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