KindOf              = PRELOAD STRUCTURE SELECTABLE IMMOBILE CAPTURABLE FS_TECHNOLOGY MP_COUNT_FOR_VICTORY SCORE_CREATE ;PRISON COLLECTS_PRISON_BOUNTY
12696    Body                = StructureBody ModuleTag_05
12697      MaxHealth         = 2000.0
12698      InitialHealth     = 2000.0
12699    End
12700    
12701    ;Behavior            = PrisonBehavior ModuleTag_06
12702    ;  EnterSound        = EnterPrison
12703    ;  ExitSound         = ExitPrison
12704    ;  YardBonePrefix    = PRISONYARD
12705    ;  ShowPrisoners     = Yes
12706    ;End
12707    ;Behavior            = SpawnBehavior ModuleTag_07
12708    ;  SpawnNumber       = 1
12709    ;  SpawnReplaceDelay = 1000
12710    ;  SpawnTemplateName = GLAVehiclePOWTruck
12711    ;  OneShot           = No
12712    ;  CanReclaimOrphans = Yes
12713    ;End
12714    ;Behavior = PrisonDockUpdate ModuleTag_08
12715    ;  NumberApproachPositions = 9
12716    ;End
12717    
12718    Behavior                 = RebuildHoleExposeDie ModuleTag_09
12719      HoleName          = GLAHolePrison
12720      HoleMaxHealth     = 500.0
12721    End 
12722    Behavior = DestroyDie ModuleTag_10
12723      ;<NO DATA>
12724    End
12725    Behavior = CreateObjectDie ModuleTag_12
12726      CreationList = OCL_ABPowerPlantExplode
12727    End
12728    Behavior = FXListDie ModuleTag_13
12729      DeathFX = FX_StructureMediumDeath
12730    End  
12731    Behavior = ProductionUpdate ModuleTag_14
12732      NumDoorAnimations            = 1
12733      DoorOpeningTime              = 3000  ;in mSeconds
12734      DoorWaitOpenTime             = 3000  ;in mSeconds
12735      DoorCloseTime                = 3000  ;in mSeconds
12736      ConstructionCompleteDuration = 1500  ;in mSeconds
12737    End
12738    Behavior = DefaultProductionExitUpdate ModuleTag_15
12739      UnitCreatePoint   = X:  -20.0  Y:  15.0   Z:0.0
12740      NaturalRallyPoint = X: -20.0  Y:  65.0   Z:0.0;NaturalRallyPointX must always match GeometryMajorRadius! -ML
12741    End
12742    Behavior = FlammableUpdate ModuleTag_17
12743      AflameDuration = 5000         ; If I catch fire, I'll burn for this long...
12744      AflameDamageAmount = 5       ; taking this much damage...
12745      AflameDamageDelay = 500       ; this often.
12746    End
12747    Behavior = TransitionDamageFX ModuleTag_18
12748      ;-------------DESIGNED FOR MEDIUM SIZED FACTION BUILDING TRANSITIONS-------------------
12749      DamagedParticleSystem1       = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke
12750      ;---------------------------------------------------------------------------------------
12751      ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke
12752      ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionMediumExplosion
12753      ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionMediumShockwave
12754    End
12755    Geometry            = BOX
12756    GeometryMajorRadius = 30.0
12757    GeometryMinorRadius = 35.0
12758    GeometryHeight      = 25.0
12759    GeometryIsSmall     = No
12760    FactoryExitWidth    = 25     ; How much space to leave for units exiting.
12761    Shadow              = SHADOW_VOLUME
12762    BuildCompletion     = PLACED_BY_PLAYER
12763  End
12764  
12765  ;------------------------------------------------------------------------------
12766  ObjectReskin GLAHolePrison GLAHole
12767    Draw                     = W3DModelDraw ModuleTag_01
12768      OkToChangeModelColor   = Yes
12769      ConditionState         = NONE
12770        Model                = UBHole
12771      End
12772      ConditionState         = DAMAGED
12773        Model                = UBHole_D
12774        ParticleSysBone      = Smoke01 SteamVent
12775      End
12776      ConditionState         = REALLYDAMAGED
12777        Model                = UBHole_E
12778        ParticleSysBone      = Smoke01 SteamVent
12779        ParticleSysBone      = Smoke02 SteamVent
12780        ParticleSysBone      = Fire01 GLAPowerPlantFlame
12781        ParticleSysBone      = Fire02 GLAPowerPlantFlame
12782        ParticleSysBone      = Fire03 GLAPowerPlantFlame
12783      End
12784    End
12785  
12786    Draw                     = W3DModelDraw ModuleTag_02
12787      OkToChangeModelColor   = Yes
12788      ConditionState         = NONE
12789        Model                = UBPrison_R
12790        ParticleSysBone      = Smoke01 SmolderingSmoke
12791        ParticleSysBone      = Smoke03 SmolderingSmoke
12792        ParticleSysBone      = Smoke04 SmolderingSmoke
12793      End
12794      ConditionState         = DAMAGED REALLYDAMAGED
12795        Model                = UBPrison_R
12796        ParticleSysBone      = Smoke01 SmolderingSmoke
12797        ParticleSysBone      = Smoke03 SmolderingSmoke
12798        ParticleSysBone      = Smoke04 SmolderingSmoke
12799      End
12800    End
12801  End
12802  
12803  ;------------------------------------------------------------------------------
12804  ;China Neutron Missile, NukeSilo, Nuke Silo
12805  Object ChinaNuclearMissileLauncher
12806  
12807    ; *** ART Parameters ***
12808    SelectPortrait         = SNNukeMisl_L
12809    ButtonImage            = SNNukeMisl
12810  
12811    Draw = W3DModelDraw ModuleTag_01
12812      OkToChangeModelColor = Yes
12813      ; day
12814      ConditionState      = NONE
12815        Model             = NBNMissle
12816      End
12817      ConditionState      = SOLD
12818        Model             = NONE
12819      End  
12820      ConditionState      = SOLD SNOW
12821        Model             = NONE
12822  
12823      End   
12824      ConditionState      = SOLD NIGHT
12825        Model             = NONE
12826      End    
12827      ConditionState      = SOLD NIGHT SNOW
12828        Model             = NONE
12829      End     
12830  
12831      ConditionState      = DAMAGED
12832        Model             = NBNMissle_D
12833        ParticleSysBone   = Smoke01 SmolderingSmoke
12834        ParticleSysBone   = Smoke02 SmolderingSmoke
12835        ParticleSysBone   = Smoke03 SmolderingSmoke
12836        ParticleSysBone   = Smoke04 SmolderingSmoke
12837        ParticleSysBone   = Smoke01 SmolderingFire
12838        ParticleSysBone   = Smoke02 SmolderingFire
12839        ParticleSysBone   = Smoke03 SmolderingFire
12840        ParticleSysBone   = Smoke04 SmolderingFire
12841      End
12842       ConditionState     = REALLYDAMAGED RUBBLE
12843        Model             = NBNMissle_E
12844        ParticleSysBone   = Smoke01 SmolderingSmoke
12845        ParticleSysBone   = Smoke02 SmolderingSmoke
12846        ParticleSysBone   = Smoke03 SmolderingSmoke
12847        ParticleSysBone   = Smoke04 SmolderingSmoke
12848        ParticleSysBone   = Smoke05 SmolderingSmoke
12849        ParticleSysBone   = Smoke06 SmolderingSmoke
12850        ParticleSysBone   = Smoke01 SmolderingFire
12851        ParticleSysBone   = Smoke02 SmolderingFire
12852        ParticleSysBone   = Smoke03 SmolderingFire
12853        ParticleSysBone   = Smoke04 SmolderingFire
12854        ParticleSysBone   = Smoke05 SmolderingFire
12855        ParticleSysBone   = Smoke06 SmolderingFire
12856      End 
12857      ConditionState      = AWAITING_CONSTRUCTION
12858        Model             = None
12859      End
12860      ConditionState      = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
12861        Model             = NBNMissle
12862        Flags             = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
12863      END   
12864      ConditionState      = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED
12865        Model             = NBNMissle_D
12866        Flags             = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
12867      END   
12868      ConditionState      = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED RUBBLE
12869        Model             = NBNMissle_E
12870        Flags             = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
12871      END   
12872      ConditionState      = DOOR_1_OPENING
12873        Model             = NBNMissle_A2
12874        Animation         = NBNMissle_A2.NBNMissle_A2
12875        AnimationMode     = ONCE
12876        Flags             = MAINTAIN_FRAME_ACROSS_STATES
12877      End   
12878      ConditionState      = DOOR_1_WAITING_OPEN
12879        Model             = NBNMissle_A2
12880        Animation         = NBNMissle_A2.NBNMissle_A2
12881        AnimationMode     = MANUAL
12882        Flags             = START_FRAME_LAST PRISTINE_BONE_POS_IN_FINAL_FRAME
12883        WeaponLaunchBone  = PRIMARY RockPos
12884        ParticleSysBone   = Steam01 BigMissileSteam
12885        ParticleSysBone   = Steam02 BigMissileSteam
12886      End   
12887      ConditionState      = DOOR_1_WAITING_TO_CLOSE
12888        Model             = NBNMissle_A3
12889        Animation         = NBNMissle_A3.NBNMissle_A3
12890        AnimationMode     = MANUAL
12891        Flags             = START_FRAME_FIRST
12892        WeaponLaunchBone  = PRIMARY RockPos
12893      End   
12894      ConditionState      = DOOR_1_CLOSING
12895        Model             = NBNMissle_A3
12896        Animation         = NBNMissle_A3.NBNMissle_A3
12897        AnimationMode     = ONCE
12898        Flags             = MAINTAIN_FRAME_ACROSS_STATES2
12899      End
12900  
12901      ConditionState      = DOOR_1_OPENING DAMAGED 
12902        Model             = NBNMissle_A2D
12903        Animation         = NBNMissle_A2D.NBNMissle_A2D
12904        AnimationMode     = ONCE
12905        Flags             = MAINTAIN_FRAME_ACROSS_STATES
12906        ParticleSysBone   = Smoke01 SmolderingSmoke
12907        ParticleSysBone   = Smoke02 SmolderingSmoke
12908        ParticleSysBone   = Smoke03 SmolderingSmoke
12909        ParticleSysBone   = Smoke04 SmolderingSmoke
12910        ParticleSysBone   = Smoke05 SmolderingSmoke
12911        ParticleSysBone   = Smoke06 SmolderingSmoke
12912        ParticleSysBone   = Smoke01 SmolderingFire
12913        ParticleSysBone   = Smoke02 SmolderingFire
12914        ParticleSysBone   = Smoke03 SmolderingFire
12915        ParticleSysBone   = Smoke04 SmolderingFire
12916        ParticleSysBone   = Smoke05 SmolderingFire
12917        ParticleSysBone   = Smoke06 SmolderingFire
12918        ParticleSysBone   = Steam01 BigMissileSteam
12919        ParticleSysBone   = Steam02 BigMissileSteam
12920      End
12921  
12922      ConditionState      = DOOR_1_WAITING_OPEN DAMAGED 
12923        Model             = NBNMissle_A2D
12924        Animation         = NBNMissle_A2D.NBNMissle_A2D
12925        AnimationMode     = MANUAL
12926        Flags             = START_FRAME_LAST PRISTINE_BONE_POS_IN_FINAL_FRAME
12927        WeaponLaunchBone  = PRIMARY RockPos
12928        ParticleSysBone   = Smoke01 SmolderingSmoke
12929        ParticleSysBone   = Smoke02 SmolderingSmoke
12930        ParticleSysBone   = Smoke03 SmolderingSmoke
12931        ParticleSysBone   = Smoke04 SmolderingSmoke
12932        ParticleSysBone   = Smoke05 SmolderingSmoke
12933        ParticleSysBone   = Smoke06 SmolderingSmoke
12934        ParticleSysBone   = Smoke01 SmolderingFire
12935        ParticleSysBone   = Smoke02 SmolderingFire
12936        ParticleSysBone   = Smoke03 SmolderingFire
12937        ParticleSysBone   = Smoke04 SmolderingFire
12938        ParticleSysBone   = Smoke05 SmolderingFire
12939        ParticleSysBone   = Smoke06 SmolderingFire
12940        ParticleSysBone   = Steam01 BigMissileSteam
12941        ParticleSysBone   = Steam02 BigMissileSteam
12942      End
12943  
12944      ConditionState      = DOOR_1_WAITING_TO_CLOSE DAMAGED 
12945        Model             = NBNMissle_A3D
12946        Animation         = NBNMissle_A3D.NBNMissle_A3D
12947        AnimationMode     = MANUAL
12948        Flags             = START_FRAME_FIRST
12949        WeaponLaunchBone  = PRIMARY RockPos
12950        ParticleSysBone   = Smoke01 SmolderingSmoke
12951        ParticleSysBone   = Smoke02 SmolderingSmoke
12952        ParticleSysBone   = Smoke03 SmolderingSmoke
12953        ParticleSysBone   = Smoke04 SmolderingSmoke
12954        ParticleSysBone   = Smoke05 SmolderingSmoke
12955        ParticleSysBone   = Smoke06 SmolderingSmoke
12956        ParticleSysBone   = Smoke01 SmolderingFire
12957        ParticleSysBone   = Smoke02 SmolderingFire
12958        ParticleSysBone   = Smoke03 SmolderingFire
12959        ParticleSysBone   = Smoke04 SmolderingFire
12960        ParticleSysBone   = Smoke05 SmolderingFire
12961        ParticleSysBone   = Smoke06 SmolderingFire
12962      End
12963  
12964      ConditionState      = DOOR_1_CLOSING DAMAGED 
12965        Model             = NBNMissle_A3D
12966        Animation         = NBNMissle_A3D.NBNMissle_A3D
12967        AnimationMode     = ONCE
12968        Flags             = MAINTAIN_FRAME_ACROSS_STATES2
12969        ParticleSysBone   = Smoke01 SmolderingSmoke
12970        ParticleSysBone   = Smoke02 SmolderingSmoke
12971        ParticleSysBone   = Smoke03 SmolderingSmoke
12972        ParticleSysBone   = Smoke04 SmolderingSmoke
12973        ParticleSysBone   = Smoke05 SmolderingSmoke
12974        ParticleSysBone   = Smoke06 SmolderingSmoke
12975        ParticleSysBone   = Smoke01 SmolderingFire
12976        ParticleSysBone   = Smoke02 SmolderingFire
12977        ParticleSysBone   = Smoke03 SmolderingFire
12978        ParticleSysBone   = Smoke04 SmolderingFire
12979        ParticleSysBone   = Smoke05 SmolderingFire
12980        ParticleSysBone   = Smoke06 SmolderingFire
12981      End
12982  
12983      ConditionState      = DOOR_1_OPENING REALLYDAMAGED RUBBLE 
12984        Model             = NBNMissle_A2E
12985        Animation         = NBNMissle_A2E.NBNMissle_A2E
12986        AnimationMode     = ONCE
12987        Flags             = MAINTAIN_FRAME_ACROSS_STATES
12988        ParticleSysBone   = Smoke01 SmolderingSmoke
12989        ParticleSysBone   = Smoke02 SmolderingSmoke
12990        ParticleSysBone   = Smoke03 SmolderingSmoke
12991        ParticleSysBone   = Smoke04 SmolderingSmoke
12992        ParticleSysBone   = Smoke05 SmolderingSmoke
12993        ParticleSysBone   = Smoke06 SmolderingSmoke
12994        ParticleSysBone   = Smoke01 SmolderingFire
12995        ParticleSysBone   = Smoke02 SmolderingFire
12996        ParticleSysBone   = Smoke03 SmolderingFire
12997        ParticleSysBone   = Smoke04 SmolderingFire
12998        ParticleSysBone   = Smoke05 SmolderingFire
12999        ParticleSysBone   = Smoke06 SmolderingFire
13000        ParticleSysBone   = Steam01 BigMissileSteam
13001        ParticleSysBone   = Steam02 BigMissileSteam
13002      End
13003  
13004      ConditionState      = DOOR_1_WAITING_OPEN REALLYDAMAGED RUBBLE 
13005        Model             = NBNMissle_A2E
13006        Animation         = NBNMissle_A2E.NBNMissle_A2E
13007        AnimationMode     = MANUAL
13008        Flags             = START_FRAME_LAST PRISTINE_BONE_POS_IN_FINAL_FRAME
13009        WeaponLaunchBone  = PRIMARY RockPos
13010        ParticleSysBone   = Smoke01 SmolderingSmoke
13011        ParticleSysBone   = Smoke02 SmolderingSmoke
13012        ParticleSysBone   = Smoke03 SmolderingSmoke
13013        ParticleSysBone   = Smoke04 SmolderingSmoke
13014        ParticleSysBone   = Smoke05 SmolderingSmoke
13015        ParticleSysBone   = Smoke06 SmolderingSmoke
13016        ParticleSysBone   = Smoke01 SmolderingFire
13017        ParticleSysBone   = Smoke02 SmolderingFire
13018        ParticleSysBone   = Smoke03 SmolderingFire
13019        ParticleSysBone   = Smoke04 SmolderingFire
13020        ParticleSysBone   = Smoke05 SmolderingFire
13021        ParticleSysBone   = Smoke06 SmolderingFire
13022        ParticleSysBone   = Steam01 BigMissileSteam
13023        ParticleSysBone   = Steam02 BigMissileSteam
13024      End
13025  
13026      ConditionState      = DOOR_1_WAITING_TO_CLOSE REALLYDAMAGED RUBBLE 
13027        Model             = NBNMissle_A3E
13028        Animation         = NBNMissle_A3E.NBNMissle_A3E
13029        AnimationMode     = MANUAL
13030        Flags             = START_FRAME_FIRST
13031        WeaponLaunchBone  = PRIMARY RockPos
13032        ParticleSysBone   = Smoke01 SmolderingSmoke
13033        ParticleSysBone   = Smoke02 SmolderingSmoke
13034        ParticleSysBone   = Smoke03 SmolderingSmoke
13035        ParticleSysBone   = Smoke04 SmolderingSmoke
13036        ParticleSysBone   = Smoke05 SmolderingSmoke
13037        ParticleSysBone   = Smoke06 SmolderingSmoke
13038        ParticleSysBone   = Smoke01 SmolderingFire
13039        ParticleSysBone   = Smoke02 SmolderingFire
13040        ParticleSysBone   = Smoke03 SmolderingFire
13041        ParticleSysBone   = Smoke04 SmolderingFire
13042        ParticleSysBone   = Smoke05 SmolderingFire
13043        ParticleSysBone   = Smoke06 SmolderingFire
13044      End
13045  
13046      ConditionState      = DOOR_1_CLOSING REALLYDAMAGED RUBBLE 
13047        Model             = NBNMissle_A3E
13048        Animation         = NBNMissle_A3E.NBNMissle_A3E
13049        AnimationMode     = ONCE
13050        Flags             = MAINTAIN_FRAME_ACROSS_STATES2
13051        ParticleSysBone   = Smoke01 SmolderingSmoke
13052        ParticleSysBone   = Smoke02 SmolderingSmoke
13053        ParticleSysBone   = Smoke03 SmolderingSmoke
13054        ParticleSysBone   = Smoke04 SmolderingSmoke
13055        ParticleSysBone   = Smoke05 SmolderingSmoke
13056        ParticleSysBone   = Smoke06 SmolderingSmoke
13057        ParticleSysBone   = Smoke01 SmolderingFire
13058        ParticleSysBone   = Smoke02 SmolderingFire
13059        ParticleSysBone   = Smoke03 SmolderingFire
13060        ParticleSysBone   = Smoke04 SmolderingFire
13061        ParticleSysBone   = Smoke05 SmolderingFire
13062        ParticleSysBone   = Smoke06 SmolderingFire
13063      End
13064  
13065      ; night
13066      ConditionState      = NIGHT
13067        Model             = NBNMissle_N
13068      End
13069  
13070      ConditionState      = DAMAGED NIGHT
13071        Model             = NBNMissle_DN
13072        ParticleSysBone   = Smoke01 SmolderingSmoke
13073        ParticleSysBone   = Smoke02 SmolderingSmoke
13074        ParticleSysBone   = Smoke03 SmolderingSmoke
13075        ParticleSysBone   = Smoke04 SmolderingSmoke
13076        ParticleSysBone   = Smoke01 SmolderingFire
13077        ParticleSysBone   = Smoke02 SmolderingFire
13078        ParticleSysBone   = Smoke03 SmolderingFire
13079        ParticleSysBone   = Smoke04 SmolderingFire
13080      End
13081  
13082      ConditionState     = REALLYDAMAGED RUBBLE NIGHT
13083        Model             = NBNMissle_EN
13084        ParticleSysBone   = Smoke01 SmolderingSmoke
13085        ParticleSysBone   = Smoke02 SmolderingSmoke
13086        ParticleSysBone   = Smoke03 SmolderingSmoke
13087        ParticleSysBone   = Smoke04 SmolderingSmoke
13088        ParticleSysBone   = Smoke05 SmolderingSmoke
13089        ParticleSysBone   = Smoke06 SmolderingSmoke
13090        ParticleSysBone   = Smoke01 SmolderingFire
13091        ParticleSysBone   = Smoke02 SmolderingFire
13092        ParticleSysBone   = Smoke03 SmolderingFire
13093        ParticleSysBone   = Smoke04 SmolderingFire
13094        ParticleSysBone   = Smoke05 SmolderingFire
13095        ParticleSysBone   = Smoke06 SmolderingFire
13096      End
13097  
13098      ConditionState      = AWAITING_CONSTRUCTION NIGHT
13099        Model             = None
13100      End
13101      ConditionState      = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT
13102        Model             = NBNMissle_N
13103        Flags             = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
13104      END       
13105      ConditionState      = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT DAMAGED
13106        Model             = NBNMissle_DN
13107        Flags             = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
13108      END       
13109      ConditionState      = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT REALLYDAMAGED
13110        Model             = NBNMissle_EN
13111        Flags             = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
13112      END       
13113      ConditionState      = DOOR_1_OPENING NIGHT
13114        Model             = NBNMissle_A2N
13115        Animation         = NBNMissle_A2N.NBNMissle_A2N
13116        AnimationMode     = ONCE
13117        Flags             = MAINTAIN_FRAME_ACROSS_STATES
13118      End   
13119      ConditionState      = DOOR_1_WAITING_OPEN NIGHT
13120        Model             = NBNMissle_A2N
13121        Animation         = NBNMissle_A2N.NBNMissle_A2N
13122        AnimationMode     = MANUAL
13123        Flags             = START_FRAME_LAST PRISTINE_BONE_POS_IN_FINAL_FRAME
13124        WeaponLaunchBone  = PRIMARY RockPos
13125        ParticleSysBone   = Steam01 BigMissileSteam
13126        ParticleSysBone   = Steam02 BigMissileSteam
13127      End   
13128      ConditionState      = DOOR_1_WAITING_TO_CLOSE NIGHT
13129        Model             = NBNMissle_A3N
13130        Animation         = NBNMissle_A3N.NBNMissle_A3N
13131        AnimationMode     = MANUAL
13132        Flags             = START_FRAME_FIRST
13133        WeaponLaunchBone  = PRIMARY RockPos
13134      End   
13135      ConditionState      = DOOR_1_CLOSING NIGHT
13136        Model             = NBNMissle_A3N
13137        Animation         = NBNMissle_A3N.NBNMissle_A3N
13138        AnimationMode     = ONCE
13139        Flags             = MAINTAIN_FRAME_ACROSS_STATES2
13140      End
13141  
13142      ConditionState      = DOOR_1_OPENING DAMAGED NIGHT
13143        Model             = NBNMissle_A2DN
13144        Animation         = NBNMissle_A2DN.NBNMissle_A2DN
13145        AnimationMode     = ONCE
13146        Flags             = MAINTAIN_FRAME_ACROSS_STATES
13147        ParticleSysBone   = Smoke01 SmolderingSmoke
13148        ParticleSysBone   = Smoke02 SmolderingSmoke
13149        ParticleSysBone   = Smoke03 SmolderingSmoke
13150        ParticleSysBone   = Smoke04 SmolderingSmoke
13151        ParticleSysBone   = Smoke05 SmolderingSmoke
13152        ParticleSysBone   = Smoke06 SmolderingSmoke
13153        ParticleSysBone   = Smoke01 SmolderingFire
13154        ParticleSysBone   = Smoke02 SmolderingFire
13155        ParticleSysBone   = Smoke03 SmolderingFire
13156        ParticleSysBone   = Smoke04 SmolderingFire
13157        ParticleSysBone   = Smoke05 SmolderingFire
13158        ParticleSysBone   = Smoke06 SmolderingFire
13159        ParticleSysBone   = Steam01 BigMissileSteam
13160        ParticleSysBone   = Steam02 BigMissileSteam
13161      End
13162  
13163      ConditionState      = DOOR_1_WAITING_OPEN DAMAGED NIGHT
13164        Model             = NBNMissle_A2DN
13165        Animation         = NBNMissle_A2DN.NBNMissle_A2DN
13166        AnimationMode     = MANUAL
13167        Flags             = START_FRAME_LAST PRISTINE_BONE_POS_IN_FINAL_FRAME
13168        WeaponLaunchBone  = PRIMARY RockPos
13169        ParticleSysBone   = Smoke01 SmolderingSmoke
13170        ParticleSysBone   = Smoke02 SmolderingSmoke
13171        ParticleSysBone   = Smoke03 SmolderingSmoke
13172        ParticleSysBone   = Smoke04 SmolderingSmoke
13173        ParticleSysBone   = Smoke05 SmolderingSmoke
13174        ParticleSysBone   = Smoke06 SmolderingSmoke
13175        ParticleSysBone   = Smoke01 SmolderingFire
13176        ParticleSysBone   = Smoke02 SmolderingFire
13177        ParticleSysBone   = Smoke03 SmolderingFire
13178        ParticleSysBone   = Smoke04 SmolderingFire
13179        ParticleSysBone   = Smoke05 SmolderingFire
13180        ParticleSysBone   = Smoke06 SmolderingFire
13181        ParticleSysBone   = Steam01 BigMissileSteam
13182        ParticleSysBone   = Steam02 BigMissileSteam
13183      End
13184  
13185      ConditionState      = DOOR_1_WAITING_TO_CLOSE DAMAGED NIGHT
13186        Model             = NBNMissle_A3DN
13187        Animation         = NBNMissle_A3DN.NBNMissle_A3DN
13188        AnimationMode     = MANUAL
13189        Flags             = START_FRAME_FIRST
13190        WeaponLaunchBone  = PRIMARY RockPos
13191        ParticleSysBone   = Smoke01 SmolderingSmoke
13192        ParticleSysBone   = Smoke02 SmolderingSmoke
13193        ParticleSysBone   = Smoke03 SmolderingSmoke
13194        ParticleSysBone   = Smoke04 SmolderingSmoke
13195        ParticleSysBone   = Smoke05 SmolderingSmoke
13196        ParticleSysBone   = Smoke06 SmolderingSmoke
13197        ParticleSysBone   = Smoke01 SmolderingFire
13198        ParticleSysBone   = Smoke02 SmolderingFire
13199        ParticleSysBone   = Smoke03 SmolderingFire
13200        ParticleSysBone   = Smoke04 SmolderingFire
13201        ParticleSysBone   = Smoke05 SmolderingFire
13202        ParticleSysBone   = Smoke06 SmolderingFire
13203      End
13204  
13205      ConditionState      = DOOR_1_CLOSING DAMAGED NIGHT
13206        Model             = NBNMissle_A3DN
13207        Animation         = NBNMissle_A3DN.NBNMissle_A3DN
13208        AnimationMode     = ONCE
13209        Flags             = MAINTAIN_FRAME_ACROSS_STATES2
13210        ParticleSysBone   = Smoke01 SmolderingSmoke
13211        ParticleSysBone   = Smoke02 SmolderingSmoke
13212        ParticleSysBone   = Smoke03 SmolderingSmoke
13213        ParticleSysBone   = Smoke04 SmolderingSmoke
13214        ParticleSysBone   = Smoke05 SmolderingSmoke
13215        ParticleSysBone   = Smoke06 SmolderingSmoke
13216        ParticleSysBone   = Smoke01 SmolderingFire
13217        ParticleSysBone   = Smoke02 SmolderingFire
13218        ParticleSysBone   = Smoke03 SmolderingFire
13219        ParticleSysBone   = Smoke04 SmolderingFire
13220        ParticleSysBone   = Smoke05 SmolderingFire
13221        ParticleSysBone   = Smoke06 SmolderingFire
13222      End
13223  
13224      ConditionState      = DOOR_1_OPENING REALLYDAMAGED RUBBLE NIGHT
13225        Model             = NBNMissle_A2EN
13226        Animation         = NBNMissle_A2EN.NBNMissle_A2EN
13227        AnimationMode     = ONCE
13228        Flags             = MAINTAIN_FRAME_ACROSS_STATES
13229        ParticleSysBone   = Smoke01 SmolderingSmoke
13230        ParticleSysBone   = Smoke02 SmolderingSmoke
13231        ParticleSysBone   = Smoke03 SmolderingSmoke
13232        ParticleSysBone   = Smoke04 SmolderingSmoke
13233        ParticleSysBone   = Smoke05 SmolderingSmoke
13234        ParticleSysBone   = Smoke06 SmolderingSmoke
13235        ParticleSysBone   = Smoke01 SmolderingFire
13236        ParticleSysBone   = Smoke02 SmolderingFire
13237        ParticleSysBone   = Smoke03 SmolderingFire
13238        ParticleSysBone   = Smoke04 SmolderingFire
13239        ParticleSysBone   = Smoke05 SmolderingFire
13240        ParticleSysBone   = Smoke06 SmolderingFire
13241        ParticleSysBone   = Steam01 BigMissileSteam
13242        ParticleSysBone   = Steam02 BigMissileSteam
13243      End
13244  
13245      ConditionState      = DOOR_1_WAITING_OPEN REALLYDAMAGED RUBBLE NIGHT
13246        Model             = NBNMissle_A2EN
13247        Animation         = NBNMissle_A2EN.NBNMissle_A2EN
13248        AnimationMode     = MANUAL
13249        Flags             = START_FRAME_LAST PRISTINE_BONE_POS_IN_FINAL_FRAME
13250        WeaponLaunchBone  = PRIMARY RockPos
13251        ParticleSysBone   = Smoke01 SmolderingSmoke
13252        ParticleSysBone   = Smoke02 SmolderingSmoke
13253        ParticleSysBone   = Smoke03 SmolderingSmoke
13254        ParticleSysBone   = Smoke04 SmolderingSmoke
13255        ParticleSysBone   = Smoke05 SmolderingSmoke
13256        ParticleSysBone   = Smoke06 SmolderingSmoke
13257        ParticleSysBone   = Smoke01 SmolderingFire
13258        ParticleSysBone   = Smoke02 SmolderingFire
13259        ParticleSysBone   = Smoke03 SmolderingFire
13260        ParticleSysBone   = Smoke04 SmolderingFire
13261        ParticleSysBone   = Smoke05 SmolderingFire
13262        ParticleSysBone   = Smoke06 SmolderingFire
13263        ParticleSysBone   = Steam01 BigMissileSteam
13264        ParticleSysBone   = Steam02 BigMissileSteam
13265      End
13266  
13267      ConditionState      = DOOR_1_WAITING_TO_CLOSE REALLYDAMAGED RUBBLE NIGHT
13268        Model             = NBNMissle_A3EN
13269        Animation         = NBNMissle_A3EN.NBNMissle_A3EN
13270        AnimationMode     = MANUAL
13271        Flags             = START_FRAME_FIRST
13272        WeaponLaunchBone  = PRIMARY RockPos
13273        ParticleSysBone   = Smoke01 SmolderingSmoke
13274        ParticleSysBone   = Smoke02 SmolderingSmoke
13275        ParticleSysBone   = Smoke03 SmolderingSmoke
13276        ParticleSysBone   = Smoke04 SmolderingSmoke
13277        ParticleSysBone   = Smoke05 SmolderingSmoke
13278        ParticleSysBone   = Smoke06 SmolderingSmoke
13279        ParticleSysBone   = Smoke01 SmolderingFire
13280        ParticleSysBone   = Smoke02 SmolderingFire
13281        ParticleSysBone   = Smoke03 SmolderingFire
13282        ParticleSysBone   = Smoke04 SmolderingFire
13283        ParticleSysBone   = Smoke05 SmolderingFire
13284        ParticleSysBone   = Smoke06 SmolderingFire
13285      End
13286  
13287      ConditionState      = DOOR_1_CLOSING REALLYDAMAGED RUBBLE NIGHT
13288        Model             = NBNMissle_A3EN
13289        Animation         = NBNMissle_A3EN.NBNMissle_A3EN
13290        AnimationMode     = ONCE
13291        Flags             = MAINTAIN_FRAME_ACROSS_STATES2
13292        ParticleSysBone   = Smoke01 SmolderingSmoke
13293        ParticleSysBone   = Smoke02 SmolderingSmoke
13294        ParticleSysBone   = Smoke03 SmolderingSmoke
13295        ParticleSysBone   = Smoke04 SmolderingSmoke
13296        ParticleSysBone   = Smoke05 SmolderingSmoke
13297        ParticleSysBone   = Smoke06 SmolderingSmoke
13298        ParticleSysBone   = Smoke01 SmolderingFire
13299        ParticleSysBone   = Smoke02 SmolderingFire
13300        ParticleSysBone   = Smoke03 SmolderingFire
13301        ParticleSysBone   = Smoke04 SmolderingFire
13302        ParticleSysBone   = Smoke05 SmolderingFire
13303        ParticleSysBone   = Smoke06 SmolderingFire
13304      End
13305      
13306      ;-------------- SNOW! --------------------
13307      ConditionState      = SNOW
13308        Model             = NBNMissle_S
13309      End
13310      
13311      ConditionState      = DAMAGED SNOW
13312        Model             = NBNMissle_DS
13313        ParticleSysBone   = Smoke01 SmolderingSmoke
13314        ParticleSysBone   = Smoke02 SmolderingSmoke
13315        ParticleSysBone   = Smoke03 SmolderingSmoke
13316        ParticleSysBone   = Smoke04 SmolderingSmoke
13317        ParticleSysBone   = Smoke01 SmolderingFire
13318        ParticleSysBone   = Smoke02 SmolderingFire
13319        ParticleSysBone   = Smoke03 SmolderingFire
13320        ParticleSysBone   = Smoke04 SmolderingFire
13321      End
13322  
13323       ConditionState     = REALLYDAMAGED RUBBLE SNOW
13324        Model             = NBNMissle_ES
13325        ParticleSysBone   = Smoke01 SmolderingSmoke
13326        ParticleSysBone   = Smoke02 SmolderingSmoke
13327        ParticleSysBone   = Smoke03 SmolderingSmoke
13328        ParticleSysBone   = Smoke04 SmolderingSmoke
13329        ParticleSysBone   = Smoke05 SmolderingSmoke
13330        ParticleSysBone   = Smoke06 SmolderingSmoke
13331        ParticleSysBone   = Smoke01 SmolderingFire
13332        ParticleSysBone   = Smoke02 SmolderingFire
13333        ParticleSysBone   = Smoke03 SmolderingFire
13334        ParticleSysBone   = Smoke04 SmolderingFire
13335        ParticleSysBone   = Smoke05 SmolderingFire
13336        ParticleSysBone   = Smoke06 SmolderingFire
13337      End
13338  
13339      ConditionState      = AWAITING_CONSTRUCTION SNOW
13340        Model             = None
13341      End
13342      ConditionState      = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW
13343        Model             = NBNMissle_S
13344        Flags             = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
13345      END   
13346      ConditionState      = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW DAMAGED
13347        Model             = NBNMissle_DS
13348        Flags             = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
13349      END   
13350      ConditionState      = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW REALLYDAMAGED
13351        Model             = NBNMissle_ES
13352        Flags             = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
13353      END   
13354      ConditionState      = DOOR_1_OPENING SNOW
13355        Model             = NBNMissle_A2S
13356        Animation         = NBNMissle_A2S.NBNMissle_A2S
13357        AnimationMode     = ONCE
13358        Flags             = MAINTAIN_FRAME_ACROSS_STATES
13359      End   
13360      ConditionState      = DOOR_1_WAITING_OPEN SNOW
13361        Model             = NBNMissle_A2S
13362        Animation         = NBNMissle_A2S.NBNMissle_A2S
13363        AnimationMode     = MANUAL
13364        Flags             = START_FRAME_LAST PRISTINE_BONE_POS_IN_FINAL_FRAME
13365        WeaponLaunchBone  = PRIMARY RockPos
13366        ParticleSysBone   = Steam01 BigMissileSteam
13367        ParticleSysBone   = Steam02 BigMissileSteam
13368      End   
13369      ConditionState      = DOOR_1_WAITING_TO_CLOSE SNOW
13370        Model             = NBNMissle_A3S
13371        Animation         = NBNMissle_A3S.NBNMissle_A3S
13372        AnimationMode     = MANUAL
13373        Flags             = START_FRAME_FIRST
13374        WeaponLaunchBone  = PRIMARY RockPos
13375      End   
13376      ConditionState      = DOOR_1_CLOSING SNOW
13377        Model             = NBNMissle_A3S
13378        Animation         = NBNMissle_A3S.NBNMissle_A3S
13379        AnimationMode     = ONCE
13380        Flags             = MAINTAIN_FRAME_ACROSS_STATES2
13381      End   
13382      ConditionState      = DOOR_1_OPENING DAMAGED SNOW
13383        Model             = NBNMissle_A2DS
13384        Animation         = NBNMissle_A2DS.NBNMissle_A2DS
13385        AnimationMode     = ONCE
13386        Flags             = MAINTAIN_FRAME_ACROSS_STATES
13387        ParticleSysBone   = Smoke01 SmolderingSmoke
13388        ParticleSysBone   = Smoke02 SmolderingSmoke
13389        ParticleSysBone   = Smoke03 SmolderingSmoke
13390        ParticleSysBone   = Smoke04 SmolderingSmoke
13391        ParticleSysBone   = Smoke05 SmolderingSmoke
13392        ParticleSysBone   = Smoke06 SmolderingSmoke
13393        ParticleSysBone   = Smoke01 SmolderingFire
13394        ParticleSysBone   = Smoke02 SmolderingFire
13395        ParticleSysBone   = Smoke03 SmolderingFire
13396        ParticleSysBone   = Smoke04 SmolderingFire
13397        ParticleSysBone   = Smoke05 SmolderingFire
13398        ParticleSysBone   = Smoke06 SmolderingFire
13399        ParticleSysBone   = Steam01 BigMissileSteam
13400        ParticleSysBone   = Steam02 BigMissileSteam
13401      End   
13402      ConditionState      = DOOR_1_WAITING_OPEN DAMAGED SNOW
13403        Model             = NBNMissle_A2DS
13404        Animation         = NBNMissle_A2DS.NBNMissle_A2DS
13405        AnimationMode     = MANUAL
13406        Flags             = START_FRAME_LAST PRISTINE_BONE_POS_IN_FINAL_FRAME
13407        WeaponLaunchBone  = PRIMARY RockPos
13408        ParticleSysBone   = Smoke01 SmolderingSmoke
13409        ParticleSysBone   = Smoke02 SmolderingSmoke
13410        ParticleSysBone   = Smoke03 SmolderingSmoke
13411        ParticleSysBone   = Smoke04 SmolderingSmoke
13412        ParticleSysBone   = Smoke05 SmolderingSmoke
13413        ParticleSysBone   = Smoke06 SmolderingSmoke
13414        ParticleSysBone   = Smoke01 SmolderingFire
13415        ParticleSysBone   = Smoke02 SmolderingFire
13416        ParticleSysBone   = Smoke03 SmolderingFire
13417        ParticleSysBone   = Smoke04 SmolderingFire
13418        ParticleSysBone   = Smoke05 SmolderingFire
13419        ParticleSysBone   = Smoke06 SmolderingFire
13420        ParticleSysBone   = Steam01 BigMissileSteam
13421        ParticleSysBone   = Steam02 BigMissileSteam
13422      End   
13423      ConditionState      = DOOR_1_WAITING_TO_CLOSE DAMAGED SNOW
13424        Model             = NBNMissle_A3DS
13425        Animation         = NBNMissle_A3DS.NBNMissle_A3DS
13426        AnimationMode     = MANUAL
13427        Flags             = START_FRAME_FIRST
13428        WeaponLaunchBone  = PRIMARY RockPos
13429        ParticleSysBone   = Smoke01 SmolderingSmoke
13430        ParticleSysBone   = Smoke02 SmolderingSmoke
13431        ParticleSysBone   = Smoke03 SmolderingSmoke
13432        ParticleSysBone   = Smoke04 SmolderingSmoke
13433        ParticleSysBone   = Smoke05 SmolderingSmoke
13434        ParticleSysBone   = Smoke06 SmolderingSmoke
13435        ParticleSysBone   = Smoke01 SmolderingFire
13436        ParticleSysBone   = Smoke02 SmolderingFire
13437        ParticleSysBone   = Smoke03 SmolderingFire
13438        ParticleSysBone   = Smoke04 SmolderingFire
13439        ParticleSysBone   = Smoke05 SmolderingFire
13440        ParticleSysBone   = Smoke06 SmolderingFire
13441      End   
13442      ConditionState      = DOOR_1_CLOSING DAMAGED SNOW
13443        Model             = NBNMissle_A3DS
13444        Animation         = NBNMissle_A3DS.NBNMissle_A3DS
13445        AnimationMode     = ONCE
13446        Flags             = MAINTAIN_FRAME_ACROSS_STATES2
13447        ParticleSysBone   = Smoke01 SmolderingSmoke
13448        ParticleSysBone   = Smoke02 SmolderingSmoke
13449        ParticleSysBone   = Smoke03 SmolderingSmoke
13450        ParticleSysBone   = Smoke04 SmolderingSmoke
13451        ParticleSysBone   = Smoke05 SmolderingSmoke
13452        ParticleSysBone   = Smoke06 SmolderingSmoke
13453        ParticleSysBone   = Smoke01 SmolderingFire
13454        ParticleSysBone   = Smoke02 SmolderingFire
13455        ParticleSysBone   = Smoke03 SmolderingFire
13456        ParticleSysBone   = Smoke04 SmolderingFire
13457        ParticleSysBone   = Smoke05 SmolderingFire
13458        ParticleSysBone   = Smoke06 SmolderingFire
13459      End   
13460      ConditionState      = DOOR_1_OPENING REALLYDAMAGED RUBBLE SNOW
13461        Model             = NBNMissle_A2ES
13462        Animation         = NBNMissle_A2ES.NBNMissle_A2ES
13463        AnimationMode     = ONCE
13464        Flags             = MAINTAIN_FRAME_ACROSS_STATES
13465        ParticleSysBone   = Smoke01 SmolderingSmoke
13466        ParticleSysBone   = Smoke02 SmolderingSmoke
13467        ParticleSysBone   = Smoke03 SmolderingSmoke
13468        ParticleSysBone   = Smoke04 SmolderingSmoke
13469        ParticleSysBone   = Smoke05 SmolderingSmoke
13470        ParticleSysBone   = Smoke06 SmolderingSmoke
13471        ParticleSysBone   = Smoke01 SmolderingFire
13472        ParticleSysBone   = Smoke02 SmolderingFire
13473        ParticleSysBone   = Smoke03 SmolderingFire
13474        ParticleSysBone   = Smoke04 SmolderingFire
13475        ParticleSysBone   = Smoke05 SmolderingFire
13476        ParticleSysBone   = Smoke06 SmolderingFire
13477        ParticleSysBone   = Steam01 BigMissileSteam
13478        ParticleSysBone   = Steam02 BigMissileSteam
13479      End   
13480      ConditionState      = DOOR_1_WAITING_OPEN REALLYDAMAGED RUBBLE SNOW
13481        Model             = NBNMissle_A2ES
13482        Animation         = NBNMissle_A2ES.NBNMissle_A2ES
13483        AnimationMode     = MANUAL
13484        Flags             = START_FRAME_LAST PRISTINE_BONE_POS_IN_FINAL_FRAME
13485        WeaponLaunchBone  = PRIMARY RockPos
13486        ParticleSysBone   = Smoke01 SmolderingSmoke
13487        ParticleSysBone   = Smoke02 SmolderingSmoke
13488        ParticleSysBone   = Smoke03 SmolderingSmoke
13489        ParticleSysBone   = Smoke04 SmolderingSmoke
13490        ParticleSysBone   = Smoke05 SmolderingSmoke
13491        ParticleSysBone   = Smoke06 SmolderingSmoke
13492        ParticleSysBone   = Smoke01 SmolderingFire
13493        ParticleSysBone   = Smoke02 SmolderingFire
13494        ParticleSysBone   = Smoke03 SmolderingFire
13495        ParticleSysBone   = Smoke04 SmolderingFire
13496        ParticleSysBone   = Smoke05 SmolderingFire
13497        ParticleSysBone   = Smoke06 SmolderingFire
13498        ParticleSysBone   = Steam01 BigMissileSteam
13499        ParticleSysBone   = Steam02 BigMissileSteam
13500      End   
13501      ConditionState      = DOOR_1_WAITING_TO_CLOSE REALLYDAMAGED RUBBLE SNOW
13502        Model             = NBNMissle_A3ES
13503        Animation         = NBNMissle_A3ES.NBNMissle_A3ES
13504        AnimationMode     = MANUAL
13505        Flags             = START_FRAME_FIRST
13506        WeaponLaunchBone  = PRIMARY RockPos
13507        ParticleSysBone   = Smoke01 SmolderingSmoke
13508        ParticleSysBone   = Smoke02 SmolderingSmoke
13509        ParticleSysBone   = Smoke03 SmolderingSmoke
13510        ParticleSysBone   = Smoke04 SmolderingSmoke
13511        ParticleSysBone   = Smoke05 SmolderingSmoke
13512        ParticleSysBone   = Smoke06 SmolderingSmoke
13513        ParticleSysBone   = Smoke01 SmolderingFire
13514        ParticleSysBone   = Smoke02 SmolderingFire
13515        ParticleSysBone   = Smoke03 SmolderingFire
13516        ParticleSysBone   = Smoke04 SmolderingFire
13517        ParticleSysBone   = Smoke05 SmolderingFire
13518        ParticleSysBone   = Smoke06 SmolderingFire
13519      End   
13520      ConditionState      = DOOR_1_CLOSING REALLYDAMAGED RUBBLE SNOW
13521        Model             = NBNMissle_A3ES
13522        Animation         = NBNMissle_A3ES.NBNMissle_A3ES
13523        AnimationMode     = ONCE
13524        Flags             = MAINTAIN_FRAME_ACROSS_STATES2
13525        ParticleSysBone   = Smoke01 SmolderingSmoke
13526        ParticleSysBone   = Smoke02 SmolderingSmoke
13527        ParticleSysBone   = Smoke03 SmolderingSmoke
13528        ParticleSysBone   = Smoke04 SmolderingSmoke
13529        ParticleSysBone   = Smoke05 SmolderingSmoke
13530        ParticleSysBone   = Smoke06 SmolderingSmoke
13531        ParticleSysBone   = Smoke01 SmolderingFire
13532        ParticleSysBone   = Smoke02 SmolderingFire
13533        ParticleSysBone   = Smoke03 SmolderingFire
13534        ParticleSysBone   = Smoke04 SmolderingFire
13535        ParticleSysBone   = Smoke05 SmolderingFire
13536        ParticleSysBone   = Smoke06 SmolderingFire
13537      End   
13538  
13539      ; night
13540      ConditionState      = NIGHT SNOW
13541        Model             = NBNMissle_NS
13542      End
13543      ConditionState      = DAMAGED NIGHT SNOW
13544        Model             = NBNMissle_DNS
13545        ParticleSysBone   = Smoke01 SmolderingSmoke
13546        ParticleSysBone   = Smoke02 SmolderingSmoke
13547        ParticleSysBone   = Smoke03 SmolderingSmoke
13548        ParticleSysBone   = Smoke04 SmolderingSmoke
13549        ParticleSysBone   = Smoke01 SmolderingFire
13550        ParticleSysBone   = Smoke02 SmolderingFire
13551        ParticleSysBone   = Smoke03 SmolderingFire
13552        ParticleSysBone   = Smoke04 SmolderingFire
13553      End
13554       ConditionState     = REALLYDAMAGED RUBBLE NIGHT SNOW
13555        Model             = NBNMissle_ENS
13556        ParticleSysBone   = Smoke01 SmolderingSmoke
13557        ParticleSysBone   = Smoke02 SmolderingSmoke
13558        ParticleSysBone   = Smoke03 SmolderingSmoke
13559        ParticleSysBone   = Smoke04 SmolderingSmoke
13560        ParticleSysBone   = Smoke05 SmolderingSmoke
13561        ParticleSysBone   = Smoke06 SmolderingSmoke
13562        ParticleSysBone   = Smoke01 SmolderingFire
13563        ParticleSysBone   = Smoke02 SmolderingFire
13564        ParticleSysBone   = Smoke03 SmolderingFire
13565        ParticleSysBone   = Smoke04 SmolderingFire
13566        ParticleSysBone   = Smoke05 SmolderingFire
13567        ParticleSysBone   = Smoke06 SmolderingFire
13568      End
13569      ConditionState      = AWAITING_CONSTRUCTION NIGHT SNOW
13570        Model             = None
13571      End
13572      ConditionState      = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW
13573        Model             = NBNMissle_NS
13574        Flags             = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
13575      END       
13576      ConditionState      = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW DAMAGED
13577        Model             = NBNMissle_DNS
13578        Flags             = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
13579      END       
13580      ConditionState      = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW REALLYDAMAGED
13581        Model             = NBNMissle_ENS
13582        Flags             = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
13583      END       
13584      ConditionState      = DOOR_1_OPENING NIGHT SNOW
13585        Model             = NBNMissle_A2NS
13586        Animation         = NBNMissle_A2NS.NBNMissle_A2NS
13587        AnimationMode     = ONCE
13588        Flags             = MAINTAIN_FRAME_ACROSS_STATES
13589      End   
13590      ConditionState      = DOOR_1_WAITING_OPEN NIGHT SNOW
13591        Model             = NBNMissle_A2NS
13592        Animation         = NBNMissle_A2NS.NBNMissle_A2NS
13593        AnimationMode     = MANUAL
13594        Flags             = START_FRAME_LAST PRISTINE_BONE_POS_IN_FINAL_FRAME
13595        WeaponLaunchBone  = PRIMARY RockPos
13596        ParticleSysBone   = Steam01 BigMissileSteam
13597        ParticleSysBone   = Steam02 BigMissileSteam
13598      End   
13599      ConditionState      = DOOR_1_WAITING_TO_CLOSE NIGHT SNOW
13600        Model             = NBNMissle_A3NS
13601        Animation         = NBNMissle_A3NS.NBNMissle_A3NS
13602        AnimationMode     = MANUAL
13603        Flags             = START_FRAME_FIRST
13604        WeaponLaunchBone  = PRIMARY RockPos
13605      End   
13606      ConditionState      = DOOR_1_CLOSING NIGHT SNOW
13607        Model             = NBNMissle_A3NS
13608        Animation         = NBNMissle_A3NS.NBNMissle_A3NS
13609        AnimationMode     = ONCE
13610        Flags             = MAINTAIN_FRAME_ACROSS_STATES2
13611      End   
13612      ConditionState      = DOOR_1_OPENING DAMAGED NIGHT SNOW
13613        Model             = NBNMissle_A2DNS
13614        Animation         = NBNMissle_A2DNS.NBNMissle_A2DNS
13615        AnimationMode     = ONCE
13616        Flags             = MAINTAIN_FRAME_ACROSS_STATES
13617        ParticleSysBone   = Smoke01 SmolderingSmoke
13618        ParticleSysBone   = Smoke02 SmolderingSmoke
13619        ParticleSysBone   = Smoke03 SmolderingSmoke
13620        ParticleSysBone   = Smoke04 SmolderingSmoke
13621        ParticleSysBone   = Smoke05 SmolderingSmoke
13622        ParticleSysBone   = Smoke06 SmolderingSmoke
13623        ParticleSysBone   = Smoke01 SmolderingFire
13624        ParticleSysBone   = Smoke02 SmolderingFire
13625        ParticleSysBone   = Smoke03 SmolderingFire
13626        ParticleSysBone   = Smoke04 SmolderingFire
13627        ParticleSysBone   = Smoke05 SmolderingFire
13628        ParticleSysBone   = Smoke06 SmolderingFire
13629        ParticleSysBone   = Steam01 BigMissileSteam
13630        ParticleSysBone   = Steam02 BigMissileSteam
13631      End   
13632      ConditionState      = DOOR_1_WAITING_OPEN DAMAGED NIGHT SNOW
13633        Model             = NBNMissle_A2DNS
13634        Animation         = NBNMissle_A2DNS.NBNMissle_A2DNS
13635        AnimationMode     = MANUAL
13636        Flags             = START_FRAME_LAST PRISTINE_BONE_POS_IN_FINAL_FRAME
13637        WeaponLaunchBone  = PRIMARY RockPos
13638        ParticleSysBone   = Smoke01 SmolderingSmoke
13639        ParticleSysBone   = Smoke02 SmolderingSmoke
13640        ParticleSysBone   = Smoke03 SmolderingSmoke
13641        ParticleSysBone   = Smoke04 SmolderingSmoke
13642        ParticleSysBone   = Smoke05 SmolderingSmoke
13643        ParticleSysBone   = Smoke06 SmolderingSmoke
13644        ParticleSysBone   = Smoke01 SmolderingFire
13645        ParticleSysBone   = Smoke02 SmolderingFire
13646        ParticleSysBone   = Smoke03 SmolderingFire
13647        ParticleSysBone   = Smoke04 SmolderingFire
13648        ParticleSysBone   = Smoke05 SmolderingFire
13649        ParticleSysBone   = Smoke06 SmolderingFire
13650        ParticleSysBone   = Steam01 BigMissileSteam
13651        ParticleSysBone   = Steam02 BigMissileSteam
13652      End   
13653      ConditionState      = DOOR_1_WAITING_TO_CLOSE DAMAGED NIGHT SNOW
13654        Model             = NBNMissle_A3DNS
13655        Animation         = NBNMissle_A3DNS.NBNMissle_A3DNS
13656        AnimationMode     = MANUAL
13657        Flags             = START_FRAME_FIRST
13658        WeaponLaunchBone  = PRIMARY RockPos
13659        ParticleSysBone   = Smoke01 SmolderingSmoke
13660        ParticleSysBone   = Smoke02 SmolderingSmoke
13661        ParticleSysBone   = Smoke03 SmolderingSmoke
13662        ParticleSysBone   = Smoke04 SmolderingSmoke
13663        ParticleSysBone   = Smoke05 SmolderingSmoke
13664        ParticleSysBone   = Smoke06 SmolderingSmoke
13665        ParticleSysBone   = Smoke01 SmolderingFire
13666        ParticleSysBone   = Smoke02 SmolderingFire
13667        ParticleSysBone   = Smoke03 SmolderingFire
13668        ParticleSysBone   = Smoke04 SmolderingFire
13669        ParticleSysBone   = Smoke05 SmolderingFire
13670        ParticleSysBone   = Smoke06 SmolderingFire
13671      End   
13672      ConditionState      = DOOR_1_CLOSING DAMAGED NIGHT SNOW
13673        Model             = NBNMissle_A3DNS
13674        Animation         = NBNMissle_A3DNS.NBNMissle_A3DNS
13675        AnimationMode     = ONCE
13676        Flags             = MAINTAIN_FRAME_ACROSS_STATES2
13677        ParticleSysBone   = Smoke01 SmolderingSmoke
13678        ParticleSysBone   = Smoke02 SmolderingSmoke
13679        ParticleSysBone   = Smoke03 SmolderingSmoke
13680        ParticleSysBone   = Smoke04 SmolderingSmoke
13681        ParticleSysBone   = Smoke05 SmolderingSmoke
13682        ParticleSysBone   = Smoke06 SmolderingSmoke
13683        ParticleSysBone   = Smoke01 SmolderingFire
13684        ParticleSysBone   = Smoke02 SmolderingFire
13685        ParticleSysBone   = Smoke03 SmolderingFire
13686        ParticleSysBone   = Smoke04 SmolderingFire
13687        ParticleSysBone   = Smoke05 SmolderingFire
13688        ParticleSysBone   = Smoke06 SmolderingFire
13689      End   
13690      ConditionState      = DOOR_1_OPENING REALLYDAMAGED RUBBLE NIGHT SNOW
13691        Model             = NBNMissle_A2ENS
13692        Animation         = NBNMissle_A2ENS.NBNMissle_A2ENS
13693        AnimationMode     = ONCE
13694        Flags             = MAINTAIN_FRAME_ACROSS_STATES
13695        ParticleSysBone   = Smoke01 SmolderingSmoke
13696        ParticleSysBone   = Smoke02 SmolderingSmoke
13697        ParticleSysBone   = Smoke03 SmolderingSmoke
13698        ParticleSysBone   = Smoke04 SmolderingSmoke
13699        ParticleSysBone   = Smoke05 SmolderingSmoke
13700        ParticleSysBone   = Smoke06 SmolderingSmoke
13701        ParticleSysBone   = Smoke01 SmolderingFire
13702        ParticleSysBone   = Smoke02 SmolderingFire
13703        ParticleSysBone   = Smoke03 SmolderingFire
13704        ParticleSysBone   = Smoke04 SmolderingFire
13705        ParticleSysBone   = Smoke05 SmolderingFire
13706        ParticleSysBone   = Smoke06 SmolderingFire
13707        ParticleSysBone   = Steam01 BigMissileSteam
13708        ParticleSysBone   = Steam02 BigMissileSteam
13709      End   
13710      ConditionState      = DOOR_1_WAITING_OPEN REALLYDAMAGED RUBBLE NIGHT SNOW
13711        Model             = NBNMissle_A2ENS
13712        Animation         = NBNMissle_A2ENS.NBNMissle_A2ENS
13713        AnimationMode     = MANUAL
13714        Flags             = START_FRAME_LAST PRISTINE_BONE_POS_IN_FINAL_FRAME
13715        WeaponLaunchBone  = PRIMARY RockPos
13716        ParticleSysBone   = Smoke01 SmolderingSmoke
13717        ParticleSysBone   = Smoke02 SmolderingSmoke
13718        ParticleSysBone   = Smoke03 SmolderingSmoke
13719        ParticleSysBone   = Smoke04 SmolderingSmoke
13720        ParticleSysBone   = Smoke05 SmolderingSmoke
13721        ParticleSysBone   = Smoke06 SmolderingSmoke
13722        ParticleSysBone   = Smoke01 SmolderingFire
13723        ParticleSysBone   = Smoke02 SmolderingFire
13724        ParticleSysBone   = Smoke03 SmolderingFire
13725        ParticleSysBone   = Smoke04 SmolderingFire
13726        ParticleSysBone   = Smoke05 SmolderingFire
13727        ParticleSysBone   = Smoke06 SmolderingFire
13728        ParticleSysBone   = Steam01 BigMissileSteam
13729        ParticleSysBone   = Steam02 BigMissileSteam
13730      End   
13731      ConditionState      = DOOR_1_WAITING_TO_CLOSE REALLYDAMAGED RUBBLE NIGHT SNOW
13732        Model             = NBNMissle_A3ENS
13733        Animation         = NBNMissle_A3ENS.NBNMissle_A3ENS
13734        AnimationMode     = MANUAL
13735        Flags             = START_FRAME_FIRST
13736        WeaponLaunchBone  = PRIMARY RockPos
13737        ParticleSysBone   = Smoke01 SmolderingSmoke
13738        ParticleSysBone   = Smoke02 SmolderingSmoke
13739        ParticleSysBone   = Smoke03 SmolderingSmoke
13740        ParticleSysBone   = Smoke04 SmolderingSmoke
13741        ParticleSysBone   = Smoke05 SmolderingSmoke
13742        ParticleSysBone   = Smoke06 SmolderingSmoke
13743        ParticleSysBone   = Smoke01 SmolderingFire
13744        ParticleSysBone   = Smoke02 SmolderingFire
13745        ParticleSysBone   = Smoke03 SmolderingFire
13746        ParticleSysBone   = Smoke04 SmolderingFire
13747        ParticleSysBone   = Smoke05 SmolderingFire
13748        ParticleSysBone   = Smoke06 SmolderingFire
13749      End   
13750      ConditionState      = DOOR_1_CLOSING REALLYDAMAGED RUBBLE NIGHT SNOW
13751        Model             = NBNMissle_A3ENS
13752        Animation         = NBNMissle_A3ENS.NBNMissle_A3ENSS
13753        AnimationMode     = ONCE
13754        Flags             = MAINTAIN_FRAME_ACROSS_STATES2
13755        ParticleSysBone   = Smoke01 SmolderingSmoke
13756        ParticleSysBone   = Smoke02 SmolderingSmoke
13757        ParticleSysBone   = Smoke03 SmolderingSmoke
13758        ParticleSysBone   = Smoke04 SmolderingSmoke
13759        ParticleSysBone   = Smoke05 SmolderingSmoke
13760        ParticleSysBone   = Smoke06 SmolderingSmoke
13761        ParticleSysBone   = Smoke01 SmolderingFire
13762        ParticleSysBone   = Smoke02 SmolderingFire
13763        ParticleSysBone   = Smoke03 SmolderingFire
13764        ParticleSysBone   = Smoke04 SmolderingFire
13765        ParticleSysBone   = Smoke05 SmolderingFire
13766        ParticleSysBone   = Smoke06 SmolderingFire
13767      End     
13768    End
13769  
13770    ; ------------ construction-zone fence -----------------
13771    Draw = W3DModelDraw ModuleTag_02
13772    AnimationsRequirePower = No
13773      DefaultConditionState
13774        Model           = None
13775        TransitionKey   = DOWN_DEFAULT
13776      End
13777      ConditionState    = NIGHT
13778        Model           = None
13779        TransitionKey   = DOWN_DEFAULT
13780      End
13781      ConditionState    = SNOW
13782        Model           = None
13783        TransitionKey   = DOWN_DEFAULT
13784      End
13785      ConditionState    = SNOW NIGHT
13786        Model           = None
13787        TransitionKey   = DOWN_DEFAULT
13788      End
13789      ConditionState    = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
13790        Model           = NBNMissle_A4
13791        Animation       = NBNMissle_A4.NBNMissle_A4
13792        AnimationMode   = MANUAL
13793        Flags           = START_FRAME_LAST
13794        TransitionKey   = UP_DAY
13795      End
13796      ConditionState    = NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
13797        Model           = NBNMissle_A4N
13798        Animation       = NBNMissle_A4N.NBNMissle_A4N
13799        AnimationMode   = MANUAL
13800        Flags           = START_FRAME_LAST
13801        TransitionKey   = UP_NIGHT
13802      End
13803      ConditionState    = SNOW AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
13804        Model           = NBNMissle_A4S
13805        Animation       = NBNMissle_A4S.NBNMissle_A4S
13806        AnimationMode   = MANUAL
13807        Flags           = START_FRAME_LAST
13808        TransitionKey   = UP_SNOW
13809      End
13810      ConditionState    = SNOW NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
13811        Model           = NBNMissle_A4SN
13812        Animation       = NBNMissle_A4SN.NBNMissle_A4SN
13813        AnimationMode   = MANUAL
13814        Flags           = START_FRAME_LAST
13815        TransitionKey   = UP_SNOWNIGHT
13816      End
13817      TransitionState   = DOWN_DEFAULT UP_DAY
13818        Model           = NBNMissle_A4
13819        Animation       = NBNMissle_A4.NBNMissle_A4
13820        AnimationMode   = ONCE
13821        AnimationSpeedFactorRange = 1.0 1.0
13822        Flags           = START_FRAME_FIRST
13823      End
13824      TransitionState   = DOWN_DEFAULT UP_NIGHT
13825        Model           = NBNMissle_A4N
13826        Animation       = NBNMissle_A4N.NBNMissle_A4N
13827        AnimationMode   = ONCE
13828        AnimationSpeedFactorRange = 1.0 1.0
13829        Flags           = START_FRAME_FIRST
13830      End
13831      TransitionState   = DOWN_DEFAULT UP_SNOW
13832        Model           = NBNMissle_A4S
13833        Animation       = NBNMissle_A4S.NBNMissle_A4S
13834        AnimationMode   = ONCE
13835        AnimationSpeedFactorRange = 1.0 1.0
13836        Flags           = START_FRAME_FIRST
13837      End
13838      TransitionState   = DOWN_DEFAULT UP_SNOWNIGHT
13839        Model           = NBNMissle_A4SN
13840        Animation       = NBNMissle_A4SN.NBNMissle_A4SN
13841        AnimationMode   = ONCE
13842        AnimationSpeedFactorRange = 1.0 1.0
13843        Flags           = START_FRAME_FIRST
13844      End
13845      TransitionState   = UP_DAY DOWN_DEFAULT
13846        Model           = NBNMissle_A4
13847        Animation       = NBNMissle_A4.NBNMissle_A4
13848        AnimationMode   = ONCE_BACKWARDS
13849        AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
13850        Flags           = START_FRAME_LAST
13851      End
13852      TransitionState   = UP_NIGHT DOWN_DEFAULT
13853        Model           = NBNMissle_A4N
13854        Animation       = NBNMissle_A4N.NBNMissle_A4N
13855        AnimationMode   = ONCE_BACKWARDS
13856        AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
13857        Flags           = START_FRAME_LAST
13858      End
13859      TransitionState   = UP_SNOW DOWN_DEFAULT
13860        Model           = NBNMissle_A4S
13861        Animation       = NBNMissle_A4S.NBNMissle_A4S
13862        AnimationMode   = ONCE_BACKWARDS
13863        AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
13864        Flags           = START_FRAME_LAST
13865      End
13866      TransitionState   = UP_SNOWNIGHT DOWN_DEFAULT
13867        Model           = NBNMissle_A4SN
13868        Animation       = NBNMissle_A4SN.NBNMissle_A4SN
13869        AnimationMode   = ONCE_BACKWARDS
13870        AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
13871        Flags           = START_FRAME_LAST
13872      End
13873    End
13874  
13875    ; ------------ under-construction scaffolding -----------------
13876    Draw = W3DModelDraw ModuleTag_03
13877    AnimationsRequirePower = No
13878      MinLODRequired = MEDIUM
13879      DefaultConditionState
13880        Model           = None
13881        TransitionKey   = DOWN_DEFAULT
13882      End
13883      ConditionState    = NIGHT
13884        Model           = None
13885        TransitionKey   = DOWN_DEFAULT
13886      End
13887      ConditionState    = SNOW
13888        Model           = None
13889        TransitionKey   = DOWN_DEFAULT
13890      End
13891      ConditionState    = SNOW NIGHT
13892        Model           = None
13893        TransitionKey   = DOWN_DEFAULT
13894      End
13895      ConditionState    = PARTIALLY_CONSTRUCTED
13896        Model           = NBNMissle_A6
13897        Animation       = NBNMissle_A6.NBNMissle_A6
13898        AnimationMode   = MANUAL
13899        Flags           = START_FRAME_LAST
13900        TransitionKey   = UP_DAY
13901        ParticleSysBone = Dust01 BuildingDustChina
13902        ParticleSysBone = Smoke01 BuildUpSmokeChina
13903        ParticleSysBone = Smoke02 BuildUpSmokeChina
13904        ParticleSysBone = Smoke03 BuildUpSmokeChina
13905        ParticleSysBone = Smoke04 BuildUpSmokeChina
13906        ParticleSysBone = Smoke05 BuildUpSmokeChina
13907      End
13908      ConditionState    = NIGHT PARTIALLY_CONSTRUCTED
13909        Model           = NBNMissle_A6N
13910        Animation       = NBNMissle_A6N.NBNMissle_A6N
13911        AnimationMode   = MANUAL
13912        Flags           = START_FRAME_LAST
13913        TransitionKey   = UP_NIGHT
13914        ParticleSysBone = Dust01 BuildingDustChina
13915        ParticleSysBone = Smoke01 BuildUpSmokeChina
13916        ParticleSysBone = Smoke02 BuildUpSmokeChina
13917        ParticleSysBone = Smoke03 BuildUpSmokeChina
13918        ParticleSysBone = Smoke04 BuildUpSmokeChina
13919        ParticleSysBone = Smoke05 BuildUpSmokeChina
13920      End
13921      ConditionState    = SNOW PARTIALLY_CONSTRUCTED
13922        Model           = NBNMissle_A6S
13923        Animation       = NBNMissle_A6S.NBNMissle_A6S
13924        AnimationMode   = MANUAL
13925        Flags           = START_FRAME_LAST
13926        TransitionKey   = UP_SNOW
13927        ParticleSysBone = Dust01 BuildingSnowDust
13928        ParticleSysBone = Smoke01 BuildUpSnowSmoke
13929        ParticleSysBone = Smoke02 BuildUpSnowSmoke
13930        ParticleSysBone = Smoke03 BuildUpSnowSmoke
13931        ParticleSysBone = Smoke04 BuildUpSnowSmoke
13932        ParticleSysBone = Smoke05 BuildUpSnowSmoke
13933      End
13934      ConditionState    = SNOW NIGHT PARTIALLY_CONSTRUCTED
13935        Model           = NBNMissle_A6SN
13936        Animation       = NBNMissle_A6SN.NBNMissle_A6SN
13937        AnimationMode   = MANUAL
13938        Flags           = START_FRAME_LAST
13939        TransitionKey   = UP_SNOWNIGHT
13940        ParticleSysBone = Dust01 BuildingSnowDust
13941        ParticleSysBone = Smoke01 BuildUpSnowSmoke
13942        ParticleSysBone = Smoke02 BuildUpSnowSmoke
13943        ParticleSysBone = Smoke03 BuildUpSnowSmoke
13944        ParticleSysBone = Smoke04 BuildUpSnowSmoke
13945        ParticleSysBone = Smoke05 BuildUpSnowSmoke
13946      End
13947      TransitionState   = DOWN_DEFAULT UP_DAY
13948        Model           = NBNMissle_A6
13949        Animation       = NBNMissle_A6.NBNMissle_A6
13950        AnimationMode   = ONCE
13951        AnimationSpeedFactorRange = 1.0 1.0
13952        Flags           = START_FRAME_FIRST
13953      End
13954      TransitionState   = DOWN_DEFAULT UP_NIGHT
13955        Model           = NBNMissle_A6N
13956        Animation       = NBNMissle_A6N.NBNMissle_A6N
13957        AnimationMode   = ONCE
13958        AnimationSpeedFactorRange = 1.0 1.0
13959        Flags           = START_FRAME_FIRST
13960      End
13961      TransitionState   = DOWN_DEFAULT UP_SNOW
13962        Model           = NBNMissle_A6S
13963        Animation       = NBNMissle_A6S.NBNMissle_A6S
13964        AnimationMode   = ONCE
13965        AnimationSpeedFactorRange = 1.0 1.0
13966        Flags           = START_FRAME_FIRST
13967      End
13968      TransitionState   = DOWN_DEFAULT UP_SNOWNIGHT
13969        Model           = NBNMissle_A6SN
13970        Animation       = NBNMissle_A6SN.NBNMissle_A6SN
13971        AnimationMode   = ONCE
13972        AnimationSpeedFactorRange = 1.0 1.0
13973        Flags           = START_FRAME_FIRST
13974      End 
13975      TransitionState   = UP_DAY DOWN_DEFAULT
13976        Model            = NBNMissle_A6
13977        Animation       = NBNMissle_A6.NBNMissle_A6
13978        AnimationMode   = ONCE_BACKWARDS
13979        AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
13980        Flags           = START_FRAME_LAST
13981      End
13982      TransitionState   = UP_NIGHT DOWN_DEFAULT
13983        Model            = NBNMissle_A6N
13984        Animation       = NBNMissle_A6N.NBNMissle_A6N
13985        AnimationMode   = ONCE_BACKWARDS
13986        AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
13987        Flags           = START_FRAME_LAST
13988      End
13989      TransitionState   = UP_SNOW DOWN_DEFAULT
13990        Model            = NBNMissle_A6S
13991        Animation       = NBNMissle_A6S.NBNMissle_A6S
13992        AnimationMode   = ONCE_BACKWARDS
13993        AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
13994        Flags           = START_FRAME_LAST
13995      End
13996      TransitionState   = UP_SNOWNIGHT DOWN_DEFAULT
13997        Model            = NBNMissle_A6SN
13998        Animation       = NBNMissle_A6SN.NBNMissle_A6SN
13999        AnimationMode   = ONCE_BACKWARDS
14000        AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
14001        Flags           = START_FRAME_LAST
14002      End
14003    End
14004  
14005    ; ------------ being-constructed crane -----------------
14006    Draw = W3DModelDraw ModuleTag_04
14007    AnimationsRequirePower = No
14008      DefaultConditionState
14009        Model           = None
14010        TransitionKey   = DOWN_DEFAULT
14011      End
14012      ConditionState    = NIGHT
14013        Model           = None
14014        TransitionKey   = DOWN_DEFAULT
14015      End
14016      ConditionState    = SNOW
14017        Model           = None
14018        TransitionKey   = DOWN_DEFAULT
14019      End
14020      ConditionState    = SNOW NIGHT
14021        Model           = None
14022        TransitionKey   = DOWN_DEFAULT
14023      End
14024      ConditionState    = SOLD
14025        Model           = NONE
14026      End
14027  
14028      ConditionState  = ACTIVELY_BEING_CONSTRUCTED
14029        Model         = NBNMissle_A5
14030        Animation     = NBNMissle_A5.NBNMissle_A5
14031        AnimationMode = LOOP
14032        TransitionKey = UP_DAY
14033      End
14034  
14035      ConditionState  = NIGHT ACTIVELY_BEING_CONSTRUCTED
14036        Model         = NBNMissle_A5N
14037        Animation     = NBNMissle_A5N.NBNMissle_A5N
14038        AnimationMode = LOOP
14039        TransitionKey = UP_NIGHT
14040      End
14041      ConditionState  = SNOW ACTIVELY_BEING_CONSTRUCTED
14042        Model         = NBNMissle_A5S
14043        Animation     = NBNMissle_A5S.NBNMissle_A5S
14044        AnimationMode = LOOP
14045        TransitionKey = UP_SNOW
14046      End
14047      ConditionState  = SNOW NIGHT ACTIVELY_BEING_CONSTRUCTED
14048        Model         = NBNMissle_A5SN
14049        Animation     = NBNMissle_A5SN.NBNMissle_A5SN
14050        AnimationMode = LOOP
14051        TransitionKey = UP_SNOWNIGHT
14052      End
14053      TransitionState = DOWN_DEFAULT UP_DAY
14054        Model         = NBNMissle_AB
14055        Animation     = NBNMissle_AB.NBNMissle_AB
14056        AnimationMode = ONCE
14057        AnimationSpeedFactorRange = 1.0 1.0
14058        Flags         = START_FRAME_FIRST
14059      End
14060  
14061      TransitionState = DOWN_DEFAULT UP_NIGHT
14062        Model         = NBNMissle_ABN
14063        Animation     = NBNMissle_ABN.NBNMissle_ABN
14064        AnimationMode = ONCE
14065        AnimationSpeedFactorRange = 1.0 1.0
14066        Flags         = START_FRAME_FIRST
14067      End
14068      TransitionState = DOWN_DEFAULT UP_SNOW
14069        Model         = NBNMissle_ABS
14070        Animation     = NBNMissle_ABS.NBNMissle_ABS
14071        AnimationMode = ONCE
14072        AnimationSpeedFactorRange = 1.0 1.0
14073        Flags         = START_FRAME_FIRST
14074      End
14075      TransitionState = DOWN_DEFAULT UP_SNOWNIGHT
14076        Model         = NBNMissle_ABSN
14077        Animation     = NBNMissle_ABSN.NBNMissle_ABSN
14078        AnimationMode = ONCE
14079        AnimationSpeedFactorRange = 1.0 1.0
14080        Flags         = START_FRAME_FIRST
14081      End
14082      TransitionState = UP_DAY DOWN_DEFAULT
14083        Model         = NBNMissle_AB
14084        Animation     = NBNMissle_AB.NBNMissle_AB
14085        AnimationMode = ONCE_BACKWARDS
14086        AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
14087        Flags         = START_FRAME_LAST
14088      End
14089      TransitionState = UP_NIGHT DOWN_DEFAULT
14090        Model         = NBNMissle_ABN
14091        Animation     = NBNMissle_ABN.NBNMissle_ABN
14092        AnimationMode = ONCE_BACKWARDS
14093        AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
14094        Flags         = START_FRAME_LAST
14095      End
14096      TransitionState = UP_SNOW DOWN_DEFAULT
14097        Model         = NBNMissle_ABS
14098        Animation     = NBNMissle_ABS.NBNMissle_ABS
14099        AnimationMode = ONCE_BACKWARDS
14100        AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
14101        Flags         = START_FRAME_LAST
14102      End
14103      TransitionState = UP_SNOWNIGHT DOWN_DEFAULT
14104        Model         = NBNMissle_ABSN
14105        Animation     = NBNMissle_ABSN.NBNMissle_ABSN
14106        AnimationMode = ONCE_BACKWARDS
14107        AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
14108        Flags         = START_FRAME_LAST
14109      End 
14110    End
14111  
14112    ; Blinking lights
14113    Draw = W3DModelDraw ModuleTag_05
14114      OkToChangeModelColor = Yes
14115      ; day
14116      ConditionState    = NONE
14117        Model           = NBNMissle_AC
14118        Animation       = NONE
14119      End
14120      ConditionState    = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
14121        Model           = NBNMissle_AC
14122        Flags           = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
14123      End
14124      ConditionState    = AWAITING_CONSTRUCTION
14125        Model           = NONE
14126      End
14127      ConditionState    = DOOR_1_OPENING
14128        Model           = NBNMissle_AC
14129        Animation       = NBNMissle_AC.NBNMissle_AC
14130        AnimationMode   = LOOP
14131        Flags           = START_FRAME_FIRST
14132      End   
14133      ConditionState    = DOOR_1_WAITING_OPEN
14134        Model           = NBNMissle_AC
14135        Animation       = NBNMissle_AC.NBNMissle_AC
14136        AnimationMode   = LOOP
14137        Flags           = START_FRAME_LAST
14138      End
14139      ConditionState    = DOOR_1_WAITING_TO_CLOSE
14140        Model           = NBNMissle_AC
14141        Animation       = NBNMissle_AC.NBNMissle_AC
14142        AnimationMode   = LOOP
14143        Flags           = START_FRAME_FIRST
14144        ;WeaponLaunchBone = PRIMARY RockPos
14145      End   
14146      ConditionState    = DOOR_1_CLOSING
14147        Model           = NBNMissle_AC
14148        Animation       = NBNMissle_AC.NBNMissle_AC
14149        AnimationMode   = LOOP
14150        Flags           = START_FRAME_FIRST
14151      End
14152    End
14153  
14154    PlacementViewAngle = -135
14155  
14156    ; ***DESIGN parameters ***
14157    DisplayName      = OBJECT:NuclearMissile
14158    Side = China
14159    EditorSorting    = STRUCTURE
14160    Prerequisites
14161      Object = ChinaPropagandaCenter
14162    End
14163    BuildCost        = 5000
14164    BuildTime        = 60.0            ; in seconds
14165    EnergyProduction = -10
14166    VisionRange      = 200.0           ; Shroud clearing distance
14167    ShroudClearingRange = 200
14168    CommandSet       = ChinaNuclearMissileCommandSet
14169    ArmorSet
14170      Conditions      = None
14171      Armor           = StructureArmorTough
14172      DamageFX        = StructureDamageFXNoShake
14173    End
14174    ExperienceValue     = 400 400 400 400  ; Experience point value at each level
14175  
14176    ; *** AUDIO Parameters ***
14177    VoiceSelect = NuclearMissileSelect
14178    SoundDie              = BuildingDie
14179    SoundOnDamaged        = BuildingDamagedStateLight
14180    SoundOnReallyDamaged  = BuildingDestroy
14181  
14182    UnitSpecificSounds
14183      UnderConstruction   = UnderConstructionLoop
14184    End
14185  
14186    ; *** ENGINEERING Parameters ***
14187    RadarPriority   = STRUCTURE
14188    KindOf          = PRELOAD STRUCTURE SELECTABLE IMMOBILE SCORE CAPTURABLE FS_TECHNOLOGY POWERED MP_COUNT_FOR_VICTORY ;REVEAL_TO_ALL
14189    Body            = StructureBody ModuleTag_06
14190      MaxHealth       = 4000.0
14191      InitialHealth   = 4000.0
14192    End
14193  
14194    Behavior    = OCLSpecialPower ModuleTag_07
14195      SpecialPowerTemplate = SuperweaponNeutronMissile
14196      OCL                  = SUPERWEAPON_NeutronMissile
14197      UpgradeOCL           = SCIENCE_NeutronMissileUpgrade SUPERWEAPON_NeutronMissileOP
14198    End 
14199  
14200    Behavior = SpecialPowerCreate ModuleTag_08
14201      ;nothing
14202    End
14203    Behavior = MissileLauncherBuildingUpdate ModuleTag_09
14204      SpecialPowerTemplate = SuperweaponNeutronMissile
14205      DoorOpenTime         = 8000
14206      DoorWaitOpenTime     = 2000
14207      DoorCloseTime        = 8000
14208  
14209      ; FXLists to play at transitions:
14210      DoorOpeningFX        = ChinaNuclearMissileLauncherDoorOpen
14211      ;DoorOpenFX           = FX_ABPowerPlantExplode
14212      DoorWaitingToCloseFX = ChinaNuclearMissileLauncherLaunch
14213      ;DoorClosingFX        = FX_ABPowerPlantExplode
14214      ;DoorClosedFX         = FX_ABPowerPlantExplode
14215  
14216      ; looping sound to play while open:
14217      DoorOpenIdleAudio = BuildingNeutronMissileHiss
14218    End
14219  
14220    Behavior = ProductionUpdate ModuleTag_10
14221      DisabledTypesToProcess = DISABLED_HELD DISABLED_UNDERPOWERED
14222    End
14223  
14224    Behavior                  = SpawnBehavior ModuleTag_Reveal
14225      SpawnNumber             = 1
14226      SpawnTemplateName       = SuperweaponRevealer
14227      OneShot                 = Yes
14228      CanReclaimOrphans     = No
14229      SpawnedRequireSpawner = Yes
14230    End
14231  
14232    Behavior = DefaultProductionExitUpdate ModuleTag_Reveal2
14233      UnitCreatePoint   = X:  0.0  Y:  -5.0   Z:0.0
14234      NaturalRallyPoint = X:  0.0  Y:  -5.0   Z:0.0
14235    End
14236  
14237    Behavior = DestroyDie ModuleTag_11
14238      ;Nothing
14239    End
14240  
14241    Behavior = FireWeaponWhenDeadBehavior ModuleTag_12
14242      DeathWeapon = ChinaPowerPlantDeathWeapon
14243      StartsActive  = Yes
14244    End
14245  
14246    Behavior = GenerateMinefieldBehavior     ModuleTag_13
14247      TriggeredBy           = Upgrade_ChinaMines
14248      MineName              = ChinaStandardMine
14249      SmartBorder           = Yes
14250      AlwaysCircular        = Yes
14251    End
14252  
14253    Behavior = FlammableUpdate ModuleTag_14
14254      AflameDuration = 5000         ; If I catch fire, I'll burn for this long...
14255      AflameDamageAmount = 5       ; taking this much damage...
14256      AflameDamageDelay = 500       ; this often.
14257    End
14258  
14259    Behavior = TransitionDamageFX ModuleTag_15
14260      ;-------------DESIGNED FOR MEDIUM SIZED FACTION BUILDING TRANSITIONS-------------------
14261      DamagedParticleSystem1       = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke
14262      ;---------------------------------------------------------------------------------------
14263      ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke
14264      ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionMediumExplosion
14265      ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionMediumShockwave
14266    End
14267    
14268    Behavior             = CreateObjectDie ModuleTag_20
14269      CreationList  = OCL_LargeStructureDebris
14270    End
14271    
14272    Behavior        = FXListDie ModuleTag_21
14273      ExemptStatus  = UNDER_CONSTRUCTION
14274      DeathFX       = FX_NukeGLA
14275    End
14276    
14277    Geometry            = BOX
14278    GeometryMajorRadius = 45.0
14279    GeometryMinorRadius = 55.0
14280    GeometryHeight      = 64.0
14281    GeometryIsSmall     = No
14282    Shadow          = SHADOW_VOLUME
14283    BuildCompletion = PLACED_BY_PLAYER
14284  
14285  End
14286  
14287  ;------------------------------------------------------------------------------
14288  Object ChinaSpeakerTower
14289  
14290    ; *** ART Parameters ***
14291    SelectPortrait         = SNPropSpeaker_L
14292    ButtonImage            = SNPropSpeaker
14293    Draw                   = W3DModelDraw ModuleTag_01
14294      OkToChangeModelColor = Yes
14295  
14296      ; day
14297      ConditionState = NONE
14298        Model         = NBPTower
14299        Animation     = NBPTower.NBPTower
14300        AnimationMode = LOOP
14301      End
14302      ConditionState = DAMAGED
14303        Model         = NBPTower_D
14304        Animation     = NBPTower_D.NBPTower_D
14305        AnimationMode = LOOP
14306        ParticleSysBone = Smoke01 SmolderingSmoke
14307      End
14308      ConditionState = REALLYDAMAGED RUBBLE
14309        Model         = NBPTower_E
14310        Animation     = NBPTower_E.NBPTower_E
14311        AnimationMode = LOOP
14312        ParticleSysBone = Smoke01 SmolderingSmoke
14313        ParticleSysBone = Smoke02 SmolderingSmoke
14314        ParticleSysBone = Flame01 SmolderingFire
14315        ParticleSysBone = Flame01 SmolderingFlameCore
14316        ParticleSysBone = Spark01 LiveWireSparks
14317      End
14318      ConditionState = POST_COLLAPSE
14319        Model         = NONE
14320      End
14321  
14322      ; day Snow
14323      ConditionState  =  SNOW
14324        Model         = NBPTower_S
14325        Animation     = NBPTower_S.NBPTower_S
14326        AnimationMode = LOOP
14327      End
14328      ConditionState  = DAMAGED SNOW
14329        Model         = NBPTower_DS
14330        Animation     = NBPTower_DS.NBPTower_DS
14331        AnimationMode = LOOP
14332        ParticleSysBone = Smoke01 SmolderingSmoke
14333      End
14334      ConditionState  = REALLYDAMAGED RUBBLE SNOW
14335        Model         = NBPTower_ES
14336        Animation     = NBPTower_ES.NBPTower_ES
14337        AnimationMode = LOOP
14338        ParticleSysBone = Smoke01 SmolderingSmoke
14339        ParticleSysBone = Smoke02 SmolderingSmoke
14340        ParticleSysBone = Flame01 SmolderingFire
14341        ParticleSysBone = Flame01 SmolderingFlameCore
14342        ParticleSysBone = Spark01 LiveWireSparks
14343      End
14344      ConditionState = POST_COLLAPSE SNOW
14345        Model         = NONE
14346      End
14347  
14348      ; night
14349      ConditionState = NIGHT
14350        Model         = NBPTower_N
14351        Animation     = NBPTower_N.NBPTower_N
14352        AnimationMode = LOOP
14353      End 
14354      ConditionState = NIGHT DAMAGED
14355        Model         = NBPTower_DN
14356        Animation     = NBPTower_DN.NBPTower_DN
14357        AnimationMode = LOOP
14358      End
14359      ConditionState = NIGHT REALLYDAMAGED RUBBLE
14360        Model         = NBPTower_EN
14361        Animation     = NBPTower_EN.NBPTower_EN
14362        AnimationMode = LOOP
14363      End
14364      ConditionState = POST_COLLAPSE NIGHT
14365        Model         = NONE
14366      End
14367      
14368      ;Snow Night
14369      
14370      ConditionState = NIGHT SNOW
14371        Model         = NBPTower_NS
14372        Animation     = NBPTower_NS.NBPTower_NS
14373        AnimationMode = LOOP
14374      End 
14375      
14376      ConditionState = NIGHT SNOW DAMAGED
14377        Model         = NBPTower_DNS
14378        Animation     = NBPTower_DNS.NBPTower_DNS
14379        AnimationMode = LOOP
14380      End 
14381      
14382      ConditionState = NIGHT SNOW REALLYDAMAGED RUBBLE
14383        Model         = NBPTower_ENS
14384        Animation     = NBPTower_ENS.NBPTower_ENS
14385        AnimationMode = LOOP
14386      End 
14387      ConditionState = POST_COLLAPSE NIGHT SNOW
14388        Model         = NONE
14389      End
14390  
14391      ;**************************************************************************************************************************
14392      ;This block handles every possible case with construction process, selling process, awaiting construction, and sold states
14393      ;for this draw module
14394      ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
14395        Model              = NBPTower
14396        Animation          = NBPTower.NBPTower
14397        AnimationMode      = LOOP
14398        Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
14399      End
14400      ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED
14401        Model              = NBPTower_D
14402        Animation          = NBPTower_D.NBPTower_D
14403        AnimationMode      = LOOP
14404        Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
14405      End
14406      ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED
14407        Model              = NBPTower_E
14408        Animation          = NBPTower_E.NBPTower_E
14409        AnimationMode      = LOOP
14410        Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
14411      End
14412      ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT
14413        Model              = NBPTower_N
14414        Animation          = NBPTower_N.NBPTower_N
14415        AnimationMode      = LOOP
14416        Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
14417      End
14418      ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT DAMAGED
14419        Model              = NBPTower_DN
14420        Animation          = NBPTower_DN.NBPTower_DN
14421        AnimationMode      = LOOP
14422        Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
14423      End
14424      ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT REALLYDAMAGED
14425        Model              = NBPTower_EN
14426        Animation          = NBPTower_EN.NBPTower_EN
14427        AnimationMode      = LOOP
14428        Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
14429      End
14430      ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW
14431        Model              = NBPTower_S
14432        Animation          = NBPTower_S.NBPTower_S
14433        AnimationMode      = LOOP
14434        Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
14435      End
14436      ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW DAMAGED
14437        Model              = NBPTower_DS
14438        Animation          = NBPTower_DS.NBPTower_DS
14439        AnimationMode      = LOOP
14440        Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
14441      End
14442      ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW REALLYDAMAGED
14443        Model              = NBPTower_ES
14444        Animation          = NBPTower_ES.NBPTower_ES
14445        AnimationMode      = LOOP
14446        Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
14447      End
14448      ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW
14449        Model              = NBPTower_NS
14450        Animation          = NBPTower_NS.NBPTower_NS
14451        AnimationMode      = LOOP
14452        Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
14453      End
14454      ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW DAMAGED
14455        Model              = NBPTower_DNS
14456        Animation          = NBPTower_DNS.NBPTower_DNS
14457        AnimationMode      = LOOP
14458        Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
14459      End
14460      ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW REALLYDAMAGED
14461        Model              = NBPTower_ENS
14462        Animation          = NBPTower_ENS.NBPTower_ENS
14463        AnimationMode      = LOOP
14464        Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
14465      End
14466  
14467      ConditionState       = AWAITING_CONSTRUCTION 
14468        Model              = NONE
14469      End
14470      AliasConditionState  = AWAITING_CONSTRUCTION DAMAGED
14471      AliasConditionState  = AWAITING_CONSTRUCTION REALLYDAMAGED
14472      AliasConditionState  = AWAITING_CONSTRUCTION NIGHT
14473      AliasConditionState  = AWAITING_CONSTRUCTION NIGHT DAMAGED
14474      AliasConditionState  = AWAITING_CONSTRUCTION NIGHT REALLYDAMAGED
14475      AliasConditionState  = AWAITING_CONSTRUCTION SNOW
14476      AliasConditionState  = AWAITING_CONSTRUCTION SNOW DAMAGED
14477      AliasConditionState  = AWAITING_CONSTRUCTION SNOW REALLYDAMAGED
14478      AliasConditionState  = AWAITING_CONSTRUCTION NIGHT SNOW
14479      AliasConditionState  = AWAITING_CONSTRUCTION NIGHT SNOW DAMAGED
14480      AliasConditionState  = AWAITING_CONSTRUCTION NIGHT SNOW REALLYDAMAGED
14481      AliasConditionState  = SOLD 
14482      AliasConditionState  = SOLD DAMAGED
14483      AliasConditionState  = SOLD REALLYDAMAGED
14484      AliasConditionState  = SOLD NIGHT
14485      AliasConditionState  = SOLD NIGHT DAMAGED
14486      AliasConditionState  = SOLD NIGHT REALLYDAMAGED
14487      AliasConditionState  = SOLD SNOW
14488      AliasConditionState  = SOLD SNOW DAMAGED
14489      AliasConditionState  = SOLD SNOW REALLYDAMAGED
14490      AliasConditionState  = SOLD NIGHT SNOW
14491      AliasConditionState  = SOLD NIGHT SNOW DAMAGED
14492      AliasConditionState  = SOLD NIGHT SNOW REALLYDAMAGED
14493      ;**************************************************************************************************************************   
14494    End   
14495      
14496    ; ------------ construction-zone fence -----------------
14497    Draw = W3DModelDraw ModuleTag_02
14498    AnimationsRequirePower = No
14499      DefaultConditionState
14500        Model           = None
14501        TransitionKey   = DOWN_DEFAULT
14502      End
14503      ConditionState    = NIGHT
14504        Model           = None
14505        TransitionKey   = DOWN_DEFAULT
14506      End
14507      ConditionState    = SNOW
14508        Model           = None
14509        TransitionKey   = DOWN_DEFAULT
14510      End
14511      ConditionState    = SNOW NIGHT
14512        Model           = None
14513        TransitionKey   = DOWN_DEFAULT
14514      End
14515      ConditionState    = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
14516        Model           = NBPTower_A4
14517        Animation       = NBPTower_A4.NBPTower_A4
14518        AnimationMode   = MANUAL
14519        Flags           = START_FRAME_LAST
14520        TransitionKey   = UP_DAY
14521      End
14522      ConditionState    = NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
14523        Model           = NBPTower_A4N
14524        Animation       = NBPTower_A4N.NBPTower_A4N
14525        AnimationMode   = MANUAL
14526        Flags           = START_FRAME_LAST
14527        TransitionKey   = UP_NIGHT
14528      End
14529      ConditionState    = SNOW AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
14530        Model           = NBPTower_A4S
14531        Animation       = NBPTower_A4S.NBPTower_A4S
14532        AnimationMode   = MANUAL
14533        Flags           = START_FRAME_LAST
14534        TransitionKey   = UP_SNOW
14535      End
14536      ConditionState    = SNOW NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
14537        Model           = NBPTower_A4SN
14538        Animation       = NBPTower_A4SN.NBPTower_A4SN
14539        AnimationMode   = MANUAL
14540        Flags           = START_FRAME_LAST
14541        TransitionKey   = UP_SNOWNIGHT
14542      End
14543      TransitionState   = DOWN_DEFAULT UP_DAY
14544        Model           = NBPTower_A4
14545        Animation       = NBPTower_A4.NBPTower_A4
14546        AnimationMode   = ONCE
14547        AnimationSpeedFactorRange = 1.0 1.0
14548        Flags           = START_FRAME_FIRST
14549      End
14550      TransitionState   = DOWN_DEFAULT UP_NIGHT
14551        Model           = NBPTower_A4N
14552        Animation       = NBPTower_A4N.NBPTower_A4N
14553        AnimationMode   = ONCE
14554        AnimationSpeedFactorRange = 1.0 1.0
14555        Flags           = START_FRAME_FIRST
14556      End
14557      TransitionState   = DOWN_DEFAULT UP_SNOW
14558        Model           = NBPTower_A4S
14559        Animation       = NBPTower_A4S.NBPTower_A4S
14560        AnimationMode   = ONCE
14561        AnimationSpeedFactorRange = 1.0 1.0
14562        Flags           = START_FRAME_FIRST
14563      End
14564      TransitionState   = DOWN_DEFAULT UP_SNOWNIGHT
14565        Model           = NBPTower_A4SN
14566        Animation       = NBPTower_A4SN.NBPTower_A4SN
14567        AnimationMode   = ONCE
14568        AnimationSpeedFactorRange = 1.0 1.0
14569        Flags           = START_FRAME_FIRST
14570      End
14571      TransitionState   = UP_DAY DOWN_DEFAULT
14572        Model           = NBPTower_A4
14573        Animation       = NBPTower_A4.NBPTower_A4
14574        AnimationMode   = ONCE_BACKWARDS
14575        AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
14576        Flags           = START_FRAME_LAST
14577      End
14578      TransitionState   = UP_NIGHT DOWN_DEFAULT
14579        Model           = NBPTower_A4N
14580        Animation       = NBPTower_A4N.NBPTower_A4N
14581        AnimationMode   = ONCE_BACKWARDS
14582        AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
14583        Flags           = START_FRAME_LAST
14584      End
14585      TransitionState   = UP_SNOW DOWN_DEFAULT
14586        Model           = NBPTower_A4S
14587        Animation       = NBPTower_A4S.NBPTower_A4S
14588        AnimationMode   = ONCE_BACKWARDS
14589        AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
14590        Flags           = START_FRAME_LAST
14591      End
14592      TransitionState   = UP_SNOWNIGHT DOWN_DEFAULT
14593        Model           = NBPTower_A4SN
14594        Animation       = NBPTower_A4SN.NBPTower_A4SN
14595        AnimationMode   = ONCE_BACKWARDS
14596        AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
14597        Flags           = START_FRAME_LAST
14598      End
14599    End
14600  
14601    ; ------------ under-construction scaffolding -----------------
14602    Draw = W3DModelDraw ModuleTag_03
14603    AnimationsRequirePower = No
14604      MinLODRequired = MEDIUM
14605      DefaultConditionState
14606        Model           = None
14607        TransitionKey   = DOWN_DEFAULT
14608      End
14609      ConditionState    = NIGHT
14610        Model           = None
14611        TransitionKey   = DOWN_DEFAULT
14612      End
14613      ConditionState    = SNOW
14614        Model           = None
14615        TransitionKey   = DOWN_DEFAULT
14616      End
14617      ConditionState    = SNOW NIGHT
14618        Model           = None
14619        TransitionKey   = DOWN_DEFAULT
14620      End
14621      ConditionState    = PARTIALLY_CONSTRUCTED
14622        Model           = NBPTower_A6
14623        Animation       = NBPTower_A6.NBPTower_A6
14624        AnimationMode   = MANUAL
14625        Flags           = START_FRAME_LAST
14626        TransitionKey   = UP_DAY
14627      End
14628      ConditionState    = NIGHT PARTIALLY_CONSTRUCTED
14629        Model           = NBPTower_A6N
14630        Animation       = NBPTower_A6N.NBPTower_A6N
14631        AnimationMode   = MANUAL
14632        Flags           = START_FRAME_LAST
14633        TransitionKey   = UP_NIGHT
14634      End
14635      ConditionState    = SNOW PARTIALLY_CONSTRUCTED
14636        Model           = NBPTower_A6S
14637        Animation       = NBPTower_A6S.NBPTower_A6S
14638        AnimationMode   = MANUAL
14639        Flags           = START_FRAME_LAST
14640        TransitionKey   = UP_SNOW
14641      End
14642      ConditionState    = SNOW NIGHT PARTIALLY_CONSTRUCTED
14643        Model           = NBPTower_A6SN
14644        Animation       = NBPTower_A6SN.NBPTower_A6SN
14645        AnimationMode   = MANUAL
14646        Flags           = START_FRAME_LAST
14647        TransitionKey   = UP_SNOWNIGHT
14648      End
14649      TransitionState   = DOWN_DEFAULT UP_DAY
14650       Model            = NBPTower_A6
14651        Animation       = NBPTower_A6.NBPTower_A6
14652        AnimationMode   = ONCE
14653        AnimationSpeedFactorRange = 1.0 1.0
14654        Flags           = START_FRAME_FIRST
14655      End
14656      TransitionState   = DOWN_DEFAULT UP_NIGHT
14657       Model            = NBPTower_A6N
14658        Animation       = NBPTower_A6N.NBPTower_A6N
14659        AnimationMode   = ONCE
14660  
14661        AnimationSpeedFactorRange = 1.0 1.0
14662        Flags           = START_FRAME_FIRST
14663      End
14664      TransitionState   = DOWN_DEFAULT UP_SNOW
14665       Model            = NBPTower_A6S
14666        Animation       = NBPTower_A6S.NBPTower_A6S
14667        AnimationMode   = ONCE
14668        AnimationSpeedFactorRange = 1.0 1.0
14669        Flags           = START_FRAME_FIRST
14670      End
14671      TransitionState   = DOWN_DEFAULT UP_SNOWNIGHT
14672       Model            = NBPTower_A6SN
14673        Animation       = NBPTower_A6SN.NBPTower_A6SN
14674        AnimationMode   = ONCE
14675        AnimationSpeedFactorRange = 1.0 1.0
14676        Flags           = START_FRAME_FIRST
14677      End
14678      TransitionState   = UP_DAY DOWN_DEFAULT
14679        Model           = NBPTower_A6
14680        Animation       = NBPTower_A6.NBPTower_A6
14681        AnimationMode   = ONCE_BACKWARDS
14682        AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
14683        Flags           = START_FRAME_LAST
14684      End
14685      TransitionState   = UP_NIGHT DOWN_DEFAULT
14686        Model           = NBPTower_A6N
14687        Animation       = NBPTower_A6N.NBPTower_A6N
14688        AnimationMode   = ONCE_BACKWARDS
14689        AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
14690        Flags           = START_FRAME_LAST
14691      End
14692      TransitionState   = UP_SNOW DOWN_DEFAULT
14693        Model           = NBPTower_A6S
14694        Animation       = NBPTower_A6S.NBPTower_A6S
14695        AnimationMode   = ONCE_BACKWARDS
14696        AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
14697        Flags           = START_FRAME_LAST
14698      End
14699      TransitionState   = UP_SNOWNIGHT DOWN_DEFAULT
14700        Model           = NBPTower_A6SN
14701        Animation       = NBPTower_A6SN.NBPTower_A6SN
14702        AnimationMode   = ONCE_BACKWARDS
14703        AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
14704        Flags           = START_FRAME_LAST
14705      End
14706    End
14707  
14708    ; ------------ being-constructed crane -----------------
14709    Draw = W3DModelDraw ModuleTag_04
14710    AnimationsRequirePower = No
14711      DefaultConditionState
14712        Model           = None
14713        TransitionKey   = DOWN_DEFAULT
14714      End
14715      ConditionState    = NIGHT
14716        Model           = None
14717        TransitionKey   = DOWN_DEFAULT
14718      End
14719      ConditionState    = SNOW
14720        Model           = None
14721        TransitionKey   = DOWN_DEFAULT
14722      End
14723      ConditionState    = SNOW NIGHT
14724        Model           = None
14725        TransitionKey   = DOWN_DEFAULT
14726      End
14727      ConditionState    = SOLD
14728        Model           = NONE
14729      End
14730  
14731      ConditionState    = ACTIVELY_BEING_CONSTRUCTED
14732        Model           = NBPTower_A5
14733        Animation       = NBPTower_A5.NBPTower_A5
14734        AnimationMode   = LOOP
14735        TransitionKey   = UP_DAY
14736      End
14737  
14738      ConditionState    = NIGHT ACTIVELY_BEING_CONSTRUCTED
14739        Model           = NBPTower_A5N
14740        Animation       = NBPTower_A5N.NBPTower_A5N
14741        AnimationMode   = LOOP
14742        TransitionKey   = UP_NIGHT
14743      End
14744      ConditionState    = SNOW ACTIVELY_BEING_CONSTRUCTED
14745        Model           = NBPTower_A5S
14746        Animation       = NBPTower_A5S.NBPTower_A5S
14747        AnimationMode   = LOOP
14748        TransitionKey   = UP_SNOW
14749      End
14750      ConditionState    = SNOW NIGHT ACTIVELY_BEING_CONSTRUCTED
14751        Model           = NBPTower_A5SN
14752        Animation       = NBPTower_A5SN.NBPTower_A5SN
14753        AnimationMode   = LOOP
14754        TransitionKey   = UP_SNOWNIGHT
14755      End
14756      TransitionState   = DOWN_DEFAULT UP_DAY
14757        Model           = NBPTower_AB
14758        Animation       = NBPTower_AB.NBPTower_AB
14759        AnimationMode   = ONCE
14760        AnimationSpeedFactorRange = 1.0 1.0
14761        Flags           = START_FRAME_FIRST
14762      End
14763  
14764      TransitionState   = DOWN_DEFAULT UP_NIGHT
14765        Model           = NBPTower_ABN
14766        Animation       = NBPTower_ABN.NBPTower_ABN
14767        AnimationMode   = ONCE
14768        AnimationSpeedFactorRange = 1.0 1.0
14769        Flags           = START_FRAME_FIRST
14770      End
14771      TransitionState   = DOWN_DEFAULT UP_SNOW
14772        Model           = NBPTower_ABS
14773        Animation       = NBPTower_ABS.NBPTower_ABS
14774        AnimationMode   = ONCE
14775        AnimationSpeedFactorRange = 1.0 1.0
14776        Flags           = START_FRAME_FIRST
14777      End
14778      TransitionState   = DOWN_DEFAULT UP_SNOWNIGHT
14779        Model           = NBPTower_ABSN
14780        Animation       = NBPTower_ABSN.NBPTower_ABSN
14781        AnimationMode   = ONCE
14782        AnimationSpeedFactorRange = 1.0 1.0
14783        Flags           = START_FRAME_FIRST
14784      End
14785      TransitionState   = UP_DAY DOWN_DEFAULT
14786        Model           = NBPTower_AB
14787        Animation       = NBPTower_AB.NBPTower_AB
14788        AnimationMode   = ONCE_BACKWARDS
14789        AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
14790        Flags           = START_FRAME_LAST
14791      End
14792      TransitionState   = UP_NIGHT DOWN_DEFAULT
14793        Model           = NBPTower_ABN
14794        Animation       = NBPTower_ABN.NBPTower_ABN
14795        AnimationMode   = ONCE_BACKWARDS
14796        AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
14797        Flags           = START_FRAME_LAST
14798      End
14799      TransitionState   = UP_SNOW DOWN_DEFAULT
14800        Model           = NBPTower_ABS
14801        Animation       = NBPTower_ABS.NBPTower_ABS
14802        AnimationMode   = ONCE_BACKWARDS
14803        AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
14804        Flags           = START_FRAME_LAST
14805      End
14806      TransitionState   = UP_SNOWNIGHT DOWN_DEFAULT
14807        Model           = NBPTower_ABSN
14808        Animation       = NBPTower_ABSN.NBPTower_ABSN
14809        AnimationMode   = ONCE_BACKWARDS
14810        AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
14811        Flags           = START_FRAME_LAST
14812      End
14813    End
14814    
14815    PlacementViewAngle = -45
14816  
14817    ; ***DESIGN parameters ***
14818    DisplayName         = OBJECT:SpeakerTower
14819    Side                = China
14820    EditorSorting       = STRUCTURE
14821    BuildCost           = 800 ;500
14822    BuildTime           = 11.0 ;10.0           ; in seconds
14823    EnergyProduction    = -1
14824    VisionRange         = 200.0           ; Shroud clearing distance
14825    ShroudClearingRange = 200
14826    ArmorSet
14827      Conditions        = None
14828      Armor             = StructureArmor
14829      DamageFX          = StructureDamageFXNoShake
14830    End
14831    Prerequisites
14832      Object            = ChinaPropagandaCenter
14833    End
14834    CommandSet          = ChinaSpeakerTowerCommandSet
14835    ExperienceValue     = 50 50 50 50  ; Experience point value at each level
14836  
14837    ; *** AUDIO Parameters ***
14838    VoiceSelect     = SpeakerTowerSelect
14839    SoundDie              = BuildingDie
14840    SoundOnDamaged        = BuildingDamagedStateLight
14841    SoundOnReallyDamaged  = BuildingDestroy
14842  
14843    UnitSpecificSounds
14844      UnderConstruction   = UnderConstructionLoop
14845    End
14846  
14847    ; *** ENGINEERING Parameters ***
14848    RadarPriority   = STRUCTURE
14849    KindOf          = PRELOAD STRUCTURE SELECTABLE IMMOBILE SCORE FS_BASE_DEFENSE POWERED IMMUNE_TO_CAPTURE MP_COUNT_FOR_VICTORY
14850  
14851    Body            = StructureBody ModuleTag_05
14852      MaxHealth     = 300.0
14853      InitialHealth = 300.0
14854    End
14855  
14856    Behavior = PropagandaTowerBehavior ModuleTag_06
14857      Radius                = 150.0
14858      DelayBetweenUpdates   = 2000 ; in milliseconds
14859      HealPercentEachSecond = 2%   ; get this % of max health every second 
14860      PulseFX               = FX_PropagandaTowerPropagandaPulse ;plays as often as DelayBetweenUpdates
14861      UpgradeRequired       = Upgrade_ChinaSubliminalMessaging
14862      UpgradedHealPercentEachSecond = 4%   ; get this % of max health every second 
14863      UpgradedPulseFX       = FX_PropagandaTowerSubliminalPulse ;plays as often as DelayBetweenUpdates
14864    End
14865    Behavior = HordeUpdate ModuleTag_09
14866      UpdateRate = 1000        ; how often to recheck horde status (msec)
14867      RubOffRadius = 180       ; if I am this close to a real hordesman, I will get to be an honorary hordesman
14868      Radius = 150             ; how close other units must be to us to count towards our horde-ness (~30 feet or so)
14869      KindOf = INFANTRY VEHICLE ; what KindOf's must match to count towards horde-ness
14870      AlliesOnly = Yes         ; do we only count allies towards horde status? 
14871      ExactMatch = No          ; do we only count units of our exact same type towards horde status? (overrides kindof)
14872      Count = 1                ; how many units must be within Radius to grant us horde-ness
14873      Action = HORDE ;ENTHUSIASTIC     ; when horde-ing, grant us the HORDE bonus
14874    End
14875  
14876    ;Behavior        = DestroyDie ModuleTag_07
14877    ;  ;<NO DATA>
14878    ;End
14879    Behavior        = CreateObjectDie ModuleTag_08
14880      CreationList  = OCL_ABPowerPlantExplode
14881    End
14882    ;Behavior        = FXListDie ModuleTag_09
14883    ;  DeathFX       = FX_StructureTinyDeath
14884    ;End
14885  
14886    Behavior                = StructureToppleUpdate ModuleTag_12
14887      MinToppleDelay        = 250
14888      MaxToppleDelay        = 500
14889      MinToppleBurstDelay   = 1500
14890      MaxToppleBurstDelay   = 2500
14891      StructuralIntegrity   = 0.60
14892      StructuralDecay       = 0.8
14893      DamageFXTypes         = ALL -WATER
14894      ToppleStartFX         = FX_DefaultStructureToppleStart
14895      ToppleDelayFX         = FX_DefaultMetalStructureToppleDelay
14896      CrushingFX            = FX_DefaultStructureCrushing
14897      AngleFX               = 20.0 FX_MetalStructureToppleAngle20
14898      ToppleDoneFX          = FX_DefaultStructureToppleDone
14899      CrushingWeaponName    = ToppledPropagandaTowerWeapon
14900    End
14901  
14902    Behavior        = ProductionUpdate ModuleTag_10
14903      ;<NO DATA> But is required if we have any Object-level Upgrades!
14904    End
14905  
14906    Behavior                = GenerateMinefieldBehavior ModuleTag_11
14907      TriggeredBy           = Upgrade_ChinaMines
14908      MineName              = ChinaStandardMine
14909      SmartBorder           = Yes
14910      AlwaysCircular        = Yes
14911    End
14912  
14913    Behavior             = FlammableUpdate ModuleTag_13
14914      AflameDuration     = 5000         ; If I catch fire, I'll burn for this long...
14915      AflameDamageAmount = 5       ; taking this much damage...
14916      AflameDamageDelay  = 500       ; this often.
14917    End
14918  
14919    Behavior = TransitionDamageFX ModuleTag_14
14920      ;-------------DESIGNED FOR TINY SIZED FACTION BUILDING TRANSITIONS-------------------
14921      DamagedParticleSystem1       = Bone:None RandomBone:No PSys:StructureTransitionTinySmoke
14922      ;---------------------------------------------------------------------------------------
14923      ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionTinySmoke
14924      ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionTinyExplosion
14925      ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionTinyShockwave
14926    End
14927  
14928    Behavior = SlowDeathBehavior ModuleTag_15
14929      ExemptStatus   = UNDER_CONSTRUCTION
14930      DestructionDelay = 2600
14931    End
14932  
14933    Behavior = InstantDeathBehavior ModuleTag_16
14934      RequiredStatus = UNDER_CONSTRUCTION
14935      FX             = FX_StructureTinyDeath
14936    End
14937  
14938    Geometry             = BOX
14939    GeometryMajorRadius  = 6.0
14940    GeometryMinorRadius  = 6.0
14941    GeometryHeight       = 51.0
14942    GeometryIsSmall      = No
14943    Shadow               = SHADOW_VOLUME
14944    BuildCompletion      = PLACED_BY_PLAYER
14945  
14946  End
14947  
14948  ;------------------------------------------------------------------------------
14949  Object GLADemoTrap
14950  
14951    ; *** ART Parameters ***
14952    SelectPortrait         = SSHideBomb
14953    ButtonImage            = SSHideBomb
14954  
14955    Draw = W3DModelDraw ModuleTag_01
14956      OkToChangeModelColor = Yes
14957      DefaultConditionState
14958        Model         = EXHideBomb
14959      End
14960      AliasConditionState = DAMAGED
14961      AliasConditionState = REALLYDAMAGED
14962      AliasConditionState = RUBBLE
14963      AliasConditionState = NIGHT
14964      AliasConditionState = SNOW
14965      AliasConditionState = NIGHT SNOW
14966      AliasConditionState = NIGHT DAMAGED
14967      AliasConditionState = SNOW DAMAGED
14968      AliasConditionState = NIGHT SNOW DAMAGED
14969      AliasConditionState = NIGHT REALLYDAMAGED RUBBLE
14970      AliasConditionState = SNOW REALLYDAMAGED RUBBLE
14971      AliasConditionState = NIGHT SNOW REALLYDAMAGED RUBBLE
14972      
14973      ;**************************************************************************************************************************
14974      ;This block handles every possible case with construction process, selling process, awaiting construction, and sold states
14975      ;for this draw module
14976      ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
14977        Model              = EXHideBomb
14978        Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
14979      End
14980      AliasConditionState  = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT
14981      AliasConditionState  = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW
14982      AliasConditionState  = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW
14983      
14984      ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED
14985        Model              = EXHideBomb
14986        Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
14987      End
14988      AliasConditionState  = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED NIGHT
14989      AliasConditionState  = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED SNOW
14990      AliasConditionState  = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED NIGHT SNOW
14991      
14992      ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED
14993        Model              = EXHideBomb
14994        Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
14995      End
14996      AliasConditionState  = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED NIGHT
14997      AliasConditionState  = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED SNOW
14998      AliasConditionState  = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED NIGHT SNOW
14999      
15000      ConditionState       = AWAITING_CONSTRUCTION 
15001        Model              = NONE
15002      End
15003      AliasConditionState  = AWAITING_CONSTRUCTION DAMAGED
15004      AliasConditionState  = AWAITING_CONSTRUCTION REALLYDAMAGED
15005      AliasConditionState  = AWAITING_CONSTRUCTION NIGHT
15006      AliasConditionState  = AWAITING_CONSTRUCTION NIGHT DAMAGED
15007      AliasConditionState  = AWAITING_CONSTRUCTION NIGHT REALLYDAMAGED
15008      AliasConditionState  = AWAITING_CONSTRUCTION NIGHT SNOW
15009      AliasConditionState  = AWAITING_CONSTRUCTION NIGHT SNOW DAMAGED
15010      AliasConditionState  = AWAITING_CONSTRUCTION NIGHT SNOW REALLYDAMAGED
15011      AliasConditionState  = SOLD DAMAGED
15012      AliasConditionState  = SOLD REALLYDAMAGED
15013      AliasConditionState  = SOLD NIGHT
15014      AliasConditionState  = SOLD NIGHT DAMAGED
15015      AliasConditionState  = SOLD NIGHT REALLYDAMAGED
15016      AliasConditionState  = SOLD NIGHT SNOW
15017      AliasConditionState  = SOLD NIGHT SNOW DAMAGED
15018      AliasConditionState  = SOLD NIGHT SNOW REALLYDAMAGED
15019      ;**************************************************************************************************************************
15020    End
15021  
15022    PlacementViewAngle = -45
15023  
15024    ; ***DESIGN parameters ***
15025    DisplayName      = OBJECT:DemoTrap
15026    Side             = GLA
15027    EditorSorting    = STRUCTURE
15028    Prerequisites
15029      Object = GLAArmsDealer
15030    End
15031    BuildCost        = 400
15032    BuildTime        = 5.0           ; in seconds
15033    EnergyProduction = 0
15034    VisionRange     = 150.0           ; Shroud clearing distance
15035    ShroudClearingRange     = 150.0           ; Shroud clearing distance
15036    ExperienceValue     = 50 50 50 50  ; Experience point value at each level
15037  
15038    WeaponSet
15039      ;The weapon set is used to determine detonation mode
15040      Conditions = None 
15041      Weapon = PRIMARY    DummyWeapon ;Used for mode matching only (when to detonate)
15042      Weapon = SECONDARY  DummyWeapon ;Used for mode matching only (when to detonate)
15043      Weapon = TERTIARY   DummyWeapon ;Used for mode matching only (when to detonate)
15044      AutoChooseSources = PRIMARY   NONE
15045      AutoChooseSources = SECONDARY NONE
15046      AutoChooseSources = TERTIARY  NONE
15047    End
15048    ArmorSet
15049      Conditions      = None
15050      Armor           = StructureArmor
15051      DamageFX        = DefaultDamageFX ; Too small for normal building FX, but if we do make dedicated one it should be silent
15052    End
15053  
15054    CommandSet = = GLADemoTrapCommandSet
15055  
15056    ; *** AUDIO Parameters ***
15057    VoiceSelect = UndergroundGeneratorSelect
15058  ;  SoundDie              = BuildingDie              ; Turned off because death is start of detonation
15059    SoundOnDamaged        = BuildingDamagedStateLight
15060    SoundOnReallyDamaged  = BuildingDestroy
15061  
15062    UnitSpecificSounds
15063      UnderConstruction   = UnderConstructionLoop
15064    End
15065  
15066    ; *** ENGINEERING Parameters ***
15067    RadarPriority   = STRUCTURE
15068    KindOf          = PRELOAD STRUCTURE SELECTABLE IMMOBILE IMMUNE_TO_CAPTURE
15069    Body            = StructureBody ModuleTag_02
15070      MaxHealth       = 100.0   
15071      InitialHealth   = 100.0
15072    End
15073  
15074    Behavior = StealthUpdate ModuleTag_03
15075      StealthDelay = 0 ; msec
15076      StealthForbiddenConditions = NONE
15077      FriendlyOpacityMin = 100.0%
15078      OrderIdleEnemiesToAttackMeUponReveal  = Yes
15079    End
15080  
15081    Behavior = DemoTrapUpdate ModuleTag_04
15082      DefaultProximityMode      = Yes       ;If yes, defaults to proximity mode, otherwise defaults to manual.
15083      DetonationWeaponSlot      = PRIMARY   ;The slot the weapon is in when it detonates.
15084      ProximityModeWeaponSlot   = SECONDARY ;The slot proximity mode is determined by (bogus weapon)
15085      ManualModeWeaponSlot      = TERTIARY  ;The slot manual mode is determined by (bogus weapon)
15086      TriggerDetonationRange    = 40.0      ;Detonation range when in proximity mode (and must be on ground)
15087      IgnoreTargetTypes         = PROJECTILE UNATTACKABLE
15088      AutoDetonationWithFriendsInvolved = Yes ;GLA are low tech
15089      DetonateWhenKilled        = Yes
15090    End
15091  
15092    Behavior = SlowDeathBehavior ModuleTag_05
15093      ExemptStatus = UNDER_CONSTRUCTION
15094      DestructionDelay = 1000
15095      FX = INITIAL FX_GLADemoTrapWarning
15096      Weapon = FINAL DemoTrapDetonationWeapon
15097    End
15098  
15099    Behavior = FlammableUpdate ModuleTag_07
15100      AflameDuration = 5000         ; If I catch fire, I'll burn for this long...
15101      AflameDamageAmount = 5       ; taking this much damage...
15102      AflameDamageDelay = 500       ; this often.
15103    End
15104  
15105    Behavior = InstantDeathBehavior ModuleTag_08
15106      ; if we are under construction, use this death instead
15107      RequiredStatus = UNDER_CONSTRUCTION
15108      ; no effect
15109    End
15110  
15111    BuildCompletion = PLACED_BY_PLAYER
15112    
15113    Shadow          = SHADOW_VOLUME
15114    Geometry = CYLINDER
15115    GeometryMajorRadius = 4.0
15116    GeometryHeight = 9    
15117    GeometryIsSmall = Yes 
15118  
15119  End
15120  
15121  ;------------------------------------------------------------------------------
15122  ObjectReskin GLAHoleDemoTrap GLAHole
15123    Draw                     = W3DModelDraw ModuleTag_01
15124      OkToChangeModelColor   = Yes
15125      ConditionState         = NONE
15126        Model                = UBHole
15127      End
15128      ConditionState         = DAMAGED
15129        Model                = UBHole_D
15130        ParticleSysBone      = Smoke01 SteamVent
15131      End
15132      ConditionState         = REALLYDAMAGED
15133        Model                = UBHole_E
15134        ParticleSysBone      = Smoke01 SteamVent
15135        ParticleSysBone      = Smoke02 SteamVent
15136        ParticleSysBone      = Fire01 GLAPowerPlantFlame
15137        ParticleSysBone      = Fire02 GLAPowerPlantFlame
15138        ParticleSysBone      = Fire03 GLAPowerPlantFlame
15139      End
15140    End
15141  ;Remove comments for this section and replace the model entries for the
15142  ;pristine, and damage/reallydamaged rubble around the GLA hole below
15143  ;  Draw                     = W3DModelDraw
15144  ;    OkToChangeModelColor   = Yes
15145  ;    ConditionState         = NONE
15146  ;      Model                = UBSupply_R
15147  ;    End
15148  ;    ConditionState         = DAMAGED REALLYDAMAGED
15149  ;      Model                = UBSupply_R
15150  ;    End
15151  ;  End
15152  End
15153  
15154  ;------------------------------------------------------------------------------
15155  Object GLAWindmill
15156  
15157    ; *** ART Parameters ***
15158    SelectPortrait         = SUWindmill_L
15159    ButtonImage            = SUWindmill
15160  
15161  ; ---- the building itself ------
15162    Draw = W3DModelDraw ModuleTag_01
15163      OkToChangeModelColor = Yes
15164  
15165      ; day ********************************************
15166      ConditionState       = NONE;
15167        Model              = UBPWRPLANT
15168        Animation          = UBPWRPLANT.UBPWRPLANT
15169        AnimationMode      = LOOP
15170      End
15171      ConditionState       = DAMAGED
15172        Model              = UBPWRPLANT_D
15173        Animation          = UBPWRPLANT_D.UBPWRPLANT_D
15174        AnimationMode      = LOOP
15175        ParticleSysBone    = Smoke01 SmolderingSmoke 
15176        ParticleSysBone    = Smoke02 GLAPowerPlantSmoke
15177        ParticleSysBone    = Fire01 GLAPowerPlantFlame
15178      End
15179      ConditionState       = REALLYDAMAGED RUBBLE
15180        Model              = UBPWRPLANT_E
15181        Animation          = UBPWRPLANT_E.UBPWRPLANT_E
15182        AnimationMode      = LOOP
15183        ParticleSysBone    = Smoke01 SmolderingSmoke 
15184        ParticleSysBone    = Smoke02 GLAPowerPlantSmoke
15185        ParticleSysBone    = Smoke03 GLAPowerPlantSmoke 
15186        ParticleSysBone    = Smoke04 GLAPowerPlantSmoke 
15187        ParticleSysBone    = Smoke05 GLAPowerPlantSmoke
15188        ParticleSysBone    = Fire01 GLAPowerPlantFlame
15189        ParticleSysBone    = Fire02 GLAPowerPlantFlame
15190        ParticleSysBone    = Fire03 GLAPowerPlantFlame
15191      End
15192  
15193      ; night 
15194      ConditionState = NIGHT;
15195        Model = UBPWRPLANT
15196        Animation     = UBPWRPLANT.UBPWRPLANT
15197        AnimationMode = LOOP
15198      End
15199      ConditionState       = DAMAGED NIGHT
15200        Model              = UBPWRPLANT_D
15201        Animation          = UBPWRPLANT_D.UBPWRPLANT_D
15202        AnimationMode      = LOOP
15203        ParticleSysBone    = Smoke01 SmolderingSmoke 
15204        ParticleSysBone    = Smoke02 GLAPowerPlantSmoke
15205        ParticleSysBone    = Fire01 GLAPowerPlantFlame
15206      End
15207      ConditionState = REALLYDAMAGED RUBBLE NIGHT;
15208        Model = UBPWRPLANT_E
15209        Animation     = UBPWRPLANT_E.UBPWRPLANT_E
15210        AnimationMode = LOOP
15211        ParticleSysBone = Smoke01 SmolderingSmoke 
15212        ParticleSysBone = Smoke02 GLAPowerPlantSmoke
15213        ParticleSysBone = Smoke03 GLAPowerPlantSmoke 
15214        ParticleSysBone = Smoke04 GLAPowerPlantSmoke 
15215        ParticleSysBone = Smoke05 GLAPowerPlantSmoke
15216        ParticleSysBone    = Fire01 GLAPowerPlantFlame
15217        ParticleSysBone    = Fire02 GLAPowerPlantFlame
15218        ParticleSysBone    = Fire03 GLAPowerPlantFlame
15219      End
15220  
15221          ; snow ********************************************
15222      ConditionState       = SNOW
15223        Model              = UBPWRPLANT
15224        Animation          = UBPWRPLANT.UBPWRPLANT
15225        AnimationMode      = LOOP
15226      End
15227      ConditionState       = DAMAGED SNOW
15228        Model              = UBPWRPLANT_D
15229        Animation          = UBPWRPLANT_D.UBPWRPLANT_D
15230        AnimationMode      = LOOP
15231        ParticleSysBone    = Smoke01 SmolderingSmoke 
15232        ParticleSysBone    = Smoke02 GLAPowerPlantSmoke
15233        ParticleSysBone    = Fire01 GLAPowerPlantFlame
15234      End
15235      ConditionState       = REALLYDAMAGED RUBBLE SNOW
15236        Model              = UBPWRPLANT_E
15237        Animation          = UBPWRPLANT_E.UBPWRPLANT_E
15238        AnimationMode      = LOOP
15239        ParticleSysBone    = Smoke01 SmolderingSmoke 
15240        ParticleSysBone    = Smoke02 GLAPowerPlantSmoke
15241        ParticleSysBone    = Smoke03 GLAPowerPlantSmoke 
15242        ParticleSysBone    = Smoke04 GLAPowerPlantSmoke 
15243        ParticleSysBone    = Smoke05 GLAPowerPlantSmoke
15244        ParticleSysBone    = Fire01 GLAPowerPlantFlame
15245        ParticleSysBone    = Fire02 GLAPowerPlantFlame
15246        ParticleSysBone    = Fire03 GLAPowerPlantFlame
15247      End
15248  
15249      ; night snow
15250      ConditionState = NIGHT SNOW;
15251        Model = UBPWRPLANT_N
15252        Animation     = UBPWRPLANT.UBPWRPLANT
15253        AnimationMode = LOOP
15254      End
15255      ConditionState       = DAMAGED NIGHT SNOW
15256        Model              = UBPWRPLANT_D
15257        Animation          = UBPWRPLANT_D.UBPWRPLANT_D
15258        AnimationMode      = LOOP
15259        ParticleSysBone    = Smoke01 SmolderingSmoke 
15260        ParticleSysBone    = Smoke02 GLAPowerPlantSmoke
15261        ParticleSysBone    = Fire01 GLAPowerPlantFlame
15262      End
15263      ConditionState = REALLYDAMAGED RUBBLE NIGHT SNOW;
15264        Model = UBPWRPLANT_E
15265        Animation     = UBPWRPLANT_E.UBPWRPLANT_E
15266        AnimationMode = LOOP
15267        ParticleSysBone = Smoke01 SmolderingSmoke 
15268        ParticleSysBone = Smoke02 GLAPowerPlantSmoke
15269        ParticleSysBone = Smoke03 GLAPowerPlantSmoke 
15270        ParticleSysBone = Smoke04 GLAPowerPlantSmoke 
15271        ParticleSysBone = Smoke05 GLAPowerPlantSmoke
15272        ParticleSysBone    = Fire01 GLAPowerPlantFlame
15273        ParticleSysBone    = Fire02 GLAPowerPlantFlame
15274        ParticleSysBone    = Fire03 GLAPowerPlantFlame
15275      End
15276      
15277      ;**************************************************************************************************************************
15278      ;This block handles every possible case with construction process, selling process, awaiting construction, and sold states
15279      ;for this draw module
15280      ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
15281        Model              = UBPWRPLANT
15282        Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
15283      End
15284      ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED
15285        Model              = UBPWRPLANT_D
15286        Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
15287      End
15288      ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED
15289        Model              = UBPWRPLANT_E
15290        Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
15291      End
15292      ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT
15293        Model              = UBPWRPLANT
15294        Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
15295      End
15296      ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT DAMAGED
15297        Model              = UBPWRPLANT_D
15298        Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
15299      End
15300      ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT REALLYDAMAGED
15301        Model              = UBPWRPLANT_E
15302        Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
15303      End
15304      ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW
15305        Model              = UBPWRPLANT
15306        Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
15307      End
15308      ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW DAMAGED
15309        Model              = UBPWRPLANT_D
15310        Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
15311      End
15312      ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW REALLYDAMAGED
15313        Model              = UBPWRPLANT_E
15314        Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
15315      End
15316      ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW
15317        Model              = UBPWRPLANT
15318        Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
15319      End
15320      ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW DAMAGED
15321        Model              = UBPWRPLANT_D
15322        Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
15323      End
15324      ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW REALLYDAMAGED
15325        Model              = UBPWRPLANT_E
15326        Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
15327      End
15328  
15329      ConditionState       = AWAITING_CONSTRUCTION 
15330        Model              = NONE
15331      End
15332      AliasConditionState  = AWAITING_CONSTRUCTION DAMAGED
15333      AliasConditionState  = AWAITING_CONSTRUCTION REALLYDAMAGED
15334      AliasConditionState  = AWAITING_CONSTRUCTION NIGHT
15335      AliasConditionState  = AWAITING_CONSTRUCTION NIGHT DAMAGED
15336      AliasConditionState  = AWAITING_CONSTRUCTION NIGHT REALLYDAMAGED
15337      AliasConditionState  = AWAITING_CONSTRUCTION NIGHT SNOW
15338      AliasConditionState  = AWAITING_CONSTRUCTION NIGHT SNOW DAMAGED
15339      AliasConditionState  = AWAITING_CONSTRUCTION NIGHT SNOW REALLYDAMAGED
15340      AliasConditionState  = SOLD DAMAGED
15341      AliasConditionState  = SOLD REALLYDAMAGED
15342      AliasConditionState  = SOLD NIGHT
15343      AliasConditionState  = SOLD NIGHT DAMAGED
15344      AliasConditionState  = SOLD NIGHT REALLYDAMAGED
15345      AliasConditionState  = SOLD SNOW
15346      AliasConditionState  = SOLD SNOW DAMAGED
15347      AliasConditionState  = SOLD SNOW REALLYDAMAGED
15348      AliasConditionState  = SOLD NIGHT SNOW
15349      AliasConditionState  = SOLD NIGHT SNOW DAMAGED
15350      AliasConditionState  = SOLD NIGHT SNOW REALLYDAMAGED
15351      ;**************************************************************************************************************************
15352    End
15353  
15354    ; ------------ construction-zone fence -----------------
15355    Draw = W3DModelDraw ModuleTag_02
15356    AnimationsRequirePower = No
15357      DefaultConditionState
15358        Model           = None
15359        TransitionKey   = DOWN_DEFAULT
15360      End
15361      ConditionState    = NIGHT
15362        Model           = None
15363        TransitionKey   = DOWN_DEFAULT
15364      End
15365      ConditionState    = SNOW
15366        Model           = None
15367        TransitionKey   = DOWN_DEFAULT
15368      End
15369      ConditionState    = SNOW NIGHT
15370        Model           = None
15371        TransitionKey   = DOWN_DEFAULT
15372      End
15373      ConditionState    = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
15374        Model           = UBBlackMkt_A4
15375        Animation       = UBBlackMkt_A4.UBBlackMkt_A4
15376        AnimationMode   = MANUAL
15377        Flags           = START_FRAME_LAST
15378        TransitionKey   = UP_DAY
15379        ParticleSysBone = SmokeS01 SmokeBuildingSmall
15380      End
15381      ConditionState    = NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
15382        Model           = UBBlackMkt_A4N
15383        Animation       = UBBlackMkt_A4N.UBBlackMkt_A4N
15384        AnimationMode   = MANUAL
15385        Flags           = START_FRAME_LAST
15386        TransitionKey   = UP_NIGHT
15387        ParticleSysBone = SmokeS01 SmokeBuildingSmall
15388      End
15389      ConditionState    = SNOW AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
15390        Model           = UBBlackMkt_A4S
15391        Animation       = UBBlackMkt_A4S.UBBlackMkt_A4S
15392        AnimationMode   = MANUAL
15393        Flags           = START_FRAME_LAST
15394        TransitionKey   = UP_SNOW
15395        ParticleSysBone = SmokeS01 SmokeBuildingSmall
15396      End
15397      ConditionState    = SNOW NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
15398        Model           = UBBlackMkt_A4SN
15399        Animation       = UBBlackMkt_A4SN.UBBlackMkt_A4SN
15400        AnimationMode   = MANUAL
15401        Flags           = START_FRAME_LAST
15402        TransitionKey   = UP_SNOWNIGHT
15403        ParticleSysBone = SmokeS01 SmokeBuildingSmall
15404      End
15405      TransitionState   = DOWN_DEFAULT UP_DAY
15406        Model           = UBBlackMkt_A4
15407        Animation       = UBBlackMkt_A4.UBBlackMkt_A4
15408        AnimationMode   = ONCE
15409        AnimationSpeedFactorRange = 1.0 1.0
15410        Flags           = START_FRAME_FIRST
15411      End
15412      TransitionState   = DOWN_DEFAULT UP_NIGHT
15413        Model           = UBBlackMkt_A4N
15414        Animation       = UBBlackMkt_A4N.UBBlackMkt_A4N
15415        AnimationMode   = ONCE
15416        AnimationSpeedFactorRange = 1.0 1.0
15417        Flags           = START_FRAME_FIRST
15418      End
15419      TransitionState   = DOWN_DEFAULT UP_SNOW
15420        Model           = UBBlackMkt_A4S
15421        Animation       = UBBlackMkt_A4S.UBBlackMkt_A4S
15422        AnimationMode   = ONCE
15423        AnimationSpeedFactorRange = 1.0 1.0
15424        Flags           = START_FRAME_FIRST
15425      End
15426      TransitionState   = DOWN_DEFAULT UP_SNOWNIGHT
15427        Model           = UBBlackMkt_A4SN
15428        Animation       = UBBlackMkt_A4SN.UBBlackMkt_A4SN
15429        AnimationMode   = ONCE
15430        AnimationSpeedFactorRange = 1.0 1.0
15431        Flags           = START_FRAME_FIRST
15432      End
15433      TransitionState   = UP_DAY DOWN_DEFAULT
15434        Model           = UBBlackMkt_A4
15435        Animation       = UBBlackMkt_A4.UBBlackMkt_A4
15436        AnimationMode   = ONCE_BACKWARDS
15437        AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
15438        Flags           = START_FRAME_LAST
15439      End
15440      TransitionState   = UP_NIGHT DOWN_DEFAULT
15441        Model           = UBBlackMkt_A4N
15442        Animation       = UBBlackMkt_A4N.UBBlackMkt_A4N
15443        AnimationMode   = ONCE_BACKWARDS
15444        AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
15445        Flags           = START_FRAME_LAST
15446      End
15447      TransitionState   = UP_SNOW DOWN_DEFAULT
15448        Model           = UBBlackMkt_A4S
15449        Animation       = UBBlackMkt_A4S.UBBlackMkt_A4S
15450        AnimationMode   = ONCE_BACKWARDS
15451        AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
15452        Flags           = START_FRAME_LAST
15453      End
15454      TransitionState   = UP_SNOWNIGHT DOWN_DEFAULT
15455        Model           = UBBlackMkt_A4SN
15456        Animation       = UBBlackMkt_A4SN.UBBlackMkt_A4SN
15457        AnimationMode   = ONCE_BACKWARDS
15458        AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
15459        Flags           = START_FRAME_LAST
15460      End
15461    End
15462  
15463    ; ------------ under-construction scaffolding -----------------
15464    Draw = W3DModelDraw ModuleTag_03
15465    AnimationsRequirePower = No
15466      MinLODRequired = MEDIUM
15467      DefaultConditionState
15468        Model           = None
15469        TransitionKey   = DOWN_DEFAULT
15470      End
15471      ConditionState    = NIGHT
15472        Model           = None
15473        TransitionKey   = DOWN_DEFAULT
15474      End
15475      ConditionState    = SNOW
15476        Model           = None
15477        TransitionKey   = DOWN_DEFAULT
15478      End
15479      ConditionState    = SNOW NIGHT
15480        Model           = None
15481        TransitionKey   = DOWN_DEFAULT
15482      End
15483      ConditionState    = PARTIALLY_CONSTRUCTED
15484        Model           = UBBlackMkt_A6
15485        Animation       = UBBlackMkt_A6.UBBlackMkt_A6
15486        AnimationMode   = MANUAL
15487        Flags           = START_FRAME_LAST
15488        TransitionKey   = UP_DAY
15489        ParticleSysBone = Dust01 BuildingDust
15490        ParticleSysBone = Smoke01 BuildUpSmoke
15491        ParticleSysBone = Smoke02 BuildUpSmoke
15492        ParticleSysBone = Smoke03 BuildUpSmoke
15493        ParticleSysBone = Smoke04 BuildUpSmoke
15494        ParticleSysBone = Smoke05 BuildUpSmoke
15495        ParticleSysBone = Smoke06 BuildUpSmoke
15496      End
15497      ConditionState    = NIGHT PARTIALLY_CONSTRUCTED
15498        Model           = UBBlackMkt_A6N
15499        Animation       = UBBlackMkt_A6N.UBBlackMkt_A6N
15500        AnimationMode   = MANUAL
15501        Flags           = START_FRAME_LAST
15502        TransitionKey   = UP_NIGHT
15503        ParticleSysBone = Dust01 BuildingNightDust
15504        ParticleSysBone = Smoke01 BuildUpNightSmoke
15505        ParticleSysBone = Smoke02 BuildUpNightSmoke
15506        ParticleSysBone = Smoke03 BuildUpNightSmoke
15507        ParticleSysBone = Smoke04 BuildUpNightSmoke
15508        ParticleSysBone = Smoke05 BuildUpNightSmoke
15509        ParticleSysBone = Smoke06 BuildUpNightSmoke
15510      End
15511      ConditionState    = SNOW PARTIALLY_CONSTRUCTED
15512        Model           = UBBlackMkt_A6S
15513        Animation       = UBBlackMkt_A6S.UBBlackMkt_A6S
15514        AnimationMode   = MANUAL
15515        Flags           = START_FRAME_LAST
15516        TransitionKey   = UP_SNOW
15517        ParticleSysBone = Dust01 BuildingSnowDust
15518        ParticleSysBone = Smoke01 BuildUpSnowSmoke
15519        ParticleSysBone = Smoke02 BuildUpSnowSmoke
15520        ParticleSysBone = Smoke03 BuildUpSnowSmoke
15521        ParticleSysBone = Smoke04 BuildUpSnowSmoke
15522        ParticleSysBone = Smoke05 BuildUpSnowSmoke
15523        ParticleSysBone = Smoke06 BuildUpSnowSmoke
15524      End
15525      ConditionState    = SNOW NIGHT PARTIALLY_CONSTRUCTED
15526        Model           = UBBlackMkt_A6SN
15527        Animation       = UBBlackMkt_A6SN.UBBlackMkt_A6SN
15528        AnimationMode   = MANUAL
15529        Flags           = START_FRAME_LAST
15530        TransitionKey   = UP_SNOWNIGHT
15531        ParticleSysBone = Dust01 BuildingNightSnowDust
15532        ParticleSysBone = Smoke01 BuildUpNightSnowSmoke
15533        ParticleSysBone = Smoke02 BuildUpNightSnowSmoke
15534        ParticleSysBone = Smoke03 BuildUpNightSnowSmoke
15535        ParticleSysBone = Smoke04 BuildUpNightSnowSmoke
15536        ParticleSysBone = Smoke05 BuildUpNightSnowSmoke
15537        ParticleSysBone = Smoke06 BuildUpNightSnowSmoke
15538      End
15539      TransitionState   = DOWN_DEFAULT UP_DAY
15540       Model            = UBBlackMkt_A6
15541        Animation       = UBBlackMkt_A6.UBBlackMkt_A6
15542        AnimationMode   = ONCE
15543        AnimationSpeedFactorRange = 1.0 1.0
15544        Flags           = START_FRAME_FIRST
15545      End
15546      TransitionState   = DOWN_DEFAULT UP_NIGHT
15547       Model            = UBBlackMkt_A6N
15548        Animation       = UBBlackMkt_A6N.UBBlackMkt_A6N
15549        AnimationMode   = ONCE
15550        AnimationSpeedFactorRange = 1.0 1.0
15551        Flags           = START_FRAME_FIRST
15552      End
15553      TransitionState   = DOWN_DEFAULT UP_SNOW
15554       Model            = UBBlackMkt_A6S
15555        Animation       = UBBlackMkt_A6S.UBBlackMkt_A6S
15556        AnimationMode   = ONCE
15557  
15558        AnimationSpeedFactorRange = 1.0 1.0
15559        Flags           = START_FRAME_FIRST
15560      End
15561      TransitionState   = DOWN_DEFAULT UP_SNOWNIGHT
15562       Model            = UBBlackMkt_A6SN
15563        Animation       = UBBlackMkt_A6SN.UBBlackMkt_A6SN
15564        AnimationMode   = ONCE
15565        AnimationSpeedFactorRange = 1.0 1.0
15566        Flags           = START_FRAME_FIRST
15567      End
15568      TransitionState   = UP_DAY DOWN_DEFAULT
15569        Model           = UBBlackMkt_A6
15570        Animation       = UBBlackMkt_A6.UBBlackMkt_A6
15571        AnimationMode   = ONCE_BACKWARDS
15572        AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
15573        Flags           = START_FRAME_LAST
15574      End
15575      TransitionState   = UP_NIGHT DOWN_DEFAULT
15576        Model           = UBBlackMkt_A6N
15577        Animation       = UBBlackMkt_A6N.UBBlackMkt_A6N
15578        AnimationMode   = ONCE_BACKWARDS
15579        AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
15580        Flags           = START_FRAME_LAST
15581      End
15582      TransitionState   = UP_SNOW DOWN_DEFAULT
15583        Model           = UBBlackMkt_A6S
15584        Animation       = UBBlackMkt_A6S.UBBlackMkt_A6S
15585        AnimationMode   = ONCE_BACKWARDS
15586        AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
15587        Flags           = START_FRAME_LAST
15588      End
15589      TransitionState   = UP_SNOWNIGHT DOWN_DEFAULT
15590        Model           = UBBlackMkt_A6SN
15591        Animation       = UBBlackMkt_A6SN.UBBlackMkt_A6SN
15592        AnimationMode   = ONCE_BACKWARDS
15593        AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
15594        Flags           = START_FRAME_LAST
15595      End
15596    End
15597   
15598    PlacementViewAngle = -45
15599  
15600    ; ***DESIGN parameters ***
15601    DisplayName      = OBJECT:GLAWindmill
15602    Side             = GLA
15603    EditorSorting    = STRUCTURE
15604    Prerequisites
15605      Object = AmericaParticleCannonUplink ChinaNuclearMissileLauncher
15606          ;I require either the Particle Cannon or the Nuke Silo in order to be built
15607          ;This is so GLA has something to power them once captured rather than be forced to sell.
15608          ;GLA must not lose their no power uniqueness under normal circumstances!!
15609    End
15610    BuildCost        = 600
15611    BuildTime        = 8.0           ; in seconds
15612    EnergyProduction = 4
15613    VisionRange      = 200.0           ; Shroud clearing distance
15614    ShroudClearingRange = 200
15615    ArmorSet
15616      Conditions     = None
15617      Armor          = StructureArmor
15618      DamageFX       = StructureDamageFXNoShake
15619    End
15620    CommandSet       = GLAPowerPlantCommandSet
15621    ExperienceValue     = 100 100 100 100  ; Experience point value at each level
15622  
15623    ; *** AUDIO Parameters ***
15624    VoiceSelect = UndergroundGeneratorSelect
15625    SoundDie              = BuildingDie
15626    SoundOnDamaged        = BuildingDamagedStateLight
15627    SoundOnReallyDamaged  = BuildingDestroy
15628  
15629    UnitSpecificSounds
15630      UnderConstruction   = UnderConstructionLoop
15631    End
15632  
15633    ; *** ENGINEERING Parameters ***
15634    RadarPriority   = STRUCTURE
15635    KindOf          = PRELOAD STRUCTURE SELECTABLE IMMOBILE SCORE CAPTURABLE FS_POWER MP_COUNT_FOR_VICTORY
15636    Body            = StructureBody ModuleTag_06
15637      MaxHealth       = 700.0
15638      InitialHealth   = 700.0
15639    End
15640  
15641    Behavior = BaseRegenerateUpdate ModuleTag_08
15642      ;No data
15643    End
15644  
15645    Behavior = DestroyDie ModuleTag_10
15646      ;nothing
15647    End
15648    
15649    Behavior = RebuildHoleExposeDie ModuleTag_11
15650      HoleName      = GLAHoleWindmill
15651      HoleMaxHealth = 250.0
15652    End
15653  
15654    Behavior = CreateObjectDie ModuleTag_12
15655      CreationList  = OCL_GLAPowerPlantDeathFinal
15656      ExemptStatus  = UNDER_CONSTRUCTION
15657    End
15658    Behavior        = FXListDie ModuleTag_13
15659      DeathFX       = FX_StructureSmallDeath
15660    End
15661  
15662    Behavior = ProductionUpdate ModuleTag_14
15663      ; nothing
15664    End
15665  
15666    Behavior = FlammableUpdate ModuleTag_16
15667      AflameDuration = 5000         ; If I catch fire, I'll burn for this long...
15668      AflameDamageAmount = 5       ; taking this much damage...
15669      AflameDamageDelay = 500       ; this often.
15670    End
15671  
15672    Behavior = TransitionDamageFX ModuleTag_17
15673      ;-------------DESIGNED FOR SMALL SIZED FACTION BUILDING TRANSITIONS-------------------
15674      DamagedParticleSystem1       = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke
15675      ;---------------------------------------------------------------------------------------
15676      ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke
15677      ;ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion
15678      ;ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave
15679    End
15680  
15681    Behavior = SlowDeathBehavior ModuleTag_18
15682      DestructionDelay = 500
15683      DestructionDelayVariance = 200
15684      FX = INITIAL FX_GLAPowerPlantDeathStart
15685      FX = FINAL   FX_GLAPowerPlantDeathFinal
15686    End
15687  
15688    Geometry            = BOX
15689    GeometryMajorRadius = 25.0
15690    GeometryMinorRadius = 30.0
15691    GeometryHeight      = 50.0
15692    GeometryIsSmall     = No
15693    Shadow          = SHADOW_VOLUME
15694    BuildCompletion = PLACED_BY_PLAYER
15695  
15696  End
15697  
15698  ;------------------------------------------------------------------------------
15699  ObjectReskin GLAHoleWindmill GLAHole
15700    Draw                     = W3DModelDraw ModuleTag_01
15701      OkToChangeModelColor   = Yes
15702      ConditionState         = NONE
15703        Model                = UBHole
15704      End
15705      ConditionState         = DAMAGED
15706        Model                = UBHole_D
15707        ParticleSysBone      = Smoke01 SteamVent
15708      End
15709      ConditionState         = REALLYDAMAGED RUBBLE
15710        Model                = UBHole_E
15711        ParticleSysBone      = Smoke01 SteamVent
15712        ParticleSysBone      = Smoke02 SteamVent
15713        ParticleSysBone      = Fire01 GLAPowerPlantFlame
15714        ParticleSysBone      = Fire02 GLAPowerPlantFlame
15715        ParticleSysBone      = Fire03 GLAPowerPlantFlame
15716      End
15717    End
15718    Draw                     = W3DModelDraw ModuleTag_02
15719      OkToChangeModelColor   = Yes
15720      ConditionState         = NONE
15721        Model                = NONE ;UBPwrPlant
15722        ParticleSysBone      = Smoke01 SmolderingSmoke
15723        ParticleSysBone      = Smoke02 SmolderingSmoke
15724        ParticleSysBone      = Smoke03 SmolderingSmoke
15725        ParticleSysBone      = Smoke04 SmolderingSmoke
15726      End
15727      ConditionState         = DAMAGED REALLYDAMAGED RUBBLE
15728        Model                = NONE ;UBPwrPlant
15729        ParticleSysBone      = Smoke01 SmolderingSmoke
15730        ParticleSysBone      = Smoke02 SmolderingSmoke
15731        ParticleSysBone      = Smoke03 SmolderingSmoke
15732        ParticleSysBone      = Smoke04 SmolderingSmoke
15733      End
15734    End
15735  End
15736  
15737  ; -----------------------------------------------------------------------------
15738  Object GLAPowerPlantWindmillBlade
15739  
15740    ; *** ART Parameters ***
15741    Draw = W3DModelDraw ModuleTag_01
15742      OkToChangeModelColor = Yes
15743  
15744      ConditionState = NONE
15745        Model = UBPwrPlant_D1
15746      End
15747    End
15748  
15749    ; ***DESIGN parameters ***
15750    ;DisplayName      = OBJECT:RocketBuggyDebris
15751    EditorSorting   = DEBRIS
15752    KindOf = IMMOBILE
15753    Side = GLA
15754  
15755    ; *** AUDIO Parameters ***
15756  
15757    ; *** ENGINEERING Parameters ***
15758    ;RadarPriority = UNIT
15759    ;KindOf = PRELOAD CAN_CAST_REFLECTIONS
15760  
15761    Body = ActiveBody ModuleTag_02
15762      MaxHealth       = 1.0
15763      InitialHealth   = 1.0
15764    End
15765  
15766    Behavior = PhysicsBehavior ModuleTag_03
15767      Mass = 50
15768      AllowBouncing = Yes
15769    End
15770  
15771    Behavior = LifetimeUpdate ModuleTag_04
15772      MinLifetime = 10000   ; min lifetime in msec
15773      MaxLifetime = 15000   ; max lifetime in msec
15774    End
15775  
15776    Behavior = SlowDeathBehavior ModuleTag_05
15777      SinkDelay = 1000
15778      SinkRate = 1     ; in Dist/Sec
15779      DestructionDelay = 2000
15780    End
15781  
15782    Geometry = BOX
15783    GeometryMajorRadius = 9.0
15784    GeometryMinorRadius = 6.0
15785    GeometryHeight = 7.5     
15786    GeometryIsSmall = Yes    
15787  
15788  End
15789  
15790  ; -----------------------------------------------------------------------------
15791  Object GLATunnelNetwork
15792  
15793    ; *** ART Parameters ***
15794    SelectPortrait         = SUTunnel_L
15795    ButtonImage            = SUTunnel
15796  
15797    Draw = W3DModelDraw ModuleTag_01
15798  
15799      OkToChangeModelColor = Yes
15800      
15801      DefaultConditionState
15802        Model             = UBUndTunn
15803        Turret            = Turret01
15804        WeaponFireFXBone  = PRIMARY BarrelMS
15805        WeaponMuzzleFlash = PRIMARY BarrelFX
15806      End
15807      ConditionState      = DAMAGED
15808        Model             = UBUndTunn_D
15809      End
15810      ConditionState      = REALLYDAMAGED RUBBLE
15811        Model             = UBUndTunn_E
15812        ParticleSysBone   = Steam01 SteamVent
15813      End
15814  
15815      ConditionState      = SNOW
15816        Model             = UBUndTunn_S
15817      End
15818      ConditionState      = DAMAGED SNOW
15819        Model             = UBUndTunn_DS
15820      End
15821      ConditionState      = REALLYDAMAGED RUBBLE SNOW
15822        Model             = UBUndTunn_ES
15823        ParticleSysBone   = Steam01 SteamVent
15824      End
15825   
15826      ConditionState      = NIGHT
15827        Model             = UBUndTunn_N
15828      End
15829      ConditionState      = DAMAGED NIGHT
15830        Model             = UBUndTunn_DN
15831      End
15832      ConditionState      = REALLYDAMAGED RUBBLE NIGHT
15833        Model             = UBUndTunn_EN
15834        ParticleSysBone   = Steam01 SteamVent
15835      End
15836  
15837      ConditionState      = SNOW NIGHT
15838        Model             = UBUndTunn_NS
15839      End
15840      ConditionState      = DAMAGED SNOW NIGHT
15841        Model             = UBUndTunn_DNS
15842      End
15843      ConditionState      = REALLYDAMAGED RUBBLE SNOW NIGHT
15844        Model             = UBUndTunn_ENS
15845        ParticleSysBone   = Steam01 SteamVent
15846      End
15847  
15848      ;**************************************************************************************************************************
15849      ;This block handles every possible case with construction process, selling process, awaiting construction, and sold states
15850      ;for this draw module
15851      ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
15852        Model              = UBUndTunn
15853        Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
15854      End
15855      ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED
15856        Model              = UBUndTunn_D
15857        Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
15858      End
15859      ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED
15860        Model              = UBUndTunn_E
15861        Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
15862      End
15863      ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT
15864        Model              = UBUndTunn_N
15865        Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
15866      End
15867      ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT DAMAGED
15868        Model              = UBUndTunn_DN
15869        Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
15870      End
15871      ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT REALLYDAMAGED
15872        Model              = UBUndTunn_EN
15873        Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
15874      End
15875      ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW
15876        Model              = UBUndTunn_S
15877        Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
15878      End
15879      ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW DAMAGED
15880        Model              = UBUndTunn_DS
15881        Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
15882      End
15883      ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW REALLYDAMAGED
15884        Model              = UBUndTunn_ES
15885        Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
15886      End
15887      ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW
15888        Model              = UBUndTunn_NS
15889        Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
15890      End
15891      ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW DAMAGED
15892        Model              = UBUndTunn_DNS
15893        Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
15894      End
15895      ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW REALLYDAMAGED
15896        Model              = UBUndTunn_ENS
15897        Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
15898      End
15899  
15900      ConditionState       = AWAITING_CONSTRUCTION 
15901        Model              = NONE
15902      End
15903      AliasConditionState  = AWAITING_CONSTRUCTION DAMAGED
15904      AliasConditionState  = AWAITING_CONSTRUCTION REALLYDAMAGED
15905      AliasConditionState  = AWAITING_CONSTRUCTION NIGHT
15906      AliasConditionState  = AWAITING_CONSTRUCTION NIGHT DAMAGED
15907      AliasConditionState  = AWAITING_CONSTRUCTION NIGHT REALLYDAMAGED
15908      AliasConditionState  = AWAITING_CONSTRUCTION SNOW
15909      AliasConditionState  = AWAITING_CONSTRUCTION SNOW DAMAGED
15910      AliasConditionState  = AWAITING_CONSTRUCTION SNOW REALLYDAMAGED
15911      AliasConditionState  = AWAITING_CONSTRUCTION NIGHT SNOW
15912      AliasConditionState  = AWAITING_CONSTRUCTION NIGHT SNOW DAMAGED
15913      AliasConditionState  = AWAITING_CONSTRUCTION NIGHT SNOW REALLYDAMAGED
15914      AliasConditionState  = SOLD 
15915      AliasConditionState  = SOLD DAMAGED
15916      AliasConditionState  = SOLD REALLYDAMAGED
15917      AliasConditionState  = SOLD NIGHT
15918      AliasConditionState  = SOLD NIGHT DAMAGED
15919      AliasConditionState  = SOLD NIGHT REALLYDAMAGED
15920      AliasConditionState  = SOLD SNOW
15921      AliasConditionState  = SOLD SNOW DAMAGED
15922      AliasConditionState  = SOLD SNOW REALLYDAMAGED
15923      AliasConditionState  = SOLD NIGHT SNOW
15924      AliasConditionState  = SOLD NIGHT SNOW DAMAGED
15925      AliasConditionState  = SOLD NIGHT SNOW REALLYDAMAGED
15926      ;**************************************************************************************************************************
15927    End
15928    
15929    ; ------------ construction-zone fence -----------------
15930    Draw = W3DModelDraw ModuleTag_02
15931    AnimationsRequirePower = No
15932      DefaultConditionState
15933        Model           = None
15934        TransitionKey   = DOWN_DEFAULT
15935      End
15936      ConditionState    = NIGHT
15937        Model           = None
15938        TransitionKey   = DOWN_DEFAULT
15939      End
15940      ConditionState    = SNOW
15941        Model           = None
15942        TransitionKey   = DOWN_DEFAULT
15943      End
15944      ConditionState    = SNOW NIGHT
15945        Model           = None
15946        TransitionKey   = DOWN_DEFAULT
15947      End
15948      ConditionState    = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
15949        Model           = UBUndTunn_A4
15950        Animation       = UBUndTunn_A4.UBUndTunn_A4
15951        AnimationMode   = MANUAL
15952        Flags           = START_FRAME_LAST
15953        TransitionKey   = UP_DAY
15954      End
15955      ConditionState    = NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
15956        Model           = UBUndTunn_A4N
15957        Animation       = UBUndTunn_A4N.UBUndTunn_A4N
15958        AnimationMode   = MANUAL
15959        Flags           = START_FRAME_LAST
15960        TransitionKey   = UP_NIGHT
15961      End
15962      ConditionState    = SNOW AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
15963        Model           = UBUndTunn_A4S
15964        Animation       = UBUndTunn_A4S.UBUndTunn_A4S
15965        AnimationMode   = MANUAL
15966        Flags           = START_FRAME_LAST
15967        TransitionKey   = UP_SNOW
15968      End
15969      ConditionState    = SNOW NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
15970        Model           = UBUndTunn_A4SN
15971        Animation       = UBUndTunn_A4SN.UBUndTunn_A4SN
15972        AnimationMode   = MANUAL
15973        Flags           = START_FRAME_LAST
15974        TransitionKey   = UP_SNOWNIGHT
15975      End
15976      TransitionState   = DOWN_DEFAULT UP_DAY
15977        Model           = UBUndTunn_A4
15978        Animation       = UBUndTunn_A4.UBUndTunn_A4
15979        AnimationMode   = ONCE
15980        AnimationSpeedFactorRange = 1.0 1.0
15981        Flags           = START_FRAME_FIRST
15982      End
15983      TransitionState   = DOWN_DEFAULT UP_NIGHT
15984        Model           = UBUndTunn_A4N
15985        Animation       = UBUndTunn_A4N.UBUndTunn_A4N
15986        AnimationMode   = ONCE
15987        AnimationSpeedFactorRange = 1.0 1.0
15988        Flags           = START_FRAME_FIRST
15989      End
15990      TransitionState   = DOWN_DEFAULT UP_SNOW
15991        Model           = UBUndTunn_A4S
15992        Animation       = UBUndTunn_A4S.UBUndTunn_A4S
15993        AnimationMode   = ONCE
15994        AnimationSpeedFactorRange = 1.0 1.0
15995        Flags           = START_FRAME_FIRST
15996      End
15997      TransitionState   = DOWN_DEFAULT UP_SNOWNIGHT
15998        Model           = UBUndTunn_A4SN
15999        Animation       = UBUndTunn_A4SN.UBUndTunn_A4SN
16000        AnimationMode   = ONCE
16001        AnimationSpeedFactorRange = 1.0 1.0
16002        Flags           = START_FRAME_FIRST
16003      End
16004      TransitionState   = UP_DAY DOWN_DEFAULT
16005        Model           = UBUndTunn_A4
16006        Animation       = UBUndTunn_A4.UBUndTunn_A4
16007        AnimationMode   = ONCE_BACKWARDS
16008        AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
16009        Flags           = START_FRAME_LAST
16010      End
16011      TransitionState   = UP_NIGHT DOWN_DEFAULT
16012        Model           = UBUndTunn_A4N
16013        Animation       = UBUndTunn_A4N.UBUndTunn_A4N
16014        AnimationMode   = ONCE_BACKWARDS
16015        AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
16016        Flags           = START_FRAME_LAST
16017      End
16018      TransitionState   = UP_SNOW DOWN_DEFAULT
16019        Model           = UBUndTunn_A4S
16020        Animation       = UBUndTunn_A4S.UBUndTunn_A4S
16021        AnimationMode   = ONCE_BACKWARDS
16022        AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
16023        Flags           = START_FRAME_LAST
16024      End
16025      TransitionState   = UP_SNOWNIGHT DOWN_DEFAULT
16026        Model           = UBUndTunn_A4SN
16027        Animation       = UBUndTunn_A4SN.UBUndTunn_A4SN
16028        AnimationMode   = ONCE_BACKWARDS
16029        AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
16030        Flags           = START_FRAME_LAST
16031      End
16032    End
16033  
16034    ; ------------ under-construction scaffolding -----------------
16035    Draw = W3DModelDraw ModuleTag_03
16036    AnimationsRequirePower = No
16037      DefaultConditionState
16038        Model           = None
16039        TransitionKey   = DOWN_DEFAULT
16040      End
16041      ConditionState    = NIGHT
16042        Model           = None
16043        TransitionKey   = DOWN_DEFAULT
16044      End
16045      ConditionState    = SNOW
16046        Model           = None
16047        TransitionKey   = DOWN_DEFAULT
16048      End
16049      ConditionState    = SNOW NIGHT
16050        Model           = None
16051        TransitionKey   = DOWN_DEFAULT
16052      End
16053      ConditionState    =  PARTIALLY_CONSTRUCTED 
16054        Model           = UBUndTunn_A6
16055        Animation       = UBUndTunn_A6.UBUndTunn_A6
16056        AnimationMode   = MANUAL
16057        Flags           = START_FRAME_LAST
16058        TransitionKey   = UP_DAY
16059      End
16060      ConditionState    = NIGHT  PARTIALLY_CONSTRUCTED 
16061        Model           = UBUndTunn_A6N
16062        Animation       = UBUndTunn_A6N.UBUndTunn_A6N
16063        AnimationMode   = MANUAL
16064        Flags           = START_FRAME_LAST
16065        TransitionKey   = UP_NIGHT
16066      End
16067      ConditionState    = SNOW  PARTIALLY_CONSTRUCTED 
16068        Model           = UBUndTunn_A6S
16069        Animation       = UBUndTunn_A6S.UBUndTunn_A6S
16070        AnimationMode   = MANUAL
16071        Flags           = START_FRAME_LAST
16072        TransitionKey   = UP_SNOW
16073      End
16074      ConditionState    = SNOW NIGHT  PARTIALLY_CONSTRUCTED 
16075        Model           = UBUndTunn_A6SN
16076        Animation       = UBUndTunn_A6SN.UBUndTunn_A6SN
16077        AnimationMode   = MANUAL
16078        Flags           = START_FRAME_LAST
16079        TransitionKey   = UP_SNOWNIGHT
16080      End
16081      TransitionState   = DOWN_DEFAULT UP_DAY
16082        Model           = UBUndTunn_A6
16083        Animation       = UBUndTunn_A6.UBUndTunn_A6
16084        AnimationMode   = ONCE
16085        AnimationSpeedFactorRange = 1.0 1.0
16086        Flags           = START_FRAME_FIRST
16087      End
16088      TransitionState   = DOWN_DEFAULT UP_NIGHT
16089        Model           = UBUndTunn_A6N
16090        Animation       = UBUndTunn_A6N.UBUndTunn_A6N
16091        AnimationMode   = ONCE
16092        AnimationSpeedFactorRange = 1.0 1.0
16093        Flags           = START_FRAME_FIRST
16094      End
16095      TransitionState   = DOWN_DEFAULT UP_SNOW
16096        Model           = UBUndTunn_A6S
16097        Animation       = UBUndTunn_A6S.UBUndTunn_A6S
16098        AnimationMode   = ONCE
16099        AnimationSpeedFactorRange = 1.0 1.0
16100        Flags           = START_FRAME_FIRST
16101      End
16102      TransitionState   = DOWN_DEFAULT UP_SNOWNIGHT
16103        Model           = UBUndTunn_A6SN
16104        Animation       = UBUndTunn_A6SN.UBUndTunn_A6SN
16105        AnimationMode   = ONCE
16106        AnimationSpeedFactorRange = 1.0 1.0
16107        Flags           = START_FRAME_FIRST
16108      End
16109      TransitionState   = UP_DAY DOWN_DEFAULT
16110        Model           = UBUndTunn_A6
16111        Animation       = UBUndTunn_A6.UBUndTunn_A6
16112        AnimationMode   = ONCE_BACKWARDS
16113        AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
16114        Flags           = START_FRAME_LAST
16115      End
16116      TransitionState   = UP_NIGHT DOWN_DEFAULT
16117        Model           = UBUndTunn_A6N
16118        Animation       = UBUndTunn_A6N.UBUndTunn_A6N
16119        AnimationMode   = ONCE_BACKWARDS
16120        AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
16121        Flags           = START_FRAME_LAST
16122      End
16123      TransitionState   = UP_SNOW DOWN_DEFAULT
16124        Model           = UBUndTunn_A6S
16125        Animation       = UBUndTunn_A6S.UBUndTunn_A6S
16126        AnimationMode   = ONCE_BACKWARDS
16127        AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
16128        Flags           = START_FRAME_LAST
16129      End
16130      TransitionState   = UP_SNOWNIGHT DOWN_DEFAULT
16131        Model           = UBUndTunn_A6SN
16132        Animation       = UBUndTunn_A6SN.UBUndTunn_A6SN
16133        AnimationMode   = ONCE_BACKWARDS
16134        AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
16135        Flags           = START_FRAME_LAST
16136      End
16137    End
16138  
16139    PlacementViewAngle = -135
16140  
16141    ; ***DESIGN parameters ***
16142    DisplayName      = OBJECT:TunnelNetwork
16143    Side = GLA
16144    EditorSorting    = STRUCTURE
16145    Prerequisites
16146      Object = GLABarracks
16147    End
16148    BuildCost        = 800
16149    RefundValue      = 100 ; With nothing (or zero) listed, we sell for half price. 
16150    BuildTime        = 10.0           ; in seconds
16151    EnergyProduction = 0
16152    VisionRange     = 200.0           ; Shroud clearing distance
16153    ShroudClearingRange = 200
16154    ArmorSet
16155      Conditions      = None
16156      Armor           = StructureArmor
16157      DamageFX        = StructureDamageFXNoShake
16158    End
16159    WeaponSet
16160      Conditions = None 
16161      Weapon = PRIMARY TunnelNetworkGun
16162    End
16163    CommandSet       = GLATunnelNetworkCommandSet
16164    ExperienceValue     = 100 100 100 100  ; Experience point value at each level
16165  
16166    ; *** AUDIO Parameters ***
16167    VoiceSelect = TunnelNetworkSelect
16168    SoundDie              = BuildingDie
16169    SoundOnDamaged        = BuildingDamagedStateLight
16170    SoundOnReallyDamaged  = BuildingDestroy
16171    SoundEnter = GarrisonEnter
16172    SoundExit = GarrisonExit
16173  
16174    UnitSpecificSounds
16175      UnderConstruction     = UnderConstructionLoop
16176      TurretMoveLoop        = NoSound
16177    End
16178  
16179    ; *** ENGINEERING Parameters ***
16180    RadarPriority   = STRUCTURE
16181    KindOf          = PRELOAD STRUCTURE SELECTABLE CAN_ATTACK ATTACK_NEEDS_LINE_OF_SIGHT IMMOBILE FS_BASE_DEFENSE IMMUNE_TO_CAPTURE MP_COUNT_FOR_VICTORY SCORE_CREATE
16182    Body            = StructureBody ModuleTag_04
16183      MaxHealth       = 1000.0
16184      InitialHealth   = 1000.0
16185    End
16186  
16187    Behavior = StealthDetectorUpdate ModuleTag_13
16188      DetectionRate     = 500   ; how often to rescan for stealthed things in my sight (msec)
16189      DetectionRange   = 150   ;Dustin, enable this for independant balancing!
16190      CanDetectWhileGarrisoned  = No ;Garrisoned means being in a structure that you units can shoot out of.
16191      CanDetectWhileContained   = No ;Contained means being in a transport or tunnel network.
16192    End
16193  
16194    Behavior = AIUpdateInterface ModuleTag_16
16195      Turret
16196        TurretTurnRate        = 180   // turn rate, in degrees per sec
16197        ControlledWeaponSlots = PRIMARY
16198      End
16199  
16200      AutoAcquireEnemiesWhenIdle = Yes ;ATTACK_BUILDINGS; defensive weapon
16201    End
16202  
16203    Behavior = TunnelContain ModuleTag_05
16204      TimeForFullHeal     = 5000   ;(in milliseconds)
16205      AllowAlliesInside   = Yes
16206      AllowNeutralInside  = No
16207      AllowEnemiesInside  = No
16208    End
16209  
16210    Behavior = DefaultProductionExitUpdate ModuleTag_06
16211      UnitCreatePoint   = X:  5.0  Y:  0.0   Z:0.0
16212      NaturalRallyPoint = X: 35.0  Y:  0.0   Z:0.0
16213    End
16214  
16215    Behavior            = SpawnBehavior ModuleTag_07
16216      SpawnNumber       = 2
16217      SpawnReplaceDelay = 9999
16218      SpawnTemplateName = GLAInfantryTunnelDefender
16219      OneShot           = Yes
16220      CanReclaimOrphans = No
16221    End
16222    Behavior             = RebuildHoleExposeDie ModuleTag_09
16223      HoleName      = GLAHoleTunnelNetwork
16224      HoleMaxHealth = 500.0
16225    End
16226    Behavior = DestroyDie ModuleTag_10
16227      ;nothing
16228    End
16229    Behavior             = CreateObjectDie ModuleTag_11
16230      CreationList  = OCL_ABTunnelNetworkDebris
16231    End
16232    Behavior             = FXListDie ModuleTag_12
16233      DeathFX       = FX_StructureSmallDeath
16234    End
16235  
16236    Behavior = FlammableUpdate ModuleTag_15
16237  
16238      AflameDuration = 5000         ; If I catch fire, I'll burn for this long...
16239      AflameDamageAmount = 5       ; taking this much damage...
16240      AflameDamageDelay = 500       ; this often.
16241    End
16242  
16243    Behavior = TransitionDamageFX ModuleTag_17
16244      ;-------------DESIGNED FOR SMALL SIZED FACTION BUILDING TRANSITIONS-------------------
16245      DamagedParticleSystem1       = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke
16246      ;---------------------------------------------------------------------------------------
16247      ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke
16248      ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion
16249      ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave
16250    End
16251  
16252    Geometry = CYLINDER
16253    GeometryMajorRadius = 25.0
16254    GeometryHeight = 20.0    
16255    GeometryIsSmall     = No
16256    Shadow          = SHADOW_VOLUME
16257    BuildCompletion = PLACED_BY_PLAYER
16258  
16259  End
16260  
16261  ;------------------------------------------------------------------------------
16262  ObjectReskin GLAHoleTunnelNetwork GLAHole
16263    Draw                     = W3DModelDraw ModuleTag_01
16264      OkToChangeModelColor   = Yes
16265      ConditionState         = NONE
16266        Model                = UBHole
16267      End
16268      ConditionState         = DAMAGED
16269        Model                = UBHole_D
16270        ParticleSysBone      = Smoke01 SteamVent
16271      End
16272      ConditionState         = REALLYDAMAGED
16273        Model                = UBHole_E
16274        ParticleSysBone      = Smoke01 SteamVent
16275        ParticleSysBone      = Smoke02 SteamVent
16276        ParticleSysBone      = Fire01 GLAPowerPlantFlame
16277        ParticleSysBone      = Fire02 GLAPowerPlantFlame
16278        ParticleSysBone      = Fire03 GLAPowerPlantFlame
16279      End
16280    End
16281    Draw                     = W3DModelDraw ModuleTag_02
16282      OkToChangeModelColor   = Yes
16283      ConditionState         = NONE
16284        Model                = UBUndTunn_R
16285      End
16286      ConditionState         = DAMAGED REALLYDAMAGED
16287        Model                = UBUndTunn_R
16288      End
16289    End
16290  End
16291  
16292  ;------------------------------------------------------------------------------
16293  ;GLA Tunnel Network copy, without the spawn module
16294  Object GLATunnelNetworkNoSpawn
16295    ; *** ART Parameters ***
16296    SelectPortrait         = SUTunnel_L
16297    ButtonImage            = SUTunnel
16298    Draw = W3DModelDraw ModuleTag_01
16299      OkToChangeModelColor = Yes
16300      
16301      DefaultConditionState
16302        Model             = UBUndTunn
16303        Turret            = Turret01
16304        WeaponFireFXBone  = PRIMARY BarrelMS
16305        WeaponMuzzleFlash = PRIMARY BarrelFX
16306      End
16307  
16308      ConditionState      = DAMAGED
16309        Model             = UBUndTunn_D
16310      End
16311  
16312      ConditionState      = REALLYDAMAGED RUBBLE
16313        Model             = UBUndTunn_E
16314        ParticleSysBone   = Steam01 SteamVent
16315      End
16316      
16317      
16318      ConditionState      = SNOW
16319        Model             = UBUndTunn_S
16320      End
16321      
16322      ConditionState      = DAMAGED SNOW
16323        Model             = UBUndTunn_DS
16324      End
16325  
16326      ConditionState      = REALLYDAMAGED RUBBLE SNOW
16327        Model             = UBUndTunn_ES
16328        ParticleSysBone   = Steam01 SteamVent
16329      End
16330      
16331      
16332      
16333      
16334      ConditionState      = NIGHT
16335        Model             = UBUndTunn_N
16336      End
16337  
16338  
16339      ConditionState      = DAMAGED NIGHT
16340        Model             = UBUndTunn_DN
16341      End
16342  
16343      ConditionState      = REALLYDAMAGED RUBBLE NIGHT
16344        Model             = UBUndTunn_EN
16345        ParticleSysBone   = Steam01 SteamVent
16346      End
16347      
16348      
16349      ConditionState      = SNOW NIGHT
16350        Model             = UBUndTunn_NS
16351      End
16352      
16353      ConditionState      = DAMAGED SNOW NIGHT
16354        Model             = UBUndTunn_DNS
16355      End
16356  
16357      ConditionState      = REALLYDAMAGED RUBBLE SNOW NIGHT
16358        Model             = UBUndTunn_ENS
16359        ParticleSysBone   = Steam01 SteamVent
16360      End
16361      
16362          ;**************************************************************************************************************************
16363      ;This block handles every possible case with construction process, selling process, awaiting construction, and sold states
16364      ;for this draw module
16365      ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
16366        Model              = UBUndTunn
16367        Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
16368      End
16369      ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED
16370        Model              = UBUndTunn_D
16371        Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
16372      End
16373      ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED
16374        Model              = UBUndTunn_E
16375        Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
16376      End
16377      ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT
16378        Model              = UBUndTunn_N
16379        Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
16380      End
16381      ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT DAMAGED
16382        Model              = UBUndTunn_DN
16383        Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
16384      End
16385      ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT REALLYDAMAGED
16386        Model              = UBUndTunn_EN
16387        Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
16388      End
16389      ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW
16390        Model              = UBUndTunn_S
16391        Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
16392      End
16393      ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW DAMAGED
16394        Model              = UBUndTunn_DS
16395        Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
16396      End
16397      ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW REALLYDAMAGED
16398        Model              = UBUndTunn_ES
16399        Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
16400      End
16401      ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW
16402        Model              = UBUndTunn_NS
16403        Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
16404      End
16405      ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW DAMAGED
16406        Model              = UBUndTunn_DNS
16407        Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
16408      End
16409      ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW REALLYDAMAGED
16410        Model              = UBUndTunn_ENS
16411        Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
16412      End
16413  
16414      ConditionState       = AWAITING_CONSTRUCTION 
16415        Model              = NONE
16416      End
16417      AliasConditionState  = AWAITING_CONSTRUCTION DAMAGED
16418      AliasConditionState  = AWAITING_CONSTRUCTION REALLYDAMAGED
16419      AliasConditionState  = AWAITING_CONSTRUCTION NIGHT
16420      AliasConditionState  = AWAITING_CONSTRUCTION NIGHT DAMAGED
16421      AliasConditionState  = AWAITING_CONSTRUCTION NIGHT REALLYDAMAGED
16422      AliasConditionState  = AWAITING_CONSTRUCTION SNOW
16423      AliasConditionState  = AWAITING_CONSTRUCTION SNOW DAMAGED
16424      AliasConditionState  = AWAITING_CONSTRUCTION SNOW REALLYDAMAGED
16425      AliasConditionState  = AWAITING_CONSTRUCTION NIGHT SNOW
16426      AliasConditionState  = AWAITING_CONSTRUCTION NIGHT SNOW DAMAGED
16427      AliasConditionState  = AWAITING_CONSTRUCTION NIGHT SNOW REALLYDAMAGED
16428      AliasConditionState  = SOLD 
16429      AliasConditionState  = SOLD DAMAGED
16430      AliasConditionState  = SOLD REALLYDAMAGED
16431      AliasConditionState  = SOLD NIGHT
16432      AliasConditionState  = SOLD NIGHT DAMAGED
16433      AliasConditionState  = SOLD NIGHT REALLYDAMAGED
16434      AliasConditionState  = SOLD SNOW
16435      AliasConditionState  = SOLD SNOW DAMAGED
16436      AliasConditionState  = SOLD SNOW REALLYDAMAGED
16437      AliasConditionState  = SOLD NIGHT SNOW
16438      AliasConditionState  = SOLD NIGHT SNOW DAMAGED
16439      AliasConditionState  = SOLD NIGHT SNOW REALLYDAMAGED
16440      ;**************************************************************************************************************************
16441  
16442    End
16443    
16444    ; ------------ construction-zone fence -----------------
16445    Draw = W3DModelDraw ModuleTag_02
16446    AnimationsRequirePower = No
16447      DefaultConditionState
16448        Model           = None
16449        TransitionKey   = DOWN_DEFAULT
16450      End
16451      ConditionState    = NIGHT
16452        Model           = None
16453        TransitionKey   = DOWN_DEFAULT
16454      End
16455      ConditionState    = SNOW
16456        Model           = None
16457        TransitionKey   = DOWN_DEFAULT
16458      End
16459      ConditionState    = SNOW NIGHT
16460        Model           = None
16461        TransitionKey   = DOWN_DEFAULT
16462      End
16463      ConditionState    = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
16464        Model           = UBUndTunn_A4
16465        Animation       = UBUndTunn_A4.UBUndTunn_A4
16466        AnimationMode   = MANUAL
16467        Flags           = START_FRAME_LAST
16468        TransitionKey   = UP_DAY
16469      End
16470      ConditionState    = NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
16471        Model           = UBUndTunn_A4N
16472        Animation       = UBUndTunn_A4N.UBUndTunn_A4N
16473        AnimationMode   = MANUAL
16474        Flags           = START_FRAME_LAST
16475        TransitionKey   = UP_NIGHT
16476      End
16477      ConditionState    = SNOW AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
16478        Model           = UBUndTunn_A4S
16479        Animation       = UBUndTunn_A4S.UBUndTunn_A4S
16480        AnimationMode   = MANUAL
16481        Flags           = START_FRAME_LAST
16482        TransitionKey   = UP_SNOW
16483      End
16484      ConditionState    = SNOW NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
16485        Model           = UBUndTunn_A4SN
16486        Animation       = UBUndTunn_A4SN.UBUndTunn_A4SN
16487        AnimationMode   = MANUAL
16488        Flags           = START_FRAME_LAST
16489        TransitionKey   = UP_SNOWNIGHT
16490      End
16491      TransitionState   = DOWN_DEFAULT UP_DAY
16492        Model           = UBUndTunn_A4
16493        Animation       = UBUndTunn_A4.UBUndTunn_A4
16494        AnimationMode   = ONCE
16495        AnimationSpeedFactorRange = 1.0 1.0
16496        Flags           = START_FRAME_FIRST
16497      End
16498      TransitionState   = DOWN_DEFAULT UP_NIGHT
16499        Model           = UBUndTunn_A4N
16500        Animation       = UBUndTunn_A4N.UBUndTunn_A4N
16501        AnimationMode   = ONCE
16502        AnimationSpeedFactorRange = 1.0 1.0
16503        Flags           = START_FRAME_FIRST
16504      End
16505      TransitionState   = DOWN_DEFAULT UP_SNOW
16506        Model           = UBUndTunn_A4S
16507        Animation       = UBUndTunn_A4S.UBUndTunn_A4S
16508        AnimationMode   = ONCE
16509        AnimationSpeedFactorRange = 1.0 1.0
16510        Flags           = START_FRAME_FIRST
16511      End
16512      TransitionState   = DOWN_DEFAULT UP_SNOWNIGHT
16513        Model           = UBUndTunn_A4SN
16514        Animation       = UBUndTunn_A4SN.UBUndTunn_A4SN
16515        AnimationMode   = ONCE
16516        AnimationSpeedFactorRange = 1.0 1.0
16517        Flags           = START_FRAME_FIRST
16518      End
16519      TransitionState   = UP_DAY DOWN_DEFAULT
16520        Model           = UBUndTunn_A4
16521        Animation       = UBUndTunn_A4.UBUndTunn_A4
16522        AnimationMode   = ONCE_BACKWARDS
16523        AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
16524        Flags           = START_FRAME_LAST
16525      End
16526      TransitionState   = UP_NIGHT DOWN_DEFAULT
16527        Model           = UBUndTunn_A4N
16528        Animation       = UBUndTunn_A4N.UBUndTunn_A4N
16529        AnimationMode   = ONCE_BACKWARDS
16530        AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
16531        Flags           = START_FRAME_LAST
16532      End
16533      TransitionState   = UP_SNOW DOWN_DEFAULT
16534        Model           = UBUndTunn_A4S
16535        Animation       = UBUndTunn_A4S.UBUndTunn_A4S
16536        AnimationMode   = ONCE_BACKWARDS
16537        AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
16538        Flags           = START_FRAME_LAST
16539      End
16540      TransitionState   = UP_SNOWNIGHT DOWN_DEFAULT
16541        Model           = UBUndTunn_A4SN
16542        Animation       = UBUndTunn_A4SN.UBUndTunn_A4SN
16543        AnimationMode   = ONCE_BACKWARDS
16544        AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
16545        Flags           = START_FRAME_LAST
16546      End
16547    End
16548  
16549    ; ------------ under-construction scaffolding -----------------
16550    Draw = W3DModelDraw ModuleTag_03
16551    AnimationsRequirePower = No
16552      DefaultConditionState
16553        Model           = None
16554        TransitionKey   = DOWN_DEFAULT
16555      End
16556      ConditionState    = NIGHT
16557        Model           = None
16558        TransitionKey   = DOWN_DEFAULT
16559      End
16560      ConditionState    = SNOW
16561        Model           = None
16562        TransitionKey   = DOWN_DEFAULT
16563      End
16564      ConditionState    = SNOW NIGHT
16565        Model           = None
16566        TransitionKey   = DOWN_DEFAULT
16567      End
16568      ConditionState    = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
16569        Model           = UBUndTunn_A6
16570        Animation       = UBUndTunn_A6.UBUndTunn_A6
16571        AnimationMode   = MANUAL
16572        Flags           = START_FRAME_LAST
16573        TransitionKey   = UP_DAY
16574      End
16575      ConditionState    = NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
16576        Model           = UBUndTunn_A6N
16577        Animation       = UBUndTunn_A6N.UBUndTunn_A6N
16578        AnimationMode   = MANUAL
16579        Flags           = START_FRAME_LAST
16580        TransitionKey   = UP_NIGHT
16581      End
16582      ConditionState    = SNOW AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
16583        Model           = UBUndTunn_A6S
16584        Animation       = UBUndTunn_A6S.UBUndTunn_A6S
16585        AnimationMode   = MANUAL
16586        Flags           = START_FRAME_LAST
16587        TransitionKey   = UP_SNOW
16588      End
16589      ConditionState    = SNOW NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
16590        Model           = UBUndTunn_A6SN
16591        Animation       = UBUndTunn_A6SN.UBUndTunn_A6SN
16592        AnimationMode   = MANUAL
16593        Flags           = START_FRAME_LAST
16594        TransitionKey   = UP_SNOWNIGHT
16595      End
16596      TransitionState   = DOWN_DEFAULT UP_DAY
16597        Model           = UBUndTunn_A6
16598        Animation       = UBUndTunn_A6.UBUndTunn_A6
16599        AnimationMode   = ONCE
16600        AnimationSpeedFactorRange = 1.0 1.0
16601        Flags           = START_FRAME_FIRST
16602      End
16603      TransitionState   = DOWN_DEFAULT UP_NIGHT
16604        Model           = UBUndTunn_A6N
16605        Animation       = UBUndTunn_A6N.UBUndTunn_A6N
16606        AnimationMode   = ONCE
16607        AnimationSpeedFactorRange = 1.0 1.0
16608        Flags           = START_FRAME_FIRST
16609      End
16610      TransitionState   = DOWN_DEFAULT UP_SNOW
16611        Model           = UBUndTunn_A6S
16612        Animation       = UBUndTunn_A6S.UBUndTunn_A6S
16613        AnimationMode   = ONCE
16614        AnimationSpeedFactorRange = 1.0 1.0
16615        Flags           = START_FRAME_FIRST
16616      End
16617      TransitionState   = DOWN_DEFAULT UP_SNOWNIGHT
16618        Model           = UBUndTunn_A6SN
16619        Animation       = UBUndTunn_A6SN.UBUndTunn_A6SN
16620        AnimationMode   = ONCE
16621        AnimationSpeedFactorRange = 1.0 1.0
16622        Flags           = START_FRAME_FIRST
16623      End
16624      TransitionState   = UP_DAY DOWN_DEFAULT
16625        Model           = UBUndTunn_A6
16626        Animation       = UBUndTunn_A6.UBUndTunn_A6
16627        AnimationMode   = ONCE_BACKWARDS
16628        AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
16629        Flags           = START_FRAME_LAST
16630      End
16631      TransitionState   = UP_NIGHT DOWN_DEFAULT
16632        Model           = UBUndTunn_A6N
16633        Animation       = UBUndTunn_A6N.UBUndTunn_A6N
16634        AnimationMode   = ONCE_BACKWARDS
16635        AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
16636        Flags           = START_FRAME_LAST
16637      End
16638      TransitionState   = UP_SNOW DOWN_DEFAULT
16639        Model           = UBUndTunn_A6S
16640        Animation       = UBUndTunn_A6S.UBUndTunn_A6S
16641        AnimationMode   = ONCE_BACKWARDS
16642        AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
16643        Flags           = START_FRAME_LAST
16644      End
16645      TransitionState   = UP_SNOWNIGHT DOWN_DEFAULT
16646        Model           = UBUndTunn_A6SN
16647        Animation       = UBUndTunn_A6SN.UBUndTunn_A6SN
16648        AnimationMode   = ONCE_BACKWARDS
16649        AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
16650        Flags           = START_FRAME_LAST
16651      End
16652    End
16653  
16654    PlacementViewAngle = -135
16655  
16656    ; ***DESIGN parameters ***
16657    DisplayName      = OBJECT:TunnelNetwork
16658    Side = GLA
16659    EditorSorting    = STRUCTURE
16660    Prerequisites
16661      Object = GLABarracks
16662    End
16663    BuildCost        = 800
16664    BuildTime        = 5.0           ; in seconds
16665    EnergyProduction = 0
16666    VisionRange     = 200.0           ; Shroud clearing distance
16667    ShroudClearingRange = 200
16668    ArmorSet
16669      Conditions      = None
16670      Armor           = StructureArmor
16671      DamageFX        = StructureDamageFXNoShake
16672    End
16673    WeaponSet
16674      Conditions = None 
16675      Weapon = PRIMARY TunnelNetworkGun
16676    End
16677    CommandSet       = GLATunnelNetworkCommandSet
16678    ExperienceValue     = 100 100 100 100  ; Experience point value at each level
16679  
16680    ; *** AUDIO Parameters ***
16681    VoiceSelect = TunnelNetworkSelect
16682    SoundDie              = BuildingDie
16683    SoundOnDamaged        = BuildingDamagedStateLight
16684    SoundOnReallyDamaged  = BuildingDestroy
16685    SoundEnter = GarrisonEnter
16686    SoundExit = GarrisonExit
16687  
16688  
16689    UnitSpecificSounds
16690      UnderConstruction     = UnderConstructionLoop
16691      TurretMoveLoop        = NoSound
16692    End
16693  
16694    ; *** ENGINEERING Parameters ***
16695    RadarPriority   = STRUCTURE
16696    KindOf          = PRELOAD STRUCTURE SELECTABLE CAN_ATTACK ATTACK_NEEDS_LINE_OF_SIGHT IMMOBILE FS_BASE_DEFENSE IMMUNE_TO_CAPTURE MP_COUNT_FOR_VICTORY SCORE_CREATE
16697    Body            = StructureBody ModuleTag_04
16698      MaxHealth       = 1000.0
16699      InitialHealth   = 1000.0
16700    End
16701  
16702    Behavior = StealthDetectorUpdate ModuleTag_13
16703      DetectionRate     = 500   ; how often to rescan for stealthed things in my sight (msec)
16704      DetectionRange   = 150   ;Dustin, enable this for independant balancing!
16705      CanDetectWhileGarrisoned  = No ;Garrisoned means being in a structure that you units can shoot out of.
16706      CanDetectWhileContained   = No ;Contained means being in a transport or tunnel network.
16707    End
16708  
16709    Behavior = AIUpdateInterface ModuleTag_16
16710      Turret
16711        TurretTurnRate        = 180   // turn rate, in degrees per sec
16712        ControlledWeaponSlots = PRIMARY
16713      End
16714  
16715      AutoAcquireEnemiesWhenIdle = Yes ;ATTACK_BUILDINGS; defensive weapon
16716    End
16717    Behavior = TunnelContain ModuleTag_05
16718      TimeForFullHeal     = 5000   ;(in milliseconds)
16719    End
16720  
16721  ; The lack of these two modules is what makes this Single player version different from the normal one
16722  
16723  ;  Behavior = DefaultProductionExitUpdate ModuleTag_06
16724  ;    UnitCreatePoint   = X:  5.0  Y:  0.0   Z:0.0
16725  ;    NaturalRallyPoint = X: 35.0  Y:  0.0   Z:0.0;NaturalRallyPointX must always match GeometryMajorRadius! -ML
16726  ;  End
16727  ;
16728  ;  Behavior            = SpawnBehavior ModuleTag_07
16729  ;    SpawnNumber       = 2
16730  ;    SpawnReplaceDelay = 9999
16731  ;    SpawnTemplateName = GLAInfantryTunnelDefender
16732  ;    OneShot           = Yes
16733  ;    CanReclaimOrphans = No
16734  ;  End
16735    Behavior             = RebuildHoleExposeDie ModuleTag_09
16736      HoleName      = GLAHoleTunnelNetwork
16737      HoleMaxHealth = 500.0
16738    End
16739    Behavior = DestroyDie ModuleTag_10
16740      ;nothing
16741    End
16742    Behavior             = CreateObjectDie ModuleTag_11
16743      CreationList  = OCL_ABTunnelNetworkDebris
16744    End
16745    Behavior             = FXListDie ModuleTag_12
16746      DeathFX       = FX_StructureSmallDeath
16747    End
16748  
16749    Behavior = FlammableUpdate ModuleTag_15
16750      AflameDuration = 5000         ; If I catch fire, I'll burn for this long...
16751      AflameDamageAmount = 5       ; taking this much damage...
16752      AflameDamageDelay = 500       ; this often.
16753    End
16754  
16755    Behavior = TransitionDamageFX ModuleTag_17
16756      ;-------------DESIGNED FOR SMALL SIZED FACTION BUILDING TRANSITIONS-------------------
16757      DamagedParticleSystem1       = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke
16758      ;---------------------------------------------------------------------------------------
16759      ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke
16760      ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion
16761      ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave
16762    End
16763  
16764    Geometry = CYLINDER
16765    GeometryMajorRadius = 25.0
16766    GeometryHeight = 20.0    
16767    GeometryIsSmall     = No
16768    Shadow          = SHADOW_VOLUME
16769    BuildCompletion = PLACED_BY_PLAYER
16770  
16771  End
16772  
16773  ;------------------------------------------------------------------------------
16774  ObjectReskin GLAHoleTunnelNetworkNoSpawn GLAHole
16775    Draw                     = W3DModelDraw ModuleTag_01
16776      OkToChangeModelColor   = Yes
16777      ConditionState         = NONE
16778        Model                = UBHole
16779      End
16780      ConditionState         = DAMAGED
16781        Model                = UBHole_D
16782        ParticleSysBone      = Smoke01 SteamVent
16783      End
16784      ConditionState         = REALLYDAMAGED
16785        Model                = UBHole_E
16786        ParticleSysBone      = Smoke01 SteamVent
16787        ParticleSysBone      = Smoke02 SteamVent
16788        ParticleSysBone      = Fire01 GLAPowerPlantFlame
16789        ParticleSysBone      = Fire02 GLAPowerPlantFlame
16790        ParticleSysBone      = Fire03 GLAPowerPlantFlame
16791      End
16792    End
16793    Draw                     = W3DModelDraw ModuleTag_02
16794      OkToChangeModelColor   = Yes
16795      ConditionState         = NONE
16796        Model                = UBUndTunn_R
16797        ParticleSysBone      = Smoke01 SmolderingSmoke
16798        ParticleSysBone      = Smoke02 SmolderingSmoke
16799      End
16800      ConditionState         = DAMAGED REALLYDAMAGED
16801        Model                = UBUndTunn_R
16802        ParticleSysBone      = Smoke01 SmolderingSmoke
16803        ParticleSysBone      = Smoke02 SmolderingSmoke
16804      End
16805    End
16806  End
16807  
16808  ;------------------------------------------------------------------------------
16809  Object GLAStingerSite
16810  
16811    ; *** ART Parameters ***
16812    SelectPortrait         = SUStinger_L
16813    ButtonImage            = SUStinger
16814  
16815    UpgradeCameo1          = Upgrade_GLAAPRockets
16816  
16817    Draw = W3DModelDraw ModuleTag_01
16818      OkToChangeModelColor = Yes
16819      
16820      ; day ************************************
16821      ConditionState = NONE
16822        Model = UBStingerS
16823      End
16824      
16825      ConditionState = DAMAGED
16826        Model = UBStingerS_D
16827      End
16828      
16829      ConditionState = REALLYDAMAGED RUBBLE
16830        Model = UBStingerS_E
16831      End
16832  
16833      ; day snow ************************************
16834      ConditionState = SNOW
16835        Model = UBStingerS_S
16836      End
16837      
16838      ConditionState = DAMAGED SNOW
16839        Model = UBStingerS_DS
16840      End
16841      
16842      ConditionState = REALLYDAMAGED SNOW RUBBLE
16843        Model = UBStingerS_ES
16844      End
16845      
16846      ; night  **********************************
16847      ConditionState       = NIGHT 
16848        Model              = UBStingerS_N
16849      End
16850      
16851      ConditionState       = DAMAGED NIGHT 
16852        Model              = UBStingerS_DN
16853      End
16854      
16855      ConditionState       = REALLYDAMAGED NIGHT  RUBBLE
16856        Model              = UBStingerS_EN
16857      End
16858         
16859      ; night snow **********************************
16860      ConditionState       = NIGHT SNOW
16861        Model              = UBStingerS_NS
16862      End
16863      
16864      ConditionState       = DAMAGED NIGHT SNOW
16865        Model              = UBStingerS_DNS
16866      End
16867      
16868      ConditionState       = REALLYDAMAGED NIGHT SNOW RUBBLE
16869        Model              = UBStingerS_ENS
16870      End
16871      
16872      
16873          ;**************************************************************************************************************************
16874      ;This block handles every possible case with construction process, selling process, awaiting construction, and sold states
16875      ;for this draw module
16876      ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
16877        Model              = UBStingerS
16878       ; Animation          = UBStingerS.UBStingerS
16879       ; AnimationMode      = LOOP
16880        Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
16881      End
16882      ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED
16883        Model              = UBStingerS_D
16884       ; Animation          = UBStingerS_D.UBStingerS_D
16885       ; AnimationMode      = LOOP
16886        Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
16887      End
16888      ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED
16889        Model              = UBStingerS_E
16890       ; Animation          = UBStingerS_E.UBStingerS_E
16891       ; AnimationMode      = LOOP
16892        Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
16893      End
16894      ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT
16895        Model              = UBStingerS_N
16896       ; Animation          = UBStingerS_N.UBStingerS_N
16897       ; AnimationMode      = LOOP
16898        Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
16899      End
16900      ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT DAMAGED
16901        Model              = UBStingerS_DN
16902       ; Animation          = UBStingerS_DN.UBStingerS_DN
16903       ; AnimationMode      = LOOP
16904        Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
16905      End
16906      ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT REALLYDAMAGED
16907        Model              = UBStingerS_EN
16908       ; Animation          = UBStingerS_EN.UBStingerS_EN
16909       ; AnimationMode      = LOOP
16910        Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
16911      End
16912      ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW
16913        Model              = UBStingerS_S
16914       ; Animation          = UBStingerS_S.UBStingerS_S
16915       ; AnimationMode      = LOOP
16916        Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
16917      End
16918      ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW DAMAGED
16919        Model              = UBStingerS_DS
16920       ; Animation          = UBStingerS_DS.UBStingerS_DS
16921       ; AnimationMode      = LOOP
16922        Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
16923      End
16924      ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW REALLYDAMAGED
16925        Model              = UBStingerS_ES
16926       ; Animation          = UBStingerS_ES.UBStingerS_ES
16927       ; AnimationMode      = LOOP
16928        Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
16929      End
16930      ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW
16931        Model              = UBStingerS_NS
16932       ; Animation          = UBStingerS_NS.UBStingerS_NS
16933       ; AnimationMode      = LOOP
16934        Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
16935      End
16936      ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW DAMAGED
16937        Model              = UBStingerS_DNS
16938       ; Animation          = UBStingerS_DNS.UBStingerS_DNS
16939       ; AnimationMode      = LOOP
16940        Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
16941      End
16942      ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW REALLYDAMAGED
16943        Model              = UBStingerS_ENS
16944       ; Animation          = UBStingerS_ENS.UBStingerS_ENS
16945       ; AnimationMode      = LOOP
16946        Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
16947      End
16948  
16949      ConditionState       = AWAITING_CONSTRUCTION 
16950        Model              = NONE
16951      End
16952      AliasConditionState  = AWAITING_CONSTRUCTION DAMAGED
16953      AliasConditionState  = AWAITING_CONSTRUCTION REALLYDAMAGED
16954      AliasConditionState  = AWAITING_CONSTRUCTION NIGHT
16955      AliasConditionState  = AWAITING_CONSTRUCTION NIGHT DAMAGED
16956      AliasConditionState  = AWAITING_CONSTRUCTION NIGHT REALLYDAMAGED
16957      AliasConditionState  = AWAITING_CONSTRUCTION SNOW
16958      AliasConditionState  = AWAITING_CONSTRUCTION SNOW DAMAGED
16959      AliasConditionState  = AWAITING_CONSTRUCTION SNOW REALLYDAMAGED
16960      AliasConditionState  = AWAITING_CONSTRUCTION NIGHT SNOW
16961      AliasConditionState  = AWAITING_CONSTRUCTION NIGHT SNOW DAMAGED
16962      AliasConditionState  = AWAITING_CONSTRUCTION NIGHT SNOW REALLYDAMAGED
16963      AliasConditionState  = SOLD 
16964      AliasConditionState  = SOLD DAMAGED
16965      AliasConditionState  = SOLD REALLYDAMAGED
16966      AliasConditionState  = SOLD NIGHT
16967      AliasConditionState  = SOLD NIGHT DAMAGED
16968      AliasConditionState  = SOLD NIGHT REALLYDAMAGED
16969      AliasConditionState  = SOLD SNOW
16970      AliasConditionState  = SOLD SNOW DAMAGED
16971      AliasConditionState  = SOLD SNOW REALLYDAMAGED
16972      AliasConditionState  = SOLD NIGHT SNOW
16973      AliasConditionState  = SOLD NIGHT SNOW DAMAGED
16974      AliasConditionState  = SOLD NIGHT SNOW REALLYDAMAGED
16975      ;**************************************************************************************************************************
16976    End
16977  
16978    ; ------------ construction-zone fence -----------------
16979    Draw = W3DModelDraw ModuleTag_02
16980    AnimationsRequirePower = No
16981      DefaultConditionState
16982        Model           = None
16983        TransitionKey   = DOWN_DEFAULT
16984      End
16985      ConditionState    = NIGHT
16986        Model           = None
16987        TransitionKey   = DOWN_DEFAULT
16988      End
16989      ConditionState    = SNOW
16990        Model           = None
16991        TransitionKey   = DOWN_DEFAULT
16992      End
16993      ConditionState    = SNOW NIGHT
16994        Model           = None
16995        TransitionKey   = DOWN_DEFAULT
16996      End
16997      ConditionState    = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
16998        Model           = UBStingerS_A4
16999        Animation       = UBStingerS_A4.UBStingerS_A4
17000        AnimationMode   = MANUAL
17001        Flags           = START_FRAME_LAST
17002        TransitionKey   = UP_DAY
17003      End
17004      ConditionState    = NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
17005        Model           = UBStingerS_A4N
17006        Animation       = UBStingerS_A4N.UBStingerS_A4N
17007        AnimationMode   = MANUAL
17008        Flags           = START_FRAME_LAST
17009        TransitionKey   = UP_NIGHT
17010      End
17011      ConditionState    = SNOW AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
17012        Model           = UBStingerS_A4S
17013        Animation       = UBStingerS_A4S.UBStingerS_A4S
17014        AnimationMode   = MANUAL
17015        Flags           = START_FRAME_LAST
17016        TransitionKey   = UP_SNOW
17017      End
17018      ConditionState    = SNOW NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
17019        Model           = UBStingerS_A4SN
17020        Animation       = UBStingerS_A4SN.UBStingerS_A4SN
17021        AnimationMode   = MANUAL
17022        Flags           = START_FRAME_LAST
17023        TransitionKey   = UP_SNOWNIGHT
17024      End
17025      TransitionState   = DOWN_DEFAULT UP_DAY
17026        Model           = UBStingerS_A4
17027        Animation       = UBStingerS_A4.UBStingerS_A4
17028        AnimationMode   = ONCE
17029        AnimationSpeedFactorRange = 1.0 1.0
17030        Flags           = START_FRAME_FIRST
17031      End
17032      TransitionState   = DOWN_DEFAULT UP_NIGHT
17033        Model           = UBStingerS_A4N
17034        Animation       = UBStingerS_A4N.UBStingerS_A4N
17035        AnimationMode   = ONCE
17036        AnimationSpeedFactorRange = 1.0 1.0
17037        Flags           = START_FRAME_FIRST
17038      End
17039      TransitionState   = DOWN_DEFAULT UP_SNOW
17040        Model           = UBStingerS_A4S
17041        Animation       = UBStingerS_A4S.UBStingerS_A4S
17042        AnimationMode   = ONCE
17043        AnimationSpeedFactorRange = 1.0 1.0
17044        Flags           = START_FRAME_FIRST
17045      End
17046      TransitionState   = DOWN_DEFAULT UP_SNOWNIGHT
17047        Model           = UBStingerS_A4SN
17048        Animation       = UBStingerS_A4SN.UBStingerS_A4SN
17049        AnimationMode   = ONCE
17050        AnimationSpeedFactorRange = 1.0 1.0
17051        Flags           = START_FRAME_FIRST
17052      End
17053      TransitionState   = UP_DAY DOWN_DEFAULT
17054        Model           = UBStingerS_A4
17055        Animation       = UBStingerS_A4.UBStingerS_A4
17056        AnimationMode   = ONCE_BACKWARDS
17057        AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
17058        Flags           = START_FRAME_LAST
17059      End
17060      TransitionState   = UP_NIGHT DOWN_DEFAULT
17061        Model           = UBStingerS_A4N
17062        Animation       = UBStingerS_A4N.UBStingerS_A4N
17063        AnimationMode   = ONCE_BACKWARDS
17064        AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
17065        Flags           = START_FRAME_LAST
17066      End
17067      TransitionState   = UP_SNOW DOWN_DEFAULT
17068        Model           = UBStingerS_A4S
17069        Animation       = UBStingerS_A4S.UBStingerS_A4S
17070        AnimationMode   = ONCE_BACKWARDS
17071        AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
17072        Flags           = START_FRAME_LAST
17073      End
17074      TransitionState   = UP_SNOWNIGHT DOWN_DEFAULT
17075        Model           = UBStingerS_A4SN
17076        Animation       = UBStingerS_A4SN.UBStingerS_A4SN
17077        AnimationMode   = ONCE_BACKWARDS
17078        AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
17079        Flags           = START_FRAME_LAST
17080      End
17081    End
17082  
17083    ; ------------ under-construction scaffolding -----------------
17084    Draw = W3DModelDraw ModuleTag_03
17085    AnimationsRequirePower = No
17086      MinLODRequired = MEDIUM
17087      DefaultConditionState
17088        Model           = None
17089        TransitionKey   = DOWN_DEFAULT
17090      End
17091      ConditionState    = NIGHT
17092        Model           = None
17093        TransitionKey   = DOWN_DEFAULT
17094      End
17095      ConditionState    = SNOW
17096        Model           = None
17097        TransitionKey   = DOWN_DEFAULT
17098      End
17099      ConditionState    = SNOW NIGHT
17100        Model           = None
17101        TransitionKey   = DOWN_DEFAULT
17102      End
17103      ConditionState    = PARTIALLY_CONSTRUCTED
17104        Model           = UBStingerS_A6
17105        Animation       = UBStingerS_A6.UBStingerS_A6
17106        AnimationMode   = MANUAL
17107        Flags           = START_FRAME_LAST
17108        TransitionKey   = UP_DAY
17109        ParticleSysBone = Smoke01 BuildUpSmoke
17110        ParticleSysBone = Smoke02 BuildUpSmoke
17111        ParticleSysBone = Smoke03 BuildUpSmoke
17112      End
17113      ConditionState    = NIGHT PARTIALLY_CONSTRUCTED
17114        Model           = UBStingerS_A6N
17115        Animation       = UBStingerS_A6N.UBStingerS_A6N
17116        AnimationMode   = MANUAL
17117        Flags           = START_FRAME_LAST
17118        TransitionKey   = UP_NIGHT
17119        ParticleSysBone = Smoke01 BuildUpSmoke
17120        ParticleSysBone = Smoke02 BuildUpSmoke
17121        ParticleSysBone = Smoke03 BuildUpSmoke
17122      End
17123      ConditionState    = SNOW PARTIALLY_CONSTRUCTED
17124        Model           = UBStingerS_A6S
17125        Animation       = UBStingerS_A6S.UBStingerS_A6S
17126        AnimationMode   = MANUAL
17127        Flags           = START_FRAME_LAST
17128        TransitionKey   = UP_SNOW
17129        ParticleSysBone = Smoke01 BuildUpSnowSmoke
17130        ParticleSysBone = Smoke02 BuildUpSnowSmoke
17131        ParticleSysBone = Smoke03 BuildUpSnowSmoke
17132      End
17133      ConditionState    = SNOW NIGHT PARTIALLY_CONSTRUCTED
17134        Model           = UBStingerS_A6SN
17135        Animation       = UBStingerS_A6SN.UBStingerS_A6SN
17136        AnimationMode   = MANUAL
17137        Flags           = START_FRAME_LAST
17138        TransitionKey   = UP_SNOWNIGHT
17139        ParticleSysBone = Smoke01 BuildUpNightSnowSmoke
17140        ParticleSysBone = Smoke02 BuildUpNightSnowSmoke
17141        ParticleSysBone = Smoke03 BuildUpNightSnowSmoke
17142      End
17143      TransitionState   = DOWN_DEFAULT UP_DAY
17144       Model            = UBStingerS_A6
17145        Animation       = UBStingerS_A6.UBStingerS_A6
17146        AnimationMode   = ONCE
17147        AnimationSpeedFactorRange = 1.0 1.0
17148        Flags           = START_FRAME_FIRST
17149      End
17150      TransitionState   = DOWN_DEFAULT UP_NIGHT
17151       Model            = UBStingerS_A6N
17152        Animation       = UBStingerS_A6N.UBStingerS_A6N
17153        AnimationMode   = ONCE
17154        AnimationSpeedFactorRange = 1.0 1.0
17155        Flags           = START_FRAME_FIRST
17156      End
17157      TransitionState   = DOWN_DEFAULT UP_SNOW
17158       Model            = UBStingerS_A6S
17159        Animation       = UBStingerS_A6S.UBStingerS_A6S
17160        AnimationMode   = ONCE
17161        AnimationSpeedFactorRange = 1.0 1.0
17162        Flags           = START_FRAME_FIRST
17163      End
17164      TransitionState   = DOWN_DEFAULT UP_SNOWNIGHT
17165       Model            = UBStingerS_A6SN
17166        Animation       = UBStingerS_A6SN.UBStingerS_A6SN
17167        AnimationMode   = ONCE
17168        AnimationSpeedFactorRange = 1.0 1.0
17169        Flags           = START_FRAME_FIRST
17170      End
17171      TransitionState   = UP_DAY DOWN_DEFAULT
17172        Model           = UBStingerS_A6
17173        Animation       = UBStingerS_A6.UBStingerS_A6
17174        AnimationMode   = ONCE_BACKWARDS
17175        AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
17176        Flags           = START_FRAME_LAST
17177      End
17178      TransitionState   = UP_NIGHT DOWN_DEFAULT
17179        Model           = UBStingerS_A6N
17180        Animation       = UBStingerS_A6N.UBStingerS_A6N
17181        AnimationMode   = ONCE_BACKWARDS
17182        AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
17183        Flags           = START_FRAME_LAST
17184      End
17185      TransitionState   = UP_SNOW DOWN_DEFAULT
17186        Model           = UBStingerS_A6S
17187        Animation       = UBStingerS_A6S.UBStingerS_A6S
17188        AnimationMode   = ONCE_BACKWARDS
17189        AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
17190        Flags           = START_FRAME_LAST
17191      End
17192      TransitionState   = UP_SNOWNIGHT DOWN_DEFAULT
17193        Model           = UBStingerS_A6SN
17194        Animation       = UBStingerS_A6SN.UBStingerS_A6SN
17195        AnimationMode   = ONCE_BACKWARDS
17196        AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
17197        Flags           = START_FRAME_LAST
17198      End
17199    End
17200    
17201    PlacementViewAngle = -45
17202  
17203    ; ***DESIGN parameters ***
17204    DisplayName         = OBJECT:StingerSite
17205    Side                = GLA
17206    EditorSorting       = STRUCTURE
17207    Prerequisites
17208      Object            = GLABarracks
17209    End
17210    BuildCost           = 1000
17211    BuildTime           = 25.0           ; in seconds
17212    EnergyProduction    = 0
17213    VisionRange         = 600.0           ; Shroud clearing distance
17214    ShroudClearingRange = 400
17215    ArmorSet
17216      Conditions        = None
17217      Armor             = StingerSiteArmor
17218      DamageFX          = StructureDamageFXNoShake
17219    End
17220    CommandSet          = GLAStingerSiteCommandSet
17221    ExperienceValue     = 200 200 200 200  ; Experience point value at each level
17222  
17223    ; *** AUDIO Parameters ***
17224    VoiceSelect         = StingerSiteSelect
17225    SoundDie              = BuildingDie
17226    SoundOnDamaged        = BuildingDamagedStateLight
17227    SoundOnReallyDamaged  = BuildingDestroy
17228  
17229    UnitSpecificSounds
17230      UnderConstruction     = UnderConstructionLoop
17231    End
17232  
17233    ; *** ENGINEERING Parameters ***
17234    RadarPriority        = STRUCTURE
17235    KindOf               = PRELOAD STRUCTURE SELECTABLE IMMOBILE FS_BASE_DEFENSE IMMUNE_TO_CAPTURE SPAWNS_ARE_THE_WEAPONS MP_COUNT_FOR_VICTORY SCORE_CREATE
17236  
17237    Body                 = HiveStructureBody ModuleTag_04 ;Requires SpawnBehavior!
17238      MaxHealth          = 1000.0
17239      InitialHealth      = 1000.0
17240      ;**Careful with these damage types -- because area damage types will already
17241      ;**damage slaves.
17242      PropagateDamageTypesToSlavesWhenExisting = NONE +SMALL_ARMS +SNIPER +FLESHY_SNIPER +POISON +RADIATION
17243      SwallowDamageTypesIfSlavesNotExisting = NONE +SNIPER +FLESHY_SNIPER ; Take no damage if noone to pass this to
17244    End
17245  
17246    Behavior = SpawnPointProductionExitUpdate ModuleTag_05
17247      SpawnPointBoneName = SpawnPoint
17248    End
17249  
17250    Behavior                = SpawnBehavior ModuleTag_06
17251      SpawnNumber           = 3
17252      SpawnReplaceDelay     = 30000 ;msec
17253      SpawnTemplateName     = GLAInfantryStingerSoldier
17254      CanReclaimOrphans     = No
17255      SpawnedRequireSpawner = Yes
17256    End
17257    Behavior        = RebuildHoleExposeDie ModuleTag_08
17258      HoleName      = GLAHoleStingerSite
17259      HoleMaxHealth = 500.0
17260    End
17261    Behavior        = DestroyDie ModuleTag_09
17262      ;<NO DATA>
17263    End
17264    Behavior        = CreateObjectDie ModuleTag_10
17265      CreationList  = OCL_ABStingerSiteDebris
17266    End
17267    Behavior        = FXListDie ModuleTag_11
17268      DeathFX       = FX_StructureSmallDeath
17269    End
17270    Behavior        = FireWeaponWhenDeadBehavior ModuleTag_12
17271      DeathWeapon   = StingerSiteDeathConcussion
17272      StartsActive  = Yes
17273    End
17274  
17275    Behavior                = FlammableUpdate ModuleTag_15
17276      AflameDuration        = 5000         ; If I catch fire, I'll burn for this long...
17277      AflameDamageAmount    = 5       ; taking this much damage...
17278      AflameDamageDelay     = 500       ; this often.
17279    End
17280  
17281    Behavior = TransitionDamageFX ModuleTag_16
17282      ;-------------DESIGNED FOR SMALL SIZED FACTION BUILDING TRANSITIONS-------------------
17283      DamagedParticleSystem1       = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke
17284      ;---------------------------------------------------------------------------------------
17285      ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke
17286      ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion
17287      ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave
17288    End
17289  
17290    Geometry            = CYLINDER
17291    GeometryMajorRadius = 36.0
17292    GeometryHeight      = 9.0    
17293    GeometryIsSmall     = No
17294    Shadow              = SHADOW_VOLUME
17295    BuildCompletion     = PLACED_BY_PLAYER
17296  
17297  End
17298  
17299  ;------------------------------------------------------------------------------
17300  ObjectReskin GLAHoleStingerSite GLAHole
17301    Draw                     = W3DModelDraw ModuleTag_01
17302      OkToChangeModelColor   = Yes
17303      ConditionState         = NONE
17304        Model                = UBHole
17305      End
17306      ConditionState         = DAMAGED
17307        Model                = UBHole_D
17308        ParticleSysBone      = Smoke01 SteamVent
17309      End
17310      ConditionState         = REALLYDAMAGED
17311        Model                = UBHole_E
17312        ParticleSysBone      = Smoke01 SteamVent
17313        ParticleSysBone      = Smoke02 SteamVent
17314        ParticleSysBone      = Fire01 GLAPowerPlantFlame
17315        ParticleSysBone      = Fire02 GLAPowerPlantFlame
17316        ParticleSysBone      = Fire03 GLAPowerPlantFlame
17317      End
17318    End
17319    Draw                     = W3DModelDraw ModuleTag_02
17320      OkToChangeModelColor   = Yes
17321      ConditionState         = NONE
17322        Model                = UBStingerS_R
17323      End
17324      ConditionState         = DAMAGED REALLYDAMAGED
17325        Model                = UBStingerS_R
17326      End
17327    End
17328  End
17329  
17330  ;------------------------------------------------------------------------------
17331  Object GLAPalace
17332  
17333    ; *** ART Parameters ***
17334    SelectPortrait         = SUPalace_L
17335    ButtonImage            = SUPalace
17336  
17337    Draw                     = W3DModelDraw ModuleTag_01
17338      OkToChangeModelColor   = Yes
17339  
17340      ; day  
17341      ConditionState         = NONE
17342        Model                = UBPalace
17343        ParticleSysBone      = Smoke01 SmolderingSmoke
17344        Animation            = UBPalace.UBPalace
17345        AnimationMode        = LOOP
17346      End
17347      ConditionState         = DAMAGED
17348        Model                = UBPalace_D
17349        ParticleSysBone      = Smoke01 SmolderingSmoke
17350        Animation            = UBPalace_D.UBPalace_D
17351        AnimationMode        = LOOP
17352      End
17353      ConditionState         = REALLYDAMAGED RUBBLE
17354        Model                = UBPalace_E
17355        ParticleSysBone      = Smoke01 SmolderingSmoke
17356      End
17357  
17358      ConditionState         = GARRISONED
17359        Model                = UBPalace_G
17360        ParticleSysBone      = Smoke01 SmolderingSmoke
17361        Animation            = UBPalace_G.UBPalace_G
17362        AnimationMode        = LOOP
17363      End
17364      ConditionState         = DAMAGED GARRISONED
17365        Model                = UBPalace_DG
17366        ParticleSysBone      = Smoke01 SmolderingSmoke
17367        Animation            = UBPalace_DG.UBPalace_DG
17368        AnimationMode        = LOOP
17369      End
17370      ConditionState         = REALLYDAMAGED GARRISONED
17371        Model                = UBPalace_EG
17372        ParticleSysBone      = Smoke01 SmolderingSmoke
17373        Animation            = UBPalace_EG.UBPalace_EG
17374        AnimationMode        = LOOP
17375      End
17376  
17377      ; day snow
17378      ConditionState         = SNOW
17379        Model                = UBPalace_S
17380        ParticleSysBone      = Smoke01 SmolderingSmoke
17381        Animation            = UBPalace_S.UBPalace_S
17382        AnimationMode        = LOOP
17383      End
17384      ConditionState         = DAMAGED SNOW
17385        Model                = UBPalace_DS
17386        ParticleSysBone      = Smoke01 SmolderingSmoke
17387        Animation            = UBPalace_DS.UBPalace_DS
17388        AnimationMode        = LOOP
17389      End
17390      ConditionState         = REALLYDAMAGED RUBBLE SNOW
17391        Model                = UBPalace_ES
17392        ParticleSysBone      = Smoke01 SmolderingSmoke
17393      End
17394  
17395      ConditionState         = GARRISONED SNOW
17396        Model                = UBPalace_SG
17397        ParticleSysBone      = Smoke01 SmolderingSmoke
17398        Animation            = UBPalace_SG.UBPalace_SG
17399        AnimationMode        = LOOP
17400      End
17401      ConditionState         = DAMAGED GARRISONED SNOW
17402        Model                = UBPalace_DSG
17403        ParticleSysBone      = Smoke01 SmolderingSmoke
17404        Animation            = UBPalace_DSG.UBPalace_DSG
17405        AnimationMode        = LOOP
17406      End
17407      ConditionState         = REALLYDAMAGED GARRISONED SNOW
17408        Model                = UBPalace_ESG
17409        ParticleSysBone      = Smoke01 SmolderingSmoke
17410        ;Animation            = UBPalace_ESG.UBPalace_ESG
17411        ;AnimationMode        = LOOP
17412      End
17413  
17414      ; night  
17415      ConditionState         = NIGHT
17416        Model                = UBPalace
17417        ParticleSysBone      = Smoke01 SmolderingSmoke
17418        Animation            = UBPalace.UBPalace
17419        AnimationMode        = LOOP
17420      End
17421      ConditionState         = DAMAGED NIGHT
17422        Model                = UBPalace_D
17423        ParticleSysBone      = Smoke01 SmolderingSmoke
17424        Animation            = UBPalace_D.UBPalace_D
17425        AnimationMode        = LOOP
17426      End
17427      ConditionState         = REALLYDAMAGED RUBBLE NIGHT
17428        Model                = UBPalace_E
17429        ParticleSysBone      = Smoke01 SmolderingSmoke
17430      End
17431  
17432      ConditionState         = GARRISONED NIGHT
17433        Model                = UBPalace_G
17434        ParticleSysBone      = Smoke01 SmolderingSmoke
17435        Animation            = UBPalace_G.UBPalace_G
17436        AnimationMode        = LOOP
17437      End
17438      ConditionState         = DAMAGED GARRISONED NIGHT
17439        Model                = UBPalace_DG
17440        ParticleSysBone      = Smoke01 SmolderingSmoke
17441        Animation            = UBPalace_DG.UBPalace_DG
17442        AnimationMode        = LOOP
17443      End
17444      ConditionState         = REALLYDAMAGED GARRISONED NIGHT
17445        Model                = UBPalace_EG
17446        ParticleSysBone      = Smoke01 SmolderingSmoke
17447        Animation            = UBPalace_EG.UBPalace_EG
17448        AnimationMode        = LOOP
17449      End
17450  
17451      ; night snow
17452      ConditionState         = SNOW NIGHT
17453        Model                = UBPalace_NS
17454        ParticleSysBone      = Smoke01 SmolderingSmoke
17455        Animation            = UBPalace_NS.UBPalace_NS
17456        AnimationMode        = LOOP
17457      End
17458      ConditionState         = DAMAGED SNOW NIGHT
17459        Model                = UBPalace_DNS
17460        ParticleSysBone      = Smoke01 SmolderingSmoke
17461        Animation            = UBPalace_DNS.UBPalace_DNS
17462        AnimationMode        = LOOP
17463      End
17464      ConditionState         = REALLYDAMAGED RUBBLE SNOW NIGHT
17465        Model                = UBPalace_ENS
17466        ParticleSysBone      = Smoke01 SmolderingSmoke
17467      End
17468  
17469      ConditionState         = GARRISONED SNOW NIGHT
17470        Model                = UBPalace_GNS
17471        ParticleSysBone      = Smoke01 SmolderingSmoke
17472        Animation            = UBPalace_GNS.UBPalace_GNS
17473        AnimationMode        = LOOP
17474      End
17475      ConditionState         = DAMAGED GARRISONED SNOW NIGHT
17476        Model                = UBPalace_DGNS
17477        ParticleSysBone      = Smoke01 SmolderingSmoke
17478        Animation            = UBPalace_DGNS.UBPalace_DGNS
17479        AnimationMode        = LOOP
17480      End
17481      ConditionState         = REALLYDAMAGED GARRISONED SNOW NIGHT
17482        Model                = UBPalace_ENSG
17483        ParticleSysBone      = Smoke01 SmolderingSmoke
17484        Animation            = UBPalace_ENSG.UBPalace_ENSG
17485        AnimationMode        = LOOP
17486      End
17487      
17488      ;**************************************************************************************************************************
17489      ;This block handles every possible case with construction process, selling process, awaiting construction, and sold states
17490      ;for this draw module
17491      ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
17492        Model              = UBPalace
17493        Animation          = UBPalace.UBPalace
17494        AnimationMode      = LOOP
17495        Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
17496      End
17497      ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED
17498        Model              = UBPalace_D
17499        Animation          = UBPalace_D.UBPalace_D
17500        AnimationMode      = LOOP
17501        Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
17502      End
17503      ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED
17504        Model              = UBPalace_E
17505        Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
17506      End
17507      ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT
17508        Model              = UBPalace_N
17509        Animation          = UBPalace_N.UBPalace_N
17510        AnimationMode      = LOOP
17511        Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
17512      End
17513      ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT DAMAGED
17514        Model              = UBPalace_DN
17515        Animation          = UBPalace_DN.UBPalace_DN
17516        AnimationMode      = LOOP
17517        Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
17518      End
17519      ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT REALLYDAMAGED
17520        Model              = UBPalace_EN
17521        Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
17522      End
17523      ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW
17524        Model              = UBPalace_S
17525        Animation          = UBPalace_S.UBPalace_S
17526        AnimationMode      = LOOP
17527        Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
17528      End
17529      ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW DAMAGED
17530        Model              = UBPalace_DS
17531        Animation          = UBPalace_DS.UBPalace_DS
17532        AnimationMode      = LOOP
17533        Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
17534      End
17535      ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW REALLYDAMAGED
17536        Model              = UBPalace_ES
17537        Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
17538      End
17539      ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW
17540        Model              = UBPalace_NS
17541        Animation          = UBPalace_NS.UBPalace_NS
17542        AnimationMode      = LOOP
17543        Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
17544      End
17545      ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW DAMAGED
17546        Model              = UBPalace_DNS
17547        Animation          = UBPalace_DNS.UBPalace_DNS
17548        AnimationMode      = LOOP
17549        Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
17550      End
17551      ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW REALLYDAMAGED
17552        Model              = UBPalace_ENS
17553        Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
17554      End
17555  
17556      ConditionState       = AWAITING_CONSTRUCTION 
17557        Model              = NONE
17558      End
17559      AliasConditionState  = AWAITING_CONSTRUCTION DAMAGED
17560      AliasConditionState  = AWAITING_CONSTRUCTION REALLYDAMAGED
17561      AliasConditionState  = AWAITING_CONSTRUCTION NIGHT
17562      AliasConditionState  = AWAITING_CONSTRUCTION NIGHT DAMAGED
17563      AliasConditionState  = AWAITING_CONSTRUCTION NIGHT REALLYDAMAGED
17564      AliasConditionState  = AWAITING_CONSTRUCTION SNOW
17565      AliasConditionState  = AWAITING_CONSTRUCTION SNOW DAMAGED
17566      AliasConditionState  = AWAITING_CONSTRUCTION SNOW REALLYDAMAGED
17567      AliasConditionState  = AWAITING_CONSTRUCTION NIGHT SNOW
17568      AliasConditionState  = AWAITING_CONSTRUCTION NIGHT SNOW DAMAGED
17569      AliasConditionState  = AWAITING_CONSTRUCTION NIGHT SNOW REALLYDAMAGED
17570      AliasConditionState  = SOLD 
17571      AliasConditionState  = SOLD DAMAGED
17572      AliasConditionState  = SOLD REALLYDAMAGED
17573      AliasConditionState  = SOLD NIGHT
17574      AliasConditionState  = SOLD NIGHT DAMAGED
17575      AliasConditionState  = SOLD NIGHT REALLYDAMAGED
17576      AliasConditionState  = SOLD SNOW
17577      AliasConditionState  = SOLD SNOW DAMAGED
17578      AliasConditionState  = SOLD SNOW REALLYDAMAGED
17579      AliasConditionState  = SOLD NIGHT SNOW
17580      AliasConditionState  = SOLD NIGHT SNOW DAMAGED
17581      AliasConditionState  = SOLD NIGHT SNOW REALLYDAMAGED
17582      ;**************************************************************************************************************************
17583    End
17584  
17585    ; ------------ construction-zone fence -----------------
17586    Draw = W3DModelDraw ModuleTag_02
17587    AnimationsRequirePower = No
17588      DefaultConditionState
17589        Model           = None
17590        TransitionKey   = DOWN_DEFAULT
17591      End
17592      ConditionState    = NIGHT
17593        Model           = None
17594        TransitionKey   = DOWN_DEFAULT
17595      End
17596      ConditionState    = SNOW
17597        Model           = None
17598        TransitionKey   = DOWN_DEFAULT
17599      End
17600      ConditionState    = SNOW NIGHT
17601        Model           = None
17602        TransitionKey   = DOWN_DEFAULT
17603      End
17604      ConditionState    = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
17605        Model           = UBPalace_A4
17606        Animation       = UBPalace_A4.UBPalace_A4
17607        AnimationMode   = MANUAL
17608        Flags           = START_FRAME_LAST
17609        TransitionKey   = UP_DAY
17610      End
17611      ConditionState    = NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
17612        Model           = UBPalace_A4N
17613        Animation       = UBPalace_A4N.UBPalace_A4N
17614        AnimationMode   = MANUAL
17615        Flags           = START_FRAME_LAST
17616        TransitionKey   = UP_NIGHT
17617      End
17618      ConditionState    = SNOW AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
17619        Model           = UBPalace_A4S
17620        Animation       = UBPalace_A4S.UBPalace_A4S
17621        AnimationMode   = MANUAL
17622        Flags           = START_FRAME_LAST
17623        TransitionKey   = UP_SNOW
17624      End
17625      ConditionState    = SNOW NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
17626        Model           = UBPalace_A4SN
17627        Animation       = UBPalace_A4SN.UBPalace_A4SN
17628        AnimationMode   = MANUAL
17629        Flags           = START_FRAME_LAST
17630        TransitionKey   = UP_SNOWNIGHT
17631      End
17632      TransitionState   = DOWN_DEFAULT UP_DAY
17633        Model           = UBPalace_A4
17634        Animation       = UBPalace_A4.UBPalace_A4
17635        AnimationMode   = ONCE
17636        AnimationSpeedFactorRange = 1.0 1.0
17637        Flags           = START_FRAME_FIRST
17638      End
17639      TransitionState   = DOWN_DEFAULT UP_NIGHT
17640        Model           = UBPalace_A4N
17641        Animation       = UBPalace_A4N.UBPalace_A4N
17642        AnimationMode   = ONCE
17643        AnimationSpeedFactorRange = 1.0 1.0
17644        Flags           = START_FRAME_FIRST
17645      End
17646      TransitionState   = DOWN_DEFAULT UP_SNOW
17647        Model           = UBPalace_A4S
17648        Animation       = UBPalace_A4S.UBPalace_A4S
17649        AnimationMode   = ONCE
17650        AnimationSpeedFactorRange = 1.0 1.0
17651        Flags           = START_FRAME_FIRST
17652      End
17653      TransitionState   = DOWN_DEFAULT UP_SNOWNIGHT
17654        Model           = UBPalace_A4SN
17655        Animation       = UBPalace_A4SN.UBPalace_A4SN
17656        AnimationMode   = ONCE
17657        AnimationSpeedFactorRange = 1.0 1.0
17658        Flags           = START_FRAME_FIRST
17659      End
17660      TransitionState   = UP_DAY DOWN_DEFAULT
17661        Model           = UBPalace_A4
17662        Animation       = UBPalace_A4.UBPalace_A4
17663        AnimationMode   = ONCE_BACKWARDS
17664        AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
17665        Flags           = START_FRAME_LAST
17666      End
17667      TransitionState   = UP_NIGHT DOWN_DEFAULT
17668        Model           = UBPalace_A4N
17669        Animation       = UBPalace_A4N.UBPalace_A4N
17670        AnimationMode   = ONCE_BACKWARDS
17671        AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
17672        Flags           = START_FRAME_LAST
17673      End
17674      TransitionState   = UP_SNOW DOWN_DEFAULT
17675        Model           = UBPalace_A4S
17676        Animation       = UBPalace_A4S.UBPalace_A4S
17677        AnimationMode   = ONCE_BACKWARDS
17678        AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
17679        Flags           = START_FRAME_LAST
17680      End
17681      TransitionState   = UP_SNOWNIGHT DOWN_DEFAULT
17682        Model           = UBPalace_A4SN
17683        Animation       = UBPalace_A4SN.UBPalace_A4SN
17684        AnimationMode   = ONCE_BACKWARDS
17685        AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
17686        Flags           = START_FRAME_LAST
17687      End
17688    End
17689  
17690    ; ------------ under-construction scaffolding -----------------
17691    Draw = W3DModelDraw ModuleTag_03
17692    AnimationsRequirePower = No
17693      MinLODRequired = MEDIUM
17694      DefaultConditionState
17695        Model           = None
17696        TransitionKey   = DOWN_DEFAULT
17697      End
17698      ConditionState    = NIGHT
17699        Model           = None
17700        TransitionKey   = DOWN_DEFAULT
17701      End
17702      ConditionState    = SNOW
17703        Model           = None
17704        TransitionKey   = DOWN_DEFAULT
17705      End
17706      ConditionState    = SNOW NIGHT
17707        Model           = None
17708        TransitionKey   = DOWN_DEFAULT
17709      End
17710      ConditionState    = PARTIALLY_CONSTRUCTED
17711        Model           = UBPalace_A6
17712        Animation       = UBPalace_A6.UBPalace_A6
17713        AnimationMode   = MANUAL
17714        Flags           = START_FRAME_LAST
17715        TransitionKey   = UP_DAY
17716        ParticleSysBone = Dust01 BuildingDust
17717        ParticleSysBone = Smoke01 BuildUpSmoke
17718        ParticleSysBone = Smoke02 BuildUpSmoke
17719        ParticleSysBone = Smoke03 BuildUpSmoke
17720        ParticleSysBone = Smoke04 BuildUpSmoke
17721        ParticleSysBone = Smoke05 BuildUpSmoke
17722      End
17723      ConditionState    = NIGHT PARTIALLY_CONSTRUCTED
17724        Model           = UBPalace_A6N
17725        Animation       = UBPalace_A6N.UBPalace_A6N
17726        AnimationMode   = MANUAL
17727        Flags           = START_FRAME_LAST
17728        TransitionKey   = UP_NIGHT
17729        ParticleSysBone = Dust01 BuildingDust
17730        ParticleSysBone = Smoke01 BuildUpSmoke
17731        ParticleSysBone = Smoke02 BuildUpSmoke
17732        ParticleSysBone = Smoke03 BuildUpSmoke
17733        ParticleSysBone = Smoke04 BuildUpSmoke
17734        ParticleSysBone = Smoke05 BuildUpSmoke
17735      End
17736      ConditionState    = SNOW PARTIALLY_CONSTRUCTED
17737        Model           = UBPalace_A6S
17738        Animation       = UBPalace_A6S.UBPalace_A6S
17739        AnimationMode   = MANUAL
17740        Flags           = START_FRAME_LAST
17741        TransitionKey   = UP_SNOW
17742        ParticleSysBone = Dust01 BuildingSnowDust
17743        ParticleSysBone = Smoke01 BuildUpSnowSmoke
17744        ParticleSysBone = Smoke02 BuildUpSnowSmoke
17745        ParticleSysBone = Smoke03 BuildUpSnowSmoke
17746        ParticleSysBone = Smoke04 BuildUpSnowSmoke
17747        ParticleSysBone = Smoke05 BuildUpSnowSmoke
17748      End
17749      ConditionState    = SNOW NIGHT PARTIALLY_CONSTRUCTED
17750        Model           = UBPalace_A6SN
17751        Animation       = UBPalace_A6SN.UBPalace_A6SN
17752        AnimationMode   = MANUAL
17753        Flags           = START_FRAME_LAST
17754        TransitionKey   = UP_SNOWNIGHT
17755        ParticleSysBone = Dust01 BuildingNightSnowDust
17756        ParticleSysBone = Smoke01 BuildUpNightSnowSmoke
17757        ParticleSysBone = Smoke02 BuildUpNightSnowSmoke
17758        ParticleSysBone = Smoke03 BuildUpNightSnowSmoke
17759        ParticleSysBone = Smoke04 BuildUpNightSnowSmoke
17760        ParticleSysBone = Smoke05 BuildUpNightSnowSmoke
17761      End
17762      TransitionState   = DOWN_DEFAULT UP_DAY
17763       Model            = UBPalace_A6
17764        Animation       = UBPalace_A6.UBPalace_A6
17765        AnimationMode   = ONCE
17766        AnimationSpeedFactorRange = 1.0 1.0
17767        Flags           = START_FRAME_FIRST
17768      End
17769      TransitionState   = DOWN_DEFAULT UP_NIGHT
17770       Model            = UBPalace_A6N
17771        Animation       = UBPalace_A6N.UBPalace_A6N
17772        AnimationMode   = ONCE
17773        AnimationSpeedFactorRange = 1.0 1.0
17774        Flags           = START_FRAME_FIRST
17775      End
17776      TransitionState   = DOWN_DEFAULT UP_SNOW
17777       Model            = UBPalace_A6S
17778        Animation       = UBPalace_A6S.UBPalace_A6S
17779        AnimationMode   = ONCE
17780        AnimationSpeedFactorRange = 1.0 1.0
17781        Flags           = START_FRAME_FIRST
17782      End
17783      TransitionState   = DOWN_DEFAULT UP_SNOWNIGHT
17784       Model            = UBPalace_A6SN
17785        Animation       = UBPalace_A6SN.UBPalace_A6SN
17786        AnimationMode   = ONCE
17787        AnimationSpeedFactorRange = 1.0 1.0
17788        Flags           = START_FRAME_FIRST
17789      End
17790      TransitionState   = UP_DAY DOWN_DEFAULT
17791        Model           = UBPalace_A6
17792        Animation       = UBPalace_A6.UBPalace_A6
17793        AnimationMode   = ONCE_BACKWARDS
17794        AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
17795        Flags           = START_FRAME_LAST
17796      End
17797      TransitionState   = UP_NIGHT DOWN_DEFAULT
17798        Model           = UBPalace_A6N
17799        Animation       = UBPalace_A6N.UBPalace_A6N
17800        AnimationMode   = ONCE_BACKWARDS
17801        AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
17802        Flags           = START_FRAME_LAST
17803      End
17804      TransitionState   = UP_SNOW DOWN_DEFAULT
17805        Model           = UBPalace_A6S
17806        Animation       = UBPalace_A6S.UBPalace_A6S
17807        AnimationMode   = ONCE_BACKWARDS
17808        AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
17809        Flags           = START_FRAME_LAST
17810      End
17811      TransitionState   = UP_SNOWNIGHT DOWN_DEFAULT
17812        Model           = UBPalace_A6SN
17813        Animation       = UBPalace_A6SN.UBPalace_A6SN
17814        AnimationMode   = ONCE_BACKWARDS
17815        AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
17816        Flags           = START_FRAME_LAST
17817      End
17818    End
17819  
17820    PlacementViewAngle = -45
17821  
17822  ; ***DESIGN parameters ***
17823    DisplayName      = OBJECT:Palace
17824    Side = GLA
17825    EditorSorting    = STRUCTURE
17826    Prerequisites
17827      Object = GLAArmsDealer
17828    End
17829    BuildCost        = 2500
17830    BuildTime        = 45.0           ; in seconds
17831    EnergyProduction = 0
17832    VisionRange     = 300.0           ; Shroud clearing distance
17833    ShroudClearingRange = 300
17834    ArmorSet
17835      Conditions      = None
17836      Armor           = StructureArmor
17837      DamageFX        = StructureDamageFXNoShake
17838    End
17839    CommandSet = GLAPalaceCommandSet
17840    ExperienceValue     = 300 300 300 300  ; Experience point value at each level
17841  
17842    ; *** AUDIO Parameters ***
17843    VoiceSelect = PalaceSelect
17844    SoundDie              = BuildingDie
17845    SoundOnDamaged        = BuildingDamagedStateLight
17846    SoundOnReallyDamaged  = BuildingDestroy
17847  
17848    UnitSpecificSounds
17849      UnderConstruction   = UnderConstructionLoop
17850    End
17851  
17852    ; *** ENGINEERING Parameters ***
17853    RadarPriority   = STRUCTURE
17854    KindOf          = PRELOAD STRUCTURE SELECTABLE IMMOBILE FS_TECHNOLOGY GARRISONABLE_UNTIL_DESTROYED IMMUNE_TO_CAPTURE MP_COUNT_FOR_VICTORY SCORE_CREATE
17855    Body            = StructureBody ModuleTag_04
17856      MaxHealth       = 3000.0
17857      InitialHealth   = 3000.0
17858    End
17859  
17860    Behavior = ProductionUpdate ModuleTag_05
17861      ; nothing
17862    End
17863  
17864    Behavior             = CreateObjectDie ModuleTag_08
17865      CreationList  = OCL_SmallStructureDebris
17866    End
17867    Behavior             = FXListDie ModuleTag_09
17868      DeathFX       = FX_StructureMediumDeath
17869    End
17870  
17871    Behavior = GarrisonContain ModuleTag_10
17872      ContainMax                    = 5
17873      EnterSound                    = GarrisonEnter
17874      ExitSound                     = GarrisonExit
17875      ImmuneToClearBuildingAttacks  = Yes
17876    End
17877  
17878    Behavior = FlammableUpdate ModuleTag_11
17879      AflameDuration = 5000         ; If I catch fire, I'll burn for this long...
17880      AflameDamageAmount = 5       ; taking this much damage...
17881      AflameDamageDelay = 500       ; this often.
17882    End
17883  
17884    Behavior             = RebuildHoleExposeDie ModuleTag_06
17885      HoleName      = GLAHolePalace
17886      HoleMaxHealth = 500.0
17887    End
17888    Behavior = DestroyDie ModuleTag_07
17889      ;nothing
17890    End
17891  
17892    Behavior = TransitionDamageFX ModuleTag_12
17893      ;-------------DESIGNED FOR MEDIUM SIZED FACTION BUILDING TRANSITIONS-------------------
17894      DamagedParticleSystem1       = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke
17895      ;---------------------------------------------------------------------------------------
17896      ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke
17897      ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionMediumExplosion
17898      ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionMediumShockwave
17899    End
17900  
17901    Geometry            = BOX
17902    GeometryMajorRadius = 43.0
17903    GeometryMinorRadius = 58.0
17904    GeometryHeight      = 30.0
17905    GeometryIsSmall     = No
17906    Shadow          = SHADOW_VOLUME
17907    BuildCompletion = PLACED_BY_PLAYER
17908  
17909  End
17910  
17911  ;------------------------------------------------------------------------------
17912  ObjectReskin GLAHolePalace GLAHole
17913    Draw                     = W3DModelDraw ModuleTag_01
17914      OkToChangeModelColor   = Yes
17915      ConditionState         = NONE
17916        Model                = UBHole
17917      End
17918      ConditionState         = DAMAGED
17919        Model                = UBHole_D
17920        ParticleSysBone      = Smoke01 SteamVent
17921      End
17922      ConditionState         = REALLYDAMAGED RUBBLE
17923        Model                = UBHole_E
17924        ParticleSysBone      = Smoke01 SteamVent
17925        ParticleSysBone      = Smoke02 SteamVent
17926        ParticleSysBone      = Fire01 GLAPowerPlantFlame
17927        ParticleSysBone      = Fire02 GLAPowerPlantFlame
17928        ParticleSysBone      = Fire03 GLAPowerPlantFlame
17929      End
17930    End
17931    Draw                     = W3DModelDraw ModuleTag_02
17932      OkToChangeModelColor   = Yes
17933      ConditionState         = NONE
17934        Model                = UBPalace_R
17935        ParticleSysBone      = Smoke01 SmolderingSmoke
17936        ParticleSysBone      = Smoke02 SmolderingSmoke
17937        ParticleSysBone      = Flame01 FireBurningBarricade01
17938      End
17939      ConditionState         = DAMAGED REALLYDAMAGED
17940        Model                = UBPalace_R
17941        ParticleSysBone      = Smoke01 SmolderingSmoke
17942      End
17943    End
17944  End
17945  
17946  ;------------------------------------------------------------------------------
17947  ;China Nuclear Reactor
17948  Object ChinaPowerPlant
17949  
17950    ; *** ART Parameters ***
17951    SelectPortrait         = SNReactor_L
17952    ButtonImage            = SNReactor
17953  
17954    ;day
17955    Draw                = W3DModelDraw ModuleTag_01
17956      OkToChangeModelColor = Yes
17957      ConditionState    = NONE
17958        Model           = NBPwrPlant
17959        ParticleSysBone = Smoke01 SteamVent
17960        ParticleSysBone = Smoke02 SteamVent
17961      End
17962      ConditionState    = DAMAGED
17963        Model           = NBPwrPlant_D
17964        ParticleSysBone = Smoke01 SteamLarge
17965        ParticleSysBone = Smoke02 SteamMedium
17966        ParticleSysBone = Smoke03 SmolderingSmoke
17967        ParticleSysBone = Smoke04 SmolderingSmoke
17968        ParticleSysBone = Smoke05 SmolderingSmoke
17969        ParticleSysBone = Smoke06 FireFactionLarge
17970        ParticleSysBone = Fire01  SmolderingFire
17971      End
17972      ConditionState    = REALLYDAMAGED RUBBLE
17973        Model           = NBPwrPlant_E
17974        ParticleSysBone = Smoke01 SteamVent
17975        ParticleSysBone = Smoke02 SteamVent
17976        ParticleSysBone = Smoke03 SmolderingSmoke
17977        ParticleSysBone = Smoke04 SmolderingSmoke
17978        ParticleSysBone = Smoke05 SmolderingSmoke
17979        ParticleSysBone = Smoke06 SmolderingSmoke
17980        ParticleSysBone = Fire01  SmolderingFire
17981        ParticleSysBone = Fire02  SmolderingFire
17982        ParticleSysBone = Spark01 SparksLarge
17983        ParticleSysBone = Spark02 SparksMedium
17984        ParticleSysBone = Spark03 SparksSmall
17985        ParticleSysBone = Spark04 LiveWireSparks
17986      End
17987  
17988      ; day overcharge
17989      ConditionState    = POWER_PLANT_UPGRADED
17990        Model           = NBPwrPlant
17991        ParticleSysBone = Smoke01 SteamVent
17992        ParticleSysBone = Smoke02 SteamVent
17993        ParticleSysBone = Spark01 SparksLarge
17994        ParticleSysBone = Spark02 SparksLarge
17995        ParticleSysBone = Spark03 SparksMedium
17996        ParticleSysBone = Spark04 SparksMedium
17997        ParticleSysBone = Spark05 SparksSmall
17998        ParticleSysBone = Spark06 SparksSmall
17999        ParticleSysBone = Spark07 SparksSmall
18000      End
18001      ConditionState    = DAMAGED POWER_PLANT_UPGRADED
18002        Model           = NBPwrPlant_D
18003        ParticleSysBone = Smoke01 SteamVent
18004        ParticleSysBone = Smoke02 SteamVent
18005        ParticleSysBone = Smoke03 SmolderingSmoke
18006        ParticleSysBone = Smoke04 SmolderingSmoke
18007        ParticleSysBone = Smoke05 SmolderingSmoke
18008        ParticleSysBone = Smoke06 SmolderingSmoke
18009        ParticleSysBone = Fire01  SmolderingFire
18010        ParticleSysBone = Spark01 SparksLarge
18011        ParticleSysBone = Spark02 SparksLarge
18012        ParticleSysBone = Spark03 SparksMedium
18013        ParticleSysBone = Spark04 SparksMedium
18014        ParticleSysBone = Spark05 SparksMedium
18015        ParticleSysBone = Spark06 SparksSmall
18016        ParticleSysBone = Spark07 SparksSmall
18017      End
18018      ConditionState    = REALLYDAMAGED RUBBLE POWER_PLANT_UPGRADED
18019        Model           = NBPwrPlant_E
18020        ParticleSysBone = Smoke01 SteamVent
18021        ParticleSysBone = Smoke02 SteamVent
18022        ParticleSysBone = Smoke03 SmolderingSmoke
18023        ParticleSysBone = Smoke04 SmolderingSmoke
18024        ParticleSysBone = Smoke05 SmolderingSmoke
18025        ParticleSysBone = Smoke06 SmolderingSmoke
18026        ParticleSysBone = Fire01  SmolderingFire
18027        ParticleSysBone = Fire02  SmolderingFire
18028        ParticleSysBone = Spark01 SparksLarge
18029        ParticleSysBone = Spark02 SparksLarge
18030        ParticleSysBone = Spark03 SparksLarge
18031        ParticleSysBone = Spark04 SparksLarge
18032        ParticleSysBone = Spark05 SparksMedium
18033        ParticleSysBone = Spark06 SparksMedium
18034        ParticleSysBone = Spark07 SparksSmall
18035      End
18036      
18037      ; Snow-Day
18038      ConditionState    = SNOW
18039        Model           = NBPwrPlant_S
18040        ParticleSysBone = Smoke01 SteamVent
18041        ParticleSysBone = Smoke02 SteamVent
18042      End
18043      ConditionState    = DAMAGED SNOW
18044        Model           = NBPwrPlant_DS
18045        ParticleSysBone = Smoke01 SteamLarge
18046        ParticleSysBone = Smoke02 SteamMedium
18047        ParticleSysBone = Smoke03 SmolderingSmoke
18048        ParticleSysBone = Smoke04 SmolderingSmoke
18049        ParticleSysBone = Smoke05 SmolderingSmoke
18050        ParticleSysBone = Smoke06 FireFactionLarge
18051        ParticleSysBone = Fire01  SmolderingFire
18052      End
18053      ConditionState    = REALLYDAMAGED RUBBLE SNOW
18054        Model           = NBPwrPlant_ES
18055        ParticleSysBone = Smoke01 SteamVent
18056        ParticleSysBone = Smoke02 SteamVent
18057        ParticleSysBone = Smoke03 SmolderingSmoke
18058        ParticleSysBone = Smoke04 SmolderingSmoke
18059        ParticleSysBone = Smoke05 SmolderingSmoke
18060        ParticleSysBone = Smoke06 SmolderingSmoke
18061        ParticleSysBone = Fire01  SmolderingFire
18062        ParticleSysBone = Fire02  SmolderingFire
18063        ParticleSysBone = Spark01 SparksLarge
18064        ParticleSysBone = Spark02 SparksMedium
18065        ParticleSysBone = Spark03 SparksSmall
18066        ParticleSysBone = Spark04 LiveWireSparks
18067      End
18068  
18069      ; day overcharge
18070      ConditionState    = POWER_PLANT_UPGRADED SNOW
18071        Model           = NBPwrPlant_S
18072        ParticleSysBone = Smoke01 SteamVent
18073        ParticleSysBone = Smoke02 SteamVent
18074        ParticleSysBone = Spark01 SparksLarge
18075        ParticleSysBone = Spark02 SparksLarge
18076        ParticleSysBone = Spark03 SparksMedium
18077        ParticleSysBone = Spark04 SparksMedium
18078        ParticleSysBone = Spark05 SparksSmall
18079        ParticleSysBone = Spark06 SparksSmall
18080        ParticleSysBone = Spark07 SparksSmall
18081      End
18082      ConditionState    = DAMAGED POWER_PLANT_UPGRADED SNOW
18083        Model           = NBPwrPlant_DS
18084        ParticleSysBone = Smoke01 SteamVent
18085        ParticleSysBone = Smoke02 SteamVent
18086        ParticleSysBone = Smoke03 SmolderingSmoke
18087        ParticleSysBone = Smoke04 SmolderingSmoke
18088        ParticleSysBone = Smoke05 SmolderingSmoke
18089        ParticleSysBone = Smoke06 SmolderingSmoke
18090        ParticleSysBone = Fire01  SmolderingFire
18091        ParticleSysBone = Spark01 SparksLarge
18092        ParticleSysBone = Spark02 SparksLarge
18093        ParticleSysBone = Spark03 SparksMedium
18094        ParticleSysBone = Spark04 SparksMedium
18095        ParticleSysBone = Spark05 SparksMedium
18096        ParticleSysBone = Spark06 SparksSmall
18097        ParticleSysBone = Spark07 SparksSmall
18098      End
18099      ConditionState    = REALLYDAMAGED RUBBLE POWER_PLANT_UPGRADED SNOW
18100        Model           = NBPwrPlant_ES
18101        ParticleSysBone = Smoke01 SteamVent
18102        ParticleSysBone = Smoke02 SteamVent
18103        ParticleSysBone = Smoke03 SmolderingSmoke
18104        ParticleSysBone = Smoke04 SmolderingSmoke
18105        ParticleSysBone = Smoke05 SmolderingSmoke
18106        ParticleSysBone = Smoke06 SmolderingSmoke
18107        ParticleSysBone = Fire01  SmolderingFire
18108        ParticleSysBone = Fire02  SmolderingFire
18109        ParticleSysBone = Spark01 SparksLarge
18110        ParticleSysBone = Spark02 SparksLarge
18111        ParticleSysBone = Spark03 SparksLarge
18112        ParticleSysBone = Spark04 SparksLarge
18113        ParticleSysBone = Spark05 SparksMedium
18114        ParticleSysBone = Spark06 SparksMedium
18115        ParticleSysBone = Spark07 SparksSmall
18116      End
18117      
18118      ;night snow
18119      ConditionState    = NIGHT SNOW
18120        Model           = NBPwrPlant_NS
18121        Animation       = NBPwrPlant_NS.NBPwrPlant_NS
18122        AnimationMode   = LOOP
18123        ParticleSysBone = Smoke01 SteamVent
18124        ParticleSysBone = Smoke02 SteamVent
18125      End
18126      ConditionState    = NIGHT DAMAGED SNOW
18127        Model           = NBPwrPlant_DNS
18128        Animation       = NBPwrPlant_DNS.NBPwrPlant_DNS
18129        AnimationMode   = LOOP
18130        ParticleSysBone = Smoke01 SteamVent
18131        ParticleSysBone = Smoke02 SteamVent
18132        ParticleSysBone = Smoke03 SmolderingSmoke
18133        ParticleSysBone = Smoke04 SmolderingSmoke
18134        ParticleSysBone = Smoke05 SmolderingSmoke
18135        ParticleSysBone = Smoke06 SmolderingSmoke
18136        ParticleSysBone = Fire01  SmolderingFire
18137      End
18138      ConditionState    = REALLYDAMAGED RUBBLE NIGHT SNOW
18139        Model           = NBPwrPlant_ENS
18140        Animation       = NBPwrPlant_ENS.NBPwrPlant_ENS
18141        AnimationMode   = LOOP
18142        ParticleSysBone = Smoke01 SteamVent
18143        ParticleSysBone = Smoke02 SteamVent
18144        ParticleSysBone = Smoke03 SmolderingSmoke
18145        ParticleSysBone = Smoke04 SmolderingSmoke
18146        ParticleSysBone = Smoke05 SmolderingSmoke
18147        ParticleSysBone = Smoke06 SmolderingSmoke
18148        ParticleSysBone = Fire01  SmolderingFire
18149        ParticleSysBone = Fire02  SmolderingFire
18150        ParticleSysBone = Spark01 LiveWireSparks
18151        ParticleSysBone = Spark02 LiveWireSparks
18152        ParticleSysBone = Spark03 LiveWireSparks
18153        ParticleSysBone = Spark04 LiveWireSparks
18154      End
18155  
18156      ; night overcharge
18157      ConditionState    = NIGHT POWER_PLANT_UPGRADED SNOW
18158        Model           = NBPwrPlant_NS
18159        Animation       = NBPwrPlant_NS.NBPwrPlant_NS
18160        AnimationMode   = LOOP
18161        ParticleSysBone = Smoke01 SteamVent
18162        ParticleSysBone = Smoke02 SteamVent
18163        ParticleSysBone = Spark01 SparksLarge
18164        ParticleSysBone = Spark02 SparksLarge
18165        ParticleSysBone = Spark03 SparksMedium
18166        ParticleSysBone = Spark04 SparksMedium
18167        ParticleSysBone = Spark05 SparksSmall
18168        ParticleSysBone = Spark06 SparksSmall
18169        ParticleSysBone = Spark07 SparksSmall
18170      End
18171      ConditionState    = NIGHT DAMAGED POWER_PLANT_UPGRADED SNOW
18172        Model           = NBPwrPlant_DNS
18173        Animation       = NBPwrPlant_DNS.NBPwrPlant_DNS
18174        AnimationMode   = LOOP
18175        ParticleSysBone = Smoke01 SteamVent
18176        ParticleSysBone = Smoke02 SteamVent
18177        ParticleSysBone = Smoke03 SmolderingSmoke
18178        ParticleSysBone = Smoke04 SmolderingSmoke
18179        ParticleSysBone = Smoke05 SmolderingSmoke
18180        ParticleSysBone = Smoke06 SmolderingSmoke
18181        ParticleSysBone = Fire01  SmolderingFire
18182        ParticleSysBone = Spark01 SparksLarge
18183        ParticleSysBone = Spark02 SparksLarge
18184        ParticleSysBone = Spark03 SparksMedium
18185        ParticleSysBone = Spark04 SparksMedium
18186        ParticleSysBone = Spark05 SparksMedium
18187        ParticleSysBone = Spark06 SparksSmall
18188        ParticleSysBone = Spark07 SparksSmall
18189      End
18190      ConditionState    = REALLYDAMAGED RUBBLE NIGHT POWER_PLANT_UPGRADED SNOW
18191        Model           = NBPwrPlant_ENS
18192        Animation       = NBPwrPlant_ENS.NBPwrPlant_ENS
18193        AnimationMode   = LOOP
18194        ParticleSysBone = Smoke01 SteamVent
18195        ParticleSysBone = Smoke02 SteamVent
18196        ParticleSysBone = Smoke03 SmolderingSmoke
18197        ParticleSysBone = Smoke04 SmolderingSmoke
18198        ParticleSysBone = Smoke05 SmolderingSmoke
18199        ParticleSysBone = Smoke06 SmolderingSmoke
18200        ParticleSysBone = Fire01  SmolderingFire
18201        ParticleSysBone = Fire02  SmolderingFire
18202        ParticleSysBone = Spark01 SparksLarge
18203        ParticleSysBone = Spark02 SparksLarge
18204        ParticleSysBone = Spark03 SparksLarge
18205        ParticleSysBone = Spark04 SparksLarge
18206        ParticleSysBone = Spark05 SparksMedium
18207        ParticleSysBone = Spark06 SparksMedium
18208        ParticleSysBone = Spark07 SparksSmall
18209      End 
18210  
18211      ;night
18212      ConditionState    = NIGHT
18213        Model           = NBPwrPlant_N
18214        Animation       = NBPwrPlant_N.NBPwrPlant_N
18215        AnimationMode   = LOOP
18216        ParticleSysBone = Smoke01 SteamVent
18217        ParticleSysBone = Smoke02 SteamVent
18218      End
18219      ConditionState    = NIGHT DAMAGED
18220        Model           = NBPwrPlant_DN
18221        Animation       = NBPwrPlant_DN.NBPwrPlant_DN
18222        AnimationMode   = LOOP
18223        ParticleSysBone = Smoke01 SteamVent
18224        ParticleSysBone = Smoke02 SteamVent
18225        ParticleSysBone = Smoke03 SmolderingSmoke
18226        ParticleSysBone = Smoke04 SmolderingSmoke
18227        ParticleSysBone = Smoke05 SmolderingSmoke
18228        ParticleSysBone = Smoke06 SmolderingSmoke
18229        ParticleSysBone = Fire01  SmolderingFire
18230      End
18231      ConditionState    = REALLYDAMAGED RUBBLE NIGHT
18232        Model           = NBPwrPlant_EN
18233        Animation       = NBPwrPlant_EN.NBPwrPlant_EN
18234        AnimationMode   = LOOP
18235        ParticleSysBone = Smoke01 SteamVent
18236        ParticleSysBone = Smoke02 SteamVent
18237        ParticleSysBone = Smoke03 SmolderingSmoke
18238        ParticleSysBone = Smoke04 SmolderingSmoke
18239        ParticleSysBone = Smoke05 SmolderingSmoke
18240        ParticleSysBone = Smoke06 SmolderingSmoke
18241        ParticleSysBone = Fire01  SmolderingFire
18242        ParticleSysBone = Fire02  SmolderingFire
18243        ParticleSysBone = Spark01 LiveWireSparks
18244        ParticleSysBone = Spark02 LiveWireSparks
18245        ParticleSysBone = Spark03 LiveWireSparks
18246        ParticleSysBone = Spark04 LiveWireSparks
18247      End
18248  
18249      ; night overcharge
18250      ConditionState    = NIGHT POWER_PLANT_UPGRADED
18251        Model           = NBPwrPlant_N
18252        Animation       = NBPwrPlant_N.NBPwrPlant_N
18253        AnimationMode   = LOOP
18254        ParticleSysBone = Smoke01 SteamVent
18255        ParticleSysBone = Smoke02 SteamVent
18256        ParticleSysBone = Spark01 SparksLarge
18257        ParticleSysBone = Spark02 SparksLarge
18258        ParticleSysBone = Spark03 SparksMedium
18259        ParticleSysBone = Spark04 SparksMedium
18260        ParticleSysBone = Spark05 SparksSmall
18261        ParticleSysBone = Spark06 SparksSmall
18262        ParticleSysBone = Spark07 SparksSmall
18263      End
18264      ConditionState    = NIGHT DAMAGED POWER_PLANT_UPGRADED
18265        Model           = NBPwrPlant_DN
18266        Animation       = NBPwrPlant_DN.NBPwrPlant_DN
18267        AnimationMode   = LOOP
18268        ParticleSysBone = Smoke01 SteamVent
18269        ParticleSysBone = Smoke02 SteamVent
18270        ParticleSysBone = Smoke03 SmolderingSmoke
18271        ParticleSysBone = Smoke04 SmolderingSmoke
18272        ParticleSysBone = Smoke05 SmolderingSmoke
18273        ParticleSysBone = Smoke06 SmolderingSmoke
18274        ParticleSysBone = Fire01  SmolderingFire
18275        ParticleSysBone = Spark01 SparksLarge
18276        ParticleSysBone = Spark02 SparksLarge
18277        ParticleSysBone = Spark03 SparksMedium
18278        ParticleSysBone = Spark04 SparksMedium
18279        ParticleSysBone = Spark05 SparksMedium
18280        ParticleSysBone = Spark06 SparksSmall
18281        ParticleSysBone = Spark07 SparksSmall
18282      End
18283      ConditionState    = REALLYDAMAGED RUBBLE NIGHT POWER_PLANT_UPGRADED
18284        Model           = NBPwrPlant_EN
18285        Animation       = NBPwrPlant_EN.NBPwrPlant_EN
18286        AnimationMode   = LOOP
18287        ParticleSysBone = Smoke01 SteamVent
18288        ParticleSysBone = Smoke02 SteamVent
18289        ParticleSysBone = Smoke03 SmolderingSmoke
18290        ParticleSysBone = Smoke04 SmolderingSmoke
18291        ParticleSysBone = Smoke05 SmolderingSmoke
18292        ParticleSysBone = Smoke06 SmolderingSmoke
18293        ParticleSysBone = Fire01  SmolderingFire
18294        ParticleSysBone = Fire02  SmolderingFire
18295        ParticleSysBone = Spark01 SparksLarge
18296        ParticleSysBone = Spark02 SparksLarge
18297        ParticleSysBone = Spark03 SparksLarge
18298        ParticleSysBone = Spark04 SparksLarge
18299        ParticleSysBone = Spark05 SparksMedium
18300        ParticleSysBone = Spark06 SparksMedium
18301        ParticleSysBone = Spark07 SparksSmall
18302      End 
18303      
18304      ;**************************************************************************************************************************
18305      ;This block handles every possible case with construction process, selling process, awaiting construction, and sold states
18306      ;for this draw module
18307      ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
18308        Model              = NBPwrPlant
18309        Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
18310      End
18311      ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED
18312        Model              = NBPwrPlant_D
18313        Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
18314      End
18315      ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED
18316        Model              = NBPwrPlant_E
18317        Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
18318      End
18319      ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT
18320        Model              = NBPwrPlant_N
18321        Animation          = NBPwrPlant_N.NBPwrPlant_N
18322        AnimationMode      = LOOP
18323        Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
18324      End
18325      ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT DAMAGED
18326        Model              = NBPwrPlant_DN
18327        Animation          = NBPwrPlant_DN.NBPwrPlant_DN
18328        AnimationMode      = LOOP
18329        Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
18330      End
18331      ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT REALLYDAMAGED
18332        Model              = NBPwrPlant_EN
18333        Animation          = NBPwrPlant_EN.NBPwrPlant_EN
18334        AnimationMode      = LOOP
18335        Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
18336      End
18337      ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW
18338        Model              = NBPwrPlant_S
18339        Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
18340      End
18341      ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW DAMAGED
18342        Model              = NBPwrPlant_DS
18343        Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
18344      End
18345      ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW REALLYDAMAGED
18346        Model              = NBPwrPlant_ES
18347        Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
18348      End
18349      ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW
18350        Model              = NBPwrPlant_NS
18351        Animation          = NBPwrPlant_NS.NBPwrPlant_NS
18352        AnimationMode      = LOOP
18353        Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
18354      End
18355      ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW DAMAGED
18356        Model              = NBPwrPlant_DNS
18357        Animation          = NBPwrPlant_DNS.NBPwrPlant_DNS
18358        AnimationMode      = LOOP
18359        Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
18360      End
18361      ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW REALLYDAMAGED
18362        Model              = NBPwrPlant_ENS
18363        Animation          = NBPwrPlant_ENS.NBPwrPlant_ENS
18364        AnimationMode      = LOOP
18365        Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
18366      End
18367  
18368      ConditionState       = AWAITING_CONSTRUCTION 
18369        Model              = NONE
18370      End
18371      AliasConditionState  = AWAITING_CONSTRUCTION DAMAGED
18372      AliasConditionState  = AWAITING_CONSTRUCTION REALLYDAMAGED
18373      AliasConditionState  = AWAITING_CONSTRUCTION NIGHT
18374      AliasConditionState  = AWAITING_CONSTRUCTION NIGHT DAMAGED
18375      AliasConditionState  = AWAITING_CONSTRUCTION NIGHT REALLYDAMAGED
18376      AliasConditionState  = AWAITING_CONSTRUCTION SNOW
18377      AliasConditionState  = AWAITING_CONSTRUCTION SNOW DAMAGED
18378      AliasConditionState  = AWAITING_CONSTRUCTION SNOW REALLYDAMAGED
18379      AliasConditionState  = AWAITING_CONSTRUCTION NIGHT SNOW
18380      AliasConditionState  = AWAITING_CONSTRUCTION NIGHT SNOW DAMAGED
18381      AliasConditionState  = AWAITING_CONSTRUCTION NIGHT SNOW REALLYDAMAGED
18382      AliasConditionState  = SOLD 
18383      AliasConditionState  = SOLD DAMAGED
18384      AliasConditionState  = SOLD REALLYDAMAGED
18385      AliasConditionState  = SOLD NIGHT
18386      AliasConditionState  = SOLD NIGHT DAMAGED
18387      AliasConditionState  = SOLD NIGHT REALLYDAMAGED
18388      AliasConditionState  = SOLD SNOW
18389      AliasConditionState  = SOLD SNOW DAMAGED
18390      AliasConditionState  = SOLD SNOW REALLYDAMAGED
18391      AliasConditionState  = SOLD NIGHT SNOW
18392      AliasConditionState  = SOLD NIGHT SNOW DAMAGED
18393      AliasConditionState  = SOLD NIGHT SNOW REALLYDAMAGED
18394      AliasConditionState  = SOLD  POWER_PLANT_UPGRADED
18395      AliasConditionState  = SOLD DAMAGED POWER_PLANT_UPGRADED
18396      AliasConditionState  = SOLD REALLYDAMAGED POWER_PLANT_UPGRADED
18397      AliasConditionState  = SOLD NIGHT POWER_PLANT_UPGRADED
18398      AliasConditionState  = SOLD NIGHT DAMAGED POWER_PLANT_UPGRADED
18399      AliasConditionState  = SOLD NIGHT REALLYDAMAGED POWER_PLANT_UPGRADED
18400      AliasConditionState  = SOLD SNOW POWER_PLANT_UPGRADED
18401      AliasConditionState  = SOLD SNOW DAMAGED POWER_PLANT_UPGRADED
18402      AliasConditionState  = SOLD SNOW REALLYDAMAGED POWER_PLANT_UPGRADED
18403      AliasConditionState  = SOLD NIGHT SNOW POWER_PLANT_UPGRADED
18404      AliasConditionState  = SOLD NIGHT SNOW DAMAGED POWER_PLANT_UPGRADED
18405      AliasConditionState  = SOLD NIGHT SNOW REALLYDAMAGED POWER_PLANT_UPGRADED
18406      ;**************************************************************************************************************************
18407    End
18408      
18409    ; ------------ construction-zone fence -----------------
18410    Draw = W3DModelDraw ModuleTag_02
18411    AnimationsRequirePower = No
18412      DefaultConditionState
18413        Model           = None
18414        TransitionKey   = DOWN_DEFAULT
18415      End
18416      ConditionState    = NIGHT
18417        Model           = None
18418        TransitionKey   = DOWN_DEFAULT
18419      End
18420      ConditionState    = SNOW
18421        Model           = None
18422        TransitionKey   = DOWN_DEFAULT
18423      End
18424      ConditionState    = SNOW NIGHT
18425        Model           = None
18426        TransitionKey   = DOWN_DEFAULT
18427      End
18428      ConditionState    = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
18429        Model           = NBPwrPlant_A4
18430        Animation       = NBPwrPlant_A4.NBPwrPlant_A4
18431        AnimationMode   = MANUAL
18432        Flags           = START_FRAME_LAST
18433        TransitionKey   = UP_DAY
18434      End
18435      ConditionState    = NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
18436        Model           = NBPwrPlant_A4N
18437        Animation       = NBPwrPlant_A4N.NBPwrPlant_A4N
18438        AnimationMode   = MANUAL
18439        Flags           = START_FRAME_LAST
18440        TransitionKey   = UP_NIGHT
18441      End
18442      ConditionState    = SNOW AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
18443        Model           = NBPwrPlant_A4S
18444        Animation       = NBPwrPlant_A4S.NBPwrPlant_A4S
18445        AnimationMode   = MANUAL
18446        Flags           = START_FRAME_LAST
18447        TransitionKey   = UP_SNOW
18448      End
18449      ConditionState    = SNOW NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
18450        Model           = NBPwrPlant_A4SN
18451        Animation       = NBPwrPlant_A4SN.NBPwrPlant_A4SN
18452        AnimationMode   = MANUAL
18453        Flags           = START_FRAME_LAST
18454        TransitionKey   = UP_SNOWNIGHT
18455      End
18456      TransitionState   = DOWN_DEFAULT UP_DAY
18457        Model           = NBPwrPlant_A4
18458        Animation       = NBPwrPlant_A4.NBPwrPlant_A4
18459        AnimationMode   = ONCE
18460        AnimationSpeedFactorRange = 1.0 1.0
18461        Flags           = START_FRAME_FIRST
18462      End
18463      TransitionState   = DOWN_DEFAULT UP_NIGHT
18464        Model           = NBPwrPlant_A4N
18465        Animation       = NBPwrPlant_A4N.NBPwrPlant_A4N
18466        AnimationMode   = ONCE
18467        AnimationSpeedFactorRange = 1.0 1.0
18468        Flags           = START_FRAME_FIRST
18469      End
18470      TransitionState   = DOWN_DEFAULT UP_SNOW
18471        Model           = NBPwrPlant_A4S
18472        Animation       = NBPwrPlant_A4S.NBPwrPlant_A4S
18473        AnimationMode   = ONCE
18474        AnimationSpeedFactorRange = 1.0 1.0
18475        Flags           = START_FRAME_FIRST
18476      End
18477      TransitionState   = DOWN_DEFAULT UP_SNOWNIGHT
18478        Model           = NBPwrPlant_A4SN
18479        Animation       = NBPwrPlant_A4SN.NBPwrPlant_A4SN
18480        AnimationMode   = ONCE
18481        AnimationSpeedFactorRange = 1.0 1.0
18482        Flags           = START_FRAME_FIRST
18483      End
18484      TransitionState   = UP_DAY DOWN_DEFAULT
18485        Model           = NBPwrPlant_A4
18486        Animation       = NBPwrPlant_A4.NBPwrPlant_A4
18487        AnimationMode   = ONCE_BACKWARDS
18488        AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
18489        Flags           = START_FRAME_LAST
18490      End
18491      TransitionState   = UP_NIGHT DOWN_DEFAULT
18492        Model           = NBPwrPlant_A4N
18493        Animation       = NBPwrPlant_A4N.NBPwrPlant_A4N
18494        AnimationMode   = ONCE_BACKWARDS
18495        AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
18496        Flags           = START_FRAME_LAST
18497      End
18498      TransitionState   = UP_SNOW DOWN_DEFAULT
18499        Model           = NBPwrPlant_A4S
18500        Animation       = NBPwrPlant_A4S.NBPwrPlant_A4S
18501        AnimationMode   = ONCE_BACKWARDS
18502        AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
18503        Flags           = START_FRAME_LAST
18504      End
18505      TransitionState   = UP_SNOWNIGHT DOWN_DEFAULT
18506        Model           = NBPwrPlant_A4SN
18507        Animation       = NBPwrPlant_A4SN.NBPwrPlant_A4SN
18508        AnimationMode   = ONCE_BACKWARDS
18509        AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
18510        Flags           = START_FRAME_LAST
18511      End
18512    End
18513  
18514    ; ------------ under-construction scaffolding -----------------
18515    Draw = W3DModelDraw ModuleTag_03
18516    AnimationsRequirePower = No
18517      MinLODRequired = MEDIUM
18518      DefaultConditionState
18519        Model           = None
18520        TransitionKey   = DOWN_DEFAULT
18521      End
18522      ConditionState    = NIGHT
18523        Model           = None
18524        TransitionKey   = DOWN_DEFAULT
18525      End
18526      ConditionState    = SNOW
18527        Model           = None
18528        TransitionKey   = DOWN_DEFAULT
18529      End
18530      ConditionState    = SNOW NIGHT
18531        Model           = None
18532        TransitionKey   = DOWN_DEFAULT
18533      End
18534      ConditionState    = PARTIALLY_CONSTRUCTED
18535        Model           = NBPwrPlant_A6
18536        Animation       = NBPwrPlant_A6.NBPwrPlant_A6
18537        AnimationMode   = MANUAL
18538        Flags           = START_FRAME_LAST
18539        TransitionKey   = UP_DAY
18540        ParticleSysBone = Dust01 BuildingDustChina
18541        ParticleSysBone = Smoke01 BuildUpSmokeChina
18542        ParticleSysBone = Smoke02 BuildUpSmokeChina
18543        ParticleSysBone = Smoke03 BuildUpSmokeChina
18544        ParticleSysBone = Smoke04 BuildUpSmokeChina
18545      End
18546      ConditionState    = NIGHT PARTIALLY_CONSTRUCTED
18547        Model           = NBPwrPlant_A6N
18548        Animation       = NBPwrPlant_A6N.NBPwrPlant_A6N
18549        AnimationMode   = MANUAL
18550        Flags           = START_FRAME_LAST
18551        TransitionKey   = UP_NIGHT
18552        ParticleSysBone = Dust01 BuildingDustChina
18553        ParticleSysBone = Smoke01 BuildUpSmokeChina
18554        ParticleSysBone = Smoke02 BuildUpSmokeChina
18555        ParticleSysBone = Smoke03 BuildUpSmokeChina
18556        ParticleSysBone = Smoke04 BuildUpSmokeChina
18557      End
18558      ConditionState    = SNOW PARTIALLY_CONSTRUCTED
18559        Model           = NBPwrPlant_A6S
18560        Animation       = NBPwrPlant_A6S.NBPwrPlant_A6S
18561        AnimationMode   = MANUAL
18562        Flags           = START_FRAME_LAST
18563        TransitionKey   = UP_SNOW
18564        ParticleSysBone = Dust01 BuildingSnowDust
18565        ParticleSysBone = Smoke01 BuildUpSnowSmoke
18566        ParticleSysBone = Smoke02 BuildUpSnowSmoke
18567        ParticleSysBone = Smoke03 BuildUpSnowSmoke
18568        ParticleSysBone = Smoke04 BuildUpSnowSmoke
18569      End
18570      ConditionState    = SNOW NIGHT PARTIALLY_CONSTRUCTED
18571        Model           = NBPwrPlant_A6SN
18572        Animation       = NBPwrPlant_A6SN.NBPwrPlant_A6SN
18573        AnimationMode   = MANUAL
18574        Flags           = START_FRAME_LAST
18575        TransitionKey   = UP_SNOWNIGHT
18576        ParticleSysBone = Dust01 BuildingNightSnowDust
18577        ParticleSysBone = Smoke01 BuildUpNightSnowSmoke
18578        ParticleSysBone = Smoke02 BuildUpNightSnowSmoke
18579        ParticleSysBone = Smoke03 BuildUpNightSnowSmoke
18580        ParticleSysBone = Smoke04 BuildUpNightSnowSmoke
18581      End
18582      TransitionState   = DOWN_DEFAULT UP_DAY
18583       Model            = NBPwrPlant_A6
18584        Animation       = NBPwrPlant_A6.NBPwrPlant_A6
18585        AnimationMode   = ONCE
18586        AnimationSpeedFactorRange = 1.0 1.0
18587        Flags           = START_FRAME_FIRST
18588      End
18589      TransitionState   = DOWN_DEFAULT UP_NIGHT
18590       Model            = NBPwrPlant_A6N
18591        Animation       = NBPwrPlant_A6N.NBPwrPlant_A6N
18592        AnimationMode   = ONCE
18593        AnimationSpeedFactorRange = 1.0 1.0
18594        Flags           = START_FRAME_FIRST
18595      End
18596      TransitionState   = DOWN_DEFAULT UP_SNOW
18597       Model            = NBPwrPlant_A6S
18598        Animation       = NBPwrPlant_A6S.NBPwrPlant_A6S
18599        AnimationMode   = ONCE
18600        AnimationSpeedFactorRange = 1.0 1.0
18601        Flags           = START_FRAME_FIRST
18602      End
18603      TransitionState   = DOWN_DEFAULT UP_SNOWNIGHT
18604       Model            = NBPwrPlant_A6SN
18605        Animation       = NBPwrPlant_A6SN.NBPwrPlant_A6SN
18606        AnimationMode   = ONCE
18607        AnimationSpeedFactorRange = 1.0 1.0
18608        Flags           = START_FRAME_FIRST
18609      End
18610      TransitionState   = UP_DAY DOWN_DEFAULT
18611        Model           = NBPwrPlant_A6
18612        Animation       = NBPwrPlant_A6.NBPwrPlant_A6
18613        AnimationMode   = ONCE_BACKWARDS
18614        AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
18615        Flags           = START_FRAME_LAST
18616      End
18617      TransitionState   = UP_NIGHT DOWN_DEFAULT
18618        Model           = NBPwrPlant_A6N
18619        Animation       = NBPwrPlant_A6N.NBPwrPlant_A6N
18620        AnimationMode   = ONCE_BACKWARDS
18621        AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
18622        Flags           = START_FRAME_LAST
18623      End
18624      TransitionState   = UP_SNOW DOWN_DEFAULT
18625        Model           = NBPwrPlant_A6S
18626        Animation       = NBPwrPlant_A6S.NBPwrPlant_A6S
18627        AnimationMode   = ONCE_BACKWARDS
18628        AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
18629        Flags           = START_FRAME_LAST
18630      End
18631      TransitionState   = UP_SNOWNIGHT DOWN_DEFAULT
18632        Model           = NBPwrPlant_A6SN
18633        Animation       = NBPwrPlant_A6SN.NBPwrPlant_A6SN
18634        AnimationMode   = ONCE_BACKWARDS
18635        AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
18636        Flags           = START_FRAME_LAST
18637      End
18638    End
18639  
18640    ; ------------ being-constructed crane -----------------
18641    Draw = W3DModelDraw ModuleTag_04
18642    AnimationsRequirePower = No
18643      DefaultConditionState
18644        Model           = None
18645        TransitionKey   = DOWN_DEFAULT
18646      End
18647      ConditionState    = NIGHT
18648        Model           = None
18649        TransitionKey   = DOWN_DEFAULT
18650      End
18651      ConditionState    = SNOW
18652        Model           = None
18653        TransitionKey   = DOWN_DEFAULT
18654      End
18655      ConditionState    = SNOW NIGHT
18656        Model           = None
18657        TransitionKey   = DOWN_DEFAULT
18658      End
18659      ConditionState    = SOLD
18660        Model           = NONE
18661      End
18662  
18663      ConditionState  = ACTIVELY_BEING_CONSTRUCTED
18664        Model           = NBPwrPlant_A5
18665        Animation       = NBPwrPlant_A5.NBPwrPlant_A5
18666        AnimationMode   = LOOP
18667        TransitionKey  = UP_DAY
18668      End
18669  
18670      ConditionState  = NIGHT ACTIVELY_BEING_CONSTRUCTED
18671        Model           = NBPwrPlant_A5N
18672        Animation       = NBPwrPlant_A5N.NBPwrPlant_A5N
18673        AnimationMode   = LOOP
18674        TransitionKey  = UP_NIGHT
18675      End
18676      ConditionState  = SNOW ACTIVELY_BEING_CONSTRUCTED
18677        Model           = NBPwrPlant_A5S
18678        Animation       = NBPwrPlant_A5S.NBPwrPlant_A5S
18679        AnimationMode   = LOOP
18680        TransitionKey  = UP_SNOW
18681      End
18682      ConditionState  = SNOW NIGHT ACTIVELY_BEING_CONSTRUCTED
18683        Model           = NBPwrPlant_A5SN
18684        Animation       = NBPwrPlant_A5SN.NBPwrPlant_A5SN
18685        AnimationMode   = LOOP
18686        TransitionKey  = UP_SNOWNIGHT
18687      End
18688      TransitionState   = DOWN_DEFAULT UP_DAY
18689        Model            = NBPwrPlant_AB
18690        Animation       = NBPwrPlant_AB.NBPwrPlant_AB
18691        AnimationMode   = ONCE
18692        AnimationSpeedFactorRange = 1.0 1.0
18693        Flags           = START_FRAME_FIRST
18694      End
18695  
18696      TransitionState   = DOWN_DEFAULT UP_NIGHT
18697        Model            = NBPwrPlant_ABN
18698        Animation       = NBPwrPlant_ABN.NBPwrPlant_ABN
18699        AnimationMode   = ONCE
18700        AnimationSpeedFactorRange = 1.0 1.0
18701        Flags           = START_FRAME_FIRST
18702      End
18703      TransitionState   = DOWN_DEFAULT UP_SNOW
18704        Model            = NBPwrPlant_ABS
18705        Animation       = NBPwrPlant_ABS.NBPwrPlant_ABS
18706        AnimationMode   = ONCE
18707        AnimationSpeedFactorRange = 1.0 1.0
18708        Flags           = START_FRAME_FIRST
18709      End
18710      TransitionState   = DOWN_DEFAULT UP_SNOWNIGHT
18711        Model            = NBPwrPlant_ABSN
18712        Animation       = NBPwrPlant_ABSN.NBPwrPlant_ABSN
18713        AnimationMode   = ONCE
18714        AnimationSpeedFactorRange = 1.0 1.0
18715        Flags           = START_FRAME_FIRST
18716      End
18717      TransitionState   = UP_DAY DOWN_DEFAULT
18718        Model            = NBPwrPlant_AB
18719        Animation       = NBPwrPlant_AB.NBPwrPlant_AB
18720        AnimationMode   = ONCE_BACKWARDS
18721        AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
18722        Flags           = START_FRAME_LAST
18723      End
18724      TransitionState   = UP_NIGHT DOWN_DEFAULT
18725        Model            = NBPwrPlant_ABN
18726        Animation       = NBPwrPlant_ABN.NBPwrPlant_ABN
18727        AnimationMode   = ONCE_BACKWARDS
18728        AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
18729        Flags           = START_FRAME_LAST
18730      End
18731      TransitionState   = UP_SNOW DOWN_DEFAULT
18732        Model            = NBPwrPlant_ABS
18733        Animation       = NBPwrPlant_ABS.NBPwrPlant_ABS
18734        AnimationMode   = ONCE_BACKWARDS
18735        AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
18736        Flags           = START_FRAME_LAST
18737      End
18738      TransitionState   = UP_SNOWNIGHT DOWN_DEFAULT
18739        Model            = NBPwrPlant_ABSN
18740        Animation       = NBPwrPlant_ABSN.NBPwrPlant_ABSN
18741        AnimationMode   = ONCE_BACKWARDS
18742        AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
18743        Flags           = START_FRAME_LAST
18744      End
18745    End
18746    
18747    PlacementViewAngle  = -45
18748  
18749    ; ***DESIGN parameters ***
18750    DisplayName         = OBJECT:NuclearReactor
18751    Side                = China
18752    EditorSorting       = STRUCTURE
18753  
18754    BuildCost           = 1000
18755    BuildTime           = 10.0           ; in seconds
18756    EnergyProduction    = 10
18757    EnergyBonus         = 5              ; for the overcharge bonus
18758    VisionRange         = 200.0          ; Shroud clearing distance
18759    ShroudClearingRange = 200
18760    ArmorSet
18761      Conditions        = None
18762      Armor             = StructureArmor
18763      DamageFX          = StructureDamageFXNoShake
18764    End
18765    CommandSet          = ChinaPowerPlantCommandSet
18766    ExperienceValue     = 100 100 100 100  ; Experience point value at each level
18767   
18768    ; *** AUDIO Parameters ***
18769    VoiceSelect         = NuclearReactorSelect
18770    SoundDie              = BuildingDie
18771    SoundOnDamaged        = BuildingDamagedStateLight
18772    SoundOnReallyDamaged  = BuildingDestroy
18773  
18774    UnitSpecificSounds
18775      UnderConstruction     = UnderConstructionLoop
18776    End
18777  
18778    ; *** ENGINEERING Parameters ***
18779    RadarPriority       = STRUCTURE
18780    KindOf              = PRELOAD STRUCTURE SELECTABLE IMMOBILE SCORE CAPTURABLE FS_POWER MP_COUNT_FOR_VICTORY
18781  
18782    Body                = StructureBody ModuleTag_05
18783      MaxHealth         = 1500.0
18784      InitialHealth     = 1500.0
18785    End
18786  
18787    Behavior = OverchargeBehavior ModuleTag_06
18788      HealthPercentToDrainPerSecond    = 3% ;% of max health to drain per second
18789      NotAllowedWhenHealthBelowPercent = 0% ;When currHealth below this, it turns off automatically
18790    End
18791    
18792    Behavior                 = DestroyDie ModuleTag_07
18793      ;nothing
18794    End
18795    Behavior                 = CreateObjectDie ModuleTag_08
18796      CreationList      = OCL_SmallStructureDebris
18797    End
18798  
18799    Behavior = FireWeaponWhenDeadBehavior ModuleTag_09
18800      DeathWeapon = ChinaPowerPlantDeathWeapon
18801      StartsActive  = Yes
18802    End
18803  
18804    Behavior = ProductionUpdate ModuleTag_10
18805      ; nothing, but is required if we have any Object-level Upgrades!
18806    End
18807    Behavior = PowerPlantUpdate ModuleTag_11
18808      RodsExtendTime = 1
18809    End
18810  
18811    Behavior = GenerateMinefieldBehavior     ModuleTag_12
18812      TriggeredBy           = Upgrade_ChinaMines
18813      MineName              = ChinaStandardMine
18814      SmartBorder           = Yes
18815      AlwaysCircular        = Yes
18816    End
18817  
18818    Behavior = FlammableUpdate ModuleTag_14
18819      AflameDuration = 5000         ; If I catch fire, I'll burn for this long...
18820      AflameDamageAmount = 5       ; taking this much damage...
18821      AflameDamageDelay = 500       ; this often.
18822    End
18823  
18824    Behavior = TransitionDamageFX ModuleTag_15
18825      ;-------------DESIGNED FOR SMALL SIZED FACTION BUILDING TRANSITIONS-------------------
18826      DamagedParticleSystem1       = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke
18827      ;---------------------------------------------------------------------------------------
18828      ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke
18829      ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion
18830      ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave
18831    End
18832  
18833    Geometry            = BOX
18834    GeometryMajorRadius = 27.0
18835    GeometryMinorRadius = 34.0
18836    GeometryHeight      = 40.0
18837    GeometryIsSmall     = No
18838    Shadow              = SHADOW_VOLUME
18839    BuildCompletion     = PLACED_BY_PLAYER
18840  
18841  End
18842  
18843  ;------------------------------------------------------------------------------
18844  Object AmericaSupplyCenter
18845  
18846    ; *** ART Parameters ***
18847    SelectPortrait         = SASupplyCntr_L
18848    ButtonImage            = SASupplyCntr
18849  
18850    Draw = W3DModelDraw ModuleTag_01
18851      OkToChangeModelColor = Yes
18852  
18853      ; day **************************************
18854      ConditionState       = NONE
18855        Model              = ABSupplyCT
18856        Animation          = ABSupplyCT.ABSupplyCT
18857        AnimationMode      = LOOP
18858        Flags              = MAINTAIN_FRAME_ACROSS_STATES
18859      End
18860      ConditionState       = DAMAGED
18861        Model              = ABSupplyCT_D
18862        Animation          = ABSupplyCT_D.ABSupplyCT_D
18863        AnimationMode      = LOOP
18864        Flags              = MAINTAIN_FRAME_ACROSS_STATES
18865        ParticleSysBone    = Smoke01 SmolderingSmoke
18866        ParticleSysBone    = Smoke02 SmolderingSmoke
18867        ParticleSysBone    = Smoke03 SmolderingSmoke
18868        ParticleSysBone    = Smoke04 SmolderingSmoke
18869        ParticleSysBone    = Smoke01 SmolderingFire
18870        ParticleSysBone    = Smoke02 SmolderingFire
18871        ParticleSysBone    = Smoke03 SmolderingFire
18872        ParticleSysBone    = Smoke04 SmolderingFire
18873      End
18874       ConditionState      = REALLYDAMAGED RUBBLE
18875        Model              = ABSupplyCT_E
18876        Animation          = ABSupplyCT_E.ABSupplyCT_E
18877        AnimationMode      = LOOP
18878        Flags              = MAINTAIN_FRAME_ACROSS_STATES
18879        ParticleSysBone    = Smoke01 SmolderingSmoke
18880        ParticleSysBone    = Smoke02 SmolderingSmoke
18881        ParticleSysBone    = Smoke03 SmolderingSmoke
18882        ParticleSysBone    = Smoke04 SmolderingSmoke
18883        ParticleSysBone    = Smoke05 SmolderingSmoke
18884        ParticleSysBone    = Smoke06 SmolderingSmoke
18885        ParticleSysBone    = Smoke01 SmolderingFire
18886        ParticleSysBone    = Smoke02 SmolderingFire
18887        ParticleSysBone    = Smoke03 SmolderingFire
18888        ParticleSysBone    = Smoke04 SmolderingFire
18889        ParticleSysBone    = Smoke05 SmolderingFire
18890        ParticleSysBone    = Smoke06 SmolderingFire
18891      End
18892  
18893      ; day Snow **************************************
18894      ConditionState       = SNOW
18895        Model              = ABSupplyCT_S
18896        Animation          = ABSupplyCT_S.ABSupplyCT_S
18897        AnimationMode      = LOOP
18898        Flags              = MAINTAIN_FRAME_ACROSS_STATES
18899      End
18900      ConditionState       = DAMAGED SNOW
18901        Model              = ABSupplyCT_DS
18902        Animation          = ABSupplyCT_DS.ABSupplyCT_DS
18903        AnimationMode      = LOOP
18904        Flags              = MAINTAIN_FRAME_ACROSS_STATES
18905        ParticleSysBone    = Smoke01 SmolderingSmoke
18906        ParticleSysBone    = Smoke02 SmolderingSmoke
18907        ParticleSysBone    = Smoke03 SmolderingSmoke
18908        ParticleSysBone    = Smoke04 SmolderingSmoke
18909        ParticleSysBone    = Smoke01 SmolderingFire
18910        ParticleSysBone    = Smoke02 SmolderingFire
18911        ParticleSysBone    = Smoke03 SmolderingFire
18912        ParticleSysBone    = Smoke04 SmolderingFire
18913      End
18914       ConditionState      = REALLYDAMAGED RUBBLE SNOW
18915        Model              = ABSupplyCT_ES
18916        Animation          = ABSupplyCT_ES.ABSupplyCT_ES
18917        AnimationMode      = LOOP
18918        Flags              = MAINTAIN_FRAME_ACROSS_STATES
18919        ParticleSysBone    = Smoke01 SmolderingSmoke
18920        ParticleSysBone    = Smoke02 SmolderingSmoke
18921        ParticleSysBone    = Smoke03 SmolderingSmoke
18922        ParticleSysBone    = Smoke04 SmolderingSmoke
18923        ParticleSysBone    = Smoke05 SmolderingSmoke
18924        ParticleSysBone    = Smoke06 SmolderingSmoke
18925        ParticleSysBone    = Smoke01 SmolderingFire
18926        ParticleSysBone    = Smoke02 SmolderingFire
18927        ParticleSysBone    = Smoke03 SmolderingFire
18928        ParticleSysBone    = Smoke04 SmolderingFire
18929        ParticleSysBone    = Smoke05 SmolderingFire
18930        ParticleSysBone    = Smoke06 SmolderingFire
18931      End
18932  
18933      ; Night *************************************
18934        ConditionState     = NIGHT
18935        Model              = ABSupplyCT_N
18936        Animation          = ABSupplyCT_N.ABSupplyCT_N
18937        AnimationMode      = LOOP
18938        Flags              = MAINTAIN_FRAME_ACROSS_STATES
18939      End 
18940        ConditionState     = DAMAGED NIGHT
18941        Model              = ABSupplyCT_DN
18942        Animation          = ABSupplyCT_DN.ABSupplyCT_DN
18943        AnimationMode      = LOOP
18944        Flags              = MAINTAIN_FRAME_ACROSS_STATES
18945      End 
18946        ConditionState     = REALLYDAMAGED RUBBLE NIGHT
18947        Model              = ABSupplyCT_EN
18948        Animation          = ABSupplyCT_EN.ABSupplyCT_EN
18949        AnimationMode      = LOOP
18950        Flags              = MAINTAIN_FRAME_ACROSS_STATES
18951      End
18952  
18953      ; Night Snow*************************************
18954        ConditionState     = NIGHT SNOW
18955        Model              = ABSupplyCT_NS
18956        Animation          = ABSupplyCT_NS.ABSupplyCT_NS
18957        AnimationMode      = LOOP
18958        Flags              = MAINTAIN_FRAME_ACROSS_STATES
18959      End 
18960        ConditionState     = DAMAGED NIGHT SNOW
18961        Model              = ABSupplyCT_DNS
18962        Animation          = ABSupplyCT_DNS.ABSupplyCT_DNS
18963        AnimationMode      = LOOP
18964        Flags              = MAINTAIN_FRAME_ACROSS_STATES
18965      End 
18966        ConditionState     = REALLYDAMAGED RUBBLE NIGHT SNOW
18967        Model              = ABSupplyCT_ENS
18968        Animation          = ABSupplyCT_ENS.ABSupplyCT_ENS
18969        AnimationMode      = LOOP
18970        Flags              = MAINTAIN_FRAME_ACROSS_STATES
18971      End
18972      
18973      ;**************************************************************************************************************************
18974      ;This block handles every possible case with construction process, selling process, awaiting construction, and sold states
18975      ;for this draw module
18976      ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
18977        Model              = ABSupplyCT
18978        Animation          = ABSupplyCT.ABSupplyCT
18979        AnimationMode      = LOOP
18980        Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT MAINTAIN_FRAME_ACROSS_STATES
18981      End
18982      ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED
18983        Model              = ABSupplyCT_D
18984        Animation          = ABSupplyCT_D.ABSupplyCT_D
18985        AnimationMode      = LOOP
18986        Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT MAINTAIN_FRAME_ACROSS_STATES
18987      End
18988      ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED
18989        Model              = ABSupplyCT_E
18990        Animation          = ABSupplyCT_E.ABSupplyCT_E
18991        AnimationMode      = LOOP
18992        Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT MAINTAIN_FRAME_ACROSS_STATES
18993      End
18994      ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT
18995        Model              = ABSupplyCT_N
18996        Animation          = ABSupplyCT_N.ABSupplyCT_N
18997        AnimationMode      = LOOP
18998        Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT MAINTAIN_FRAME_ACROSS_STATES
18999      End
19000      ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT DAMAGED
19001        Model              = ABSupplyCT_DN
19002        Animation          = ABSupplyCT_DN.ABSupplyCT_DN
19003        AnimationMode      = LOOP
19004        Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT MAINTAIN_FRAME_ACROSS_STATES
19005      End
19006      ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT REALLYDAMAGED
19007        Model              = ABSupplyCT_EN
19008        Animation          = ABSupplyCT_EN.ABSupplyCT_EN
19009        AnimationMode      = LOOP
19010        Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT MAINTAIN_FRAME_ACROSS_STATES
19011      End
19012      ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW
19013        Model              = ABSupplyCT_S
19014        Animation          = ABSupplyCT_S.ABSupplyCT_S
19015        AnimationMode      = LOOP
19016        Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT MAINTAIN_FRAME_ACROSS_STATES
19017      End
19018      ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW DAMAGED
19019        Model              = ABSupplyCT_DS
19020        Animation          = ABSupplyCT_DS.ABSupplyCT_DS
19021        AnimationMode      = LOOP
19022        Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT MAINTAIN_FRAME_ACROSS_STATES
19023      End
19024      ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW REALLYDAMAGED
19025        Model              = ABSupplyCT_ES
19026        Animation          = ABSupplyCT_ES.ABSupplyCT_ES
19027        AnimationMode      = LOOP
19028        Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT MAINTAIN_FRAME_ACROSS_STATES
19029      End
19030      ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW
19031        Model              = ABSupplyCT_NS
19032        Animation          = ABSupplyCT_NS.ABSupplyCT_NS
19033        AnimationMode      = LOOP
19034        Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT MAINTAIN_FRAME_ACROSS_STATES
19035      End
19036      ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW DAMAGED
19037        Model              = ABSupplyCT_DNS
19038        Animation          = ABSupplyCT_DNS.ABSupplyCT_DNS
19039        AnimationMode      = LOOP
19040        Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT MAINTAIN_FRAME_ACROSS_STATES
19041      End
19042      ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW REALLYDAMAGED
19043        Model              = ABSupplyCT_ENS
19044        Animation          = ABSupplyCT_ENS.ABSupplyCT_ENS
19045        AnimationMode      = LOOP
19046        Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT MAINTAIN_FRAME_ACROSS_STATES
19047      End
19048  
19049      ConditionState       = AWAITING_CONSTRUCTION 
19050        Model              = NONE
19051      End
19052      AliasConditionState  = AWAITING_CONSTRUCTION DAMAGED
19053      AliasConditionState  = AWAITING_CONSTRUCTION REALLYDAMAGED
19054      AliasConditionState  = AWAITING_CONSTRUCTION NIGHT
19055      AliasConditionState  = AWAITING_CONSTRUCTION NIGHT DAMAGED
19056      AliasConditionState  = AWAITING_CONSTRUCTION NIGHT REALLYDAMAGED
19057      AliasConditionState  = AWAITING_CONSTRUCTION SNOW
19058      AliasConditionState  = AWAITING_CONSTRUCTION SNOW DAMAGED
19059      AliasConditionState  = AWAITING_CONSTRUCTION SNOW REALLYDAMAGED
19060      AliasConditionState  = AWAITING_CONSTRUCTION NIGHT SNOW
19061      AliasConditionState  = AWAITING_CONSTRUCTION NIGHT SNOW DAMAGED
19062      AliasConditionState  = AWAITING_CONSTRUCTION NIGHT SNOW REALLYDAMAGED
19063      AliasConditionState  = SOLD 
19064      AliasConditionState  = SOLD DAMAGED
19065      AliasConditionState  = SOLD REALLYDAMAGED
19066      AliasConditionState  = SOLD NIGHT
19067      AliasConditionState  = SOLD NIGHT DAMAGED
19068      AliasConditionState  = SOLD NIGHT REALLYDAMAGED
19069      AliasConditionState  = SOLD SNOW
19070      AliasConditionState  = SOLD SNOW DAMAGED
19071      AliasConditionState  = SOLD SNOW REALLYDAMAGED
19072      AliasConditionState  = SOLD NIGHT SNOW
19073      AliasConditionState  = SOLD NIGHT SNOW DAMAGED
19074      AliasConditionState  = SOLD NIGHT SNOW REALLYDAMAGED
19075      ;**************************************************************************************************************************
19076    End
19077  
19078    ; ------------ construction-zone fence -----------------
19079    Draw = W3DModelDraw ModuleTag_02
19080    AnimationsRequirePower = No
19081      DefaultConditionState
19082        Model           = None
19083        TransitionKey   = DOWN_DEFAULT
19084      End
19085      ConditionState    = NIGHT
19086        Model           = None
19087        TransitionKey   = DOWN_DEFAULT
19088      End
19089      ConditionState    = SNOW
19090        Model           = None
19091        TransitionKey   = DOWN_DEFAULT
19092      End
19093      ConditionState    = SNOW NIGHT
19094        Model           = None
19095        TransitionKey   = DOWN_DEFAULT
19096      End
19097      ConditionState    = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
19098        Model           = ABSupplyCT_A4
19099        Animation       = ABSupplyCT_A4.ABSupplyCT_A4
19100        AnimationMode   = MANUAL
19101        Flags           = START_FRAME_LAST
19102        TransitionKey   = UP_DAY
19103        ParticleSysBone = SmokeS01 SmokeBuildingSmall
19104        ParticleSysBone = SparksS01 LiveWireSparks02
19105      End
19106      ConditionState    = NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
19107        Model           = ABSupplyCT_A4N
19108        Animation       = ABSupplyCT_A4N.ABSupplyCT_A4N
19109        AnimationMode   = MANUAL
19110        Flags           = START_FRAME_LAST
19111        TransitionKey   = UP_NIGHT
19112        ParticleSysBone = SmokeS01 SmokeBuildingSmall
19113        ParticleSysBone = SparksS01 LiveWireSparks02
19114      End
19115      ConditionState    = SNOW AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
19116        Model           = ABSupplyCT_A4S
19117        Animation       = ABSupplyCT_A4S.ABSupplyCT_A4S
19118        AnimationMode   = MANUAL
19119        Flags           = START_FRAME_LAST
19120        TransitionKey   = UP_SNOW
19121        ParticleSysBone = SmokeS01 SmokeBuildingSmall
19122        ParticleSysBone = SparksS01 LiveWireSparks02
19123      End
19124      ConditionState    = SNOW NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
19125        Model           = ABSupplyCT_A4SN
19126        Animation       = ABSupplyCT_A4SN.ABSupplyCT_A4SN
19127        AnimationMode   = MANUAL
19128        Flags           = START_FRAME_LAST
19129        TransitionKey   = UP_SNOWNIGHT
19130        ParticleSysBone = SmokeS01 SmokeBuildingSmall
19131        ParticleSysBone = SparksS01 LiveWireSparks02
19132      End
19133      TransitionState   = DOWN_DEFAULT UP_DAY
19134        Model           = ABSupplyCT_A4
19135        Animation       = ABSupplyCT_A4.ABSupplyCT_A4
19136        AnimationMode   = ONCE
19137        AnimationSpeedFactorRange = 1.0 1.0
19138        Flags           = START_FRAME_FIRST
19139      End
19140      TransitionState   = DOWN_DEFAULT UP_NIGHT
19141        Model           = ABSupplyCT_A4N
19142        Animation       = ABSupplyCT_A4N.ABSupplyCT_A4N
19143        AnimationMode   = ONCE
19144        AnimationSpeedFactorRange = 1.0 1.0
19145        Flags           = START_FRAME_FIRST
19146      End
19147      TransitionState   = DOWN_DEFAULT UP_SNOW
19148        Model           = ABSupplyCT_A4S
19149        Animation       = ABSupplyCT_A4S.ABSupplyCT_A4S
19150        AnimationMode   = ONCE
19151        AnimationSpeedFactorRange = 1.0 1.0
19152        Flags           = START_FRAME_FIRST
19153      End
19154      TransitionState   = DOWN_DEFAULT UP_SNOWNIGHT
19155        Model           = ABSupplyCT_A4SN
19156        Animation       = ABSupplyCT_A4SN.ABSupplyCT_A4SN
19157        AnimationMode   = ONCE
19158        AnimationSpeedFactorRange = 1.0 1.0
19159        Flags           = START_FRAME_FIRST
19160      End
19161      TransitionState   = UP_DAY DOWN_DEFAULT
19162        Model           = ABSupplyCT_A4
19163        Animation       = ABSupplyCT_A4.ABSupplyCT_A4
19164        AnimationMode   = ONCE_BACKWARDS
19165        AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
19166        Flags           = START_FRAME_LAST
19167      End
19168      TransitionState   = UP_NIGHT DOWN_DEFAULT
19169        Model           = ABSupplyCT_A4N
19170        Animation       = ABSupplyCT_A4N.ABSupplyCT_A4N
19171        AnimationMode   = ONCE_BACKWARDS
19172        AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
19173        Flags           = START_FRAME_LAST
19174      End
19175      TransitionState   = UP_SNOW DOWN_DEFAULT
19176        Model           = ABSupplyCT_A4S
19177        Animation       = ABSupplyCT_A4S.ABSupplyCT_A4S
19178        AnimationMode   = ONCE_BACKWARDS
19179        AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
19180        Flags           = START_FRAME_LAST
19181      End
19182      TransitionState   = UP_SNOWNIGHT DOWN_DEFAULT
19183        Model           = ABSupplyCT_A4SN
19184        Animation       = ABSupplyCT_A4SN.ABSupplyCT_A4SN
19185        AnimationMode   = ONCE_BACKWARDS
19186        AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
19187        Flags           = START_FRAME_LAST
19188      End
19189    End
19190  
19191    ; ------------ under-construction scaffolding -----------------
19192    Draw = W3DModelDraw ModuleTag_03
19193    AnimationsRequirePower = No
19194      MinLODRequired = MEDIUM
19195      DefaultConditionState
19196        Model           = None
19197        TransitionKey   = DOWN_DEFAULT
19198      End
19199      ConditionState    = NIGHT
19200        Model           = None
19201        TransitionKey   = DOWN_DEFAULT
19202      End
19203      ConditionState    = SNOW
19204        Model           = None
19205        TransitionKey   = DOWN_DEFAULT
19206      End
19207      ConditionState    = SNOW NIGHT
19208        Model           = None
19209        TransitionKey   = DOWN_DEFAULT
19210      End
19211      ConditionState    = PARTIALLY_CONSTRUCTED
19212        Model           = ABSupplyCT_A6
19213        Animation       = ABSupplyCT_A6.ABSupplyCT_A6
19214        AnimationMode   = MANUAL
19215        Flags           = START_FRAME_LAST
19216        TransitionKey   = UP_DAY
19217        ParticleSysBone = Sparks01 BuildUpBlueSpark
19218        ParticleSysBone = Sparks02 BuildUpBlueSpark
19219        ParticleSysBone = Sparks03 BuildUpBlueSpark
19220        ParticleSysBone = Sparks04 BuildUpBlueSpark
19221        ParticleSysBone = Sparks05 BuildUpBlueSpark
19222        ParticleSysBone = Sparks06 BuildUpBlueSpark
19223      End
19224      ConditionState    = NIGHT PARTIALLY_CONSTRUCTED
19225        Model           = ABSupplyCT_A6N
19226        Animation       = ABSupplyCT_A6N.ABSupplyCT_A6N
19227        AnimationMode   = MANUAL
19228        Flags           = START_FRAME_LAST
19229        TransitionKey   = UP_NIGHT
19230        ParticleSysBone = Sparks01 BuildUpBlueSpark
19231        ParticleSysBone = Sparks02 BuildUpBlueSpark
19232        ParticleSysBone = Sparks03 BuildUpBlueSpark
19233        ParticleSysBone = Sparks04 BuildUpBlueSpark
19234        ParticleSysBone = Sparks05 BuildUpBlueSpark
19235        ParticleSysBone = Sparks06 BuildUpBlueSpark
19236      End
19237      ConditionState    = SNOW PARTIALLY_CONSTRUCTED
19238        Model           = ABSupplyCT_A6S
19239        Animation       = ABSupplyCT_A6S.ABSupplyCT_A6S
19240        AnimationMode   = MANUAL
19241        Flags           = START_FRAME_LAST
19242        TransitionKey   = UP_SNOW
19243        ParticleSysBone = Sparks01 BuildUpBlueSpark
19244        ParticleSysBone = Sparks02 BuildUpBlueSpark
19245        ParticleSysBone = Sparks03 BuildUpBlueSpark
19246        ParticleSysBone = Sparks04 BuildUpBlueSpark
19247        ParticleSysBone = Sparks05 BuildUpBlueSpark
19248        ParticleSysBone = Sparks06 BuildUpBlueSpark
19249      End
19250      ConditionState    = SNOW NIGHT PARTIALLY_CONSTRUCTED
19251        Model           = ABSupplyCT_A6SN
19252        Animation       = ABSupplyCT_A6SN.ABSupplyCT_A6SN
19253        AnimationMode   = MANUAL
19254        Flags           = START_FRAME_LAST
19255        TransitionKey   = UP_SNOWNIGHT
19256        ParticleSysBone = Sparks01 BuildUpBlueSpark
19257        ParticleSysBone = Sparks02 BuildUpBlueSpark
19258        ParticleSysBone = Sparks03 BuildUpBlueSpark
19259        ParticleSysBone = Sparks04 BuildUpBlueSpark
19260        ParticleSysBone = Sparks05 BuildUpBlueSpark
19261        ParticleSysBone = Sparks06 BuildUpBlueSpark
19262      End
19263      TransitionState   = DOWN_DEFAULT UP_DAY
19264       Model            = ABSupplyCT_A6
19265        Animation       = ABSupplyCT_A6.ABSupplyCT_A6
19266        AnimationMode   = ONCE
19267        AnimationSpeedFactorRange = 1.0 1.0
19268        Flags           = START_FRAME_FIRST
19269      End
19270      TransitionState   = DOWN_DEFAULT UP_NIGHT
19271       Model            = ABSupplyCT_A6N
19272        Animation       = ABSupplyCT_A6N.ABSupplyCT_A6N
19273        AnimationMode   = ONCE
19274        AnimationSpeedFactorRange = 1.0 1.0
19275        Flags           = START_FRAME_FIRST
19276      End
19277      TransitionState   = DOWN_DEFAULT UP_SNOW
19278       Model            = ABSupplyCT_A6S
19279        Animation       = ABSupplyCT_A6S.ABSupplyCT_A6S
19280        AnimationMode   = ONCE
19281        AnimationSpeedFactorRange = 1.0 1.0
19282        Flags           = START_FRAME_FIRST
19283      End
19284      TransitionState   = DOWN_DEFAULT UP_SNOWNIGHT
19285       Model            = ABSupplyCT_A6SN
19286        Animation       = ABSupplyCT_A6SN.ABSupplyCT_A6SN
19287        AnimationMode   = ONCE
19288        AnimationSpeedFactorRange = 1.0 1.0
19289        Flags           = START_FRAME_FIRST
19290      End
19291      TransitionState   = UP_DAY DOWN_DEFAULT
19292        Model           = ABSupplyCT_A6
19293        Animation       = ABSupplyCT_A6.ABSupplyCT_A6
19294        AnimationMode   = ONCE_BACKWARDS
19295        AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
19296        Flags           = START_FRAME_LAST
19297      End
19298      TransitionState   = UP_NIGHT DOWN_DEFAULT
19299        Model           = ABSupplyCT_A6N
19300        Animation       = ABSupplyCT_A6N.ABSupplyCT_A6N
19301        AnimationMode   = ONCE_BACKWARDS
19302        AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
19303        Flags           = START_FRAME_LAST
19304      End
19305      TransitionState   = UP_SNOW DOWN_DEFAULT
19306        Model           = ABSupplyCT_A6S
19307        Animation       = ABSupplyCT_A6S.ABSupplyCT_A6S
19308        AnimationMode   = ONCE_BACKWARDS
19309        AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
19310        Flags           = START_FRAME_LAST
19311      End
19312      TransitionState   = UP_SNOWNIGHT DOWN_DEFAULT
19313        Model           = ABSupplyCT_A6SN
19314        Animation       = ABSupplyCT_A6SN.ABSupplyCT_A6SN
19315        AnimationMode   = ONCE_BACKWARDS
19316        AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
19317        Flags           = START_FRAME_LAST
19318      End
19319    End
19320  
19321    ; ------------ being-constructed crane -----------------
19322    Draw = W3DModelDraw ModuleTag_04
19323    AnimationsRequirePower = No
19324      DefaultConditionState
19325        Model           = None
19326        TransitionKey   = DOWN_DEFAULT
19327      End
19328      ConditionState    = NIGHT
19329        Model           = None
19330        TransitionKey   = DOWN_DEFAULT
19331      End
19332      ConditionState    = SNOW
19333        Model           = None
19334        TransitionKey   = DOWN_DEFAULT
19335      End
19336      ConditionState    = SNOW NIGHT
19337        Model           = None
19338        TransitionKey   = DOWN_DEFAULT
19339      End
19340      ConditionState    = SOLD
19341        Model           = NONE
19342      End
19343  
19344      ConditionState  = ACTIVELY_BEING_CONSTRUCTED
19345        Model           = ABSupplyCT_A5
19346        Animation       = ABSupplyCT_A5.ABSupplyCT_A5
19347        AnimationMode   = LOOP
19348        TransitionKey  = UP_DAY
19349      End
19350  
19351      ConditionState  = NIGHT ACTIVELY_BEING_CONSTRUCTED
19352        Model           = ABSupplyCT_A5N
19353        Animation       = ABSupplyCT_A5N.ABSupplyCT_A5N
19354        AnimationMode   = LOOP
19355        TransitionKey  = UP_NIGHT
19356      End
19357      ConditionState  = SNOW ACTIVELY_BEING_CONSTRUCTED
19358        Model           = ABSupplyCT_A5S
19359        Animation       = ABSupplyCT_A5S.ABSupplyCT_A5S
19360        AnimationMode   = LOOP
19361        TransitionKey  = UP_SNOW
19362      End
19363      ConditionState  = SNOW NIGHT ACTIVELY_BEING_CONSTRUCTED
19364        Model           = ABSupplyCT_A5SN
19365        Animation       = ABSupplyCT_A5SN.ABSupplyCT_A5SN
19366        AnimationMode   = LOOP
19367        TransitionKey  = UP_SNOWNIGHT
19368      End
19369      TransitionState   = DOWN_DEFAULT UP_DAY
19370        Model            = ABSupplyCT_AB
19371        Animation       = ABSupplyCT_AB.ABSupplyCT_AB
19372        AnimationMode   = ONCE
19373        AnimationSpeedFactorRange = 1.0 1.0
19374        Flags           = START_FRAME_FIRST
19375      End
19376  
19377      TransitionState   = DOWN_DEFAULT UP_NIGHT
19378        Model            = ABSupplyCT_ABN
19379        Animation       = ABSupplyCT_ABN.ABSupplyCT_ABN
19380        AnimationMode   = ONCE
19381        AnimationSpeedFactorRange = 1.0 1.0
19382        Flags           = START_FRAME_FIRST
19383      End
19384      TransitionState   = DOWN_DEFAULT UP_SNOW
19385        Model            = ABSupplyCT_ABS
19386        Animation       = ABSupplyCT_ABS.ABSupplyCT_ABS
19387        AnimationMode   = ONCE
19388        AnimationSpeedFactorRange = 1.0 1.0
19389        Flags           = START_FRAME_FIRST
19390      End
19391      TransitionState   = DOWN_DEFAULT UP_SNOWNIGHT
19392        Model            = ABSupplyCT_ABSN
19393        Animation       = ABSupplyCT_ABSN.ABSupplyCT_ABSN
19394        AnimationMode   = ONCE
19395        AnimationSpeedFactorRange = 1.0 1.0
19396        Flags           = START_FRAME_FIRST
19397      End
19398      TransitionState   = UP_DAY DOWN_DEFAULT
19399        Model            = ABSupplyCT_AB
19400        Animation       = ABSupplyCT_AB.ABSupplyCT_AB
19401        AnimationMode   = ONCE_BACKWARDS
19402        AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
19403        Flags           = START_FRAME_LAST
19404      End
19405      TransitionState   = UP_NIGHT DOWN_DEFAULT
19406        Model            = ABSupplyCT_ABN
19407        Animation       = ABSupplyCT_ABN.ABSupplyCT_ABN
19408        AnimationMode   = ONCE_BACKWARDS
19409        AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
19410        Flags           = START_FRAME_LAST
19411      End
19412      TransitionState   = UP_SNOW DOWN_DEFAULT
19413        Model            = ABSupplyCT_ABS
19414        Animation       = ABSupplyCT_ABS.ABSupplyCT_ABS
19415        AnimationMode   = ONCE_BACKWARDS
19416        AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
19417        Flags           = START_FRAME_LAST
19418      End
19419      TransitionState   = UP_SNOWNIGHT DOWN_DEFAULT
19420        Model            = ABSupplyCT_ABSN
19421        Animation       = ABSupplyCT_ABSN.ABSupplyCT_ABSN
19422        AnimationMode   = ONCE_BACKWARDS
19423        AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
19424        Flags           = START_FRAME_LAST
19425      End
19426    End
19427   
19428    ; ------------ Grabbing box crane arm -----------------
19429    Draw = W3DModelDraw ModuleTag_19
19430      OkToChangeModelColor = Yes   
19431      ConditionState    = NONE                        ; sit there
19432        Model           = ABSupplyCT_A8
19433        Animation       = ABSupplyCT_A8.ABSupplyCT_A8
19434        AnimationMode   = LOOP
19435        Flags           = START_FRAME_FIRST ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
19436        WaitForStateToFinishIfPossible = TRANS_Playing
19437      End
19438      AliasConditionState  =  NIGHT
19439      AliasConditionState  =  SNOW
19440      AliasConditionState  =  NIGHT SNOW
19441      AliasConditionState  =  DAMAGED
19442      AliasConditionState  =  NIGHT DAMAGED
19443      AliasConditionState  =  SNOW DAMAGED
19444      AliasConditionState  =  NIGHT SNOW DAMAGED
19445      AliasConditionState  =  REALLYDAMAGED RUBBLE
19446      AliasConditionState  =  NIGHT REALLYDAMAGED RUBBLE
19447      AliasConditionState  =  SNOW REALLYDAMAGED RUBBLE
19448      AliasConditionState  =  NIGHT SNOW REALLYDAMAGED RUBBLE
19449      
19450      ConditionState    = DOCKING_ACTIVE              ; play arm box anim once
19451        Model           = ABSupplyCT_A7
19452        Animation       = ABSupplyCT_A7.ABSupplyCT_A7
19453        AnimationMode   = ONCE
19454        Flags           = START_FRAME_FIRST
19455        TransitionKey   = TRANS_Playing
19456      End
19457      AliasConditionState  =  NIGHT DOCKING_ACTIVE
19458      AliasConditionState  =  SNOW DOCKING_ACTIVE
19459      AliasConditionState  =  NIGHT SNOW DOCKING_ACTIVE
19460      AliasConditionState  =  DAMAGED DOCKING_ACTIVE
19461      AliasConditionState  =  NIGHT DAMAGED DOCKING_ACTIVE
19462      AliasConditionState  =  SNOW DAMAGED DOCKING_ACTIVE
19463      AliasConditionState  =  NIGHT SNOW DAMAGED DOCKING_ACTIVE
19464      AliasConditionState  =  REALLYDAMAGED RUBBLE DOCKING_ACTIVE
19465      AliasConditionState  =  NIGHT REALLYDAMAGED RUBBLE DOCKING_ACTIVE
19466      AliasConditionState  =  SNOW REALLYDAMAGED RUBBLE DOCKING_ACTIVE
19467      AliasConditionState  =  NIGHT SNOW REALLYDAMAGED RUBBLE DOCKING_ACTIVE
19468    End
19469    
19470    ; ------------ Spinny Belt -----------------
19471    Draw = W3DModelDraw ModuleTag_SpinnyBelt
19472      OkToChangeModelColor = Yes   
19473      ConditionState    = NONE                        ; sit there
19474        Model           = ABSupplyCT_A9
19475        Animation       = ABSupplyCT_A9.ABSupplyCT_A9
19476        AnimationMode   = LOOP
19477      End
19478      AliasConditionState  =  NIGHT
19479      AliasConditionState  =  SNOW
19480      AliasConditionState  =  NIGHT SNOW
19481      AliasConditionState  =  DAMAGED
19482      AliasConditionState  =  NIGHT DAMAGED
19483      AliasConditionState  =  SNOW DAMAGED
19484      AliasConditionState  =  NIGHT SNOW DAMAGED
19485      AliasConditionState  =  REALLYDAMAGED RUBBLE
19486      AliasConditionState  =  NIGHT REALLYDAMAGED RUBBLE
19487      AliasConditionState  =  SNOW REALLYDAMAGED RUBBLE
19488      AliasConditionState  =  NIGHT SNOW REALLYDAMAGED RUBBLE
19489      
19490      
19491      ;**************************************************************************************************************************
19492      ;This block handles every possible case with construction process, selling process, awaiting construction, and sold states
19493      ;for this draw module
19494      ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
19495        Model              = ABSupplyCT_A9
19496        Animation          = ABSupplyCT_A9.ABSupplyCT_A9
19497        AnimationMode      = LOOP
19498        Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT MAINTAIN_FRAME_ACROSS_STATES
19499      End
19500      AliasConditionState  = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT
19501      AliasConditionState  = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW
19502      AliasConditionState  = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW
19503      AliasConditionState  = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED
19504      AliasConditionState  = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT DAMAGED
19505      AliasConditionState  = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW DAMAGED
19506      AliasConditionState  = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW DAMAGED
19507      AliasConditionState  = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED
19508      AliasConditionState  = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT REALLYDAMAGED
19509      AliasConditionState  = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW REALLYDAMAGED
19510      AliasConditionState  = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW REALLYDAMAGED
19511      
19512  
19513      ConditionState       = AWAITING_CONSTRUCTION 
19514        Model              = NONE
19515      End
19516      AliasConditionState  = AWAITING_CONSTRUCTION DAMAGED
19517      AliasConditionState  = AWAITING_CONSTRUCTION REALLYDAMAGED
19518      AliasConditionState  = AWAITING_CONSTRUCTION NIGHT
19519      AliasConditionState  = AWAITING_CONSTRUCTION NIGHT DAMAGED
19520      AliasConditionState  = AWAITING_CONSTRUCTION NIGHT REALLYDAMAGED
19521      AliasConditionState  = AWAITING_CONSTRUCTION SNOW
19522      AliasConditionState  = AWAITING_CONSTRUCTION SNOW DAMAGED
19523      AliasConditionState  = AWAITING_CONSTRUCTION SNOW REALLYDAMAGED
19524      AliasConditionState  = AWAITING_CONSTRUCTION NIGHT SNOW
19525      AliasConditionState  = AWAITING_CONSTRUCTION NIGHT SNOW DAMAGED
19526      AliasConditionState  = AWAITING_CONSTRUCTION NIGHT SNOW REALLYDAMAGED
19527      AliasConditionState  = SOLD 
19528      AliasConditionState  = SOLD DAMAGED
19529      AliasConditionState  = SOLD REALLYDAMAGED
19530      AliasConditionState  = SOLD NIGHT
19531      AliasConditionState  = SOLD NIGHT DAMAGED
19532      AliasConditionState  = SOLD NIGHT REALLYDAMAGED
19533      AliasConditionState  = SOLD SNOW
19534      AliasConditionState  = SOLD SNOW DAMAGED
19535      AliasConditionState  = SOLD SNOW REALLYDAMAGED
19536      AliasConditionState  = SOLD NIGHT SNOW
19537      AliasConditionState  = SOLD NIGHT SNOW DAMAGED
19538      AliasConditionState  = SOLD NIGHT SNOW REALLYDAMAGED
19539      ;**************************************************************************************************************************
19540    End
19541  
19542    PlacementViewAngle = -45
19543  
19544    ; ***DESIGN parameters ***
19545    DisplayName      = OBJECT:SupplyCenter
19546    Side             = America
19547    EditorSorting    = STRUCTURE
19548    Prerequisites
19549      Object = AmericaPowerPlant
19550    End
19551    BuildCost        = 2000
19552    RefundValue      = 400 ; With nothing (or zero) listed, we sell for half price. 
19553    BuildTime        = 10.0           ; in seconds
19554    EnergyProduction = -1
19555    CommandSet       = AmericaSupplyCenterCommandSet
19556    VisionRange      = 200.0           ; Shroud clearing distance
19557    ShroudClearingRange = 200
19558    ArmorSet
19559      Conditions      = None
19560      Armor           = StructureArmor
19561      DamageFX        = StructureDamageFXNoShake
19562    End
19563    ExperienceValue     = 200 200 200 200  ; Experience point value at each level
19564  
19565    ; *** AUDIO Parameters ***
19566    VoiceSelect = SupplyCenterUSASelect
19567    SoundDie              = BuildingDie
19568    SoundOnDamaged        = BuildingDamagedStateLight
19569    SoundOnReallyDamaged  = BuildingDestroy
19570  
19571    UnitSpecificSounds
19572      UnderConstruction     = UnderConstructionLoop
19573    End
19574  
19575    ; *** ENGINEERING Parameters ***
19576    RadarPriority       = STRUCTURE
19577    KindOf              = PRELOAD STRUCTURE SELECTABLE IMMOBILE CASH_GENERATOR SCORE CAPTURABLE FS_POWER AUTO_RALLYPOINT MP_COUNT_FOR_VICTORY CANNOT_BUILD_NEAR_SUPPLIES
19578    Body                = StructureBody ModuleTag_05
19579      MaxHealth       = 2000.0
19580      InitialHealth   = 2000.0
19581    End
19582    Behavior = SupplyCenterCreate ModuleTag_06
19583      ;nothing
19584    End
19585    Behavior = DestroyDie ModuleTag_07
19586      ;nothing
19587    End
19588    Behavior             = CreateObjectDie ModuleTag_08
19589      CreationList  = OCL_AmericanRangerDebris03
19590      ExemptStatus  = UNDER_CONSTRUCTION
19591    End
19592    Behavior = ProductionUpdate ModuleTag_09
19593      ; nothing
19594    End
19595    Behavior = SupplyCenterProductionExitUpdate ModuleTag_10
19596      UnitCreatePoint   = X:  0.0  Y:  0.0   Z:0.0
19597      NaturalRallyPoint = X: 44.0  Y:  0.0   Z:0.0;NaturalRallyPointX must always match GeometryMajorRadius! -ML
19598    End
19599    Behavior = BaseRegenerateUpdate ModuleTag_11
19600      ;No data
19601    End 
19602    Behavior            = SpawnBehavior ModuleTag_12
19603      SpawnNumber       = 1
19604      SpawnReplaceDelay = 9999
19605      SpawnTemplateName = AmericaVehicleChinook
19606      OneShot           = Yes
19607      CanReclaimOrphans = No
19608    End
19609  
19610    Behavior = SupplyCenterDockUpdate ModuleTag_13
19611      NumberApproachPositions = 9 ; There are 9 approach bones in the art
19612    End
19613  
19614    Behavior = FlammableUpdate ModuleTag_15
19615      AflameDuration = 5000         ; If I catch fire, I'll burn for this long...
19616      AflameDamageAmount = 5       ; taking this much damage...
19617      AflameDamageDelay = 500       ; this often.
19618    End
19619    
19620    Behavior             = CreateObjectDie ModuleTag_16
19621      CreationList  = OCL_LargeStructureDebris
19622    End
19623    Behavior             = FXListDie ModuleTag_17
19624      DeathFX       = FX_StructureSmallDeath
19625    End
19626  
19627    Behavior = TransitionDamageFX ModuleTag_18
19628      ;-------------DESIGNED FOR SMALL SIZED FACTION BUILDING TRANSITIONS-------------------
19629      DamagedParticleSystem1       = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke
19630      ;---------------------------------------------------------------------------------------
19631      ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke
19632      ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion
19633      ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave
19634    End
19635    
19636    Geometry            = BOX
19637    GeometryMajorRadius = 44.0
19638    GeometryMinorRadius = 45.0
19639    GeometryHeight      = 24.0
19640    GeometryIsSmall     = No
19641    Shadow          = SHADOW_VOLUME
19642    BuildCompletion = PLACED_BY_PLAYER
19643  
19644  End
19645  
19646  ;------------------------------------------------------------------------------
19647  Object AmericaSupplyDropZone
19648  
19649    ; *** ART Parameters ***
19650    SelectPortrait         = SADropZone_L
19651    ButtonImage            = SADropZone
19652  
19653    Draw = W3DModelDraw ModuleTag_01
19654      OkToChangeModelColor = Yes
19655    
19656      ConditionState       = NONE
19657        Model              = ABSupDrop
19658        ParticleSysBone    = Flare01 LandingZoneSmoke
19659        Animation          = ABSupDrop.ABSupDrop
19660        AnimationMode      = LOOP
19661      End
19662      
19663      ConditionState       = DAMAGED
19664        Model              = ABSupDrop_D
19665        ParticleSysBone    = Flare01 LandingZoneSmoke
19666        Animation          = ABSupDrop_D.ABSupDrop_D
19667        AnimationMode      = LOOP
19668      End
19669     
19670      ConditionState     = REALLYDAMAGED RUBBLE
19671        Model              = ABSupDrop_E
19672        ParticleSysBone    = Flare01 LandingZoneSmoke
19673        Animation          = ABSupDrop_E.ABSupDrop_E
19674        AnimationMode      = LOOP
19675      End
19676      
19677      ConditionState       = NIGHT
19678        Model              = ABSupDrop_N
19679        ParticleSysBone    = Flare01 LandingZoneSmoke
19680        Animation          = ABSupDrop_N.ABSupDrop_N
19681        AnimationMode      = LOOP
19682      End
19683      
19684      ConditionState       = DAMAGED NIGHT
19685        Model              = ABSupDrop_DN
19686        ParticleSysBone    = Flare01 LandingZoneSmoke
19687        Animation          = ABSupDrop_DN.ABSupDrop_DN
19688        AnimationMode      = LOOP
19689      End
19690     
19691      ConditionState     = REALLYDAMAGED RUBBLE NIGHT
19692        Model              = ABSupDrop_EN
19693        ParticleSysBone    = Flare01 LandingZoneSmoke
19694        Animation          = ABSupDrop_EN.ABSupDrop_EN
19695        AnimationMode      = LOOP
19696      End
19697      
19698      ;----------- SNOW
19699      
19700      ConditionState       = SNOW
19701        Model              = ABSupDrop_S
19702        ParticleSysBone    = Flare01 LandingZoneSmoke
19703        Animation          = ABSupDrop_S.ABSupDrop_S
19704        AnimationMode      = LOOP
19705      End
19706      
19707      ConditionState       = DAMAGED SNOW
19708        Model              = ABSupDrop_DS
19709        ParticleSysBone    = Flare01 LandingZoneSmoke
19710        Animation          = ABSupDrop_DS.ABSupDrop_DS
19711  
19712        AnimationMode      = LOOP
19713      End
19714     
19715      ConditionState     = REALLYDAMAGED RUBBLE SNOW
19716        Model              = ABSupDrop_ES
19717        ParticleSysBone    = Flare01 LandingZoneSmoke
19718        Animation          = ABSupDrop_ES.ABSupDrop_ES
19719        AnimationMode      = LOOP
19720      End
19721      
19722      ;---------- SNOW NIGHT
19723      
19724      ConditionState       = NIGHT SNOW
19725        Model              = ABSupDrop_NS
19726        ParticleSysBone    = Flare01 LandingZoneSmoke
19727        Animation          = ABSupDrop_NS.ABSupDrop_NS
19728        AnimationMode      = LOOP
19729      End
19730      
19731      ConditionState       = DAMAGED NIGHT SNOW
19732        Model              = ABSupDrop_DNS
19733        ParticleSysBone    = Flare01 LandingZoneSmoke
19734        Animation          = ABSupDrop_DNS.ABSupDrop_DNS
19735        AnimationMode      = LOOP
19736      End
19737     
19738      ConditionState     = REALLYDAMAGED RUBBLE NIGHT SNOW
19739        Model              = ABSupDrop_ENS
19740        ParticleSysBone    = Flare01 LandingZoneSmoke
19741        Animation          = ABSupDrop_ENS.ABSupDrop_ENS
19742        AnimationMode      = LOOP
19743      End
19744      
19745      ;**************************************************************************************************************************
19746      ;This block handles every possible case with construction process, selling process, awaiting construction, and sold states
19747      ;for this draw module
19748      ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
19749        Model              = ABSupDrop
19750        Animation          = ABSupDrop.ABSupDrop
19751        AnimationMode      = LOOP
19752        Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
19753      End
19754      ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED
19755        Model              = ABSupDrop_D
19756        Animation          = ABSupDrop_D.ABSupDrop_D
19757        AnimationMode      = LOOP
19758        Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
19759      End
19760      ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED
19761        Model              = ABSupDrop_E
19762        Animation          = ABSupDrop_E.ABSupDrop_E
19763        AnimationMode      = LOOP
19764        Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
19765      End
19766      ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT
19767        Model              = ABSupDrop_N
19768        Animation          = ABSupDrop_N.ABSupDrop_N
19769        AnimationMode      = LOOP
19770        Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
19771      End
19772      ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT DAMAGED
19773        Model              = ABSupDrop_DN
19774        Animation          = ABSupDrop_DN.ABSupDrop_DN
19775        AnimationMode      = LOOP
19776        Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
19777      End
19778      ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT REALLYDAMAGED
19779        Model              = ABSupDrop_EN
19780        Animation          = ABSupDrop_EN.ABSupDrop_EN
19781        AnimationMode      = LOOP
19782        Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
19783      End
19784      ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW
19785        Model              = ABSupDrop_S
19786        Animation          = ABSupDrop_S.ABSupDrop_S
19787        AnimationMode      = LOOP
19788        Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
19789      End
19790      ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW DAMAGED
19791        Model              = ABSupDrop_DS
19792        Animation          = ABSupDrop_DS.ABSupDrop_DS
19793        AnimationMode      = LOOP
19794        Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
19795      End
19796      ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW REALLYDAMAGED
19797        Model              = ABSupDrop_ES
19798        Animation          = ABSupDrop_ES.ABSupDrop_ES
19799        AnimationMode      = LOOP
19800        Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
19801      End
19802      ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW
19803        Model              = ABSupDrop_NS
19804        Animation          = ABSupDrop_NS.ABSupDrop_NS
19805        AnimationMode      = LOOP
19806        Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
19807      End
19808      ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW DAMAGED
19809        Model              = ABSupDrop_DNS
19810        Animation          = ABSupDrop_DNS.ABSupDrop_DNS
19811        AnimationMode      = LOOP
19812        Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
19813      End
19814      ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW REALLYDAMAGED
19815        Model              = ABSupDrop_ENS
19816        Animation          = ABSupDrop_ENS.ABSupDrop_ENS
19817        AnimationMode      = LOOP
19818        Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
19819      End
19820  
19821      ConditionState       = AWAITING_CONSTRUCTION 
19822        Model              = NONE
19823      End
19824      AliasConditionState  = AWAITING_CONSTRUCTION DAMAGED
19825      AliasConditionState  = AWAITING_CONSTRUCTION REALLYDAMAGED
19826      AliasConditionState  = AWAITING_CONSTRUCTION NIGHT
19827      AliasConditionState  = AWAITING_CONSTRUCTION NIGHT DAMAGED
19828      AliasConditionState  = AWAITING_CONSTRUCTION NIGHT REALLYDAMAGED
19829      AliasConditionState  = AWAITING_CONSTRUCTION SNOW
19830      AliasConditionState  = AWAITING_CONSTRUCTION SNOW DAMAGED
19831      AliasConditionState  = AWAITING_CONSTRUCTION SNOW REALLYDAMAGED
19832      AliasConditionState  = AWAITING_CONSTRUCTION NIGHT SNOW
19833      AliasConditionState  = AWAITING_CONSTRUCTION NIGHT SNOW DAMAGED
19834      AliasConditionState  = AWAITING_CONSTRUCTION NIGHT SNOW REALLYDAMAGED
19835      AliasConditionState  = SOLD 
19836      AliasConditionState  = SOLD DAMAGED
19837      AliasConditionState  = SOLD REALLYDAMAGED
19838      AliasConditionState  = SOLD NIGHT
19839      AliasConditionState  = SOLD NIGHT DAMAGED
19840      AliasConditionState  = SOLD NIGHT REALLYDAMAGED
19841      AliasConditionState  = SOLD SNOW
19842      AliasConditionState  = SOLD SNOW DAMAGED
19843      AliasConditionState  = SOLD SNOW REALLYDAMAGED
19844      AliasConditionState  = SOLD NIGHT SNOW
19845      AliasConditionState  = SOLD NIGHT SNOW DAMAGED
19846      AliasConditionState  = SOLD NIGHT SNOW REALLYDAMAGED
19847      ;**************************************************************************************************************************    
19848    End
19849   
19850    ; ------------ construction-zone fence -----------------
19851    Draw                = W3DModelDraw ModuleTag_02
19852    AnimationsRequirePower = No
19853      DefaultConditionState
19854        Model           = None
19855        TransitionKey   = DOWN_DEFAULT
19856      End
19857      ConditionState    = NIGHT
19858        Model           = None
19859        TransitionKey   = DOWN_DEFAULT
19860      End
19861      ConditionState    = SNOW
19862        Model           = None
19863        TransitionKey   = DOWN_DEFAULT
19864      End
19865      ConditionState    = SNOW NIGHT
19866        Model           = None
19867        TransitionKey   = DOWN_DEFAULT
19868      End
19869      ConditionState    = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
19870        Model           = ABSupDrop_A4
19871        Animation       = ABSupDrop_A4.ABSupDrop_A4
19872        AnimationMode   = MANUAL
19873        Flags           = START_FRAME_LAST
19874        TransitionKey   = UP_DAY
19875      End
19876      ConditionState    = NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
19877        Model           = ABSupDrop_A4N
19878        Animation       = ABSupDrop_A4N.ABSupDrop_A4N
19879        AnimationMode   = MANUAL
19880        Flags           = START_FRAME_LAST
19881        TransitionKey   = UP_NIGHT
19882      End
19883      ConditionState    = SNOW AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
19884        Model           = ABSupDrop_A4S
19885        Animation       = ABSupDrop_A4S.ABSupDrop_A4S
19886        AnimationMode   = MANUAL
19887        Flags           = START_FRAME_LAST
19888        TransitionKey   = UP_SNOW
19889      End
19890      ConditionState    = SNOW NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
19891        Model           = ABSupDrop_A4SN
19892        Animation       = ABSupDrop_A4SN.ABSupDrop_A4SN
19893        AnimationMode   = MANUAL
19894        Flags           = START_FRAME_LAST
19895        TransitionKey   = UP_SNOWNIGHT
19896      End
19897      TransitionState   = DOWN_DEFAULT UP_DAY
19898        Model           = ABSupDrop_A4
19899        Animation       = ABSupDrop_A4.ABSupDrop_A4
19900        AnimationMode   = ONCE
19901        AnimationSpeedFactorRange = 1.0 1.0
19902        Flags           = START_FRAME_FIRST
19903      End
19904      TransitionState   = DOWN_DEFAULT UP_NIGHT
19905        Model           = ABSupDrop_A4N
19906        Animation       = ABSupDrop_A4N.ABSupDrop_A4N
19907        AnimationMode   = ONCE
19908        AnimationSpeedFactorRange = 1.0 1.0
19909        Flags           = START_FRAME_FIRST
19910      End
19911      TransitionState   = DOWN_DEFAULT UP_SNOW
19912        Model           = ABSupDrop_A4S
19913        Animation       = ABSupDrop_A4S.ABSupDrop_A4S
19914        AnimationMode   = ONCE
19915        AnimationSpeedFactorRange = 1.0 1.0
19916        Flags           = START_FRAME_FIRST
19917      End
19918      TransitionState   = DOWN_DEFAULT UP_SNOWNIGHT
19919        Model           = ABSupDrop_A4SN
19920        Animation       = ABSupDrop_A4SN.ABSupDrop_A4SN
19921        AnimationMode   = ONCE
19922        AnimationSpeedFactorRange = 1.0 1.0
19923        Flags           = START_FRAME_FIRST
19924      End
19925      TransitionState   = UP_DAY DOWN_DEFAULT
19926        Model           = ABSupDrop_A4
19927        Animation       = ABSupDrop_A4.ABSupDrop_A4
19928        AnimationMode   = ONCE_BACKWARDS
19929        AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
19930        Flags           = START_FRAME_LAST
19931      End
19932      TransitionState   = UP_NIGHT DOWN_DEFAULT
19933        Model           = ABSupDrop_A4N
19934        Animation       = ABSupDrop_A4N.ABSupDrop_A4N
19935        AnimationMode   = ONCE_BACKWARDS
19936        AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
19937        Flags           = START_FRAME_LAST
19938      End
19939      TransitionState   = UP_SNOW DOWN_DEFAULT
19940        Model           = ABSupDrop_A4S
19941        Animation       = ABSupDrop_A4S.ABSupDrop_A4S
19942        AnimationMode   = ONCE_BACKWARDS
19943        AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
19944        Flags           = START_FRAME_LAST
19945      End
19946      TransitionState   = UP_SNOWNIGHT DOWN_DEFAULT
19947        Model           = ABSupDrop_A4SN
19948        Animation       = ABSupDrop_A4SN.ABSupDrop_A4SN
19949        AnimationMode   = ONCE_BACKWARDS
19950        AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
19951        Flags           = START_FRAME_LAST
19952      End
19953    End
19954  
19955    ; ------------ under-construction scaffolding -----------------
19956    Draw                = W3DModelDraw ModuleTag_03
19957    AnimationsRequirePower = No
19958      MinLODRequired    = MEDIUM
19959      DefaultConditionState
19960        Model           = None
19961        TransitionKey   = DOWN_DEFAULT
19962      End
19963      ConditionState    = NIGHT
19964        Model           = None
19965        TransitionKey   = DOWN_DEFAULT
19966      End
19967      ConditionState    = SNOW
19968        Model           = None
19969        TransitionKey   = DOWN_DEFAULT
19970      End
19971      ConditionState    = SNOW NIGHT
19972        Model           = None
19973        TransitionKey   = DOWN_DEFAULT
19974      End
19975      ConditionState    = PARTIALLY_CONSTRUCTED
19976        Model           = ABSupDrop_A6
19977        Animation       = ABSupDrop_A6.ABSupDrop_A6
19978        AnimationMode   = MANUAL
19979        Flags           = START_FRAME_LAST
19980        TransitionKey   = UP_DAY
19981        ParticleSysBone = Sparks01 BuildUpBlueSpark
19982        ParticleSysBone = Sparks02 BuildUpBlueSpark
19983        ParticleSysBone = Sparks03 BuildUpBlueSpark
19984        ParticleSysBone = Sparks04 BuildUpBlueSpark
19985        ParticleSysBone = Sparks05 BuildUpBlueSpark
19986        ParticleSysBone = Sparks06 BuildUpBlueSpark
19987      End
19988      ConditionState    = NIGHT PARTIALLY_CONSTRUCTED
19989        Model           = ABSupDrop_A6N
19990        Animation       = ABSupDrop_A6N.ABSupDrop_A6N
19991        AnimationMode   = MANUAL
19992        Flags           = START_FRAME_LAST
19993        TransitionKey   = UP_NIGHT
19994        ParticleSysBone = Sparks01 BuildUpBlueSpark
19995        ParticleSysBone = Sparks02 BuildUpBlueSpark
19996        ParticleSysBone = Sparks03 BuildUpBlueSpark
19997        ParticleSysBone = Sparks04 BuildUpBlueSpark
19998        ParticleSysBone = Sparks05 BuildUpBlueSpark
19999        ParticleSysBone = Sparks06 BuildUpBlueSpark
20000      End
20001      ConditionState    = SNOW PARTIALLY_CONSTRUCTED
20002        Model           = ABSupDrop_A6S
20003        Animation       = ABSupDrop_A6S.ABSupDrop_A6S
20004        AnimationMode   = MANUAL
20005        Flags           = START_FRAME_LAST
20006        TransitionKey   = UP_SNOW
20007        ParticleSysBone = Sparks01 BuildUpBlueSpark
20008        ParticleSysBone = Sparks02 BuildUpBlueSpark
20009        ParticleSysBone = Sparks03 BuildUpBlueSpark
20010        ParticleSysBone = Sparks04 BuildUpBlueSpark
20011        ParticleSysBone = Sparks05 BuildUpBlueSpark
20012        ParticleSysBone = Sparks06 BuildUpBlueSpark
20013      End
20014      ConditionState    = SNOW NIGHT PARTIALLY_CONSTRUCTED
20015        Model           = ABSupDrop_A6SN
20016        Animation       = ABSupDrop_A6SN.ABSupDrop_A6SN
20017        AnimationMode   = MANUAL
20018        Flags           = START_FRAME_LAST
20019        TransitionKey   = UP_SNOWNIGHT
20020        ParticleSysBone = Sparks01 BuildUpBlueSpark
20021        ParticleSysBone = Sparks02 BuildUpBlueSpark
20022        ParticleSysBone = Sparks03 BuildUpBlueSpark
20023        ParticleSysBone = Sparks04 BuildUpBlueSpark
20024        ParticleSysBone = Sparks05 BuildUpBlueSpark
20025        ParticleSysBone = Sparks06 BuildUpBlueSpark
20026      End
20027      TransitionState   = DOWN_DEFAULT UP_DAY
20028       Model            = ABSupDrop_A6
20029        Animation       = ABSupDrop_A6.ABSupDrop_A6
20030        AnimationMode   = ONCE
20031        AnimationSpeedFactorRange = 1.0 1.0
20032        Flags           = START_FRAME_FIRST
20033      End
20034      TransitionState   = DOWN_DEFAULT UP_NIGHT
20035       Model            = ABSupDrop_A6N
20036        Animation       = ABSupDrop_A6N.ABSupDrop_A6N
20037        AnimationMode   = ONCE
20038        AnimationSpeedFactorRange = 1.0 1.0
20039        Flags           = START_FRAME_FIRST
20040      End
20041      TransitionState   = DOWN_DEFAULT UP_SNOW
20042       Model            = ABSupDrop_A6S
20043        Animation       = ABSupDrop_A6S.ABSupDrop_A6S
20044        AnimationMode   = ONCE
20045        AnimationSpeedFactorRange = 1.0 1.0
20046        Flags           = START_FRAME_FIRST
20047      End
20048      TransitionState   = DOWN_DEFAULT UP_SNOWNIGHT
20049       Model            = ABSupDrop_A6SN
20050        Animation       = ABSupDrop_A6SN.ABSupDrop_A6SN
20051        AnimationMode   = ONCE
20052        AnimationSpeedFactorRange = 1.0 1.0
20053        Flags           = START_FRAME_FIRST
20054      End
20055      TransitionState   = UP_DAY DOWN_DEFAULT
20056        Model           = ABSupDrop_A6
20057        Animation       = ABSupDrop_A6.ABSupDrop_A6
20058        AnimationMode   = ONCE_BACKWARDS
20059        AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
20060        Flags           = START_FRAME_LAST
20061      End
20062      TransitionState   = UP_NIGHT DOWN_DEFAULT
20063        Model           = ABSupDrop_A6N
20064        Animation       = ABSupDrop_A6N.ABSupDrop_A6N
20065        AnimationMode   = ONCE_BACKWARDS
20066        AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
20067        Flags           = START_FRAME_LAST
20068      End
20069      TransitionState   = UP_SNOW DOWN_DEFAULT
20070        Model           = ABSupDrop_A6S
20071        Animation       = ABSupDrop_A6S.ABSupDrop_A6S
20072        AnimationMode   = ONCE_BACKWARDS
20073        AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
20074        Flags           = START_FRAME_LAST
20075      End
20076      TransitionState   = UP_SNOWNIGHT DOWN_DEFAULT
20077        Model           = ABSupDrop_A6SN
20078        Animation       = ABSupDrop_A6SN.ABSupDrop_A6SN
20079        AnimationMode   = ONCE_BACKWARDS
20080        AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
20081        Flags           = START_FRAME_LAST
20082      End
20083    End
20084  
20085    PlacementViewAngle = -45
20086  
20087    ; ***DESIGN parameters ***
20088    DisplayName         = OBJECT:AmericaSupplyDropZone
20089    Side                = America
20090    EditorSorting       = STRUCTURE
20091    BuildCost           = 2500
20092    BuildTime           = 45.0           ; in seconds
20093    Prerequisites
20094      Object            = AmericaStrategyCenter
20095    End
20096    EnergyProduction = -4
20097    ShroudClearingRange = 100
20098    ArmorSet
20099      Conditions        = None
20100      Armor             = StructureArmor
20101      DamageFX          = StructureDamageFXNoShake
20102    End
20103    ExperienceValue     = 200 200 200 200  ; Experience point value at each level
20104  
20105    ; *** AUDIO Parameters ***
20106    VoiceSelect = SupplyDropZoneSelect
20107  
20108    UnitSpecificSounds
20109      UnderConstruction     = UnderConstructionLoop
20110    End
20111  
20112  
20113    ; *** ENGINEERING Parameters ***  
20114    ; Please note that this structure is not a kindof IMMUNE_TO_CAPTURE, ther is code that allows 
20115    ; CAPTURABLE+STRUCTUES, and FS_TECHNOLOGY kindofs to be disabled, unless explicitly IMMUNE_TO_CAPTURE...
20116    ; If this boggles too much, then it is time for a KINDOF_DISABLEABLE!--ML 
20117    KindOf              = STRUCTURE SELECTABLE IMMOBILE SCORE FS_TECHNOLOGY MP_COUNT_FOR_VICTORY
20118    RadarPriority       = STRUCTURE
20119    
20120    Body                = ActiveBody ModuleTag_04
20121      MaxHealth         = 1000.0
20122      InitialHealth     = 1000.0
20123    End
20124  
20125    Behavior       = OCLUpdate ModuleTag_05 ; Context window is a reaction to this, no CommandSet 
20126      OCL          = OCL_AmericaSupplyDropZoneCrateDrop
20127      MinDelay     = 120000
20128      MaxDelay     = 120000
20129      CreateAtEdge = Yes ; as opposed to just creating on self
20130    End
20131  
20132    Behavior  = DestroyDie ModuleTag_06
20133    End
20134    
20135    Behavior             = CreateObjectDie ModuleTag_07
20136      CreationList  = OCL_AmericanRangerDebris03
20137      ExemptStatus  = UNDER_CONSTRUCTION
20138    End
20139    
20140    Behavior                  = CreateObjectDie ModuleTag_08
20141      CreationList       = OCL_LargeStructureDebris
20142    End
20143  
20144    Behavior             = FlammableUpdate ModuleTag_09
20145      AflameDuration     = 5000         ; If I catch fire, I'll burn for this long...
20146      AflameDamageAmount = 5       ; taking this much damage...
20147      AflameDamageDelay  = 500       ; this often.
20148    End
20149    
20150    Behavior                  = FXListDie ModuleTag_10
20151      DeathFX            = FX_StructureMediumDeath
20152    End
20153  
20154    Behavior = BaseRegenerateUpdate ModuleTag_11
20155      ;No data
20156    End 
20157  
20158    Behavior = TransitionDamageFX ModuleTag_31
20159      ;-------------DESIGNED FOR SMALL SIZED FACTION BUILDING TRANSITIONS-------------------
20160      DamagedParticleSystem1       = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke
20161      ;---------------------------------------------------------------------------------------
20162      ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke
20163      ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion
20164      ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave
20165    End
20166  
20167    Geometry            = BOX
20168    GeometryMajorRadius = 27.0
20169    GeometryMinorRadius = 27.0
20170    GeometryHeight      = 9.0
20171    GeometryIsSmall     = No
20172    Shadow              = SHADOW_VOLUME
20173  
20174  End
20175  
20176  ;------------------------------------------------------------------------------
20177  Object GLASupplyStash
20178  
20179    ; *** ART Parameters ***
20180    SelectPortrait         = SUSupplyCenter_L
20181    ButtonImage            = SUSupplyCenter
20182  
20183    Draw = W3DModelDraw ModuleTag_01
20184      OkToChangeModelColor = Yes
20185  
20186      ; day
20187      ConditionState = NONE
20188        Model = UBSupply
20189        ParticleSysBone = Smoke01 SteamVent
20190        Animation     = UBSupply.UBSupply
20191        AnimationMode = LOOP
20192      End
20193      ConditionState = DAMAGED
20194        Model = UBSupply_D
20195        ParticleSysBone = Smoke01 SteamVent
20196        Animation     = UBSupply_D.UBSupply_D
20197        AnimationMode = LOOP
20198      End
20199      ConditionState = REALLYDAMAGED RUBBLE
20200        Model = UBSupply_E
20201        ParticleSysBone = Smoke01 SteamVent
20202      End
20203  
20204      ; SNOW
20205      ConditionState = SNOW
20206        Model = UBSupply_S
20207        ParticleSysBone = Smoke01 SteamVent
20208        Animation     = UBSupply_S.UBSupply_S
20209        AnimationMode = LOOP
20210      End
20211      ConditionState = DAMAGED SNOW
20212        Model = UBSupply_DS
20213        ParticleSysBone = Smoke01 SteamVent
20214        Animation     = UBSupply_DS.UBSupply_DS
20215        AnimationMode = LOOP
20216      End
20217      ConditionState = REALLYDAMAGED RUBBLE SNOW
20218        Model = UBSupply_ES
20219        ParticleSysBone = Smoke01 SteamVent
20220      End
20221  
20222      ; night
20223      ConditionState = NIGHT
20224        Model = UBSupply_N
20225        Animation     = UBSupply_N.UBSupply_N
20226        AnimationMode = LOOP
20227        ParticleSysBone = Smoke01 SteamVent
20228      End
20229      ConditionState = DAMAGED NIGHT
20230        Model = UBSupply_DN
20231        Animation     = UBSupply_DN.UBSupply_DN
20232        AnimationMode = LOOP
20233        ParticleSysBone = Smoke01 SteamVent
20234        ParticleSysBone = Smoke02 SmolderingSmoke
20235        ParticleSysBone = Smoke03 SmolderingSmoke
20236        ParticleSysBone = Smoke04 SmolderingSmoke
20237        ParticleSysBone = Fire01 SmolderingFire
20238      End
20239      ConditionState = REALLYDAMAGED RUBBLE NIGHT
20240        Model = UBSupply_EN
20241        ParticleSysBone = Smoke01 SteamVent
20242        ParticleSysBone = Smoke02 SmolderingSmoke
20243        ParticleSysBone = Smoke03 SmolderingSmoke
20244        ParticleSysBone = Smoke04 SmolderingSmoke
20245        ParticleSysBone = Smoke05 SmolderingSmoke
20246        ParticleSysBone = Smoke06 SmolderingSmoke
20247        ParticleSysBone = Fire01 SmolderingFire
20248        ParticleSysBone = Fire02 SmolderingFire
20249        ParticleSysBone = Fire03 SmolderingFire
20250      End
20251  
20252      ; night snow
20253      ConditionState = NIGHT SNOW
20254        Model = UBSupply_NS
20255        Animation     = UBSupply_NS.UBSupply_NS
20256        AnimationMode = LOOP
20257        ParticleSysBone = Smoke01 SteamVent
20258      End
20259      ConditionState = DAMAGED NIGHT SNOW
20260        Model = UBSupply_DNS
20261        Animation     = UBSupply_DNS.UBSupply_DNS
20262        AnimationMode = LOOP
20263        ParticleSysBone = Smoke01 SteamVent
20264        ParticleSysBone = Smoke02 SmolderingSmoke
20265        ParticleSysBone = Smoke03 SmolderingSmoke
20266        ParticleSysBone = Smoke04 SmolderingSmoke
20267        ParticleSysBone = Fire01 SmolderingFire
20268      End
20269      ConditionState = REALLYDAMAGED RUBBLE NIGHT SNOW
20270        Model = UBSupply_ENS
20271        ParticleSysBone = Smoke01 SteamVent
20272        ParticleSysBone = Smoke02 SmolderingSmoke
20273        ParticleSysBone = Smoke03 SmolderingSmoke
20274        ParticleSysBone = Smoke04 SmolderingSmoke
20275        ParticleSysBone = Smoke05 SmolderingSmoke
20276        ParticleSysBone = Smoke06 SmolderingSmoke
20277        ParticleSysBone = Fire01 SmolderingFire
20278        ParticleSysBone = Fire02 SmolderingFire
20279        ParticleSysBone = Fire03 SmolderingFire
20280      End
20281  
20282      ;**************************************************************************************************************************
20283      ;This block handles every possible case with construction process, selling process, awaiting construction, and sold states
20284      ;for this draw module
20285      ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
20286        Model              = UBSupply
20287        Animation          = UBSupply.UBSupply
20288        AnimationMode      = LOOP
20289        Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
20290      End
20291      ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED
20292        Model              = UBSupply_D
20293        Animation          = UBSupply_D.UBSupply_D
20294        AnimationMode      = LOOP
20295        Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
20296      End
20297      ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED
20298        Model              = UBSupply_E
20299        ;Animation          = UBSupply_E.UBSupply_E
20300        ;AnimationMode      = LOOP
20301        Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
20302      End
20303      ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT
20304        Model              = UBSupply_N
20305        Animation          = UBSupply_N.UBSupply_N
20306        AnimationMode      = LOOP
20307        Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
20308      End
20309      ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT DAMAGED
20310        Model              = UBSupply_DN
20311        Animation          = UBSupply_DN.UBSupply_DN
20312        AnimationMode      = LOOP
20313        Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
20314      End
20315      ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT REALLYDAMAGED
20316        Model              = UBSupply_EN
20317        ;Animation          = UBSupply_EN.UBSupply_EN
20318        ;AnimationMode      = LOOP
20319        Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
20320      End
20321      ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW
20322        Model              = UBSupply_S
20323        Animation          = UBSupply_S.UBSupply_S
20324        AnimationMode      = LOOP
20325        Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
20326      End
20327      ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW DAMAGED
20328        Model              = UBSupply_DS
20329        Animation          = UBSupply_DS.UBSupply_DS
20330        AnimationMode      = LOOP
20331        Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
20332      End
20333      ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW REALLYDAMAGED
20334        Model              = UBSupply_ES
20335        ;Animation          = UBSupply_ES.UBSupply_ES
20336        ;AnimationMode      = LOOP
20337        Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
20338      End
20339      ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW
20340        Model              = UBSupply_NS
20341        Animation          = UBSupply_NS.UBSupply_NS
20342        AnimationMode      = LOOP
20343        Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
20344      End
20345      ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW DAMAGED
20346        Model              = UBSupply_DNS
20347        Animation          = UBSupply_DNS.UBSupply_DNS
20348        AnimationMode      = LOOP
20349        Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
20350      End
20351      ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW REALLYDAMAGED
20352        Model              = UBSupply_ENS
20353        ;Animation          = UBSupply_ENS.UBSupply_ENS
20354        ;AnimationMode      = LOOP
20355        Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
20356      End
20357  
20358      ConditionState       = AWAITING_CONSTRUCTION 
20359        Model              = NONE
20360      End
20361      AliasConditionState  = AWAITING_CONSTRUCTION DAMAGED
20362      AliasConditionState  = AWAITING_CONSTRUCTION REALLYDAMAGED
20363      AliasConditionState  = AWAITING_CONSTRUCTION NIGHT
20364      AliasConditionState  = AWAITING_CONSTRUCTION NIGHT DAMAGED
20365      AliasConditionState  = AWAITING_CONSTRUCTION NIGHT REALLYDAMAGED
20366      AliasConditionState  = AWAITING_CONSTRUCTION SNOW
20367      AliasConditionState  = AWAITING_CONSTRUCTION SNOW DAMAGED
20368      AliasConditionState  = AWAITING_CONSTRUCTION SNOW REALLYDAMAGED
20369      AliasConditionState  = AWAITING_CONSTRUCTION NIGHT SNOW
20370      AliasConditionState  = AWAITING_CONSTRUCTION NIGHT SNOW DAMAGED
20371      AliasConditionState  = AWAITING_CONSTRUCTION NIGHT SNOW REALLYDAMAGED
20372      AliasConditionState  = SOLD 
20373      AliasConditionState  = SOLD DAMAGED
20374      AliasConditionState  = SOLD REALLYDAMAGED
20375      AliasConditionState  = SOLD NIGHT
20376      AliasConditionState  = SOLD NIGHT DAMAGED
20377      AliasConditionState  = SOLD NIGHT REALLYDAMAGED
20378      AliasConditionState  = SOLD SNOW
20379      AliasConditionState  = SOLD SNOW DAMAGED
20380      AliasConditionState  = SOLD SNOW REALLYDAMAGED
20381      AliasConditionState  = SOLD NIGHT SNOW
20382      AliasConditionState  = SOLD NIGHT SNOW DAMAGED
20383      AliasConditionState  = SOLD NIGHT SNOW REALLYDAMAGED
20384      ;**************************************************************************************************************************
20385    End
20386  
20387    ; ------------ construction-zone fence -----------------
20388    Draw = W3DModelDraw ModuleTag_02
20389    AnimationsRequirePower = No
20390      DefaultConditionState
20391        Model           = None
20392        TransitionKey   = DOWN_DEFAULT
20393      End
20394      ConditionState    = NIGHT
20395        Model           = None
20396        TransitionKey   = DOWN_DEFAULT
20397      End
20398      ConditionState    = SNOW
20399        Model           = None
20400        TransitionKey   = DOWN_DEFAULT
20401      End
20402      ConditionState    = SNOW NIGHT
20403        Model           = None
20404        TransitionKey   = DOWN_DEFAULT
20405      End
20406      ConditionState    = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
20407        Model           = UBSupply_A4
20408        Animation       = UBSupply_A4.UBSupply_A4
20409        AnimationMode   = MANUAL
20410        Flags           = START_FRAME_LAST
20411        TransitionKey   = UP_DAY
20412      End
20413      ConditionState    = NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
20414        Model           = UBSupply_A4N
20415        Animation       = UBSupply_A4N.UBSupply_A4N
20416        AnimationMode   = MANUAL
20417        Flags           = START_FRAME_LAST
20418        TransitionKey   = UP_NIGHT
20419      End
20420      ConditionState    = SNOW AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
20421        Model           = UBSupply_A4S
20422        Animation       = UBSupply_A4S.UBSupply_A4S
20423        AnimationMode   = MANUAL
20424        Flags           = START_FRAME_LAST
20425        TransitionKey   = UP_SNOW
20426      End
20427      ConditionState    = SNOW NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
20428        Model           = UBSupply_A4SN
20429        Animation       = UBSupply_A4SN.UBSupply_A4SN
20430        AnimationMode   = MANUAL
20431        Flags           = START_FRAME_LAST
20432        TransitionKey   = UP_SNOWNIGHT
20433      End
20434      TransitionState   = DOWN_DEFAULT UP_DAY
20435        Model           = UBSupply_A4
20436        Animation       = UBSupply_A4.UBSupply_A4
20437        AnimationMode   = ONCE
20438        AnimationSpeedFactorRange = 1.0 1.0
20439        Flags           = START_FRAME_FIRST
20440      End
20441      TransitionState   = DOWN_DEFAULT UP_NIGHT
20442        Model           = UBSupply_A4N
20443        Animation       = UBSupply_A4N.UBSupply_A4N
20444        AnimationMode   = ONCE
20445        AnimationSpeedFactorRange = 1.0 1.0
20446        Flags           = START_FRAME_FIRST
20447      End
20448      TransitionState   = DOWN_DEFAULT UP_SNOW
20449        Model           = UBSupply_A4S
20450        Animation       = UBSupply_A4S.UBSupply_A4S
20451        AnimationMode   = ONCE
20452        AnimationSpeedFactorRange = 1.0 1.0
20453        Flags           = START_FRAME_FIRST
20454      End
20455      TransitionState   = DOWN_DEFAULT UP_SNOWNIGHT
20456        Model           = UBSupply_A4SN
20457        Animation       = UBSupply_A4SN.UBSupply_A4SN
20458        AnimationMode   = ONCE
20459        AnimationSpeedFactorRange = 1.0 1.0
20460        Flags           = START_FRAME_FIRST
20461      End
20462      TransitionState   = UP_DAY DOWN_DEFAULT
20463        Model           = UBSupply_A4
20464        Animation       = UBSupply_A4.UBSupply_A4
20465        AnimationMode   = ONCE_BACKWARDS
20466        AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
20467        Flags           = START_FRAME_LAST
20468      End
20469      TransitionState   = UP_NIGHT DOWN_DEFAULT
20470        Model           = UBSupply_A4N
20471        Animation       = UBSupply_A4N.UBSupply_A4N
20472        AnimationMode   = ONCE_BACKWARDS
20473        AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
20474        Flags           = START_FRAME_LAST
20475      End
20476      TransitionState   = UP_SNOW DOWN_DEFAULT
20477        Model           = UBSupply_A4S
20478        Animation       = UBSupply_A4S.UBSupply_A4S
20479        AnimationMode   = ONCE_BACKWARDS
20480        AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
20481        Flags           = START_FRAME_LAST
20482      End
20483      TransitionState   = UP_SNOWNIGHT DOWN_DEFAULT
20484        Model           = UBSupply_A4SN
20485        Animation       = UBSupply_A4SN.UBSupply_A4SN
20486        AnimationMode   = ONCE_BACKWARDS
20487        AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
20488        Flags           = START_FRAME_LAST
20489      End
20490    End
20491  
20492    ; ------------ under-construction scaffolding -----------------
20493    Draw = W3DModelDraw ModuleTag_03
20494    AnimationsRequirePower = No
20495      MinLODRequired = MEDIUM
20496      DefaultConditionState
20497        Model           = None
20498        TransitionKey   = DOWN_DEFAULT
20499      End
20500      ConditionState    = NIGHT
20501        Model           = None
20502        TransitionKey   = DOWN_DEFAULT
20503      End
20504      ConditionState    = SNOW
20505        Model           = None
20506        TransitionKey   = DOWN_DEFAULT
20507      End
20508      ConditionState    = SNOW NIGHT
20509        Model           = None
20510        TransitionKey   = DOWN_DEFAULT
20511      End
20512      ConditionState    = PARTIALLY_CONSTRUCTED
20513        Model           = UBSupply_A6
20514        Animation       = UBSupply_A6.UBSupply_A6
20515        AnimationMode   = MANUAL
20516        Flags           = START_FRAME_LAST
20517        TransitionKey   = UP_DAY
20518        ParticleSysBone = Dust01 BuildingDust
20519        ParticleSysBone = Smoke01 BuildUpSmoke
20520        ParticleSysBone = Smoke02 BuildUpSmoke
20521        ParticleSysBone = Smoke03 BuildUpSmoke
20522        ParticleSysBone = Smoke04 BuildUpSmoke
20523      End
20524      ConditionState    = NIGHT PARTIALLY_CONSTRUCTED
20525        Model           = UBSupply_A6N
20526        Animation       = UBSupply_A6N.UBSupply_A6N
20527        AnimationMode   = MANUAL
20528        Flags           = START_FRAME_LAST
20529        TransitionKey   = UP_NIGHT
20530        ParticleSysBone = Dust01 BuildingDust
20531        ParticleSysBone = Smoke01 BuildUpSmoke
20532        ParticleSysBone = Smoke02 BuildUpSmoke
20533        ParticleSysBone = Smoke03 BuildUpSmoke
20534        ParticleSysBone = Smoke04 BuildUpSmoke
20535      End
20536      ConditionState    = SNOW PARTIALLY_CONSTRUCTED
20537        Model           = UBSupply_A6S
20538        Animation       = UBSupply_A6S.UBSupply_A6S
20539        AnimationMode   = MANUAL
20540        Flags           = START_FRAME_LAST
20541        TransitionKey   = UP_SNOW
20542        ParticleSysBone = Dust01 BuildingSnowDust
20543        ParticleSysBone = Smoke01 BuildUpSnowSmoke
20544        ParticleSysBone = Smoke02 BuildUpSnowSmoke
20545        ParticleSysBone = Smoke03 BuildUpSnowSmoke
20546        ParticleSysBone = Smoke04 BuildUpSnowSmoke
20547      End
20548      ConditionState    = SNOW NIGHT PARTIALLY_CONSTRUCTED
20549        Model           = UBSupply_A6SN
20550        Animation       = UBSupply_A6SN.UBSupply_A6SN
20551        AnimationMode   = MANUAL
20552        Flags           = START_FRAME_LAST
20553        TransitionKey   = UP_SNOWNIGHT
20554        ParticleSysBone = Dust01 BuildingNightSnowDust
20555        ParticleSysBone = Smoke01 BuildUpNightSnowSmoke
20556        ParticleSysBone = Smoke02 BuildUpNightSnowSmoke
20557        ParticleSysBone = Smoke03 BuildUpNightSnowSmoke
20558        ParticleSysBone = Smoke04 BuildUpNightSnowSmoke
20559      End
20560      TransitionState   = DOWN_DEFAULT UP_DAY
20561       Model            = UBSupply_A6
20562        Animation       = UBSupply_A6.UBSupply_A6
20563        AnimationMode   = ONCE
20564        AnimationSpeedFactorRange = 1.0 1.0
20565        Flags           = START_FRAME_FIRST
20566      End
20567      TransitionState   = DOWN_DEFAULT UP_NIGHT
20568       Model            = UBSupply_A6N
20569        Animation       = UBSupply_A6N.UBSupply_A6N
20570        AnimationMode   = ONCE
20571        AnimationSpeedFactorRange = 1.0 1.0
20572        Flags           = START_FRAME_FIRST
20573      End
20574      TransitionState   = DOWN_DEFAULT UP_SNOW
20575       Model            = UBSupply_A6S
20576        Animation       = UBSupply_A6S.UBSupply_A6S
20577        AnimationMode   = ONCE
20578        AnimationSpeedFactorRange = 1.0 1.0
20579        Flags           = START_FRAME_FIRST
20580      End
20581      TransitionState   = DOWN_DEFAULT UP_SNOWNIGHT
20582       Model            = UBSupply_A6SN
20583        Animation       = UBSupply_A6SN.UBSupply_A6SN
20584        AnimationMode   = ONCE
20585        AnimationSpeedFactorRange = 1.0 1.0
20586        Flags           = START_FRAME_FIRST
20587      End
20588      TransitionState   = UP_DAY DOWN_DEFAULT
20589        Model           = UBSupply_A6
20590        Animation       = UBSupply_A6.UBSupply_A6
20591        AnimationMode   = ONCE_BACKWARDS
20592        AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
20593        Flags           = START_FRAME_LAST
20594      End
20595      TransitionState   = UP_NIGHT DOWN_DEFAULT
20596        Model           = UBSupply_A6N
20597        Animation       = UBSupply_A6N.UBSupply_A6N
20598        AnimationMode   = ONCE_BACKWARDS
20599        AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
20600        Flags           = START_FRAME_LAST
20601  
20602      End
20603      TransitionState   = UP_SNOW DOWN_DEFAULT
20604        Model           = UBSupply_A6S
20605        Animation       = UBSupply_A6S.UBSupply_A6S
20606        AnimationMode   = ONCE_BACKWARDS
20607        AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
20608        Flags           = START_FRAME_LAST
20609      End
20610      TransitionState   = UP_SNOWNIGHT DOWN_DEFAULT
20611        Model           = UBSupply_A6SN
20612        Animation       = UBSupply_A6SN.UBSupply_A6SN
20613        AnimationMode   = ONCE_BACKWARDS
20614        AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
20615        Flags           = START_FRAME_LAST
20616      End
20617    End
20618  
20619    PlacementViewAngle = -45
20620  
20621    ; ***DESIGN parameters ***
20622    DisplayName         = OBJECT:SupplyStash
20623    Side                = GLA
20624    EditorSorting       = STRUCTURE
20625    BuildCost           = 1500
20626    RefundValue         = 650 ; With nothing (or zero) listed, we sell for half price. 
20627    BuildTime           = 15.0           ; in seconds
20628    EnergyProduction    = 0
20629    CommandSet          = GLASupplyStashCommandSet
20630    VisionRange         = 200.0           ; Shroud clearing distance
20631    ShroudClearingRange = 200
20632    ArmorSet
20633      Conditions        = None
20634      Armor             = StructureArmor
20635      DamageFX          = StructureDamageFXNoShake
20636    End
20637    ExperienceValue     = 200 200 200 200  ; Experience point value at each level
20638  
20639    ; *** AUDIO Parameters ***
20640    VoiceSelect = SupplyCenterGLASelect
20641    SoundDie              = BuildingDie
20642    SoundOnDamaged        = BuildingDamagedStateLight
20643    SoundOnReallyDamaged  = BuildingDestroy
20644  
20645    UnitSpecificSounds
20646      UnderConstruction   = UnderConstructionLoop
20647    End
20648  
20649    ; *** ENGINEERING Parameters ***
20650    RadarPriority       = STRUCTURE
20651    KindOf              = PRELOAD STRUCTURE SELECTABLE IMMOBILE CASH_GENERATOR CAPTURABLE FS_POWER AUTO_RALLYPOINT MP_COUNT_FOR_VICTORY SCORE_CREATE CANNOT_BUILD_NEAR_SUPPLIES
20652    Body                = StructureBody ModuleTag_04
20653      MaxHealth       = 1000.0
20654      InitialHealth   = 1000.0
20655    End
20656  
20657    Behavior = SupplyCenterCreate ModuleTag_05
20658      ;nothing
20659    End
20660  
20661    Behavior             = RebuildHoleExposeDie ModuleTag_06
20662      HoleName      = GLAHoleSupplyStash
20663      HoleMaxHealth = 500.0
20664    End 
20665    Behavior = DestroyDie ModuleTag_07
20666      ;nothing
20667    End
20668    Behavior                 = CreateObjectDie ModuleTag_08
20669      CreationList      = OCL_SmallStructureDebris
20670    End
20671    Behavior                 = FXListDie ModuleTag_09
20672      DeathFX           = FX_StructureSmallDeath
20673    End
20674    Behavior = ProductionUpdate ModuleTag_10
20675      ; nothing
20676    End
20677    Behavior = SupplyCenterProductionExitUpdate ModuleTag_11
20678      UnitCreatePoint   = X:  0.0  Y:  0.0   Z:0.0
20679      NaturalRallyPoint = X: 36.0  Y:  0.0   Z:0.0;NaturalRallyPointX must always match GeometryMajorRadius! -ML
20680    End
20681  
20682    Behavior            = SpawnBehavior ModuleTag_12
20683      SpawnNumber       = 1
20684      SpawnReplaceDelay = 9999
20685      SpawnTemplateName = GLAInfantryWorker
20686      OneShot           = Yes
20687      CanReclaimOrphans = No
20688    End
20689  
20690    Behavior = SupplyCenterDockUpdate ModuleTag_13
20691      AllowsPassthrough = No ;You can't drive through this guy while docking.  Use this when the dock points are all outside
20692      NumberApproachPositions = -1 ; This is a Boneless dock, so this means infinite can approach
20693    End
20694  
20695    Behavior = FlammableUpdate ModuleTag_15
20696      AflameDuration = 5000         ; If I catch fire, I'll burn for this long...
20697      AflameDamageAmount = 5       ; taking this much damage...
20698      AflameDamageDelay = 500       ; this often.
20699    End
20700  
20701    Behavior = TransitionDamageFX ModuleTag_16
20702      ;-------------DESIGNED FOR SMALL SIZED FACTION BUILDING TRANSITIONS-------------------
20703      DamagedParticleSystem1       = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke
20704      ;---------------------------------------------------------------------------------------
20705      ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke
20706      ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion
20707      ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave
20708    End
20709  
20710    ;Dont forget to edit the GLA Hole geometry for this object too
20711    Geometry            = BOX
20712    GeometryMajorRadius = 36.0
20713    GeometryMinorRadius = 35.0
20714    GeometryHeight      = 30.0
20715    GeometryIsSmall     = No
20716    ;FactoryExtraBibWidth= 1.0     ; extra placement border.
20717    Shadow              = SHADOW_VOLUME
20718    BuildCompletion     = PLACED_BY_PLAYER
20719  
20720  End
20721  
20722  ;------------------------------------------------------------------------------
20723  ObjectReskin GLAHoleSupplyStash GLAHole
20724    Draw                     = W3DModelDraw ModuleTag_01
20725      OkToChangeModelColor   = Yes
20726      ConditionState         = NONE
20727        Model                = UBHole
20728      End
20729      ConditionState         = DAMAGED
20730        Model                = UBHole_D
20731        ParticleSysBone      = Smoke01 SteamVent
20732      End
20733      ConditionState         = REALLYDAMAGED RUBBLE
20734        Model                = UBHole_E
20735        ParticleSysBone      = Smoke01 SteamVent
20736        ParticleSysBone      = Smoke02 SteamVent
20737        ParticleSysBone      = Fire01 GLAPowerPlantFlame
20738        ParticleSysBone      = Fire02 GLAPowerPlantFlame
20739        ParticleSysBone      = Fire03 GLAPowerPlantFlame
20740      End
20741    End
20742    Draw                     = W3DModelDraw ModuleTag_02
20743      OkToChangeModelColor   = Yes
20744      ConditionState         = NONE
20745        Model                = UBSupply_R
20746        ParticleSysBone      = Smoke02 SmolderingSmoke
20747        ParticleSysBone      = Smoke03 SmolderingSmoke
20748        ParticleSysBone      = Smoke04 SmolderingSmoke
20749        ParticleSysBone      = Smoke05 SmolderingSmoke
20750        ParticleSysBone      = Smoke06 SmolderingSmoke
20751      End
20752      ConditionState         = DAMAGED REALLYDAMAGED RUBBLE
20753        Model                = UBSupply_R
20754        ParticleSysBone      = Smoke02 SmolderingSmoke
20755        ParticleSysBone      = Smoke03 SmolderingSmoke
20756        ParticleSysBone      = Smoke04 SmolderingSmoke
20757        ParticleSysBone      = Smoke05 SmolderingSmoke
20758        ParticleSysBone      = Smoke06 SmolderingSmoke
20759      End
20760    End
20761  End
20762  
20763  ;------------------------------------------------------------------------------
20764  Object ChinaSupplyCenter
20765  
20766    ; *** ART Parameters ***
20767    SelectPortrait         = SNSupplyCenter_L
20768    ButtonImage            = SNSupplyCenter
20769    Draw = W3DModelDraw ModuleTag_01
20770      OkToChangeModelColor = Yes
20771      ;day
20772      ConditionState = NONE
20773        Model = NBSupCent
20774        ;Animation       = NBSupCent.NBSupCent
20775        ;AnimationMode   = LOOP
20776      End
20777      ConditionState = DAMAGED
20778        Model = NBSupCent_D
20779        ;Animation       = NBSupCent_D.NBSupCent_D
20780        ;AnimationMode   = LOOP
20781      End
20782      ConditionState = REALLYDAMAGED RUBBLE
20783        Model = NBSupCent_E
20784        ;Animation       = NBSupCent_E.NBSupCent_E
20785        ;AnimationMode   = LOOP
20786      End
20787      
20788      
20789      ConditionState = SNOW
20790        Model = NBSupCent_S
20791        ;Animation       = NBSupCent.NBSupCent
20792        ;AnimationMode   = LOOP
20793      End
20794      ConditionState = DAMAGED SNOW
20795        Model = NBSupCent_DS
20796        ;Animation       = NBSupCent_D.NBSupCent_D
20797        ;AnimationMode   = LOOP
20798      End
20799      ConditionState = REALLYDAMAGED RUBBLE SNOW
20800        Model = NBSupCent_ES
20801        ;Animation       = NBSupCent_E.NBSupCent_E
20802        ;AnimationMode   = LOOP
20803      End
20804      
20805      
20806      ConditionState = SNOW NIGHT
20807        Model = NBSupCent_NS
20808        ;Animation       = NBSupCent.NBSupCent
20809        ;AnimationMode   = LOOP
20810      End
20811      ConditionState = DAMAGED SNOW NIGHT
20812        Model = NBSupCent_DNS
20813        ;Animation       = NBSupCent_D.NBSupCent_D
20814        ;AnimationMode   = LOOP
20815      End
20816      ConditionState = REALLYDAMAGED RUBBLE SNOW NIGHT
20817        Model = NBSupCent_ENS
20818        ;Animation       = NBSupCent_E.NBSupCent_E
20819        ;AnimationMode   = LOOP
20820      End
20821      
20822  
20823      ConditionState = NIGHT
20824        Model           = NBSupCent_N
20825        ;Animation       = NBSupCent_N.NBSupCent_N
20826        ;AnimationMode   = LOOP
20827      End  
20828      ConditionState = NIGHT DAMAGED
20829        Model           = NBSupCent_DN
20830  
20831        ;Animation       = NBSupCent_N.NBSupCent_N
20832        ;AnimationMode   = LOOP
20833      End  
20834      ConditionState = NIGHT REALLYDAMAGED RUBBLE
20835        Model           = NBSupCent_EN
20836        ;Animation       = NBSupCent_N.NBSupCent_N
20837        ;AnimationMode   = LOOP
20838      End  
20839      
20840      
20841          ;**************************************************************************************************************************
20842      ;This block handles every possible case with construction process, selling process, awaiting construction, and sold states
20843      ;for this draw module
20844      ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
20845        Model              = NBSupCent
20846        ;Animation          = NBSupCent.NBSupCent
20847        ;AnimationMode      = LOOP
20848        Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
20849      End
20850      ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED
20851        Model              = NBSupCent_D
20852        ;Animation          = NBSupCent_D.NBSupCent_D
20853        ;AnimationMode      = LOOP
20854        Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
20855      End
20856      ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED
20857        Model              = NBSupCent_E
20858        ;Animation          = NBSupCent_E.NBSupCent_E
20859        ;AnimationMode      = LOOP
20860        Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
20861      End
20862      ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT
20863        Model              = NBSupCent_N
20864        ;Animation          = NBSupCent_N.NBSupCent_N
20865        ;AnimationMode      = LOOP
20866        Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
20867      End
20868      ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT DAMAGED
20869        Model              = NBSupCent_DN
20870        ;Animation          = NBSupCent_DN.NBSupCent_DN
20871        ;AnimationMode      = LOOP
20872        Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
20873      End
20874      ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT REALLYDAMAGED
20875        Model              = NBSupCent_EN
20876        ;Animation          = NBSupCent_EN.NBSupCent_EN
20877        ;AnimationMode      = LOOP
20878        Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
20879      End
20880      ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW
20881        Model              = NBSupCent_S
20882        ;Animation          = NBSupCent_S.NBSupCent_S
20883        ;AnimationMode      = LOOP
20884        Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
20885      End
20886      ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW DAMAGED
20887        Model              = NBSupCent_DS
20888        ;Animation          = NBSupCent_DS.NBSupCent_DS
20889        ;AnimationMode      = LOOP
20890        Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
20891      End
20892      ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW REALLYDAMAGED
20893        Model              = NBSupCent_ES
20894        ;Animation          = NBSupCent_ES.NBSupCent_ES
20895        ;AnimationMode      = LOOP
20896        Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
20897      End
20898      ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW
20899        Model              = NBSupCent_NS
20900        ;Animation          = NBSupCent_NS.NBSupCent_NS
20901        ;AnimationMode      = LOOP
20902        Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
20903      End
20904      ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW DAMAGED
20905        Model              = NBSupCent_DNS
20906        ;Animation          = NBSupCent_DNS.NBSupCent_DNS
20907        ;AnimationMode      = LOOP
20908        Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
20909      End
20910      ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW REALLYDAMAGED
20911        Model              = NBSupCent_ENS
20912        ;Animation          = NBSupCent_ENS.NBSupCent_ENS
20913        ;AnimationMode      = LOOP
20914        Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
20915      End
20916  
20917      ConditionState       = AWAITING_CONSTRUCTION 
20918        Model              = NONE
20919      End
20920      AliasConditionState  = AWAITING_CONSTRUCTION DAMAGED
20921      AliasConditionState  = AWAITING_CONSTRUCTION REALLYDAMAGED
20922      AliasConditionState  = AWAITING_CONSTRUCTION NIGHT
20923      AliasConditionState  = AWAITING_CONSTRUCTION NIGHT DAMAGED
20924      AliasConditionState  = AWAITING_CONSTRUCTION NIGHT REALLYDAMAGED
20925      AliasConditionState  = AWAITING_CONSTRUCTION SNOW
20926      AliasConditionState  = AWAITING_CONSTRUCTION SNOW DAMAGED
20927      AliasConditionState  = AWAITING_CONSTRUCTION SNOW REALLYDAMAGED
20928      AliasConditionState  = AWAITING_CONSTRUCTION NIGHT SNOW
20929      AliasConditionState  = AWAITING_CONSTRUCTION NIGHT SNOW DAMAGED
20930      AliasConditionState  = AWAITING_CONSTRUCTION NIGHT SNOW REALLYDAMAGED
20931      AliasConditionState  = SOLD 
20932      AliasConditionState  = SOLD DAMAGED
20933      AliasConditionState  = SOLD REALLYDAMAGED
20934      AliasConditionState  = SOLD NIGHT
20935      AliasConditionState  = SOLD NIGHT DAMAGED
20936      AliasConditionState  = SOLD NIGHT REALLYDAMAGED
20937      AliasConditionState  = SOLD SNOW
20938      AliasConditionState  = SOLD SNOW DAMAGED
20939      AliasConditionState  = SOLD SNOW REALLYDAMAGED
20940      AliasConditionState  = SOLD NIGHT SNOW
20941      AliasConditionState  = SOLD NIGHT SNOW DAMAGED
20942      AliasConditionState  = SOLD NIGHT SNOW REALLYDAMAGED
20943      ;**************************************************************************************************************************
20944    End
20945      
20946    ; ------------ construction-zone fence -----------------
20947    Draw = W3DModelDraw ModuleTag_02
20948    AnimationsRequirePower = No
20949      DefaultConditionState
20950        Model           = None
20951        TransitionKey   = DOWN_DEFAULT
20952      End
20953      ConditionState    = NIGHT
20954        Model           = None
20955        TransitionKey   = DOWN_DEFAULT
20956      End
20957      ConditionState    = SNOW
20958        Model           = None
20959        TransitionKey   = DOWN_DEFAULT
20960      End
20961      ConditionState    = SNOW NIGHT
20962        Model           = None
20963        TransitionKey   = DOWN_DEFAULT
20964      End
20965      ConditionState    = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
20966        Model           = NBSupCent_A4
20967        Animation       = NBSupCent_A4.NBSupCent_A4
20968        AnimationMode   = MANUAL
20969        Flags           = START_FRAME_LAST
20970        TransitionKey   = UP_DAY
20971      End
20972      ConditionState    = NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
20973        Model           = NBSupCent_A4N
20974        Animation       = NBSupCent_A4N.NBSupCent_A4N
20975        AnimationMode   = MANUAL
20976        Flags           = START_FRAME_LAST
20977        TransitionKey   = UP_NIGHT
20978      End
20979      ConditionState    = SNOW AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
20980        Model           = NBSupCent_A4S
20981        Animation       = NBSupCent_A4S.NBSupCent_A4S
20982        AnimationMode   = MANUAL
20983        Flags           = START_FRAME_LAST
20984        TransitionKey   = UP_SNOW
20985      End
20986      ConditionState    = SNOW NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
20987        Model           = NBSupCent_A4SN
20988        Animation       = NBSupCent_A4SN.NBSupCent_A4SN
20989        AnimationMode   = MANUAL
20990        Flags           = START_FRAME_LAST
20991        TransitionKey   = UP_SNOWNIGHT
20992      End
20993      TransitionState   = DOWN_DEFAULT UP_DAY
20994        Model           = NBSupCent_A4
20995        Animation       = NBSupCent_A4.NBSupCent_A4
20996        AnimationMode   = ONCE
20997        AnimationSpeedFactorRange = 1.0 1.0
20998        Flags           = START_FRAME_FIRST
20999      End
21000      TransitionState   = DOWN_DEFAULT UP_NIGHT
21001        Model           = NBSupCent_A4N
21002        Animation       = NBSupCent_A4N.NBSupCent_A4N
21003        AnimationMode   = ONCE
21004        AnimationSpeedFactorRange = 1.0 1.0
21005        Flags           = START_FRAME_FIRST
21006      End
21007      TransitionState   = DOWN_DEFAULT UP_SNOW
21008        Model           = NBSupCent_A4S
21009        Animation       = NBSupCent_A4S.NBSupCent_A4S
21010        AnimationMode   = ONCE
21011        AnimationSpeedFactorRange = 1.0 1.0
21012        Flags           = START_FRAME_FIRST
21013      End
21014      TransitionState   = DOWN_DEFAULT UP_SNOWNIGHT
21015        Model           = NBSupCent_A4SN
21016        Animation       = NBSupCent_A4SN.NBSupCent_A4SN
21017        AnimationMode   = ONCE
21018        AnimationSpeedFactorRange = 1.0 1.0
21019        Flags           = START_FRAME_FIRST
21020      End
21021      TransitionState   = UP_DAY DOWN_DEFAULT
21022        Model           = NBSupCent_A4
21023        Animation       = NBSupCent_A4.NBSupCent_A4
21024        AnimationMode   = ONCE_BACKWARDS
21025        AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
21026        Flags           = START_FRAME_LAST
21027      End
21028      TransitionState   = UP_NIGHT DOWN_DEFAULT
21029        Model           = NBSupCent_A4N
21030        Animation       = NBSupCent_A4N.NBSupCent_A4N
21031        AnimationMode   = ONCE_BACKWARDS
21032        AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
21033        Flags           = START_FRAME_LAST
21034      End
21035      TransitionState   = UP_SNOW DOWN_DEFAULT
21036        Model           = NBSupCent_A4S
21037        Animation       = NBSupCent_A4S.NBSupCent_A4S
21038        AnimationMode   = ONCE_BACKWARDS
21039        AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
21040        Flags           = START_FRAME_LAST
21041      End
21042      TransitionState   = UP_SNOWNIGHT DOWN_DEFAULT
21043        Model           = NBSupCent_A4SN
21044        Animation       = NBSupCent_A4SN.NBSupCent_A4SN
21045        AnimationMode   = ONCE_BACKWARDS
21046        AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
21047        Flags           = START_FRAME_LAST
21048      End
21049    End
21050  
21051    ; ------------ under-construction scaffolding -----------------
21052    Draw = W3DModelDraw ModuleTag_03
21053    AnimationsRequirePower = No
21054      MinLODRequired = MEDIUM
21055      DefaultConditionState
21056        Model           = None
21057        TransitionKey   = DOWN_DEFAULT
21058      End
21059      ConditionState    = NIGHT
21060        Model           = None
21061        TransitionKey   = DOWN_DEFAULT
21062      End
21063      ConditionState    = SNOW
21064        Model           = None
21065        TransitionKey   = DOWN_DEFAULT
21066      End
21067      ConditionState    = SNOW NIGHT
21068        Model           = None
21069        TransitionKey   = DOWN_DEFAULT
21070      End
21071      ConditionState    = PARTIALLY_CONSTRUCTED
21072        Model           = NBSupCent_A6
21073        Animation       = NBSupCent_A6.NBSupCent_A6
21074        AnimationMode   = MANUAL
21075        Flags           = START_FRAME_LAST
21076        TransitionKey   = UP_DAY
21077        ParticleSysBone = Dust01 BuildingDustChina
21078        ParticleSysBone = Smoke01 BuildUpSmokeChina
21079        ParticleSysBone = Smoke02 BuildUpSmokeChina
21080        ParticleSysBone = Smoke03 BuildUpSmokeChina
21081        ParticleSysBone = Smoke04 BuildUpSmokeChina
21082        ParticleSysBone = Smoke05 BuildUpSmokeChina
21083      End
21084      ConditionState    = NIGHT PARTIALLY_CONSTRUCTED
21085        Model           = NBSupCent_A6N
21086        Animation       = NBSupCent_A6N.NBSupCent_A6N
21087        AnimationMode   = MANUAL
21088        Flags           = START_FRAME_LAST
21089        TransitionKey   = UP_NIGHT
21090        ParticleSysBone = Dust01 BuildingDustChina
21091        ParticleSysBone = Smoke01 BuildUpSmokeChina
21092        ParticleSysBone = Smoke02 BuildUpSmokeChina
21093        ParticleSysBone = Smoke03 BuildUpSmokeChina
21094        ParticleSysBone = Smoke04 BuildUpSmokeChina
21095        ParticleSysBone = Smoke05 BuildUpSmokeChina
21096      End
21097      ConditionState    = SNOW PARTIALLY_CONSTRUCTED
21098        Model           = NBSupCent_A6S
21099        Animation       = NBSupCent_A6S.NBSupCent_A6S
21100        AnimationMode   = MANUAL
21101        Flags           = START_FRAME_LAST
21102        TransitionKey   = UP_SNOW
21103        ParticleSysBone = Dust01 BuildingSnowDust
21104        ParticleSysBone = Smoke01 BuildUpSnowSmoke
21105        ParticleSysBone = Smoke02 BuildUpSnowSmoke
21106        ParticleSysBone = Smoke03 BuildUpSnowSmoke
21107        ParticleSysBone = Smoke04 BuildUpSnowSmoke
21108        ParticleSysBone = Smoke05 BuildUpSnowSmoke
21109      End
21110      ConditionState    = SNOW NIGHT PARTIALLY_CONSTRUCTED
21111        Model           = NBSupCent_A6SN
21112        Animation       = NBSupCent_A6SN.NBSupCent_A6SN
21113        AnimationMode   = MANUAL
21114        Flags           = START_FRAME_LAST
21115        TransitionKey   = UP_SNOWNIGHT
21116        ParticleSysBone = Dust01 BuildingNightSnowDust
21117        ParticleSysBone = Smoke01 BuildUpNightSnowSmoke
21118        ParticleSysBone = Smoke02 BuildUpNightSnowSmoke
21119        ParticleSysBone = Smoke03 BuildUpNightSnowSmoke
21120        ParticleSysBone = Smoke04 BuildUpNightSnowSmoke
21121        ParticleSysBone = Smoke05 BuildUpNightSnowSmoke
21122      End
21123      TransitionState   = DOWN_DEFAULT UP_DAY
21124       Model            = NBSupCent_A6
21125        Animation       = NBSupCent_A6.NBSupCent_A6
21126        AnimationMode   = ONCE
21127        AnimationSpeedFactorRange = 1.0 1.0
21128        Flags           = START_FRAME_FIRST
21129      End
21130      TransitionState   = DOWN_DEFAULT UP_NIGHT
21131       Model            = NBSupCent_A6N
21132        Animation       = NBSupCent_A6N.NBSupCent_A6N
21133        AnimationMode   = ONCE
21134        AnimationSpeedFactorRange = 1.0 1.0
21135        Flags           = START_FRAME_FIRST
21136      End
21137      TransitionState   = DOWN_DEFAULT UP_SNOW
21138       Model            = NBSupCent_A6S
21139        Animation       = NBSupCent_A6S.NBSupCent_A6S
21140        AnimationMode   = ONCE
21141        AnimationSpeedFactorRange = 1.0 1.0
21142        Flags           = START_FRAME_FIRST
21143      End
21144      TransitionState   = DOWN_DEFAULT UP_SNOWNIGHT
21145       Model            = NBSupCent_A6SN
21146        Animation       = NBSupCent_A6SN.NBSupCent_A6SN
21147        AnimationMode   = ONCE
21148        AnimationSpeedFactorRange = 1.0 1.0
21149        Flags           = START_FRAME_FIRST
21150      End
21151      TransitionState   = UP_DAY DOWN_DEFAULT
21152        Model           = NBSupCent_A6
21153        Animation       = NBSupCent_A6.NBSupCent_A6
21154        AnimationMode   = ONCE_BACKWARDS
21155        AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
21156        Flags           = START_FRAME_LAST
21157      End    
21158      TransitionState   = UP_NIGHT DOWN_DEFAULT
21159        Model           = NBSupCent_A6N
21160        Animation       = NBSupCent_A6N.NBSupCent_A6N
21161        AnimationMode   = ONCE_BACKWARDS
21162        AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
21163        Flags           = START_FRAME_LAST
21164      End
21165      TransitionState   = UP_SNOW DOWN_DEFAULT
21166        Model           = NBSupCent_A6S
21167        Animation       = NBSupCent_A6S.NBSupCent_A6S
21168        AnimationMode   = ONCE_BACKWARDS
21169        AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
21170        Flags           = START_FRAME_LAST
21171      End
21172      TransitionState   = UP_SNOWNIGHT DOWN_DEFAULT
21173        Model           = NBSupCent_A6SN
21174        Animation       = NBSupCent_A6SN.NBSupCent_A6SN
21175        AnimationMode   = ONCE_BACKWARDS
21176        AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
21177        Flags           = START_FRAME_LAST
21178      End
21179    End
21180  
21181    ; ------------ being-constructed crane -----------------
21182    Draw = W3DModelDraw ModuleTag_04
21183    AnimationsRequirePower = No
21184      DefaultConditionState
21185        Model           = None
21186        TransitionKey   = DOWN_DEFAULT
21187      End
21188      ConditionState    = NIGHT
21189        Model           = None
21190        TransitionKey   = DOWN_DEFAULT
21191      End
21192      ConditionState    = SNOW
21193        Model           = None
21194        TransitionKey   = DOWN_DEFAULT
21195      End
21196      ConditionState    = SNOW NIGHT
21197        Model           = None
21198        TransitionKey   = DOWN_DEFAULT
21199      End
21200      ConditionState    = SOLD
21201        Model           = NONE
21202      End
21203  
21204      ConditionState  = ACTIVELY_BEING_CONSTRUCTED
21205        Model           = NBSupCent_A5
21206        Animation       = NBSupCent_A5.NBSupCent_A5
21207        AnimationMode   = LOOP
21208        TransitionKey  = UP_DAY
21209      End
21210  
21211      ConditionState  = NIGHT ACTIVELY_BEING_CONSTRUCTED
21212        Model           = NBSupCent_A5N
21213        Animation       = NBSupCent_A5N.NBSupCent_A5N
21214        AnimationMode   = LOOP
21215        TransitionKey  = UP_NIGHT
21216      End
21217      ConditionState  = SNOW ACTIVELY_BEING_CONSTRUCTED
21218        Model           = NBSupCent_A5S
21219        Animation       = NBSupCent_A5S.NBSupCent_A5S
21220        AnimationMode   = LOOP
21221        TransitionKey  = UP_SNOW
21222      End
21223      ConditionState  = SNOW NIGHT ACTIVELY_BEING_CONSTRUCTED
21224        Model           = NBSupCent_A5SN
21225        Animation       = NBSupCent_A5SN.NBSupCent_A5SN
21226        AnimationMode   = LOOP
21227        TransitionKey  = UP_SNOWNIGHT
21228      End
21229      TransitionState   = DOWN_DEFAULT UP_DAY
21230        Model            = NBSupCent_AB
21231        Animation       = NBSupCent_AB.NBSupCent_AB
21232        AnimationMode   = ONCE
21233        AnimationSpeedFactorRange = 1.0 1.0
21234        Flags           = START_FRAME_FIRST
21235      End
21236  
21237      TransitionState   = DOWN_DEFAULT UP_NIGHT
21238        Model            = NBSupCent_ABN
21239        Animation       = NBSupCent_ABN.NBSupCent_ABN
21240        AnimationMode   = ONCE
21241        AnimationSpeedFactorRange = 1.0 1.0
21242        Flags           = START_FRAME_FIRST
21243      End
21244      TransitionState   = DOWN_DEFAULT UP_SNOW
21245        Model            = NBSupCent_ABS
21246        Animation       = NBSupCent_ABS.NBSupCent_ABS
21247        AnimationMode   = ONCE
21248        AnimationSpeedFactorRange = 1.0 1.0
21249        Flags           = START_FRAME_FIRST
21250      End
21251      TransitionState   = DOWN_DEFAULT UP_SNOWNIGHT
21252        Model            = NBSupCent_ABSN
21253        Animation       = NBSupCent_ABSN.NBSupCent_ABSN
21254        AnimationMode   = ONCE
21255        AnimationSpeedFactorRange = 1.0 1.0
21256        Flags           = START_FRAME_FIRST
21257      End
21258      TransitionState   = UP_DAY DOWN_DEFAULT
21259        Model            = NBSupCent_AB
21260        Animation       = NBSupCent_AB.NBSupCent_AB
21261        AnimationMode   = ONCE_BACKWARDS
21262        AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
21263        Flags           = START_FRAME_LAST
21264      End
21265      TransitionState   = UP_NIGHT DOWN_DEFAULT
21266        Model            = NBSupCent_ABN
21267        Animation       = NBSupCent_ABN.NBSupCent_ABN
21268        AnimationMode   = ONCE_BACKWARDS
21269        AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
21270        Flags           = START_FRAME_LAST
21271      End
21272      TransitionState   = UP_SNOW DOWN_DEFAULT
21273        Model            = NBSupCent_ABS
21274        Animation       = NBSupCent_ABS.NBSupCent_ABS
21275        AnimationMode   = ONCE_BACKWARDS
21276        AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
21277        Flags           = START_FRAME_LAST
21278      End
21279      TransitionState   = UP_SNOWNIGHT DOWN_DEFAULT
21280        Model            = NBSupCent_ABSN
21281        Animation       = NBSupCent_ABSN.NBSupCent_ABSN
21282        AnimationMode   = ONCE_BACKWARDS
21283        AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
21284        Flags           = START_FRAME_LAST
21285      End
21286    End
21287    
21288    PlacementViewAngle = -45
21289  
21290    ; ***DESIGN parameters ***
21291    DisplayName      = OBJECT:SupplyCenter
21292    Side             = China
21293    EditorSorting    = STRUCTURE
21294    Prerequisites
21295      Object = ChinaPowerPlant 
21296    End
21297    BuildCost        = 1500
21298    RefundValue      = 450 ; With nothing (or zero) listed, we sell for half price. 
21299    BuildTime        = 10.0           ; in seconds
21300    EnergyProduction = -1
21301    CommandSet       = ChinaSupplyCenterCommandSet
21302    VisionRange     = 200.0           ; Shroud clearing distance
21303    ShroudClearingRange = 200
21304    ArmorSet
21305      Conditions      = None
21306      Armor           = StructureArmor
21307      DamageFX        = StructureDamageFXNoShake
21308    End
21309    ExperienceValue     = 200 200 200 200  ; Experience point value at each level
21310  
21311    ; *** AUDIO Parameters ***
21312    VoiceSelect = SupplyCenterChinaSelect
21313    SoundDie              = BuildingDie
21314    SoundOnDamaged        = BuildingDamagedStateLight
21315    SoundOnReallyDamaged  = BuildingDestroy
21316  
21317    UnitSpecificSounds
21318      UnderConstruction     = UnderConstructionLoop
21319    End
21320  
21321    ; *** ENGINEERING Parameters ***
21322    RadarPriority       = STRUCTURE
21323    KindOf              = PRELOAD STRUCTURE SELECTABLE IMMOBILE CASH_GENERATOR SCORE CAPTURABLE FS_POWER AUTO_RALLYPOINT MP_COUNT_FOR_VICTORY CANNOT_BUILD_NEAR_SUPPLIES
21324    Body                = StructureBody ModuleTag_05
21325      MaxHealth       = 2000.0
21326      InitialHealth   = 2000.0
21327    End
21328    Behavior = SupplyCenterCreate ModuleTag_06
21329      ;nothing
21330    End
21331    Behavior = DestroyDie ModuleTag_07
21332      ;nothing
21333    End
21334    Behavior                 = CreateObjectDie ModuleTag_08
21335      CreationList      = OCL_SmallStructureDebris
21336    End
21337    Behavior                 = FXListDie ModuleTag_09
21338      DeathFX           = FX_StructureSmallDeath
21339    End
21340    Behavior = ProductionUpdate ModuleTag_10
21341      ; nothing
21342    End
21343    Behavior = SupplyCenterProductionExitUpdate ModuleTag_11
21344      UnitCreatePoint   = X:  0.0  Y:  0.0   Z:0.0
21345      NaturalRallyPoint = X: 52.0  Y:  0.0   Z:0.0;NaturalRallyPointX must always match GeometryMajorRadius! -ML
21346    End
21347  
21348    Behavior            = SpawnBehavior ModuleTag_12
21349      SpawnNumber       = 1
21350      SpawnReplaceDelay = 9999
21351      SpawnTemplateName = ChinaVehicleSupplyTruck
21352      OneShot           = Yes
21353      CanReclaimOrphans = No
21354    End
21355  
21356    Behavior = SupplyCenterDockUpdate ModuleTag_13
21357      AllowsPassthrough = No ;You can't drive through this guy while docking.  Use this when the dock points are all outside
21358      NumberApproachPositions = -1 ; This is a Boneless dock, so this means infinite can approach
21359    End
21360  
21361    Behavior = GenerateMinefieldBehavior     ModuleTag_14
21362      TriggeredBy           = Upgrade_ChinaMines
21363      MineName              = ChinaStandardMine
21364      SmartBorder           = Yes
21365      AlwaysCircular        = Yes
21366    End
21367  
21368    Behavior = FlammableUpdate ModuleTag_16
21369      AflameDuration = 5000         ; If I catch fire, I'll burn for this long...
21370      AflameDamageAmount = 5       ; taking this much damage...
21371      AflameDamageDelay = 500       ; this often.
21372    End
21373  
21374    Behavior = TransitionDamageFX ModuleTag_17
21375      ;-------------DESIGNED FOR SMALL SIZED FACTION BUILDING TRANSITIONS-------------------
21376      DamagedParticleSystem1       = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke
21377      ;---------------------------------------------------------------------------------------
21378      ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke
21379      ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion
21380      ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave
21381    End
21382  
21383    Geometry            = BOX
21384    GeometryMajorRadius = 52.0
21385    GeometryMinorRadius = 47.0
21386    GeometryHeight      = 30.0
21387    GeometryIsSmall     = No
21388    Shadow              = SHADOW_VOLUME
21389    BuildCompletion     = PLACED_BY_PLAYER
21390  
21391  End
21392  
21393  ;------------------------------------------------------------------------------
21394  Object AmericaBarracks
21395   
21396    ; *** ART Parameters ***
21397    SelectPortrait         = SABarracks_L
21398    ButtonImage            = SABarracks
21399  
21400    Draw                   = W3DModelDraw ModuleTag_01
21401      OkToChangeModelColor = Yes
21402      
21403      ;DAY *******************************
21404      ConditionState       = NONE
21405        Model              = ABBARRACKS
21406        Animation          = ABBarracks.ABBarracks
21407        AnimationMode      = LOOP
21408      End
21409      ConditionState       = DAMAGED
21410        Model              = ABBarracks_D
21411        Animation          = ABBarracks_D.ABBarracks_D
21412        AnimationMode      = LOOP
21413      End
21414      ConditionState       = REALLYDAMAGED RUBBLE
21415        Model              = ABBarracks_E
21416        Animation          = ABBarracks_E.ABBarracks_E
21417        AnimationMode      = LOOP
21418      End
21419  
21420      
21421      ;NIGHT *****************************
21422      ConditionState       = NIGHT
21423        Model              = ABBARRACKS_N
21424        Animation          = ABBarracks_N.ABBarracks_N
21425        AnimationMode      = LOOP
21426      End
21427      ConditionState       = DAMAGED NIGHT
21428        Model              = ABBarracks_DN
21429        Animation          = ABBarracks_DN.ABBarracks_DN
21430        AnimationMode      = LOOP
21431      End
21432      ConditionState       = REALLYDAMAGED RUBBLE NIGHT
21433        Model              = ABBarracks_EN
21434        Animation          = ABBarracks_EN.ABBarracks_EN
21435        AnimationMode      = LOOP
21436      End
21437  
21438  
21439      ;SNOW ******************************
21440      ConditionState       = SNOW
21441        Model              = ABBARRACKS_S
21442        Animation          = ABBarracks_S.ABBarracks_S
21443        AnimationMode      = LOOP
21444      End
21445      ConditionState       = DAMAGED SNOW
21446        Model              = ABBarracks_DS
21447        Animation          = ABBarracks_DS.ABBarracks_DS
21448        AnimationMode      = LOOP
21449      End
21450       ConditionState      = REALLYDAMAGED RUBBLE SNOW
21451        Model              = ABBarracks_ES
21452        Animation          = ABBarracks_ES.ABBarracks_ES
21453        AnimationMode      = LOOP
21454      End
21455  
21456  
21457      ;SNOW AND NIGHT ********************
21458      ConditionState       = SNOW NIGHT
21459        Model              = ABBARRACKS_NS
21460        Animation          = ABBarracks_NS.ABBarracks_NS
21461        AnimationMode      = LOOP
21462      End
21463      ConditionState       = DAMAGED SNOW NIGHT
21464        Model              = ABBarracks_DNS
21465        Animation          = ABBarracks_DNS.ABBarracks_DNS
21466        AnimationMode      = LOOP
21467      End
21468      ConditionState       = REALLYDAMAGED RUBBLE SNOW NIGHT
21469        Model              = ABBarracks_ENS
21470        Animation          = ABBarracks_ENS.ABBarracks_ENS
21471        AnimationMode      = LOOP
21472      End
21473  
21474  
21475          ;**************************************************************************************************************************
21476      ;This block handles every possible case with construction process, selling process, awaiting construction, and sold states
21477      ;for this draw module
21478      ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
21479        Model              = ABBarracks
21480        Animation          = ABBarracks.ABBarracks
21481        AnimationMode      = LOOP
21482        Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
21483      End
21484      ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED
21485        Model              = ABBarracks_D
21486        Animation          = ABBarracks_D.ABBarracks_D
21487        AnimationMode      = LOOP
21488        Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
21489      End
21490      ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED
21491        Model              = ABBarracks_E
21492        Animation          = ABBarracks_E.ABBarracks_E
21493        AnimationMode      = LOOP
21494        Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
21495      End
21496      ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT
21497        Model              = ABBarracks_N
21498        Animation          = ABBarracks_N.ABBarracks_N
21499        AnimationMode      = LOOP
21500        Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
21501      End
21502      ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT DAMAGED
21503        Model              = ABBarracks_DN
21504        Animation          = ABBarracks_DN.ABBarracks_DN
21505        AnimationMode      = LOOP
21506        Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
21507      End
21508      ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT REALLYDAMAGED
21509        Model              = ABBarracks_EN
21510        Animation          = ABBarracks_EN.ABBarracks_EN
21511        AnimationMode      = LOOP
21512        Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
21513      End
21514      ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW
21515        Model              = ABBarracks_S
21516        Animation          = ABBarracks_S.ABBarracks_S
21517        AnimationMode      = LOOP
21518        Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
21519      End
21520      ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW DAMAGED
21521        Model              = ABBarracks_DS
21522        Animation          = ABBarracks_DS.ABBarracks_DS
21523        AnimationMode      = LOOP
21524        Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
21525      End
21526      ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW REALLYDAMAGED
21527        Model              = ABBarracks_ES
21528        Animation          = ABBarracks_ES.ABBarracks_ES
21529        AnimationMode      = LOOP
21530        Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
21531      End
21532      ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW
21533        Model              = ABBarracks_NS
21534        Animation          = ABBarracks_NS.ABBarracks_NS
21535        AnimationMode      = LOOP
21536        Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
21537      End
21538      ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW DAMAGED
21539        Model              = ABBarracks_DNS
21540        Animation          = ABBarracks_DNS.ABBarracks_DNS
21541        AnimationMode      = LOOP
21542        Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
21543      End
21544      ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW REALLYDAMAGED
21545        Model              = ABBarracks_ENS
21546        Animation          = ABBarracks_ENS.ABBarracks_ENS
21547        AnimationMode      = LOOP
21548        Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
21549      End
21550  
21551      ConditionState       = AWAITING_CONSTRUCTION 
21552        Model              = NONE
21553      End
21554      AliasConditionState  = AWAITING_CONSTRUCTION DAMAGED
21555      AliasConditionState  = AWAITING_CONSTRUCTION REALLYDAMAGED
21556      AliasConditionState  = AWAITING_CONSTRUCTION NIGHT
21557      AliasConditionState  = AWAITING_CONSTRUCTION NIGHT DAMAGED
21558      AliasConditionState  = AWAITING_CONSTRUCTION NIGHT REALLYDAMAGED
21559      AliasConditionState  = AWAITING_CONSTRUCTION SNOW
21560      AliasConditionState  = AWAITING_CONSTRUCTION SNOW DAMAGED
21561      AliasConditionState  = AWAITING_CONSTRUCTION SNOW REALLYDAMAGED
21562      AliasConditionState  = AWAITING_CONSTRUCTION NIGHT SNOW
21563      AliasConditionState  = AWAITING_CONSTRUCTION NIGHT SNOW DAMAGED
21564      AliasConditionState  = AWAITING_CONSTRUCTION NIGHT SNOW REALLYDAMAGED
21565      AliasConditionState  = SOLD 
21566      AliasConditionState  = SOLD DAMAGED
21567      AliasConditionState  = SOLD REALLYDAMAGED
21568      AliasConditionState  = SOLD NIGHT
21569      AliasConditionState  = SOLD NIGHT DAMAGED
21570      AliasConditionState  = SOLD NIGHT REALLYDAMAGED
21571      AliasConditionState  = SOLD SNOW
21572      AliasConditionState  = SOLD SNOW DAMAGED
21573      AliasConditionState  = SOLD SNOW REALLYDAMAGED
21574      AliasConditionState  = SOLD NIGHT SNOW
21575      AliasConditionState  = SOLD NIGHT SNOW DAMAGED
21576      AliasConditionState  = SOLD NIGHT SNOW REALLYDAMAGED
21577      ;**************************************************************************************************************************
21578      
21579    End
21580  
21581  ;  Draw = W3DModelDraw ModuleTag_TestFlag
21582  ;    DefaultConditionState
21583  ;      Model           = ABBarracks_FA
21584  ;      Animation       = ABBarracks_FA.ABBarracks_FA
21585  ;      AnimationMode   = LOOP
21586  ;    End
21587  ;    ConditionState    = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
21588  ;      Model           = None
21589  ;    End
21590  ;  End
21591  
21592    ; ------------ construction-zone fence -----------------
21593    Draw = W3DModelDraw ModuleTag_02
21594    AnimationsRequirePower = No
21595      DefaultConditionState
21596        Model           = None
21597        TransitionKey   = DOWN_DEFAULT
21598      End
21599      ConditionState    = NIGHT
21600        Model           = None
21601        TransitionKey   = DOWN_DEFAULT
21602      End
21603      ConditionState    = SNOW
21604        Model           = None
21605        TransitionKey   = DOWN_DEFAULT
21606      End
21607      ConditionState    = SNOW NIGHT
21608        Model           = None
21609        TransitionKey   = DOWN_DEFAULT
21610      End
21611      ConditionState    = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
21612        Model           = ABBarracks_A4
21613        Animation       = ABBarracks_A4.ABBarracks_A4
21614        AnimationMode   = MANUAL
21615        Flags           = START_FRAME_LAST
21616        TransitionKey   = UP_DAY
21617        ParticleSysBone = SparksS01 LiveWireSparks02
21618      End
21619      ConditionState    = NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
21620        Model           = ABBarracks_A4N
21621        Animation       = ABBarracks_A4N.ABBarracks_A4N
21622        AnimationMode   = MANUAL
21623        Flags           = START_FRAME_LAST
21624        TransitionKey   = UP_NIGHT
21625        ParticleSysBone = SparksS01 LiveWireSparks02
21626      End
21627  
21628      ConditionState    = SNOW AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
21629        Model           = ABBarracks_A4S
21630        Animation       = ABBarracks_A4S.ABBarracks_A4S
21631        AnimationMode   = MANUAL
21632        Flags           = START_FRAME_LAST
21633        TransitionKey   = UP_SNOW
21634        ParticleSysBone = SparksS01 LiveWireSparks02
21635      End
21636      ConditionState    = SNOW NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
21637        Model           = ABBarracks_A4SN
21638        Animation       = ABBarracks_A4SN.ABBarracks_A4SN
21639        AnimationMode   = MANUAL
21640        Flags           = START_FRAME_LAST
21641        TransitionKey   = UP_SNOWNIGHT
21642        ParticleSysBone = SparksS01 LiveWireSparks02
21643      End
21644      TransitionState   = DOWN_DEFAULT UP_DAY
21645        Model           = ABBarracks_A4
21646        Animation       = ABBarracks_A4.ABBarracks_A4
21647        AnimationMode   = ONCE
21648        AnimationSpeedFactorRange = 1.0 1.0
21649        Flags           = START_FRAME_FIRST
21650      End
21651      TransitionState   = DOWN_DEFAULT UP_NIGHT
21652        Model           = ABBarracks_A4N
21653        Animation       = ABBarracks_A4N.ABBarracks_A4N
21654        AnimationMode   = ONCE
21655        AnimationSpeedFactorRange = 1.0 1.0
21656        Flags           = START_FRAME_FIRST
21657      End
21658      TransitionState   = DOWN_DEFAULT UP_SNOW
21659        Model           = ABBarracks_A4S
21660        Animation       = ABBarracks_A4S.ABBarracks_A4S
21661        AnimationMode   = ONCE
21662        AnimationSpeedFactorRange = 1.0 1.0
21663        Flags           = START_FRAME_FIRST
21664      End
21665      TransitionState   = DOWN_DEFAULT UP_SNOWNIGHT
21666        Model           = ABBarracks_A4SN
21667        Animation       = ABBarracks_A4SN.ABBarracks_A4SN
21668        AnimationMode   = ONCE
21669        AnimationSpeedFactorRange = 1.0 1.0
21670        Flags           = START_FRAME_FIRST
21671      End
21672      TransitionState   = UP_DAY DOWN_DEFAULT
21673        Model           = ABBarracks_A4
21674        Animation       = ABBarracks_A4.ABBarracks_A4
21675        AnimationMode   = ONCE_BACKWARDS
21676        AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
21677        Flags           = START_FRAME_LAST
21678      End
21679      TransitionState   = UP_NIGHT DOWN_DEFAULT
21680        Model           = ABBarracks_A4N
21681        Animation       = ABBarracks_A4N.ABBarracks_A4N
21682        AnimationMode   = ONCE_BACKWARDS
21683        AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
21684        Flags           = START_FRAME_LAST
21685      End
21686      TransitionState   = UP_SNOW DOWN_DEFAULT
21687        Model           = ABBarracks_A4S
21688        Animation       = ABBarracks_A4S.ABBarracks_A4S
21689        AnimationMode   = ONCE_BACKWARDS    
21690        AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
21691        Flags           = START_FRAME_LAST
21692      End  
21693      TransitionState   = UP_SNOWNIGHT DOWN_DEFAULT
21694        Model           = ABBarracks_A4SN
21695        Animation       = ABBarracks_A4SN.ABBarracks_A4SN
21696        AnimationMode   = ONCE_BACKWARDS    
21697        AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
21698        Flags           = START_FRAME_LAST
21699      End 
21700     End
21701  
21702    ; ------------ under-construction scaffolding -----------------
21703    Draw = W3DModelDraw ModuleTag_03
21704    AnimationsRequirePower = No
21705      MinLODRequired = MEDIUM
21706      DefaultConditionState
21707        Model           = None
21708        TransitionKey   = DOWN_DEFAULT
21709      End
21710      ConditionState    = NIGHT
21711        Model           = None
21712        TransitionKey   = DOWN_DEFAULT
21713      End
21714      ConditionState    = SNOW
21715        Model           = None
21716        TransitionKey   = DOWN_DEFAULT
21717      End
21718      ConditionState    = SNOW NIGHT
21719        Model           = None
21720        TransitionKey   = DOWN_DEFAULT
21721      End
21722      ConditionState    = PARTIALLY_CONSTRUCTED
21723        Model           = ABBarracks_A6
21724        Animation       = ABBarracks_A6.ABBarracks_A6
21725        AnimationMode   = MANUAL
21726        Flags           = START_FRAME_LAST
21727        TransitionKey   = UP_DAY
21728        ParticleSysBone = Sparks01 BuildUpBlueSpark
21729        ParticleSysBone = Sparks02 BuildUpBlueSpark
21730        ParticleSysBone = Sparks03 BuildUpBlueSpark
21731        ParticleSysBone = Sparks04 BuildUpBlueSpark
21732        ParticleSysBone = Sparks05 BuildUpBlueSpark
21733        ParticleSysBone = Sparks06 BuildUpBlueSpark
21734      End
21735      ConditionState    = NIGHT PARTIALLY_CONSTRUCTED
21736        Model           = ABBarracks_A6N
21737        Animation       = ABBarracks_A6N.ABBarracks_A6N
21738        AnimationMode   = MANUAL
21739        Flags           = START_FRAME_LAST
21740        TransitionKey   = UP_NIGHT
21741        ParticleSysBone = Sparks01 BuildUpBlueSpark
21742        ParticleSysBone = Sparks02 BuildUpBlueSpark
21743        ParticleSysBone = Sparks03 BuildUpBlueSpark
21744        ParticleSysBone = Sparks04 BuildUpBlueSpark
21745        ParticleSysBone = Sparks05 BuildUpBlueSpark
21746        ParticleSysBone = Sparks06 BuildUpBlueSpark
21747      End
21748      ConditionState    = SNOW PARTIALLY_CONSTRUCTED
21749        Model           = ABBarracks_A6S
21750        Animation       = ABBarracks_A6S.ABBarracks_A6S
21751        AnimationMode   = MANUAL
21752        Flags           = START_FRAME_LAST
21753        TransitionKey   = UP_SNOW
21754        ParticleSysBone = Sparks01 BuildUpBlueSpark
21755        ParticleSysBone = Sparks02 BuildUpBlueSpark
21756        ParticleSysBone = Sparks03 BuildUpBlueSpark
21757        ParticleSysBone = Sparks04 BuildUpBlueSpark
21758        ParticleSysBone = Sparks05 BuildUpBlueSpark
21759        ParticleSysBone = Sparks06 BuildUpBlueSpark
21760      End
21761      ConditionState    = SNOW NIGHT PARTIALLY_CONSTRUCTED
21762        Model           = ABBarracks_A6SN
21763        Animation       = ABBarracks_A6SN.ABBarracks_A6SN
21764        AnimationMode   = MANUAL
21765        Flags           = START_FRAME_LAST
21766        TransitionKey   = UP_SNOWNIGHT
21767        ParticleSysBone = Sparks01 BuildUpBlueSpark
21768        ParticleSysBone = Sparks02 BuildUpBlueSpark
21769        ParticleSysBone = Sparks03 BuildUpBlueSpark
21770        ParticleSysBone = Sparks04 BuildUpBlueSpark
21771        ParticleSysBone = Sparks05 BuildUpBlueSpark
21772        ParticleSysBone = Sparks06 BuildUpBlueSpark
21773      End 
21774     TransitionState   = DOWN_DEFAULT UP_DAY
21775       Model            = ABBarracks_A6
21776        Animation       = ABBarracks_A6.ABBarracks_A6
21777        AnimationMode   = ONCE
21778        AnimationSpeedFactorRange = 1.0 1.0
21779        Flags           = START_FRAME_FIRST
21780      End
21781      TransitionState   = DOWN_DEFAULT UP_NIGHT
21782       Model            = ABBarracks_A6N
21783        Animation       = ABBarracks_A6N.ABBarracks_A6N
21784        AnimationMode   = ONCE
21785        AnimationSpeedFactorRange = 1.0 1.0
21786        Flags           = START_FRAME_FIRST
21787      End
21788      TransitionState   = DOWN_DEFAULT UP_SNOW
21789       Model            = ABBarracks_A6S
21790        Animation       = ABBarracks_A6S.ABBarracks_A6S
21791        AnimationMode   = ONCE
21792        AnimationSpeedFactorRange = 1.0 1.0
21793        Flags           = START_FRAME_FIRST
21794      End
21795      TransitionState   = DOWN_DEFAULT UP_SNOWNIGHT
21796       Model            = ABBarracks_A6SN
21797        Animation       = ABBarracks_A6SN.ABBarracks_A6SN
21798        AnimationMode   = ONCE
21799        AnimationSpeedFactorRange = 1.0 1.0
21800        Flags           = START_FRAME_FIRST
21801      End
21802      TransitionState   = UP_DAY DOWN_DEFAULT
21803        Model           = ABBarracks_A6
21804        Animation       = ABBarracks_A6.ABBarracks_A6
21805        AnimationMode   = ONCE_BACKWARDS
21806        AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
21807        Flags           = START_FRAME_LAST
21808      End
21809      TransitionState   = UP_NIGHT DOWN_DEFAULT
21810        Model           = ABBarracks_A6N
21811        Animation       = ABBarracks_A6N.ABBarracks_A6N
21812        AnimationMode   = ONCE_BACKWARDS
21813        AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
21814        Flags           = START_FRAME_LAST
21815      End
21816      TransitionState   = UP_SNOW DOWN_DEFAULT
21817        Model           = ABBarracks_A6S
21818        Animation       = ABBarracks_A6S.ABBarracks_A6S
21819        AnimationMode   = ONCE_BACKWARDS
21820        AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
21821        Flags           = START_FRAME_LAST
21822      End
21823      TransitionState   = UP_SNOWNIGHT DOWN_DEFAULT
21824        Model           = ABBarracks_A6SN
21825        Animation       = ABBarracks_A6SN.ABBarracks_A6SN
21826        AnimationMode   = ONCE_BACKWARDS
21827        AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
21828        Flags           = START_FRAME_LAST
21829      End
21830    End
21831  
21832    ; ------------ being-constructed crane -----------------
21833    Draw = W3DModelDraw ModuleTag_04
21834    AnimationsRequirePower = No
21835      DefaultConditionState
21836        Model           = None
21837        TransitionKey   = DOWN_DEFAULT
21838      End
21839      ConditionState    = NIGHT
21840        Model           = None
21841        TransitionKey   = DOWN_DEFAULT
21842      End
21843      ConditionState    = SNOW
21844        Model           = None
21845        TransitionKey   = DOWN_DEFAULT
21846      End
21847      ConditionState    = SNOW NIGHT
21848        Model           = None
21849        TransitionKey   = DOWN_DEFAULT
21850      End
21851      ConditionState    = SOLD
21852        Model           = NONE
21853      End
21854  
21855      ConditionState    = ACTIVELY_BEING_CONSTRUCTED
21856        Model           = ABBarracks_A5
21857        Animation       = ABBarracks_A5.ABBarracks_A5
21858        AnimationMode   = LOOP
21859        TransitionKey   = UP_DAY
21860      End
21861  
21862      ConditionState    = NIGHT ACTIVELY_BEING_CONSTRUCTED
21863        Model           = ABBarracks_A5N
21864        Animation       = ABBarracks_A5N.ABBarracks_A5N
21865        AnimationMode   = LOOP
21866        TransitionKey   = UP_NIGHT
21867      End
21868      ConditionState    = SNOW ACTIVELY_BEING_CONSTRUCTED
21869        Model           = ABBarracks_A5S
21870        Animation       = ABBarracks_A5S.ABBarracks_A5S
21871        AnimationMode   = LOOP
21872        TransitionKey   = UP_SNOW
21873      End
21874      ConditionState    = SNOW NIGHT ACTIVELY_BEING_CONSTRUCTED
21875        Model           = ABBarracks_A5SN
21876        Animation       = ABBarracks_A5SN.ABBarracks_A5SN
21877        AnimationMode   = LOOP
21878        TransitionKey   = UP_SNOWNIGHT
21879      End 
21880     TransitionState    = DOWN_DEFAULT UP_DAY
21881        Model           = ABBarracks_AB
21882        Animation       = ABBarracks_AB.ABBarracks_AB
21883        AnimationMode   = ONCE
21884        AnimationSpeedFactorRange = 1.0 1.0
21885        Flags           = START_FRAME_FIRST
21886      End
21887  
21888      TransitionState   = DOWN_DEFAULT UP_NIGHT
21889        Model           = ABBarracks_ABN
21890        Animation       = ABBarracks_ABN.ABBarracks_ABN
21891        AnimationMode   = ONCE
21892        AnimationSpeedFactorRange = 1.0 1.0
21893        Flags           = START_FRAME_FIRST
21894      End
21895      TransitionState   = DOWN_DEFAULT UP_SNOW
21896        Model           = ABBarracks_ABS
21897        Animation       = ABBarracks_ABS.ABBarracks_ABS
21898        AnimationMode   = ONCE
21899        AnimationSpeedFactorRange = 1.0 1.0
21900        Flags           = START_FRAME_FIRST
21901      End
21902      TransitionState   = DOWN_DEFAULT UP_SNOWNIGHT
21903        Model           = ABBarracks_ABSN
21904        Animation       = ABBarracks_ABSN.ABBarracks_ABSN
21905        AnimationMode   = ONCE
21906        AnimationSpeedFactorRange = 1.0 1.0
21907        Flags           = START_FRAME_FIRST
21908      End
21909      TransitionState   = UP_DAY DOWN_DEFAULT
21910        Model           = ABBarracks_AB
21911        Animation       = ABBarracks_AB.ABBarracks_AB
21912        AnimationMode   = ONCE_BACKWARDS
21913        AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
21914        Flags           = START_FRAME_LAST
21915      End
21916      TransitionState   = UP_NIGHT DOWN_DEFAULT
21917        Model           = ABBarracks_ABN
21918        Animation       = ABBarracks_ABN.ABBarracks_ABN
21919        AnimationMode   = ONCE_BACKWARDS
21920        AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
21921        Flags           = START_FRAME_LAST
21922      End
21923      TransitionState   = UP_SNOW DOWN_DEFAULT
21924        Model           = ABBarracks_ABS
21925        Animation       = ABBarracks_ABS.ABBarracks_ABS
21926        AnimationMode   = ONCE_BACKWARDS
21927        AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
21928        Flags           = START_FRAME_LAST
21929      End
21930      TransitionState   = UP_SNOWNIGHT DOWN_DEFAULT
21931        Model           = ABBarracks_ABSN
21932        Animation       = ABBarracks_ABSN.ABBarracks_ABSN
21933        AnimationMode   = ONCE_BACKWARDS
21934        AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
21935        Flags           = START_FRAME_LAST
21936      End
21937    End
21938  
21939    PlacementViewAngle     = -45
21940  
21941    ; ***DESIGN parameters ***
21942    DisplayName         = OBJECT:Barracks
21943    Side                = America
21944    EditorSorting       = STRUCTURE
21945    BuildCost           = 600
21946    BuildTime           = 10.0           ; in seconds
21947    EnergyProduction    = 0
21948    CommandSet          = AmericaBarracksCommandSet
21949    VisionRange         = 200.0           ; Shroud clearing distance
21950    ShroudClearingRange = 200
21951    ArmorSet
21952      Conditions        = None
21953      Armor             = StructureArmor
21954      DamageFX          = StructureDamageFXNoShake
21955    End
21956    ExperienceValue     = 100 100 100 100  ; Experience point value at each level
21957  
21958    Prerequisites
21959  ;    Object = AmericaPowerPlant
21960    End
21961   
21962    ; *** AUDIO Parameters ***
21963    VoiceSelect = BarracksUSASelect
21964    SoundDie              = BuildingDie
21965    SoundOnDamaged        = BuildingDamagedStateLight
21966    SoundOnReallyDamaged  = BuildingDestroy
21967  
21968    UnitSpecificSounds
21969      UnderConstruction     = UnderConstructionLoop
21970    End
21971  
21972    ; *** ENGINEERING Parameters ***
21973    RadarPriority        = STRUCTURE
21974    KindOf               = PRELOAD STRUCTURE SELECTABLE IMMOBILE HEAL_PAD SCORE CAPTURABLE FS_FACTORY AUTO_RALLYPOINT AUTO_RALLYPOINT MP_COUNT_FOR_VICTORY
21975    Body                 = StructureBody ModuleTag_05
21976      MaxHealth          = 1000.0
21977      InitialHealth      = 1000.0
21978    End
21979    Behavior = HealContain ModuleTag_06
21980      ContainMax          = 10 ;way bigger than the # of objects we can have  
21981      TimeForFullHeal     = 2000   ;(in milliseconds)
21982      AllowInsideKindOf   = INFANTRY
21983      AllowAlliesInside   = Yes
21984      AllowNeutralInside  = No
21985      AllowEnemiesInside  = No
21986    End
21987    Behavior = DestroyDie ModuleTag_07
21988      ;nothing
21989    End
21990    Behavior                  = CreateObjectDie ModuleTag_08
21991      CreationList       = OCL_LargeStructureDebris
21992    End
21993    Behavior                  = CreateObjectDie ModuleTag_09
21994      CreationList       = OCL_AmericanRangerDebris05
21995      ExemptStatus       = UNDER_CONSTRUCTION
21996    End
21997    Behavior                  = FXListDie ModuleTag_10
21998      DeathFX            = FX_StructureMediumDeath
21999    End
22000    Behavior = ProductionUpdate ModuleTag_11
22001      ; nothing
22002    End
22003    Behavior = DefaultProductionExitUpdate ModuleTag_12
22004      UnitCreatePoint    = X:  0.0  Y:  0.0   Z:0.0
22005      NaturalRallyPoint  = X: 55.0  Y:  0.0   Z:0.0
22006    End
22007    Behavior = BaseRegenerateUpdate ModuleTag_13
22008      ;No data
22009    End 
22010  
22011    Behavior = FlammableUpdate ModuleTag_15
22012      AflameDuration = 5000         ; If I catch fire, I'll burn for this long...
22013      AflameDamageAmount = 5       ; taking this much damage...
22014      AflameDamageDelay = 500       ; this often.
22015    End
22016  
22017    Behavior = TransitionDamageFX ModuleTag_16
22018      ;-------------DESIGNED FOR MEDIUM SIZED FACTION BUILDING TRANSITIONS-------------------
22019      DamagedParticleSystem1       = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke
22020      ;---------------------------------------------------------------------------------------
22021      ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke
22022      ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionMediumExplosion
22023      ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionMediumShockwave
22024    End
22025  
22026    Geometry             = BOX
22027    GeometryMajorRadius  = 55.0
22028    GeometryMinorRadius  = 45.0
22029    GeometryHeight       = 20.0
22030    GeometryIsSmall      = No
22031    FactoryExitWidth    = 25     ; How much space to leave for units exiting.
22032    Shadow               = SHADOW_VOLUME
22033    BuildCompletion      = PLACED_BY_PLAYER
22034   
22035  End
22036  
22037  ;------------------------------------------------------------------------------
22038  ;GLA Barracks
22039  Object GLABarracks
22040  
22041    ; *** ART Parameters ***
22042    SelectPortrait         = SUBarracks_L
22043    ButtonImage            = SUBarracks
22044  
22045    Draw = W3DModelDraw ModuleTag_01
22046      OkToChangeModelColor = Yes
22047  
22048      ; day
22049      ConditionState = NONE
22050        Model = UBBARRACKS
22051        ParticleSysBone = Smoke01 ChimneySmokeSmall
22052        ParticleSysBone = Smoke02 SteamVent
22053        Animation     = UBBarracks.UBBarracks
22054        AnimationMode = LOOP
22055      End
22056      ConditionState = DAMAGED
22057        Model = UBBarracks_D
22058        ParticleSysBone = Smoke01 ChimneySmokeSmall
22059        ParticleSysBone = Smoke02 SteamVent
22060  ;     ParticleSysBone = Smoke03 SmokeFactionMedium
22061  ;     ParticleSysBone = Flame01 FireFactionMedium
22062        Animation     = UBBarracks_D.UBBarracks_D
22063        AnimationMode = LOOP
22064      End
22065      ConditionState = REALLYDAMAGED RUBBLE
22066        Model = UBBarracks_E
22067        ParticleSysBone = Smoke01 ChimneySmokeSmall
22068  ;     ParticleSysBone = Smoke02 SteamVent
22069  ;     ParticleSysBone = Smoke03 SmokeFactionMedium
22070  ;     ParticleSysBone = Smoke04 SmokeFactionLarge
22071  ;     ParticleSysBone = Smoke05 SmokeFactionLarge
22072  ;     ParticleSysBone = Flame01 FireFactionMedium
22073  ;     ParticleSysBone = Flame02 FireFactionLarge
22074        Animation     = UBBarracks_E.UBBarracks_E
22075        AnimationMode = LOOP
22076      End
22077  
22078      ; day
22079      ConditionState = SNOW
22080        Model = UBBARRACKS_S
22081        ParticleSysBone = Smoke01 ChimneySmokeSmall
22082        ParticleSysBone = Smoke02 SteamVent
22083        Animation     = UBBarracks_S.UBBarracks_S
22084        AnimationMode = LOOP
22085      End
22086      ConditionState = DAMAGED SNOW
22087        Model = UBBarracks_DS
22088        ParticleSysBone = Smoke01 ChimneySmokeSmall
22089        ParticleSysBone = Smoke02 SteamVent
22090  ;     ParticleSysBone = Smoke03 SmokeFactionMedium
22091  ;     ParticleSysBone = Flame01 FireFactionMedium
22092        Animation     = UBBarracks_DS.UBBarracks_DS
22093        AnimationMode = LOOP
22094      End
22095      ConditionState = REALLYDAMAGED RUBBLE SNOW
22096        Model = UBBarracks_ES
22097        ParticleSysBone = Smoke01 ChimneySmokeSmall
22098  ;     ParticleSysBone = Smoke02 SteamVent
22099  ;     ParticleSysBone = Smoke03 SmokeFactionMedium
22100  ;     ParticleSysBone = Smoke04 SmokeFactionLarge
22101  ;     ParticleSysBone = Smoke05 SmokeFactionLarge
22102  ;     ParticleSysBone = Flame01 FireFactionMedium
22103  ;     ParticleSysBone = Flame02 FireFactionLarge
22104        Animation     = UBBarracks_ES.UBBarracks_ES
22105        AnimationMode = LOOP
22106      End
22107  
22108      ; night
22109      ConditionState = NIGHT
22110        Model = UBBARRACKS_N
22111        ParticleSysBone = Smoke01 ChimneySmokeSmall
22112        ParticleSysBone = Smoke02 SteamVent
22113        Animation     = UBBarracks_N.UBBarracks_N
22114        AnimationMode = LOOP
22115      End
22116      ConditionState = DAMAGED NIGHT
22117        Model = UBBarracks_DN
22118        ParticleSysBone = Smoke01 ChimneySmokeSmall
22119        ParticleSysBone = Smoke02 SteamVent
22120        ParticleSysBone = Smoke03 GLAPowerPlantSmoke
22121        ParticleSysBone = Flame01 GLAPowerPlantFlame
22122        Animation     = UBBarracks_DN.UBBarracks_DN
22123        AnimationMode = LOOP
22124      End
22125      ConditionState = REALLYDAMAGED RUBBLE NIGHT
22126        Model = UBBarracks_EN
22127        ParticleSysBone = Smoke01 ChimneySmokeSmall
22128        ParticleSysBone = Smoke02 SteamVent
22129        ParticleSysBone = Smoke03 GLAPowerPlantSmoke
22130        ParticleSysBone = Smoke04 GLAPowerPlantSmoke
22131        ParticleSysBone = Smoke05 GLAPowerPlantSmoke
22132        ParticleSysBone = Flame01 FireSmallContinuous
22133        ParticleSysBone = Flame02 GLAPowerPlantFlame
22134        Animation     = UBBarracks_EN.UBBarracks_EN
22135        AnimationMode = LOOP
22136      End
22137  
22138      ; night
22139      ConditionState = NIGHT SNOW
22140        Model = UBBARRACKS_NS
22141        ParticleSysBone = Smoke01 ChimneySmokeSmall
22142        ParticleSysBone = Smoke02 SteamVent
22143        Animation     = UBBarracks_NS.UBBarracks_NS
22144        AnimationMode = LOOP
22145      End
22146      ConditionState = DAMAGED NIGHT SNOW
22147        Model = UBBarracks_DNS
22148        ParticleSysBone = Smoke01 ChimneySmokeSmall
22149        ParticleSysBone = Smoke02 SteamVent
22150        ParticleSysBone = Smoke03 GLAPowerPlantSmoke
22151        ParticleSysBone = Flame01 GLAPowerPlantFlame
22152        Animation     = UBBarracks_DNS.UBBarracks_DNS
22153        AnimationMode = LOOP
22154      End
22155      ConditionState = REALLYDAMAGED RUBBLE NIGHT SNOW
22156        Model = UBBarracks_ENS
22157        ParticleSysBone = Smoke01 ChimneySmokeSmall
22158        ParticleSysBone = Smoke02 SteamVent
22159        ParticleSysBone = Smoke03 GLAPowerPlantSmoke
22160        ParticleSysBone = Smoke04 GLAPowerPlantSmoke
22161        ParticleSysBone = Smoke05 GLAPowerPlantSmoke
22162        ParticleSysBone = Flame01 FireSmallContinuous
22163        ParticleSysBone = Flame02 GLAPowerPlantFlame
22164        Animation     = UBBarracks_ENS.UBBarracks_ENS
22165        AnimationMode = LOOP
22166      End
22167  
22168      ;**************************************************************************************************************************
22169      ;This block handles every possible case with construction process, selling process, awaiting construction, and sold states
22170      ;for this draw module
22171      ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
22172        Model              = UBBarracks
22173        Animation          = UBBarracks.UBBarracks
22174        AnimationMode      = LOOP
22175        Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
22176      End
22177      ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED
22178        Model              = UBBarracks_D
22179        Animation          = UBBarracks_D.UBBarracks_D
22180        AnimationMode      = LOOP
22181        Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
22182      End
22183      ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED
22184        Model              = UBBarracks_E
22185        Animation          = UBBarracks_E.UBBarracks_E
22186        AnimationMode      = LOOP
22187        Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
22188      End
22189      ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT
22190        Model              = UBBarracks_N
22191        Animation          = UBBarracks_N.UBBarracks_N
22192        AnimationMode      = LOOP
22193        Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
22194      End
22195      ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT DAMAGED
22196        Model              = UBBarracks_DN
22197        Animation          = UBBarracks_DN.UBBarracks_DN
22198        AnimationMode      = LOOP
22199        Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
22200      End
22201      ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT REALLYDAMAGED
22202        Model              = UBBarracks_EN
22203        Animation          = UBBarracks_EN.UBBarracks_EN
22204        AnimationMode      = LOOP
22205        Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
22206      End
22207      ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW
22208        Model              = UBBarracks_S
22209        Animation          = UBBarracks_S.UBBarracks_S
22210        AnimationMode      = LOOP
22211        Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
22212      End
22213      ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW DAMAGED
22214        Model              = UBBarracks_DS
22215        Animation          = UBBarracks_DS.UBBarracks_DS
22216        AnimationMode      = LOOP
22217        Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
22218      End
22219      ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW REALLYDAMAGED
22220        Model              = UBBarracks_ES
22221        Animation          = UBBarracks_ES.UBBarracks_ES
22222        AnimationMode      = LOOP
22223        Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
22224      End
22225      ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW
22226        Model              = UBBarracks_NS
22227        Animation          = UBBarracks_NS.UBBarracks_NS
22228        AnimationMode      = LOOP
22229        Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
22230      End
22231      ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW DAMAGED
22232        Model              = UBBarracks_DNS
22233        Animation          = UBBarracks_DNS.UBBarracks_DNS
22234        AnimationMode      = LOOP
22235        Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
22236      End
22237      ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW REALLYDAMAGED
22238        Model              = UBBarracks_ENS
22239        Animation          = UBBarracks_ENS.UBBarracks_ENS
22240        AnimationMode      = LOOP
22241        Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
22242      End
22243  
22244      ConditionState       = AWAITING_CONSTRUCTION 
22245        Model              = NONE
22246      End
22247      AliasConditionState  = AWAITING_CONSTRUCTION DAMAGED
22248      AliasConditionState  = AWAITING_CONSTRUCTION REALLYDAMAGED
22249      AliasConditionState  = AWAITING_CONSTRUCTION NIGHT
22250      AliasConditionState  = AWAITING_CONSTRUCTION NIGHT DAMAGED
22251      AliasConditionState  = AWAITING_CONSTRUCTION NIGHT REALLYDAMAGED
22252      AliasConditionState  = AWAITING_CONSTRUCTION SNOW
22253      AliasConditionState  = AWAITING_CONSTRUCTION SNOW DAMAGED
22254      AliasConditionState  = AWAITING_CONSTRUCTION SNOW REALLYDAMAGED
22255      AliasConditionState  = AWAITING_CONSTRUCTION NIGHT SNOW
22256      AliasConditionState  = AWAITING_CONSTRUCTION NIGHT SNOW DAMAGED
22257      AliasConditionState  = AWAITING_CONSTRUCTION NIGHT SNOW REALLYDAMAGED
22258      AliasConditionState  = SOLD 
22259      AliasConditionState  = SOLD DAMAGED
22260      AliasConditionState  = SOLD REALLYDAMAGED
22261      AliasConditionState  = SOLD NIGHT
22262      AliasConditionState  = SOLD NIGHT DAMAGED
22263      AliasConditionState  = SOLD NIGHT REALLYDAMAGED
22264      AliasConditionState  = SOLD SNOW
22265      AliasConditionState  = SOLD SNOW DAMAGED
22266      AliasConditionState  = SOLD SNOW REALLYDAMAGED
22267      AliasConditionState  = SOLD NIGHT SNOW
22268      AliasConditionState  = SOLD NIGHT SNOW DAMAGED
22269      AliasConditionState  = SOLD NIGHT SNOW REALLYDAMAGED
22270      ;**************************************************************************************************************************
22271    End
22272  
22273    ; ------------ construction-zone fence -----------------
22274    Draw = W3DModelDraw ModuleTag_02
22275    AnimationsRequirePower = No
22276      DefaultConditionState
22277        Model           = None
22278        TransitionKey   = DOWN_DEFAULT
22279      End
22280      ConditionState    = NIGHT
22281        Model           = None
22282        TransitionKey   = DOWN_DEFAULT
22283      End
22284      ConditionState    = SNOW
22285        Model           = None
22286        TransitionKey   = DOWN_DEFAULT
22287      End
22288      ConditionState    = SNOW NIGHT
22289        Model           = None
22290        TransitionKey   = DOWN_DEFAULT
22291      End
22292      ConditionState    = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
22293        Model           = UBBarracks_A4
22294        Animation       = UBBarracks_A4.UBBarracks_A4
22295        AnimationMode   = MANUAL
22296        Flags           = START_FRAME_LAST
22297        TransitionKey   = UP_DAY
22298      End
22299      ConditionState    = NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
22300        Model           = UBBarracks_A4N
22301        Animation       = UBBarracks_A4N.UBBarracks_A4N
22302        AnimationMode   = MANUAL
22303        Flags           = START_FRAME_LAST
22304        TransitionKey   = UP_NIGHT
22305      End
22306      ConditionState    = SNOW AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
22307        Model           = UBBarracks_A4S
22308        Animation       = UBBarracks_A4S.UBBarracks_A4S
22309        AnimationMode   = MANUAL
22310        Flags           = START_FRAME_LAST
22311        TransitionKey   = UP_SNOW
22312      End
22313      ConditionState    = SNOW NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
22314        Model           = UBBarracks_A4SN
22315        Animation       = UBBarracks_A4SN.UBBarracks_A4SN
22316        AnimationMode   = MANUAL
22317        Flags           = START_FRAME_LAST
22318        TransitionKey   = UP_SNOWNIGHT
22319      End
22320      TransitionState   = DOWN_DEFAULT UP_DAY
22321        Model           = UBBarracks_A4
22322        Animation       = UBBarracks_A4.UBBarracks_A4
22323        AnimationMode   = ONCE
22324        AnimationSpeedFactorRange = 1.0 1.0
22325        Flags           = START_FRAME_FIRST
22326      End
22327      TransitionState   = DOWN_DEFAULT UP_NIGHT
22328        Model           = UBBarracks_A4N
22329        Animation       = UBBarracks_A4N.UBBarracks_A4N
22330        AnimationMode   = ONCE
22331        AnimationSpeedFactorRange = 1.0 1.0
22332        Flags           = START_FRAME_FIRST
22333      End
22334      TransitionState   = DOWN_DEFAULT UP_SNOW
22335        Model           = UBBarracks_A4S
22336        Animation       = UBBarracks_A4S.UBBarracks_A4S
22337        AnimationMode   = ONCE
22338        AnimationSpeedFactorRange = 1.0 1.0
22339        Flags           = START_FRAME_FIRST
22340      End
22341      TransitionState   = DOWN_DEFAULT UP_SNOWNIGHT
22342        Model           = UBBarracks_A4SN
22343        Animation       = UBBarracks_A4SN.UBBarracks_A4SN
22344        AnimationMode   = ONCE
22345        AnimationSpeedFactorRange = 1.0 1.0
22346        Flags           = START_FRAME_FIRST
22347      End
22348      TransitionState   = UP_DAY DOWN_DEFAULT
22349        Model           = UBBarracks_A4
22350        Animation       = UBBarracks_A4.UBBarracks_A4
22351        AnimationMode   = ONCE_BACKWARDS
22352        AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
22353        Flags           = START_FRAME_LAST
22354      End
22355      TransitionState   = UP_NIGHT DOWN_DEFAULT
22356        Model           = UBBarracks_A4N
22357        Animation       = UBBarracks_A4N.UBBarracks_A4N
22358        AnimationMode   = ONCE_BACKWARDS
22359        AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
22360        Flags           = START_FRAME_LAST
22361      End
22362      TransitionState   = UP_SNOW DOWN_DEFAULT
22363        Model           = UBBarracks_A4S
22364        Animation       = UBBarracks_A4S.UBBarracks_A4S
22365        AnimationMode   = ONCE_BACKWARDS
22366        AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
22367        Flags           = START_FRAME_LAST
22368      End
22369      TransitionState   = UP_SNOWNIGHT DOWN_DEFAULT
22370        Model           = UBBarracks_A4SN
22371        Animation       = UBBarracks_A4SN.UBBarracks_A4SN
22372        AnimationMode   = ONCE_BACKWARDS
22373        AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
22374        Flags           = START_FRAME_LAST
22375      End
22376    End
22377  
22378    ; ------------ under-construction scaffolding -----------------
22379    Draw = W3DModelDraw ModuleTag_03
22380    AnimationsRequirePower = No
22381      MinLODRequired = MEDIUM
22382      DefaultConditionState
22383        Model           = None
22384        TransitionKey   = DOWN_DEFAULT
22385      End
22386      ConditionState    = NIGHT
22387        Model           = None
22388        TransitionKey   = DOWN_DEFAULT
22389      End
22390      ConditionState    = SNOW
22391        Model           = None
22392        TransitionKey   = DOWN_DEFAULT
22393      End
22394      ConditionState    = SNOW NIGHT
22395        Model           = None
22396        TransitionKey   = DOWN_DEFAULT
22397      End
22398      ConditionState    = PARTIALLY_CONSTRUCTED
22399        Model           = UBBarracks_A6
22400        Animation       = UBBarracks_A6.UBBarracks_A6
22401        AnimationMode   = MANUAL
22402        Flags           = START_FRAME_LAST
22403        TransitionKey   = UP_DAY
22404        ParticleSysBone = Dust01 BuildingDust
22405        ParticleSysBone = Smoke01 BuildUpSmoke
22406        ParticleSysBone = Smoke02 BuildUpSmoke
22407        ParticleSysBone = Smoke03 BuildUpSmoke
22408        ParticleSysBone = Smoke04 BuildUpSmoke
22409        ParticleSysBone = Smoke05 BuildUpSmoke
22410        ParticleSysBone = Smoke06 BuildUpSmoke
22411      End
22412      ConditionState    = NIGHT PARTIALLY_CONSTRUCTED
22413        Model           = UBBarracks_A6N
22414        Animation       = UBBarracks_A6N.UBBarracks_A6N
22415        AnimationMode   = MANUAL
22416        Flags           = START_FRAME_LAST
22417        TransitionKey   = UP_NIGHT
22418        ParticleSysBone = Dust01 BuildingDust
22419        ParticleSysBone = Smoke01 BuildUpSmoke
22420        ParticleSysBone = Smoke02 BuildUpSmoke
22421        ParticleSysBone = Smoke03 BuildUpSmoke
22422        ParticleSysBone = Smoke04 BuildUpSmoke
22423        ParticleSysBone = Smoke05 BuildUpSmoke
22424        ParticleSysBone = Smoke06 BuildUpSmoke
22425      End
22426      ConditionState    = SNOW PARTIALLY_CONSTRUCTED
22427        Model           = UBBarracks_A6S
22428        Animation       = UBBarracks_A6S.UBBarracks_A6S
22429        AnimationMode   = MANUAL
22430        Flags           = START_FRAME_LAST
22431        TransitionKey   = UP_SNOW
22432        ParticleSysBone = Dust01 BuildingSnowDust
22433        ParticleSysBone = Smoke01 BuildUpSnowSmoke
22434        ParticleSysBone = Smoke02 BuildUpSnowSmoke
22435        ParticleSysBone = Smoke03 BuildUpSnowSmoke
22436        ParticleSysBone = Smoke04 BuildUpSnowSmoke
22437        ParticleSysBone = Smoke05 BuildUpSnowSmoke
22438        ParticleSysBone = Smoke06 BuildUpSnowSmoke
22439      End
22440      ConditionState    = SNOW NIGHT PARTIALLY_CONSTRUCTED
22441        Model           = UBBarracks_A6SN
22442        Animation       = UBBarracks_A6SN.UBBarracks_A6SN
22443        AnimationMode   = MANUAL
22444        Flags           = START_FRAME_LAST
22445        TransitionKey   = UP_SNOWNIGHT
22446        ParticleSysBone = Dust01 BuildingNightSnowDust
22447        ParticleSysBone = Smoke01 BuildUpNightSnowSmoke
22448        ParticleSysBone = Smoke02 BuildUpNightSnowSmoke
22449        ParticleSysBone = Smoke03 BuildUpNightSnowSmoke
22450        ParticleSysBone = Smoke04 BuildUpNightSnowSmoke
22451        ParticleSysBone = Smoke05 BuildUpNightSnowSmoke
22452        ParticleSysBone = Smoke06 BuildUpNightSnowSmoke
22453      End
22454      TransitionState   = DOWN_DEFAULT UP_DAY
22455       Model            = UBBarracks_A6
22456        Animation       = UBBarracks_A6.UBBarracks_A6
22457        AnimationMode   = ONCE
22458        AnimationSpeedFactorRange = 1.0 1.0
22459        Flags           = START_FRAME_FIRST
22460      End
22461      TransitionState   = DOWN_DEFAULT UP_NIGHT
22462       Model            = UBBarracks_A6N
22463        Animation       = UBBarracks_A6N.UBBarracks_A6N
22464        AnimationMode   = ONCE
22465        AnimationSpeedFactorRange = 1.0 1.0
22466        Flags           = START_FRAME_FIRST
22467      End
22468      TransitionState   = DOWN_DEFAULT UP_SNOW
22469       Model            = UBBarracks_A6S
22470        Animation       = UBBarracks_A6S.UBBarracks_A6S
22471        AnimationMode   = ONCE
22472        AnimationSpeedFactorRange = 1.0 1.0
22473        Flags           = START_FRAME_FIRST
22474      End
22475      TransitionState   = DOWN_DEFAULT UP_SNOWNIGHT
22476       Model            = UBBarracks_A6SN
22477        Animation       = UBBarracks_A6SN.UBBarracks_A6SN
22478        AnimationMode   = ONCE
22479        AnimationSpeedFactorRange = 1.0 1.0
22480        Flags           = START_FRAME_FIRST
22481      End
22482      TransitionState   = UP_DAY DOWN_DEFAULT
22483        Model           = UBBarracks_A6
22484        Animation       = UBBarracks_A6.UBBarracks_A6
22485        AnimationMode   = ONCE_BACKWARDS
22486        AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
22487        Flags           = START_FRAME_LAST
22488      End
22489      TransitionState   = UP_NIGHT DOWN_DEFAULT
22490        Model           = UBBarracks_A6N
22491        Animation       = UBBarracks_A6N.UBBarracks_A6N
22492        AnimationMode   = ONCE_BACKWARDS
22493        AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
22494        Flags           = START_FRAME_LAST
22495      End
22496      TransitionState   = UP_SNOW DOWN_DEFAULT
22497        Model           = UBBarracks_A6S
22498        Animation       = UBBarracks_A6S.UBBarracks_A6S
22499        AnimationMode   = ONCE_BACKWARDS
22500        AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
22501        Flags           = START_FRAME_LAST
22502      End
22503      TransitionState   = UP_SNOWNIGHT DOWN_DEFAULT
22504        Model           = UBBarracks_A6SN
22505        Animation       = UBBarracks_A6SN.UBBarracks_A6SN
22506        AnimationMode   = ONCE_BACKWARDS
22507        AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
22508        Flags           = START_FRAME_LAST
22509      End
22510    End
22511  
22512    PlacementViewAngle = -135
22513  
22514    ; ***DESIGN parameters ***
22515    DisplayName      = OBJECT:Barracks
22516    Side             = GLA
22517    EditorSorting    = STRUCTURE
22518    BuildCost        = 500
22519    BuildTime        = 10.0           ; in seconds
22520    EnergyProduction = 0
22521    CommandSet       = GLABarracksCommandSet
22522    VisionRange      = 200.0           ; Shroud clearing distance
22523    ShroudClearingRange = 200
22524    ArmorSet
22525      Conditions      = None
22526      Armor           = StructureArmor
22527      DamageFX        = StructureDamageFXNoShake
22528    End
22529    ExperienceValue     = 100 100 100 100  ; Experience point value at each level
22530  
22531    Prerequisites
22532  ;    Object = GLASupplyStash
22533    End
22534  
22535    ; *** AUDIO Parameters ***
22536    VoiceSelect = BarracksGLASelect
22537    SoundDie              = BuildingDie
22538    SoundOnDamaged        = BuildingDamagedStateLight
22539    SoundOnReallyDamaged  = BuildingDestroy
22540  
22541    UnitSpecificSounds
22542      UnderConstruction   = UnderConstructionLoop
22543    End
22544  
22545    ; *** ENGINEERING Parameters ***
22546    RadarPriority   = STRUCTURE
22547    KindOf          = PRELOAD STRUCTURE SELECTABLE IMMOBILE HEAL_PAD CAPTURABLE FS_FACTORY AUTO_RALLYPOINT MP_COUNT_FOR_VICTORY SCORE_CREATE 
22548    Body            = StructureBody ModuleTag_04
22549      MaxHealth     = 500.0
22550      InitialHealth = 500.0
22551    End
22552    Behavior = HealContain ModuleTag_05
22553      ContainMax          = 10 ;way bigger than the # of objects we can have  
22554      TimeForFullHeal     = 2000   ;(in milliseconds)
22555      AllowInsideKindOf   = INFANTRY
22556      AllowAlliesInside   = Yes
22557      AllowNeutralInside  = No
22558      AllowEnemiesInside  = No
22559    End
22560  
22561    Behavior        = RebuildHoleExposeDie ModuleTag_06
22562      HoleName      = GLAHoleBarracks
22563      HoleMaxHealth = 500.0
22564    End
22565    Behavior = DestroyDie ModuleTag_07
22566      ;nothing
22567    End
22568    Behavior        = CreateObjectDie ModuleTag_08
22569      CreationList  = OCL_LargeStructureDebris
22570    End
22571    Behavior        = FXListDie ModuleTag_09
22572      DeathFX       = FX_StructureSmallDeath
22573    End
22574    Behavior = ProductionUpdate ModuleTag_10
22575      ; nothing
22576    End
22577    Behavior = DefaultProductionExitUpdate ModuleTag_11
22578      UnitCreatePoint   = X:  0.0  Y:  0.0   Z:0.0
22579      NaturalRallyPoint = X: 42.0  Y:  0.0   Z:0.0;NaturalRallyPointX must always match GeometryMajorRadius! -ML
22580    End
22581  
22582    Behavior = FlammableUpdate ModuleTag_13
22583      AflameDuration = 5000         ; If I catch fire, I'll burn for this long...
22584      AflameDamageAmount = 5       ; taking this much damage...
22585      AflameDamageDelay = 500       ; this often.
22586    End
22587  
22588    Behavior = TransitionDamageFX ModuleTag_16
22589      ;-------------DESIGNED FOR SMALL MEDIUM FACTION BUILDING TRANSITIONS-------------------
22590      DamagedParticleSystem1       = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke
22591      ;---------------------------------------------------------------------------------------
22592      ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke
22593      ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion
22594      ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave
22595    End
22596  
22597    Geometry            = BOX
22598    GeometryMajorRadius = 42.0
22599    GeometryMinorRadius = 52.0
22600    GeometryHeight      = 20.0
22601    GeometryIsSmall     = No
22602    FactoryExitWidth    = 25 
22603    Shadow          = SHADOW_VOLUME
22604    BuildCompletion = PLACED_BY_PLAYER
22605  
22606  End
22607  
22608  ;------------------------------------------------------------------------------
22609  ObjectReskin GLAHoleBarracks GLAHole
22610    Draw                     = W3DModelDraw ModuleTag_01
22611      OkToChangeModelColor   = Yes
22612      ConditionState         = NONE
22613        Model                = UBHole
22614      End
22615      ConditionState         = DAMAGED
22616        Model                = UBHole_D
22617        ParticleSysBone      = Smoke01 SteamVent
22618      End
22619      ConditionState         = REALLYDAMAGED
22620        Model                = UBHole_E
22621        ParticleSysBone      = Smoke01 SteamVent
22622        ParticleSysBone      = Smoke02 SteamVent
22623        ParticleSysBone      = Fire01 GLAPowerPlantFlame
22624        ParticleSysBone      = Fire02 GLAPowerPlantFlame
22625        ParticleSysBone      = Fire03 GLAPowerPlantFlame
22626      End
22627    End
22628    Draw                     = W3DModelDraw ModuleTag_02
22629      OkToChangeModelColor   = Yes
22630      ConditionState         = NONE
22631        Model                = UBBarracks_R
22632        ParticleSysBone      = FLame01 FireSmallContinuous
22633        ParticleSysBone      = Flame02 FireSmallContinuous
22634        ParticleSysBone      = Smoke01 SmolderingSmoke
22635        ParticleSysBone      = Smoke02 SmolderingSmoke
22636        ParticleSysBone      = Smoke04 SmolderingSmoke
22637        ParticleSysBone      = Smoke05 SmolderingSmoke
22638      End
22639      ConditionState         = DAMAGED REALLYDAMAGED
22640        Model                = UBBarracks_R
22641        ParticleSysBone      = FLame01 FireSmallContinuous
22642        ParticleSysBone      = Flame02 FireSmallContinuous
22643        ParticleSysBone      = Smoke01 SmolderingSmoke
22644        ParticleSysBone      = Smoke02 SmolderingSmoke
22645        ParticleSysBone      = Smoke04 SmolderingSmoke
22646        ParticleSysBone      = Smoke05 SmolderingSmoke
22647      End
22648    End
22649  End
22650  
22651  ;------------------------------------------------------------------------------
22652  Object ChinaBarracks
22653  
22654    ; *** ART Parameters ***
22655    SelectPortrait         = SNBarracks_L
22656    ButtonImage            = SNBarracks
22657  
22658    Draw = W3DModelDraw ModuleTag_01
22659      OkToChangeModelColor = Yes
22660   
22661      ; day
22662      ConditionState = NONE
22663        Model = NBBarracks
22664        ParticleSysBone= Fire01 SmolderingFire
22665        Animation     = NBBarracks.NBBarracks
22666        AnimationMode = LOOP
22667      End
22668    
22669      ConditionState = DAMAGED
22670        Model = NBBarracks_D
22671        ParticleSysBone= Fire01 SmolderingFire
22672        Animation     = NBBarracks_D.NBBarracks_D
22673        AnimationMode = LOOP
22674      End
22675      
22676      ConditionState = REALLYDAMAGED RUBBLE
22677        Model = NBBarracks_E
22678        ParticleSysBone= Fire01 SmolderingFire
22679        Animation     = NBBarracks_E.NBBarracks_E
22680        AnimationMode = LOOP
22681      End
22682      
22683      ; day SNOW
22684      ConditionState = SNOW
22685        Model = NBBarracks_S
22686        ParticleSysBone= Fire01 SmolderingFire
22687        Animation     = NBBarracks_S.NBBarracks_S
22688        AnimationMode = LOOP
22689      End
22690    
22691      ConditionState = DAMAGED SNOW
22692        Model = NBBarracks_DS
22693        ParticleSysBone= Fire01 SmolderingFire
22694        Animation     = NBBarracks_DS.NBBarracks_DS
22695        AnimationMode = LOOP
22696      End
22697      
22698      ConditionState = REALLYDAMAGED RUBBLE SNOW
22699        Model = NBBarracks_ES
22700        ParticleSysBone= Fire01 SmolderingFire
22701        Animation     = NBBarracks_ES.NBBarracks_ES
22702        AnimationMode = LOOP
22703      End
22704  
22705      ; night
22706      ConditionState = NIGHT
22707        Model         = NBBarracks_N
22708        ParticleSysBone= Fire01 SmolderingFire
22709        Animation     = NBBarracks_N.NBBarracks_N
22710        AnimationMode = LOOP
22711      End  
22712      
22713      ConditionState = DAMAGED NIGHT
22714        Model = NBBarracks_DN
22715        ParticleSysBone= Fire01 SmolderingFire
22716        Animation     = NBBarracks_DN.NBBarracks_DN
22717        AnimationMode = LOOP
22718      End
22719      
22720      ConditionState = REALLYDAMAGED RUBBLE NIGHT
22721        Model = NBBarracks_EN
22722        ParticleSysBone= Fire01 SmolderingFire
22723        Animation     = NBBarracks_EN.NBBarracks_EN
22724        AnimationMode = LOOP
22725      End
22726      
22727      ; night snow   
22728      ConditionState = NIGHT SNOW
22729        Model         = NBBarracks_NS
22730        ParticleSysBone= Fire01 SmolderingFire
22731        Animation     = NBBarracks_NS.NBBarracks_NS
22732        AnimationMode = LOOP
22733      End  
22734      
22735      ConditionState = DAMAGED NIGHT SNOW
22736        Model = NBBarracks_DNS
22737        ParticleSysBone= Fire01 SmolderingFire
22738        Animation     = NBBarracks_DNS.NBBarracks_DNS
22739        AnimationMode = LOOP
22740      End
22741      
22742      ConditionState = REALLYDAMAGED RUBBLE NIGHT SNOW
22743        Model = NBBarracks_ENS
22744        ParticleSysBone= Fire01 SmolderingFire
22745        Animation     = NBBarracks_ENS.NBBarracks_ENS
22746        AnimationMode = LOOP
22747      End
22748  
22749      ;**************************************************************************************************************************
22750      ;This block handles every possible case with construction process, selling process, awaiting construction, and sold states
22751      ;for this draw module
22752      ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
22753        Model              = NBBarracks
22754        Animation          = NBBarracks.NBBarracks
22755        AnimationMode      = LOOP
22756        Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
22757      End
22758      ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED
22759        Model              = NBBarracks_D
22760        Animation          = NBBarracks_D.NBBarracks_D
22761        AnimationMode      = LOOP
22762        Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
22763      End
22764      ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED
22765        Model              = NBBarracks_E
22766        Animation          = NBBarracks_E.NBBarracks_E
22767        AnimationMode      = LOOP
22768        Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
22769      End
22770      ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT
22771        Model              = NBBarracks_N
22772        Animation          = NBBarracks_N.NBBarracks_N
22773        AnimationMode      = LOOP
22774        Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
22775      End
22776      ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT DAMAGED
22777        Model              = NBBarracks_DN
22778        Animation          = NBBarracks_DN.NBBarracks_DN
22779        AnimationMode      = LOOP
22780        Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
22781      End
22782      ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT REALLYDAMAGED
22783        Model              = NBBarracks_EN
22784        Animation          = NBBarracks_EN.NBBarracks_EN
22785        AnimationMode      = LOOP
22786        Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
22787      End
22788      ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW
22789        Model              = NBBarracks_S
22790        Animation          = NBBarracks_S.NBBarracks_S
22791        AnimationMode      = LOOP
22792        Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
22793      End
22794      ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW DAMAGED
22795        Model              = NBBarracks_DS
22796        Animation          = NBBarracks_DS.NBBarracks_DS
22797        AnimationMode      = LOOP
22798        Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
22799      End
22800      ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW REALLYDAMAGED
22801        Model              = NBBarracks_ES
22802        Animation          = NBBarracks_ES.NBBarracks_ES
22803        AnimationMode      = LOOP
22804        Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
22805      End
22806      ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW
22807        Model              = NBBarracks_NS
22808        Animation          = NBBarracks_NS.NBBarracks_NS
22809        AnimationMode      = LOOP
22810        Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
22811      End
22812      ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW DAMAGED
22813        Model              = NBBarracks_DNS
22814        Animation          = NBBarracks_DNS.NBBarracks_DNS
22815        AnimationMode      = LOOP
22816        Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
22817      End
22818      ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW REALLYDAMAGED
22819        Model              = NBBarracks_ENS
22820        Animation          = NBBarracks_ENS.NBBarracks_ENS
22821        AnimationMode      = LOOP
22822        Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
22823      End
22824  
22825      ConditionState       = AWAITING_CONSTRUCTION 
22826        Model              = NONE
22827      End
22828      AliasConditionState  = AWAITING_CONSTRUCTION DAMAGED
22829      AliasConditionState  = AWAITING_CONSTRUCTION REALLYDAMAGED
22830      AliasConditionState  = AWAITING_CONSTRUCTION NIGHT
22831      AliasConditionState  = AWAITING_CONSTRUCTION NIGHT DAMAGED
22832      AliasConditionState  = AWAITING_CONSTRUCTION NIGHT REALLYDAMAGED
22833      AliasConditionState  = AWAITING_CONSTRUCTION SNOW
22834      AliasConditionState  = AWAITING_CONSTRUCTION SNOW DAMAGED
22835      AliasConditionState  = AWAITING_CONSTRUCTION SNOW REALLYDAMAGED
22836      AliasConditionState  = AWAITING_CONSTRUCTION NIGHT SNOW
22837      AliasConditionState  = AWAITING_CONSTRUCTION NIGHT SNOW DAMAGED
22838      AliasConditionState  = AWAITING_CONSTRUCTION NIGHT SNOW REALLYDAMAGED
22839      AliasConditionState  = SOLD 
22840      AliasConditionState  = SOLD DAMAGED
22841      AliasConditionState  = SOLD REALLYDAMAGED
22842      AliasConditionState  = SOLD NIGHT
22843      AliasConditionState  = SOLD NIGHT DAMAGED
22844      AliasConditionState  = SOLD NIGHT REALLYDAMAGED
22845      AliasConditionState  = SOLD SNOW
22846      AliasConditionState  = SOLD SNOW DAMAGED
22847      AliasConditionState  = SOLD SNOW REALLYDAMAGED
22848      AliasConditionState  = SOLD NIGHT SNOW
22849      AliasConditionState  = SOLD NIGHT SNOW DAMAGED
22850      AliasConditionState  = SOLD NIGHT SNOW REALLYDAMAGED
22851      ;**************************************************************************************************************************  
22852    End  
22853      
22854    ; ------------ construction-zone fence -----------------
22855    Draw = W3DModelDraw ModuleTag_02
22856    AnimationsRequirePower = No
22857      DefaultConditionState
22858        Model           = None
22859        TransitionKey   = DOWN_DEFAULT
22860      End
22861      ConditionState    = NIGHT
22862        Model           = None
22863        TransitionKey   = DOWN_DEFAULT
22864      End
22865      ConditionState    = SNOW
22866        Model           = None
22867        TransitionKey   = DOWN_DEFAULT
22868      End
22869      ConditionState    = SNOW NIGHT
22870        Model           = None
22871        TransitionKey   = DOWN_DEFAULT
22872      End
22873      ConditionState    = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
22874        Model           = NBBarracks_A4
22875        Animation       = NBBarracks_A4.NBBarracks_A4
22876        AnimationMode   = MANUAL
22877        Flags           = START_FRAME_LAST
22878        TransitionKey   = UP_DAY
22879      End
22880      ConditionState    = NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
22881        Model           = NBBarracks_A4N
22882        Animation       = NBBarracks_A4N.NBBarracks_A4N
22883        AnimationMode   = MANUAL
22884        Flags           = START_FRAME_LAST
22885        TransitionKey   = UP_NIGHT
22886      End
22887      ConditionState    = SNOW AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
22888        Model           = NBBarracks_A4S
22889        Animation       = NBBarracks_A4S.NBBarracks_A4S
22890        AnimationMode   = MANUAL
22891        Flags           = START_FRAME_LAST
22892        TransitionKey   = UP_SNOW
22893      End
22894      ConditionState    = SNOW NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
22895        Model           = NBBarracks_A4SN
22896        Animation       = NBBarracks_A4SN.NBBarracks_A4SN
22897        AnimationMode   = MANUAL
22898        Flags           = START_FRAME_LAST
22899        TransitionKey   = UP_SNOWNIGHT
22900      End
22901      TransitionState   = DOWN_DEFAULT UP_DAY
22902        Model           = NBBarracks_A4
22903        Animation       = NBBarracks_A4.NBBarracks_A4
22904        AnimationMode   = ONCE
22905        AnimationSpeedFactorRange = 1.0 1.0
22906        Flags           = START_FRAME_FIRST
22907      End
22908      TransitionState   = DOWN_DEFAULT UP_NIGHT
22909        Model           = NBBarracks_A4N
22910        Animation       = NBBarracks_A4N.NBBarracks_A4N
22911        AnimationMode   = ONCE
22912        AnimationSpeedFactorRange = 1.0 1.0
22913        Flags           = START_FRAME_FIRST
22914      End
22915      TransitionState   = DOWN_DEFAULT UP_SNOW
22916        Model           = NBBarracks_A4S
22917        Animation       = NBBarracks_A4S.NBBarracks_A4S
22918        AnimationMode   = ONCE
22919        AnimationSpeedFactorRange = 1.0 1.0
22920        Flags           = START_FRAME_FIRST
22921      End
22922      TransitionState   = DOWN_DEFAULT UP_SNOWNIGHT
22923        Model           = NBBarracks_A4SN
22924        Animation       = NBBarracks_A4SN.NBBarracks_A4SN
22925        AnimationMode   = ONCE
22926        AnimationSpeedFactorRange = 1.0 1.0
22927        Flags           = START_FRAME_FIRST
22928      End
22929      TransitionState   = UP_DAY DOWN_DEFAULT
22930        Model           = NBBarracks_A4
22931        Animation       = NBBarracks_A4.NBBarracks_A4
22932        AnimationMode   = ONCE_BACKWARDS
22933        AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
22934       Flags           = START_FRAME_LAST
22935      End
22936      TransitionState   = UP_NIGHT DOWN_DEFAULT
22937        Model           = NBBarracks_A4N
22938        Animation       = NBBarracks_A4N.NBBarracks_A4N
22939        AnimationMode   = ONCE_BACKWARDS
22940        AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
22941       Flags           = START_FRAME_LAST
22942      End
22943      TransitionState   = UP_SNOW DOWN_DEFAULT
22944        Model           = NBBarracks_A4S
22945        Animation       = NBBarracks_A4S.NBBarracks_A4S
22946        AnimationMode   = ONCE_BACKWARDS
22947        AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
22948       Flags           = START_FRAME_LAST
22949      End
22950      TransitionState   = UP_SNOWNIGHT DOWN_DEFAULT
22951        Model           = NBBarracks_A4SN
22952        Animation       = NBBarracks_A4SN.NBBarracks_A4SN
22953        AnimationMode   = ONCE_BACKWARDS
22954        AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
22955       Flags           = START_FRAME_LAST
22956      End
22957    End
22958  
22959    ; ------------ under-construction scaffolding -----------------
22960    Draw = W3DModelDraw ModuleTag_03
22961    AnimationsRequirePower = No
22962      MinLODRequired = MEDIUM
22963      DefaultConditionState
22964        Model           = None
22965        TransitionKey   = DOWN_DEFAULT
22966      End
22967      ConditionState    = NIGHT
22968        Model           = None
22969        TransitionKey   = DOWN_DEFAULT
22970      End
22971      ConditionState    = SNOW
22972        Model           = None
22973        TransitionKey   = DOWN_DEFAULT
22974      End
22975      ConditionState    = SNOW NIGHT
22976        Model           = None
22977        TransitionKey   = DOWN_DEFAULT
22978      End
22979      ConditionState    = PARTIALLY_CONSTRUCTED
22980        Model           = NBBarracks_A6
22981        Animation       = NBBarracks_A6.NBBarracks_A6
22982        AnimationMode   = MANUAL
22983        Flags           = START_FRAME_LAST
22984        TransitionKey   = UP_DAY
22985        ParticleSysBone = Dust01 BuildingDustChina
22986        ParticleSysBone = Smoke01 BuildUpSmokeChina
22987        ParticleSysBone = Smoke02 BuildUpSmokeChina
22988        ParticleSysBone = Smoke03 BuildUpSmokeChina
22989        ParticleSysBone = Smoke04 BuildUpSmokeChina
22990        ParticleSysBone = Smoke05 BuildUpSmokeChina
22991      End
22992      ConditionState    = NIGHT PARTIALLY_CONSTRUCTED
22993        Model           = NBBarracks_A6N
22994        Animation       = NBBarracks_A6N.NBBarracks_A6N
22995        AnimationMode   = MANUAL
22996        Flags           = START_FRAME_LAST
22997        TransitionKey   = UP_NIGHT
22998        ParticleSysBone = Dust01 BuildingDustChina
22999        ParticleSysBone = Smoke01 BuildUpSmokeChina
23000        ParticleSysBone = Smoke02 BuildUpSmokeChina
23001        ParticleSysBone = Smoke03 BuildUpSmokeChina
23002        ParticleSysBone = Smoke04 BuildUpSmokeChina
23003        ParticleSysBone = Smoke05 BuildUpSmokeChina
23004      End
23005      ConditionState    = SNOW PARTIALLY_CONSTRUCTED
23006        Model           = NBBarracks_A6S
23007        Animation       = NBBarracks_A6S.NBBarracks_A6S
23008        AnimationMode   = MANUAL
23009        Flags           = START_FRAME_LAST
23010        TransitionKey   = UP_SNOW
23011        ParticleSysBone = Dust01 BuildingSnowDust
23012        ParticleSysBone = Smoke01 BuildUpSnowSmoke
23013        ParticleSysBone = Smoke02 BuildUpSnowSmoke
23014        ParticleSysBone = Smoke03 BuildUpSnowSmoke
23015        ParticleSysBone = Smoke04 BuildUpSnowSmoke
23016        ParticleSysBone = Smoke05 BuildUpSnowSmoke
23017      End
23018      ConditionState    = SNOW NIGHT PARTIALLY_CONSTRUCTED
23019        Model           = NBBarracks_A6SN
23020        Animation       = NBBarracks_A6SN.NBBarracks_A6SN
23021        AnimationMode   = MANUAL
23022        Flags           = START_FRAME_LAST
23023        TransitionKey   = UP_SNOWNIGHT
23024        ParticleSysBone = Dust01 BuildingNightSnowDust
23025        ParticleSysBone = Smoke01 BuildUpNightSnowSmoke
23026        ParticleSysBone = Smoke02 BuildUpNightSnowSmoke
23027        ParticleSysBone = Smoke03 BuildUpNightSnowSmoke
23028        ParticleSysBone = Smoke04 BuildUpNightSnowSmoke
23029        ParticleSysBone = Smoke05 BuildUpNightSnowSmoke
23030      End
23031      TransitionState   = DOWN_DEFAULT UP_DAY
23032       Model            = NBBarracks_A6
23033        Animation       = NBBarracks_A6.NBBarracks_A6
23034        AnimationMode   = ONCE
23035        AnimationSpeedFactorRange = 1.0 1.0
23036        Flags           = START_FRAME_FIRST
23037      End
23038      TransitionState   = DOWN_DEFAULT UP_NIGHT
23039       Model            = NBBarracks_A6N
23040        Animation       = NBBarracks_A6N.NBBarracks_A6N
23041        AnimationMode   = ONCE
23042        AnimationSpeedFactorRange = 1.0 1.0
23043        Flags           = START_FRAME_FIRST
23044      End
23045      TransitionState   = DOWN_DEFAULT UP_SNOW
23046       Model            = NBBarracks_A6S
23047        Animation       = NBBarracks_A6S.NBBarracks_A6S
23048        AnimationMode   = ONCE
23049        AnimationSpeedFactorRange = 1.0 1.0
23050        Flags           = START_FRAME_FIRST
23051      End
23052      TransitionState   = DOWN_DEFAULT UP_SNOWNIGHT
23053       Model            = NBBarracks_A6SN
23054        Animation       = NBBarracks_A6SN.NBBarracks_A6SN
23055        AnimationMode   = ONCE
23056        AnimationSpeedFactorRange = 1.0 1.0
23057        Flags           = START_FRAME_FIRST
23058      End
23059      TransitionState   = UP_DAY DOWN_DEFAULT
23060        Model           = NBBarracks_A6
23061        Animation       = NBBarracks_A6.NBBarracks_A6
23062        AnimationMode   = ONCE_BACKWARDS
23063        AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
23064        Flags           = START_FRAME_LAST
23065      End
23066      TransitionState   = UP_NIGHT DOWN_DEFAULT
23067        Model           = NBBarracks_A6N
23068        Animation       = NBBarracks_A6N.NBBarracks_A6N
23069        AnimationMode   = ONCE_BACKWARDS
23070        AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
23071        Flags           = START_FRAME_LAST
23072      End
23073      TransitionState   = UP_SNOW DOWN_DEFAULT
23074        Model           = NBBarracks_A6S
23075        Animation       = NBBarracks_A6S.NBBarracks_A6S
23076        AnimationMode   = ONCE_BACKWARDS
23077        AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
23078        Flags           = START_FRAME_LAST
23079      End
23080      TransitionState   = UP_SNOWNIGHT DOWN_DEFAULT
23081        Model           = NBBarracks_A6SN
23082        Animation       = NBBarracks_A6SN.NBBarracks_A6SN
23083        AnimationMode   = ONCE_BACKWARDS
23084        AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
23085        Flags           = START_FRAME_LAST
23086      End
23087    End
23088  
23089    ; ------------ being-constructed crane -----------------
23090    Draw = W3DModelDraw ModuleTag_04
23091    AnimationsRequirePower = No
23092      DefaultConditionState
23093        Model           = None
23094        TransitionKey   = DOWN_DEFAULT
23095      End
23096      ConditionState    = NIGHT
23097        Model           = None
23098        TransitionKey   = DOWN_DEFAULT
23099      End
23100      ConditionState    = SNOW
23101        Model           = None
23102        TransitionKey   = DOWN_DEFAULT
23103      End
23104      ConditionState    = SNOW NIGHT
23105        Model           = None
23106        TransitionKey   = DOWN_DEFAULT
23107      End
23108      ConditionState    = SOLD
23109        Model           = NONE
23110      End
23111  
23112      ConditionState  = ACTIVELY_BEING_CONSTRUCTED
23113        Model           = NBBarracks_A5
23114        Animation       = NBBarracks_A5.NBBarracks_A5
23115        AnimationMode   = LOOP
23116        TransitionKey  = UP_DAY
23117      End
23118  
23119      ConditionState  = NIGHT ACTIVELY_BEING_CONSTRUCTED
23120        Model           = NBBarracks_A5N
23121        Animation       = NBBarracks_A5N.NBBarracks_A5N
23122        AnimationMode   = LOOP
23123        TransitionKey  = UP_NIGHT
23124      End
23125      ConditionState  = SNOW ACTIVELY_BEING_CONSTRUCTED
23126        Model           = NBBarracks_A5S
23127        Animation       = NBBarracks_A5S.NBBarracks_A5S
23128        AnimationMode   = LOOP
23129        TransitionKey  = UP_SNOW
23130      End
23131      ConditionState  = SNOW NIGHT ACTIVELY_BEING_CONSTRUCTED
23132        Model           = NBBarracks_A5SN
23133        Animation       = NBBarracks_A5SN.NBBarracks_A5SN
23134        AnimationMode   = LOOP
23135        TransitionKey  = UP_SNOWNIGHT
23136      End
23137      TransitionState   = DOWN_DEFAULT UP_DAY
23138        Model            = NBBarracks_AB
23139        Animation       = NBBarracks_AB.NBBarracks_AB
23140        AnimationMode   = ONCE
23141        AnimationSpeedFactorRange = 1.0 1.0
23142        Flags           = START_FRAME_FIRST
23143      End
23144  
23145      TransitionState   = DOWN_DEFAULT UP_NIGHT
23146        Model            = NBBarracks_ABN
23147        Animation       = NBBarracks_ABN.NBBarracks_ABN
23148        AnimationMode   = ONCE
23149        AnimationSpeedFactorRange = 1.0 1.0
23150        Flags           = START_FRAME_FIRST
23151      End
23152      TransitionState   = DOWN_DEFAULT UP_SNOW
23153        Model            = NBBarracks_ABS
23154        Animation       = NBBarracks_ABS.NBBarracks_ABS
23155        AnimationMode   = ONCE
23156        AnimationSpeedFactorRange = 1.0 1.0
23157        Flags           = START_FRAME_FIRST
23158      End
23159      TransitionState   = DOWN_DEFAULT UP_SNOWNIGHT
23160        Model            = NBBarracks_ABSN
23161        Animation       = NBBarracks_ABSN.NBBarracks_ABSN
23162        AnimationMode   = ONCE
23163        AnimationSpeedFactorRange = 1.0 1.0
23164        Flags           = START_FRAME_FIRST
23165      End
23166      TransitionState   = UP_DAY DOWN_DEFAULT
23167        Model            = NBBarracks_AB
23168        Animation       = NBBarracks_AB.NBBarracks_AB
23169        AnimationMode   = ONCE_BACKWARDS
23170        AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
23171        Flags           = START_FRAME_LAST
23172      End
23173      TransitionState   = UP_NIGHT DOWN_DEFAULT
23174        Model            = NBBarracks_ABN
23175        Animation       = NBBarracks_ABN.NBBarracks_ABN
23176        AnimationMode   = ONCE_BACKWARDS
23177        AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
23178        Flags           = START_FRAME_LAST
23179      End
23180      TransitionState   = UP_SNOW DOWN_DEFAULT
23181        Model            = NBBarracks_ABS
23182        Animation       = NBBarracks_ABS.NBBarracks_ABS
23183        AnimationMode   = ONCE_BACKWARDS
23184        AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
23185        Flags           = START_FRAME_LAST
23186      End
23187      TransitionState   = UP_SNOWNIGHT DOWN_DEFAULT
23188        Model            = NBBarracks_ABSN
23189        Animation       = NBBarracks_ABSN.NBBarracks_ABSN
23190        AnimationMode   = ONCE_BACKWARDS
23191        AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
23192        Flags           = START_FRAME_LAST
23193      End
23194    End
23195    
23196    PlacementViewAngle = -135
23197  
23198    ; ***DESIGN parameters ***
23199    DisplayName      = OBJECT:Barracks
23200    Side             = China
23201    EditorSorting    = STRUCTURE
23202    BuildCost        = 500
23203    BuildTime        = 10.0           ; in seconds
23204    EnergyProduction = 0
23205    CommandSet       = ChinaBarracksCommandSet
23206    VisionRange      = 150.0           ; Shroud clearing distance
23207    ShroudClearingRange = 150
23208    ArmorSet
23209      Conditions      = None
23210      Armor           = StructureArmor
23211      DamageFX        = StructureDamageFXNoShake
23212    End
23213    ExperienceValue     = 100 100 100 100  ; Experience point value at each level
23214  
23215    ; *** AUDIO Parameters ***
23216    VoiceSelect = BarracksChinaSelect
23217    SoundDie              = BuildingDie
23218    SoundOnDamaged        = BuildingDamagedStateLight
23219    SoundOnReallyDamaged  = BuildingDestroy
23220  
23221    UnitSpecificSounds
23222      UnderConstruction   = UnderConstructionLoop
23223    End
23224  
23225    ; *** ENGINEERING Parameters ***
23226    RadarPriority   = STRUCTURE
23227    KindOf          = PRELOAD STRUCTURE SELECTABLE IMMOBILE HEAL_PAD SCORE CAPTURABLE FS_FACTORY AUTO_RALLYPOINT MP_COUNT_FOR_VICTORY
23228    Body            = StructureBody ModuleTag_05
23229      MaxHealth     = 1000.0
23230      InitialHealth = 1000.0
23231    End
23232    Behavior = HealContain ModuleTag_06
23233      ContainMax          = 10 ;way bigger than the # of objects we can have  
23234      TimeForFullHeal     = 2000   ;(in milliseconds)
23235      AllowInsideKindOf   = INFANTRY
23236      AllowAlliesInside   = Yes
23237      AllowNeutralInside  = No
23238      AllowEnemiesInside  = No
23239    End
23240  
23241    Behavior = DestroyDie ModuleTag_07
23242      ;nothing
23243    End
23244    Behavior             = CreateObjectDie ModuleTag_08
23245      CreationList  = OCL_LargeStructureDebris
23246    End
23247    Behavior             = FXListDie ModuleTag_09
23248      DeathFX       = FX_StructureSmallDeath
23249    End 
23250  
23251    Behavior = ProductionUpdate ModuleTag_10
23252      QuantityModifier = ChinaInfantryRedguard   2
23253    End
23254    Behavior = QueueProductionExitUpdate ModuleTag_11
23255      UnitCreatePoint   = X:  0.0  Y:  -25.0   Z:0.0
23256      NaturalRallyPoint = X: 36.0  Y:  -25.0   Z:0.0;NaturalRallyPointX must always match GeometryMajorRadius! -ML
23257      ExitDelay = 300 ; Mainly for the multiple produced Red Guard.  Make them come out one at a time.
23258    End
23259  
23260    Behavior = GenerateMinefieldBehavior     ModuleTag_12
23261      TriggeredBy           = Upgrade_ChinaMines
23262      MineName              = ChinaStandardMine
23263      SmartBorder           = Yes
23264      AlwaysCircular        = Yes
23265    End
23266  
23267    Behavior = FlammableUpdate ModuleTag_14
23268      AflameDuration = 5000         ; If I catch fire, I'll burn for this long...
23269      AflameDamageAmount = 5       ; taking this much damage...
23270      AflameDamageDelay = 500       ; this often.
23271    End
23272  
23273    Behavior = TransitionDamageFX ModuleTag_15
23274      ;-------------DESIGNED FOR SMALL SIZED FACTION BUILDING TRANSITIONS-------------------
23275      DamagedParticleSystem1       = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke
23276      ;---------------------------------------------------------------------------------------
23277      ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke
23278      ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion
23279      ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave
23280    End
23281  
23282    Geometry            = BOX
23283    GeometryMajorRadius = 36.0
23284    GeometryMinorRadius = 44.0
23285    GeometryHeight      = 30.0
23286    GeometryIsSmall     = No
23287    FactoryExitWidth    = 25 
23288    Shadow          = SHADOW_VOLUME
23289    BuildCompletion = PLACED_BY_PLAYER
23290  
23291  End
23292  
23293  ;------------------------------------------------------------------------------
23294  Object AmericaWarFactory
23295  
23296    ; *** ART Parameters ***
23297    SelectPortrait = SACWeaponsfact_L
23298    ButtonImage    = SACWeaponsfact
23299    
23300    ; ------------ the main factory itself -----------------
23301    Draw = W3DModelDraw ModuleTag_01
23302      OkToChangeModelColor = Yes  
23303      ; day **************************************************
23304      DefaultConditionState
23305        Model           = ABWarFact
23306        Animation       = ABWarFact.ABWarFact
23307        AnimationMode   = LOOP
23308        ParticleSysBone = Smoke01 SteamVent
23309        ParticleSysBone = Smoke02 SteamVent     
23310      End    
23311      ConditionState = DAMAGED
23312        Model           = ABWarFact_D
23313        Animation       = ABWarFact_D.ABWarFact_D
23314        AnimationMode   = LOOP
23315      End
23316      ConditionState = REALLYDAMAGED RUBBLE
23317        Model           = ABWarFact_E
23318        Animation       = ABWarFact_E.ABWarFact_E
23319        AnimationMode   = LOOP 
23320      End
23321  
23322  
23323      ; night *************************************************
23324      ConditionState = NIGHT
23325        Model           = ABWarFact_N
23326        Animation       = ABWarFact_N.ABWarFact_N
23327        AnimationMode   = LOOP
23328      End
23329      ConditionState = DAMAGED NIGHT
23330        Model           = ABWarFact_DN
23331        Animation       = ABWarFact_DN.ABWarFact_DN
23332        AnimationMode   = LOOP  
23333      End
23334      ConditionState = REALLYDAMAGED RUBBLE NIGHT
23335        Model           = ABWarFact_EN
23336        Animation       = ABWarFact_EN.ABWarFact_EN
23337        AnimationMode   = LOOP 
23338      End
23339      
23340      ; snow *************************************************
23341      ConditionState = SNOW
23342        Model           = ABWarFact_S
23343        Animation       = ABWarFact_S.ABWarFact_S
23344        AnimationMode   = LOOP
23345      End
23346      ConditionState = DAMAGED SNOW
23347        Model           = ABWarFact_DS
23348        Animation       = ABWarFact_DS.ABWarFact_DS
23349        AnimationMode   = LOOP
23350      End
23351      ConditionState = REALLYDAMAGED RUBBLE SNOW
23352        Model           = ABWarFact_ES
23353        Animation       = ABWarFact_ES.ABWarFact_ES
23354        AnimationMode   = LOOP 
23355      End
23356  
23357  
23358      ; night snow *************************************************
23359      ConditionState = NIGHT SNOW
23360        Model           = ABWarFact_NS
23361        Animation       = ABWarFact_NS.ABWarFact_NS
23362        AnimationMode   = LOOP
23363      End
23364      ConditionState = DAMAGED NIGHT SNOW
23365        Model           = ABWarFact_DNS
23366        Animation       = ABWarFact_DNS.ABWarFact_DNS
23367        AnimationMode   = LOOP  
23368      End
23369      ConditionState = REALLYDAMAGED RUBBLE NIGHT SNOW
23370        Model           = ABWarFact_ENS
23371        Animation       = ABWarFact_ENS.ABWarFact_ENS
23372        AnimationMode   = LOOP 
23373      End
23374  
23375      ;**************************************************************************************************************************
23376      ;This block handles every possible case with construction process, selling process, awaiting construction, and sold states
23377      ;for this draw module
23378      ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
23379        Model              = ABWarFact
23380        Animation          = ABWarFact.ABWarFact
23381        AnimationMode      = LOOP
23382        Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
23383      End
23384      ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED
23385        Model              = ABWarFact_D
23386        Animation          = ABWarFact_D.ABWarFact_D
23387        AnimationMode      = LOOP
23388        Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
23389      End
23390      ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED
23391        Model              = ABWarFact_E
23392        Animation          = ABWarFact_E.ABWarFact_E
23393        AnimationMode      = LOOP
23394        Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
23395      End
23396      ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT
23397        Model              = ABWarFact_N
23398        Animation          = ABWarFact_N.ABWarFact_N
23399        AnimationMode      = LOOP
23400        Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
23401      End
23402      ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT DAMAGED
23403        Model              = ABWarFact_DN
23404        Animation          = ABWarFact_DN.ABWarFact_DN
23405        AnimationMode      = LOOP
23406        Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
23407      End
23408      ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT REALLYDAMAGED
23409        Model              = ABWarFact_EN
23410        Animation          = ABWarFact_EN.ABWarFact_EN
23411        AnimationMode      = LOOP
23412        Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
23413      End
23414      ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW
23415        Model              = ABWarFact_S
23416        Animation          = ABWarFact_S.ABWarFact_S
23417        AnimationMode      = LOOP
23418        Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
23419      End
23420      ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW DAMAGED
23421        Model              = ABWarFact_DS
23422        Animation          = ABWarFact_DS.ABWarFact_DS
23423        AnimationMode      = LOOP
23424        Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
23425      End
23426      ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW REALLYDAMAGED
23427        Model              = ABWarFact_ES
23428        Animation          = ABWarFact_ES.ABWarFact_ES
23429        AnimationMode      = LOOP
23430        Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
23431      End
23432      ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW
23433        Model              = ABWarFact_NS
23434        Animation          = ABWarFact_NS.ABWarFact_NS
23435        AnimationMode      = LOOP
23436        Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
23437      End
23438      ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW DAMAGED
23439        Model              = ABWarFact_DNS
23440        Animation          = ABWarFact_DNS.ABWarFact_DNS
23441        AnimationMode      = LOOP
23442        Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
23443      End
23444      ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW REALLYDAMAGED
23445        Model              = ABWarFact_ENS
23446        Animation          = ABWarFact_ENS.ABWarFact_ENS
23447        AnimationMode      = LOOP
23448        Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
23449      End
23450  
23451      ConditionState       = AWAITING_CONSTRUCTION 
23452        Model              = NONE
23453      End
23454      AliasConditionState  = AWAITING_CONSTRUCTION DAMAGED
23455      AliasConditionState  = AWAITING_CONSTRUCTION REALLYDAMAGED
23456      AliasConditionState  = AWAITING_CONSTRUCTION NIGHT
23457      AliasConditionState  = AWAITING_CONSTRUCTION NIGHT DAMAGED
23458      AliasConditionState  = AWAITING_CONSTRUCTION NIGHT REALLYDAMAGED
23459      AliasConditionState  = AWAITING_CONSTRUCTION SNOW
23460      AliasConditionState  = AWAITING_CONSTRUCTION SNOW DAMAGED
23461      AliasConditionState  = AWAITING_CONSTRUCTION SNOW REALLYDAMAGED
23462      AliasConditionState  = AWAITING_CONSTRUCTION NIGHT SNOW
23463      AliasConditionState  = AWAITING_CONSTRUCTION NIGHT SNOW DAMAGED
23464      AliasConditionState  = AWAITING_CONSTRUCTION NIGHT SNOW REALLYDAMAGED
23465      AliasConditionState  = SOLD 
23466      AliasConditionState  = SOLD DAMAGED
23467      AliasConditionState  = SOLD REALLYDAMAGED
23468      AliasConditionState  = SOLD NIGHT
23469      AliasConditionState  = SOLD NIGHT DAMAGED
23470      AliasConditionState  = SOLD NIGHT REALLYDAMAGED
23471      AliasConditionState  = SOLD SNOW
23472      AliasConditionState  = SOLD SNOW DAMAGED
23473      AliasConditionState  = SOLD SNOW REALLYDAMAGED
23474      AliasConditionState  = SOLD NIGHT SNOW
23475      AliasConditionState  = SOLD NIGHT SNOW DAMAGED
23476      AliasConditionState  = SOLD NIGHT SNOW REALLYDAMAGED
23477      ;**************************************************************************************************************************
23478    End
23479  
23480    ; ----------------- the factory door -------------------
23481    Draw = W3DModelDraw ModuleTag_02
23482      DefaultConditionState
23483        Model           = ABWarFact_A8
23484        Animation       = ABWarFact_A8.ABWarFact_A8
23485        AnimationMode   = MANUAL
23486        Flags           = START_FRAME_FIRST
23487      End
23488      AliasConditionState = NIGHT 
23489      AliasConditionState = SNOW
23490      AliasConditionState = SNOW NIGHT
23491      
23492      ConditionState    = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
23493        Model           = ABWarFact_A8
23494        Flags           = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
23495      End
23496      AliasConditionState = NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
23497      AliasConditionState = SNOW AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
23498      AliasConditionState = SNOW NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
23499      
23500      ConditionState    = DAMAGED
23501        Model           = ABWarFact_A8D
23502        Animation       = ABWarFact_A8D.ABWarFact_A8D
23503        AnimationMode   = MANUAL
23504        Flags           = START_FRAME_FIRST
23505      End
23506      AliasConditionState = NIGHT DAMAGED
23507      AliasConditionState = SNOW DAMAGED
23508      AliasConditionState = SNOW NIGHT DAMAGED
23509      
23510      ConditionState    = REALLYDAMAGED RUBBLE
23511        Model           = ABWarFact_A8E
23512        Animation       = ABWarFact_A8E.ABWarFact_A8E
23513        AnimationMode   = MANUAL
23514        Flags           = START_FRAME_FIRST
23515      End
23516      AliasConditionState = NIGHT REALLYDAMAGED RUBBLE
23517      AliasConditionState = SNOW REALLYDAMAGED RUBBLE
23518      AliasConditionState = SNOW NIGHT REALLYDAMAGED RUBBLE
23519      
23520      ConditionState    = DOOR_1_OPENING
23521        Model           = ABWarFact_A8
23522        Animation       = ABWarFact_A8.ABWarFact_A8
23523        AnimationMode   = ONCE
23524        Flags           = START_FRAME_FIRST
23525      End   
23526      AliasConditionState = NIGHT DOOR_1_OPENING
23527      AliasConditionState = SNOW DOOR_1_OPENING
23528      AliasConditionState = SNOW NIGHT DOOR_1_OPENING
23529      
23530      ConditionState    = DOOR_1_OPENING DAMAGED
23531        Model           = ABWarFact_A8D
23532        Animation       = ABWarFact_A8D.ABWarFact_A8D
23533        AnimationMode   = ONCE
23534        Flags           = START_FRAME_FIRST
23535      End   
23536      AliasConditionState = NIGHT DOOR_1_OPENING DAMAGED
23537      AliasConditionState = SNOW DOOR_1_OPENING DAMAGED
23538      AliasConditionState = SNOW NIGHT DOOR_1_OPENING DAMAGED
23539      
23540      ConditionState    = DOOR_1_OPENING REALLYDAMAGED RUBBLE
23541        Model           = ABWarFact_A8E
23542        Animation       = ABWarFact_A8E.ABWarFact_A8E
23543        AnimationMode   = ONCE
23544        Flags           = START_FRAME_FIRST
23545      End
23546      AliasConditionState = NIGHT DOOR_1_OPENING REALLYDAMAGED RUBBLE
23547      AliasConditionState = SNOW DOOR_1_OPENING REALLYDAMAGED RUBBLE
23548      AliasConditionState = SNOW NIGHT DOOR_1_OPENING REALLYDAMAGED RUBBLE
23549      
23550      ConditionState    = DOOR_1_CLOSING
23551        Model           = ABWarFact_A8
23552        Animation       = ABWarFact_A8.ABWarFact_A8
23553        AnimationMode   = ONCE_BACKWARDS
23554        Flags           = START_FRAME_LAST
23555      End   
23556      AliasConditionState = NIGHT DOOR_1_CLOSING
23557      AliasConditionState = SNOW DOOR_1_CLOSING
23558      AliasConditionState = SNOW NIGHT DOOR_1_CLOSING
23559  
23560      
23561      ConditionState    = DOOR_1_CLOSING DAMAGED
23562        Model           = ABWarFact_A8D
23563        Animation       = ABWarFact_A8D.ABWarFact_A8D
23564        AnimationMode   = ONCE_BACKWARDS
23565        Flags           = START_FRAME_LAST
23566      End   
23567      AliasConditionState = NIGHT DOOR_1_CLOSING DAMAGED
23568      AliasConditionState = SNOW DOOR_1_CLOSING DAMAGED
23569      AliasConditionState = SNOW NIGHT DOOR_1_CLOSING DAMAGED
23570      
23571      ConditionState    = DOOR_1_CLOSING REALLYDAMAGED RUBBLE
23572        Model           = ABWarFact_A8E
23573        Animation       = ABWarFact_A8E.ABWarFact_A8E
23574        AnimationMode   = ONCE_BACKWARDS
23575        Flags           = START_FRAME_LAST
23576      End   
23577      AliasConditionState = NIGHT DOOR_1_CLOSING REALLYDAMAGED RUBBLE
23578      AliasConditionState = SNOW DOOR_1_CLOSING REALLYDAMAGED RUBBLE
23579      AliasConditionState = SNOW NIGHT DOOR_1_CLOSING REALLYDAMAGED RUBBLE
23580      
23581      ConditionState    = DOOR_1_WAITING_OPEN
23582        Model           = ABWarFact_A8
23583        Animation       = ABWarFact_A8.ABWarFact_A8
23584        AnimationMode   = MANUAL
23585        Flags           = START_FRAME_LAST
23586      End   
23587      AliasConditionState = NIGHT DOOR_1_WAITING_OPEN
23588      AliasConditionState = SNOW DOOR_1_WAITING_OPEN
23589      AliasConditionState = SNOW NIGHT DOOR_1_WAITING_OPEN
23590      
23591      ConditionState    = DOOR_1_WAITING_OPEN DAMAGED
23592        Model           = ABWarFact_A8D
23593        Animation       = ABWarFact_A8D.ABWarFact_A8D
23594        AnimationMode   = MANUAL
23595        Flags           = START_FRAME_LAST
23596      End   
23597      AliasConditionState = NIGHT DOOR_1_WAITING_OPEN DAMAGED
23598      AliasConditionState = SNOW DOOR_1_WAITING_OPEN DAMAGED
23599      AliasConditionState = SNOW NIGHT DOOR_1_WAITING_OPEN DAMAGED
23600      
23601      ConditionState    = DOOR_1_WAITING_OPEN REALLYDAMAGED RUBBLE
23602        Model           = ABWarFact_A8E
23603        Animation       = ABWarFact_A8E.ABWarFact_A8E
23604        AnimationMode   = MANUAL
23605        Flags           = START_FRAME_LAST
23606      End   
23607      AliasConditionState = NIGHT DOOR_1_WAITING_OPEN REALLYDAMAGED RUBBLE
23608      AliasConditionState = SNOW DOOR_1_WAITING_OPEN REALLYDAMAGED RUBBLE
23609      AliasConditionState = SNOW NIGHT DOOR_1_WAITING_OPEN REALLYDAMAGED RUBBLE
23610      
23611      ConditionState       = AWAITING_CONSTRUCTION 
23612        Model              = NONE
23613      End
23614      AliasConditionState  = AWAITING_CONSTRUCTION DAMAGED
23615      AliasConditionState  = AWAITING_CONSTRUCTION REALLYDAMAGED
23616      AliasConditionState  = AWAITING_CONSTRUCTION NIGHT
23617      AliasConditionState  = AWAITING_CONSTRUCTION NIGHT DAMAGED
23618      AliasConditionState  = AWAITING_CONSTRUCTION NIGHT REALLYDAMAGED
23619      AliasConditionState  = AWAITING_CONSTRUCTION NIGHT SNOW
23620      AliasConditionState  = AWAITING_CONSTRUCTION NIGHT SNOW DAMAGED
23621      AliasConditionState  = AWAITING_CONSTRUCTION NIGHT SNOW REALLYDAMAGED
23622      AliasConditionState  = SOLD 
23623      AliasConditionState  = SOLD DAMAGED
23624      AliasConditionState  = SOLD REALLYDAMAGED
23625      AliasConditionState  = SOLD NIGHT
23626      AliasConditionState  = SOLD NIGHT DAMAGED
23627      AliasConditionState  = SOLD NIGHT REALLYDAMAGED
23628      AliasConditionState  = SOLD SNOW
23629      AliasConditionState  = SOLD SNOW DAMAGED
23630      AliasConditionState  = SOLD SNOW REALLYDAMAGED
23631      AliasConditionState  = SOLD NIGHT SNOW
23632      AliasConditionState  = SOLD NIGHT SNOW DAMAGED
23633      AliasConditionState  = SOLD NIGHT SNOW REALLYDAMAGED
23634    End
23635  
23636    ; ------------------ the construction crane ------------
23637    Draw = W3DModelDraw ModuleTag_03
23638      ; -----------------------------------------------------------
23639      OkToChangeModelColor = Yes
23640      ; -----------------------------------------------------------
23641      DefaultConditionState
23642        Model           = ABWarFact_A1
23643        Animation       = ABWarFact_A1.ABWarFact_A1
23644        AnimationMode   = LOOP
23645        TransitionKey   = TRANS_Idle
23646      End
23647      ConditionState    = DAMAGED
23648        Model           = ABWarFact_A1D
23649        Animation       = ABWarFact_A1D.ABWarFact_A1D
23650        AnimationMode   = LOOP
23651        TransitionKey   = TRANS_IdleDamaged
23652      End
23653      ConditionState    = REALLYDAMAGED RUBBLE
23654        Model           = ABWarFact_A1E
23655        Animation       = ABWarFact_A1E.ABWarFact_A1E
23656        AnimationMode   = LOOP
23657        TransitionKey   = TRANS_IdleReallyDamaged
23658      End
23659  
23660      ; -----------------------------------------------------------
23661      TransitionState   = TRANS_Constructing TRANS_Idle
23662        Model           = ABWarFact_A3
23663        Animation       = ABWarFact_A3.ABWarFact_A3
23664        AnimationMode   = ONCE
23665        Flags           = MAINTAIN_FRAME_ACROSS_STATES
23666      End
23667      TransitionState   = TRANS_ConstructingDamaged TRANS_IdleDamaged
23668        Model           = ABWarFact_A3D
23669        Animation       = ABWarFact_A3D.ABWarFact_A3D
23670        AnimationMode   = ONCE
23671        Flags           = MAINTAIN_FRAME_ACROSS_STATES
23672      End
23673      TransitionState   = TRANS_ConstructingReallyDamaged TRANS_IdleReallyDamaged
23674        Model           = ABWarFact_A3E
23675        Animation       = ABWarFact_A3E.ABWarFact_A3E
23676        AnimationMode   = ONCE
23677        Flags           = MAINTAIN_FRAME_ACROSS_STATES
23678      End
23679  
23680      ; -----------------------------------------------------------
23681      ; bleah... RESTART_ANIM_WHEN_COMPLETE is a little hacky.
23682      ; these really should be LOOP, not ONCE, but you can't use
23683      ; LOOP in conjunction with WaitForStateToFinishIfPossible.
23684      ; this is a sleazy workaround to allow us to do so. (srj)
23685      ConditionState    = ACTIVELY_CONSTRUCTING
23686        Model           = ABWarFact_A3
23687        Animation       = ABWarFact_A3.ABWarFact_A3
23688        AnimationMode   = ONCE
23689        TransitionKey   = TRANS_Constructing
23690        Flags           = MAINTAIN_FRAME_ACROSS_STATES RESTART_ANIM_WHEN_COMPLETE
23691      End
23692      ConditionState    = ACTIVELY_CONSTRUCTING DAMAGED
23693        Model           = ABWarFact_A3D
23694        Animation       = ABWarFact_A3D.ABWarFact_A3D
23695        AnimationMode   = ONCE
23696        TransitionKey   = TRANS_ConstructingDamaged
23697        Flags           = MAINTAIN_FRAME_ACROSS_STATES RESTART_ANIM_WHEN_COMPLETE
23698      End
23699      ConditionState    = ACTIVELY_CONSTRUCTING REALLYDAMAGED RUBBLE
23700        Model           = ABWarFact_A3E
23701        Animation       = ABWarFact_A3E.ABWarFact_A3E
23702        AnimationMode   = ONCE
23703        TransitionKey   = TRANS_ConstructingReallyDamaged
23704        Flags           = MAINTAIN_FRAME_ACROSS_STATES RESTART_ANIM_WHEN_COMPLETE
23705      End
23706      ; -----------------------------------------------------------
23707      ConditionState    = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SOLD
23708        Model           = ABWarFact_A1
23709        Flags           = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
23710      End
23711      ConditionState    = SOLD
23712        Model           = NONE
23713      End    
23714    End
23715  
23716    ; ------------------ the construction conveyor belt ------------
23717    Draw = W3DModelDraw ModuleTag_04
23718      OkToChangeModelColor = Yes
23719      DefaultConditionState
23720        Model           = ABWarFact_A7
23721        Animation       = ABWarFact_A7.ABWarFact_A7
23722        AnimationMode   = MANUAL
23723        Flags           = START_FRAME_FIRST
23724      End
23725      AliasConditionState = SNOW
23726      AliasConditionState = NIGHT
23727      AliasConditionState = SNOW NIGHT
23728      
23729      ConditionState    = SOLD
23730        Model           = NONE
23731      End 
23732      AliasConditionState = SNOW SOLD
23733      AliasConditionState = NIGHT SOLD
23734      AliasConditionState = SNOW NIGHT SOLD 
23735  
23736  
23737      ConditionState    = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED 
23738        Model           = ABWarFact_A7
23739        Flags           = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
23740      End
23741      AliasConditionState = SNOW AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
23742      AliasConditionState = NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
23743      AliasConditionState = SNOW NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
23744      
23745      ConditionState    = DAMAGED
23746        Model           = ABWarFact_A7D
23747        Animation       = ABWarFact_A7D.ABWarFact_A7D
23748        AnimationMode   = MANUAL
23749        Flags           = START_FRAME_FIRST
23750      End
23751      AliasConditionState = SNOW DAMAGED
23752      AliasConditionState = NIGHT DAMAGED
23753      AliasConditionState = SNOW NIGHT DAMAGED
23754      
23755      ConditionState    = REALLYDAMAGED RUBBLE
23756        Model           = ABWarFact_A7E
23757        Animation       = ABWarFact_A7E.ABWarFact_A7E
23758        AnimationMode   = MANUAL
23759        Flags           = START_FRAME_FIRST
23760      End
23761      AliasConditionState = SNOW REALLYDAMAGED RUBBLE
23762      AliasConditionState = NIGHT REALLYDAMAGED RUBBLE
23763      AliasConditionState = SNOW NIGHT REALLYDAMAGED RUBBLE
23764      
23765      ConditionState    = ACTIVELY_CONSTRUCTING
23766        Model           = ABWarFact_A7
23767        Animation       = ABWarFact_A7.ABWarFact_A7
23768        AnimationMode   = LOOP
23769      End
23770      AliasConditionState = SNOW ACTIVELY_CONSTRUCTING
23771      AliasConditionState = NIGHT ACTIVELY_CONSTRUCTING
23772      AliasConditionState = SNOW NIGHT ACTIVELY_CONSTRUCTING
23773      
23774      ConditionState    = ACTIVELY_CONSTRUCTING DAMAGED
23775        Model           = ABWarFact_A7D
23776        Animation       = ABWarFact_A7D.ABWarFact_A7D
23777        AnimationMode   = LOOP
23778      End
23779      AliasConditionState = SNOW ACTIVELY_CONSTRUCTING DAMAGED
23780      AliasConditionState = NIGHT ACTIVELY_CONSTRUCTING DAMAGED
23781      AliasConditionState = SNOW NIGHT ACTIVELY_CONSTRUCTING DAMAGED
23782      
23783      ConditionState    = ACTIVELY_CONSTRUCTING REALLYDAMAGED RUBBLE
23784        Model           = ABWarFact_A7E
23785        Animation       = ABWarFact_A7E.ABWarFact_A7E
23786        AnimationMode   = LOOP
23787      End
23788      AliasConditionState = SNOW ACTIVELY_CONSTRUCTING REALLYDAMAGED RUBBLE
23789      AliasConditionState = NIGHT ACTIVELY_CONSTRUCTING REALLYDAMAGED RUBBLE
23790      AliasConditionState = SNOW NIGHT ACTIVELY_CONSTRUCTING REALLYDAMAGED RUBBLE
23791      
23792    End
23793  
23794    ; ------------ construction done flashing lights ----------
23795    Draw = W3DModelDraw ModuleTag_05
23796      DefaultConditionState
23797        Model           = None
23798      End
23799      ConditionState    = SOLD
23800        Model           = NONE
23801      End    
23802      ConditionState    = SOLD SNOW
23803         Model          = NONE
23804      End   
23805      ConditionState    = SOLD NIGHT
23806         Model          = NONE
23807      End    
23808      ConditionState    = SOLD NIGHT SNOW
23809         Model          = NONE
23810      End   
23811      ConditionState    = CONSTRUCTION_COMPLETE
23812        Model           = ABWarFact_A2
23813        Animation       = ABWarFact_A2.ABWarFact_A2
23814        AnimationMode   = LOOP
23815        Flags           = START_FRAME_FIRST
23816      End  
23817    End
23818      
23819    ; ------------ construction-zone fence -----------------
23820    Draw = W3DModelDraw ModuleTag_06
23821    AnimationsRequirePower = No
23822      DefaultConditionState
23823        Model           = None
23824        TransitionKey   = DOWN_DEFAULT
23825      End
23826      ConditionState    = NIGHT
23827        Model           = None
23828        TransitionKey   = DOWN_DEFAULT
23829      End
23830      ConditionState    = SNOW
23831        Model           = None
23832        TransitionKey   = DOWN_DEFAULT
23833      End
23834      ConditionState    = SNOW NIGHT
23835        Model           = None
23836        TransitionKey   = DOWN_DEFAULT
23837      End
23838      ConditionState    = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
23839        Model           = ABWarFact_A4
23840        Animation       = ABWarFact_A4.ABWarFact_A4
23841        AnimationMode   = MANUAL
23842        Flags           = START_FRAME_LAST
23843        TransitionKey   = UP_DAY
23844        ParticleSysBone = SmokeS01 SmokeBuildingSmall
23845        ParticleSysBone = SparksS01 LiveWireSparks02
23846      End
23847      ConditionState    = NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
23848        Model           = ABWarFact_A4N
23849        Animation       = ABWarFact_A4N.ABWarFact_A4N
23850        AnimationMode   = MANUAL
23851        Flags           = START_FRAME_LAST
23852        TransitionKey   = UP_NIGHT
23853        ParticleSysBone = SmokeS01 SmokeBuildingSmall
23854        ParticleSysBone = SparksS01 LiveWireSparks02
23855      End
23856      ConditionState    = SNOW AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
23857        Model           = ABWarFact_A4S
23858        Animation       = ABWarFact_A4S.ABWarFact_A4S
23859        AnimationMode   = MANUAL
23860        Flags           = START_FRAME_LAST
23861        TransitionKey   = UP_SNOW
23862        ParticleSysBone = SmokeS01 SmokeBuildingSmall
23863        ParticleSysBone = SparksS01 LiveWireSparks02
23864      End
23865      ConditionState    = SNOW NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
23866        Model           = ABWarFact_A4SN
23867        Animation       = ABWarFact_A4SN.ABWarFact_A4SN
23868        AnimationMode   = MANUAL
23869        Flags           = START_FRAME_LAST
23870        TransitionKey   = UP_SNOWNIGHT
23871        ParticleSysBone = SmokeS01 SmokeBuildingSmall
23872        ParticleSysBone = SparksS01 LiveWireSparks02
23873      End
23874      TransitionState   = DOWN_DEFAULT UP_DAY
23875        Model           = ABWarFact_A4
23876        Animation       = ABWarFact_A4.ABWarFact_A4
23877        AnimationMode   = ONCE
23878        AnimationSpeedFactorRange = 1.0 1.0
23879        Flags           = START_FRAME_FIRST
23880      End
23881      TransitionState   = DOWN_DEFAULT UP_NIGHT
23882        Model           = ABWarFact_A4N
23883        Animation       = ABWarFact_A4N.ABWarFact_A4N
23884        AnimationMode   = ONCE
23885        AnimationSpeedFactorRange = 1.0 1.0
23886        Flags           = START_FRAME_FIRST
23887      End
23888      TransitionState   = DOWN_DEFAULT UP_SNOW
23889        Model           = ABWarFact_A4S
23890        Animation       = ABWarFact_A4S.ABWarFact_A4S
23891        AnimationMode   = ONCE
23892        AnimationSpeedFactorRange = 1.0 1.0
23893        Flags           = START_FRAME_FIRST
23894      End
23895      TransitionState   = DOWN_DEFAULT UP_SNOWNIGHT
23896        Model           = ABWarFact_A4SN
23897        Animation       = ABWarFact_A4SN.ABWarFact_A4SN
23898        AnimationMode   = ONCE
23899        AnimationSpeedFactorRange = 1.0 1.0
23900        Flags           = START_FRAME_FIRST
23901      End
23902      TransitionState   = UP_DAY DOWN_DEFAULT
23903        Model           = ABWarFact_A4
23904        Animation       = ABWarFact_A4.ABWarFact_A4
23905        AnimationMode   = ONCE_BACKWARDS
23906        AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
23907        Flags           = START_FRAME_LAST
23908      End
23909      TransitionState   = UP_NIGHT DOWN_DEFAULT
23910        Model           = ABWarFact_A4N
23911        Animation       = ABWarFact_A4N.ABWarFact_A4N
23912        AnimationMode   = ONCE_BACKWARDS
23913        AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
23914        Flags           = START_FRAME_LAST
23915      End
23916      TransitionState   = UP_SNOW DOWN_DEFAULT
23917        Model           = ABWarFact_A4S
23918        Animation       = ABWarFact_A4S.ABWarFact_A4S
23919        AnimationMode   = ONCE_BACKWARDS
23920        AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
23921        Flags           = START_FRAME_LAST
23922      End
23923      TransitionState   = UP_SNOWNIGHT DOWN_DEFAULT
23924        Model           = ABWarFact_A4SN
23925        Animation       = ABWarFact_A4SN.ABWarFact_A4SN
23926        AnimationMode   = ONCE_BACKWARDS
23927        AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
23928        Flags           = START_FRAME_LAST
23929      End
23930    End
23931  
23932    ; ------------ under-construction scaffolding -----------------
23933    Draw = W3DModelDraw ModuleTag_07
23934    AnimationsRequirePower = No
23935      MinLODRequired = MEDIUM
23936      DefaultConditionState
23937        Model           = None
23938        TransitionKey   = DOWN_DEFAULT
23939      End
23940      ConditionState    = NIGHT
23941        Model           = None
23942        TransitionKey   = DOWN_DEFAULT
23943      End
23944      ConditionState    = SNOW
23945        Model           = None
23946        TransitionKey   = DOWN_DEFAULT
23947      End
23948      ConditionState    = SNOW NIGHT
23949        Model           = None
23950        TransitionKey   = DOWN_DEFAULT
23951      End
23952      ConditionState    = PARTIALLY_CONSTRUCTED
23953        Model           = ABWarFact_A6
23954        Animation       = ABWarFact_A6.ABWarFact_A6
23955        AnimationMode   = MANUAL
23956        Flags           = START_FRAME_LAST
23957        TransitionKey   = UP_DAY
23958        ParticleSysBone = Sparks01 BuildUpBlueSpark
23959        ParticleSysBone = Sparks02 BuildUpBlueSpark
23960        ParticleSysBone = Sparks03 BuildUpBlueSpark
23961        ParticleSysBone = Sparks04 BuildUpBlueSpark
23962        ParticleSysBone = Sparks05 BuildUpBlueSpark
23963        ParticleSysBone = Sparks06 BuildUpBlueSpark
23964      End
23965      ConditionState    = NIGHT PARTIALLY_CONSTRUCTED
23966        Model           = ABWarFact_A6N
23967        Animation       = ABWarFact_A6N.ABWarFact_A6N
23968        AnimationMode   = MANUAL
23969        Flags           = START_FRAME_LAST
23970        TransitionKey   = UP_NIGHT
23971        ParticleSysBone = Sparks01 BuildUpBlueSpark
23972        ParticleSysBone = Sparks02 BuildUpBlueSpark
23973        ParticleSysBone = Sparks03 BuildUpBlueSpark
23974        ParticleSysBone = Sparks04 BuildUpBlueSpark
23975        ParticleSysBone = Sparks05 BuildUpBlueSpark
23976        ParticleSysBone = Sparks06 BuildUpBlueSpark
23977      End
23978      ConditionState    = SNOW PARTIALLY_CONSTRUCTED
23979        Model           = ABWarFact_A6S
23980        Animation       = ABWarFact_A6S.ABWarFact_A6S
23981        AnimationMode   = MANUAL
23982        Flags           = START_FRAME_LAST
23983        TransitionKey   = UP_SNOW
23984        ParticleSysBone = Sparks01 BuildUpBlueSpark
23985        ParticleSysBone = Sparks02 BuildUpBlueSpark
23986        ParticleSysBone = Sparks03 BuildUpBlueSpark
23987        ParticleSysBone = Sparks04 BuildUpBlueSpark
23988        ParticleSysBone = Sparks05 BuildUpBlueSpark
23989        ParticleSysBone = Sparks06 BuildUpBlueSpark
23990      End
23991      ConditionState    = SNOW NIGHT PARTIALLY_CONSTRUCTED
23992        Model           = ABWarFact_A6SN
23993        Animation       = ABWarFact_A6SN.ABWarFact_A6SN
23994        AnimationMode   = MANUAL
23995        Flags           = START_FRAME_LAST
23996        TransitionKey   = UP_SNOWNIGHT
23997        ParticleSysBone = Sparks01 BuildUpBlueSpark
23998        ParticleSysBone = Sparks02 BuildUpBlueSpark
23999        ParticleSysBone = Sparks03 BuildUpBlueSpark
24000        ParticleSysBone = Sparks04 BuildUpBlueSpark
24001        ParticleSysBone = Sparks05 BuildUpBlueSpark
24002        ParticleSysBone = Sparks06 BuildUpBlueSpark
24003      End
24004      TransitionState   = DOWN_DEFAULT UP_DAY
24005       Model            = ABWarFact_A6
24006        Animation       = ABWarFact_A6.ABWarFact_A6
24007        AnimationMode   = ONCE
24008        AnimationSpeedFactorRange = 1.0 1.0
24009        Flags           = START_FRAME_FIRST
24010      End
24011      TransitionState   = DOWN_DEFAULT UP_NIGHT
24012       Model            = ABWarFact_A6N
24013        Animation       = ABWarFact_A6N.ABWarFact_A6N
24014        AnimationMode   = ONCE
24015        AnimationSpeedFactorRange = 1.0 1.0
24016        Flags           = START_FRAME_FIRST
24017      End
24018      TransitionState   = DOWN_DEFAULT UP_SNOW
24019       Model            = ABWarFact_A6S
24020        Animation       = ABWarFact_A6S.ABWarFact_A6S
24021        AnimationMode   = ONCE
24022        AnimationSpeedFactorRange = 1.0 1.0
24023        Flags           = START_FRAME_FIRST
24024      End
24025      TransitionState   = DOWN_DEFAULT UP_SNOWNIGHT
24026       Model            = ABWarFact_A6SN
24027        Animation       = ABWarFact_A6SN.ABWarFact_A6SN
24028        AnimationMode   = ONCE
24029        AnimationSpeedFactorRange = 1.0 1.0
24030        Flags           = START_FRAME_FIRST
24031      End
24032      TransitionState   = UP_DAY DOWN_DEFAULT
24033        Model           = ABWarFact_A6
24034        Animation       = ABWarFact_A6.ABWarFact_A6
24035        AnimationMode   = ONCE_BACKWARDS
24036        AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
24037        Flags           = START_FRAME_LAST
24038      End
24039      TransitionState   = UP_NIGHT DOWN_DEFAULT
24040        Model           = ABWarFact_A6N
24041        Animation       = ABWarFact_A6N.ABWarFact_A6N
24042        AnimationMode   = ONCE_BACKWARDS
24043        AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
24044        Flags           = START_FRAME_LAST
24045      End
24046      TransitionState   = UP_SNOW DOWN_DEFAULT
24047        Model           = ABWarFact_A6S
24048        Animation       = ABWarFact_A6S.ABWarFact_A6S
24049        AnimationMode   = ONCE_BACKWARDS
24050        AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
24051        Flags           = START_FRAME_LAST
24052      End
24053      TransitionState   = UP_SNOWNIGHT DOWN_DEFAULT
24054        Model           = ABWarFact_A6SN
24055        Animation       = ABWarFact_A6SN.ABWarFact_A6SN
24056        AnimationMode   = ONCE_BACKWARDS
24057        AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
24058        Flags           = START_FRAME_LAST
24059      End
24060    End
24061  
24062    ; ------------ being-constructed crane -----------------
24063    Draw = W3DModelDraw ModuleTag_08
24064    AnimationsRequirePower = No
24065      DefaultConditionState
24066        Model           = None
24067        TransitionKey   = DOWN_DEFAULT
24068      End
24069      ConditionState    = NIGHT
24070        Model           = None
24071        TransitionKey   = DOWN_DEFAULT
24072      End
24073      ConditionState    = SNOW
24074        Model           = None
24075        TransitionKey   = DOWN_DEFAULT
24076      End
24077      ConditionState    = SNOW NIGHT
24078        Model           = None
24079        TransitionKey   = DOWN_DEFAULT
24080      End
24081      ConditionState    = SOLD
24082        Model           = NONE
24083      End
24084  
24085      ConditionState  = ACTIVELY_BEING_CONSTRUCTED
24086        Model           = ABWarFact_A5
24087        Animation       = ABWarFact_A5.ABWarFact_A5
24088        AnimationMode   = LOOP
24089        TransitionKey  = UP_DAY
24090      End
24091  
24092      ConditionState  = NIGHT ACTIVELY_BEING_CONSTRUCTED
24093        Model           = ABWarFact_A5N
24094        Animation       = ABWarFact_A5N.ABWarFact_A5N
24095        AnimationMode   = LOOP
24096        TransitionKey  = UP_NIGHT
24097      End
24098      ConditionState  = SNOW ACTIVELY_BEING_CONSTRUCTED
24099        Model           = ABWarFact_A5S
24100        Animation       = ABWarFact_A5S.ABWarFact_A5S
24101        AnimationMode   = LOOP
24102        TransitionKey  = UP_SNOW
24103      End
24104      ConditionState  = SNOW NIGHT ACTIVELY_BEING_CONSTRUCTED
24105        Model           = ABWarFact_A5SN
24106        Animation       = ABWarFact_A5SN.ABWarFact_A5SN
24107        AnimationMode   = LOOP
24108        TransitionKey  = UP_SNOWNIGHT
24109      End
24110      TransitionState   = DOWN_DEFAULT UP_DAY
24111        Model            = ABWarFact_AB
24112        Animation       = ABWarFact_AB.ABWarFact_AB
24113        AnimationMode   = ONCE
24114        AnimationSpeedFactorRange = 1.0 1.0
24115        Flags           = START_FRAME_FIRST
24116      End
24117  
24118      TransitionState   = DOWN_DEFAULT UP_NIGHT
24119        Model            = ABWarFact_ABN
24120        Animation       = ABWarFact_ABN.ABWarFact_ABN
24121        AnimationMode   = ONCE
24122        AnimationSpeedFactorRange = 1.0 1.0
24123        Flags           = START_FRAME_FIRST
24124      End
24125      TransitionState   = DOWN_DEFAULT UP_SNOW
24126        Model            = ABWarFact_ABS
24127        Animation       = ABWarFact_ABS.ABWarFact_ABS
24128        AnimationMode   = ONCE
24129        AnimationSpeedFactorRange = 1.0 1.0
24130        Flags           = START_FRAME_FIRST
24131      End 
24132      TransitionState   = DOWN_DEFAULT UP_SNOWNIGHT
24133        Model            = ABWarFact_ABSN
24134        Animation       = ABWarFact_ABSN.ABWarFact_ABSN
24135        AnimationMode   = ONCE
24136        AnimationSpeedFactorRange = 1.0 1.0
24137        Flags           = START_FRAME_FIRST
24138      End 
24139     TransitionState   = UP_DAY DOWN_DEFAULT
24140        Model            = ABWarFact_AB
24141        Animation       = ABWarFact_AB.ABWarFact_AB
24142        AnimationMode   = ONCE_BACKWARDS
24143        AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
24144        Flags           = START_FRAME_LAST
24145      End
24146      TransitionState   = UP_NIGHT DOWN_DEFAULT
24147        Model            = ABWarFact_ABN
24148        Animation       = ABWarFact_ABN.ABWarFact_ABN
24149        AnimationMode   = ONCE_BACKWARDS
24150        AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
24151        Flags           = START_FRAME_LAST
24152      End
24153      TransitionState   = UP_SNOW DOWN_DEFAULT
24154        Model            = ABWarFact_ABS
24155        Animation       = ABWarFact_ABS.ABWarFact_ABS
24156        AnimationMode   = ONCE_BACKWARDS
24157        AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
24158        Flags           = START_FRAME_LAST
24159      End
24160      TransitionState   = UP_SNOWNIGHT DOWN_DEFAULT
24161        Model            = ABWarFact_ABSN
24162        Animation       = ABWarFact_ABSN.ABWarFact_ABSN
24163        AnimationMode   = ONCE_BACKWARDS
24164        AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
24165        Flags           = START_FRAME_LAST
24166      End
24167    End
24168    
24169    PlacementViewAngle = -135
24170  
24171    ; ***DESIGN parameters ***
24172    DisplayName      = OBJECT:WarFactory
24173    Side             = America
24174    EditorSorting    = STRUCTURE
24175    Prerequisites
24176      Object = AmericaSupplyCenter
24177    End
24178    BuildCost        = 2000
24179    BuildTime        = 15.0           ; in seconds
24180  
24181    EnergyProduction = -1
24182    CommandSet       = AmericaWarFactoryCommandSet
24183    VisionRange     = 200.0           ; Shroud clearing distance
24184    ShroudClearingRange = 200
24185    ArmorSet
24186      Conditions      = None
24187      Armor           = StructureArmor
24188      DamageFX        = StructureDamageFXNoShake
24189    End
24190    ExperienceValue     = 200 200 200 200  ; Experience point value at each level
24191  
24192    ; *** AUDIO Parameters ***
24193    VoiceSelect = WarFactoryUSASelect
24194    SoundDie              = BuildingDie
24195    SoundOnDamaged        = BuildingDamagedStateLight
24196    SoundOnReallyDamaged  = BuildingDestroy
24197  
24198    UnitSpecificSounds
24199      UnderConstruction   = UnderConstructionLoop
24200    End
24201  
24202    ; *** ENGINEERING Parameters ***
24203    RadarPriority   = STRUCTURE
24204    KindOf          = PRELOAD STRUCTURE SELECTABLE IMMOBILE REPAIR_PAD SCORE CAPTURABLE FS_FACTORY AUTO_RALLYPOINT MP_COUNT_FOR_VICTORY
24205    Body            = StructureBody ModuleTag_09
24206      MaxHealth       = 2000.0
24207      InitialHealth   = 2000.0
24208    End
24209  
24210    Behavior = ProductionUpdate ModuleTag_10
24211      NumDoorAnimations            = 1
24212      DoorOpeningTime              = 3250  ;in mSeconds
24213      DoorWaitOpenTime             = 3000  ;in mSeconds
24214      DoorCloseTime                = 4000  ;in mSeconds
24215      ConstructionCompleteDuration = 1500  ;in mSeconds
24216    End
24217    Behavior = DefaultProductionExitUpdate ModuleTag_11
24218      UnitCreatePoint   = X: -10.0  Y:-30.0   Z:0.0
24219      NaturalRallyPoint = X: 53.0  Y:-30.0   Z:0.0;NaturalRallyPointX must always match GeometryMajorRadius! -ML
24220    End
24221    Behavior = RepairDockUpdate ModuleTag_12
24222      TimeForFullHeal   = 5000   ;(in milliseconds)     
24223      NumberApproachPositions = 5
24224    End
24225    Behavior = BaseRegenerateUpdate ModuleTag_13
24226      ;No data
24227    End
24228  
24229    Behavior = TransitionDamageFX ModuleTag_15
24230      ;-------------DESIGNED FOR MEDIUM SIZED FACTION BUILDING TRANSITIONS-------------------
24231      DamagedParticleSystem1       = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke
24232      ;---------------------------------------------------------------------------------------
24233      ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke
24234      ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionMediumExplosion
24235      ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionMediumShockwave
24236    End
24237  
24238    Behavior             = CreateObjectDie ModuleTag_16
24239      CreationList  = OCL_AmericanRangerDebris05
24240      ExemptStatus  = UNDER_CONSTRUCTION
24241    End
24242  
24243    Behavior = FlammableUpdate ModuleTag_18
24244      AflameDuration = 5000         ; If I catch fire, I'll burn for this long...
24245      AflameDamageAmount = 5       ; taking this much damage...
24246      AflameDamageDelay = 500       ; this often.
24247    End
24248    
24249    Behavior             = CreateObjectDie ModuleTag_20
24250      CreationList  = OCL_AmericaWarFactoryDebris ;OCL_LargeStructureDebris
24251    End
24252    
24253    Behavior             = FXListDie ModuleTag_21
24254      DeathFX       = FX_AmericaWarFactoryDeathFinal ;FX_StructureMediumDeath
24255    End
24256    
24257    Behavior             = DestroyDie ModuleTag_22
24258      ;nothing
24259    End
24260  
24261    Geometry            = BOX
24262    GeometryMajorRadius = 53.0
24263    GeometryMinorRadius = 60.0
24264    GeometryHeight      = 40.0
24265    GeometryIsSmall     = No
24266    FactoryExitWidth    = 25     ; How much space to leave for units exiting.
24267    Shadow          = SHADOW_VOLUME
24268    BuildCompletion = PLACED_BY_PLAYER
24269  
24270  End
24271  
24272  ;------------------------------------------------------------------------------
24273  ;GLA Arms Dealer
24274  Object GLAArmsDealer
24275  
24276    ; *** ART Parameters ***
24277    SelectPortrait         = SUArmsDealer_L
24278    ButtonImage            = SUArmsDealer
24279    
24280    ; ----------------- Main Building -------------------
24281    Draw = W3DModelDraw ModuleTag_01
24282      OkToChangeModelColor = Yes
24283      ; day
24284      ConditionState       = NONE
24285        Model              = UBArmDeal
24286        Animation          = UBArmDeal.UBArmDeal
24287        AnimationMode      = LOOP
24288        ParticleSysBone    = Smoke01 SmolderingSmoke
24289        ParticleSysBone    = Steam01 SteamVent
24290      End
24291      ;damaged
24292      ConditionState    = DAMAGED
24293        Model           = UBArmDeal_D
24294        Animation       = UBArmDeal_D.UBArmDeal_D
24295        AnimationMode   = LOOP
24296        ParticleSysBone = Smoke01 SmolderingSmoke
24297  ;     ParticleSysBone = Smoke02 SmolderingSmoke
24298  ;     ParticleSysBone = Smoke03 SmolderingSmoke
24299  ;     ParticleSysBone = Smoke04 SmolderingSmoke
24300  ;     ParticleSysBone = Smoke05 SmolderingSmoke
24301  ;     ParticleSysBone = Smoke06 SmolderingSmoke
24302  ;     ParticleSysBone = Fire02 SmolderingFire
24303  ;     ParticleSysBone = Fire03 SmolderingFire
24304  ;     ParticleSysBone = Fire04 SmolderingFire
24305  ;     ParticleSysBone = Fire05 SmolderingFire
24306  ;     ParticleSysBone = Fire06 SmolderingFire
24307      End
24308      ;really damaged
24309      ConditionState    = REALLYDAMAGED RUBBLE
24310        Model           = UBArmDeal_E
24311        Animation       = UBArmDeal_E.UBArmDeal_E
24312        AnimationMode   = LOOP
24313        ParticleSysBone = Smoke01 SmolderingSmoke
24314  ;     ParticleSysBone = Smoke02 SmolderingSmoke
24315  ;     ParticleSysBone = Smoke03 SmolderingSmoke
24316  ;     ParticleSysBone = Smoke04 SmolderingSmoke
24317  ;     ParticleSysBone = Smoke05 SmokeFactionLarge
24318  ;     ParticleSysBone = Smoke06 SmolderingSmoke
24319  ;     ParticleSysBone = Smoke07 SmolderingSmoke
24320  ;     ParticleSysBone = Fire02 SmolderingFire
24321  ;     ParticleSysBone = Fire03 SmolderingFire
24322  ;     ParticleSysBone = Fire04 SmolderingFire
24323  ;     ParticleSysBone = Fire05 FireFactionLarge
24324  ;     ParticleSysBone = Fire06 SmolderingFire
24325  ;     ParticleSysBone = Fire07 SmolderingFire
24326       End
24327       
24328       
24329      ConditionState       = SNOW
24330        Model              = UBArmDeal_S
24331        Animation          = UBArmDeal_S.UBArmDeal_S
24332        AnimationMode      = LOOP
24333        ParticleSysBone    = Smoke01 SmolderingSmoke
24334        ParticleSysBone    = Steam01 SteamVent
24335      End
24336      ;damaged
24337      ConditionState    = DAMAGED SNOW
24338        Model           = UBArmDeal_DS
24339        Animation       = UBArmDeal_DS.UBArmDeal_DS
24340        AnimationMode   = LOOP
24341        ParticleSysBone = Smoke01 SmolderingSmoke
24342  ;     ParticleSysBone = Smoke02 SmolderingSmoke
24343  ;     ParticleSysBone = Smoke03 SmolderingSmoke
24344  ;     ParticleSysBone = Smoke04 SmolderingSmoke
24345  ;     ParticleSysBone = Smoke05 SmolderingSmoke
24346  ;     ParticleSysBone = Smoke06 SmolderingSmoke
24347  ;     ParticleSysBone = Fire02 SmolderingFire
24348  ;     ParticleSysBone = Fire03 SmolderingFire
24349  ;     ParticleSysBone = Fire04 SmolderingFire
24350  ;     ParticleSysBone = Fire05 SmolderingFire
24351  ;     ParticleSysBone = Fire06 SmolderingFire
24352      End
24353      ;really damaged
24354      ConditionState    = REALLYDAMAGED RUBBLE SNOW
24355        Model           = UBArmDeal_ES
24356        Animation       = UBArmDeal_ES.UBArmDeal_ES
24357        AnimationMode   = LOOP
24358        ParticleSysBone = Smoke01 SmolderingSmoke
24359  ;     ParticleSysBone = Smoke02 SmolderingSmoke
24360  ;     ParticleSysBone = Smoke03 SmolderingSmoke
24361  ;     ParticleSysBone = Smoke04 SmolderingSmoke
24362  ;     ParticleSysBone = Smoke05 SmokeFactionLarge
24363  ;     ParticleSysBone = Smoke06 SmolderingSmoke
24364  ;     ParticleSysBone = Smoke07 SmolderingSmoke
24365  ;     ParticleSysBone = Fire02 SmolderingFire
24366  ;     ParticleSysBone = Fire03 SmolderingFire
24367  ;     ParticleSysBone = Fire04 SmolderingFire
24368  ;     ParticleSysBone = Fire05 FireFactionLarge
24369  ;     ParticleSysBone = Fire06 SmolderingFire
24370  ;     ParticleSysBone = Fire07 SmolderingFire
24371       End
24372  
24373  
24374      ; night
24375      ConditionState    = NIGHT
24376        Model           = UBArmDeal_N
24377        Animation       = UBArmDeal_N.UBArmDeal_N
24378        AnimationMode   = LOOP
24379        ParticleSysBone = Smoke01 SmolderingSmoke
24380        ParticleSysBone = Steam01 SteamVent
24381      End
24382      ConditionState    = DAMAGED NIGHT
24383        Model           = UBArmDeal_DN
24384        Animation       = UBArmDeal_DN.UBArmDeal_DN
24385        AnimationMode   = LOOP
24386        ParticleSysBone = Smoke01 SmolderingSmoke
24387      End
24388      ConditionState    = REALLYDAMAGED RUBBLE NIGHT
24389        Model           = UBArmDeal_EN
24390        Animation       = UBArmDeal_EN.UBArmDeal_EN
24391        AnimationMode   = LOOP
24392        ParticleSysBone = Smoke01 SmolderingSmoke
24393       End
24394       
24395       ; night snow
24396      ConditionState    = NIGHT SNOW
24397        Model           = UBArmDeal_NS
24398        Animation       = UBArmDeal_NS.UBArmDeal_NS
24399        AnimationMode   = LOOP
24400        ParticleSysBone = Smoke01 SmolderingSmoke
24401        ParticleSysBone = Steam01 SteamVent
24402      End
24403      ConditionState    = DAMAGED NIGHT SNOW
24404        Model           = UBArmDeal_DNS
24405        Animation       = UBArmDeal_DNS.UBArmDeal_DNS
24406        AnimationMode   = LOOP
24407        ParticleSysBone = Smoke01 SmolderingSmoke
24408      End
24409      ConditionState    = REALLYDAMAGED RUBBLE NIGHT SNOW
24410        Model           = UBArmDeal_ENS
24411        Animation       = UBArmDeal_ENS.UBArmDeal_ENS
24412        AnimationMode   = LOOP
24413        ParticleSysBone = Smoke01 SmolderingSmoke
24414       End
24415      
24416      
24417      ;**************************************************************************************************************************
24418      ;This block handles every possible case with construction process, selling process, awaiting construction, and sold states
24419      ;for this draw module
24420      ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
24421        Model              = UBArmDeal
24422        Animation          = UBArmDeal.UBArmDeal
24423        AnimationMode      = LOOP
24424        Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
24425      End
24426      ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED
24427        Model              = UBArmDeal_D
24428        Animation          = UBArmDeal_D.UBArmDeal_D
24429        AnimationMode      = LOOP
24430        Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
24431      End
24432      ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED
24433        Model              = UBArmDeal_E
24434        Animation          = UBArmDeal_E.UBArmDeal_E
24435        AnimationMode      = LOOP
24436        Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
24437      End
24438      ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT
24439        Model              = UBArmDeal_N
24440        Animation          = UBArmDeal_N.UBArmDeal_N
24441        AnimationMode      = LOOP
24442        Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
24443      End
24444      ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT DAMAGED
24445        Model              = UBArmDeal_DN
24446        Animation          = UBArmDeal_DN.UBArmDeal_DN
24447        AnimationMode      = LOOP
24448        Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
24449      End
24450      ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT REALLYDAMAGED
24451        Model              = UBArmDeal_EN
24452        Animation          = UBArmDeal_EN.UBArmDeal_EN
24453        AnimationMode      = LOOP
24454        Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
24455      End
24456      ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW
24457        Model              = UBArmDeal_S
24458        Animation          = UBArmDeal_S.UBArmDeal_S
24459        AnimationMode      = LOOP
24460        Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
24461      End
24462      ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW DAMAGED
24463        Model              = UBArmDeal_DS
24464        Animation          = UBArmDeal_DS.UBArmDeal_DS
24465        AnimationMode      = LOOP
24466        Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
24467      End
24468      ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW REALLYDAMAGED
24469        Model              = UBArmDeal_ES
24470        Animation          = UBArmDeal_ES.UBArmDeal_ES
24471        AnimationMode      = LOOP
24472        Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
24473      End
24474      ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW
24475        Model              = UBArmDeal_NS
24476        Animation          = UBArmDeal_NS.UBArmDeal_NS
24477        AnimationMode      = LOOP
24478        Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
24479      End
24480      ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW DAMAGED
24481        Model              = UBArmDeal_DNS
24482        Animation          = UBArmDeal_DNS.UBArmDeal_DNS
24483        AnimationMode      = LOOP
24484        Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
24485      End
24486      ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW REALLYDAMAGED
24487        Model              = UBArmDeal_ENS
24488        Animation          = UBArmDeal_ENS.UBArmDeal_ENS
24489        AnimationMode      = LOOP
24490        Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
24491      End
24492  
24493      ConditionState       = AWAITING_CONSTRUCTION 
24494        Model              = NONE
24495      End
24496      AliasConditionState  = AWAITING_CONSTRUCTION DAMAGED
24497      AliasConditionState  = AWAITING_CONSTRUCTION REALLYDAMAGED
24498      AliasConditionState  = AWAITING_CONSTRUCTION NIGHT
24499      AliasConditionState  = AWAITING_CONSTRUCTION NIGHT DAMAGED
24500      AliasConditionState  = AWAITING_CONSTRUCTION NIGHT REALLYDAMAGED
24501      AliasConditionState  = AWAITING_CONSTRUCTION SNOW
24502      AliasConditionState  = AWAITING_CONSTRUCTION SNOW DAMAGED
24503      AliasConditionState  = AWAITING_CONSTRUCTION SNOW REALLYDAMAGED
24504      AliasConditionState  = AWAITING_CONSTRUCTION NIGHT SNOW
24505      AliasConditionState  = AWAITING_CONSTRUCTION NIGHT SNOW DAMAGED
24506      AliasConditionState  = AWAITING_CONSTRUCTION NIGHT SNOW REALLYDAMAGED
24507      AliasConditionState  = SOLD 
24508      AliasConditionState  = SOLD DAMAGED
24509      AliasConditionState  = SOLD REALLYDAMAGED
24510      AliasConditionState  = SOLD NIGHT
24511      AliasConditionState  = SOLD NIGHT DAMAGED
24512      AliasConditionState  = SOLD NIGHT REALLYDAMAGED
24513      AliasConditionState  = SOLD SNOW
24514      AliasConditionState  = SOLD SNOW DAMAGED
24515      AliasConditionState  = SOLD SNOW REALLYDAMAGED
24516      AliasConditionState  = SOLD NIGHT SNOW
24517      AliasConditionState  = SOLD NIGHT SNOW DAMAGED
24518      AliasConditionState  = SOLD NIGHT SNOW REALLYDAMAGED
24519      ;**************************************************************************************************************************
24520    End
24521    
24522    ; ------------ construction-zone fence -----------------
24523    Draw = W3DModelDraw ModuleTag_02
24524    AnimationsRequirePower = No
24525      DefaultConditionState
24526        Model           = None
24527        TransitionKey   = DOWN_DEFAULT
24528      End
24529      ConditionState    = NIGHT
24530        Model           = None
24531        TransitionKey   = DOWN_DEFAULT
24532      End
24533      ConditionState    = SNOW
24534        Model           = None
24535        TransitionKey   = DOWN_DEFAULT
24536      End
24537      ConditionState    = SNOW NIGHT
24538        Model           = None
24539        TransitionKey   = DOWN_DEFAULT
24540      End
24541      ConditionState    = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
24542        Model           = UBArmDeal_A4
24543        Animation       = UBArmDeal_A4.UBArmDeal_A4
24544        AnimationMode   = MANUAL
24545        Flags           = START_FRAME_LAST
24546        TransitionKey   = UP_DAY
24547      End
24548      ConditionState    = NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
24549        Model           = UBArmDeal_A4N
24550        Animation       = UBArmDeal_A4N.UBArmDeal_A4N
24551        AnimationMode   = MANUAL
24552        Flags           = START_FRAME_LAST
24553        TransitionKey   = UP_NIGHT
24554      End
24555      ConditionState    = SNOW AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
24556        Model           = UBArmDeal_A4S
24557        Animation       = UBArmDeal_A4S.UBArmDeal_A4S
24558        AnimationMode   = MANUAL
24559        Flags           = START_FRAME_LAST
24560        TransitionKey   = UP_SNOW
24561      End
24562      ConditionState    = SNOW NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
24563        Model           = UBArmDeal_A4SN
24564        Animation       = UBArmDeal_A4SN.UBArmDeal_A4SN
24565        AnimationMode   = MANUAL
24566        Flags           = START_FRAME_LAST
24567        TransitionKey   = UP_SNOWNIGHT
24568      End
24569      TransitionState   = DOWN_DEFAULT UP_DAY
24570        Model           = UBArmDeal_A4
24571        Animation       = UBArmDeal_A4.UBArmDeal_A4
24572        AnimationMode   = ONCE
24573        AnimationSpeedFactorRange = 1.0 1.0
24574        Flags           = START_FRAME_FIRST
24575      End
24576      TransitionState   = DOWN_DEFAULT UP_NIGHT
24577        Model           = UBArmDeal_A4N
24578        Animation       = UBArmDeal_A4N.UBArmDeal_A4N
24579        AnimationMode   = ONCE
24580        AnimationSpeedFactorRange = 1.0 1.0
24581        Flags           = START_FRAME_FIRST
24582      End
24583      TransitionState   = DOWN_DEFAULT UP_SNOW
24584        Model           = UBArmDeal_A4S
24585        ; @todo srj -- anim missing
24586        Animation       = UBArmDeal_A4S.UBArmDeal_A4S
24587        AnimationMode   = ONCE
24588        AnimationSpeedFactorRange = 1.0 1.0
24589        Flags           = START_FRAME_FIRST
24590      End
24591      TransitionState   = DOWN_DEFAULT UP_SNOWNIGHT
24592        Model           = UBArmDeal_A4SN
24593        ; @todo srj -- anim missing
24594        Animation       = UBArmDeal_A4SN.UBArmDeal_A4SN
24595        AnimationMode   = ONCE
24596        AnimationSpeedFactorRange = 1.0 1.0
24597        Flags           = START_FRAME_FIRST
24598      End
24599      TransitionState   = UP_DAY DOWN_DEFAULT
24600        Model           = UBArmDeal_A4
24601        Animation       = UBArmDeal_A4.UBArmDeal_A4
24602        AnimationMode   = ONCE_BACKWARDS
24603        AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
24604        Flags           = START_FRAME_LAST
24605      End
24606      TransitionState   = UP_NIGHT DOWN_DEFAULT
24607        Model           = UBArmDeal_A4N
24608        Animation       = UBArmDeal_A4N.UBArmDeal_A4N
24609        AnimationMode   = ONCE_BACKWARDS
24610        AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
24611        Flags           = START_FRAME_LAST
24612      End
24613  
24614      TransitionState   = UP_SNOW DOWN_DEFAULT
24615        Model           = UBArmDeal_A4S
24616        ; @todo srj -- anim missing
24617        Animation       = UBArmDeal_A4S.UBArmDeal_A4S
24618        AnimationMode   = ONCE_BACKWARDS
24619        AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
24620        Flags           = START_FRAME_LAST
24621      End
24622      TransitionState   = UP_SNOWNIGHT DOWN_DEFAULT
24623        Model           = UBArmDeal_A4SN
24624        Animation       = UBArmDeal_A4SN.UBArmDeal_A4SN
24625        AnimationMode   = ONCE_BACKWARDS
24626        AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
24627        Flags           = START_FRAME_LAST
24628      End
24629    End
24630  
24631    ; ------------ under-construction scaffolding -----------------
24632    Draw = W3DModelDraw ModuleTag_03
24633    AnimationsRequirePower = No
24634      MinLODRequired = MEDIUM
24635      DefaultConditionState
24636        Model           = None
24637        TransitionKey   = DOWN_DEFAULT
24638      End
24639      ConditionState    = NIGHT
24640        Model           = None
24641        TransitionKey   = DOWN_DEFAULT
24642      End
24643      ConditionState    = SNOW
24644        Model           = None
24645        TransitionKey   = DOWN_DEFAULT
24646      End
24647      ConditionState    = SNOW NIGHT
24648        Model           = None
24649        TransitionKey   = DOWN_DEFAULT
24650      End
24651      ConditionState    = PARTIALLY_CONSTRUCTED
24652        Model           = UBArmDeal_A6
24653        Animation       = UBArmDeal_A6.UBArmDeal_A6
24654        AnimationMode   = MANUAL
24655        Flags           = START_FRAME_LAST
24656        TransitionKey   = UP_DAY
24657        ParticleSysBone = Dust01 BuildingDust
24658        ParticleSysBone = Smoke01 BuildUpSmoke
24659        ParticleSysBone = Smoke02 BuildUpSmoke
24660        ParticleSysBone = Smoke03 BuildUpSmoke
24661        ParticleSysBone = Smoke04 BuildUpSmoke
24662      End
24663      ConditionState    = NIGHT PARTIALLY_CONSTRUCTED
24664        Model           = UBArmDeal_A6N
24665        Animation       = UBArmDeal_A6N.UBArmDeal_A6N
24666        AnimationMode   = MANUAL
24667        Flags           = START_FRAME_LAST
24668        TransitionKey   = UP_NIGHT
24669        ParticleSysBone = Dust01 BuildingDust
24670        ParticleSysBone = Smoke01 BuildUpSmoke
24671        ParticleSysBone = Smoke02 BuildUpSmoke
24672        ParticleSysBone = Smoke03 BuildUpSmoke
24673        ParticleSysBone = Smoke04 BuildUpSmoke
24674      End
24675      ConditionState    = SNOW PARTIALLY_CONSTRUCTED
24676        Model           = UBArmDeal_A6S
24677        Animation       = UBArmDeal_A6S.UBArmDeal_A6S
24678        AnimationMode   = MANUAL
24679        Flags           = START_FRAME_LAST
24680        TransitionKey   = UP_SNOW
24681        ParticleSysBone = Dust01 BuildingSnowDust
24682        ParticleSysBone = Smoke01 BuildUpSnowSmoke
24683        ParticleSysBone = Smoke02 BuildUpSnowSmoke
24684        ParticleSysBone = Smoke03 BuildUpSnowSmoke
24685        ParticleSysBone = Smoke04 BuildUpSnowSmoke
24686      End
24687      ConditionState    = SNOW NIGHT PARTIALLY_CONSTRUCTED
24688        Model           = UBArmDeal_A6SN
24689        Animation       = UBArmDeal_A6SN.UBArmDeal_A6SN
24690        AnimationMode   = MANUAL
24691        Flags           = START_FRAME_LAST
24692        TransitionKey   = UP_SNOWNIGHT
24693        ParticleSysBone = Dust01 BuildingNightSnowDust
24694        ParticleSysBone = Smoke01 BuildUpNightSnowSmoke
24695        ParticleSysBone = Smoke02 BuildUpNightSnowSmoke
24696        ParticleSysBone = Smoke03 BuildUpNightSnowSmoke
24697        ParticleSysBone = Smoke04 BuildUpNightSnowSmoke
24698      End
24699      TransitionState   = DOWN_DEFAULT UP_DAY
24700       Model            = UBArmDeal_A6
24701        Animation       = UBArmDeal_A6.UBArmDeal_A6
24702        AnimationMode   = ONCE
24703        AnimationSpeedFactorRange = 1.0 1.0
24704        Flags           = START_FRAME_FIRST
24705      End
24706      TransitionState   = DOWN_DEFAULT UP_NIGHT
24707       Model            = UBArmDeal_A6N
24708        Animation       = UBArmDeal_A6N.UBArmDeal_A6N
24709        AnimationMode   = ONCE
24710        AnimationSpeedFactorRange = 1.0 1.0
24711        Flags           = START_FRAME_FIRST
24712      End
24713      TransitionState   = DOWN_DEFAULT UP_SNOW
24714       Model            = UBArmDeal_A6S
24715        Animation       = UBArmDeal_A6S.UBArmDeal_A6S
24716        AnimationMode   = ONCE
24717        AnimationSpeedFactorRange = 1.0 1.0
24718        Flags           = START_FRAME_FIRST
24719      End
24720      TransitionState   = DOWN_DEFAULT UP_SNOWNIGHT
24721       Model            = UBArmDeal_A6SN
24722        Animation       = UBArmDeal_A6SN.UBArmDeal_A6SN
24723        AnimationMode   = ONCE
24724        AnimationSpeedFactorRange = 1.0 1.0
24725        Flags           = START_FRAME_FIRST
24726      End
24727      TransitionState   = UP_DAY DOWN_DEFAULT
24728        Model           = UBArmDeal_A6
24729        Animation       = UBArmDeal_A6.UBArmDeal_A6
24730        AnimationMode   = ONCE_BACKWARDS
24731        AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
24732        Flags           = START_FRAME_LAST
24733      End
24734      TransitionState   = UP_NIGHT DOWN_DEFAULT
24735        Model           = UBArmDeal_A6N
24736        Animation       = UBArmDeal_A6N.UBArmDeal_A6N
24737        AnimationMode   = ONCE_BACKWARDS
24738        AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
24739        Flags           = START_FRAME_LAST
24740      End
24741      TransitionState   = UP_SNOW DOWN_DEFAULT
24742        Model           = UBArmDeal_A6S
24743        Animation       = UBArmDeal_A6S.UBArmDeal_A6S
24744        AnimationMode   = ONCE_BACKWARDS
24745        AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
24746        Flags           = START_FRAME_LAST
24747      End
24748      TransitionState   = UP_SNOWNIGHT DOWN_DEFAULT
24749        Model           = UBArmDeal_A6SN
24750        Animation       = UBArmDeal_A6SN.UBArmDeal_A6SN
24751        AnimationMode   = ONCE_BACKWARDS
24752        AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
24753        Flags           = START_FRAME_LAST
24754      End
24755    End
24756  
24757    ; ----------------- the door -----------------------
24758    Draw = W3DModelDraw ModuleTag_04
24759      DefaultConditionState
24760        Model           = UBArmDeal_A7
24761        Animation       = UBArmDeal_A7.UBArmDeal_A7
24762        AnimationMode   = MANUAL
24763        Flags           = START_FRAME_FIRST
24764      End
24765      AliasConditionState = NIGHT 
24766      AliasConditionState = SNOW
24767      AliasConditionState = NIGHT SNOW
24768      
24769      ConditionState    = DAMAGED
24770        Model           = UBArmDeal_A7D
24771        Animation       = UBArmDeal_A7D.UBArmDeal_A7D
24772        AnimationMode   = MANUAL
24773        Flags           = START_FRAME_FIRST
24774      End
24775      AliasConditionState = NIGHT DAMAGED
24776      AliasConditionState = SNOW DAMAGED
24777      AliasConditionState = SNOW NIGHT DAMAGED
24778  
24779      ConditionState    = REALLYDAMAGED RUBBLE
24780        Model           = UBArmDeal_A7E
24781        Animation       = UBArmDeal_A7E.UBArmDeal_A7E
24782        AnimationMode   = MANUAL
24783        Flags           = START_FRAME_FIRST
24784      End
24785      AliasConditionState = NIGHT REALLYDAMAGED RUBBLE
24786      AliasConditionState = SNOW REALLYDAMAGED RUBBLE
24787      AliasConditionState = NIGHT SNOW REALLYDAMAGED RUBBLE
24788   
24789      ConditionState    = DOOR_1_OPENING
24790        Model           = UBArmDeal_A7
24791        Animation       = UBArmDeal_A7.UBArmDeal_A7
24792        AnimationMode   = ONCE
24793        Flags           = START_FRAME_FIRST
24794      End   
24795      AliasConditionState = NIGHT DOOR_1_OPENING
24796      AliasConditionState = SNOW DOOR_1_OPENING
24797      AliasConditionState = SNOW NIGHT DOOR_1_OPENING
24798      
24799      ConditionState    = DOOR_1_OPENING DAMAGED
24800        Model           = UBArmDeal_A7D
24801        Animation       = UBArmDeal_A7D.UBArmDeal_A7D
24802        AnimationMode   = ONCE
24803        Flags           = START_FRAME_FIRST
24804      End   
24805      AliasConditionState = NIGHT DOOR_1_OPENING DAMAGED
24806      AliasConditionState = SNOW DOOR_1_OPENING DAMAGED
24807      AliasConditionState = NIGHT SNOW DOOR_1_OPENING DAMAGED
24808      
24809      ConditionState    = DOOR_1_OPENING REALLYDAMAGED RUBBLE
24810        Model           = UBArmDeal_A7E
24811        Animation       = UBArmDeal_A7E.UBArmDeal_A7E
24812        AnimationMode   = ONCE
24813        Flags           = START_FRAME_FIRST
24814      End
24815      AliasConditionState = NIGHT DOOR_1_OPENING REALLYDAMAGED RUBBLE
24816      AliasConditionState = SNOW DOOR_1_OPENING REALLYDAMAGED RUBBLE
24817      AliasConditionState = SNOW NIGHT DOOR_1_OPENING REALLYDAMAGED RUBBLE
24818  
24819      ConditionState    = DOOR_1_CLOSING
24820        Model           = UBArmDeal_A7
24821        Animation       = UBArmDeal_A7.UBArmDeal_A7
24822        AnimationMode   = ONCE_BACKWARDS
24823        Flags           = START_FRAME_LAST
24824      End   
24825      AliasConditionState = NIGHT DOOR_1_CLOSING
24826      AliasConditionState = SNOW DOOR_1_CLOSING
24827      AliasConditionState = SNOW NIGHT DOOR_1_CLOSING
24828      
24829      ConditionState    = DOOR_1_CLOSING DAMAGED
24830        Model           = UBArmDeal_A7D
24831        Animation       = UBArmDeal_A7D.UBArmDeal_A7D
24832        AnimationMode   = ONCE_BACKWARDS
24833        Flags           = START_FRAME_LAST
24834      End   
24835      AliasConditionState = NIGHT DOOR_1_CLOSING DAMAGED
24836      AliasConditionState = SNOW NIGHT DOOR_1_CLOSING DAMAGED
24837      AliasConditionState = SNOW DOOR_1_CLOSING DAMAGED
24838      
24839      ConditionState    = DOOR_1_CLOSING REALLYDAMAGED RUBBLE
24840        Model           = UBArmDeal_A7E
24841        Animation       = UBArmDeal_A7E.UBArmDeal_A7E
24842        AnimationMode   = ONCE_BACKWARDS
24843        Flags           = START_FRAME_LAST
24844      End   
24845      AliasConditionState = NIGHT DOOR_1_CLOSING REALLYDAMAGED RUBBLE
24846      AliasConditionState = SNOW DOOR_1_CLOSING REALLYDAMAGED RUBBLE
24847      AliasConditionState = NIGHT SNOW DOOR_1_CLOSING REALLYDAMAGED RUBBLE
24848  
24849      ConditionState    = DOOR_1_WAITING_OPEN
24850        Model           = UBArmDeal_A7
24851        Animation       = UBArmDeal_A7.UBArmDeal_A7
24852        AnimationMode   = MANUAL
24853        Flags           = START_FRAME_LAST
24854      End   
24855      AliasConditionState = NIGHT DOOR_1_WAITING_OPEN
24856      AliasConditionState = SNOW DOOR_1_WAITING_OPEN
24857      AliasConditionState = SNOW NIGHT DOOR_1_WAITING_OPEN
24858      
24859      ConditionState    = DOOR_1_WAITING_OPEN DAMAGED
24860        Model           = UBArmDeal_A7D
24861        Animation       = UBArmDeal_A7D.UBArmDeal_A7D
24862        AnimationMode   = MANUAL
24863        Flags           = START_FRAME_LAST
24864      End   
24865      AliasConditionState = NIGHT DOOR_1_WAITING_OPEN DAMAGED
24866      AliasConditionState = SNOW DOOR_1_WAITING_OPEN DAMAGED
24867      AliasConditionState = SNOW NIGHT DOOR_1_WAITING_OPEN DAMAGED
24868      
24869      ConditionState    = DOOR_1_WAITING_OPEN REALLYDAMAGED RUBBLE
24870        Model           = UBArmDeal_A7E
24871        Animation       = UBArmDeal_A7E.UBArmDeal_A7E
24872        AnimationMode   = MANUAL
24873        Flags           = START_FRAME_LAST
24874      End
24875      AliasConditionState = NIGHT DOOR_1_WAITING_OPEN REALLYDAMAGED RUBBLE
24876      AliasConditionState = SNOW DOOR_1_WAITING_OPEN REALLYDAMAGED RUBBLE
24877      AliasConditionState = NIGHT SNOW DOOR_1_WAITING_OPEN REALLYDAMAGED RUBBLE
24878         
24879      ;**************************************************************************************************************************
24880      ;This block handles every possible case with construction process, selling process, awaiting construction, and sold states
24881      ;for this draw module
24882      ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
24883        Model              = UBArmDeal_A7
24884        Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
24885      End
24886      AliasConditionState  = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT
24887      AliasConditionState  = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW
24888      AliasConditionState  = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW
24889      
24890      ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED
24891        Model              = UBArmDeal_A7D
24892        Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
24893      End
24894      AliasConditionState  = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED NIGHT
24895      AliasConditionState  = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED SNOW
24896      AliasConditionState  = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED NIGHT SNOW
24897      
24898      ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED
24899        Model              = UBArmDeal_A7E
24900        Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
24901      End
24902      AliasConditionState  = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED NIGHT
24903      AliasConditionState  = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED SNOW
24904      AliasConditionState  = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED NIGHT SNOW
24905      
24906      ConditionState       = AWAITING_CONSTRUCTION 
24907        Model              = NONE
24908      End
24909      AliasConditionState  = AWAITING_CONSTRUCTION DAMAGED
24910      AliasConditionState  = AWAITING_CONSTRUCTION REALLYDAMAGED
24911      AliasConditionState  = AWAITING_CONSTRUCTION NIGHT
24912      AliasConditionState  = AWAITING_CONSTRUCTION NIGHT DAMAGED
24913      AliasConditionState  = AWAITING_CONSTRUCTION NIGHT REALLYDAMAGED
24914      AliasConditionState  = AWAITING_CONSTRUCTION SNOW
24915      AliasConditionState  = AWAITING_CONSTRUCTION SNOW DAMAGED
24916      AliasConditionState  = AWAITING_CONSTRUCTION SNOW REALLYDAMAGED
24917      AliasConditionState  = AWAITING_CONSTRUCTION NIGHT SNOW
24918      AliasConditionState  = AWAITING_CONSTRUCTION NIGHT SNOW DAMAGED
24919      AliasConditionState  = AWAITING_CONSTRUCTION NIGHT SNOW REALLYDAMAGED
24920      AliasConditionState  = SOLD DAMAGED
24921      AliasConditionState  = SOLD REALLYDAMAGED
24922      AliasConditionState  = SOLD NIGHT
24923      AliasConditionState  = SOLD NIGHT DAMAGED
24924      AliasConditionState  = SOLD NIGHT REALLYDAMAGED
24925      AliasConditionState  = SOLD SNOW
24926      AliasConditionState  = SOLD SNOW DAMAGED
24927      AliasConditionState  = SOLD SNOW REALLYDAMAGED
24928      AliasConditionState  = SOLD NIGHT SNOW
24929      AliasConditionState  = SOLD NIGHT SNOW DAMAGED
24930      AliasConditionState  = SOLD NIGHT SNOW REALLYDAMAGED
24931      ;**************************************************************************************************************************  
24932    End
24933    
24934    PlacementViewAngle  = -135
24935    
24936    ; ***DESIGN parameters ***
24937    DisplayName      = OBJECT:ArmsDealer
24938    Side             = GLA
24939    EditorSorting    = STRUCTURE
24940    Prerequisites
24941      Object = GLASupplyStash
24942    End
24943    BuildCost        = 2500
24944    BuildTime        = 20.0 ;25.0           ; in seconds
24945    EnergyProduction = 0
24946    CommandSet       = GLAArmsDealerCommandSet
24947    VisionRange     = 200.0           ; Shroud clearing distance
24948    ShroudClearingRange = 200
24949    ArmorSet
24950      Conditions          = None
24951      Armor               = StructureArmor
24952      DamageFX            = StructureDamageFXNoShake
24953    End
24954    ExperienceValue     = 200 200 200 200  ; Experience point value at each level
24955  
24956    ; *** AUDIO Parameters ***
24957    VoiceSelect = WarFactoryGLASelect
24958    SoundDie              = BuildingDie
24959    SoundOnDamaged        = BuildingDamagedStateLight
24960    SoundOnReallyDamaged  = BuildingDestroy
24961  
24962    UnitSpecificSounds
24963      UnderConstruction     = UnderConstructionLoop
24964    End
24965  
24966    ; *** ENGINEERING Parameters ***
24967    RadarPriority     = STRUCTURE
24968    KindOf            = PRELOAD STRUCTURE SELECTABLE IMMOBILE REPAIR_PAD CAPTURABLE FS_TECHNOLOGY AUTO_RALLYPOINT MP_COUNT_FOR_VICTORY SCORE_CREATE
24969    Body              = StructureBody ModuleTag_05
24970      MaxHealth       = 2000.0
24971      InitialHealth   = 2000.0
24972    End
24973    
24974    Behavior               = RebuildHoleExposeDie ModuleTag_06
24975      HoleName        = GLAHoleArmsDealer
24976      HoleMaxHealth   = 500.0
24977    End 
24978    Behavior             = DestroyDie ModuleTag_07
24979      ;nothing
24980    End
24981    Behavior             = CreateObjectDie ModuleTag_08
24982      CreationList  = OCL_LargeStructureDebris
24983    End
24984    Behavior             = FXListDie ModuleTag_09
24985      DeathFX       = FX_StructureMediumDeath
24986    End
24987    Behavior = ProductionUpdate ModuleTag_10
24988      NumDoorAnimations            = 1
24989      DoorOpeningTime              = 2000  ;in mSeconds
24990      DoorWaitOpenTime             = 3000  ;in mSeconds
24991      DoorCloseTime                = 2000  ;in mSeconds
24992      ConstructionCompleteDuration = 1500  ;in mSeconds
24993    End
24994    Behavior = DefaultProductionExitUpdate ModuleTag_11
24995      UnitCreatePoint   = X: -20.0  Y:-15.0   Z:0.0
24996      NaturalRallyPoint = X: 40.0  Y:-15.0   Z:0.0 ;NaturalRallyPointX must always match GeometryMajorRadius! -ML
24997    End
24998    Behavior = RepairDockUpdate ModuleTag_12
24999      TimeForFullHeal   = 5000   ;(in milliseconds)     
25000      NumberApproachPositions = 5
25001    End
25002  
25003    Behavior = FlammableUpdate ModuleTag_14
25004      AflameDuration = 5000         ; If I catch fire, I'll burn for this long...
25005      AflameDamageAmount = 5       ; taking this much damage...
25006      AflameDamageDelay = 500       ; this often.
25007    End
25008  
25009    Behavior = TransitionDamageFX ModuleTag_31
25010      ;-------------DESIGNED FOR MEDIUM SIZED FACTION BUILDING TRANSITIONS-------------------
25011      DamagedParticleSystem1       = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke
25012      ;---------------------------------------------------------------------------------------
25013      ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke
25014      ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionMediumExplosion
25015      ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionMediumShockwave
25016    End
25017  
25018    Geometry            = BOX
25019    GeometryMajorRadius = 40.0
25020    GeometryMinorRadius = 62.0
25021    GeometryHeight      = 25.0
25022    GeometryIsSmall     = No
25023    FactoryExitWidth    = 25
25024    Shadow              = SHADOW_VOLUME
25025    BuildCompletion     = PLACED_BY_PLAYER
25026  
25027  End
25028  
25029  
25030  ;------------------------------------------------------------------------------
25031  ObjectReskin GLAHoleArmsDealer GLAHole
25032    Draw                     = W3DModelDraw ModuleTag_01
25033      OkToChangeModelColor   = Yes
25034      ConditionState         = NONE
25035        Model                = UBHole
25036      End
25037      ConditionState         = DAMAGED
25038        Model                = UBHole_D
25039        ParticleSysBone      = Smoke01 SteamVent
25040      End
25041      ConditionState         = REALLYDAMAGED
25042        Model                = UBHole_E
25043        ParticleSysBone      = Smoke01 SteamVent
25044        ParticleSysBone      = Smoke02 SteamVent
25045        ParticleSysBone      = Fire01 GLAPowerPlantFlame
25046        ParticleSysBone      = Fire02 GLAPowerPlantFlame
25047        ParticleSysBone      = Fire03 GLAPowerPlantFlame
25048      End
25049    End
25050    Draw                     = W3DModelDraw ModuleTag_02
25051      OkToChangeModelColor   = Yes
25052      ConditionState         = NONE
25053        Model                = UBArmDeal_R
25054        ParticleSysBone      = Smoke04 SmolderingSmoke
25055        ParticleSysBone      = Smoke01 SmolderingSmoke
25056        ParticleSysBone      = Smoke03 SmolderingSmoke
25057      End
25058      ConditionState         = DAMAGED REALLYDAMAGED
25059        Model                = UBArmDeal_R
25060        ParticleSysBone      = Smoke04 SmolderingSmoke
25061        ParticleSysBone      = Smoke01 SmolderingSmoke
25062        ParticleSysBone      = Smoke03 SmolderingSmoke
25063      End
25064    End
25065  End
25066  
25067  ;------------------------------------------------------------------------------
25068  Object ChinaWarFactory
25069  
25070    ; *** ART Parameters ***
25071    SelectPortrait         = SNWarFact_L
25072    ButtonImage            = SNWarFact
25073  
25074    ; ------------ the main factory itself -----------------
25075    Draw                = W3DModelDraw ModuleTag_01
25076      OkToChangeModelColor = Yes
25077      ; day
25078      DefaultConditionState
25079        Model           = NBWarFact  
25080      End
25081      ConditionState    = DAMAGED
25082        Model           = NBWarFact_D
25083        ParticleSysBone = Smoke01 SmolderingSmoke
25084        ParticleSysBone = Smoke02 SmolderingSmoke
25085        ParticleSysBone = Smoke03 SmolderingSmoke
25086        ParticleSysBone = Smoke04 SmolderingSmoke
25087        ParticleSysBone = Smoke05 SmolderingSmoke
25088        ParticleSysBone = Fire01  SmolderingFire
25089        ParticleSysBone = Fire01  SmolderingFlameCore
25090        ParticleSysBone = Fire02  SmolderingFire
25091        ParticleSysBone = Fire02  SmolderingFlameCore
25092      End
25093      ConditionState    = REALLYDAMAGED RUBBLE
25094        Model           = NBWarFact_E
25095        ParticleSysBone = Smoke01 SmolderingSmoke
25096        ParticleSysBone = Smoke02 SmolderingSmoke
25097        ParticleSysBone = Smoke03 SmolderingSmoke
25098        ParticleSysBone = Smoke04 SmolderingSmoke
25099        ParticleSysBone = Smoke05 SmolderingSmoke
25100        ParticleSysBone = Smoke06 SmolderingSmoke
25101        ParticleSysBone = Smoke07 SmolderingSmoke
25102        ParticleSysBone = Fire01  SmolderingFire
25103        ParticleSysBone = Fire01  SmolderingFlameCore
25104        ParticleSysBone = Fire02  SmolderingFire
25105        ParticleSysBone = Fire02  SmolderingFlameCore
25106        ParticleSysBone = Fire03  SmolderingFire
25107        ParticleSysBone = Fire03  SmolderingFlameCore
25108      End
25109      
25110      ConditionState    = SNOW
25111        Model           = NBWarFact_S  
25112      End
25113      ConditionState = DAMAGED SNOW
25114        Model           = NBWarFact_DS
25115        ParticleSysBone = Smoke01 SmolderingSmoke
25116        ParticleSysBone = Smoke02 SmolderingSmoke
25117        ParticleSysBone = Smoke03 SmolderingSmoke
25118        ParticleSysBone = Smoke04 SmolderingSmoke
25119        ParticleSysBone = Smoke05 SmolderingSmoke
25120        ParticleSysBone = Fire01  SmolderingFire
25121        ParticleSysBone = Fire01  SmolderingFlameCore
25122        ParticleSysBone = Fire02  SmolderingFire
25123        ParticleSysBone = Fire02  SmolderingFlameCore
25124      End
25125      ConditionState = REALLYDAMAGED RUBBLE SNOW
25126        Model           = NBWarFact_ES
25127        ParticleSysBone = Smoke01 SmolderingSmoke
25128        ParticleSysBone = Smoke02 SmolderingSmoke
25129        ParticleSysBone = Smoke03 SmolderingSmoke
25130        ParticleSysBone = Smoke04 SmolderingSmoke
25131        ParticleSysBone = Smoke05 SmolderingSmoke
25132        ParticleSysBone = Smoke06 SmolderingSmoke
25133        ParticleSysBone = Smoke07 SmolderingSmoke
25134        ParticleSysBone = Fire01  SmolderingFire
25135        ParticleSysBone = Fire01  SmolderingFlameCore
25136        ParticleSysBone = Fire02  SmolderingFire
25137        ParticleSysBone = Fire02  SmolderingFlameCore
25138        ParticleSysBone = Fire03  SmolderingFire
25139        ParticleSysBone = Fire03  SmolderingFlameCore
25140      End
25141  
25142      ; night **********************************************
25143      ConditionState  = NIGHT
25144        Model           = NBWarFact_N     
25145      End
25146      ConditionState    = DAMAGED NIGHT
25147        Model           = NBWarFact_DN
25148        ParticleSysBone = Smoke01 SmolderingSmoke
25149        ParticleSysBone = Smoke02 SmolderingSmoke
25150        ParticleSysBone = Smoke03 SmolderingSmoke
25151        ParticleSysBone = Smoke04 SmolderingSmoke
25152        ParticleSysBone = Smoke05 SmolderingSmoke
25153        ParticleSysBone = Fire01  SmolderingFire
25154        ParticleSysBone = Fire01  SmolderingFlameCore
25155        ParticleSysBone = Fire02  SmolderingFire
25156        ParticleSysBone = Fire02  SmolderingFlameCore
25157      End
25158      ConditionState    = REALLYDAMAGED RUBBLE NIGHT
25159        Model           = NBWarFact_EN
25160        ParticleSysBone = Smoke01 SmolderingSmoke
25161        ParticleSysBone = Smoke02 SmolderingSmoke
25162        ParticleSysBone = Smoke03 SmolderingSmoke
25163        ParticleSysBone = Smoke04 SmolderingSmoke
25164        ParticleSysBone = Smoke05 SmolderingSmoke
25165        ParticleSysBone = Smoke06 SmolderingSmoke
25166        ParticleSysBone = Smoke07 SmolderingSmoke
25167        ParticleSysBone = Fire01  SmolderingFire
25168        ParticleSysBone = Fire01  SmolderingFlameCore
25169        ParticleSysBone = Fire02  SmolderingFire
25170        ParticleSysBone = Fire02  SmolderingFlameCore
25171        ParticleSysBone = Fire03  SmolderingFire
25172        ParticleSysBone = Fire03  SmolderingFlameCore
25173      End
25174          
25175      ; night   SNOW
25176        ConditionState = NIGHT SNOW
25177        Model           = NBWarFact_NS   
25178      End
25179      ConditionState = DAMAGED NIGHT SNOW
25180        Model           = NBWarFact_DNS
25181        ParticleSysBone = Smoke01 SmolderingSmoke
25182        ParticleSysBone = Smoke02 SmolderingSmoke
25183        ParticleSysBone = Smoke03 SmolderingSmoke
25184        ParticleSysBone = Smoke04 SmolderingSmoke
25185        ParticleSysBone = Smoke05 SmolderingSmoke
25186        ParticleSysBone = Fire01  SmolderingFire
25187        ParticleSysBone = Fire01  SmolderingFlameCore
25188        ParticleSysBone = Fire02  SmolderingFire
25189        ParticleSysBone = Fire02  SmolderingFlameCore
25190      End
25191      ConditionState = REALLYDAMAGED RUBBLE NIGHT SNOW
25192        Model           = NBWarFact_ENS
25193        ParticleSysBone = Smoke01 SmolderingSmoke
25194        ParticleSysBone = Smoke02 SmolderingSmoke
25195        ParticleSysBone = Smoke03 SmolderingSmoke
25196        ParticleSysBone = Smoke04 SmolderingSmoke
25197        ParticleSysBone = Smoke05 SmolderingSmoke
25198        ParticleSysBone = Smoke06 SmolderingSmoke
25199        ParticleSysBone = Smoke07 SmolderingSmoke
25200        ParticleSysBone = Fire01  SmolderingFire
25201        ParticleSysBone = Fire01  SmolderingFlameCore
25202        ParticleSysBone = Fire02  SmolderingFire
25203        ParticleSysBone = Fire02  SmolderingFlameCore
25204        ParticleSysBone = Fire03  SmolderingFire
25205        ParticleSysBone = Fire03  SmolderingFlameCore
25206      End
25207      
25208      
25209      ;**************************************************************************************************************************
25210      ;This block handles every possible case with construction process, selling process, awaiting construction, and sold states
25211      ;for this draw module
25212      ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
25213        Model              = NBWarFact
25214        ;Animation          = NBWarFact.NBWarFact
25215        ;AnimationMode      = LOOP
25216        Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
25217      End
25218      ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED
25219        Model              = NBWarFact_D
25220        ;Animation          = NBWarFact_D.NBWarFact_D
25221        ;AnimationMode      = LOOP
25222        Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
25223      End
25224      ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED
25225        Model              = NBWarFact_E
25226        ;Animation          = NBWarFact_E.NBWarFact_E
25227        ;AnimationMode      = LOOP
25228        Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
25229      End
25230      ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT
25231        Model              = NBWarFact_N
25232        ;Animation          = NBWarFact_N.NBWarFact_N
25233        ;AnimationMode      = LOOP
25234        Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
25235      End
25236      ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT DAMAGED
25237        Model              = NBWarFact_DN
25238        ;Animation          = NBWarFact_DN.NBWarFact_DN
25239        ;AnimationMode      = LOOP
25240        Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
25241      End
25242      ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT REALLYDAMAGED
25243        Model              = NBWarFact_EN
25244        ;Animation          = NBWarFact_EN.NBWarFact_EN
25245        ;AnimationMode      = LOOP
25246        Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
25247      End
25248      ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW
25249        Model              = NBWarFact_S
25250        ;Animation          = NBWarFact_S.NBWarFact_S
25251        ;AnimationMode      = LOOP
25252        Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
25253      End
25254      ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW DAMAGED
25255        Model              = NBWarFact_DS
25256        ;Animation          = NBWarFact_DS.NBWarFact_DS
25257        ;AnimationMode      = LOOP
25258        Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
25259      End
25260      ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW REALLYDAMAGED
25261        Model              = NBWarFact_ES
25262        ;Animation          = NBWarFact_ES.NBWarFact_ES
25263        ;AnimationMode      = LOOP
25264        Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
25265      End
25266      ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW
25267        Model              = NBWarFact_NS
25268        ;Animation          = NBWarFact_NS.NBWarFact_NS
25269        ;AnimationMode      = LOOP
25270        Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
25271      End
25272      ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW DAMAGED
25273        Model              = NBWarFact_DNS
25274        ;Animation          = NBWarFact_DNS.NBWarFact_DNS
25275        ;AnimationMode      = LOOP
25276        Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
25277      End
25278      ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW REALLYDAMAGED
25279        Model              = NBWarFact_ENS
25280        ;Animation          = NBWarFact_ENS.NBWarFact_ENS
25281        ;AnimationMode      = LOOP
25282        Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
25283      End
25284  
25285      ConditionState       = AWAITING_CONSTRUCTION 
25286        Model              = NONE
25287      End
25288      AliasConditionState  = AWAITING_CONSTRUCTION DAMAGED
25289      AliasConditionState  = AWAITING_CONSTRUCTION REALLYDAMAGED
25290      AliasConditionState  = AWAITING_CONSTRUCTION NIGHT
25291      AliasConditionState  = AWAITING_CONSTRUCTION NIGHT DAMAGED
25292      AliasConditionState  = AWAITING_CONSTRUCTION NIGHT REALLYDAMAGED
25293      AliasConditionState  = AWAITING_CONSTRUCTION SNOW
25294      AliasConditionState  = AWAITING_CONSTRUCTION SNOW DAMAGED
25295      AliasConditionState  = AWAITING_CONSTRUCTION SNOW REALLYDAMAGED
25296      AliasConditionState  = AWAITING_CONSTRUCTION NIGHT SNOW
25297      AliasConditionState  = AWAITING_CONSTRUCTION NIGHT SNOW DAMAGED
25298      AliasConditionState  = AWAITING_CONSTRUCTION NIGHT SNOW REALLYDAMAGED
25299      AliasConditionState  = SOLD 
25300      AliasConditionState  = SOLD DAMAGED
25301      AliasConditionState  = SOLD REALLYDAMAGED
25302      AliasConditionState  = SOLD NIGHT
25303      AliasConditionState  = SOLD NIGHT DAMAGED
25304      AliasConditionState  = SOLD NIGHT REALLYDAMAGED
25305      AliasConditionState  = SOLD SNOW
25306      AliasConditionState  = SOLD SNOW DAMAGED
25307      AliasConditionState  = SOLD SNOW REALLYDAMAGED
25308      AliasConditionState  = SOLD NIGHT SNOW
25309      AliasConditionState  = SOLD NIGHT SNOW DAMAGED
25310      AliasConditionState  = SOLD NIGHT SNOW REALLYDAMAGED
25311      ;**************************************************************************************************************************
25312    End
25313    
25314    ; ------------------ the construction crane ------------
25315    Draw                   = W3DModelDraw ModuleTag_02
25316      OkToChangeModelColor = Yes
25317      ConditionState       = None
25318        Model              = NBWarFact_A1
25319        Animation          = NBWarFact_A1.NBWarFact_A1
25320        AnimationMode      = LOOP
25321        WaitForStateToFinishIfPossible = TransitionFinishBeforeSwitch
25322      End
25323      ConditionState       = DAMAGED
25324        Model              = NBWarFact_A1D
25325        Animation          = NBWarFact_A1D.NBWarFact_A1D
25326        AnimationMode      = LOOP
25327        WaitForStateToFinishIfPossible = TransitionFinishBeforeSwitch
25328      End
25329      ConditionState       = REALLYDAMAGED RUBBLE
25330        Model              = NBWarFact_A1E
25331        Animation          = NBWarFact_A1E.NBWarFact_A1E
25332        AnimationMode      = LOOP
25333        WaitForStateToFinishIfPossible = TransitionFinishBeforeSwitch
25334      End
25335      ConditionState       = ACTIVELY_CONSTRUCTING
25336        Model              = NBWarFact_A2
25337        Animation          = NBWarFact_A2.NBWarFact_A2
25338        AnimationMode      = ONCE
25339        TransitionKey      = TransitionFinishBeforeSwitch
25340      End
25341      ConditionState       = ACTIVELY_CONSTRUCTING DAMAGED
25342        Model              = NBWarFact_A2D
25343        Animation          = NBWarFact_A2D.NBWarFact_A2D
25344        AnimationMode      = ONCE
25345        TransitionKey      = TransitionFinishBeforeSwitch
25346      End
25347      ConditionState       = ACTIVELY_CONSTRUCTING REALLYDAMAGED RUBBLE
25348        Model              = NBWarFact_A2E
25349        Animation          = NBWarFact_A2E.NBWarFact_A2E
25350        AnimationMode      = ONCE
25351        TransitionKey      = TransitionFinishBeforeSwitch
25352      End
25353      ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
25354        Model              = NBWarFact_A1
25355        Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
25356      End
25357      ConditionState       = SOLD DAMAGED REALLYDAMAGED RUBBLE
25358        Model              = NONE
25359      End
25360    End
25361  
25362    ; ------------ construction-zone fence -----------------
25363    Draw                = W3DModelDraw ModuleTag_03
25364    AnimationsRequirePower = No
25365      DefaultConditionState
25366        Model           = None
25367        TransitionKey   = DOWN_DEFAULT
25368      End
25369      ConditionState    = NIGHT
25370        Model           = None
25371        TransitionKey   = DOWN_DEFAULT
25372      End
25373      ConditionState    = SNOW
25374        Model           = None
25375        TransitionKey   = DOWN_DEFAULT
25376      End
25377      ConditionState    = SNOW NIGHT
25378        Model           = None
25379        TransitionKey   = DOWN_DEFAULT
25380      End
25381      ConditionState    = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
25382        Model           = NBWarFact_A4
25383        Animation       = NBWarFact_A4.NBWarFact_A4
25384        AnimationMode   = MANUAL
25385        Flags           = START_FRAME_LAST
25386        TransitionKey   = UP_DAY
25387        ParticleSysBone = Smoke01 SmolderingSmoke
25388        ParticleSysBone =  Fire01 SmolderingFire
25389        ParticleSysBone = Smoke02 SmolderingSmoke
25390        ParticleSysBone =  Fire02 SmolderingFire
25391      End
25392      ConditionState    = NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
25393        Model           = NBWarFact_A4N
25394        Animation       = NBWarFact_A4N.NBWarFact_A4N
25395        AnimationMode   = MANUAL
25396        Flags           = START_FRAME_LAST
25397        TransitionKey   = UP_NIGHT
25398        ParticleSysBone = Smoke01 SmolderingSmoke
25399        ParticleSysBone =  Fire01 SmolderingFire
25400        ParticleSysBone = Smoke02 SmolderingSmoke
25401        ParticleSysBone =  Fire02 SmolderingFire
25402      End
25403      ConditionState    = SNOW AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
25404        Model           = NBWarFact_A4S
25405        Animation       = NBWarFact_A4S.NBWarFact_A4S
25406        AnimationMode   = MANUAL
25407        Flags           = START_FRAME_LAST
25408        TransitionKey   = UP_SNOW
25409        ParticleSysBone = Smoke01 SmolderingSmoke
25410        ParticleSysBone =  Fire01 SmolderingFire
25411        ParticleSysBone = Smoke02 SmolderingSmoke
25412        ParticleSysBone =  Fire02 SmolderingFire
25413      End
25414      ConditionState    = SNOW NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
25415        Model           = NBWarFact_A4SN
25416        Animation       = NBWarFact_A4SN.NBWarFact_A4SN
25417        AnimationMode   = MANUAL
25418        Flags           = START_FRAME_LAST
25419        TransitionKey   = UP_SNOWNIGHT
25420        ParticleSysBone = Smoke01 SmolderingSmoke
25421        ParticleSysBone =  Fire01 SmolderingFire
25422        ParticleSysBone = Smoke02 SmolderingSmoke
25423        ParticleSysBone =  Fire02 SmolderingFire
25424      End
25425      TransitionState   = DOWN_DEFAULT UP_DAY
25426        Model           = NBWarFact_A4
25427        Animation       = NBWarFact_A4.NBWarFact_A4
25428        AnimationMode   = ONCE
25429        AnimationSpeedFactorRange = 1.0 1.0
25430        Flags           = START_FRAME_FIRST
25431      End
25432      TransitionState   = DOWN_DEFAULT UP_NIGHT
25433        Model           = NBWarFact_A4N
25434        Animation       = NBWarFact_A4N.NBWarFact_A4N
25435        AnimationMode   = ONCE
25436        AnimationSpeedFactorRange = 1.0 1.0
25437        Flags           = START_FRAME_FIRST
25438      End
25439      TransitionState   = DOWN_DEFAULT UP_SNOW
25440        Model           = NBWarFact_A4S
25441        Animation       = NBWarFact_A4S.NBWarFact_A4S
25442        AnimationMode   = ONCE
25443        AnimationSpeedFactorRange = 1.0 1.0
25444        Flags           = START_FRAME_FIRST
25445      End
25446      TransitionState   = DOWN_DEFAULT UP_SNOWNIGHT
25447        Model           = NBWarFact_A4SN
25448        Animation       = NBWarFact_A4SN.NBWarFact_A4SN
25449        AnimationMode   = ONCE
25450        AnimationSpeedFactorRange = 1.0 1.0
25451        Flags           = START_FRAME_FIRST
25452      End
25453      TransitionState   = UP_DAY DOWN_DEFAULT
25454        Model           = NBWarFact_A4
25455        Animation       = NBWarFact_A4.NBWarFact_A4
25456        AnimationMode   = ONCE_BACKWARDS
25457        AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
25458        Flags           = START_FRAME_LAST
25459      End
25460      TransitionState   = UP_NIGHT DOWN_DEFAULT
25461        Model           = NBWarFact_A4N
25462        Animation       = NBWarFact_A4N.NBWarFact_A4N
25463        AnimationMode   = ONCE_BACKWARDS
25464        AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
25465        Flags           = START_FRAME_LAST
25466      End
25467      TransitionState   = UP_SNOW DOWN_DEFAULT
25468        Model           = NBWarFact_A4S
25469        Animation       = NBWarFact_A4S.NBWarFact_A4S
25470        AnimationMode   = ONCE_BACKWARDS
25471        AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
25472        Flags           = START_FRAME_LAST
25473      End
25474      TransitionState   = UP_SNOWNIGHT DOWN_DEFAULT
25475        Model           = NBWarFact_A4SN
25476        Animation       = NBWarFact_A4SN.NBWarFact_A4SN
25477        AnimationMode   = ONCE_BACKWARDS
25478        AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
25479        Flags           = START_FRAME_LAST
25480      End
25481    End
25482  
25483    ; ------------ under-construction scaffolding -----------------
25484    Draw                 = W3DModelDraw ModuleTag_04
25485    AnimationsRequirePower = No
25486      MinLODRequired = MEDIUM
25487      DefaultConditionState
25488        Model            = None
25489        TransitionKey    = DOWN_DEFAULT
25490      End
25491      ConditionState     = NIGHT
25492        Model            = None
25493        TransitionKey    = DOWN_DEFAULT
25494      End
25495      ConditionState     = SNOW
25496        Model            = None
25497        TransitionKey    = DOWN_DEFAULT
25498      End
25499      ConditionState     = SNOW NIGHT
25500        Model            = None
25501        TransitionKey    = DOWN_DEFAULT
25502      End
25503      ConditionState     = PARTIALLY_CONSTRUCTED
25504        Model            = NBWarFact_A6
25505        Animation        = NBWarFact_A6.NBWarFact_A6
25506        AnimationMode    = MANUAL
25507        Flags            = START_FRAME_LAST
25508        TransitionKey    = UP_DAY
25509        ParticleSysBone  = Dust01 BuildingDustChina
25510        ParticleSysBone  = Smoke01 BuildUpSmokeChina
25511        ParticleSysBone  = Smoke02 BuildUpSmokeChina
25512        ParticleSysBone  = Smoke03 BuildUpSmokeChina
25513        ParticleSysBone  = Smoke04 BuildUpSmokeChina
25514        ParticleSysBone  = Smoke05 BuildUpSmokeChina
25515      End
25516      ConditionState     = NIGHT PARTIALLY_CONSTRUCTED
25517        Model            = NBWarFact_A6N
25518        Animation        = NBWarFact_A6N.NBWarFact_A6N
25519        AnimationMode    = MANUAL
25520        Flags            = START_FRAME_LAST
25521        TransitionKey    = UP_NIGHT
25522        ParticleSysBone  = Dust01 BuildingDustChina
25523        ParticleSysBone  = Smoke01 BuildUpSmokeChina
25524        ParticleSysBone  = Smoke02 BuildUpSmokeChina
25525        ParticleSysBone  = Smoke03 BuildUpSmokeChina
25526        ParticleSysBone  = Smoke04 BuildUpSmokeChina
25527        ParticleSysBone  = Smoke05 BuildUpSmokeChina
25528      End
25529      ConditionState     = SNOW PARTIALLY_CONSTRUCTED
25530        Model            = NBWarFact_A6S
25531        Animation        = NBWarFact_A6S.NBWarFact_A6S
25532        AnimationMode    = MANUAL
25533        Flags            = START_FRAME_LAST
25534        TransitionKey    = UP_SNOW
25535        ParticleSysBone  = Dust01 BuildingSnowDust
25536        ParticleSysBone  = Smoke01 BuildUpSnowSmoke
25537        ParticleSysBone  = Smoke02 BuildUpSnowSmoke
25538        ParticleSysBone  = Smoke03 BuildUpSnowSmoke
25539        ParticleSysBone  = Smoke04 BuildUpSnowSmoke
25540        ParticleSysBone  = Smoke05 BuildUpSnowSmoke
25541      End
25542      ConditionState     = SNOW NIGHT PARTIALLY_CONSTRUCTED
25543        Model            = NBWarFact_A6SN
25544        Animation        = NBWarFact_A6SN.NBWarFact_A6SN
25545        AnimationMode    = MANUAL
25546        Flags            = START_FRAME_LAST
25547        TransitionKey    = UP_SNOWNIGHT
25548        ParticleSysBone  = Dust01 BuildingNightSnowDust
25549        ParticleSysBone  = Smoke01 BuildUpNightSnowSmoke
25550        ParticleSysBone  = Smoke02 BuildUpNightSnowSmoke
25551        ParticleSysBone  = Smoke03 BuildUpNightSnowSmoke
25552        ParticleSysBone  = Smoke04 BuildUpNightSnowSmoke
25553        ParticleSysBone  = Smoke05 BuildUpNightSnowSmoke
25554      End
25555      TransitionState    = DOWN_DEFAULT UP_DAY
25556       Model             = NBWarFact_A6
25557        Animation        = NBWarFact_A6.NBWarFact_A6
25558        AnimationMode    = ONCE
25559        AnimationSpeedFactorRange = 1.0 1.0
25560        Flags            = START_FRAME_FIRST
25561      End
25562      TransitionState    = DOWN_DEFAULT UP_NIGHT
25563       Model             = NBWarFact_A6N
25564        Animation        = NBWarFact_A6N.NBWarFact_A6N
25565        AnimationMode    = ONCE
25566        AnimationSpeedFactorRange = 1.0 1.0
25567        Flags            = START_FRAME_FIRST
25568      End
25569      TransitionState    = DOWN_DEFAULT UP_SNOW
25570       Model             = NBWarFact_A6S
25571        Animation        = NBWarFact_A6S.NBWarFact_A6S
25572        AnimationMode    = ONCE
25573        AnimationSpeedFactorRange = 1.0 1.0
25574        Flags            = START_FRAME_FIRST
25575      End
25576      TransitionState    = DOWN_DEFAULT UP_SNOWNIGHT
25577       Model             = NBWarFact_A6SN
25578        Animation        = NBWarFact_A6SN.NBWarFact_A6SN
25579        AnimationMode    = ONCE
25580        AnimationSpeedFactorRange = 1.0 1.0
25581        Flags            = START_FRAME_FIRST
25582      End
25583      TransitionState    = UP_DAY DOWN_DEFAULT
25584        Model            = NBWarFact_A6
25585        Animation        = NBWarFact_A6.NBWarFact_A6
25586        AnimationMode    = ONCE_BACKWARDS
25587        AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
25588        Flags            = START_FRAME_LAST
25589      End
25590      TransitionState    = UP_NIGHT DOWN_DEFAULT
25591        Model            = NBWarFact_A6N
25592        Animation        = NBWarFact_A6N.NBWarFact_A6N
25593        AnimationMode    = ONCE_BACKWARDS
25594        AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
25595        Flags            = START_FRAME_LAST
25596      End
25597      TransitionState    = UP_SNOW DOWN_DEFAULT
25598        Model            = NBWarFact_A6S
25599        Animation        = NBWarFact_A6S.NBWarFact_A6S
25600        AnimationMode    = ONCE_BACKWARDS
25601        AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
25602        Flags            = START_FRAME_LAST
25603      End
25604      TransitionState    = UP_SNOWNIGHT DOWN_DEFAULT
25605        Model            = NBWarFact_A6SN
25606        Animation        = NBWarFact_A6SN.NBWarFact_A6SN
25607        AnimationMode    = ONCE_BACKWARDS
25608        AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
25609        Flags            = START_FRAME_LAST
25610      End
25611    End
25612  
25613    ; ------------------ the construction conveyor belt ------------
25614    Draw = W3DModelDraw ModuleTag_05
25615      OkToChangeModelColor = Yes
25616      DefaultConditionState
25617        Model           = NBWarFact_A7
25618        Animation       = NBWarFact_A7.NBWarFact_A7
25619        AnimationMode   = LOOP
25620      ;  Flags           = START_FRAME_FIRST
25621      End
25622      AliasConditionState = NIGHT
25623      AliasConditionState = SNOW
25624      AliasConditionState = SNOW NIGHT
25625      AliasConditionState = NIGHT DAMAGED
25626      AliasConditionState = SNOW DAMAGED
25627      AliasConditionState = SNOW NIGHT DAMAGED
25628      AliasConditionState = NIGHT REALLYDAMAGED RUBBLE
25629      AliasConditionState = SNOW REALLYDAMAGED RUBBLE
25630      AliasConditionState = SNOW NIGHT REALLYDAMAGED RUBBLE
25631      
25632      ConditionState    = ACTIVELY_CONSTRUCTING
25633        Model           = NBWarFact_A7
25634        Animation       = NBWarFact_A7.NBWarFact_A7
25635        AnimationMode   = LOOP
25636      ;  Flags           = START_FRAME_FIRST
25637      End
25638      AliasConditionState = NIGHT ACTIVELY_CONSTRUCTING
25639      AliasConditionState = SNOW ACTIVELY_CONSTRUCTING
25640      AliasConditionState = SNOW NIGHT ACTIVELY_CONSTRUCTING
25641      AliasConditionState = NIGHT DAMAGED ACTIVELY_CONSTRUCTING
25642      AliasConditionState = SNOW DAMAGED ACTIVELY_CONSTRUCTING
25643      AliasConditionState = SNOW NIGHT DAMAGED ACTIVELY_CONSTRUCTING
25644      AliasConditionState = NIGHT REALLYDAMAGED RUBBLE ACTIVELY_CONSTRUCTING
25645      AliasConditionState = SNOW REALLYDAMAGED RUBBLE ACTIVELY_CONSTRUCTING
25646      AliasConditionState = SNOW NIGHT REALLYDAMAGED RUBBLE ACTIVELY_CONSTRUCTING
25647  
25648      ;**************************************************************************************************************************
25649      ;This block handles every possible case with construction process, selling process, awaiting construction, and sold states
25650      ;for this draw module
25651      ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
25652        Model              = NBWarFact_A7
25653        Animation          = NBWarFact_A7.NBWarFact_A7
25654        AnimationMode      = LOOP
25655        Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
25656      End
25657      AliasConditionState  = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED
25658      AliasConditionState  = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED
25659      AliasConditionState  = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT
25660      AliasConditionState  = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW
25661      AliasConditionState  = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW
25662      AliasConditionState  = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED NIGHT
25663      AliasConditionState  = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED SNOW
25664      AliasConditionState  = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED NIGHT SNOW
25665      AliasConditionState  = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED NIGHT
25666      AliasConditionState  = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED SNOW
25667      AliasConditionState  = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED NIGHT SNOW
25668      
25669      ConditionState       = AWAITING_CONSTRUCTION 
25670        Model              = NONE
25671      End
25672      AliasConditionState  = AWAITING_CONSTRUCTION DAMAGED
25673      AliasConditionState  = AWAITING_CONSTRUCTION REALLYDAMAGED
25674      AliasConditionState  = AWAITING_CONSTRUCTION NIGHT
25675      AliasConditionState  = AWAITING_CONSTRUCTION NIGHT DAMAGED
25676      AliasConditionState  = AWAITING_CONSTRUCTION NIGHT REALLYDAMAGED
25677      AliasConditionState  = AWAITING_CONSTRUCTION SNOW
25678      AliasConditionState  = AWAITING_CONSTRUCTION SNOW DAMAGED
25679      AliasConditionState  = AWAITING_CONSTRUCTION SNOW REALLYDAMAGED
25680      AliasConditionState  = AWAITING_CONSTRUCTION NIGHT SNOW
25681      AliasConditionState  = AWAITING_CONSTRUCTION NIGHT SNOW DAMAGED
25682      AliasConditionState  = AWAITING_CONSTRUCTION NIGHT SNOW REALLYDAMAGED
25683      AliasConditionState  = SOLD DAMAGED
25684      AliasConditionState  = SOLD REALLYDAMAGED
25685      AliasConditionState  = SOLD NIGHT
25686      AliasConditionState  = SOLD NIGHT DAMAGED
25687      AliasConditionState  = SOLD NIGHT REALLYDAMAGED
25688      AliasConditionState  = SOLD SNOW
25689      AliasConditionState  = SOLD SNOW DAMAGED
25690      AliasConditionState  = SOLD SNOW REALLYDAMAGED
25691      AliasConditionState  = SOLD NIGHT SNOW
25692      AliasConditionState  = SOLD NIGHT SNOW DAMAGED
25693      AliasConditionState  = SOLD NIGHT SNOW REALLYDAMAGED
25694      ;**************************************************************************************************************************
25695    End
25696  
25697    ; ----------------- the factory door -------------------
25698    Draw = W3DModelDraw ModuleTag_06
25699      DefaultConditionState
25700        Model           = NBWarFact_A8
25701        Animation       = NBWarFact_A8.NBWarFact_A8
25702        AnimationMode   = MANUAL
25703        Flags           = START_FRAME_FIRST
25704      End
25705      AliasConditionState = NIGHT 
25706      AliasConditionState = SNOW
25707      AliasConditionState = NIGHT SNOW
25708  
25709      ConditionState    = DAMAGED
25710        Model           = NBWarFact_A8D
25711        Animation       = NBWarFact_A8D.NBWarFact_A8D
25712        AnimationMode   = MANUAL
25713        Flags           = START_FRAME_FIRST
25714      End
25715      AliasConditionState = NIGHT DAMAGED
25716      AliasConditionState = SNOW DAMAGED
25717      AliasConditionState = NIGHT SNOW DAMAGED
25718  
25719      ConditionState    = REALLYDAMAGED RUBBLE
25720        Model           = NBWarFact_A8E
25721        Animation       = NBWarFact_A8E.NBWarFact_A8E
25722        AnimationMode   = MANUAL
25723        Flags           = START_FRAME_FIRST
25724      End
25725      AliasConditionState = NIGHT REALLYDAMAGED RUBBLE
25726      AliasConditionState = SNOW REALLYDAMAGED RUBBLE
25727      AliasConditionState = NIGHT SNOW REALLYDAMAGED RUBBLE
25728      
25729      ConditionState    = DOOR_1_OPENING
25730        Model           = NBWarFact_A8
25731        Animation       = NBWarFact_A8.NBWarFact_A8
25732        AnimationMode   = ONCE
25733        Flags           = START_FRAME_FIRST
25734      End  
25735      AliasConditionState = NIGHT DOOR_1_OPENING
25736      AliasConditionState = SNOW DOOR_1_OPENING
25737      AliasConditionState = NIGHT SNOW DOOR_1_OPENING
25738       
25739  
25740      ConditionState    = DOOR_1_OPENING DAMAGED
25741        Model           = NBWarFact_A8D
25742        Animation       = NBWarFact_A8D.NBWarFact_A8D
25743        AnimationMode   = ONCE
25744        Flags           = START_FRAME_FIRST
25745     End   
25746     AliasConditionState = NIGHT DOOR_1_OPENING DAMAGED
25747     AliasConditionState = SNOW DOOR_1_OPENING DAMAGED
25748     AliasConditionState = NIGHT SNOW DOOR_1_OPENING DAMAGED
25749  
25750      ConditionState    = DOOR_1_OPENING REALLYDAMAGED RUBBLE
25751        Model           = NBWarFact_A8E
25752        Animation       = NBWarFact_A8E.NBWarFact_A8E
25753        AnimationMode   = ONCE
25754        Flags           = START_FRAME_FIRST
25755      End
25756      AliasConditionState = NIGHT DOOR_1_OPENING REALLYDAMAGED RUBBLE
25757      AliasConditionState = SNOW DOOR_1_OPENING REALLYDAMAGED RUBBLE
25758      AliasConditionState = NIGHT SNOW DOOR_1_OPENING REALLYDAMAGED RUBBLE
25759  
25760      ConditionState    = DOOR_1_CLOSING
25761        Model           = NBWarFact_A8
25762        Animation       = NBWarFact_A8.NBWarFact_A8
25763        AnimationMode   = ONCE_BACKWARDS
25764        Flags           = START_FRAME_LAST
25765      End   
25766      AliasConditionState = NIGHT DOOR_1_CLOSING
25767      AliasConditionState = SNOW DOOR_1_CLOSING
25768      AliasConditionState = NIGHT SNOW DOOR_1_CLOSING
25769      
25770  
25771      ConditionState    = DOOR_1_CLOSING DAMAGED
25772        Model           = NBWarFact_A8D
25773        Animation       = NBWarFact_A8D.NBWarFact_A8D
25774        AnimationMode   = ONCE_BACKWARDS
25775        Flags           = START_FRAME_LAST
25776      End   
25777      AliasConditionState = NIGHT DOOR_1_CLOSING DAMAGED
25778      AliasConditionState = SNOW DOOR_1_CLOSING DAMAGED
25779      AliasConditionState = NIGHT SNOW DOOR_1_CLOSING DAMAGED
25780  
25781      ConditionState    = DOOR_1_CLOSING REALLYDAMAGED RUBBLE
25782        Model           = NBWarFact_A8E
25783        Animation       = NBWarFact_A8E.NBWarFact_A8E
25784        AnimationMode   = ONCE_BACKWARDS
25785        Flags           = START_FRAME_LAST
25786      End   
25787      AliasConditionState = NIGHT DOOR_1_CLOSING REALLYDAMAGED RUBBLE
25788      AliasConditionState = SNOW DOOR_1_CLOSING REALLYDAMAGED RUBBLE
25789      AliasConditionState = NIGHT SNOW DOOR_1_CLOSING REALLYDAMAGED RUBBLE
25790  
25791      ConditionState    = DOOR_1_WAITING_OPEN
25792        Model           = NBWarFact_A8
25793        Animation       = NBWarFact_A8.NBWarFact_A8
25794        AnimationMode   = MANUAL
25795        Flags           = START_FRAME_LAST
25796      End  
25797      AliasConditionState = NIGHT DOOR_1_WAITING_OPEN
25798      AliasConditionState = SNOW DOOR_1_WAITING_OPEN
25799      AliasConditionState = NIGHT SNOW DOOR_1_WAITING_OPEN
25800       
25801  
25802      ConditionState    = DOOR_1_WAITING_OPEN DAMAGED
25803        Model           = NBWarFact_A8D
25804        Animation       = NBWarFact_A8D.NBWarFact_A8D
25805        AnimationMode   = MANUAL
25806        Flags           = START_FRAME_LAST
25807      End   
25808      AliasConditionState = NIGHT DOOR_1_WAITING_OPEN DAMAGED
25809      AliasConditionState = SNOW DOOR_1_WAITING_OPEN DAMAGED
25810      AliasConditionState = NIGHT SNOW DOOR_1_WAITING_OPEN DAMAGED
25811  
25812      ConditionState    = DOOR_1_WAITING_OPEN REALLYDAMAGED RUBBLE
25813        Model           = NBWarFact_A8E
25814        Animation       = NBWarFact_A8E.NBWarFact_A8E
25815        AnimationMode   = MANUAL
25816        Flags           = START_FRAME_LAST
25817      End   
25818      AliasConditionState = NIGHT DOOR_1_WAITING_OPEN REALLYDAMAGED RUBBLE
25819      AliasConditionState = SNOW DOOR_1_WAITING_OPEN REALLYDAMAGED RUBBLE
25820      AliasConditionState = NIGHT SNOW DOOR_1_WAITING_OPEN REALLYDAMAGED RUBBLE
25821  
25822      ;**************************************************************************************************************************
25823      ;This block handles every possible case with construction process, selling process, awaiting construction, and sold states
25824      ;for this draw module
25825      ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
25826        Model              = NBWarFact_A8
25827        Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
25828      End
25829      AliasConditionState  = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT
25830      AliasConditionState  = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW
25831      AliasConditionState  = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW
25832      
25833      ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED
25834        Model              = NBWarFact_A8D
25835        Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
25836      End
25837      AliasConditionState  = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT DAMAGED
25838      AliasConditionState  = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW DAMAGED
25839      AliasConditionState  = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW DAMAGED
25840      
25841      ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED
25842        Model              = NBWarFact_A8E
25843        Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
25844      End
25845      AliasConditionState  = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT REALLYDAMAGED
25846      AliasConditionState  = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW REALLYDAMAGED
25847      AliasConditionState  = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW REALLYDAMAGED
25848  
25849      ConditionState       = AWAITING_CONSTRUCTION 
25850        Model              = NONE
25851      End
25852      AliasConditionState  = AWAITING_CONSTRUCTION DAMAGED
25853      AliasConditionState  = AWAITING_CONSTRUCTION REALLYDAMAGED
25854      AliasConditionState  = AWAITING_CONSTRUCTION NIGHT
25855      AliasConditionState  = AWAITING_CONSTRUCTION NIGHT DAMAGED
25856      AliasConditionState  = AWAITING_CONSTRUCTION NIGHT REALLYDAMAGED
25857      AliasConditionState  = AWAITING_CONSTRUCTION SNOW
25858      AliasConditionState  = AWAITING_CONSTRUCTION SNOW DAMAGED
25859      AliasConditionState  = AWAITING_CONSTRUCTION SNOW REALLYDAMAGED
25860      AliasConditionState  = AWAITING_CONSTRUCTION NIGHT SNOW
25861      AliasConditionState  = AWAITING_CONSTRUCTION NIGHT SNOW DAMAGED
25862      AliasConditionState  = AWAITING_CONSTRUCTION NIGHT SNOW REALLYDAMAGED
25863      AliasConditionState  = SOLD 
25864      AliasConditionState  = SOLD DAMAGED
25865      AliasConditionState  = SOLD REALLYDAMAGED
25866      AliasConditionState  = SOLD NIGHT
25867      AliasConditionState  = SOLD NIGHT DAMAGED
25868      AliasConditionState  = SOLD NIGHT REALLYDAMAGED
25869      AliasConditionState  = SOLD SNOW
25870      AliasConditionState  = SOLD SNOW DAMAGED
25871      AliasConditionState  = SOLD SNOW REALLYDAMAGED
25872      AliasConditionState  = SOLD NIGHT SNOW
25873      AliasConditionState  = SOLD NIGHT SNOW DAMAGED
25874      AliasConditionState  = SOLD NIGHT SNOW REALLYDAMAGED
25875      ;**************************************************************************************************************************
25876    End
25877  
25878    ; ------------ being-constructed crane -----------------
25879    Draw = W3DModelDraw ModuleTag_07
25880    AnimationsRequirePower = No
25881      DefaultConditionState
25882        Model           = None
25883        TransitionKey   = DOWN_DEFAULT
25884      End
25885      ConditionState    = NIGHT
25886        Model           = None
25887        TransitionKey   = DOWN_DEFAULT
25888      End
25889      ConditionState    = SNOW
25890        Model           = None
25891        TransitionKey   = DOWN_DEFAULT
25892      End
25893      ConditionState    = SNOW NIGHT
25894        Model           = None
25895        TransitionKey   = DOWN_DEFAULT
25896      End
25897      ConditionState    = SOLD
25898        Model           = NONE
25899      End
25900  
25901      ConditionState  = ACTIVELY_BEING_CONSTRUCTED
25902        Model           = NBWarFact_A5
25903        Animation       = NBWarFact_A5.NBWarFact_A5
25904        AnimationMode   = LOOP
25905        TransitionKey  = UP_DAY
25906      End
25907  
25908      ConditionState  = NIGHT ACTIVELY_BEING_CONSTRUCTED
25909        Model           = NBWarFact_A5N
25910        Animation       = NBWarFact_A5N.NBWarFact_A5N
25911        AnimationMode   = LOOP
25912        TransitionKey  = UP_NIGHT
25913      End
25914  
25915      ConditionState  = SNOW ACTIVELY_BEING_CONSTRUCTED
25916        Model           = NBWarFact_A5S
25917        Animation       = NBWarFact_A5S.NBWarFact_A5S
25918        AnimationMode   = LOOP
25919        TransitionKey  = UP_SNOW
25920      End
25921      ConditionState  = SNOW NIGHT ACTIVELY_BEING_CONSTRUCTED
25922        Model           = NBWarFact_A5SN
25923        Animation       = NBWarFact_A5SN.NBWarFact_A5SN
25924        AnimationMode   = LOOP
25925        TransitionKey  = UP_SNOWNIGHT
25926      End
25927      TransitionState   = DOWN_DEFAULT UP_DAY
25928        Model            = NBWarFact_AB
25929        Animation       = NBWarFact_AB.NBWarFact_AB
25930        AnimationMode   = ONCE
25931        AnimationSpeedFactorRange = 1.0 1.0
25932        Flags           = START_FRAME_FIRST
25933      End
25934  
25935      TransitionState   = DOWN_DEFAULT UP_NIGHT
25936        Model            = NBWarFact_ABN
25937        Animation       = NBWarFact_ABN.NBWarFact_ABN
25938        AnimationMode   = ONCE
25939        AnimationSpeedFactorRange = 1.0 1.0
25940        Flags           = START_FRAME_FIRST
25941      End
25942      TransitionState   = DOWN_DEFAULT UP_SNOW
25943        Model            = NBWarFact_ABS
25944        Animation       = NBWarFact_ABS.NBWarFact_ABS
25945        AnimationMode   = ONCE
25946        AnimationSpeedFactorRange = 1.0 1.0
25947        Flags           = START_FRAME_FIRST
25948      End
25949      TransitionState   = DOWN_DEFAULT UP_SNOWNIGHT
25950        Model            = NBWarFact_ABSN
25951        Animation       = NBWarFact_ABSN.NBWarFact_ABSN
25952        AnimationMode   = ONCE
25953        AnimationSpeedFactorRange = 1.0 1.0
25954        Flags           = START_FRAME_FIRST
25955      End
25956      TransitionState   = UP_DAY DOWN_DEFAULT
25957        Model            = NBWarFact_AB
25958        Animation       = NBWarFact_AB.NBWarFact_AB
25959        AnimationMode   = ONCE_BACKWARDS
25960        AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
25961        Flags           = START_FRAME_LAST
25962      End
25963      TransitionState   = UP_NIGHT DOWN_DEFAULT
25964        Model            = NBWarFact_ABN
25965        Animation       = NBWarFact_ABN.NBWarFact_ABN
25966        AnimationMode   = ONCE_BACKWARDS
25967        AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
25968        Flags           = START_FRAME_LAST
25969      End
25970      TransitionState   = UP_SNOW DOWN_DEFAULT
25971        Model            = NBWarFact_ABS
25972        Animation       = NBWarFact_ABS.NBWarFact_ABS
25973        AnimationMode   = ONCE_BACKWARDS
25974        AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
25975        Flags           = START_FRAME_LAST
25976      End
25977      TransitionState   = UP_SNOWNIGHT DOWN_DEFAULT
25978        Model            = NBWarFact_ABSN
25979        Animation       = NBWarFact_ABSN.NBWarFact_ABSN
25980        AnimationMode   = ONCE_BACKWARDS
25981        AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
25982        Flags           = START_FRAME_LAST
25983      End
25984    End
25985  
25986    PlacementViewAngle = -135
25987  
25988    ; ***DESIGN parameters ***
25989    DisplayName      = OBJECT:WarFactory
25990    Side             = China
25991    EditorSorting    = STRUCTURE
25992    Prerequisites
25993      Object = ChinaSupplyCenter
25994    End
25995    BuildCost        = 2000
25996    BuildTime        = 15.0           ; in seconds
25997    EnergyProduction = -1
25998    CommandSet       = ChinaWarFactoryCommandSet
25999    VisionRange      = 200.0           ; Shroud clearing distance
26000    ShroudClearingRange = 200
26001    ArmorSet
26002      Conditions      = None
26003      Armor           = StructureArmor
26004      DamageFX        = StructureDamageFXNoShake
26005    End
26006    ExperienceValue     = 200 200 200 200  ; Experience point value at each level
26007  
26008    ; *** AUDIO Parameters ***
26009    VoiceSelect = WarFactoryChinaSelect
26010    SoundDie              = BuildingDie
26011    SoundOnDamaged        = BuildingDamagedStateLight
26012    SoundOnReallyDamaged  = BuildingDestroy
26013  
26014    UnitSpecificSounds
26015      UnderConstruction   = UnderConstructionLoop
26016    End
26017  
26018    ; *** ENGINEERING Parameters ***
26019    RadarPriority   = STRUCTURE
26020    KindOf          = PRELOAD STRUCTURE SELECTABLE IMMOBILE REPAIR_PAD SCORE CAPTURABLE FS_FACTORY AUTO_RALLYPOINT MP_COUNT_FOR_VICTORY
26021    Body            = StructureBody ModuleTag_08
26022      MaxHealth       = 2000.0
26023      InitialHealth   = 2000.0
26024    End
26025  
26026    Behavior = DestroyDie ModuleTag_09
26027      ;nothing
26028    End
26029    Behavior             = CreateObjectDie ModuleTag_10
26030      CreationList  = OCL_LargeStructureDebris
26031    End
26032    Behavior             = FXListDie ModuleTag_11
26033      DeathFX       = FX_StructureMediumDeath
26034    End
26035  
26036    Behavior = ProductionUpdate ModuleTag_12
26037      NumDoorAnimations            = 1
26038      DoorOpeningTime              = 4000  ;in mSeconds
26039      DoorWaitOpenTime             = 2000  ;in mSeconds
26040      DoorCloseTime                = 5000  ;in mSeconds
26041      ConstructionCompleteDuration = 1500  ;in mSeconds
26042    End
26043    Behavior = DefaultProductionExitUpdate ModuleTag_13
26044      UnitCreatePoint   = X:  0.0  Y:-27.0   Z:0.0
26045      NaturalRallyPoint = X: 57.0  Y:-27.0   Z:0.0;NaturalRallyPointX must always match GeometryMajorRadius! -ML
26046    End
26047    Behavior = RepairDockUpdate ModuleTag_14
26048      TimeForFullHeal   = 5000   ;(in milliseconds)     
26049      NumberApproachPositions = 5
26050    End
26051  
26052    Behavior = FlammableUpdate ModuleTag_16
26053      AflameDuration = 5000         ; If I catch fire, I'll burn for this long...
26054      AflameDamageAmount = 5       ; taking this much damage...
26055      AflameDamageDelay = 500       ; this often.
26056    End
26057  
26058    Behavior = GenerateMinefieldBehavior     ModuleTag_22
26059      TriggeredBy           = Upgrade_ChinaMines
26060      MineName              = ChinaStandardMine
26061      SmartBorder           = Yes
26062      AlwaysCircular        = Yes
26063    End
26064  
26065    Behavior = TransitionDamageFX ModuleTag_23
26066      ;-------------DESIGNED FOR MEDIUM SIZED FACTION BUILDING TRANSITIONS-------------------
26067      DamagedParticleSystem1       = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke
26068      ;---------------------------------------------------------------------------------------
26069      ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke
26070      ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionMediumExplosion
26071      ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionMediumShockwave
26072    End
26073  
26074    Geometry            = BOX
26075    GeometryMajorRadius = 57.0
26076    GeometryMinorRadius = 61.0
26077    GeometryHeight      = 30.0
26078    GeometryIsSmall     = No
26079    FactoryExitWidth    = 25 
26080    Shadow          = SHADOW_VOLUME
26081    BuildCompletion = PLACED_BY_PLAYER
26082  
26083  End
26084  
26085  ;------------------------------------------------------------------------------
26086  Object ChinaWall
26087  
26088    ; *** ART Parameters ***
26089    SelectPortrait         = SNWall_L
26090    ButtonImage            = SNWall
26091  
26092    Draw = W3DModelDraw ModuleTag_01
26093      OkToChangeModelColor = Yes
26094  
26095      ; day
26096      DefaultConditionState
26097        Model         = NBWall02Y
26098      End
26099      ConditionState = DAMAGED
26100        Model         = NBWall02Y_D
26101      End
26102      ConditionState = REALLYDAMAGED RUBBLE
26103        Model         = NBWall02Y_E
26104      End
26105      
26106      ConditionState = SNOW
26107        Model         = NBWall02Y_S
26108      End
26109      ConditionState = DAMAGED SNOW
26110        Model         = NBWall02Y_DS
26111      End
26112      ConditionState = REALLYDAMAGED RUBBLE SNOW
26113        Model         = NBWall02Y_ES
26114      End
26115    End
26116  
26117    ; ***DESIGN parameters ***
26118    DisplayName      = OBJECT:ConcreteWall
26119    Side = China
26120    EditorSorting    = STRUCTURE
26121  
26122    BuildCost           = 100
26123    BuildTime           = 2.0           ; in seconds
26124    VisionRange         = 150.0           ; Shroud clearing distance
26125    ShroudClearingRange = 150
26126    ArmorSet
26127      Conditions      = None
26128      Armor           = StructureArmor
26129      DamageFX        = StructureDamageFXNoShake
26130    End
26131    ExperienceValue     = 50 50 50 50  ; Experience point value at each level
26132  
26133    FenceWidth      = 9  ; Spacing used by the fence tool in worldbuilder.
26134    FenceXOffset    = 0   ; Offset used by the fence tool in worldbuilder so corners line up.
26135    CrushableLevel  = 2  ;What am I?:        0 = for infantry, 1 = for trees, 2 = general vehicles
26136  
26137    ; *** AUDIO Parameters ***
26138    VoiceSelect = NoSound
26139  
26140    ; *** ENGINEERING Parameters ***
26141    KindOf          = PRELOAD STRUCTURE SELECTABLE STICK_TO_TERRAIN_SLOPE IMMOBILE LINEBUILD DEFENSIVE_WALL
26142    Body            = StructureBody ModuleTag_02
26143      MaxHealth       = 1000.0
26144      InitialHealth   = 1000.0
26145    End
26146  
26147    Behavior                 = DestroyDie ModuleTag_03
26148      ; none
26149    End
26150    Behavior                 = CreateObjectDie ModuleTag_04
26151      CreationList      = OCL_GenericWallSegmentDebris
26152    End
26153    Behavior                 = FXListDie ModuleTag_05
26154      DeathFX           = FX_GenericWallSegmentDeath
26155    End
26156  
26157    Geometry            = BOX
26158    GeometryMajorRadius = 4.0
26159    GeometryMinorRadius = 6.0
26160    GeometryHeight      = 12.0
26161    GeometryIsSmall     = No
26162    Shadow          = SHADOW_VOLUME
26163    BuildCompletion = PLACED_BY_PLAYER
26164  
26165  End
26166  
26167  ;------------------------------------------------------------------------------
26168  Object AmericaWall
26169  
26170    ; *** ART Parameters ***
26171    SelectPortrait         = SAFence_L
26172    ButtonImage            = SAFence
26173    Draw = W3DModelDraw ModuleTag_01
26174      OkToChangeModelColor = Yes
26175  
26176      ; day
26177      ConditionState    = NONE
26178        Model           = ABSecWallY
26179      End
26180      ConditionState    = DAMAGED
26181        Model           = ABSecWallY_D
26182        ParticleSysBone = SparkS01 SparksSmall
26183      End
26184      ConditionState    = REALLYDAMAGED RUBBLE
26185        Model           = ABSecWallY_E
26186        Animation       = ABSecWallY_E.ABSecWallY_E
26187        AnimationMode   = LOOP
26188        ParticleSysBone = SparkM01 SparksMedium
26189        ParticleSysBone = SparkM02 SparksMedium
26190      End
26191    End
26192  
26193    ; ***DESIGN parameters ***
26194    DisplayName      = OBJECT:SecurityFence
26195    Side = America
26196    EditorSorting    = STRUCTURE
26197  
26198    BuildCost           = 100
26199    BuildTime           = 1.0             ; in seconds
26200    VisionRange         = 150.0           ; Shroud clearing distance
26201    ShroudClearingRange = 150
26202    ArmorSet
26203      Conditions      = None
26204      Armor           = WallArmor
26205      DamageFX        = StructureDamageFXNoShake
26206    End
26207    ExperienceValue     = 50 50 50 50  ; Experience point value at each level
26208  
26209    FenceWidth      = 19  ; Spacing used by the fence tool in worldbuilder.
26210    FenceXOffset    = 0   ; Offset used by the fence tool in worldbuilder so corners line up.
26211    CrushableLevel  = 2  ;What am I?:        0 = for infantry, 1 = for trees, 2 = general vehicles
26212  
26213    ; *** AUDIO Parameters ***
26214    VoiceSelect = NoSound
26215  
26216    ; *** ENGINEERING Parameters ***
26217    KindOf          = PRELOAD STRUCTURE SELECTABLE STICK_TO_TERRAIN_SLOPE IMMOBILE LINEBUILD CAPTURABLE DEFENSIVE_WALL
26218    Body            = StructureBody ModuleTag_02
26219      MaxHealth       = 1000.0
26220      InitialHealth   = 1000.0
26221    End
26222  
26223    Behavior                 = DestroyDie ModuleTag_03
26224      DeathTypes = ALL -TOPPLED
26225    End
26226    Behavior                 = CreateObjectDie ModuleTag_04
26227      DeathTypes = ALL -TOPPLED
26228      CreationList      = OCL_GenericWallSegmentDebris
26229    End
26230    Behavior                 = FXListDie ModuleTag_05
26231      DeathTypes = ALL -TOPPLED
26232      DeathFX           = FX_GenericWallSegmentDeath
26233    End
26234  
26235    Geometry            = BOX
26236    GeometryMajorRadius = 14.0
26237    GeometryMinorRadius = 3.0
26238    GeometryHeight      = 20.0
26239    GeometryIsSmall     = No
26240    Shadow          = SHADOW_VOLUME
26241    BuildCompletion = PLACED_BY_PLAYER
26242  
26243  End
26244  
26245  ;------------------------------------------------------------------------------
26246  ;Added for the Hub piece
26247  Object AmericaWallHub
26248  
26249    ; *** ART Parameters ***
26250    SelectPortrait         = SAFence_L
26251    ButtonImage            = SAFence
26252    Draw = W3DModelDraw ModuleTag_01
26253      OkToChangeModelColor = Yes
26254  
26255      ; day
26256      ConditionState      = NONE
26257        Model             = ABSecWallX
26258      End
26259      ConditionState    = DAMAGED
26260        Model             = ABSecWallX_D
26261        ParticleSysBone   = SparkS01 SparksSmall
26262      End
26263      ConditionState      = REALLYDAMAGED RUBBLE
26264        Model             = ABSecWallX_E
26265        ParticleSysBone   = SmokeM01 SmokeFactionMedium
26266        ;ParticleSysBone  = FireM01 FireFactionMedium
26267        ParticleSysBone   = SparkM01 SparksMedium
26268      End
26269    End
26270  
26271    ; ***DESIGN parameters ***
26272    DisplayName      = OBJECT:Wall
26273    Side = America
26274    EditorSorting    = STRUCTURE
26275    Prerequisites
26276      Object = AmericaBarracks
26277    End
26278    BuildCost        = 50
26279    BuildTime        = 2.0           ; in seconds
26280    VisionRange      = 150.0           ; Shroud clearing distance
26281    ShroudClearingRange = 150
26282    ArmorSet
26283      Conditions      = None
26284      Armor           = StructureArmor
26285      DamageFX        = StructureDamageFXNoShake
26286    End
26287    ExperienceValue     = 50 50 50 50  ; Experience point value at each level
26288  
26289    FenceWidth      = 6  ; Spacing used by the fence tool in worldbuilder.
26290    FenceXOffset    = 0   ; Offset used by the fence tool in worldbuilder so corners line up.
26291    CrushableLevel  = 2  ;What am I?:        0 = for infantry, 1 = for trees, 2 = general vehicles
26292  
26293    ; *** AUDIO Parameters ***
26294    VoiceSelect = NoSound
26295  
26296    ; *** ENGINEERING Parameters ***
26297    KindOf          = PRELOAD STRUCTURE SELECTABLE STICK_TO_TERRAIN_SLOPE IMMOBILE LINEBUILD DEFENSIVE_WALL
26298    Body            = StructureBody ModuleTag_02
26299      MaxHealth       = 100.0
26300      InitialHealth   = 100.0
26301    End
26302  
26303    Behavior                 = DestroyDie ModuleTag_03
26304      DeathTypes = ALL -TOPPLED
26305    End
26306    Behavior                 = CreateObjectDie ModuleTag_04
26307      DeathTypes = ALL -TOPPLED
26308      CreationList      = OCL_GenericWallSegmentDebris
26309    End
26310    Behavior                 = FXListDie ModuleTag_05
26311      DeathTypes = ALL -TOPPLED
26312      DeathFX           = FX_GenericWallSegmentDeath
26313    End
26314  
26315    Geometry            = BOX
26316    GeometryMajorRadius = 3.0
26317    GeometryMinorRadius = 4.0
26318    GeometryHeight      = 20.0
26319    GeometryIsSmall     = No
26320    Shadow          = SHADOW_VOLUME
26321    BuildCompletion = PLACED_BY_PLAYER
26322  
26323  End
26324  
26325  ;------------------------------------------------------------------------------
26326  Object GLAWall
26327  
26328    ; *** ART Parameters ***
26329    SelectPortrait         = SUBarricade_L
26330    ButtonImage            = SUBarricade
26331    Draw = W3DModelDraw ModuleTag_01
26332      OkToChangeModelColor = Yes
26333  
26334      ; day
26335      ConditionState = NONE
26336        Model         = UBBurnBarrY
26337        ParticleSysBone        = Fire01 FireBurningBarricade02
26338        ParticleSysBone        = Fire02 FireBurningBarricade02
26339        ParticleSysBone        = Smoke01 SmokeBurningBarricade02
26340        ParticleSysBone        = Smoke02 SmokeBurningBarricade02
26341      End
26342      ConditionState = DAMAGED
26343        Model         = UBBurnBarrY_D
26344      End
26345      ConditionState = REALLYDAMAGED RUBBLE
26346        Model         = UBBurnBarrY_E
26347      End
26348    End
26349  
26350    ; ***DESIGN parameters ***
26351    DisplayName      = OBJECT:BurningBarricade
26352    Side = GLA
26353    EditorSorting    = STRUCTURE
26354  
26355    BuildCost        = 100
26356    BuildTime        = 1.0           ; in seconds
26357    VisionRange      = 150.0           ; Shroud clearing distance
26358    ShroudClearingRange = 150
26359    ArmorSet
26360      Conditions      = None
26361      Armor           = StructureArmor
26362      DamageFX        = StructureDamageFXNoShake
26363    End
26364    ExperienceValue     = 50 50 50 50  ; Experience point value at each level
26365  
26366    FenceWidth      = 28  ; Spacing used by the fence tool in worldbuilder.
26367    FenceXOffset    = 0   ; Offset used by the fence tool in worldbuilder so corners line up.
26368    CrushableLevel  = 2  ;What am I?:        0 = for infantry, 1 = for trees, 2 = general vehicles
26369  
26370    ; *** AUDIO Parameters ***
26371    VoiceSelect = NoSound
26372  
26373    ; *** ENGINEERING Parameters ***
26374    KindOf          = PRELOAD STRUCTURE SELECTABLE STICK_TO_TERRAIN_SLOPE IMMOBILE LINEBUILD DEFENSIVE_WALL
26375    Body            = StructureBody ModuleTag_02
26376      MaxHealth       = 1000.0
26377      InitialHealth   = 1000.0
26378    End
26379  
26380    Behavior                 = DestroyDie ModuleTag_03
26381      ; none
26382    End
26383    Behavior                 = CreateObjectDie ModuleTag_04
26384      CreationList      = OCL_GenericWallSegmentDebris
26385    End
26386    Behavior                 = FXListDie ModuleTag_05
26387      DeathFX           = FX_GenericWallSegmentDeath
26388    End
26389  
26390    Geometry            = BOX
26391    GeometryMajorRadius = 11.0
26392    GeometryMinorRadius = 8.0
26393    GeometryHeight      = 12.0
26394    GeometryIsSmall     = No
26395    Shadow          = SHADOW_VOLUME
26396    BuildCompletion = PLACED_BY_PLAYER
26397  
26398  End
26399  
26400  ;------------------------------------------------------------------------------
26401  ;Added for the Hub piece
26402  Object GLAWallHub
26403  
26404    ; *** ART Parameters ***
26405    SelectPortrait         = SUBarricade_L
26406    ButtonImage            = SUBarricade
26407    Draw = W3DModelDraw ModuleTag_01
26408      OkToChangeModelColor = Yes
26409  
26410      ; day
26411      ConditionState = NONE
26412        Model         = UBBurnBarrX
26413        ParticleSysBone        = Fire01 FireBurningBarricade02
26414        ParticleSysBone        = Smoke01 SmokeBurningBarricade02
26415        ParticleSysBone        = Smoke02 SmokeBurningBarricade02
26416      End
26417      ConditionState = DAMAGED
26418        Model         = UBBurnBarrX_D
26419      End
26420      ConditionState = REALLYDAMAGED RUBBLE
26421        Model         = UBBurnBarrX_E
26422      End
26423    End
26424  
26425    ; ***DESIGN parameters ***
26426    DisplayName      = OBJECT:Wall
26427    Side = GLA
26428    EditorSorting    = STRUCTURE
26429    Prerequisites
26430      Object = GLABarracks
26431    End
26432    BuildCost        = 50
26433    BuildTime        = 1.0           ; in seconds
26434    VisionRange      = 150.0           ; Shroud clearing distance
26435    ShroudClearingRange = 150
26436    ArmorSet
26437      Conditions      = None
26438      Armor           = StructureArmor
26439      DamageFX        = StructureDamageFXNoShake
26440    End
26441    ExperienceValue     = 50 50 50 50  ; Experience point value at each level
26442  
26443    FenceWidth      = 20  ; Spacing used by the fence tool in worldbuilder.
26444    FenceXOffset    = 0   ; Offset used by the fence tool in worldbuilder so corners line up.
26445    CrushableLevel  = 2  ;What am I?:        0 = for infantry, 1 = for trees, 2 = general vehicles
26446  
26447    ; *** AUDIO Parameters ***
26448    VoiceSelect = NoSound
26449  
26450    ; *** ENGINEERING Parameters ***
26451    KindOf          = PRELOAD STRUCTURE SELECTABLE STICK_TO_TERRAIN_SLOPE IMMOBILE LINEBUILD DEFENSIVE_WALL
26452    Body            = StructureBody ModuleTag_02
26453      MaxHealth       = 100.0
26454      InitialHealth   = 100.0
26455    End
26456  
26457    Behavior                 = DestroyDie ModuleTag_03
26458      ; none
26459    End
26460    Behavior                 = CreateObjectDie ModuleTag_04
26461      CreationList      = OCL_GenericWallSegmentDebris
26462    End
26463    Behavior                 = FXListDie ModuleTag_05
26464      DeathFX           = FX_GenericWallSegmentDeath
26465    End
26466  
26467    Geometry            = BOX
26468    GeometryMajorRadius = 4.0
26469    GeometryMinorRadius = 6.0
26470    GeometryHeight      = 12.0
26471    GeometryIsSmall     = No
26472    Shadow          = SHADOW_VOLUME
26473    BuildCompletion = PLACED_BY_PLAYER
26474  
26475  End
26476  
26477  ;------------------------------------------------------------------------------
26478  ;Added for the Hub piece
26479  Object ChinaWallHub
26480  
26481    ; *** ART Parameters ***
26482    Draw = W3DModelDraw ModuleTag_01
26483      OkToChangeModelColor = Yes
26484  
26485      ; day
26486      ConditionState = NONE
26487        Model         = NBWall02X
26488      End
26489      ConditionState = DAMAGED
26490        Model         = NBWall02X_D
26491      End
26492      ConditionState = REALLYDAMAGED RUBBLE
26493        Model         = NBWall02X_E
26494      End
26495      
26496      ConditionState = SNOW
26497        Model         = NBWall02X_S
26498      End
26499      ConditionState = DAMAGED SNOW
26500        Model         = NBWall02X_DS
26501      End
26502      ConditionState = REALLYDAMAGED RUBBLE SNOW
26503        Model         = NBWall02X_ES
26504      End
26505    End
26506  
26507    ; ***DESIGN parameters ***
26508    DisplayName      = OBJECT:Wall
26509    Side = China
26510    EditorSorting    = STRUCTURE
26511    Prerequisites
26512      Object = ChinaBarracks
26513    End
26514    BuildCost        = 50
26515    BuildTime        = 1.0           ; in seconds
26516    VisionRange      = 150.0           ; Shroud clearing distance
26517    ShroudClearingRange = 150
26518    ArmorSet
26519      Conditions      = None
26520      Armor           = WallArmor
26521      DamageFX        = StructureDamageFXNoShake
26522    End
26523  
26524    FenceWidth      = 12  ; Spacing used by the fence tool in worldbuilder.
26525    FenceXOffset    = 0   ; Offset used by the fence tool in worldbuilder so corners line up.
26526    CrushableLevel  = 2  ;What am I?:        0 = for infantry, 1 = for trees, 2 = general vehicles
26527  
26528    ; *** AUDIO Parameters ***
26529    VoiceSelect = NoSound
26530  
26531    ; *** ENGINEERING Parameters ***
26532    KindOf          = PRELOAD STRUCTURE SELECTABLE STICK_TO_TERRAIN_SLOPE IMMOBILE LINEBUILD DEFENSIVE_WALL
26533    Body            = StructureBody ModuleTag_02
26534      MaxHealth       = 100.0
26535      InitialHealth   = 100.0
26536    End
26537  
26538    Behavior                 = DestroyDie ModuleTag_03
26539      ; none
26540    End
26541    Behavior                 = CreateObjectDie ModuleTag_04
26542      CreationList      = OCL_GenericWallSegmentDebris
26543    End
26544    Behavior                 = FXListDie ModuleTag_05
26545      DeathFX           = FX_GenericWallSegmentDeath
26546    End
26547  
26548    Geometry            = BOX
26549    GeometryMajorRadius = 4.0
26550    GeometryMinorRadius = 6.0
26551    GeometryHeight      = 12.0
26552    GeometryIsSmall     = No
26553    Shadow          = SHADOW_VOLUME
26554    BuildCompletion = PLACED_BY_PLAYER
26555  
26556  End
26557  
26558  ;------------------------------------------------------------------------------
26559  Object GLATrap
26560  
26561    ; *** ART Parameters ***
26562    Draw = W3DModelDraw ModuleTag_01
26563      OkToChangeModelColor = Yes
26564      ConditionState = NONE
26565        Model = NBWall
26566      End
26567    End
26568  
26569    ; ***DESIGN parameters ***
26570    DisplayName      = OBJECT:TankTrap
26571    Side = GLA
26572    EditorSorting    = STRUCTURE
26573    Prerequisites
26574      Object = GLABarracks
26575    End
26576    BuildCost           = 50
26577    BuildTime           = 1.0           ; in seconds
26578    EnergyProduction    = 0
26579    VisionRange         = 150.0           ; Shroud clearing distance
26580    ShroudClearingRange = 150
26581    ArmorSet
26582      Conditions      = None
26583      Armor           = StructureArmor
26584      DamageFX        = StructureDamageFXNoShake
26585    End
26586  
26587    FenceWidth      = 14  ; Spacing used by the fence tool in worldbuilder.
26588    FenceXOffset    = 0   ; Offset used by the fence tool in worldbuilder so corners line up.
26589    CrushableLevel  = 2  ;What am I?:        0 = for infantry, 1 = for trees, 2 = general vehicles
26590  
26591    ; *** AUDIO Parameters ***
26592    VoiceSelect = NoSound
26593  
26594    UnitSpecificSounds
26595      UnderConstruction     = UnderConstructionLoop
26596    End
26597  
26598    ; *** ENGINEERING Parameters ***
26599    KindOf          = PRELOAD STRUCTURE SELECTABLE STICK_TO_TERRAIN_SLOPE IMMOBILE LINEBUILD DEFENSIVE_WALL
26600    Body            = StructureBody ModuleTag_02
26601      MaxHealth       = 100.0
26602      InitialHealth   = 100.0
26603    End
26604    Behavior = DestroyDie ModuleTag_03
26605      ;nothing
26606    End
26607    Behavior                 = CreateObjectDie ModuleTag_04
26608      CreationList      = OCL_GenericWallSegmentDebris
26609    End
26610    Behavior                 = FXListDie ModuleTag_05
26611      DeathFX           = FX_GenericWallSegmentDeath
26612    End
26613    Geometry            = BOX
26614    GeometryMajorRadius = 7.0
26615    GeometryMinorRadius = 7.0
26616    GeometryHeight      = 9.0
26617    GeometryIsSmall     = No
26618    Shadow          = SHADOW_VOLUME
26619    BuildCompletion = PLACED_BY_PLAYER
26620  
26621  End
26622  
26623  ;------------------------------------------------------------------------------
26624  Object ChinaMoat
26625  
26626    ; *** ART Parameters ***
26627    Draw = W3DModelDraw ModuleTag_01
26628      OkToChangeModelColor = Yes
26629      ConditionState = NONE
26630        Model = TempBldgSm
26631      End
26632    End
26633  
26634    ; ***DESIGN parameters ***
26635    DisplayName      = OBJECT:Moat
26636    Side = China
26637    EditorSorting    = STRUCTURE
26638    BuildCost        = 100
26639    BuildTime        = 2.0           ; in seconds
26640    EnergyProduction = 0
26641    VisionRange     = 50.0           ; Shroud clearing distance
26642    ShroudClearingRange = 50
26643    ArmorSet
26644      Conditions      = None
26645      Armor           = StructureArmor
26646      DamageFX        = StructureDamageFXNoShake
26647    End
26648  
26649    ; *** AUDIO Parameters ***
26650    VoiceSelect = NoSound
26651  
26652    ; *** ENGINEERING Parameters ***
26653    KindOf          = PRELOAD STRUCTURE SELECTABLE STICK_TO_TERRAIN_SLOPE IMMOBILE LINEBUILD
26654    Body            = StructureBody ModuleTag_02
26655      MaxHealth       = 1000.0
26656      InitialHealth   = 1000.0
26657    End
26658    Behavior = DestroyDie ModuleTag_03
26659      ;nothing
26660    End
26661    Behavior             = CreateObjectDie ModuleTag_04
26662      CreationList  = OCL_SmallStructureDebris
26663    End
26664    Behavior             = FXListDie ModuleTag_05
26665      DeathFX       = FX_SmallStructureDeath
26666    End
26667    Geometry            = BOX
26668    GeometryMajorRadius = 7.0
26669    GeometryMinorRadius = 7.0
26670    GeometryHeight      = 9.0
26671    GeometryIsSmall     = Yes
26672    Shadow          = SHADOW_VOLUME
26673    BuildCompletion = PLACED_BY_PLAYER
26674  
26675  End
26676  
26677  ;------------------------------------------------------------------------------
26678  Object PatriotBinaryDataStream
26679    ; *** ART Parameters ***
26680    Draw = W3DLaserDraw ModuleTag_01
26681      Texture = EXBinaryStream.tga
26682      NumBeams = 1                      ;Number of overlapping cylinders that make the beam. 1 beam will just use inner data. Current max: 10
26683      InnerBeamWidth = 4                ;The total width of beam
26684      InnerColor = R:0 G:255 B:0 A:180  ;The inside color of the laser (hot)
26685      Tile = Yes                        ;The height of the texture will determine how many times to tile the texture to fit without scaling.
26686      ScrollRate = -0.25                 ;Scrolls the texture offset this fast -- towards(-) away(+)
26687      Segments = 20                     ;Number of segments -- more segments give smoother curve (but more joints) Current max: 20
26688      ArcHeight = 30.0                  ;The height of the arc
26689      SegmentOverlapRatio = 0.0000      ;This value overlaps(+) or separates(-) the segments by ratio
26690      TilingScalar = 0.25                ;Stretches tiling if value > 1.0, otherwise shrinks it (1.0 is natural)
26691   End
26692  
26693    KindOf = IMMOBILE
26694    ClientUpdate = LaserUpdate ModuleTag_02
26695      ;nothing
26696    End
26697  
26698    ; A patriot uses this stream as an event triggered thing, not something turned on and off with a state.
26699    Behavior = DeletionUpdate ModuleTag_03
26700      MinLifetime = 600   ; min lifetime in msec
26701      MaxLifetime = 600   ; max lifetime in msec
26702    End
26703  End
26704  
26705  ;------------------------------------------------------------------------------
26706  Object AmericaPatriotBattery
26707  
26708    ; *** ART Parameters ***
26709    SelectPortrait         = SAPatriot_L
26710    ButtonImage            = SAPatriot
26711  
26712    Draw = W3DModelDraw ModuleTag_01
26713      OkToChangeModelColor = Yes
26714  
26715      DefaultConditionState
26716        Model             = ABPatriot
26717        Turret            = TURRET01
26718        TurretPitch       = TURRETEL
26719        WeaponLaunchBone  = PRIMARY   WeaponA
26720        WeaponLaunchBone  = SECONDARY WeaponA
26721        WeaponLaunchBone  = TERTIARY  WeaponA
26722        WeaponFireFXBone  = PRIMARY   WeaponA
26723        WeaponFireFXBone  = SECONDARY WeaponA
26724        WeaponFireFXBone  = TERTIARY  WeaponA
26725      End
26726      AliasConditionState = NIGHT
26727      
26728      ConditionState      = DAMAGED
26729        Model             = ABPatriot_D
26730      End
26731      AliasConditionState = DAMAGED NIGHT
26732      
26733      ConditionState      = REALLYDAMAGED RUBBLE
26734        Model             = ABPatriot_E
26735      End
26736      AliasConditionState = REALLYDAMAGED RUBBLE NIGHT
26737      
26738      
26739      ConditionState      = SNOW
26740        Model             = ABPatriot_S
26741      End
26742      AliasConditionState = SNOW NIGHT
26743      
26744      ConditionState      = DAMAGED SNOW
26745        Model             = ABPatriot_DS
26746      End
26747      AliasConditionState = SNOW NIGHT DAMAGED
26748      
26749      ConditionState      = REALLYDAMAGED RUBBLE SNOW
26750        Model             = ABPatriot_ES
26751      End
26752      AliasConditionState = SNOW NIGHT REALLYDAMAGED RUBBLE
26753     
26754      ;**************************************************************************************************************************
26755      ;This block handles every possible case with construction process, selling process, awaiting construction, and sold states
26756      ;for this draw module
26757      ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
26758        Model              = ABPatriot
26759        Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
26760      End
26761      AliasConditionState  = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT
26762      
26763  
26764      ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW
26765        Model              = ABPatriot_S
26766        Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
26767      End
26768      AliasConditionState  = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW
26769      
26770      ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED
26771        Model              = ABPatriot_D
26772        Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
26773      End
26774      AliasConditionState  = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED NIGHT
26775      
26776      
26777      
26778      ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED SNOW
26779        Model              = ABPatriot_DS
26780        Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
26781      End
26782      AliasConditionState  = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED NIGHT SNOW
26783      
26784      
26785      
26786      ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED
26787        Model              = ABPatriot_E
26788        Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
26789      End
26790      AliasConditionState  = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED NIGHT
26791      
26792      ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED SNOW
26793        Model              = ABPatriot_ES
26794        Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
26795      End
26796      AliasConditionState  = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED NIGHT SNOW
26797      
26798      
26799      
26800      ConditionState       = AWAITING_CONSTRUCTION 
26801        Model              = NONE
26802      End
26803      AliasConditionState  = AWAITING_CONSTRUCTION DAMAGED
26804      AliasConditionState  = AWAITING_CONSTRUCTION REALLYDAMAGED
26805      AliasConditionState  = AWAITING_CONSTRUCTION NIGHT
26806      AliasConditionState  = AWAITING_CONSTRUCTION NIGHT DAMAGED
26807      AliasConditionState  = AWAITING_CONSTRUCTION NIGHT REALLYDAMAGED
26808      AliasConditionState  = AWAITING_CONSTRUCTION SNOW
26809      AliasConditionState  = AWAITING_CONSTRUCTION SNOW DAMAGED
26810      AliasConditionState  = AWAITING_CONSTRUCTION SNOW REALLYDAMAGED
26811      AliasConditionState  = AWAITING_CONSTRUCTION NIGHT SNOW
26812      AliasConditionState  = AWAITING_CONSTRUCTION NIGHT SNOW DAMAGED
26813      AliasConditionState  = AWAITING_CONSTRUCTION NIGHT SNOW REALLYDAMAGED
26814      AliasConditionState  = SOLD DAMAGED
26815      AliasConditionState  = SOLD REALLYDAMAGED
26816      AliasConditionState  = SOLD NIGHT
26817      AliasConditionState  = SOLD NIGHT DAMAGED
26818      AliasConditionState  = SOLD NIGHT REALLYDAMAGED
26819      AliasConditionState  = SOLD SNOW
26820      AliasConditionState  = SOLD SNOW DAMAGED
26821      AliasConditionState  = SOLD SNOW REALLYDAMAGED
26822      AliasConditionState  = SOLD NIGHT SNOW
26823      AliasConditionState  = SOLD NIGHT SNOW DAMAGED
26824      AliasConditionState  = SOLD NIGHT SNOW REALLYDAMAGED
26825      ;**************************************************************************************************************************
26826    End
26827  
26828    ; ------------ construction-zone fence -----------------
26829    Draw = W3DModelDraw ModuleTag_02
26830      AnimationsRequirePower = No ; Do not pause the construction anims when low power disabled
26831      DefaultConditionState
26832        Model           = None
26833        TransitionKey   = DOWN_DEFAULT
26834      End
26835      ConditionState    = NIGHT
26836        Model           = None
26837        TransitionKey   = DOWN_DEFAULT
26838      End
26839      ConditionState    = SNOW
26840        Model           = None
26841        TransitionKey   = DOWN_DEFAULT
26842      End
26843      ConditionState    = SNOW NIGHT
26844        Model           = None
26845        TransitionKey   = DOWN_DEFAULT
26846      End
26847      ConditionState    = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
26848        Model           = ABPatriot_A4
26849        Animation       = ABPatriot_A4.ABPatriot_A4
26850        AnimationMode   = MANUAL
26851        Flags           = START_FRAME_LAST
26852        TransitionKey   = UP_DAY
26853      End
26854      ConditionState    = NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
26855        Model           = ABPatriot_A4N
26856        Animation       = ABPatriot_A4N.ABPatriot_A4N
26857        AnimationMode   = MANUAL
26858        Flags           = START_FRAME_LAST
26859        TransitionKey   = UP_NIGHT
26860      End
26861      ConditionState    = SNOW AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
26862        Model           = ABPatriot_A4S
26863        Animation       = ABPatriot_A4S.ABPatriot_A4S
26864        AnimationMode   = MANUAL
26865        Flags           = START_FRAME_LAST
26866        TransitionKey   = UP_SNOW
26867      End
26868      ConditionState    = SNOW NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
26869        Model           = ABPatriot_A4SN
26870        Animation       = ABPatriot_A4SN.ABPatriot_A4SN
26871        AnimationMode   = MANUAL
26872        Flags           = START_FRAME_LAST
26873        TransitionKey   = UP_SNOWNIGHT
26874      End
26875      TransitionState   = DOWN_DEFAULT UP_DAY
26876        Model           = ABPatriot_A4
26877        Animation       = ABPatriot_A4.ABPatriot_A4
26878        AnimationMode   = ONCE
26879        AnimationSpeedFactorRange = 1.0 1.0
26880        Flags           = START_FRAME_FIRST
26881      End
26882      TransitionState   = DOWN_DEFAULT UP_NIGHT
26883        Model           = ABPatriot_A4N
26884        Animation       = ABPatriot_A4N.ABPatriot_A4N
26885        AnimationMode   = ONCE
26886        AnimationSpeedFactorRange = 1.0 1.0
26887        Flags           = START_FRAME_FIRST
26888      End
26889      TransitionState   = DOWN_DEFAULT UP_SNOW
26890        Model           = ABPatriot_A4S
26891        Animation       = ABPatriot_A4S.ABPatriot_A4S
26892        AnimationMode   = ONCE
26893        AnimationSpeedFactorRange = 1.0 1.0
26894        Flags           = START_FRAME_FIRST
26895      End
26896      TransitionState   = DOWN_DEFAULT UP_SNOWNIGHT
26897        Model           = ABPatriot_A4SN
26898        Animation       = ABPatriot_A4SN.ABPatriot_A4SN
26899        AnimationMode   = ONCE
26900        AnimationSpeedFactorRange = 1.0 1.0
26901        Flags           = START_FRAME_FIRST
26902      End
26903      TransitionState   = UP_DAY DOWN_DEFAULT
26904        Model           = ABPatriot_A4
26905        Animation       = ABPatriot_A4.ABPatriot_A4
26906        AnimationMode   = ONCE_BACKWARDS
26907        AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
26908        Flags           = START_FRAME_LAST
26909      End
26910      TransitionState   = UP_NIGHT DOWN_DEFAULT
26911        Model           = ABPatriot_A4N
26912        Animation       = ABPatriot_A4N.ABPatriot_A4N
26913        AnimationMode   = ONCE_BACKWARDS
26914        AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
26915        Flags           = START_FRAME_LAST
26916      End
26917      TransitionState   = UP_SNOW DOWN_DEFAULT
26918        Model           = ABPatriot_A4S
26919        Animation       = ABPatriot_A4S.ABPatriot_A4S
26920        AnimationMode   = ONCE_BACKWARDS
26921        AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
26922        Flags           = START_FRAME_LAST
26923      End
26924      TransitionState   = UP_SNOWNIGHT DOWN_DEFAULT
26925        Model           = ABPatriot_A4SN
26926        Animation       = ABPatriot_A4SN.ABPatriot_A4SN
26927        AnimationMode   = ONCE_BACKWARDS
26928        AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
26929        Flags           = START_FRAME_LAST
26930      End
26931    End
26932  
26933    ; ------------ under-construction scaffolding -----------------
26934    Draw = W3DModelDraw ModuleTag_03
26935      AnimationsRequirePower = No ; Do not pause the construction anims when low power disabled
26936      MinLODRequired = MEDIUM
26937      DefaultConditionState
26938        Model           = None
26939        TransitionKey   = DOWN_DEFAULT
26940      End
26941      ConditionState    = NIGHT
26942        Model           = None
26943        TransitionKey   = DOWN_DEFAULT
26944      End
26945      ConditionState    = SNOW
26946        Model           = None
26947        TransitionKey   = DOWN_DEFAULT
26948      End
26949      ConditionState    = SNOW NIGHT
26950        Model           = None
26951        TransitionKey   = DOWN_DEFAULT
26952      End
26953      ConditionState    = PARTIALLY_CONSTRUCTED
26954        Model           = ABPatriot_A6
26955        Animation       = ABPatriot_A6.ABPatriot_A6
26956        AnimationMode   = MANUAL
26957        Flags           = START_FRAME_LAST
26958        TransitionKey   = UP_DAY
26959        ParticleSysBone = Sparks01 BuildUpBlueSpark
26960        ParticleSysBone = Sparks02 BuildUpBlueSpark
26961      End
26962      ConditionState    = NIGHT PARTIALLY_CONSTRUCTED
26963        Model           = ABPatriot_A6N
26964        Animation       = ABPatriot_A6N.ABPatriot_A6N
26965        AnimationMode   = MANUAL
26966        Flags           = START_FRAME_LAST
26967        TransitionKey   = UP_NIGHT
26968        ParticleSysBone = Sparks01 BuildUpBlueSpark
26969        ParticleSysBone = Sparks02 BuildUpBlueSpark
26970      End
26971      ConditionState    = SNOW PARTIALLY_CONSTRUCTED
26972        Model           = ABPatriot_A6S
26973        Animation       = ABPatriot_A6S.ABPatriot_A6S
26974        AnimationMode   = MANUAL
26975        Flags           = START_FRAME_LAST
26976        TransitionKey   = UP_SNOW
26977        ParticleSysBone = Sparks01 BuildUpBlueSpark
26978        ParticleSysBone = Sparks02 BuildUpBlueSpark
26979      End
26980      ConditionState    = SNOW NIGHT PARTIALLY_CONSTRUCTED
26981        Model           = ABPatriot_A6SN
26982        Animation       = ABPatriot_A6SN.ABPatriot_A6SN
26983        AnimationMode   = MANUAL
26984        Flags           = START_FRAME_LAST
26985        TransitionKey   = UP_SNOWNIGHT
26986        ParticleSysBone = Sparks01 BuildUpBlueSpark
26987        ParticleSysBone = Sparks02 BuildUpBlueSpark
26988      End
26989      TransitionState   = DOWN_DEFAULT UP_DAY
26990        Model           = ABPatriot_A6
26991        Animation       = ABPatriot_A6.ABPatriot_A6
26992        AnimationMode   = ONCE
26993        AnimationSpeedFactorRange = 1.0 1.0
26994        Flags           = START_FRAME_FIRST
26995      End
26996      TransitionState   = DOWN_DEFAULT UP_NIGHT
26997        Model           = ABPatriot_A6N
26998        Animation       = ABPatriot_A6N.ABPatriot_A6N
26999        AnimationMode   = ONCE
27000        AnimationSpeedFactorRange = 1.0 1.0
27001        Flags           = START_FRAME_FIRST
27002      End
27003      TransitionState   = DOWN_DEFAULT UP_SNOW
27004        Model           = ABPatriot_A6S
27005        Animation       = ABPatriot_A6S.ABPatriot_A6S
27006        AnimationMode   = ONCE
27007        AnimationSpeedFactorRange = 1.0 1.0
27008        Flags           = START_FRAME_FIRST
27009      End
27010      TransitionState   = DOWN_DEFAULT UP_SNOWNIGHT
27011        Model           = ABPatriot_A6SN
27012        Animation       = ABPatriot_A6SN.ABPatriot_A6SN
27013        AnimationMode   = ONCE
27014        AnimationSpeedFactorRange = 1.0 1.0
27015        Flags           = START_FRAME_FIRST
27016      End
27017      TransitionState   = UP_DAY DOWN_DEFAULT
27018        Model           = ABPatriot_A6
27019        Animation       = ABPatriot_A6.ABPatriot_A6
27020        AnimationMode   = ONCE_BACKWARDS
27021        AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
27022        Flags           = START_FRAME_LAST
27023      End
27024      TransitionState   = UP_NIGHT DOWN_DEFAULT
27025        Model           = ABPatriot_A6N
27026        Animation       = ABPatriot_A6N.ABPatriot_A6N
27027        AnimationMode   = ONCE_BACKWARDS
27028        AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
27029        Flags           = START_FRAME_LAST
27030      End
27031      TransitionState   = UP_SNOW DOWN_DEFAULT
27032        Model           = ABPatriot_A6S
27033        Animation       = ABPatriot_A6S.ABPatriot_A6S
27034        AnimationMode   = ONCE_BACKWARDS
27035        AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
27036        Flags           = START_FRAME_LAST
27037      End
27038      TransitionState   = UP_SNOWNIGHT DOWN_DEFAULT
27039        Model           = ABPatriot_A6SN
27040        Animation       = ABPatriot_A6SN.ABPatriot_A6SN
27041        AnimationMode   = ONCE_BACKWARDS
27042        AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
27043        Flags           = START_FRAME_LAST
27044      End
27045    End
27046  
27047    PlacementViewAngle = -45
27048  
27049    ; ***DESIGN parameters ***
27050    DisplayName       = OBJECT:PatriotBattery
27051    Side              = America
27052    EditorSorting     = STRUCTURE
27053    Prerequisites
27054      Object = AmericaPowerPlant
27055    End
27056    BuildCost        = 1000
27057    BuildTime        = 25.0           ; in seconds
27058    EnergyProduction = -3
27059    WeaponSet
27060      Conditions          = None 
27061      Weapon              = PRIMARY     PatriotMissileWeapon
27062      Weapon              = SECONDARY   PatriotMissileAssistWeapon
27063      Weapon              = TERTIARY    PatriotMissileWeaponAir
27064      AutoChooseSources   = PRIMARY     FROM_PLAYER FROM_AI FROM_SCRIPT
27065      AutoChooseSources   = SECONDARY   NONE
27066      AutoChooseSources   = TERTIARY    FROM_PLAYER FROM_AI FROM_SCRIPT  
27067      PreferredAgainst    = PRIMARY     VEHICLE INFANTRY
27068      PreferredAgainst    = SECONDARY   BALLISTIC_MISSILE AIRCRAFT
27069      PreferredAgainst    = TERTIARY    BALLISTIC_MISSILE AIRCRAFT
27070      ShareWeaponReloadTime = Yes
27071    End
27072    VisionRange    = 360.0           ; Shroud clearing distance AND targeting range
27073    ShroudClearingRange = 360
27074    ArmorSet
27075      Conditions      = None
27076      Armor           = BaseDefenseArmor
27077      DamageFX        = StructureDamageFXNoShake
27078    End
27079    CommandSet        = AmericaPatriotBatteryCommandSet
27080    ExperienceValue     = 200 200 200 200  ; Experience point value at each level
27081  
27082    ; *** AUDIO Parameters ***
27083    VoiceSelect = PatriotBatterySelect
27084    SoundDie              = BuildingDie
27085    SoundOnDamaged        = BuildingDamagedStateLight
27086    SoundOnReallyDamaged  = BuildingDestroy
27087  
27088    UnitSpecificSounds
27089      UnderConstruction     = UnderConstructionLoop
27090      ;TurretMoveStart = NoSound
27091      ;TurretMoveLoop = NoSound ;These aren't playing properly, will revisit (mp) TurretMoveLoopLoud
27092    End
27093  
27094    ; *** ENGINEERING Parameters ***
27095    RadarPriority   = STRUCTURE
27096    KindOf          = PRELOAD STRUCTURE SELECTABLE CAN_ATTACK ATTACK_NEEDS_LINE_OF_SIGHT IMMOBILE SCORE FS_TECHNOLOGY POWERED FS_BASE_DEFENSE IMMUNE_TO_CAPTURE MP_COUNT_FOR_VICTORY
27097    Body            = StructureBody ModuleTag_04
27098      MaxHealth     = 1000.0
27099      InitialHealth = 1000.0
27100    End
27101   
27102    Behavior = StealthDetectorUpdate ModuleTag_13
27103      DetectionRate     = 500   ; how often to rescan for stealthed things in my sight (msec)
27104      DetectionRange   =  200 ;Dustin, enable this for independant balancing!
27105      CanDetectWhileGarrisoned  = No ;Garrisoned means being in a structure that you units can shoot out of.
27106      CanDetectWhileContained   = No ;Contained means being in a transport or tunnel network.
27107    End
27108  
27109    Behavior = BaseRegenerateUpdate ModuleTag_05
27110      ;No data
27111    End 
27112    Behavior = AIUpdateInterface ModuleTag_06
27113      Turret
27114        TurretTurnRate        = 180   // turn rate, in degrees per sec
27115        TurretPitchRate       = 180
27116        AllowsPitch           = Yes
27117        NaturalTurretPitch    = 45   
27118        GroundUnitPitch       = 40
27119        MinPhysicalPitch      = -20
27120        ControlledWeaponSlots = PRIMARY SECONDARY TERTIARY
27121        MinIdleScanInterval   = 250    ; in milliseconds
27122        MaxIdleScanInterval   = 250    ; in milliseconds
27123        MinIdleScanAngle      = 0       ; in degrees off the natural turret angle
27124        MaxIdleScanAngle      = 360     ; in degrees off the natural turret angle
27125      End
27126  
27127      AutoAcquireEnemiesWhenIdle = Yes ;ATTACK_BUILDINGS; defensive weapon
27128      MoodAttackCheckRate        = 250
27129    End
27130  
27131    Behavior = AssistedTargetingUpdate ModuleTag_07
27132      AssistingClipSize = 4                       ; How many shots to make when asked by someone of my kind who has a RequestAssistRange weapon
27133      AssistingWeaponSlot = SECONDARY             ; And the weapon to use.  Should have huge range and no natural clip.
27134      LaserFromAssisted = PatriotBinaryDataStream ; Stream to draw from the requestor to me
27135      LaserToTarget = PatriotBinaryDataStream     ; Stream to draw from me to the target
27136    End
27137  
27138    Behavior = DestroyDie ModuleTag_08
27139      ;nothing
27140    End
27141    Behavior             = CreateObjectDie ModuleTag_09
27142      CreationList  = OCL_AmericanRangerDebris03
27143      ExemptStatus  = UNDER_CONSTRUCTION
27144    End
27145    Behavior             = FXListDie ModuleTag_10
27146      DeathFX       = FX_StructureTinyDeath
27147    End
27148  
27149    Behavior = FlammableUpdate ModuleTag_12
27150      AflameDuration = 5000         ; If I catch fire, I'll burn for this long...
27151      AflameDamageAmount = 5       ; taking this much damage...
27152      AflameDamageDelay = 500       ; this often.
27153    End
27154  
27155    Behavior = TransitionDamageFX ModuleTag_14
27156      ;-------------DESIGNED FOR TINY SIZED FACTION BUILDING TRANSITIONS-------------------
27157      DamagedParticleSystem1       = Bone:None RandomBone:No PSys:StructureTransitionTinySmoke
27158      ;---------------------------------------------------------------------------------------
27159      ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionTinySmoke
27160      ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionTinyExplosion
27161      ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionTinyShockwave
27162    End
27163  
27164    Geometry            = CYLINDER
27165    GeometryMajorRadius = 12.0
27166    GeometryMinorRadius = 1.0
27167    GeometryHeight      = 14.0
27168    GeometryIsSmall     = No
27169    Shadow          = SHADOW_VOLUME
27170    BuildCompletion = PLACED_BY_PLAYER
27171  
27172  End
27173  
27174  ; Missiles used by the Patriot.  This is the projectile attached to PatriotMissileWeapon in Weapon.ini
27175  ;------------------------------------------------------------------------------
27176  Object PatriotMissile
27177  
27178    ; *** ART Parameters ***
27179    Draw = W3DModelDraw ModuleTag_01
27180      OkToChangeModelColor = Yes
27181      ConditionState = NONE
27182        Model = AVRaptor_M
27183      End
27184    End
27185  
27186    ; ***DESIGN parameters ***
27187    DisplayName      = OBJECT:PatriotMissile
27188    EditorSorting   = VEHICLE
27189    VisionRange = 300.0
27190    ShroudClearingRange = 0
27191  
27192    ; *** ENGINEERING Parameters ***
27193    KindOf = CAN_CAST_REFLECTIONS PROJECTILE SMALL_MISSILE
27194    Body = ActiveBody ModuleTag_02
27195      MaxHealth       = 100.0
27196      InitialHealth   = 100.0
27197    End
27198  
27199  ; ---- begin Projectile death behaviors
27200    Behavior = InstantDeathBehavior DeathModuleTag_01
27201      DeathTypes = NONE +DETONATED
27202      ; we detonated normally.
27203      ; no FX, just quiet destroy ourselves
27204    End
27205    Behavior = InstantDeathBehavior DeathModuleTag_02
27206      DeathTypes = NONE +LASERED
27207      ; shot down by laser.
27208      FX         = FX_GenericMissileDisintegrate
27209      OCL        = OCL_GenericMissileDisintegrate
27210    End
27211    Behavior = InstantDeathBehavior DeathModuleTag_03
27212      DeathTypes = ALL -LASERED -DETONATED
27213      ; shot down by nonlaser.
27214      FX         = FX_GenericMissileDeath
27215    End
27216  ; ---- end Projectile death behaviors
27217      
27218    Behavior = PhysicsBehavior ModuleTag_04
27219      Mass = 1
27220    End
27221    Behavior = MissileAIUpdate ModuleTag_05
27222      TryToFollowTarget       = Yes 
27223      FuelLifetime            = 10000
27224      InitialVelocity         = 50                ; in dist/sec
27225      IgnitionDelay           = 0
27226      DistanceToTravelBeforeTurning = 5
27227      DistanceToTargetForLock = 100  ; If it gets within 100 of the target, it kills the target.
27228    End
27229    Locomotor = SET_NORMAL PatriotMissileLocomotor
27230    Geometry = Sphere
27231    GeometryIsSmall = Yes
27232    GeometryMajorRadius = 2.0
27233  
27234  End
27235  
27236  ;------------------------------------------------------------------------------
27237  Object PatriotMissileRevised
27238  
27239    ; *** ART Parameters ***
27240    Draw = W3DModelDraw ModuleTag_01
27241      OkToChangeModelColor = Yes
27242      ConditionState = NONE
27243        Model = AVRaptor_M
27244      End
27245    End
27246  
27247    ; ***DESIGN parameters ***
27248    DisplayName      = OBJECT:PatriotMissile
27249    EditorSorting   = VEHICLE
27250    VisionRange = 300.0
27251    ShroudClearingRange = 0
27252  
27253    ; *** ENGINEERING Parameters ***
27254    KindOf = CAN_CAST_REFLECTIONS PROJECTILE SMALL_MISSILE
27255    Body = ActiveBody ModuleTag_02
27256      MaxHealth       = 200.0
27257      InitialHealth   = 200.0
27258    End
27259  
27260  ; ---- begin Projectile death behaviors
27261    Behavior = InstantDeathBehavior DeathModuleTag_01
27262      DeathTypes = NONE +DETONATED
27263      ; we detonated normally.
27264      ; no FX, just quiet destroy ourselves
27265    End
27266    Behavior = InstantDeathBehavior DeathModuleTag_02
27267      DeathTypes = NONE +LASERED
27268      ; shot down by laser.
27269      FX         = FX_GenericMissileDisintegrate
27270      OCL        = OCL_GenericMissileDisintegrate
27271    End
27272    Behavior = InstantDeathBehavior DeathModuleTag_03
27273      DeathTypes = ALL -LASERED -DETONATED
27274      ; shot down by nonlaser.
27275      FX         = FX_GenericMissileDeath
27276    End
27277  ; ---- end Projectile death behaviors
27278      
27279    Behavior = PhysicsBehavior ModuleTag_04
27280      Mass = 1
27281    End
27282    Behavior = MissileAIUpdate ModuleTag_05
27283      TryToFollowTarget       = Yes 
27284      FuelLifetime            = 10000
27285      InitialVelocity         = 50                ; in dist/sec
27286      IgnitionDelay           = 0
27287      DistanceToTravelBeforeTurning = 30
27288      DistanceToTargetForLock = 100  ; If it gets within 100 of the target, it kills the target.
27289      DistanceToTargetBeforeDiving = 200
27290    End
27291    Locomotor = SET_NORMAL PatriotMissileLocomotor
27292    Geometry = Sphere
27293    GeometryIsSmall = Yes
27294    GeometryMajorRadius = 2.0
27295  
27296  End
27297  
27298  ;------------------------------------------------------------------------------
27299  Object ChinaBunker
27300  
27301    ; *** ART Parameters ***
27302    SelectPortrait         = SNBunker_L
27303    ButtonImage            = SNBunker
27304  
27305    Draw                   = W3DModelDraw ModuleTag_01
27306      OkToChangeModelColor = Yes
27307  
27308      ;day
27309      ConditionState       = NONE
27310        Model              = NBBunker
27311      End
27312      ConditionState       = DAMAGED
27313        Model              = NBBunker_D
27314          ParticleSysBone      = Fire01  SmolderingFire
27315          ParticleSysBone      = Smoke01 SmolderingSmoke
27316          ParticleSysBone      = Fire01  SmolderingFlameCore
27317          ParticleSysBone      = Fire02  SmolderingFire
27318          ParticleSysBone      = Smoke02 SmolderingSmoke
27319          ParticleSysBone      = Fire02  SmolderingFlameCore
27320      End
27321      ConditionState       = REALLYDAMAGED RUBBLE
27322        Model              = NBBunker_E
27323        ParticleSysBone        = Fire01 SmolderingFire
27324        ParticleSysBone        = Fire01 SmolderingFlameCore
27325        ParticleSysBone        = Fire02 SmolderingFire
27326        ParticleSysBone        = Fire02 SmolderingFlameCore
27327        ParticleSysBone        = Fire03 SmolderingFire
27328        ParticleSysBone        = Fire03 SmolderingFlameCore
27329        ParticleSysBone        = Fire04 SmolderingFire
27330        ParticleSysBone        = Fire04 SmolderingFlameCore
27331        ParticleSysBone        = Fire05 SmolderingFire
27332        ParticleSysBone        = Fire05 SmolderingFlameCore
27333        ParticleSysBone        = Smoke01  SmolderingSmoke
27334        ParticleSysBone        = Smoke02 SmolderingSmoke
27335        ParticleSysBone        = Smoke03 SmolderingSmoke
27336        ParticleSysBone        = Smoke04 SmolderingSmoke
27337        ParticleSysBone        = Smoke05 SmolderingSmoke
27338      End
27339      
27340      ConditionState       = GARRISONED
27341        Model              = NBBunker_G
27342      End
27343      ConditionState       = DAMAGED GARRISONED
27344        Model              = NBBunker_DG
27345          ParticleSysBone      = Fire01  SmolderingFire
27346          ParticleSysBone      = Smoke01 SmolderingSmoke
27347          ParticleSysBone      = Fire01  SmolderingFlameCore
27348          ParticleSysBone      = Fire02  SmolderingFire
27349          ParticleSysBone      = Smoke02 SmolderingSmoke
27350          ParticleSysBone      = Fire02  SmolderingFlameCore
27351      End
27352      ConditionState       = REALLYDAMAGED RUBBLE GARRISONED
27353        Model              = NBBunker_EG
27354        ParticleSysBone        = Fire01 SmolderingFire
27355        ParticleSysBone        = Fire01 SmolderingFlameCore
27356        ParticleSysBone        = Fire02 SmolderingFire
27357        ParticleSysBone        = Fire02 SmolderingFlameCore
27358        ParticleSysBone        = Fire03 SmolderingFire
27359        ParticleSysBone        = Fire03 SmolderingFlameCore
27360        ParticleSysBone        = Fire04 SmolderingFire
27361        ParticleSysBone        = Fire04 SmolderingFlameCore
27362        ParticleSysBone        = Fire05 SmolderingFire
27363        ParticleSysBone        = Fire05 SmolderingFlameCore
27364        ParticleSysBone        = Smoke01  SmolderingSmoke
27365        ParticleSysBone        = Smoke02 SmolderingSmoke
27366        ParticleSysBone        = Smoke03 SmolderingSmoke
27367        ParticleSysBone        = Smoke04 SmolderingSmoke
27368        ParticleSysBone        = Smoke05 SmolderingSmoke
27369      End
27370  
27371      ConditionState       = SNOW
27372        Model              = NBBunker_S
27373      End
27374      ConditionState       = DAMAGED SNOW
27375        Model              = NBBunker_DS
27376          ParticleSysBone      = Fire01  SmolderingFire
27377          ParticleSysBone      = Smoke01 SmolderingSmoke
27378          ParticleSysBone      = Fire01  SmolderingFlameCore
27379          ParticleSysBone      = Fire02  SmolderingFire
27380          ParticleSysBone      = Smoke02 SmolderingSmoke
27381          ParticleSysBone      = Fire02  SmolderingFlameCore
27382      End
27383      ConditionState       = REALLYDAMAGED RUBBLE SNOW
27384        Model              = NBBunker_ES
27385        ParticleSysBone        = Fire01 SmolderingFire
27386        ParticleSysBone        = Fire01 SmolderingFlameCore
27387        ParticleSysBone        = Fire02 SmolderingFire
27388        ParticleSysBone        = Fire02 SmolderingFlameCore
27389        ParticleSysBone        = Fire03 SmolderingFire
27390        ParticleSysBone        = Fire03 SmolderingFlameCore
27391        ParticleSysBone        = Fire04 SmolderingFire
27392        ParticleSysBone        = Fire04 SmolderingFlameCore
27393        ParticleSysBone        = Fire05 SmolderingFire
27394        ParticleSysBone        = Fire05 SmolderingFlameCore
27395        ParticleSysBone        = Smoke01  SmolderingSmoke
27396        ParticleSysBone        = Smoke02 SmolderingSmoke
27397        ParticleSysBone        = Smoke03 SmolderingSmoke
27398        ParticleSysBone        = Smoke04 SmolderingSmoke
27399        ParticleSysBone        = Smoke05 SmolderingSmoke
27400      End
27401  
27402      ConditionState       = SNOW GARRISONED
27403        Model              = NBBunker_SG
27404      End
27405      ConditionState       = DAMAGED SNOW GARRISONED
27406        Model              = NBBunker_DSG
27407          ParticleSysBone      = Fire01  SmolderingFire
27408          ParticleSysBone      = Smoke01 SmolderingSmoke
27409          ParticleSysBone      = Fire01  SmolderingFlameCore
27410          ParticleSysBone      = Fire02  SmolderingFire
27411          ParticleSysBone      = Smoke02 SmolderingSmoke
27412          ParticleSysBone      = Fire02  SmolderingFlameCore
27413      End
27414      ConditionState       = REALLYDAMAGED RUBBLE SNOW GARRISONED
27415        Model              = NBBunker_ESG
27416        ParticleSysBone        = Fire01 SmolderingFire
27417        ParticleSysBone        = Fire01 SmolderingFlameCore
27418        ParticleSysBone        = Fire02 SmolderingFire
27419        ParticleSysBone        = Fire02 SmolderingFlameCore
27420        ParticleSysBone        = Fire03 SmolderingFire
27421        ParticleSysBone        = Fire03 SmolderingFlameCore
27422        ParticleSysBone        = Fire04 SmolderingFire
27423        ParticleSysBone        = Fire04 SmolderingFlameCore
27424        ParticleSysBone        = Fire05 SmolderingFire
27425        ParticleSysBone        = Fire05 SmolderingFlameCore
27426        ParticleSysBone        = Smoke01  SmolderingSmoke
27427        ParticleSysBone        = Smoke02 SmolderingSmoke
27428        ParticleSysBone        = Smoke03 SmolderingSmoke
27429        ParticleSysBone        = Smoke04 SmolderingSmoke
27430        ParticleSysBone        = Smoke05 SmolderingSmoke
27431      End
27432  
27433     ;night
27434      ConditionState       = NIGHT
27435        Model              = NBBunker_N
27436      End
27437      ConditionState       = DAMAGED NIGHT
27438        Model              = NBBunker_DN
27439        ParticleSysBone        = Fire01  SmolderingFire
27440        ParticleSysBone        = Smoke01 SmolderingSmoke
27441        ParticleSysBone        = Fire01  SmolderingFlameCore
27442        ParticleSysBone        = Fire02  SmolderingFire
27443        ParticleSysBone        = Smoke02 SmolderingSmoke
27444        ParticleSysBone        = Fire02  SmolderingFlameCore
27445      End
27446      ConditionState       = REALLYDAMAGED RUBBLE NIGHT
27447        Model              = NBBunker_EN
27448        ParticleSysBone        = Fire01 SmolderingFire
27449        ParticleSysBone        = Fire01 SmolderingFlameCore
27450        ParticleSysBone        = Fire02 SmolderingFire
27451        ParticleSysBone        = Fire02 SmolderingFlameCore
27452        ParticleSysBone        = Fire03 SmolderingFire
27453        ParticleSysBone        = Fire03 SmolderingFlameCore
27454        ParticleSysBone        = Fire04 SmolderingFire
27455        ParticleSysBone        = Fire04 SmolderingFlameCore
27456        ParticleSysBone        = Fire05 SmolderingFire
27457        ParticleSysBone        = Fire05 SmolderingFlameCore
27458        ParticleSysBone        = Smoke01  SmolderingSmoke
27459        ParticleSysBone        = Smoke02 SmolderingSmoke
27460        ParticleSysBone        = Smoke03 SmolderingSmoke
27461        ParticleSysBone        = Smoke04 SmolderingSmoke
27462        ParticleSysBone        = Smoke05 SmolderingSmoke
27463      End
27464      
27465      ;night
27466      ConditionState       = NIGHT GARRISONED
27467        Model              = NBBunker_NG
27468      End
27469      ConditionState       = DAMAGED NIGHT GARRISONED
27470        Model              = NBBunker_DNG
27471        ParticleSysBone        = Fire01  SmolderingFire
27472        ParticleSysBone        = Smoke01 SmolderingSmoke
27473        ParticleSysBone        = Fire01  SmolderingFlameCore
27474        ParticleSysBone        = Fire02  SmolderingFire
27475        ParticleSysBone        = Smoke02 SmolderingSmoke
27476        ParticleSysBone        = Fire02  SmolderingFlameCore
27477      End
27478      ConditionState       = REALLYDAMAGED RUBBLE NIGHT GARRISONED
27479        Model              = NBBunker_ENG
27480        ParticleSysBone        = Fire01 SmolderingFire
27481        ParticleSysBone        = Fire01 SmolderingFlameCore
27482        ParticleSysBone        = Fire02 SmolderingFire
27483        ParticleSysBone        = Fire02 SmolderingFlameCore
27484        ParticleSysBone        = Fire03 SmolderingFire
27485        ParticleSysBone        = Fire03 SmolderingFlameCore
27486        ParticleSysBone        = Fire04 SmolderingFire
27487        ParticleSysBone        = Fire04 SmolderingFlameCore
27488        ParticleSysBone        = Fire05 SmolderingFire
27489        ParticleSysBone        = Fire05 SmolderingFlameCore
27490        ParticleSysBone        = Smoke01  SmolderingSmoke
27491        ParticleSysBone        = Smoke02 SmolderingSmoke
27492        ParticleSysBone        = Smoke03 SmolderingSmoke
27493        ParticleSysBone        = Smoke04 SmolderingSmoke
27494        ParticleSysBone        = Smoke05 SmolderingSmoke
27495      End
27496  
27497      ;night snow
27498      ConditionState       = NIGHT SNOW
27499        Model              = NBBunker_NS
27500      End
27501      ConditionState       = DAMAGED NIGHT SNOW
27502        Model              = NBBunker_DNS
27503        ParticleSysBone        = Fire01  SmolderingFire
27504        ParticleSysBone        = Smoke01 SmolderingSmoke
27505        ParticleSysBone        = Fire01  SmolderingFlameCore
27506        ParticleSysBone        = Fire02  SmolderingFire
27507        ParticleSysBone        = Smoke02 SmolderingSmoke
27508        ParticleSysBone        = Fire02  SmolderingFlameCore
27509      End
27510      ConditionState       = REALLYDAMAGED RUBBLE NIGHT SNOW
27511        Model              = NBBunker_ENS
27512        ParticleSysBone        = Fire01 SmolderingFire
27513        ParticleSysBone        = Fire01 SmolderingFlameCore
27514        ParticleSysBone        = Fire02 SmolderingFire
27515        ParticleSysBone        = Fire02 SmolderingFlameCore
27516        ParticleSysBone        = Fire03 SmolderingFire
27517        ParticleSysBone        = Fire03 SmolderingFlameCore
27518        ParticleSysBone        = Fire04 SmolderingFire
27519        ParticleSysBone        = Fire04 SmolderingFlameCore
27520        ParticleSysBone        = Fire05 SmolderingFire
27521        ParticleSysBone        = Fire05 SmolderingFlameCore
27522        ParticleSysBone        = Smoke01  SmolderingSmoke
27523        ParticleSysBone        = Smoke02 SmolderingSmoke
27524        ParticleSysBone        = Smoke03 SmolderingSmoke
27525        ParticleSysBone        = Smoke04 SmolderingSmoke
27526        ParticleSysBone        = Smoke05 SmolderingSmoke
27527      End
27528  
27529      ;night snow
27530      ConditionState       = NIGHT SNOW GARRISONED
27531        Model              = NBBunker_NSG
27532      End
27533      ConditionState       = DAMAGED NIGHT SNOW GARRISONED
27534        Model              = NBBunker_DNSG
27535        ParticleSysBone        = Fire01  SmolderingFire
27536        ParticleSysBone        = Smoke01 SmolderingSmoke
27537        ParticleSysBone        = Fire01  SmolderingFlameCore
27538        ParticleSysBone        = Fire02  SmolderingFire
27539        ParticleSysBone        = Smoke02 SmolderingSmoke
27540        ParticleSysBone        = Fire02  SmolderingFlameCore
27541      End
27542      ConditionState       = REALLYDAMAGED RUBBLE NIGHT SNOW GARRISONED
27543        Model              = NBBunker_ENSG
27544        ParticleSysBone        = Fire01 SmolderingFire
27545        ParticleSysBone        = Fire01 SmolderingFlameCore
27546        ParticleSysBone        = Fire02 SmolderingFire
27547        ParticleSysBone        = Fire02 SmolderingFlameCore
27548        ParticleSysBone        = Fire03 SmolderingFire
27549        ParticleSysBone        = Fire03 SmolderingFlameCore
27550        ParticleSysBone        = Fire04 SmolderingFire
27551        ParticleSysBone        = Fire04 SmolderingFlameCore
27552        ParticleSysBone        = Fire05 SmolderingFire
27553        ParticleSysBone        = Fire05 SmolderingFlameCore
27554        ParticleSysBone        = Smoke01  SmolderingSmoke
27555        ParticleSysBone        = Smoke02 SmolderingSmoke
27556        ParticleSysBone        = Smoke03 SmolderingSmoke
27557        ParticleSysBone        = Smoke04 SmolderingSmoke
27558        ParticleSysBone        = Smoke05 SmolderingSmoke
27559      End
27560  
27561      ;**************************************************************************************************************************
27562      ;This block handles every possible case with construction process, selling process, awaiting construction, and sold states
27563      ;for this draw module
27564      ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
27565        Model              = NBBunker
27566        ;Animation          = NBBunker.NBBunker
27567        ;AnimationMode      = LOOP
27568        Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
27569      End
27570      ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED
27571        Model              = NBBunker_D
27572        ;Animation          = NBBunker_D.NBBunker_D
27573        ;AnimationMode      = LOOP
27574        Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
27575      End
27576      ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED
27577        Model              = NBBunker_E
27578        ;Animation          = NBBunker_E.NBBunker_E
27579        ;AnimationMode      = LOOP
27580        Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
27581      End
27582      ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT
27583        Model              = NBBunker_N
27584        ;Animation          = NBBunker_N.NBBunker_N
27585        ;AnimationMode      = LOOP
27586        Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
27587      End
27588      ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT DAMAGED
27589        Model              = NBBunker_DN
27590        ;Animation          = NBBunker_DN.NBBunker_DN
27591        ;AnimationMode      = LOOP
27592        Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
27593      End
27594      ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT REALLYDAMAGED
27595        Model              = NBBunker_EN
27596        ;Animation          = NBBunker_EN.NBBunker_EN
27597        ;AnimationMode      = LOOP
27598        Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
27599      End
27600      ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW
27601        Model              = NBBunker_S
27602        ;Animation          = NBBunker_S.NBBunker_S
27603        ;AnimationMode      = LOOP
27604        Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
27605      End
27606      ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW DAMAGED
27607        Model              = NBBunker_DS
27608        ;Animation          = NBBunker_DS.NBBunker_DS
27609        ;AnimationMode      = LOOP
27610        Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
27611      End
27612      ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW REALLYDAMAGED
27613        Model              = NBBunker_ES
27614        ;Animation          = NBBunker_ES.NBBunker_ES
27615        ;AnimationMode      = LOOP
27616        Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
27617      End
27618      ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW
27619        Model              = NBBunker_NS
27620        ;Animation          = NBBunker_NS.NBBunker_NS
27621        ;AnimationMode      = LOOP
27622        Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
27623      End
27624      ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW DAMAGED
27625        Model              = NBBunker_DNS
27626        ;Animation          = NBBunker_DNS.NBBunker_DNS
27627        ;AnimationMode      = LOOP
27628        Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
27629      End
27630      ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW REALLYDAMAGED
27631        Model              = NBBunker_ENS
27632       ; Animation          = NBBunker_ENS.NBBunker_ENS
27633       ; AnimationMode      = LOOP
27634        Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
27635      End
27636  
27637      ConditionState       = AWAITING_CONSTRUCTION 
27638        Model              = NONE
27639      End
27640      AliasConditionState  = AWAITING_CONSTRUCTION DAMAGED
27641      AliasConditionState  = AWAITING_CONSTRUCTION REALLYDAMAGED
27642      AliasConditionState  = AWAITING_CONSTRUCTION NIGHT
27643      AliasConditionState  = AWAITING_CONSTRUCTION NIGHT DAMAGED
27644      AliasConditionState  = AWAITING_CONSTRUCTION NIGHT REALLYDAMAGED
27645      AliasConditionState  = AWAITING_CONSTRUCTION SNOW
27646      AliasConditionState  = AWAITING_CONSTRUCTION SNOW DAMAGED
27647      AliasConditionState  = AWAITING_CONSTRUCTION SNOW REALLYDAMAGED
27648      AliasConditionState  = AWAITING_CONSTRUCTION NIGHT SNOW
27649      AliasConditionState  = AWAITING_CONSTRUCTION NIGHT SNOW DAMAGED
27650      AliasConditionState  = AWAITING_CONSTRUCTION NIGHT SNOW REALLYDAMAGED
27651      AliasConditionState  = SOLD 
27652      AliasConditionState  = SOLD DAMAGED
27653      AliasConditionState  = SOLD REALLYDAMAGED
27654      AliasConditionState  = SOLD NIGHT
27655      AliasConditionState  = SOLD NIGHT DAMAGED
27656      AliasConditionState  = SOLD NIGHT REALLYDAMAGED
27657      AliasConditionState  = SOLD SNOW
27658      AliasConditionState  = SOLD SNOW DAMAGED
27659      AliasConditionState  = SOLD SNOW REALLYDAMAGED
27660      AliasConditionState  = SOLD NIGHT SNOW
27661      AliasConditionState  = SOLD NIGHT SNOW DAMAGED
27662      AliasConditionState  = SOLD NIGHT SNOW REALLYDAMAGED
27663      AliasConditionState  = SOLD GARRISONED
27664      AliasConditionState  = SOLD DAMAGED GARRISONED
27665      AliasConditionState  = SOLD REALLYDAMAGED GARRISONED
27666      AliasConditionState  = SOLD NIGHT GARRISONED
27667      AliasConditionState  = SOLD NIGHT DAMAGED GARRISONED
27668      AliasConditionState  = SOLD NIGHT REALLYDAMAGED GARRISONED
27669      AliasConditionState  = SOLD SNOW GARRISONED
27670      AliasConditionState  = SOLD SNOW DAMAGED GARRISONED
27671      AliasConditionState  = SOLD SNOW REALLYDAMAGED GARRISONED
27672      AliasConditionState  = SOLD NIGHT SNOW GARRISONED
27673      AliasConditionState  = SOLD NIGHT SNOW DAMAGED GARRISONED
27674      AliasConditionState  = SOLD NIGHT SNOW REALLYDAMAGED GARRISONED
27675      ;**************************************************************************************************************************
27676    End  
27677      
27678    ; ------------ construction-zone fence -----------------
27679    Draw = W3DModelDraw ModuleTag_02
27680    AnimationsRequirePower = No
27681      DefaultConditionState
27682        Model           = None
27683        TransitionKey   = DOWN_DEFAULT
27684      End
27685      ConditionState    = NIGHT
27686        Model           = None
27687        TransitionKey   = DOWN_DEFAULT
27688      End
27689      ConditionState    = SNOW
27690        Model           = None
27691        TransitionKey   = DOWN_DEFAULT
27692      End
27693      ConditionState    = SNOW NIGHT
27694        Model           = None
27695        TransitionKey   = DOWN_DEFAULT
27696      End
27697      ConditionState    = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
27698        Model           = NBBunker_A4
27699        Animation       = NBBunker_A4.NBBunker_A4
27700        AnimationMode   = MANUAL
27701        Flags           = START_FRAME_LAST
27702        TransitionKey   = UP_DAY
27703      End
27704      ConditionState    = NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
27705        Model           = NBBunker_A4N
27706        Animation       = NBBunker_A4N.NBBunker_A4N
27707        AnimationMode   = MANUAL
27708        Flags           = START_FRAME_LAST
27709        TransitionKey   = UP_NIGHT
27710      End
27711      ConditionState    = SNOW AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
27712        Model           = NBBunker_A4S
27713        Animation       = NBBunker_A4S.NBBunker_A4S
27714        AnimationMode   = MANUAL
27715        Flags           = START_FRAME_LAST
27716        TransitionKey   = UP_SNOW
27717      End
27718      ConditionState    = SNOW NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
27719        Model           = NBBunker_A4SN
27720        Animation       = NBBunker_A4SN.NBBunker_A4SN
27721        AnimationMode   = MANUAL
27722        Flags           = START_FRAME_LAST
27723        TransitionKey   = UP_SNOWNIGHT
27724      End
27725      TransitionState   = DOWN_DEFAULT UP_DAY
27726        Model           = NBBunker_A4
27727        Animation       = NBBunker_A4.NBBunker_A4
27728        AnimationMode   = ONCE
27729        AnimationSpeedFactorRange = 1.0 1.0
27730        Flags           = START_FRAME_FIRST
27731      End
27732      TransitionState   = DOWN_DEFAULT UP_NIGHT
27733        Model           = NBBunker_A4N
27734        Animation       = NBBunker_A4N.NBBunker_A4N
27735        AnimationMode   = ONCE
27736        AnimationSpeedFactorRange = 1.0 1.0
27737        Flags           = START_FRAME_FIRST
27738      End
27739      TransitionState   = DOWN_DEFAULT UP_SNOW
27740        Model           = NBBunker_A4S
27741        Animation       = NBBunker_A4S.NBBunker_A4S
27742        AnimationMode   = ONCE
27743        AnimationSpeedFactorRange = 1.0 1.0
27744        Flags           = START_FRAME_FIRST
27745      End
27746      TransitionState   = DOWN_DEFAULT UP_SNOWNIGHT
27747        Model           = NBBunker_A4SN
27748        Animation       = NBBunker_A4SN.NBBunker_A4SN
27749        AnimationMode   = ONCE
27750        AnimationSpeedFactorRange = 1.0 1.0
27751        Flags           = START_FRAME_FIRST
27752      End
27753      TransitionState   = UP_DAY DOWN_DEFAULT
27754        Model           = NBBunker_A4
27755        Animation       = NBBunker_A4.NBBunker_A4
27756        AnimationMode   = ONCE_BACKWARDS
27757        AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
27758        Flags           = START_FRAME_LAST
27759      End
27760      TransitionState   = UP_NIGHT DOWN_DEFAULT
27761        Model           = NBBunker_A4N
27762        Animation       = NBBunker_A4N.NBBunker_A4N
27763        AnimationMode   = ONCE_BACKWARDS
27764        AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
27765        Flags           = START_FRAME_LAST
27766      End
27767      TransitionState   = UP_SNOW DOWN_DEFAULT
27768        Model           = NBBunker_A4S
27769        Animation       = NBBunker_A4S.NBBunker_A4S
27770        AnimationMode   = ONCE_BACKWARDS
27771        AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
27772        Flags           = START_FRAME_LAST
27773      End
27774      TransitionState   = UP_SNOWNIGHT DOWN_DEFAULT
27775        Model           = NBBunker_A4SN
27776        Animation       = NBBunker_A4SN.NBBunker_A4SN
27777        AnimationMode   = ONCE_BACKWARDS
27778        AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
27779        Flags           = START_FRAME_LAST
27780      End
27781    End
27782  
27783    ; ------------ under-construction scaffolding -----------------
27784    Draw = W3DModelDraw ModuleTag_03
27785    AnimationsRequirePower = No
27786      MinLODRequired = MEDIUM
27787      DefaultConditionState
27788        Model           = None
27789        TransitionKey   = DOWN_DEFAULT
27790      End
27791      ConditionState    = NIGHT
27792        Model           = None
27793        TransitionKey   = DOWN_DEFAULT
27794      End
27795      ConditionState    = SNOW
27796        Model           = None
27797        TransitionKey   = DOWN_DEFAULT
27798      End
27799      ConditionState    = SNOW NIGHT
27800        Model           = None
27801        TransitionKey   = DOWN_DEFAULT
27802      End
27803      ConditionState    = PARTIALLY_CONSTRUCTED
27804        Model           = NBBunker_A6
27805        Animation       = NBBunker_A6.NBBunker_A6
27806        AnimationMode   = MANUAL
27807        Flags           = START_FRAME_LAST
27808        TransitionKey   = UP_DAY
27809        ParticleSysBone = Smoke01 BuildUpSmokeChina
27810        ParticleSysBone = Smoke02 BuildUpSmokeChina
27811        ParticleSysBone = Smoke03 BuildUpSmokeChina
27812        ParticleSysBone = Smoke04 BuildUpSmokeChina
27813      End
27814      ConditionState    = NIGHT PARTIALLY_CONSTRUCTED
27815        Model           = NBBunker_A6N
27816        Animation       = NBBunker_A6N.NBBunker_A6N
27817        AnimationMode   = MANUAL
27818        Flags           = START_FRAME_LAST
27819        TransitionKey   = UP_NIGHT
27820        ParticleSysBone = Smoke01 BuildUpSmokeChina
27821        ParticleSysBone = Smoke02 BuildUpSmokeChina
27822        ParticleSysBone = Smoke03 BuildUpSmokeChina
27823        ParticleSysBone = Smoke04 BuildUpSmokeChina
27824      End
27825      ConditionState    = SNOW PARTIALLY_CONSTRUCTED
27826        Model           = NBBunker_A6S
27827        Animation       = NBBunker_A6S.NBBunker_A6S
27828        AnimationMode   = MANUAL
27829        Flags           = START_FRAME_LAST
27830        TransitionKey   = UP_SNOW
27831        ParticleSysBone = Smoke01 BuildUpSnowSmoke
27832        ParticleSysBone = Smoke02 BuildUpSnowSmoke
27833        ParticleSysBone = Smoke03 BuildUpSnowSmoke
27834        ParticleSysBone = Smoke04 BuildUpSnowSmoke
27835      End
27836      ConditionState    = SNOW NIGHT PARTIALLY_CONSTRUCTED
27837        Model           = NBBunker_A6SN
27838        Animation       = NBBunker_A6SN.NBBunker_A6SN
27839        AnimationMode   = MANUAL
27840        Flags           = START_FRAME_LAST
27841        TransitionKey   = UP_SNOWNIGHT
27842        ParticleSysBone = Smoke01 BuildUpNightSnowSmoke
27843        ParticleSysBone = Smoke02 BuildUpNightSnowSmoke
27844        ParticleSysBone = Smoke03 BuildUpNightSnowSmoke
27845        ParticleSysBone = Smoke04 BuildUpNightSnowSmoke
27846      End
27847      TransitionState   = DOWN_DEFAULT UP_DAY
27848       Model            = NBBunker_A6
27849        Animation       = NBBunker_A6.NBBunker_A6
27850        AnimationMode   = ONCE
27851        AnimationSpeedFactorRange = 1.0 1.0
27852        Flags           = START_FRAME_FIRST
27853      End
27854      TransitionState   = DOWN_DEFAULT UP_NIGHT
27855       Model            = NBBunker_A6N
27856        Animation       = NBBunker_A6N.NBBunker_A6N
27857        AnimationMode   = ONCE
27858        AnimationSpeedFactorRange = 1.0 1.0
27859        Flags           = START_FRAME_FIRST
27860      End
27861      TransitionState   = DOWN_DEFAULT UP_SNOW
27862       Model            = NBBunker_A6S
27863        Animation       = NBBunker_A6S.NBBunker_A6S
27864        AnimationMode   = ONCE
27865        AnimationSpeedFactorRange = 1.0 1.0
27866        Flags           = START_FRAME_FIRST
27867      End
27868      TransitionState   = DOWN_DEFAULT UP_SNOWNIGHT
27869       Model            = NBBunker_A6SN
27870        Animation       = NBBunker_A6SN.NBBunker_A6SN
27871        AnimationMode   = ONCE
27872        AnimationSpeedFactorRange = 1.0 1.0
27873        Flags           = START_FRAME_FIRST
27874      End
27875      TransitionState   = UP_DAY DOWN_DEFAULT
27876        Model           = NBBunker_A6
27877        Animation       = NBBunker_A6.NBBunker_A6
27878        AnimationMode   = ONCE_BACKWARDS
27879        AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
27880        Flags           = START_FRAME_LAST
27881      End
27882      TransitionState   = UP_NIGHT DOWN_DEFAULT
27883        Model           = NBBunker_A6N
27884        Animation       = NBBunker_A6N.NBBunker_A6N
27885        AnimationMode   = ONCE_BACKWARDS
27886        AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
27887        Flags           = START_FRAME_LAST
27888      End
27889      TransitionState   = UP_SNOW DOWN_DEFAULT
27890        Model           = NBBunker_A6S
27891        Animation       = NBBunker_A6S.NBBunker_A6S
27892        AnimationMode   = ONCE_BACKWARDS
27893        AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
27894        Flags           = START_FRAME_LAST
27895      End
27896      TransitionState   = UP_SNOWNIGHT DOWN_DEFAULT
27897        Model           = NBBunker_A6SN
27898        Animation       = NBBunker_A6SN.NBBunker_A6SN
27899        AnimationMode   = ONCE_BACKWARDS
27900        AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
27901        Flags           = START_FRAME_LAST
27902      End
27903    End
27904  
27905    ; ------------ being-constructed crane -----------------
27906    Draw = W3DModelDraw ModuleTag_04
27907    AnimationsRequirePower = No
27908      DefaultConditionState
27909        Model           = None
27910        TransitionKey   = DOWN_DEFAULT
27911      End
27912      ConditionState    = NIGHT
27913        Model           = None
27914        TransitionKey   = DOWN_DEFAULT
27915      End
27916      ConditionState    = SNOW
27917        Model           = None
27918        TransitionKey   = DOWN_DEFAULT
27919      End
27920      ConditionState    = SNOW NIGHT
27921        Model           = None
27922        TransitionKey   = DOWN_DEFAULT
27923      End
27924      ConditionState    = SOLD
27925        Model           = NONE
27926      End
27927  
27928      ConditionState  = ACTIVELY_BEING_CONSTRUCTED
27929        Model           = NBBunker_A5
27930        Animation       = NBBunker_A5.NBBunker_A5
27931        AnimationMode   = LOOP
27932        TransitionKey  = UP_DAY
27933      End
27934  
27935      ConditionState  = NIGHT ACTIVELY_BEING_CONSTRUCTED
27936        Model           = NBBunker_A5N
27937        Animation       = NBBunker_A5N.NBBunker_A5N
27938        AnimationMode   = LOOP
27939        TransitionKey  = UP_NIGHT
27940      End
27941      ConditionState  = SNOW ACTIVELY_BEING_CONSTRUCTED
27942        Model           = NBBunker_A5S
27943        Animation       = NBBunker_A5S.NBBunker_A5S
27944        AnimationMode   = LOOP
27945        TransitionKey  = UP_SNOW
27946      End
27947      ConditionState  = SNOW NIGHT ACTIVELY_BEING_CONSTRUCTED
27948        Model           = NBBunker_A5SN
27949        Animation       = NBBunker_A5SN.NBBunker_A5SN
27950        AnimationMode   = LOOP
27951        TransitionKey  = UP_SNOWNIGHT
27952      End
27953      TransitionState   = DOWN_DEFAULT UP_DAY
27954        Model            = NBBunker_AB
27955        Animation       = NBBunker_AB.NBBunker_AB
27956        AnimationMode   = ONCE
27957        AnimationSpeedFactorRange = 1.0 1.0
27958        Flags           = START_FRAME_FIRST
27959      End
27960  
27961      TransitionState   = DOWN_DEFAULT UP_NIGHT
27962        Model            = NBBunker_ABN
27963        Animation       = NBBunker_ABN.NBBunker_ABN
27964        AnimationMode   = ONCE
27965        AnimationSpeedFactorRange = 1.0 1.0
27966        Flags           = START_FRAME_FIRST
27967      End
27968      TransitionState   = DOWN_DEFAULT UP_SNOW
27969        Model            = NBBunker_ABS
27970        Animation       = NBBunker_ABS.NBBunker_ABS
27971        AnimationMode   = ONCE
27972        AnimationSpeedFactorRange = 1.0 1.0
27973        Flags           = START_FRAME_FIRST
27974      End
27975      TransitionState   = DOWN_DEFAULT UP_SNOWNIGHT
27976        Model            = NBBunker_ABSN
27977        Animation       = NBBunker_ABSN.NBBunker_ABSN
27978        AnimationMode   = ONCE
27979        AnimationSpeedFactorRange = 1.0 1.0
27980        Flags           = START_FRAME_FIRST
27981      End
27982      TransitionState   = UP_DAY DOWN_DEFAULT
27983        Model            = NBBunker_AB
27984        Animation       = NBBunker_AB.NBBunker_AB
27985        AnimationMode   = ONCE_BACKWARDS
27986        AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
27987        Flags           = START_FRAME_LAST
27988      End
27989      TransitionState   = UP_NIGHT DOWN_DEFAULT
27990        Model            = NBBunker_ABN
27991        Animation       = NBBunker_ABN.NBBunker_ABN
27992        AnimationMode   = ONCE_BACKWARDS
27993        AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
27994        Flags           = START_FRAME_LAST
27995      End
27996      TransitionState   = UP_SNOW DOWN_DEFAULT
27997        Model            = NBBunker_ABS
27998        Animation       = NBBunker_ABS.NBBunker_ABS
27999        AnimationMode   = ONCE_BACKWARDS
28000        AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
28001        Flags           = START_FRAME_LAST
28002      End
28003      TransitionState   = UP_SNOWNIGHT DOWN_DEFAULT
28004        Model            = NBBunker_ABSN
28005        Animation       = NBBunker_ABSN.NBBunker_ABSN
28006        AnimationMode   = ONCE_BACKWARDS
28007        AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
28008        Flags           = START_FRAME_LAST
28009      End
28010    End
28011    
28012    PlacementViewAngle     = -135
28013  
28014    ; ***DESIGN parameters ***
28015    DisplayName      = OBJECT:Bunker
28016    Side = China
28017    EditorSorting     = STRUCTURE
28018    Prerequisites
28019      Object = ChinaBarracks
28020    End
28021    BuildCost         = 400
28022    BuildTime         = 5.0           ; in seconds
28023    EnergyProduction  = 0
28024    VisionRange       = 300.0         ; Shroud clearing distance
28025    ShroudClearingRange = 200
28026    ArmorSet
28027      Conditions      = None
28028      Armor           = StructureArmor
28029      DamageFX        = StructureDamageFXNoShake
28030    End
28031    CommandSet       = ChinaBunkerCommandSet
28032  
28033    ; *** AUDIO Parameters ***
28034    VoiceSelect       = BunkerSelect
28035    SoundDie              = BuildingDie
28036    SoundOnDamaged        = BuildingDamagedStateLight
28037    SoundOnReallyDamaged  = BuildingDestroy
28038  
28039    UnitSpecificSounds
28040      UnderConstruction   = UnderConstructionLoop
28041    End
28042  
28043    ; *** ENGINEERING Parameters ***
28044    KindOf            = PRELOAD STRUCTURE SELECTABLE STICK_TO_TERRAIN_SLOPE IMMOBILE SCORE FS_BASE_DEFENSE GARRISONABLE_UNTIL_DESTROYED IMMUNE_TO_CAPTURE MP_COUNT_FOR_VICTORY
28045    Body              = StructureBody ModuleTag_05
28046      MaxHealth       = 1000.0
28047      InitialHealth   = 1000.0
28048    End
28049  
28050    ExperienceValue     = 20 20 20 20  ; Experience point value at each level
28051  
28052    Behavior = GarrisonContain ModuleTag_08
28053      ContainMax                    = 5
28054      EnterSound                    = GarrisonEnter
28055      ExitSound                     = GarrisonExit
28056      ImmuneToClearBuildingAttacks  = Yes
28057    End
28058  
28059    Behavior = GenerateMinefieldBehavior     ModuleTag_09
28060      TriggeredBy           = Upgrade_ChinaMines
28061      MineName              = ChinaStandardMine
28062      SmartBorder           = Yes
28063      AlwaysCircular        = Yes
28064    End
28065  
28066    Behavior = ProductionUpdate ModuleTag_10
28067      ; nothing, but is required if we have any Object-level Upgrades!
28068    End
28069  
28070    Behavior = FlammableUpdate ModuleTag_12
28071      AflameDuration = 5000         ; If I catch fire, I'll burn for this long...
28072      AflameDamageAmount = 5       ; taking this much damage...
28073      AflameDamageDelay = 500       ; this often.
28074    End
28075    
28076    Behavior             = CreateObjectDie ModuleTag_13
28077      CreationList  = OCL_LargeStructureDebris
28078    End
28079    Behavior             = FXListDie ModuleTag_14
28080      DeathFX       = FX_StructureSmallDeath
28081    End
28082    Behavior = DestroyDie ModuleTag_06
28083      ;nothing
28084    End
28085  
28086    Behavior = TransitionDamageFX ModuleTag_15
28087      ;-------------DESIGNED FOR SMALL SIZED FACTION BUILDING TRANSITIONS-------------------
28088      DamagedParticleSystem1       = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke
28089      ;---------------------------------------------------------------------------------------
28090      ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke
28091      ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion
28092      ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave
28093    End
28094    
28095    Geometry            = BOX
28096    GeometryMajorRadius = 16.0
28097    GeometryMinorRadius = 16.0
28098    GeometryHeight      = 20.0
28099    GeometryIsSmall     = No
28100    Shadow              = SHADOW_VOLUME
28101    BuildCompletion     = PLACED_BY_PLAYER
28102  
28103  End
28104  
28105  ;------------------------------------------------------------------------------
28106  Object ChinaPropagandaCenter
28107  
28108    ; *** ART Parameters ***
28109    SelectPortrait         = SNPropCentr_L
28110    ButtonImage            = SNPropCentr
28111  
28112    Draw                   = W3DModelDraw ModuleTag_01
28113      OkToChangeModelColor = Yes
28114  
28115      ;day
28116      ConditionState       = NONE
28117        Model              = NBPCenter
28118        Animation          = NBPCenter.NBPCenter
28119        AnimationMode      = LOOP
28120      End
28121      ConditionState       = DAMAGED
28122        Model              = NBPCenter_D
28123        Animation          = NBPCenter_D.NBPCenter_D
28124        AnimationMode      = LOOP
28125        ParticleSysBone    = Smoke01 SmolderingSmoke
28126        ParticleSysBone    = Smoke02 SmolderingSmoke
28127        ParticleSysBone    = Smoke03 SmolderingSmoke
28128        ParticleSysBone    = Fire01 SmolderingFire
28129      End
28130      ConditionState       = REALLYDAMAGED RUBBLE
28131        Model              = NBPCenter_E
28132        Animation          = NBPCenter_E.NBPCenter_E
28133        AnimationMode      = LOOP
28134        ParticleSysBone    = Smoke01 SmolderingSmoke
28135        ParticleSysBone    = Smoke02 SmolderingSmoke
28136  ;      ParticleSysBone    = Smoke03 SmolderingSmoke
28137        ParticleSysBone    = Smoke04 SmolderingSmoke
28138        ParticleSysBone    = Smoke05 SmolderingSmoke
28139        ParticleSysBone    = Smoke06 SmolderingSmoke
28140        ParticleSysBone    = Fire01 SmolderingFire
28141        ParticleSysBone    = Fire02 SmolderingFire
28142        ParticleSysBone    = Fire03 SmolderingFire
28143  ;     ParticleSysBone    = Spark01 
28144      End 
28145  
28146      ;night
28147      ConditionState       = NIGHT
28148        Model              = NBPCenter_N
28149        Animation          = NBPCenter_N.NBPCenter_N
28150        AnimationMode      = LOOP
28151      End
28152      ;damaged
28153      ConditionState       = DAMAGED NIGHT
28154        Model              = NBPCenter_DN
28155        Animation          = NBPCenter_DN.NBPCenter_DN
28156        AnimationMode      = LOOP
28157        ParticleSysBone    = Smoke01 SmolderingSmoke
28158        ParticleSysBone    = Smoke02 SmolderingSmoke
28159        ParticleSysBone    = Smoke03 SmolderingSmoke
28160        ParticleSysBone    = Fire01 SmolderingFire
28161      End
28162      ;reallydamaged
28163      ConditionState       = REALLYDAMAGED RUBBLE NIGHT
28164        Model              = NBPCenter_EN
28165        Animation          = NBPCenter_EN.NBPCenter_EN
28166        AnimationMode      = LOOP
28167        ParticleSysBone    = Smoke01 SmolderingSmoke
28168        ParticleSysBone    = Smoke02 SmolderingSmoke
28169  ;      ParticleSysBone    = Smoke03 SmolderingSmoke
28170        ParticleSysBone    = Smoke04 SmolderingSmoke
28171        ParticleSysBone    = Smoke05 SmolderingSmoke
28172        ParticleSysBone    = Smoke06 SmolderingSmoke
28173        ParticleSysBone    = Fire01 SmolderingFire
28174        ParticleSysBone    = Fire02 SmolderingFire
28175        ParticleSysBone    = Fire03 SmolderingFire
28176  ;      ParticleSysBone    = Spark01 
28177      End 
28178  
28179      ConditionState       = SNOW
28180        Model              = NBPCenter_S
28181        Animation          = NBPCenter_S.NBPCenter_S
28182        AnimationMode      = LOOP
28183      End
28184          ;damaged
28185      ConditionState       = DAMAGED SNOW
28186        Model              = NBPCenter_DS
28187        Animation          = NBPCenter_DS.NBPCenter_DS
28188        AnimationMode      = LOOP
28189        ParticleSysBone    = Smoke01 SmolderingSmoke
28190        ParticleSysBone    = Smoke02 SmolderingSmoke
28191        ParticleSysBone    = Smoke03 SmolderingSmoke
28192        ParticleSysBone    = Fire01 SmolderingFire
28193      End
28194      ;reallydamaged
28195      ConditionState       = REALLYDAMAGED RUBBLE SNOW
28196        Model              = NBPCenter_ES
28197        Animation          = NBPCenter_ES.NBPCenter_ES
28198        AnimationMode      = LOOP
28199        ParticleSysBone    = Smoke01 SmolderingSmoke
28200        ParticleSysBone    = Smoke02 SmolderingSmoke
28201  ;      ParticleSysBone    = Smoke03 SmolderingSmoke
28202        ParticleSysBone    = Smoke04 SmolderingSmoke
28203        ParticleSysBone    = Smoke05 SmolderingSmoke
28204        ParticleSysBone    = Smoke06 SmolderingSmoke
28205        ParticleSysBone    = Fire01 SmolderingFire
28206        ParticleSysBone    = Fire02 SmolderingFire
28207        ParticleSysBone    = Fire03 SmolderingFire
28208  ;      ParticleSysBone    = Spark01 
28209      End 
28210  
28211      ;night
28212      ConditionState       = NIGHT SNOW
28213        Model              = NBPCenter_NS
28214        Animation          = NBPCenter_NS.NBPCenter_NS
28215        AnimationMode      = LOOP
28216      End
28217      ;damaged
28218      ConditionState       = DAMAGED NIGHT SNOW
28219        Model              = NBPCenter_DNS
28220        Animation          = NBPCenter_DNS.NBPCenter_DNS
28221        AnimationMode      = LOOP
28222        ParticleSysBone    = Smoke01 SmolderingSmoke
28223        ParticleSysBone    = Smoke02 SmolderingSmoke
28224        ParticleSysBone    = Smoke03 SmolderingSmoke
28225        ParticleSysBone    = Fire01 SmolderingFire
28226      End
28227      ;reallydamaged
28228      ConditionState       = REALLYDAMAGED RUBBLE NIGHT SNOW
28229        Model              = NBPCenter_ENS
28230        Animation          = NBPCenter_ENS.NBPCenter_ENS
28231        AnimationMode      = LOOP
28232        ParticleSysBone    = Smoke01 SmolderingSmoke
28233        ParticleSysBone    = Smoke02 SmolderingSmoke
28234  ;      ParticleSysBone    = Smoke03 SmolderingSmoke
28235        ParticleSysBone    = Smoke04 SmolderingSmoke
28236        ParticleSysBone    = Smoke05 SmolderingSmoke
28237        ParticleSysBone    = Smoke06 SmolderingSmoke
28238        ParticleSysBone    = Fire01 SmolderingFire
28239        ParticleSysBone    = Fire02 SmolderingFire
28240        ParticleSysBone    = Fire03 SmolderingFire
28241  ;      ParticleSysBone    = Spark01 
28242      End
28243  
28244      ;**************************************************************************************************************************
28245      ;This block handles every possible case with construction process, selling process, awaiting construction, and sold states
28246      ;for this draw module
28247      ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
28248        Model              = NBPCenter
28249        Animation          = NBPCenter.NBPCenter
28250        AnimationMode      = LOOP
28251        Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
28252      End
28253      ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED
28254        Model              = NBPCenter_D
28255        Animation          = NBPCenter_D.NBPCenter_D
28256        AnimationMode      = LOOP
28257        Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
28258      End
28259      ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED
28260        Model              = NBPCenter_E
28261        Animation          = NBPCenter_E.NBPCenter_E
28262        AnimationMode      = LOOP
28263        Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
28264      End
28265      ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT
28266        Model              = NBPCenter_N
28267        Animation          = NBPCenter_N.NBPCenter_N
28268        AnimationMode      = LOOP
28269        Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
28270      End
28271      ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT DAMAGED
28272        Model              = NBPCenter_DN
28273        Animation          = NBPCenter_DN.NBPCenter_DN
28274        AnimationMode      = LOOP
28275        Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
28276      End
28277      ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT REALLYDAMAGED
28278        Model              = NBPCenter_EN
28279        Animation          = NBPCenter_EN.NBPCenter_EN
28280        AnimationMode      = LOOP
28281        Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
28282      End
28283      ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW
28284        Model              = NBPCenter_S
28285        Animation          = NBPCenter_S.NBPCenter_S
28286        AnimationMode      = LOOP
28287        Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
28288      End
28289      ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW DAMAGED
28290        Model              = NBPCenter_DS
28291        Animation          = NBPCenter_DS.NBPCenter_DS
28292        AnimationMode      = LOOP
28293        Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
28294      End
28295      ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW REALLYDAMAGED
28296        Model              = NBPCenter_ES
28297        Animation          = NBPCenter_ES.NBPCenter_ES
28298        AnimationMode      = LOOP
28299        Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
28300      End
28301      ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW
28302        Model              = NBPCenter_NS
28303        Animation          = NBPCenter_NS.NBPCenter_NS
28304        AnimationMode      = LOOP
28305        Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
28306      End
28307      ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW DAMAGED
28308        Model              = NBPCenter_DNS
28309        Animation          = NBPCenter_DNS.NBPCenter_DNS
28310        AnimationMode      = LOOP
28311        Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
28312      End
28313      ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW REALLYDAMAGED
28314        Model              = NBPCenter_ENS
28315        Animation          = NBPCenter_ENS.NBPCenter_ENS
28316        AnimationMode      = LOOP
28317        Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
28318      End
28319  
28320      ConditionState       = AWAITING_CONSTRUCTION 
28321        Model              = NONE
28322      End
28323      AliasConditionState  = AWAITING_CONSTRUCTION DAMAGED
28324      AliasConditionState  = AWAITING_CONSTRUCTION REALLYDAMAGED
28325      AliasConditionState  = AWAITING_CONSTRUCTION NIGHT
28326      AliasConditionState  = AWAITING_CONSTRUCTION NIGHT DAMAGED
28327      AliasConditionState  = AWAITING_CONSTRUCTION NIGHT REALLYDAMAGED
28328      AliasConditionState  = AWAITING_CONSTRUCTION SNOW
28329      AliasConditionState  = AWAITING_CONSTRUCTION SNOW DAMAGED
28330      AliasConditionState  = AWAITING_CONSTRUCTION SNOW REALLYDAMAGED
28331      AliasConditionState  = AWAITING_CONSTRUCTION NIGHT SNOW
28332      AliasConditionState  = AWAITING_CONSTRUCTION NIGHT SNOW DAMAGED
28333      AliasConditionState  = AWAITING_CONSTRUCTION NIGHT SNOW REALLYDAMAGED
28334      AliasConditionState  = SOLD 
28335      AliasConditionState  = SOLD DAMAGED
28336      AliasConditionState  = SOLD REALLYDAMAGED
28337      AliasConditionState  = SOLD NIGHT
28338      AliasConditionState  = SOLD NIGHT DAMAGED
28339      AliasConditionState  = SOLD NIGHT REALLYDAMAGED
28340      AliasConditionState  = SOLD SNOW
28341      AliasConditionState  = SOLD SNOW DAMAGED
28342      AliasConditionState  = SOLD SNOW REALLYDAMAGED
28343      AliasConditionState  = SOLD NIGHT SNOW
28344      AliasConditionState  = SOLD NIGHT SNOW DAMAGED
28345      AliasConditionState  = SOLD NIGHT SNOW REALLYDAMAGED
28346      ;**************************************************************************************************************************
28347    End  
28348   
28349    ; ----------------- the factory door -------------------
28350    Draw                = W3DModelDraw ModuleTag_02
28351      DefaultConditionState
28352        Model           = NBPCenter_A1
28353        Animation       = NBPCenter_A1.NBPCenter_A1
28354        AnimationMode   = MANUAL
28355        Flags           = START_FRAME_FIRST
28356      End
28357      AliasConditionState = NIGHT 
28358      AliasConditionState = SNOW
28359      AliasConditionState = NIGHT SNOW
28360      AliasConditionState = NIGHT DAMAGED
28361      AliasConditionState = SNOW DAMAGED
28362      AliasConditionState = NIGHT SNOW DAMAGED
28363      AliasConditionState = NIGHT REALLYDAMAGED
28364      AliasConditionState = SNOW REALLYDAMAGED
28365      AliasConditionState = NIGHT SNOW REALLYDAMAGED
28366  
28367      ConditionState       = AWAITING_CONSTRUCTION 
28368        Model              = NONE
28369      End
28370      AliasConditionState  = AWAITING_CONSTRUCTION DAMAGED
28371      AliasConditionState  = AWAITING_CONSTRUCTION REALLYDAMAGED RUBBLE
28372      AliasConditionState  = AWAITING_CONSTRUCTION NIGHT
28373      AliasConditionState  = AWAITING_CONSTRUCTION NIGHT DAMAGED
28374      AliasConditionState  = AWAITING_CONSTRUCTION NIGHT REALLYDAMAGED RUBBLE
28375      AliasConditionState  = AWAITING_CONSTRUCTION SNOW
28376      AliasConditionState  = AWAITING_CONSTRUCTION SNOW DAMAGED
28377      AliasConditionState  = AWAITING_CONSTRUCTION SNOW REALLYDAMAGED RUBBLE
28378      AliasConditionState  = AWAITING_CONSTRUCTION NIGHT SNOW
28379      AliasConditionState  = AWAITING_CONSTRUCTION NIGHT SNOW DAMAGED
28380      AliasConditionState  = AWAITING_CONSTRUCTION NIGHT SNOW REALLYDAMAGED RUBBLE
28381      AliasConditionState  = SOLD 
28382      AliasConditionState  = SOLD DAMAGED
28383      AliasConditionState  = SOLD REALLYDAMAGED
28384      AliasConditionState  = SOLD NIGHT
28385      AliasConditionState  = SOLD NIGHT DAMAGED
28386      AliasConditionState  = SOLD NIGHT REALLYDAMAGED
28387      AliasConditionState  = SOLD SNOW
28388      AliasConditionState  = SOLD SNOW DAMAGED
28389      AliasConditionState  = SOLD SNOW REALLYDAMAGED
28390      AliasConditionState  = SOLD NIGHT SNOW
28391      AliasConditionState  = SOLD NIGHT SNOW DAMAGED
28392      AliasConditionState  = SOLD NIGHT SNOW REALLYDAMAGED
28393      
28394      ConditionState    = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
28395        Model           = NBPCenter_A1
28396        Flags           = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
28397      End
28398      AliasConditionState = NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
28399      AliasConditionState = SNOW AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
28400      AliasConditionState = NIGHT SNOW AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
28401      AliasConditionState = NIGHT DAMAGED AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
28402      AliasConditionState = SNOW DAMAGED AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
28403      AliasConditionState = NIGHT SNOW DAMAGED AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
28404      AliasConditionState = NIGHT REALLYDAMAGED AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
28405      AliasConditionState = SNOW REALLYDAMAGED AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
28406      AliasConditionState = NIGHT SNOW REALLYDAMAGED AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
28407      
28408  ;    ConditionState    = DAMAGED
28409  ;      Model           = NBPCenter_A1D
28410  ;      Animation       = NBPCenter_A1D.NBPCenter_A1D
28411  ;      AnimationMode   = MANUAL
28412  ;      Flags           = START_FRAME_FIRST
28413  ;    End
28414  ;    ConditionState    = REALLYDAMAGED RUBBLE
28415  ;      Model           = NBPCenter_A1E
28416  ;      Animation       = NBPCenter_A1E.NBPCenter_A1E
28417  ;      AnimationMode   = MANUAL
28418  ;      Flags           = START_FRAME_FIRST
28419  ;    End
28420  
28421      ConditionState    = DOOR_1_OPENING
28422        Model           = NBPCenter_A1
28423        Animation       = NBPCenter_A1.NBPCenter_A1
28424        AnimationMode   = ONCE
28425        Flags           = START_FRAME_FIRST
28426      End   
28427      AliasConditionState = NIGHT DOOR_1_OPENING
28428      AliasConditionState = SNOW DOOR_1_OPENING
28429      AliasConditionState = NIGHT SNOW DOOR_1_OPENING
28430      AliasConditionState = NIGHT DAMAGED DOOR_1_OPENING
28431      AliasConditionState = SNOW DAMAGED DOOR_1_OPENING
28432      AliasConditionState = NIGHT SNOW DAMAGED DOOR_1_OPENING
28433      AliasConditionState = NIGHT REALLYDAMAGED DOOR_1_OPENING
28434      AliasConditionState = SNOW REALLYDAMAGED DOOR_1_OPENING
28435      AliasConditionState = NIGHT SNOW REALLYDAMAGED DOOR_1_OPENING
28436      
28437      
28438  ;    ConditionState    = DOOR_1_OPENING DAMAGED
28439  ;      Model           = NBPCenter_A1D
28440  ;      Animation       = NBPCenter_A1D.NBPCenter_A1D
28441  ;      AnimationMode   = ONCE
28442  ;      Flags           = START_FRAME_FIRST
28443  ;    End   
28444  ;    ConditionState    = DOOR_1_OPENING REALLYDAMAGED RUBBLE
28445  ;      Model           = NBPCenter_A1E
28446  ;      Animation       = NBPCenter_A1E.NBPCenter_A1E
28447  ;      AnimationMode   = ONCE
28448  ;      Flags           = START_FRAME_FIRST
28449  ;    End
28450  
28451      ConditionState    = DOOR_1_CLOSING
28452        Model           = NBPCenter_A1
28453        Animation       = NBPCenter_A1.NBPCenter_A1
28454        AnimationMode   = ONCE_BACKWARDS
28455        Flags           = START_FRAME_LAST
28456      End   
28457      AliasConditionState = NIGHT DOOR_1_CLOSING
28458      AliasConditionState = SNOW DOOR_1_CLOSING
28459      AliasConditionState = NIGHT SNOW DOOR_1_CLOSING
28460      AliasConditionState = NIGHT DAMAGED DOOR_1_CLOSING
28461      AliasConditionState = SNOW DAMAGED DOOR_1_CLOSING
28462      AliasConditionState = NIGHT SNOW DAMAGED DOOR_1_CLOSING
28463      AliasConditionState = NIGHT REALLYDAMAGED DOOR_1_CLOSING
28464      AliasConditionState = SNOW REALLYDAMAGED DOOR_1_CLOSING
28465      AliasConditionState = NIGHT SNOW REALLYDAMAGED DOOR_1_CLOSING
28466      
28467  ;    ConditionState    = DOOR_1_CLOSING DAMAGED
28468  ;      Model           = NBPCenter_A1D
28469  ;      Animation       = NBPCenter_A1D.NBPCenter_A1D
28470  ;      AnimationMode   = ONCE_BACKWARDS
28471  ;      Flags           = START_FRAME_LAST
28472  ;    End   
28473  ;    ConditionState    = DOOR_1_CLOSING REALLYDAMAGED RUBBLE
28474  ;      Model           = NBPCenter_A1E
28475  ;      Animation       = NBPCenter_A1E.NBPCenter_A1E
28476  ;      AnimationMode   = ONCE_BACKWARDS
28477  ;      Flags           = START_FRAME_LAST
28478  ;    End   
28479  
28480      ConditionState    = DOOR_1_WAITING_OPEN
28481        Model           = NBPCenter_A1
28482        Animation       = NBPCenter_A1.NBPCenter_A1
28483        AnimationMode   = MANUAL
28484        Flags           = START_FRAME_LAST
28485      End
28486      AliasConditionState = NIGHT DOOR_1_WAITING_OPEN
28487      AliasConditionState = SNOW DOOR_1_WAITING_OPEN
28488      AliasConditionState = NIGHT SNOW DOOR_1_WAITING_OPEN
28489      AliasConditionState = NIGHT DAMAGED DOOR_1_WAITING_OPEN
28490      AliasConditionState = SNOW DAMAGED DOOR_1_WAITING_OPEN
28491      AliasConditionState = NIGHT SNOW DAMAGED DOOR_1_WAITING_OPEN
28492      AliasConditionState = NIGHT REALLYDAMAGED DOOR_1_WAITING_OPEN
28493      AliasConditionState = SNOW REALLYDAMAGED DOOR_1_WAITING_OPEN
28494      AliasConditionState = NIGHT SNOW REALLYDAMAGED DOOR_1_WAITING_OPEN
28495         
28496  ;    ConditionState    = DOOR_1_WAITING_OPEN DAMAGED
28497  ;      Model           = NBPCenter_A1D
28498  ;      Animation       = NBPCenter_A1D.NBPCenter_A1D
28499  ;      AnimationMode   = MANUAL
28500  ;      Flags           = START_FRAME_LAST
28501  ;    End   
28502  ;    ConditionState    = DOOR_1_WAITING_OPEN REALLYDAMAGED RUBBLE
28503  ;      Model           = NBPCenter_A1E
28504  ;      Animation       = NBPCenter_A1E.NBPCenter_A1E
28505  ;      AnimationMode   = MANUAL
28506  ;      Flags           = START_FRAME_LAST
28507  ;    End   
28508    End
28509  
28510    ; -------- spreading propaganda flashing lights ----------
28511    Draw = W3DModelDraw ModuleTag_03
28512      DefaultConditionState
28513        Model           = None
28514      End
28515      ConditionState    = SOLD
28516        Model           = NONE
28517      End    
28518      ConditionState    = SOLD SNOW
28519         Model          = NONE
28520      End   
28521      ConditionState    = SOLD NIGHT
28522         Model          = NONE
28523      End    
28524      ConditionState    = SOLD NIGHT SNOW
28525         Model          = NONE
28526      End   
28527      ConditionState    = CONSTRUCTION_COMPLETE
28528        Model           = NBPCenter_A2
28529        Animation       = NBPCenter_A2.NBPCenter_A2
28530        AnimationMode   = LOOP
28531        Flags           = START_FRAME_FIRST
28532      End  
28533    End
28534       
28535    ; ------------ construction-zone fence -----------------
28536    Draw                = W3DModelDraw ModuleTag_04
28537    AnimationsRequirePower = No
28538      DefaultConditionState
28539        Model           = None
28540        TransitionKey   = DOWN_DEFAULT
28541      End
28542      ConditionState    = NIGHT
28543        Model           = None
28544        TransitionKey   = DOWN_DEFAULT
28545      End
28546      ConditionState    = SNOW
28547        Model           = None
28548        TransitionKey   = DOWN_DEFAULT
28549      End
28550      ConditionState    = SNOW NIGHT
28551        Model           = None
28552        TransitionKey   = DOWN_DEFAULT
28553      End
28554      ConditionState    = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
28555        Model           = NBPCenter_A4
28556        Animation       = NBPCenter_A4.NBPCenter_A4
28557        AnimationMode   = MANUAL
28558        Flags           = START_FRAME_LAST
28559        TransitionKey   = UP_DAY
28560      End
28561      ConditionState    = NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
28562        Model           = NBPCenter_A4N
28563        Animation       = NBPCenter_A4N.NBPCenter_A4N
28564        AnimationMode   = MANUAL
28565        Flags           = START_FRAME_LAST
28566        TransitionKey   = UP_NIGHT
28567      End
28568      ConditionState    = SNOW AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
28569        Model           = NBPCenter_A4S
28570        Animation       = NBPCenter_A4S.NBPCenter_A4S
28571        AnimationMode   = MANUAL
28572        Flags           = START_FRAME_LAST
28573        TransitionKey   = UP_SNOW
28574      End
28575      ConditionState    = SNOW NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
28576        Model           = NBPCenter_A4SN
28577        Animation       = NBPCenter_A4SN.NBPCenter_A4SN
28578        AnimationMode   = MANUAL
28579        Flags           = START_FRAME_LAST
28580        TransitionKey   = UP_SNOWNIGHT
28581      End
28582      TransitionState   = DOWN_DEFAULT UP_DAY
28583        Model           = NBPCenter_A4
28584        Animation       = NBPCenter_A4.NBPCenter_A4
28585        AnimationMode   = ONCE
28586        AnimationSpeedFactorRange = 1.0 1.0
28587        Flags           = START_FRAME_FIRST
28588      End
28589      TransitionState   = DOWN_DEFAULT UP_NIGHT
28590        Model           = NBPCenter_A4N
28591        Animation       = NBPCenter_A4N.NBPCenter_A4N
28592        AnimationMode   = ONCE
28593        AnimationSpeedFactorRange = 1.0 1.0
28594        Flags           = START_FRAME_FIRST
28595      End
28596  
28597      TransitionState   = DOWN_DEFAULT UP_SNOW
28598        Model           = NBPCenter_A4S
28599        Animation       = NBPCenter_A4S.NBPCenter_A4S
28600        AnimationMode   = ONCE
28601        AnimationSpeedFactorRange = 1.0 1.0
28602        Flags           = START_FRAME_FIRST
28603      End
28604      TransitionState   = DOWN_DEFAULT UP_SNOWNIGHT
28605        Model           = NBPCenter_A4SN
28606        Animation       = NBPCenter_A4SN.NBPCenter_A4SN
28607        AnimationMode   = ONCE
28608        AnimationSpeedFactorRange = 1.0 1.0
28609        Flags           = START_FRAME_FIRST
28610      End
28611      TransitionState   = UP_DAY DOWN_DEFAULT
28612        Model           = NBPCenter_A4
28613        Animation       = NBPCenter_A4.NBPCenter_A4
28614        AnimationMode   = ONCE_BACKWARDS
28615        AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
28616        Flags           = START_FRAME_LAST
28617      End
28618      TransitionState   = UP_NIGHT DOWN_DEFAULT
28619        Model           = NBPCenter_A4N
28620        Animation       = NBPCenter_A4N.NBPCenter_A4N
28621        AnimationMode   = ONCE_BACKWARDS
28622        AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
28623        Flags           = START_FRAME_LAST
28624      End
28625      TransitionState   = UP_SNOW DOWN_DEFAULT
28626        Model           = NBPCenter_A4S
28627        Animation       = NBPCenter_A4S.NBPCenter_A4S
28628        AnimationMode   = ONCE_BACKWARDS
28629        AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
28630        Flags           = START_FRAME_LAST
28631      End
28632      TransitionState   = UP_SNOWNIGHT DOWN_DEFAULT
28633        Model           = NBPCenter_A4SN
28634        Animation       = NBPCenter_A4SN.NBPCenter_A4SN
28635        AnimationMode   = ONCE_BACKWARDS
28636        AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
28637        Flags           = START_FRAME_LAST
28638      End
28639    End
28640  
28641    ; ------------ under-construction scaffolding -----------------
28642    Draw                = W3DModelDraw ModuleTag_05
28643    AnimationsRequirePower = No
28644      MinLODRequired = MEDIUM
28645      DefaultConditionState
28646        Model           = None
28647        TransitionKey   = DOWN_DEFAULT
28648      End
28649      ConditionState    = NIGHT
28650        Model           = None
28651        TransitionKey   = DOWN_DEFAULT
28652      End
28653      ConditionState    = SNOW
28654        Model           = None
28655        TransitionKey   = DOWN_DEFAULT
28656      End
28657      ConditionState    = SNOW NIGHT
28658        Model           = None
28659        TransitionKey   = DOWN_DEFAULT
28660      End
28661      ConditionState    = PARTIALLY_CONSTRUCTED
28662        Model           = NBPCenter_A6
28663        Animation       = NBPCenter_A6.NBPCenter_A6
28664        AnimationMode   = MANUAL
28665        Flags           = START_FRAME_LAST
28666        TransitionKey   = UP_DAY
28667        ParticleSysBone = Dust01 BuildingDustChina
28668        ParticleSysBone = Smoke01 BuildUpSmokeChina
28669        ParticleSysBone = Smoke02 BuildUpSmokeChina
28670        ParticleSysBone = Smoke03 BuildUpSmokeChina
28671        ParticleSysBone = Smoke04 BuildUpSmokeChina
28672      End
28673      ConditionState    = NIGHT PARTIALLY_CONSTRUCTED
28674        Model           = NBPCenter_A6N
28675        Animation       = NBPCenter_A6N.NBPCenter_A6N
28676        AnimationMode   = MANUAL
28677        Flags           = START_FRAME_LAST
28678        TransitionKey   = UP_NIGHT
28679        ParticleSysBone = Dust01 BuildingDustChina
28680        ParticleSysBone = Smoke01 BuildUpSmokeChina
28681        ParticleSysBone = Smoke02 BuildUpSmokeChina
28682        ParticleSysBone = Smoke03 BuildUpSmokeChina
28683        ParticleSysBone = Smoke04 BuildUpSmokeChina
28684      End
28685      ConditionState    = SNOW PARTIALLY_CONSTRUCTED
28686        Model           = NBPCenter_A6S
28687        Animation       = NBPCenter_A6S.NBPCenter_A6S
28688        AnimationMode   = MANUAL
28689        Flags           = START_FRAME_LAST
28690        TransitionKey   = UP_SNOW
28691        ParticleSysBone = Dust01 BuildingSnowDust
28692        ParticleSysBone = Smoke01 BuildUpSnowSmoke
28693        ParticleSysBone = Smoke02 BuildUpSnowSmoke
28694        ParticleSysBone = Smoke03 BuildUpSnowSmoke
28695        ParticleSysBone = Smoke04 BuildUpSnowSmoke
28696      End
28697      ConditionState    = SNOW NIGHT PARTIALLY_CONSTRUCTED
28698        Model           = NBPCenter_A6SN
28699        Animation       = NBPCenter_A6SN.NBPCenter_A6SN
28700        AnimationMode   = MANUAL
28701        Flags           = START_FRAME_LAST
28702        TransitionKey   = UP_SNOWNIGHT
28703        ParticleSysBone = Dust01 BuildingNightSnowDust
28704        ParticleSysBone = Smoke01 BuildUpNightSnowSmoke
28705        ParticleSysBone = Smoke02 BuildUpNightSnowSmoke
28706        ParticleSysBone = Smoke03 BuildUpNightSnowSmoke
28707        ParticleSysBone = Smoke04 BuildUpNightSnowSmoke
28708      End
28709      TransitionState   = DOWN_DEFAULT UP_DAY
28710       Model            = NBPCenter_A6
28711        Animation       = NBPCenter_A6.NBPCenter_A6
28712        AnimationMode   = ONCE
28713        AnimationSpeedFactorRange = 1.0 1.0
28714        Flags           = START_FRAME_FIRST
28715      End
28716      TransitionState   = DOWN_DEFAULT UP_NIGHT
28717       Model            = NBPCenter_A6N
28718        Animation       = NBPCenter_A6N.NBPCenter_A6N
28719        AnimationMode   = ONCE
28720        AnimationSpeedFactorRange = 1.0 1.0
28721        Flags           = START_FRAME_FIRST
28722      End
28723      TransitionState   = DOWN_DEFAULT UP_SNOW
28724       Model            = NBPCenter_A6S
28725        Animation       = NBPCenter_A6S.NBPCenter_A6S
28726        AnimationMode   = ONCE
28727        AnimationSpeedFactorRange = 1.0 1.0
28728        Flags           = START_FRAME_FIRST
28729      End
28730      TransitionState   = DOWN_DEFAULT UP_SNOWNIGHT
28731       Model            = NBPCenter_A6SN
28732        Animation       = NBPCenter_A6SN.NBPCenter_A6SN
28733        AnimationMode   = ONCE
28734        AnimationSpeedFactorRange = 1.0 1.0
28735        Flags           = START_FRAME_FIRST
28736      End 
28737      TransitionState   = UP_DAY DOWN_DEFAULT
28738        Model           = NBPCenter_A6
28739        Animation       = NBPCenter_A6.NBPCenter_A6
28740        AnimationMode   = ONCE_BACKWARDS
28741        AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
28742        Flags           = START_FRAME_LAST
28743      End
28744      TransitionState   = UP_NIGHT DOWN_DEFAULT
28745        Model           = NBPCenter_A6N
28746        Animation       = NBPCenter_A6N.NBPCenter_A6N
28747        AnimationMode   = ONCE_BACKWARDS
28748        AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
28749        Flags           = START_FRAME_LAST
28750      End
28751      TransitionState   = UP_SNOW DOWN_DEFAULT
28752        Model           = NBPCenter_A6S
28753        Animation       = NBPCenter_A6S.NBPCenter_A6S
28754        AnimationMode   = ONCE_BACKWARDS
28755        AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
28756        Flags           = START_FRAME_LAST
28757      End
28758      TransitionState   = UP_SNOWNIGHT DOWN_DEFAULT
28759        Model           = NBPCenter_A6SN
28760        Animation       = NBPCenter_A6SN.NBPCenter_A6SN
28761        AnimationMode   = ONCE_BACKWARDS
28762        AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
28763        Flags           = START_FRAME_LAST
28764      End
28765    End
28766  
28767    ; ------------ being-constructed crane -----------------
28768    Draw = W3DModelDraw ModuleTag_06
28769    AnimationsRequirePower = No
28770      DefaultConditionState
28771        Model           = None
28772        TransitionKey   = DOWN_DEFAULT
28773      End
28774      ConditionState    = NIGHT
28775        Model           = None
28776        TransitionKey   = DOWN_DEFAULT
28777      End
28778      ConditionState    = SNOW
28779        Model           = None
28780        TransitionKey   = DOWN_DEFAULT
28781      End
28782      ConditionState    = SNOW NIGHT
28783        Model           = None
28784        TransitionKey   = DOWN_DEFAULT
28785      End
28786      ConditionState    = SOLD
28787        Model           = NONE
28788      End
28789  
28790      ConditionState  = ACTIVELY_BEING_CONSTRUCTED
28791        Model           = NBPCenter_A5
28792        Animation       = NBPCenter_A5.NBPCenter_A5
28793        AnimationMode   = LOOP
28794        TransitionKey  = UP_DAY
28795      End
28796  
28797      ConditionState  = NIGHT ACTIVELY_BEING_CONSTRUCTED
28798        Model           = NBPCenter_A5N
28799        Animation       = NBPCenter_A5N.NBPCenter_A5N
28800        AnimationMode   = LOOP
28801        TransitionKey  = UP_NIGHT
28802      End
28803      ConditionState  = SNOW ACTIVELY_BEING_CONSTRUCTED
28804        Model           = NBPCenter_A5S
28805        Animation       = NBPCenter_A5S.NBPCenter_A5S
28806        AnimationMode   = LOOP
28807        TransitionKey  = UP_SNOW
28808      End
28809      ConditionState  = SNOW NIGHT ACTIVELY_BEING_CONSTRUCTED
28810        Model           = NBPCenter_A5SN
28811        Animation       = NBPCenter_A5SN.NBPCenter_A5SN
28812        AnimationMode   = LOOP
28813        TransitionKey  = UP_SNOWNIGHT
28814      End
28815      TransitionState   = DOWN_DEFAULT UP_DAY
28816        Model            = NBPCenter_AB
28817        Animation       = NBPCenter_AB.NBPCenter_AB
28818        AnimationMode   = ONCE
28819        AnimationSpeedFactorRange = 1.0 1.0
28820        Flags           = START_FRAME_FIRST
28821      End
28822  
28823      TransitionState   = DOWN_DEFAULT UP_NIGHT
28824        Model            = NBPCenter_ABN
28825        Animation       = NBPCenter_ABN.NBPCenter_ABN
28826        AnimationMode   = ONCE
28827        AnimationSpeedFactorRange = 1.0 1.0
28828        Flags           = START_FRAME_FIRST
28829      End
28830      TransitionState   = DOWN_DEFAULT UP_SNOW
28831        Model            = NBPCenter_ABS
28832        Animation       = NBPCenter_ABS.NBPCenter_ABS
28833        AnimationMode   = ONCE
28834        AnimationSpeedFactorRange = 1.0 1.0
28835        Flags           = START_FRAME_FIRST
28836      End
28837      TransitionState   = DOWN_DEFAULT UP_SNOWNIGHT
28838        Model            = NBPCenter_ABSN
28839        Animation       = NBPCenter_ABSN.NBPCenter_ABSN
28840        AnimationMode   = ONCE
28841        AnimationSpeedFactorRange = 1.0 1.0
28842        Flags           = START_FRAME_FIRST
28843      End
28844      TransitionState   = UP_DAY DOWN_DEFAULT
28845        Model            = NBPCenter_AB
28846        Animation       = NBPCenter_AB.NBPCenter_AB
28847        AnimationMode   = ONCE_BACKWARDS
28848        AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
28849        Flags           = START_FRAME_LAST
28850      End
28851      TransitionState   = UP_NIGHT DOWN_DEFAULT
28852        Model            = NBPCenter_ABN
28853        Animation       = NBPCenter_ABN.NBPCenter_ABN
28854        AnimationMode   = ONCE_BACKWARDS
28855        AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
28856        Flags           = START_FRAME_LAST
28857      End
28858      TransitionState   = UP_SNOW DOWN_DEFAULT
28859        Model            = NBPCenter_ABS
28860        Animation       = NBPCenter_ABS.NBPCenter_ABS
28861        AnimationMode   = ONCE_BACKWARDS
28862        AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
28863        Flags           = START_FRAME_LAST
28864      End
28865      TransitionState   = UP_SNOWNIGHT DOWN_DEFAULT
28866        Model            = NBPCenter_ABSN
28867        Animation       = NBPCenter_ABSN.NBPCenter_ABSN
28868        AnimationMode   = ONCE_BACKWARDS
28869        AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
28870        Flags           = START_FRAME_LAST
28871      End
28872    End
28873    
28874    PlacementViewAngle  = -45
28875  
28876    ; ***DESIGN parameters ***
28877    DisplayName         = OBJECT:PropagandaCenter
28878    Side                = China
28879    EditorSorting       = STRUCTURE
28880    Prerequisites
28881      Object            = ChinaWarFactory
28882    End
28883    BuildCost           = 2000
28884    BuildTime           = 45.0           ; in seconds
28885    EnergyProduction    = -2
28886    VisionRange         = 200.0           ; Shroud clearing distance
28887    ShroudClearingRange = 200
28888    ArmorSet
28889      Conditions        = None
28890      Armor             = StructureArmor
28891      DamageFX          = StructureDamageFXNoShake
28892    End
28893    CommandSet          = ChinaPropagandaCenterCommandSet
28894    ExperienceValue     = 200 200 200 200  ; Experience point value at each level
28895  
28896    ; *** AUDIO Parameters ***
28897    VoiceSelect         = PropagandaCenterSelect
28898    SoundDie              = BuildingDie
28899    SoundOnDamaged        = BuildingDamagedStateLight
28900    SoundOnReallyDamaged  = BuildingDestroy
28901  
28902    UnitSpecificSounds
28903      UnderConstruction   = UnderConstructionLoop
28904    End
28905  
28906    ; *** ENGINEERING Parameters ***
28907    KindOf = PRELOAD STRUCTURE SELECTABLE IMMOBILE SCORE CAPTURABLE FS_TECHNOLOGY MP_COUNT_FOR_VICTORY ;PRISON
28908    Body            = StructureBody ModuleTag_07
28909      MaxHealth     = 1000.0
28910      InitialHealth = 1000.0
28911    End
28912   
28913    ;Behavior            = PropagandaCenterBehavior ModuleTag_08
28914    ;  EnterSound        = EnterPrison
28915    ;  ExitSound         = ExitPrison
28916    ;  BrainwashDuration = 5000  ; in milliseconds
28917    ;  ShowPrisoners     = No
28918    ;End
28919    ;Behavior            = SpawnBehavior ModuleTag_09
28920    ;  SpawnNumber       = 1
28921    ;  SpawnReplaceDelay = 1000
28922    ;  SpawnTemplateName = ChinaVehiclePOWTruck
28923    ;  OneShot           = No
28924    ;  CanReclaimOrphans = Yes
28925    ;End
28926    ;Behavior = PrisonDockUpdate ModuleTag_11
28927    ;  NumberApproachPositions = 9
28928    ;End
28929    
28930    Behavior = ProductionUpdate ModuleTag_10
28931      ;<NO DATA>
28932    End
28933    Behavior = DestroyDie ModuleTag_12
28934      ;<NO DATA>
28935    End
28936    Behavior  = FXListDie ModuleTag_14
28937      DeathFX = FX_StructureMediumDeath
28938    End
28939    Behavior                = GenerateMinefieldBehavior ModuleTag_15
28940      TriggeredBy           = Upgrade_ChinaMines
28941      MineName              = ChinaStandardMine
28942      SmartBorder           = Yes
28943      AlwaysCircular        = Yes
28944    End
28945  
28946    Behavior             = FlammableUpdate ModuleTag_17
28947      AflameDuration     = 5000    ; If I catch fire, I'll burn for this long...
28948      AflameDamageAmount = 5       ; taking this much damage...
28949      AflameDamageDelay  = 500     ; this often.
28950    End
28951  
28952    Behavior = TransitionDamageFX ModuleTag_18
28953      ;-------------DESIGNED FOR MEDIUM SIZED FACTION BUILDING TRANSITIONS-------------------
28954      DamagedParticleSystem1       = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke
28955      ;---------------------------------------------------------------------------------------
28956      ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke
28957      ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionMediumExplosion
28958      ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionMediumShockwave
28959    End
28960  
28961    Geometry            = BOX
28962    GeometryMajorRadius = 33.0
28963    GeometryMinorRadius = 57.0
28964    GeometryHeight      = 40.0
28965    GeometryIsSmall     = No
28966    Shadow              = SHADOW_VOLUME
28967    BuildCompletion     = PLACED_BY_PLAYER
28968  
28969  End
28970  
28971  ;------------------------------------------------------------------------------
28972  Object ChinaGattlingCannon
28973  
28974    ; *** ART Parameters ***
28975    SelectPortrait         = SNGatTower_L
28976    ButtonImage            = SNGatTower
28977  
28978    UpgradeCameo1           = Upgrade_ChinaChainGuns
28979  
28980    Draw                    = W3DModelDraw ModuleTag_01
28981      OkToChangeModelColor  = Yes
28982      
28983      ; DAY
28984      DefaultConditionState 
28985        Model               = NBGattling
28986        Animation           = NBGattling_A2.NBGattling_A2
28987        AnimationMode       = MANUAL
28988        Turret              = TURRET
28989        TurretPitch         = TURRETEL
28990        WeaponFireFXBone    = PRIMARY Muzzle
28991        WeaponMuzzleFlash   = PRIMARY MuzzleFX
28992        WeaponFireFXBone    = SECONDARY Muzzle
28993        WeaponMuzzleFlash   = SECONDARY MuzzleFX
28994      End
28995      ConditionState        = DAMAGED
28996        Model               = NBGattling_D
28997        Animation           = NBGattling_A2.NBGattling_A2
28998        AnimationMode       = MANUAL
28999        Turret              = TURRET
29000        TurretPitch         = TURRETEL
29001        WeaponFireFXBone    = PRIMARY Muzzle
29002        WeaponMuzzleFlash   = PRIMARY MuzzleFX
29003        WeaponFireFXBone    = SECONDARY Muzzle
29004        WeaponMuzzleFlash   = SECONDARY MuzzleFX
29005        ParticleSysBone     = SmokeM01 SmokeFactionMedium
29006        ParticleSysBone     = SparkM01 SparksMedium
29007      End
29008      ConditionState        = REALLYDAMAGED RUBBLE
29009        Model               = NBGattling_E
29010        Animation           = NBGattling_A2.NBGattling_A2
29011        AnimationMode       = MANUAL
29012        Turret              = TURRET
29013        TurretPitch         = TURRETEL
29014        WeaponFireFXBone    = PRIMARY Muzzle
29015        WeaponMuzzleFlash   = PRIMARY MuzzleFX
29016        WeaponFireFXBone    = SECONDARY Muzzle
29017        WeaponMuzzleFlash   = SECONDARY MuzzleFX
29018        ParticleSysBone     = Smoke01 SmokeFactionMedium
29019        ParticleSysBone     = Smoke02 SmokeFactionMedium
29020        ParticleSysBone     = Smoke03 SmokeFactionMedium
29021        ParticleSysBone     = SparkM01 SparksMedium
29022        ParticleSysBone     = SparkM02 SparksMedium
29023      End
29024  
29025      ; NIGHT    --------------------------------------------------------------- 
29026      ConditionState        = NIGHT
29027        Model               = NBGattling_N
29028        Animation           = NBGattling_A2.NBGattling_A2
29029        AnimationMode       = MANUAL
29030        Turret              = TURRET
29031        TurretPitch         = TURRETEL
29032        WeaponFireFXBone    = PRIMARY Muzzle
29033        WeaponMuzzleFlash   = PRIMARY MuzzleFX
29034        WeaponFireFXBone    = SECONDARY Muzzle
29035        WeaponMuzzleFlash   = SECONDARY MuzzleFX
29036      End
29037      ConditionState        = DAMAGED NIGHT
29038        Model               = NBGattling_DN
29039        Animation           = NBGattling_A2.NBGattling_A2
29040        AnimationMode       = MANUAL
29041        Turret              = TURRET
29042        TurretPitch         = TURRETEL
29043        WeaponFireFXBone    = PRIMARY Muzzle
29044        WeaponMuzzleFlash   = PRIMARY MuzzleFX
29045        WeaponFireFXBone    = SECONDARY Muzzle
29046        WeaponMuzzleFlash   = SECONDARY MuzzleFX
29047        ParticleSysBone     = SmokeM01 SmokeFactionMedium
29048        ParticleSysBone     = SparkM01 SparksMedium
29049      End
29050      ConditionState        = REALLYDAMAGED RUBBLE NIGHT
29051        Model               = NBGattling_EN
29052        Animation           = NBGattling_A2.NBGattling_A2
29053        AnimationMode       = MANUAL
29054        Turret              = TURRET
29055        TurretPitch         = TURRETEL
29056        WeaponFireFXBone    = PRIMARY Muzzle
29057        WeaponMuzzleFlash   = PRIMARY MuzzleFX
29058        WeaponFireFXBone    = SECONDARY Muzzle
29059        WeaponMuzzleFlash   = SECONDARY MuzzleFX
29060        ParticleSysBone     = Smoke01 SmokeFactionMedium
29061        ParticleSysBone     = Smoke02 SmokeFactionMedium
29062        ParticleSysBone     = Smoke03 SmokeFactionMedium
29063        ParticleSysBone     = SparkM01 SparksMedium
29064        ParticleSysBone     = SparkM02 SparksMedium
29065      End
29066  
29067      ;SNOW    --------------------------------------------------------------- 
29068      ConditionState         = SNOW
29069        Model               = NBGattling_S
29070        Animation           = NBGattling_A2.NBGattling_A2
29071        AnimationMode       = MANUAL
29072        Turret              = TURRET
29073        TurretPitch         = TURRETEL
29074        WeaponFireFXBone    = PRIMARY Muzzle
29075        WeaponMuzzleFlash   = PRIMARY MuzzleFX
29076        WeaponFireFXBone    = SECONDARY Muzzle
29077        WeaponMuzzleFlash   = SECONDARY MuzzleFX
29078      End
29079      
29080      ConditionState        = DAMAGED SNOW
29081        Model               = NBGattling_DS
29082        Animation           = NBGattling_A2.NBGattling_A2
29083        AnimationMode       = MANUAL
29084        Turret              = TURRET
29085        TurretPitch         = TURRETEL
29086        WeaponFireFXBone    = PRIMARY Muzzle
29087        WeaponMuzzleFlash   = PRIMARY MuzzleFX
29088        WeaponFireFXBone    = SECONDARY Muzzle
29089        WeaponMuzzleFlash   = SECONDARY MuzzleFX
29090        ParticleSysBone     = SmokeM01 SmokeFactionMedium
29091        ParticleSysBone     = SparkM01 SparksMedium
29092      End
29093      
29094      ConditionState        = REALLYDAMAGED RUBBLE SNOW
29095        Model               = NBGattling_ES
29096        Animation           = NBGattling_A2.NBGattling_A2
29097        AnimationMode       = MANUAL
29098        Turret              = TURRET
29099        TurretPitch         = TURRETEL
29100        WeaponFireFXBone    = PRIMARY Muzzle
29101        WeaponMuzzleFlash   = PRIMARY MuzzleFX
29102        WeaponFireFXBone    = SECONDARY Muzzle
29103        WeaponMuzzleFlash   = SECONDARY MuzzleFX
29104        ParticleSysBone     = Smoke01 SmokeFactionMedium
29105        ParticleSysBone     = Smoke02 SmokeFactionMedium
29106        ParticleSysBone     = Smoke03 SmokeFactionMedium
29107        ParticleSysBone     = SparkM01 SparksMedium
29108        ParticleSysBone     = SparkM02 SparksMedium
29109      End
29110  
29111      ; NIGHT SNOW    --------------------------------------------------------------- 
29112      ConditionState         = NIGHT SNOW
29113        Model               = NBGattling_NS
29114        Animation           = NBGattling_A2.NBGattling_A2
29115        AnimationMode       = MANUAL
29116        Turret              = TURRET
29117        TurretPitch         = TURRETEL
29118        WeaponFireFXBone    = PRIMARY Muzzle
29119        WeaponMuzzleFlash   = PRIMARY MuzzleFX
29120        WeaponFireFXBone    = SECONDARY Muzzle
29121        WeaponMuzzleFlash   = SECONDARY MuzzleFX
29122      End
29123      
29124      ConditionState        = DAMAGED NIGHT SNOW
29125        Model               = NBGattling_DNS
29126        Animation           = NBGattling_A2.NBGattling_A2
29127        AnimationMode       = MANUAL
29128        Turret              = TURRET
29129        TurretPitch         = TURRETEL
29130        WeaponFireFXBone    = PRIMARY Muzzle
29131        WeaponMuzzleFlash   = PRIMARY MuzzleFX
29132        WeaponFireFXBone    = SECONDARY Muzzle
29133        WeaponMuzzleFlash   = SECONDARY MuzzleFX
29134        ParticleSysBone     = SmokeM01 SmokeFactionMedium
29135        ParticleSysBone     = SparkM01 SparksMedium
29136      End
29137      
29138      ConditionState        = REALLYDAMAGED RUBBLE NIGHT SNOW
29139        Model               = NBGattling_ENS
29140        Animation           = NBGattling_A2.NBGattling_A2
29141        AnimationMode       = MANUAL
29142        Turret              = TURRET
29143        TurretPitch         = TURRETEL
29144        WeaponFireFXBone    = PRIMARY Muzzle
29145        WeaponMuzzleFlash   = PRIMARY MuzzleFX
29146        WeaponFireFXBone    = SECONDARY Muzzle
29147        WeaponMuzzleFlash   = SECONDARY MuzzleFX
29148        ParticleSysBone     = Smoke01 SmokeFactionMedium
29149        ParticleSysBone     = Smoke02 SmokeFactionMedium
29150        ParticleSysBone     = Smoke03 SmokeFactionMedium
29151        ParticleSysBone     = SparkM01 SparksMedium
29152        ParticleSysBone     = SparkM02 SparksMedium
29153      End
29154  
29155  ;---------------- ATTACKING ----------------------------------
29156  ;-------------------------------------------------------------
29157     ; DAY   
29158     ConditionState        = ATTACKING
29159        Model               = NBGattling
29160        Animation           = NBGattling_A2.NBGattling_A2
29161        AnimationMode       = LOOP
29162        AnimationSpeedFactorRange = 0.5 0.5 ;set this state to animate  s l o w l y
29163      End
29164      ConditionState        = ATTACKING DAMAGED
29165        Model               = NBGattling_D
29166        Animation           = NBGattling_A2.NBGattling_A2
29167        AnimationMode       = LOOP
29168        AnimationSpeedFactorRange = 0.5 0.5 ;set this state to animate  s l o w l y
29169      End
29170      ConditionState        = ATTACKING REALLYDAMAGED
29171        Model               = NBGattling_E
29172        Animation           = NBGattling_A2.NBGattling_A2
29173        AnimationMode       = LOOP
29174        AnimationSpeedFactorRange = 0.5 0.5 ;set this state to animate  s l o w l y
29175      End
29176  
29177      ;NIGHT     ---------------------------------------------------------------
29178      ConditionState        = ATTACKING NIGHT
29179        Model               = NBGattling_N
29180        Animation           = NBGattling_A2.NBGattling_A2
29181        AnimationMode       = LOOP
29182        AnimationSpeedFactorRange = 0.5 0.5 ;set this state to animate  s l o w l y
29183      End
29184      
29185      ConditionState        = ATTACKING DAMAGED NIGHT
29186        Model               = NBGattling_DN
29187        Animation           = NBGattling_A2.NBGattling_A2
29188        AnimationMode       = LOOP
29189        AnimationSpeedFactorRange = 0.5 0.5 ;set this state to animate  s l o w l y
29190      End
29191      
29192      ConditionState        = ATTACKING REALLYDAMAGED NIGHT
29193        Model               = NBGattling_EN
29194        Animation           = NBGattling_A2.NBGattling_A2
29195        AnimationMode       = LOOP
29196        AnimationSpeedFactorRange = 0.5 0.5 ;set this state to animate  s l o w l y
29197      End
29198  
29199      ;SNOW     ---------------------------------------------------------------
29200      ConditionState        = ATTACKING SNOW
29201        Model               = NBGattling_S
29202        Animation           = NBGattling_A2.NBGattling_A2
29203        AnimationMode       = LOOP
29204        AnimationSpeedFactorRange = 0.5 0.5 ;set this state to animate  s l o w l y
29205      End
29206      
29207      ConditionState        = ATTACKING DAMAGED SNOW
29208        Model               = NBGattling_DS
29209        Animation           = NBGattling_A2.NBGattling_A2
29210        AnimationMode       = LOOP
29211        AnimationSpeedFactorRange = 0.5 0.5 ;set this state to animate  s l o w l y
29212      End
29213      
29214      ConditionState        = ATTACKING REALLYDAMAGED SNOW
29215        Model               = NBGattling_ES
29216        Animation           = NBGattling_A2.NBGattling_A2
29217        AnimationMode       = LOOP
29218        AnimationSpeedFactorRange = 0.5 0.5 ;set this state to animate  s l o w l y
29219      End
29220  
29221      ;SNOW NIGHT  ---------------------------------------------------------------
29222      ConditionState        = ATTACKING NIGHT SNOW
29223        Model               = NBGattling_NS
29224        Animation           = NBGattling_A2.NBGattling_A2
29225        AnimationMode       = LOOP
29226        AnimationSpeedFactorRange = 0.5 0.5 ;set this state to animate  s l o w l y
29227      End
29228      
29229      ConditionState        = ATTACKING DAMAGED SNOW NIGHT
29230        Model               = NBGattling_DNS
29231        Animation           = NBGattling_A2.NBGattling_A2
29232        AnimationMode       = LOOP
29233        AnimationSpeedFactorRange = 0.5 0.5 ;set this state to animate  s l o w l y
29234      End
29235      
29236      ConditionState        = ATTACKING REALLYDAMAGED NIGHT SNOW
29237        Model               = NBGattling_ENS
29238        Animation           = NBGattling_A2.NBGattling_A2
29239        AnimationMode       = LOOP
29240        AnimationSpeedFactorRange = 0.5 0.5 ;set this state to animate  s l o w l y
29241      End
29242      
29243  ;---------------- CONTINUOUS_FIRE_SLOW -----------------------
29244  ;-------------------------------------------------------------
29245     ; DAY   
29246     ConditionState        = CONTINUOUS_FIRE_SLOW ATTACKING
29247        Model               = NBGattling
29248        Animation           = NBGattling_A2.NBGattling_A2
29249        AnimationMode       = LOOP
29250        AnimationSpeedFactorRange = 0.8 0.8 ;set this state to animate  s l o w l y
29251      End
29252      ConditionState        = CONTINUOUS_FIRE_SLOW DAMAGED ATTACKING
29253        Model               = NBGattling_D
29254        Animation           = NBGattling_A2.NBGattling_A2
29255        AnimationMode       = LOOP
29256        AnimationSpeedFactorRange = 0.8 0.8 ;set this state to animate  s l o w l y
29257      End
29258      ConditionState        = CONTINUOUS_FIRE_SLOW REALLYDAMAGED ATTACKING
29259        Model               = NBGattling_E
29260        Animation           = NBGattling_A2.NBGattling_A2
29261        AnimationMode       = LOOP
29262        AnimationSpeedFactorRange = 0.8 0.8 ;set this state to animate  s l o w l y
29263      End
29264  
29265      ;NIGHT     ---------------------------------------------------------------
29266      ConditionState        = CONTINUOUS_FIRE_SLOW NIGHT ATTACKING
29267        Model               = NBGattling_N
29268        Animation           = NBGattling_A2.NBGattling_A2
29269        AnimationMode       = LOOP
29270        AnimationSpeedFactorRange = 0.8 0.8 ;set this state to animate  s l o w l y
29271      End
29272      
29273      ConditionState        = CONTINUOUS_FIRE_SLOW DAMAGED NIGHT ATTACKING
29274        Model               = NBGattling_DN
29275        Animation           = NBGattling_A2.NBGattling_A2
29276        AnimationMode       = LOOP
29277        AnimationSpeedFactorRange = 0.8 0.8 ;set this state to animate  s l o w l y
29278      End
29279      
29280      ConditionState        = CONTINUOUS_FIRE_SLOW REALLYDAMAGED NIGHT ATTACKING
29281        Model               = NBGattling_EN
29282        Animation           = NBGattling_A2.NBGattling_A2
29283        AnimationMode       = LOOP
29284        AnimationSpeedFactorRange = 0.8 0.8 ;set this state to animate  s l o w l y
29285      End
29286  
29287      ;SNOW     ---------------------------------------------------------------
29288      ConditionState        = CONTINUOUS_FIRE_SLOW SNOW ATTACKING
29289        Model               = NBGattling_S
29290        Animation           = NBGattling_A2.NBGattling_A2
29291        AnimationMode       = LOOP
29292        AnimationSpeedFactorRange = 0.8 0.8 ;set this state to animate  s l o w l y
29293      End
29294      
29295      ConditionState        = CONTINUOUS_FIRE_SLOW DAMAGED SNOW ATTACKING
29296        Model               = NBGattling_DS
29297        Animation           = NBGattling_A2.NBGattling_A2
29298        AnimationMode       = LOOP
29299        AnimationSpeedFactorRange = 0.8 0.8 ;set this state to animate  s l o w l y
29300      End
29301      
29302      ConditionState        = CONTINUOUS_FIRE_SLOW REALLYDAMAGED SNOW ATTACKING
29303        Model               = NBGattling_ES
29304        Animation           = NBGattling_A2.NBGattling_A2
29305        AnimationMode       = LOOP
29306        AnimationSpeedFactorRange = 0.8 0.8 ;set this state to animate  s l o w l y
29307      End
29308  
29309      ;SNOW NIGHT  ---------------------------------------------------------------
29310      ConditionState        = CONTINUOUS_FIRE_SLOW NIGHT SNOW ATTACKING
29311        Model               = NBGattling_NS
29312        Animation           = NBGattling_A2.NBGattling_A2
29313        AnimationMode       = LOOP
29314        AnimationSpeedFactorRange = 0.8 0.8 ;set this state to animate  s l o w l y
29315      End
29316      
29317      ConditionState        = CONTINUOUS_FIRE_SLOW DAMAGED SNOW NIGHT ATTACKING
29318        Model               = NBGattling_DNS
29319        Animation           = NBGattling_A2.NBGattling_A2
29320        AnimationMode       = LOOP
29321        AnimationSpeedFactorRange = 0.8 0.8 ;set this state to animate  s l o w l y
29322      End
29323      
29324      ConditionState        = CONTINUOUS_FIRE_SLOW REALLYDAMAGED NIGHT SNOW ATTACKING
29325        Model               = NBGattling_ENS
29326        Animation           = NBGattling_A2.NBGattling_A2
29327        AnimationMode       = LOOP
29328        AnimationSpeedFactorRange = 0.8 0.8 ;set this state to animate  s l o w l y
29329      End
29330  
29331  ;------------- CONTINUOUS_FIRE_MEAN ------------------------
29332  ;-----------------------------------------------------------
29333      ;DAY
29334      ConditionState       = CONTINUOUS_FIRE_MEAN ATTACKING
29335        Model               = NBGattling
29336        Animation           = NBGattling_A2.NBGattling_A2
29337        AnimationMode       = LOOP
29338        AnimationSpeedFactorRange = 1.5 1.5 ;set this state to animate  medium-fast
29339      End
29340       ConditionState       = CONTINUOUS_FIRE_MEAN DAMAGED ATTACKING
29341        Model               = NBGattling_D
29342        Animation           = NBGattling_A2.NBGattling_A2
29343        AnimationMode       = LOOP
29344        AnimationSpeedFactorRange = 1.5 1.5 ;set this state to animate  medium-fast
29345      End
29346      ConditionState       = CONTINUOUS_FIRE_MEAN REALLYDAMAGED ATTACKING
29347        Model               = NBGattling_E
29348        Animation           = NBGattling_A2.NBGattling_A2
29349        AnimationMode       = LOOP
29350        AnimationSpeedFactorRange = 1.5 1.5 ;set this state to animate  medium-fast
29351      End
29352  
29353      ;NIGHT    ---------------------------------------------------------------
29354      ConditionState       = CONTINUOUS_FIRE_MEAN NIGHT ATTACKING
29355        Model               = NBGattling_N
29356        Animation           = NBGattling_A2.NBGattling_A2
29357        AnimationMode       = LOOP
29358        AnimationSpeedFactorRange = 1.5 1.5 ;set this state to animate  medium-fast
29359      End
29360      ConditionState       = CONTINUOUS_FIRE_MEAN DAMAGED NIGHT ATTACKING
29361        Model               = NBGattling_DN
29362        Animation           = NBGattling_A2.NBGattling_A2
29363        AnimationMode       = LOOP
29364        AnimationSpeedFactorRange = 1.5 1.5 ;set this state to animate  medium-fast
29365      End
29366      ConditionState        = CONTINUOUS_FIRE_MEAN REALLYDAMAGED NIGHT ATTACKING
29367        Model               = NBGattling_EN
29368        Animation           = NBGattling_A2.NBGattling_A2
29369        AnimationMode       = LOOP
29370        AnimationSpeedFactorRange = 1.5 1.5 ;set this state to animate  vryfst
29371        ParticleSysBone    = Muzzle01 GattlingMuzzleSmoke
29372        ParticleSysBone    = Muzzle02 GattlingMuzzleSmoke
29373      End
29374  
29375      ;SNOW    ---------------------------------------------------------------
29376      ConditionState       = CONTINUOUS_FIRE_MEAN SNOW ATTACKING
29377        Model               = NBGattling_S
29378        Animation           = NBGattling_A2.NBGattling_A2
29379        AnimationMode       = LOOP
29380        AnimationSpeedFactorRange = 1.5 1.5 ;set this state to animate  medium-fast
29381      End
29382      ConditionState       = CONTINUOUS_FIRE_MEAN DAMAGED SNOW ATTACKING
29383        Model               = NBGattling_DS
29384        Animation           = NBGattling_A2.NBGattling_A2
29385        AnimationMode       = LOOP
29386        AnimationSpeedFactorRange = 1.5 1.5 ;set this state to animate  medium-fast
29387      End
29388      ConditionState        = CONTINUOUS_FIRE_FAST REALLYDAMAGED SNOW ATTACKING
29389        Model               = NBGattling_ES
29390        Animation           = NBGattling_A2.NBGattling_A2
29391        AnimationMode       = LOOP
29392        AnimationSpeedFactorRange = 1.5 1.5 ;set this state to animate  vryfst
29393        ParticleSysBone    = Muzzle01 GattlingMuzzleSmoke
29394        ParticleSysBone    = Muzzle02 GattlingMuzzleSmoke
29395      End
29396  
29397      ;NIGHT SNOW ---------------------------------------------------------------
29398      ConditionState       = CONTINUOUS_FIRE_MEAN NIGHT SNOW ATTACKING
29399        Model               = NBGattling_NS
29400        Animation           = NBGattling_A2.NBGattling_A2
29401        AnimationMode       = LOOP
29402        AnimationSpeedFactorRange = 1.5 1.5 ;set this state to animate  medium-fast
29403      End
29404      ConditionState       = CONTINUOUS_FIRE_MEAN DAMAGED SNOW NIGHT ATTACKING
29405        Model               = NBGattling_DNS
29406        Animation           = NBGattling_A2.NBGattling_A2
29407        AnimationMode       = LOOP
29408        AnimationSpeedFactorRange = 1.5 1.5 ;set this state to animate  medium-fast
29409      End
29410      ConditionState       = CONTINUOUS_FIRE_MEAN REALLYDAMAGED NIGHT SNOW ATTACKING
29411        Model               = NBGattling_ENS
29412        Animation           = NBGattling_A2.NBGattling_A2
29413        AnimationMode       = LOOP
29414        AnimationSpeedFactorRange = 1.5 1.5 ;set this state to animate  medium-fast
29415      End
29416  
29417  ;------------- CONTINUOUS_FIRE_FAST ------------------------
29418      ;DAY  
29419      ConditionState        = CONTINUOUS_FIRE_FAST ATTACKING
29420        Model               = NBGattling
29421        Animation           = NBGattling_A2.NBGattling_A2
29422        AnimationMode       = LOOP
29423        AnimationSpeedFactorRange = 3.0 3.0 ;set this state to animate  vryfst
29424        ParticleSysBone    = Muzzle01 GattlingMuzzleSmoke
29425        ParticleSysBone    = Muzzle02 GattlingMuzzleSmoke
29426      End
29427      ConditionState        = CONTINUOUS_FIRE_FAST DAMAGED ATTACKING
29428        Model               = NBGattling_D
29429        Animation           = NBGattling_A2.NBGattling_A2
29430        AnimationMode       = LOOP
29431        AnimationSpeedFactorRange = 3.0 3.0 ;set this state to animate  vryfst
29432        ParticleSysBone    = Muzzle01 GattlingMuzzleSmoke
29433        ParticleSysBone    = Muzzle02 GattlingMuzzleSmoke
29434      End
29435      ConditionState        = CONTINUOUS_FIRE_FAST REALLYDAMAGED ATTACKING
29436        Model               = NBGattling_E
29437        Animation           = NBGattling_A2.NBGattling_A2
29438        AnimationMode       = LOOP
29439        AnimationSpeedFactorRange = 3.0 3.0 ;set this state to animate  vryfst
29440        ParticleSysBone    = Muzzle01 GattlingMuzzleSmoke
29441        ParticleSysBone    = Muzzle02 GattlingMuzzleSmoke
29442      End
29443  
29444      ;NIGHT     ---------------------------------------------------------------
29445      ConditionState        = CONTINUOUS_FIRE_FAST NIGHT ATTACKING
29446        Model               = NBGattling_N
29447        Animation           = NBGattling_A2.NBGattling_A2
29448        AnimationMode       = LOOP
29449        AnimationSpeedFactorRange = 3.0 3.0 ;set this state to animate  vryfst
29450        ParticleSysBone    = Muzzle01 GattlingMuzzleSmoke
29451        ParticleSysBone    = Muzzle02 GattlingMuzzleSmoke
29452      End
29453      ConditionState        = CONTINUOUS_FIRE_FAST DAMAGED NIGHT ATTACKING
29454        Model               = NBGattling_DN
29455        Animation           = NBGattling_A2.NBGattling_A2
29456        AnimationMode       = LOOP
29457        AnimationSpeedFactorRange = 3.0 3.0 ;set this state to animate  vryfst
29458        ParticleSysBone    = Muzzle01 GattlingMuzzleSmoke
29459        ParticleSysBone    = Muzzle02 GattlingMuzzleSmoke
29460      End
29461       ConditionState       = CONTINUOUS_FIRE_FAST REALLYDAMAGED NIGHT ATTACKING
29462        Model               = NBGattling_EN
29463        Animation           = NBGattling_A2.NBGattling_A2
29464        AnimationMode       = LOOP
29465        AnimationSpeedFactorRange = 3.0 3.0 ;set this state to animate  vryfst
29466        ParticleSysBone    = Muzzle01 GattlingMuzzleSmoke
29467        ParticleSysBone    = Muzzle02 GattlingMuzzleSmoke
29468      End
29469  
29470      ;SNOW      ---------------------------------------------------------------
29471      ConditionState        = CONTINUOUS_FIRE_FAST SNOW ATTACKING
29472        Model               = NBGattling_S
29473        Animation           = NBGattling_A2.NBGattling_A2
29474        AnimationMode       = LOOP
29475        AnimationSpeedFactorRange = 3.0 3.0 ;set this state to animate  vryfst
29476        ParticleSysBone    = Muzzle01 GattlingMuzzleSmoke
29477        ParticleSysBone    = Muzzle02 GattlingMuzzleSmoke
29478      End
29479      ConditionState        = CONTINUOUS_FIRE_FAST DAMAGED SNOW ATTACKING
29480        Model               = NBGattling_NS
29481        Animation           = NBGattling_A2.NBGattling_A2
29482        AnimationMode       = LOOP
29483        AnimationSpeedFactorRange = 3.0 3.0 ;set this state to animate  vryfst
29484        ParticleSysBone    = Muzzle01 GattlingMuzzleSmoke
29485        ParticleSysBone    = Muzzle02 GattlingMuzzleSmoke
29486      End
29487      ConditionState       = CONTINUOUS_FIRE_MEAN REALLYDAMAGED SNOW ATTACKING
29488        Model               = NBGattling_ES
29489        Animation           = NBGattling_A2.NBGattling_A2
29490        AnimationMode       = LOOP
29491        AnimationSpeedFactorRange = 3.0 3.0 ;set this state to animate  vryfst
29492      End
29493  
29494      ;NIGHT SNOW ---------------------------------------------------------------
29495      ConditionState        = CONTINUOUS_FIRE_FAST NIGHT SNOW ATTACKING
29496        Model               = NBGattling_NS
29497        Animation           = NBGattling_A2.NBGattling_A2
29498  
29499        AnimationMode       = LOOP
29500        AnimationSpeedFactorRange = 3.0 3.0 ;set this state to animate  vryfst
29501        ParticleSysBone    = Muzzle01 GattlingMuzzleSmoke
29502        ParticleSysBone    = Muzzle02 GattlingMuzzleSmoke
29503      End
29504      ConditionState        = CONTINUOUS_FIRE_FAST DAMAGED SNOW NIGHT ATTACKING
29505        Model               = NBGattling_DNS
29506        Animation           = NBGattling_A2.NBGattling_A2
29507        AnimationMode       = LOOP
29508        AnimationSpeedFactorRange = 3.0 3.0 ;set this state to animate  vryfst
29509        ParticleSysBone    = Muzzle01 GattlingMuzzleSmoke
29510        ParticleSysBone    = Muzzle02 GattlingMuzzleSmoke
29511      End
29512      ConditionState        = CONTINUOUS_FIRE_FAST REALLYDAMAGED NIGHT SNOW ATTACKING
29513        Model               = NBGattling_ENS
29514        Animation           = NBGattling_A2.NBGattling_A2
29515        AnimationMode       = LOOP
29516        AnimationSpeedFactorRange = 3.0 3.0 ;set this state to animate  vryfst
29517        ParticleSysBone    = Muzzle01 GattlingMuzzleSmoke
29518        ParticleSysBone    = Muzzle02 GattlingMuzzleSmoke  
29519      End
29520  
29521      ;**************************************************************************************************************************
29522      ;This block handles every possible case with construction process, selling process, awaiting construction, and sold states
29523      ;for this draw module
29524      ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
29525        Model              = NBGattling
29526        Animation          = NBGattling_A2.NBGattling_A2
29527        AnimationMode      = LOOP
29528        Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
29529      End
29530      ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED
29531        Model              = NBGattling_D
29532        Animation          = NBGattling_A2.NBGattling_A2
29533        AnimationMode      = LOOP
29534        Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
29535      End
29536      ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED
29537        Model              = NBGattling_E
29538        Animation          = NBGattling_A2.NBGattling_A2
29539        AnimationMode      = LOOP
29540        Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
29541      End
29542      ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT
29543        Model              = NBGattling_N
29544        Animation          = NBGattling_A2.NBGattling_A2
29545        AnimationMode      = LOOP
29546        Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
29547      End
29548      ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT DAMAGED
29549        Model              = NBGattling_DN
29550        Animation          = NBGattling_A2.NBGattling_A2
29551        AnimationMode      = LOOP
29552        Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
29553      End
29554      ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT REALLYDAMAGED
29555        Model              = NBGattling_EN
29556        Animation          = NBGattling_A2.NBGattling_A2
29557        AnimationMode      = LOOP
29558        Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
29559      End
29560      ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW
29561        Model              = NBGattling_S
29562        Animation          = NBGattling_A2.NBGattling_A2
29563        AnimationMode      = LOOP
29564        Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
29565      End
29566      ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW DAMAGED
29567        Model              = NBGattling_DS
29568        Animation          = NBGattling_A2.NBGattling_A2
29569        AnimationMode      = LOOP
29570        Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
29571      End
29572      ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW REALLYDAMAGED
29573        Model              = NBGattling_ES
29574        Animation          = NBGattling_A2.NBGattling_A2
29575        AnimationMode      = LOOP
29576        Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
29577      End
29578      ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW
29579        Model              = NBGattling_NS
29580        Animation          = NBGattling_A2.NBGattling_A2
29581        AnimationMode      = LOOP
29582        Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
29583      End
29584      ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW DAMAGED
29585        Model              = NBGattling_DNS
29586        Animation          = NBGattling_A2.NBGattling_A2
29587        AnimationMode      = LOOP
29588        Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
29589      End
29590      ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW REALLYDAMAGED
29591        Model              = NBGattling_ENS
29592        Animation          = NBGattling_A2.NBGattling_A2
29593        AnimationMode      = LOOP
29594        Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
29595      End
29596  
29597      ConditionState       = AWAITING_CONSTRUCTION 
29598        Model              = NONE
29599      End
29600      AliasConditionState  = AWAITING_CONSTRUCTION DAMAGED
29601      AliasConditionState  = AWAITING_CONSTRUCTION REALLYDAMAGED
29602      AliasConditionState  = AWAITING_CONSTRUCTION NIGHT
29603      AliasConditionState  = AWAITING_CONSTRUCTION NIGHT DAMAGED
29604      AliasConditionState  = AWAITING_CONSTRUCTION NIGHT REALLYDAMAGED
29605      AliasConditionState  = AWAITING_CONSTRUCTION SNOW
29606      AliasConditionState  = AWAITING_CONSTRUCTION SNOW DAMAGED
29607      AliasConditionState  = AWAITING_CONSTRUCTION SNOW REALLYDAMAGED
29608      AliasConditionState  = AWAITING_CONSTRUCTION NIGHT SNOW
29609      AliasConditionState  = AWAITING_CONSTRUCTION NIGHT SNOW DAMAGED
29610      AliasConditionState  = AWAITING_CONSTRUCTION NIGHT SNOW REALLYDAMAGED
29611      AliasConditionState  = SOLD 
29612      AliasConditionState  = SOLD DAMAGED
29613      AliasConditionState  = SOLD REALLYDAMAGED
29614      AliasConditionState  = SOLD NIGHT
29615      AliasConditionState  = SOLD NIGHT DAMAGED
29616      AliasConditionState  = SOLD NIGHT REALLYDAMAGED
29617      AliasConditionState  = SOLD SNOW
29618      AliasConditionState  = SOLD SNOW DAMAGED
29619      AliasConditionState  = SOLD SNOW REALLYDAMAGED
29620      AliasConditionState  = SOLD NIGHT SNOW
29621      AliasConditionState  = SOLD NIGHT SNOW DAMAGED
29622      AliasConditionState  = SOLD NIGHT SNOW REALLYDAMAGED
29623      ;**************************************************************************************************************************
29624    End
29625  
29626    ; ------------ construction-zone fence -----------------
29627    Draw = W3DModelDraw ModuleTag_02
29628    AnimationsRequirePower = No
29629  
29630      DefaultConditionState
29631        Model           = None
29632        TransitionKey   = DOWN_DEFAULT
29633      End
29634      ConditionState    = NIGHT
29635        Model           = None
29636        TransitionKey   = DOWN_DEFAULT
29637      End
29638      ConditionState    = SNOW
29639        Model           = None
29640        TransitionKey   = DOWN_DEFAULT
29641      End
29642      ConditionState    = SNOW NIGHT
29643        Model           = None
29644        TransitionKey   = DOWN_DEFAULT
29645      End
29646      ConditionState    = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
29647        Model           = NBGattling_A4
29648        Animation       = NBGattling_A4.NBGattling_A4
29649        AnimationMode   = MANUAL
29650        Flags           = START_FRAME_LAST
29651        TransitionKey   = UP_DAY
29652      End
29653      ConditionState    = NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
29654        Model           = NBGattling_A4N
29655        Animation       = NBGattling_A4N.NBGattling_A4N
29656        AnimationMode   = MANUAL
29657        Flags           = START_FRAME_LAST
29658        TransitionKey   = UP_NIGHT
29659      End
29660      ConditionState    = SNOW AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
29661        Model           = NBGattling_A4S
29662        Animation       = NBGattling_A4S.NBGattling_A4S
29663        AnimationMode   = MANUAL
29664        Flags           = START_FRAME_LAST
29665        TransitionKey   = UP_SNOW
29666      End
29667      ConditionState    = SNOW NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
29668        Model           = NBGattling_A4SN
29669        Animation       = NBGattling_A4SN.NBGattling_A4SN
29670        AnimationMode   = MANUAL
29671        Flags           = START_FRAME_LAST
29672        TransitionKey   = UP_SNOWNIGHT
29673      End
29674      TransitionState   = DOWN_DEFAULT UP_DAY
29675        Model           = NBGattling_A4
29676        Animation       = NBGattling_A4.NBGattling_A4
29677        AnimationMode   = ONCE
29678        AnimationSpeedFactorRange = 1.0 1.0
29679        Flags           = START_FRAME_FIRST
29680      End
29681      TransitionState   = DOWN_DEFAULT UP_NIGHT
29682        Model           = NBGattling_A4N
29683        Animation       = NBGattling_A4N.NBGattling_A4N
29684        AnimationMode   = ONCE
29685        AnimationSpeedFactorRange = 1.0 1.0
29686        Flags           = START_FRAME_FIRST
29687      End
29688      TransitionState   = DOWN_DEFAULT UP_SNOW
29689        Model           = NBGattling_A4S
29690        Animation       = NBGattling_A4S.NBGattling_A4S
29691        AnimationMode   = ONCE
29692        AnimationSpeedFactorRange = 1.0 1.0
29693        Flags           = START_FRAME_FIRST
29694      End
29695      TransitionState   = DOWN_DEFAULT UP_SNOWNIGHT
29696        Model           = NBGattling_A4SN
29697        Animation       = NBGattling_A4SN.NBGattling_A4SN
29698        AnimationMode   = ONCE
29699        AnimationSpeedFactorRange = 1.0 1.0
29700        Flags           = START_FRAME_FIRST
29701      End
29702      TransitionState   = UP_DAY DOWN_DEFAULT
29703        Model           = NBGattling_A4
29704        Animation       = NBGattling_A4.NBGattling_A4
29705        AnimationMode   = ONCE_BACKWARDS
29706        AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
29707        Flags           = START_FRAME_LAST
29708      End
29709      TransitionState   = UP_NIGHT DOWN_DEFAULT
29710        Model           = NBGattling_A4N
29711        Animation       = NBGattling_A4N.NBGattling_A4N
29712        AnimationMode   = ONCE_BACKWARDS
29713        AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
29714        Flags           = START_FRAME_LAST
29715      End
29716      TransitionState   = UP_SNOW DOWN_DEFAULT
29717        Model           = NBGattling_A4S
29718        Animation       = NBGattling_A4S.NBGattling_A4S
29719        AnimationMode   = ONCE_BACKWARDS
29720        AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
29721        Flags           = START_FRAME_LAST
29722      End
29723      TransitionState   = UP_SNOWNIGHT DOWN_DEFAULT
29724        Model           = NBGattling_A4SN
29725        Animation       = NBGattling_A4SN.NBGattling_A4SN
29726        AnimationMode   = ONCE_BACKWARDS
29727        AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
29728        Flags           = START_FRAME_LAST
29729      End
29730    End
29731  
29732    ; ------------ under-construction scaffolding -----------------
29733    Draw = W3DModelDraw ModuleTag_03
29734    AnimationsRequirePower = No
29735      MinLODRequired = MEDIUM
29736      DefaultConditionState
29737        Model           = None
29738        TransitionKey   = DOWN_DEFAULT
29739      End
29740      ConditionState    = NIGHT
29741        Model           = None
29742        TransitionKey   = DOWN_DEFAULT
29743      End
29744      ConditionState    = SNOW
29745        Model           = None
29746        TransitionKey   = DOWN_DEFAULT
29747      End
29748      ConditionState    = SNOW NIGHT
29749        Model           = None
29750        TransitionKey   = DOWN_DEFAULT
29751      End
29752      ConditionState    = PARTIALLY_CONSTRUCTED
29753        Model           = NBGattling_A6
29754        Animation       = NBGattling_A6.NBGattling_A6
29755        AnimationMode   = MANUAL
29756        Flags           = START_FRAME_LAST
29757        TransitionKey   = UP_DAY
29758        ParticleSysBone = Smoke01 BuildUpSmokeChina
29759        ParticleSysBone = Smoke02 BuildUpSmokeChina
29760        ParticleSysBone = Smoke03 BuildUpSmokeChina
29761      End
29762      ConditionState    = NIGHT PARTIALLY_CONSTRUCTED
29763        Model           = NBGattling_A6N
29764        Animation       = NBGattling_A6N.NBGattling_A6N
29765        AnimationMode   = MANUAL
29766        Flags           = START_FRAME_LAST
29767        TransitionKey   = UP_NIGHT
29768        ParticleSysBone = Smoke01 BuildUpSmokeChina
29769        ParticleSysBone = Smoke02 BuildUpSmokeChina
29770        ParticleSysBone = Smoke03 BuildUpSmokeChina
29771      End
29772      ConditionState    = SNOW PARTIALLY_CONSTRUCTED
29773        Model           = NBGattling_A6S
29774        Animation       = NBGattling_A6S.NBGattling_A6S
29775        AnimationMode   = MANUAL
29776        Flags           = START_FRAME_LAST
29777        TransitionKey   = UP_SNOW
29778        ParticleSysBone = Smoke01 BuildUpSnowSmoke
29779        ParticleSysBone = Smoke02 BuildUpSnowSmoke
29780        ParticleSysBone = Smoke03 BuildUpSnowSmoke
29781      End
29782      ConditionState    = SNOW NIGHT PARTIALLY_CONSTRUCTED
29783        Model           = NBGattling_A6SN
29784        Animation       = NBGattling_A6SN.NBGattling_A6SN
29785        AnimationMode   = MANUAL
29786        Flags           = START_FRAME_LAST
29787        TransitionKey   = UP_SNOWNIGHT
29788        ParticleSysBone = Smoke01 BuildUpNightSnowSmoke
29789        ParticleSysBone = Smoke02 BuildUpNightSnowSmoke
29790        ParticleSysBone = Smoke03 BuildUpNightSnowSmoke
29791      End
29792      TransitionState   = DOWN_DEFAULT UP_DAY
29793       Model            = NBGattling_A6
29794        Animation       = NBGattling_A6.NBGattling_A6
29795        AnimationMode   = ONCE
29796        AnimationSpeedFactorRange = 1.0 1.0
29797        Flags           = START_FRAME_FIRST
29798      End
29799      TransitionState   = DOWN_DEFAULT UP_NIGHT
29800       Model            = NBGattling_A6N
29801        Animation       = NBGattling_A6N.NBGattling_A6N
29802        AnimationMode   = ONCE
29803        AnimationSpeedFactorRange = 1.0 1.0
29804        Flags           = START_FRAME_FIRST
29805      End
29806      TransitionState   = DOWN_DEFAULT UP_SNOW
29807       Model            = NBGattling_A6S
29808        Animation       = NBGattling_A6S.NBGattling_A6S
29809        AnimationMode   = ONCE
29810        AnimationSpeedFactorRange = 1.0 1.0
29811        Flags           = START_FRAME_FIRST
29812      End
29813      TransitionState   = DOWN_DEFAULT UP_SNOWNIGHT
29814       Model            = NBGattling_A6SN
29815        Animation       = NBGattling_A6SN.NBGattling_A6SN
29816        AnimationMode   = ONCE
29817        AnimationSpeedFactorRange = 1.0 1.0
29818        Flags           = START_FRAME_FIRST
29819      End
29820      TransitionState   = UP_DAY DOWN_DEFAULT
29821        Model           = NBGattling_A6
29822        Animation       = NBGattling_A6.NBGattling_A6
29823        AnimationMode   = ONCE_BACKWARDS
29824        AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
29825        Flags           = START_FRAME_LAST
29826      End
29827      TransitionState   = UP_NIGHT DOWN_DEFAULT
29828        Model           = NBGattling_A6N
29829        Animation       = NBGattling_A6N.NBGattling_A6N
29830        AnimationMode   = ONCE_BACKWARDS
29831        AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
29832        Flags           = START_FRAME_LAST
29833      End
29834      TransitionState   = UP_SNOW DOWN_DEFAULT
29835        Model           = NBGattling_A6S
29836        Animation       = NBGattling_A6S.NBGattling_A6S
29837        AnimationMode   = ONCE_BACKWARDS
29838        AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
29839        Flags           = START_FRAME_LAST
29840      End
29841      TransitionState   = UP_SNOWNIGHT DOWN_DEFAULT
29842        Model           = NBGattling_A6SN
29843        Animation       = NBGattling_A6SN.NBGattling_A6SN
29844        AnimationMode   = ONCE_BACKWARDS
29845        AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
29846        Flags           = START_FRAME_LAST
29847      End
29848    End
29849  
29850    PlacementViewAngle = -45
29851  
29852    ; ***DESIGN parameters ***
29853    DisplayName      = OBJECT:GattlingCannon
29854    Side             = China
29855    EditorSorting    = STRUCTURE
29856    Prerequisites
29857      Object         = ChinaPowerPlant
29858    End
29859    BuildCost        = 1200
29860    BuildTime        = 25.0           ; in seconds
29861    EnergyProduction = -3
29862  
29863    ExperienceValue     = 200 200 200 200  ; Experience point value at each level
29864  
29865    WeaponSet
29866      Conditions          = None 
29867      Weapon              = PRIMARY GattlingBuildingGun
29868      AutoChooseSources   = PRIMARY FROM_PLAYER FROM_AI FROM_SCRIPT
29869      Weapon              = SECONDARY GattlingBuildingGunAir
29870      AutoChooseSources   = SECONDARY FROM_PLAYER FROM_AI FROM_SCRIPT
29871      PreferredAgainst    = SECONDARY BALLISTIC_MISSILE AIRCRAFT
29872    End
29873    
29874    VisionRange      = 360.0           ; Shroud clearing distance AND targeting range
29875    ShroudClearingRange = 360
29876    
29877    ArmorSet
29878      Conditions     = None
29879      Armor          = BaseDefenseArmor
29880      DamageFX       = StructureDamageFXNoShake
29881    End
29882    CommandSet       = ChinaGattlingCannonCommandSet
29883  
29884    ; *** AUDIO Parameters ***
29885    VoiceSelect      = GattlingCannonSelect
29886    SoundDie              = BuildingDie
29887    SoundOnDamaged        = BuildingDamagedStateLight
29888    SoundOnReallyDamaged  = BuildingDestroy
29889  
29890    UnitSpecificSounds
29891      UnderConstruction     = UnderConstructionLoop
29892      VoiceRapidFire        = NoSound
29893    End
29894  
29895    UnitSpecificSounds
29896      TurretMoveStart = NoSound
29897      TurretMoveLoop  = NoSound ;These aren't playing properly (mdp) TurretMoveLoopLoud
29898    End
29899  
29900    ; *** ENGINEERING Parameters ***
29901    RadarPriority     = STRUCTURE
29902    KindOf            = PRELOAD STRUCTURE SELECTABLE CAN_ATTACK IMMOBILE SCORE FS_BASE_DEFENSE POWERED IMMUNE_TO_CAPTURE MP_COUNT_FOR_VICTORY
29903    Body              = StructureBody ModuleTag_05
29904      MaxHealth       = 1000.0
29905      InitialHealth   = 1000.0
29906    End
29907  
29908    Behavior = StealthDetectorUpdate ModuleTag_13
29909      DetectionRate     = 500   ; how often to rescan for stealthed things in my sight (msec)
29910      DetectionRange   = 200   ;Dustin, enable this for independant balancing!
29911      CanDetectWhileGarrisoned  = No ;Garrisoned means being in a structure that you units can shoot out of.
29912      CanDetectWhileContained   = No ;Contained means being in a transport or tunnel network.
29913    End
29914  
29915    Behavior = GenerateMinefieldBehavior     ModuleTag_04
29916      TriggeredBy           = Upgrade_ChinaMines
29917      MineName              = ChinaStandardMine
29918      SmartBorder           = Yes
29919      AlwaysCircular        = Yes
29920    End
29921  
29922    Behavior = AIUpdateInterface ModuleTag_06
29923      Turret
29924        ControlledWeaponSlots = PRIMARY SECONDARY
29925        TurretTurnRate      = 180   // turn rate, in degrees per sec
29926        TurretPitchRate     = 180
29927        AllowsPitch         = Yes
29928        FiresWhileTurning   = Yes
29929        NaturalTurretPitch  = 45 ; this keeps it aimed half way between land and sky
29930        MinIdleScanInterval   = 250    ; in milliseconds
29931        MaxIdleScanInterval   = 250   ; in milliseconds
29932        MinIdleScanAngle      = 0       ; in degrees off the natural turret angle
29933        MaxIdleScanAngle      = 360     ; in degrees off the natural turret angle
29934      End
29935      AutoAcquireEnemiesWhenIdle = Yes ;ATTACK_BUILDINGS; defensive weapon
29936      MoodAttackCheckRate        = 250
29937    End
29938  
29939    Behavior = ProductionUpdate ModuleTag_07
29940      ; nothing, but is required if we have any Object-level Upgrades!
29941    End
29942  
29943    Behavior             = DestroyDie ModuleTag_08
29944      ;nothing
29945    End
29946    Behavior             = FXListDie ModuleTag_09
29947      DeathFX       = FX_StructureTinyDeath
29948    End
29949  
29950    Behavior = ProductionUpdate ModuleTag_10
29951      ; nothing
29952    End
29953    
29954    Behavior        = CreateObjectDie ModuleTag_11
29955      CreationList  = OCL_LargeStructureDebris
29956    End
29957  
29958    Behavior = FlammableUpdate ModuleTag_12
29959      AflameDuration = 5000         ; If I catch fire, I'll burn for this long...
29960      AflameDamageAmount = 5       ; taking this much damage...
29961      AflameDamageDelay = 500       ; this often.
29962    End
29963  
29964    Behavior = TransitionDamageFX ModuleTag_14
29965      ;-------------DESIGNED FOR TINY SIZED FACTION BUILDING TRANSITIONS-------------------
29966      DamagedParticleSystem1       = Bone:None RandomBone:No PSys:StructureTransitionTinySmoke
29967      ;---------------------------------------------------------------------------------------
29968      ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionTinySmoke
29969      ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionTinyExplosion
29970      ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionTinyShockwave
29971    End
29972  
29973    Behavior = WeaponBonusUpgrade ModuleTag_15
29974      TriggeredBy = Upgrade_ChinaChainGuns
29975    End
29976  
29977    Geometry            = BOX
29978    GeometryMajorRadius = 8.0
29979    GeometryMinorRadius = 8.0
29980    GeometryHeight      = 20.0
29981    GeometryIsSmall     = No      
29982    Shadow              = SHADOW_VOLUME
29983    BuildCompletion     = PLACED_BY_PLAYER
29984  
29985  End
29986  
29987  ;------------------------------------------------------------------------------
29988  Object GLABurningBarrier
29989  
29990    ; *** ART Parameters ***
29991    SelectPortrait         = SUBarricade_L
29992    ButtonImage            = SUBarricade
29993  
29994    Draw = W3DModelDraw ModuleTag_01
29995      OkToChangeModelColor = Yes
29996  
29997      ; day
29998      ConditionState = NONE
29999        Model         = UBBurnBarr
30000      End
30001      ConditionState = ENEMYNEAR
30002        Model         = UBBurnBarr
30003        ParticleSysBone        = Fire01 FireBurningBarricade01
30004        ParticleSysBone        = Fire02 FireBurningBarricade01
30005        ParticleSysBone        = Fire03 FireBurningBarricade01
30006        ParticleSysBone        = Fire04 FireBurningBarricade01
30007        ParticleSysBone        = Smoke01 SmokeBurningBarricade01
30008        ParticleSysBone        = Smoke02 SmokeBurningBarricade01
30009        ParticleSysBone        = Smoke03 SmokeBurningBarricade01
30010        ParticleSysBone        = Smoke04 SmokeBurningBarricade01
30011      End
30012  
30013      ConditionState = DAMAGED
30014        Model         = UBBurnBarr_D
30015      End
30016      ConditionState = DAMAGED ENEMYNEAR
30017        Model         = UBBurnBarr_D
30018        ParticleSysBone        = Fire01 FireBurningBarricade01
30019        ParticleSysBone        = Fire02 FireBurningBarricade01
30020        ParticleSysBone        = Fire03 FireBurningBarricade01
30021        ParticleSysBone        = Fire04 FireBurningBarricade01
30022        ParticleSysBone        = Fire05 FireBurningBarricade01
30023        ParticleSysBone        = Fire06 FireBurningBarricade01
30024        ParticleSysBone        = Fire07 FireBurningBarricade01
30025        ParticleSysBone        = Smoke01 SmokeBurningBarricade01
30026        ParticleSysBone        = Smoke02 SmokeBurningBarricade01
30027        ParticleSysBone        = Smoke03 SmokeBurningBarricade01
30028        ParticleSysBone        = Smoke04 SmokeBurningBarricade01
30029        ParticleSysBone        = Smoke05 SmokeBurningBarricade01
30030        ParticleSysBone        = Smoke06 SmokeBurningBarricade01
30031        ParticleSysBone        = Smoke07 SmokeBurningBarricade01
30032      End
30033  
30034      ConditionState = REALLYDAMAGED RUBBLE
30035        Model         = UBBurnBarr_E
30036      End
30037      ConditionState = REALLYDAMAGED RUBBLE ENEMYNEAR
30038        Model         = UBBurnBarr_E
30039        ParticleSysBone        = Fire01 FireBurningBarricade01
30040        ParticleSysBone        = Fire02 FireBurningBarricade01
30041        ParticleSysBone        = Fire03 FireBurningBarricade01
30042        ParticleSysBone        = Fire04 FireBurningBarricade01
30043        ParticleSysBone        = Fire05 FireBurningBarricade01
30044        ParticleSysBone        = Fire06 FireBurningBarricade01
30045        ParticleSysBone        = Fire07 FireBurningBarricade01
30046        ParticleSysBone        = Smoke01 SmokeBurningBarricade01
30047        ParticleSysBone        = Smoke02 SmokeBurningBarricade01
30048        ParticleSysBone        = Smoke03 SmokeBurningBarricade01
30049        ParticleSysBone        = Smoke04 SmokeBurningBarricade01
30050        ParticleSysBone        = Smoke05 SmokeBurningBarricade01
30051        ParticleSysBone        = Smoke06 SmokeBurningBarricade01
30052        ParticleSysBone        = Smoke07 SmokeBurningBarricade01
30053      End
30054    End
30055  
30056    ; ***DESIGN parameters ***
30057    DisplayName      = OBJECT:BurningBarricade
30058    Side             = GLA
30059    EditorSorting    = STRUCTURE
30060    Prerequisites
30061      Object = GLABarracks
30062    End
30063    BuildCost        = 50
30064    BuildTime        = 2.0           ; in seconds
30065    VisionRange      = 50.0       ; Shroud clearing distance
30066    ShroudClearingRange = 50
30067    ArmorSet
30068      Conditions      = None
30069      Armor           = WallArmor
30070      DamageFX        = StructureDamageFXNoShake
30071    End
30072  
30073    FenceWidth      = 40  ; Spacing used by the fence tool in worldbuilder.
30074    FenceXOffset    = 0   ; Offset used by the fence tool in worldbuilder so corners line up.
30075    CrushableLevel  = 2  ;What am I?:        0 = for infantry, 1 = for trees, 2 = general vehicles
30076  
30077    ; *** AUDIO Parameters ***
30078    VoiceSelect = NoSound
30079  
30080    ; *** ENGINEERING Parameters ***
30081    KindOf          = PRELOAD STRUCTURE SELECTABLE STICK_TO_TERRAIN_SLOPE IMMOBILE LINEBUILD DEFENSIVE_WALL
30082    Body            = StructureBody ModuleTag_02
30083      MaxHealth       = 1000.0
30084      InitialHealth   = 1000.0
30085    End
30086  
30087    Behavior = EnemyNearUpdate ModuleTag_03
30088      ;nothing
30089    End
30090  
30091    Behavior = DestroyDie ModuleTag_04
30092      ;nothing
30093    End
30094    Behavior             = CreateObjectDie ModuleTag_05
30095      CreationList  = OCL_SmallStructureDebris
30096    End
30097    Behavior             = FXListDie ModuleTag_06
30098      DeathFX       = FX_SmallStructureDeath
30099    End
30100    Geometry            = BOX
30101    GeometryMajorRadius = 21.0
30102    GeometryMinorRadius = 7.0
30103    GeometryHeight      = 4.0
30104    GeometryIsSmall     = No
30105    Shadow              = SHADOW_VOLUME
30106    BuildCompletion     = PLACED_BY_PLAYER
30107  
30108  End
30109  
30110  ;------------------------------------------------------------------------------
30111  Object AmericaCheckpoint
30112  
30113    ; *** ART Parameters ***
30114    Draw = W3DModelDraw ModuleTag_01
30115      OkToChangeModelColor = Yes
30116  
30117      ConditionState = NONE
30118        Model = PMChkPnt02
30119      End
30120      ConditionState    = DOOR_1_OPENING
30121        Model           = PMChkPnt02
30122        Animation       = PMChkPnt02.PMChkPnt02
30123        AnimationMode   = ONCE
30124        Flags           = START_FRAME_FIRST
30125      End
30126  
30127      ConditionState    = DOOR_1_CLOSING
30128        Model           = PMChkPnt02               
30129        Animation       = PMChkPnt02.PMChkPnt02    
30130        AnimationMode   = ONCE_BACKWARDS
30131        Flags           = START_FRAME_LAST
30132      End
30133    End
30134  
30135    ; ***DESIGN parameters ***
30136    DisplayName      = OBJECT:Checkpoint
30137    Side             = America
30138    EditorSorting    = STRUCTURE
30139  
30140    Prerequisites
30141      Object = AmericaCommandCenter
30142      Object = AmericaBarracks
30143      Object = AmericaPowerPlant
30144    End
30145  
30146    BuildCost        = 100
30147    BuildTime        = 5.0           ; in seconds
30148    VisionRange      = 100.0       ; Shroud clearing distance
30149    ShroudClearingRange = 100
30150  
30151    ArmorSet
30152      Conditions      = None
30153      Armor           = WallArmor
30154      DamageFX        = StructureDamageFXNoShake
30155    End
30156  
30157    ; *** AUDIO Parameters ***
30158    VoiceSelect = NoSound
30159  
30160    ; *** ENGINEERING Parameters ***
30161    KindOf          = PRELOAD STRUCTURE SELECTABLE STICK_TO_TERRAIN_SLOPE IMMOBILE LINEBUILD CAPTURABLE
30162    Body            = StructureBody ModuleTag_02
30163      MaxHealth       = 1000.0
30164      InitialHealth   = 1000.0
30165    End
30166  
30167    Behavior = CheckpointUpdate ModuleTag_03
30168      ;nothing
30169    End
30170  
30171    Behavior = DestroyDie ModuleTag_04
30172      ;nothing
30173    End
30174  
30175    Behavior             = CreateObjectDie ModuleTag_05
30176      CreationList  = OCL_SmallStructureDebris
30177    End
30178  
30179    Behavior             = FXListDie ModuleTag_06
30180      DeathFX       = FX_SmallStructureDeath
30181    End
30182  
30183    Behavior = FlammableUpdate ModuleTag_08
30184      AflameDuration = 5000         ; If I catch fire, I'll burn for this long...
30185      AflameDamageAmount = 5       ; taking this much damage...
30186      AflameDamageDelay = 500       ; this often.
30187    End
30188  
30189    Geometry            = BOX
30190    GeometryMajorRadius = 3.0
30191    GeometryMinorRadius = 26.0
30192    GeometryHeight      = 20.0
30193    GeometryIsSmall     = No
30194    Shadow              = SHADOW_VOLUME
30195    BuildCompletion     = PLACED_BY_PLAYER
30196  
30197  End
30198  
30199  ;---------------------------------------------------------------------
30200  Object GLAStingerSiteNoHole
30201  
30202    ; *** ART Parameters ***
30203    SelectPortrait         = SUStinger_L
30204    ButtonImage            = SUStinger
30205    Draw = W3DModelDraw ModuleTag_01
30206      OkToChangeModelColor = Yes
30207      
30208      ; day ************************************
30209      ConditionState = NONE
30210        Model = UBStingerS
30211      End
30212      
30213      ConditionState = DAMAGED
30214        Model = UBStingerS_D
30215      End
30216      
30217      ConditionState = REALLYDAMAGED RUBBLE
30218        Model = UBStingerS_E
30219      End
30220      
30221      ConditionState       = AWAITING_CONSTRUCTION
30222        Model              = None
30223      End
30224      
30225      ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
30226        Model              = UBStingerS
30227        Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
30228      End
30229      
30230      
30231      ; day snow ************************************
30232      ConditionState = SNOW
30233        Model = UBStingerS_S
30234      End
30235      
30236      ConditionState = DAMAGED SNOW
30237        Model = UBStingerS_DS
30238      End
30239      
30240      ConditionState = REALLYDAMAGED RUBBLE SNOW
30241        Model = UBStingerS_ES
30242      End
30243      
30244      ConditionState       = AWAITING_CONSTRUCTION SNOW
30245        Model              = None
30246      End
30247      
30248      ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW
30249        Model              = UBStingerS_S
30250        Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
30251      End
30252      
30253      ; night  **********************************
30254      ConditionState       = NIGHT 
30255        Model              = UBStingerS_N
30256      End
30257      
30258      ConditionState       = DAMAGED NIGHT 
30259        Model              = UBStingerS_DN
30260      End
30261      
30262      ConditionState       = REALLYDAMAGED RUBBLE NIGHT 
30263        Model              = UBStingerS_EN
30264      End
30265      
30266      ConditionState       = AWAITING_CONSTRUCTION NIGHT 
30267        Model              = None
30268      End
30269      
30270      ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT 
30271        Model              = UBStingerS_N
30272        Animation          = None
30273        Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
30274      End
30275      
30276      
30277      ; night snow **********************************
30278      ConditionState       = NIGHT SNOW
30279        Model              = UBStingerS_NS
30280      End
30281      
30282      ConditionState       = DAMAGED NIGHT SNOW
30283        Model              = UBStingerS_DNS
30284      End
30285      
30286      ConditionState       = REALLYDAMAGED RUBBLE NIGHT SNOW
30287        Model              = UBStingerS_ENS
30288      End
30289      
30290      ConditionState       = AWAITING_CONSTRUCTION NIGHT SNOW
30291        Model              = None
30292      End
30293      
30294      ConditionState       = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW
30295        Model              = UBStingerS_NS
30296        Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
30297      End
30298      
30299      
30300      
30301      
30302      ConditionState  = SOLD
30303        Model   = None
30304      End
30305      
30306      ConditionState  = SOLD SNOW
30307         Model   = NONE
30308      End    
30309  
30310      ConditionState  = SOLD NIGHT
30311         Model   = NONE
30312      End    
30313  
30314      ConditionState  = SOLD NIGHT SNOW
30315         Model   = NONE
30316      End   
30317    
30318    End
30319    ; ------------ construction-zone fence -----------------
30320    Draw = W3DModelDraw ModuleTag_02
30321    AnimationsRequirePower = No
30322      DefaultConditionState
30323        Model           = None
30324        TransitionKey   = DOWN_DEFAULT
30325      End
30326      ConditionState    = NIGHT
30327        Model           = None
30328        TransitionKey   = DOWN_DEFAULT
30329      End
30330      ConditionState    = SNOW
30331        Model           = None
30332        TransitionKey   = DOWN_DEFAULT
30333      End
30334      ConditionState    = SNOW NIGHT
30335        Model           = None
30336        TransitionKey   = DOWN_DEFAULT
30337      End
30338      ConditionState    = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
30339        Model           = UBStingerS_A4
30340        Animation       = UBStingerS_A4.UBStingerS_A4
30341        AnimationMode   = MANUAL
30342        Flags           = START_FRAME_LAST
30343        TransitionKey   = UP_DAY
30344      End
30345      ConditionState    = NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
30346        Model           = UBStingerS_A4N
30347        Animation       = UBStingerS_A4N.UBStingerS_A4N
30348        AnimationMode   = MANUAL
30349        Flags           = START_FRAME_LAST
30350        TransitionKey   = UP_NIGHT
30351      End
30352      ConditionState    = SNOW AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
30353        Model           = UBStingerS_A4S
30354        Animation       = UBStingerS_A4S.UBStingerS_A4S
30355        AnimationMode   = MANUAL
30356        Flags           = START_FRAME_LAST
30357        TransitionKey   = UP_SNOW
30358      End
30359      ConditionState    = SNOW NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
30360        Model           = UBStingerS_A4SN
30361        Animation       = UBStingerS_A4SN.UBStingerS_A4SN
30362        AnimationMode   = MANUAL
30363        Flags           = START_FRAME_LAST
30364        TransitionKey   = UP_SNOWNIGHT
30365      End
30366      TransitionState   = DOWN_DEFAULT UP_DAY
30367        Model           = UBStingerS_A4
30368        Animation       = UBStingerS_A4.UBStingerS_A4
30369        AnimationMode   = ONCE
30370        AnimationSpeedFactorRange = 1.0 1.0
30371        Flags           = START_FRAME_FIRST
30372      End
30373      TransitionState   = DOWN_DEFAULT UP_NIGHT
30374        Model           = UBStingerS_A4N
30375        Animation       = UBStingerS_A4N.UBStingerS_A4N
30376        AnimationMode   = ONCE
30377        AnimationSpeedFactorRange = 1.0 1.0
30378        Flags           = START_FRAME_FIRST
30379      End
30380      TransitionState   = DOWN_DEFAULT UP_SNOW
30381        Model           = UBStingerS_A4S
30382        Animation       = UBStingerS_A4S.UBStingerS_A4S
30383        AnimationMode   = ONCE
30384        AnimationSpeedFactorRange = 1.0 1.0
30385        Flags           = START_FRAME_FIRST
30386      End
30387      TransitionState   = DOWN_DEFAULT UP_SNOWNIGHT
30388        Model           = UBStingerS_A4SN
30389        Animation       = UBStingerS_A4SN.UBStingerS_A4SN
30390        AnimationMode   = ONCE
30391        AnimationSpeedFactorRange = 1.0 1.0
30392        Flags           = START_FRAME_FIRST
30393      End
30394      TransitionState   = UP_DAY DOWN_DEFAULT
30395        Model           = UBStingerS_A4
30396        Animation       = UBStingerS_A4.UBStingerS_A4
30397        AnimationMode   = ONCE_BACKWARDS
30398        AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
30399        Flags           = START_FRAME_LAST
30400      End
30401      TransitionState   = UP_NIGHT DOWN_DEFAULT
30402        Model           = UBStingerS_A4N
30403        Animation       = UBStingerS_A4N.UBStingerS_A4N
30404        AnimationMode   = ONCE_BACKWARDS
30405        AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
30406        Flags           = START_FRAME_LAST
30407      End
30408      TransitionState   = UP_SNOW DOWN_DEFAULT
30409        Model           = UBStingerS_A4S
30410        Animation       = UBStingerS_A4S.UBStingerS_A4S
30411        AnimationMode   = ONCE_BACKWARDS
30412        AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
30413        Flags           = START_FRAME_LAST
30414      End
30415      TransitionState   = UP_SNOWNIGHT DOWN_DEFAULT
30416        Model           = UBStingerS_A4SN
30417        Animation       = UBStingerS_A4SN.UBStingerS_A4SN
30418        AnimationMode   = ONCE_BACKWARDS
30419        AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
30420        Flags           = START_FRAME_LAST
30421      End
30422    End
30423  
30424    ; ------------ under-construction scaffolding -----------------
30425    Draw = W3DModelDraw ModuleTag_03
30426    AnimationsRequirePower = No
30427      MinLODRequired = MEDIUM
30428      DefaultConditionState
30429        Model           = None
30430        TransitionKey   = DOWN_DEFAULT
30431      End
30432      ConditionState    = NIGHT
30433        Model           = None
30434        TransitionKey   = DOWN_DEFAULT
30435      End
30436      ConditionState    = SNOW
30437        Model           = None
30438        TransitionKey   = DOWN_DEFAULT
30439      End
30440      ConditionState    = SNOW NIGHT
30441        Model           = None
30442        TransitionKey   = DOWN_DEFAULT
30443      End
30444      ConditionState    = PARTIALLY_CONSTRUCTED
30445        Model           = UBStingerS_A6
30446        Animation       = UBStingerS_A6.UBStingerS_A6
30447        AnimationMode   = MANUAL
30448        Flags           = START_FRAME_LAST
30449        TransitionKey   = UP_DAY
30450        ParticleSysBone = Smoke01 BuildUpSmoke
30451        ParticleSysBone = Smoke02 BuildUpSmoke
30452        ParticleSysBone = Smoke03 BuildUpSmoke
30453      End
30454      ConditionState    = NIGHT PARTIALLY_CONSTRUCTED
30455        Model           = UBStingerS_A6N
30456        Animation       = UBStingerS_A6N.UBStingerS_A6N
30457        AnimationMode   = MANUAL
30458        Flags           = START_FRAME_LAST
30459        TransitionKey   = UP_NIGHT
30460        ParticleSysBone = Smoke01 BuildUpSmoke
30461        ParticleSysBone = Smoke02 BuildUpSmoke
30462        ParticleSysBone = Smoke03 BuildUpSmoke
30463      End
30464      ConditionState    = SNOW PARTIALLY_CONSTRUCTED
30465        Model           = UBStingerS_A6S
30466        Animation       = UBStingerS_A6S.UBStingerS_A6S
30467        AnimationMode   = MANUAL
30468        Flags           = START_FRAME_LAST
30469        TransitionKey   = UP_SNOW
30470        ParticleSysBone = Smoke01 BuildUpSnowSmoke
30471        ParticleSysBone = Smoke02 BuildUpSnowSmoke
30472        ParticleSysBone = Smoke03 BuildUpSnowSmoke
30473      End
30474      ConditionState    = SNOW NIGHT PARTIALLY_CONSTRUCTED
30475        Model           = UBStingerS_A6SN
30476        Animation       = UBStingerS_A6SN.UBStingerS_A6SN
30477        AnimationMode   = MANUAL
30478        Flags           = START_FRAME_LAST
30479        TransitionKey   = UP_SNOWNIGHT
30480        ParticleSysBone = Smoke01 BuildUpNightSnowSmoke
30481        ParticleSysBone = Smoke02 BuildUpNightSnowSmoke
30482        ParticleSysBone = Smoke03 BuildUpNightSnowSmoke
30483      End
30484      TransitionState   = DOWN_DEFAULT UP_DAY
30485       Model            = UBStingerS_A6
30486        Animation       = UBStingerS_A6.UBStingerS_A6
30487        AnimationMode   = ONCE
30488        AnimationSpeedFactorRange = 1.0 1.0
30489        Flags           = START_FRAME_FIRST
30490      End
30491      TransitionState   = DOWN_DEFAULT UP_NIGHT
30492       Model            = UBStingerS_A6N
30493        Animation       = UBStingerS_A6N.UBStingerS_A6N
30494        AnimationMode   = ONCE
30495        AnimationSpeedFactorRange = 1.0 1.0
30496        Flags           = START_FRAME_FIRST
30497      End
30498      TransitionState   = DOWN_DEFAULT UP_SNOW
30499       Model            = UBStingerS_A6S
30500        Animation       = UBStingerS_A6S.UBStingerS_A6S
30501        AnimationMode   = ONCE
30502        AnimationSpeedFactorRange = 1.0 1.0
30503        Flags           = START_FRAME_FIRST
30504      End
30505      TransitionState   = DOWN_DEFAULT UP_SNOWNIGHT
30506       Model            = UBStingerS_A6SN
30507        Animation       = UBStingerS_A6SN.UBStingerS_A6SN
30508        AnimationMode   = ONCE
30509        AnimationSpeedFactorRange = 1.0 1.0
30510        Flags           = START_FRAME_FIRST
30511      End
30512      TransitionState   = UP_DAY DOWN_DEFAULT
30513        Model           = UBStingerS_A6
30514        Animation       = UBStingerS_A6.UBStingerS_A6
30515        AnimationMode   = ONCE_BACKWARDS
30516        AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
30517        Flags           = START_FRAME_LAST
30518      End
30519      TransitionState   = UP_NIGHT DOWN_DEFAULT
30520        Model           = UBStingerS_A6N
30521        Animation       = UBStingerS_A6N.UBStingerS_A6N
30522        AnimationMode   = ONCE_BACKWARDS
30523        AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
30524        Flags           = START_FRAME_LAST
30525      End
30526      TransitionState   = UP_SNOW DOWN_DEFAULT
30527        Model           = UBStingerS_A6S
30528        Animation       = UBStingerS_A6S.UBStingerS_A6S
30529        AnimationMode   = ONCE_BACKWARDS
30530        AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
30531        Flags           = START_FRAME_LAST
30532      End
30533      TransitionState   = UP_SNOWNIGHT DOWN_DEFAULT
30534        Model           = UBStingerS_A6SN
30535        Animation       = UBStingerS_A6SN.UBStingerS_A6SN
30536        AnimationMode   = ONCE_BACKWARDS
30537        AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
30538        Flags           = START_FRAME_LAST
30539      End
30540    End
30541    
30542    PlacementViewAngle = -45
30543  
30544    ; ***DESIGN parameters ***
30545    DisplayName         = OBJECT:StingerSite
30546    Side                = GLA
30547    EditorSorting       = STRUCTURE
30548    Prerequisites
30549      Object            = GLABarracks
30550    End
30551    BuildCost           = 900
30552    BuildTime           = 25.0           ; in seconds
30553    EnergyProduction    = 0
30554    VisionRange         = 600.0           ; Shroud clearing distance
30555    ShroudClearingRange = 400
30556    ArmorSet
30557      Conditions        = None
30558      Armor             = StingerSiteArmor
30559      DamageFX          = StructureDamageFXNoShake
30560    End
30561    CommandSet          = GLAStingerSiteCommandSet
30562    ExperienceValue     = 200 200 200 200  ; Experience point value at each level
30563  
30564    ; *** AUDIO Parameters ***
30565    VoiceSelect         = StingerSiteSelect
30566    SoundDie              = BuildingDie
30567    SoundOnDamaged        = BuildingDamagedStateLight
30568    SoundOnReallyDamaged  = BuildingDestroy
30569  
30570    UnitSpecificSounds
30571      UnderConstruction     = UnderConstructionLoop
30572    End
30573  
30574    ; *** ENGINEERING Parameters ***
30575    RadarPriority        = STRUCTURE
30576    KindOf               = PRELOAD STRUCTURE SELECTABLE IMMOBILE FS_BASE_DEFENSE IMMUNE_TO_CAPTURE SPAWNS_ARE_THE_WEAPONS MP_COUNT_FOR_VICTORY SCORE_CREATE
30577  
30578    Body                 = HiveStructureBody ModuleTag_04 ;Requires SpawnBehavior!
30579      MaxHealth          = 1000.0
30580      InitialHealth      = 1000.0
30581      ;**Careful with these damage types -- because area damage types will already
30582      ;**damage slaves.
30583      PropagateDamageTypesToSlavesWhenExisting = NONE +SMALL_ARMS +SNIPER +FLESHY_SNIPER +POISON +RADIATION
30584      SwallowDamageTypesIfSlavesNotExisting = NONE +SNIPER +FLESHY_SNIPER ; Take no damage if noone to pass this to
30585    End
30586  
30587    Behavior = SpawnPointProductionExitUpdate ModuleTag_05
30588      SpawnPointBoneName = SpawnPoint
30589    End
30590  
30591    Behavior                = SpawnBehavior ModuleTag_06
30592      SpawnNumber           = 3
30593      SpawnReplaceDelay     = 30000 ;msec
30594      SpawnTemplateName     = GLAInfantryStingerSoldier
30595      CanReclaimOrphans     = No
30596      SpawnedRequireSpawner = Yes
30597    End
30598  
30599    Behavior        = DestroyDie ModuleTag_09
30600      ;<NO DATA>
30601    End
30602    Behavior        = CreateObjectDie ModuleTag_10
30603      CreationList  = OCL_ABStingerSiteDebris
30604    End
30605    Behavior        = FXListDie ModuleTag_11
30606      DeathFX       = FX_StructureSmallDeath
30607    End
30608    Behavior        = FireWeaponWhenDeadBehavior ModuleTag_12
30609      DeathWeapon   = StingerSiteDeathConcussion
30610      StartsActive  = Yes
30611    End
30612  
30613    Behavior                = FlammableUpdate ModuleTag_15
30614      AflameDuration        = 5000         ; If I catch fire, I'll burn for this long...
30615      AflameDamageAmount    = 5       ; taking this much damage...
30616      AflameDamageDelay     = 500       ; this often.
30617    End
30618  
30619    Behavior = TransitionDamageFX ModuleTag_16
30620      ;-------------DESIGNED FOR SMALL SIZED FACTION BUILDING TRANSITIONS-------------------
30621      DamagedParticleSystem1       = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke
30622      ;---------------------------------------------------------------------------------------
30623      ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke
30624      ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion
30625      ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave
30626    End
30627  
30628    Geometry            = CYLINDER
30629    GeometryMajorRadius = 36.0
30630    GeometryHeight      = 9.0    
30631    GeometryIsSmall     = No
30632    Shadow              = SHADOW_VOLUME
30633    BuildCompletion     = PLACED_BY_PLAYER
30634  
30635  End
30636  
30637  
30638  
30639  ;------------------------------------------------------------------------------
30640  ;------------------------------------------------------------------------------
30641  ;------------------------------------------------------------------------------
30642  ;------------------------------------------------------------------------------


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